I’m a bit new to Unity, but I’m interested in making a kind of fourth-wall-breaking horror game. One that would place new .exes, images, and .txt files(the last of which I already know how to do) in the folder as you reach certain points in the game. Is this at all possible?
I’m not sure what you mean by “reveal” new files? In a Unity usually all assets are compiled and compressed into resource-packages and are always part of your finished game. What has placing files in a folder to do with your game? And / or what’s the purpose of placing new files (where do they came from?) in a folder?
Finally what’s your target platform? (win, mac, linux, android, iphone, ipad, win phone, webplayer, native client, xbox, ps3, wii)
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If you just want to load external assets that’s generally possible but with certain restrictions:
- If you have a Unity pro license you can create AssetBundles which you can load from any external source (a file, from a webserver, …). AssetBundles can contain any asset that Unity supports. They have to be created in Unity. It’s very tricky to include scripts in such an AssetBundle but it’s possible with some extra work.
- If you don’t have Unity pro you can only load certain types nativly:
- Images: only png and jpg is supported (See this and / or this)
- Audio: only Ogg, WAV, XM, IT, MOD, S3M are supported (on mobile also MP3) (See this)
- Mesh: No supported format. However there are custom solutions for Wavefront OBJ files (ObjImporter and obj-loader). There might be others as well.
- Prefabs: Not supported. However you might want to use the UnitySerializer
As for how to “find” what files are available, when using files in the local filesystem, you can use the classes in the System.IO namespace. When using a webserver you have to write some kind of serverside script (php, …) that returns what files are available.