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Question by Mayoeruronin · Jan 16, 2013 at 09:59 AM · resourcesassetdatabaseloadassetatpath

LoadAssetAtPath

I cant get this to work right for some reason. I have tried Resources and AssetDatabase to run this from but keep getting a null object from it. This is in editor and not runtime. importPath shows up correctly but impObject returns a null object. Any ideas?

 var prefabPath : String = assetPath.Replace(".fbx", "Prefab.prefab");
 var importPath : String = assetPath;
 Debug.Log(importPath);
 var impObject : GameObject = Resources.LoadAssetAtPath(importPath, GameObject) as GameObject;
 Debug.Log(impObject);
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avatar image Mayoeruronin · Jan 16, 2013 at 09:15 AM 0
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Found the issue. AssetDatabase works but you need to refresh it since it doesnt update on import. AssetDatabase.Refresh(); makes all the difference in the world.

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Answer by doublethink · Jan 16, 2013 at 08:35 PM

Usage of LoadAssetAtPath is normally discouraged for most purposes. Instead create a folder named "Resources" and place any prefabs you need to load during runtime there and use

Resources.Load("prefabName");

see http://docs.unity3d.com/Documentation/Manual/LoadingResourcesatRuntime.html

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