I'm making a C# game using Visual C# Studio 2010 Express with Microsoft's XNA.
At the moment I'm trying to load content into the game but I'm having trouble with the relative Content path. My current code looks like this:
private Texture2D planetBackground;
private Texture2D groundFacility;
private Texture2D hoverShip;
private Texture2D attackShip;
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
planetBackground = Content.Load<Texture2D>("spacebackground.png");
groundFacility = Content.Load<Texture2D>("planetstation.png");
hoverShip = Content.Load<Texture2D>("ship2.png");
attackShip = Content.Load<Texture2D>("ship1.png");
}
The Content.RootDirectory is currently set to "Content".
How do I construct the paths to the images so that they will load? At the moment I get a ContentLoadException: file not found, so clearly my relative path is wrong. Where does the path start from?
Remove file extensions:
planetBackground = Content.Load<Texture2D>("spacebackground");
XNA transforms all files into .XNB files, so there's no need to specify extensions (unless your files have multiple dots in file names).
Related
sorry im very new to unity and c#.
Im trying to read an image and apply it as a texture.
The code works when i try it with an image on my computer, however, when i try it with my android devices (phone and AR glasses), i've not been able to specify the file path correctly. How do i specify the file path properly of android devices or is there a way i can get these file path?
Thank you so much for any help in advance! :)
void Start()
{
thisTexture = new Texture2D(100, 100);
//string path = "C:/Users/kenny/Desktop/5th March/im.png"; //this works
string path = "file:///storage/emulated/0/im2.png"; // this doesnt work
bytes = File.ReadAllBytes(path);
thisTexture.LoadImage(bytes);
GetComponent<Renderer>().material.mainTexture = thisTexture;
}
For mobile devices it is not as straightforward to get a file from a plain path.
One way of doing so is by using the Resources folder. In your root folder (Assets), create a new folder named Resources. Put your image there.
Then you can do something like this:
// path without file extension!
var texture = Resources.Load<Texture2D>("path/to/texture");
You can get more references for this functionality here: https://forum.unity.com/threads/how-to-load-a-image-from-the-resources-folder-to-a-texture2d.101542/
Alternatively, you could use the StreamingAssets folder, but that's another story.
I want to change the image that clicked image button.
so, I set a button and try to load a PNG file at assets/Resources/ PATH.
But it always return and it makes me massed up -_-.
Some of questions likes my situation, everybody answers 'try to move file to load assets/Resoucres PATH and my situation couldn't be fixed that way.
Here is my code. This function is load a NumCard_1.png file when clicked a image button. NumCard_1.png exists at assets/Resources folder.
void OnclkMe()
{
Sprite newSprite = Resources.Load<Sprite>("/NumCard_1") as Sprite;
// I already try ("NumCard_1") instead above.
if(newSprite==null)
{
Debug.Log("NULL"); // Always prints "NULL" -_-.
}
else
{
Debug.Log(newSprite.name);
}
}
When using Resources.Load in Unity, it uses a relative folder to "Resources"
every resource you intend to use at runtime must be located under /Resources, if it ain't there - create it.
after you create this base folder (under Assets) you can create subfolders by your own preference.
secondly, Resources.Load("/NumCard_1") as Sprite is kind of misused.
the generic method Resources.Load returns T so you can drop the "as Sprite" (it will act the same).
as Unity uses "Resources" as base folder you should remove the "/" before "NumCard".
if you use subfolder you might want to specify the path as "Cards/NumCard_1".
as per your code, after creating the folder Assets/Resources and placing the img in it, try the following:
Sprite newSprite = Resources.Load<Sprite>("NumCard_1")
Add your sprite in resources folder.
Change texture type to Sprite, and apply.
Sprite newSprite = Resources.Load("NumCard_1",typeof(Sprite)) as Sprite;
Maybe you don't set import config of that file into sprite? Normally png would be imported as texture, not sprite
First you should try to check it like this
var obj = Resources.Load("NumCard_1");
Debug.Log(typeof(obj));
If obj is not null, it would tell you what type it is. If it not sprite you would need to go to unity editor, select file, and change import type that png into sprite
ps Using generic mean you can just write is like this
var obj = Resources.Load<Sprite>("NumCard_1");
And obj will be sprite. If it not a sprite it would be null
Folder Name Must be named "Resourses" in asset
I'm at a complete loss for why it's not working. All it does is give me the cannot open file exception on both images. Any advice?
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
pixelTexture = Content.Load<Texture2D>("\\Images\\pixel");
treeTexture = Content.Load<Texture2D>("\\images\\tree");
}
You're passing absolute file paths.
Your paths should resemble this instead (note the extension and lack of slash at the start):
pixelTexture = Content.Load<Texture2D>(#"Images\pixel.png");
treeTexture = Content.Load<Texture2D>(#"Images\tree.png");
In general, to troubleshoot asset loading problems, you need to double check:
That the asset is indeed part of the content project
That the properties (build type, etc.) on the asset are set properly (select in solution explorer then press F4 to open the properties)
That the path in your string matches the path on disk relative to the content root directory, and includes the file extension
That the content root directory (Content.RootDirectory) is set to the right value
Your only problem is that you're passing an absolute path instead of a relative path. You just need to drop the 2 backslashes at the beginning of your path strings.
