Sprite Rendering

(I’m using Unity 5.5)

Hi everyone,

I am writing a mobile game that uses many different icons at any given time, so I’m loading all my images at runtime to reduce size and compilation time loading. I can’t seem to get my sprites to load currently, can anyone tell me what is wrong with my code?

Thanks! Here’s the necessary portions:

	public GameObject _enchantment1icon;
	public GameObject _enchantment2icon;
	public GameObject _gem1icon;
	public GameObject _gem2icon;
	public GameObject _mog1icon;
	public GameObject _mog2icon;

public void loadCharacter(Text character){
		_statsName.text = character.text;
		_characterStats.gameObject.SetActive (true);
		_playButton.gameObject.SetActive (true);

		switch (character.text) {
		default:
			_enchantment1icon.GetComponent<Image> ().sprite = Resources.Load<Sprite> ("images/enchantment1icon.png") as Sprite;
			_enchantment2icon.GetComponent<Image> ().sprite = Resources.Load<Sprite> ("images/enchantment2icon.png") as Sprite;
			_gem1icon.GetComponent<Image> ().sprite = Resources.Load<Sprite> ("images/gem1icon.png") as Sprite;
			_gem2icon.GetComponent<Image> ().sprite = Resources.Load<Sprite> ("images/gem2icon.png") as Sprite;
			_mog1icon.GetComponent<Image> ().sprite = Resources.Load<Sprite> ("images/pawn1default.png") as Sprite;
			_mog2icon.GetComponent<Image> ().sprite = Resources.Load<Sprite> ("images/pawn2default.png") as Sprite;
			break;
		}

	}

As a note: I am pulling images in other parts of my code for buttons, and that is working. So the pathways are certainly correct, my confusion just comes from loading sprites from resources.

File extensions must be omitted from assets specified to Resources.Load: Unity - Scripting API: Resources.Load

_gem1icon.GetComponent<Image> ().sprite = Resources.Load<Sprite> ("images/gem1icon") as Sprite;

etc.