"Resources.LoadAssetAtPath" path problem

I use this function to load the texture

mStart = Resources.LoadAssetAtPath(“Assets/GUI/mainMenu/GUI_mainMenu_start.png”, typeof(Texture)) as Texture;

But, I have a problem, in Unity run this code, it’s work.
When build and run the exe file, that can’t find the Texture,

I think it is the path problem, where is the path I must been put in the file.
In build folder I can’t find any PNG file.

Anyone can help me?
THX

maybe you can do a search for the texture? I think it should work, rather than a specific file path

LoadAssetAtPath is a editor only function as the first line of its documentation

tries to imply

When you use resources in the client, you don’t need it cause all resource loading (Load / LoadAll) can only happen from within the Resources folder as thats the only folder that will even transfer to the build without being assigned to prefabs / game objects in scenes included in the build.

Thank you all of you help me

Let’s I change to use “Resources.Load”
But it can’t load the texture

How to use this function?
At the reference, it say put the file in “Assets/Resources/glass” and the file name is “glass”
but I don’t know where to put the file, I have a file “texture.png”
that is put the file to “Assets/Resources/texture.png”, then the code is Resources.Load(“texture”);
Right? but it can’t load the file. It is return NULL

glass is meant to be the path, so the texture would need to be at Assets/Resources/glass., not within a subfolder of it.

and you would put the file into that folder before building the application so its present in the application at all