IOS loading sprites from StreamingAsset

Hi guys,
I’m currently having some troubles get my project to work on IOS devices, especially loading sprites at runtime.
I know the resource folder is not supposed to work on these devices so I tried using the StreamingAsset folder to get it to work.

So far, I copied all the sprite resources in a StreamingAsset folder in my project and used the path = Application.streamingAssetsPath; to get to the designed adress.
However, I seem to have a problem loading them after and assigning them to my gameobjects:
Sprite loadedSprite = Resources.Load(path + “blabla.png”);
GameObject.GetComponent().sprite = loadedSprite;
The path is correct, I checked it using debug display but unity does not seem to find anything and returns an empty value for loadedSprite…

Any help would be highly appreciated :slight_smile:
Thanks

You can’t use Resources.Load it only grabs stuff from the Resources folder. You have to move all your assets under Resources folder.

Hey,
Yeah, I moved everything in a StreamingAsset folder. My problem is I don’t know what to use instead of Resources.Load :frowning:

You have to copy the files into Assets\Resources folder
then use Resources.Load (“File name relative to resources folder”) You don’t need to use StreamingAssets and “path”.

Ressource folder can be used on IOS devices? I’m a bit confused as I read on many threads it wasnt… plus my project crash when I use the resource.load on ios devices