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Question by David_29 · Feb 14, 2014 at 12:36 PM · androidapknullresources.loadresource

Rendering Image Sprites Programatically

I know that using the Resources.LoadAssetAtPath() renders and set the images of the sprite programatically as long as it used only for testing at Game view only. When I publish and export into APK file for Android, the images appeared empty instead. Since, I believe that using Resources.Load() function is useful to render images or sprites programatically via C-sharp or Javascript. I'm not sure if I did right. Here's what I did:

         switch(index) {
         case 0: filename = "Assets/Resources/Images/Fruits/kiwi.png"; break;
         case 1: filename = "Assets/Resources/Images/Fruits/orange.png"; break;
         case 2: filename = "Assets/Resources/Images/Fruits/lemon.png"; break;
         case 3: filename = "Assets/Resources/Images/Fruits/strawberry.png"; break;
         case 4: filename = "Assets/Resources/Images/Fruits/watermelon.png"; break;
         }
         
         Sprite sprite = Resources.Load (filename, typeof(Sprite)) as Sprite;
         renderer.sprite = sprite;
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avatar image nesis · Feb 14, 2014 at 01:29 PM 1
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I think you can remove "Assets/Resources/" from all those paths. Not sure if that'll fix your problem, but worth a shot.

avatar image David_29 · Feb 17, 2014 at 04:19 AM 0
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It's not working, @nesis. Therefore, you need a complete file directory even if exported in AP$$anonymous$$ during buld and run session. :-(

avatar image WinterboltGames David_29 · Sep 23, 2017 at 03:09 PM 0
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I'm sure that you should remove the Assets/Resources since the assets folder DO NOT EXIST in the game build. I'm sure @nesis is 100% percent correct

and please remove the .png at the end of the line. since a Sprite asset isn't necessary a png...it could be a jpg, PSD or any other image formate supported by unity and then see what happens.

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