Script working on PC but not on Android

Hey guys,

I’m just starting out with unity and am making an Android app. So far I have a background and a tileMap object that draws a grid of Tiles on the screen. When I use the game preview in the scene window the tiles are drawn correctly, but when I ‘Build and Run’ to Android the background is drawn, but the tiles are not.

using UnityEngine;
using System.Collections;

public class tileMap : MonoBehaviour {
   
    public Transform tilePrefab;
   
    //Tilemap width and height
    public int mapWidth = 9;
    public int mapHeight = 20;
   
    //2D array to hold all tiles, which makes it easier to reference adjacent tiles etc.
    public Transform[,] map;
   
    // Use this for initialization
    void Start () {
       
        //Load prefab "Grass" from "Resources/Prefabs/" folder.
        tilePrefab = Resources.Load <Transform> ("Prefabs/Tile");
       
        //If we can't find the prefab then log a warning.
        if (!tilePrefab)
            Debug.LogWarning ("Unable to find TilePrefab in your Resources folder.");
       
        //Initialize our 2D Transform array with the width and height
        map = new Transform[mapWidth, mapHeight];
       
        //Iterate over each future tile positions for x and y
        for (int y = 0; y < mapHeight; y++)
        {
            for (int x = 0; x < mapWidth; x++)
            {
                //Instantiate tile prefab at the desired position as a Transform object
                Transform tile = Instantiate (tilePrefab, new Vector3 ((x - 5.59f) * 0.64f, (y - 9.51f) * 0.64f, 0), Quaternion.identity) as Transform;
                //Set the tiles parent to the GameObject this script is attached to
                tile.parent = transform;
                //Set the 2D map array element to the current tile that we just created.
                map[x, y] = tile;
            }
        }
       
    }
   
   
    //Returns a tile from the map array at x and y
    public Transform GetTileAt (int x, int y)
    {
        if (x < 0 || y < 0 || x > mapWidth || y > mapHeight)
        {
            Debug.LogWarning ("X or Y coordinate is out of bounds!");
            return null;
        }
        return map[x, y];
    }
   
    // Update is called once per frame
    void Update () {
       
    }
}

Same problem right now. You use Resources.Load(“Prefabs/Tile”). If you debug, you will most likely find that the path “Prefabs” does not exist

I think sooner or later you (as I now) will need to refer to some folder on your Android device. But for now, maybe you can replace the Resources.Load with an Editor assignment, putting a public Transform/Sprite variable.