I am working in XNA 4.0 Game Studio (C#), and I am trying to load an image using the LoadContent() method. I have loaded numerous image files into this game and they all work 100% fine, but for some reason, XNA will not open files inside one of my loadContent methods. Here is the method:
protected override void LoadContent()
{
//spriteBatch = new SpriteBatch(GraphicsDevice);
//Sets up an array of textures to be used in the Icon class
Texture2D[] icons = new Texture2D[24];
#region Loading talent textures
//These are all of the icons that need to be loaded for the talents
//Paladin
icons[0] = Content.Load<Texture2D>(#"C:\Users\Student\Desktop\Dropbox\Public\platformer\Platformer\Content\Talents\blade_of_light3.jpg");
icons[1] = Content.Load<Texture2D>("Talents\\divine_grace");
icons[2] = Content.Load<Texture2D>("Talents\\divine_storm");
icons[3] = Content.Load<Texture2D>("Talents\\hammer_of_the_righteous");
icons[4] = Content.Load<Texture2D>("Talents\\healing_hands");
icons[5] = Content.Load<Texture2D>("Talents\\heavenly_fury");
icons[6] = Content.Load<Texture2D>("Talents/momentum_of_light");
icons[7] = Content.Load<Texture2D>("Talents/retribution");
icons[8] = Content.Load<Texture2D>("Talents/righteous_fury");
icons[9] = Content.Load<Texture2D>("Talents/sanctuary");
icons[10] = Content.Load<Texture2D>("Talent/searing_light");
icons[11] = Content.Load<Texture2D>("Talent/wrath_of_the_heavens");
//Warrior
icons[12] = Content.Load<Texture2D>(#"Talents\bloodstorm");
icons[13] = Content.Load<Texture2D>(#"Talents\bloodthirst");
icons[14] = Content.Load<Texture2D>(#"Talents\die_by_the_sword");
icons[15] = Content.Load<Texture2D>(#"Talents\furious_blades");
icons[16] = Content.Load<Texture2D>(#"Talents\unleash_rage");
icons[17] = Content.Load<Texture2D>(#"Talents\lifeblood");
icons[18] = Content.Load<Texture2D>(#"Talents\red_like_my_rage");
icons[19] = Content.Load<Texture2D>(#"Talents\eternal_thirst");
icons[20] = Content.Load<Texture2D>(#"Talents\bladesurge");
icons[21] = Content.Load<Texture2D>(#"Talents\bathed_in_blood");
icons[22] = Content.Load<Texture2D>(#"Talents\bladerunner");
icons[23] = Content.Load<Texture2D>(#"Talents\bloodfury");
icons[24] = Content.Load<Texture2D>(#"Talents\grapple_chain");
#endregion
As you can see, I have tried using the ENTIRE file location. It finds the file, but throws an exception when the LoadContent() method is called and says "Cannot open file blade_of_light3."
I do not get any errors about escape paths or anything like that, and I have used this sort of file path for other images, and they work fine. It's just here, in this class, in this loadContent method, that they won't work.
The Content.Load methods does not load files, it loads specialized content or assets. Have a look at this.
You can't load files directly, you can only load assets. These assets are generated via the content pipeline.
This is mainly to provide an abstract layer for content. Because XNA is platform independent, and on one machine you may be use a bigger image or different image, you only need to change the asset in the pipeline and can reuse the code.
Just to add to dowhilefor's excellent answer, if you want to load a raw .jpg file (or .png), you can do so like this:
using(var s = File.OpenRead(fileName))
{
Texture2D texture = Texture2D.FromStream(GraphicsDevice, s);
}
Unlike when you load something using ContentManager, you "own" it in this case. This means you are responsible for calling Dispose() on it in UnloadContent.
Also unlike when you go through the content pipeline (using the default settings), the texture that you load will not have premultiplied-alpha. You need to apply premultiplication yourself, or render it with BlendState.NonPremultiplied.
Of course, unless you are unable to for some reason (eg: you're downloading images from the internet, or you're letting your end user pick them), you should use the content pipeline.
I'm starting to learn "some" XNA and - as expected - I've run into an obstacle pretty early.
I've created a WP7 XNA Game solution
I've removed the default content project
I've added my own content project "Sprites"
I've added 3x *.png files to the "Sprites" project (MyImage1.png, MyImage2.png, MyImage3.png)
I've added a Content reference, referencing the "Sprites" to the main game project
/**/
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
logoTexture = Content.Load<Texture2D>("Sprites/MyImage1");
// TODO: use this.Content to load your game content here
}
I'm getting a ContentLoadException saying "not found" when trying to load one my *.png's
I did check the output directory, a "Sprites" subfolder containing *.xnb files is present
I did check the properties of the images, all are marked as Texture2Ds and have content importers and processors set to default XNA values
I'm pretty sure I'm making a common n00b'ish mistake, but I'm failing to see it, so I'd apreciate some guidance.
Problem Fixed
Content.RootDirectory = "Content"; // The cause of the problem
Regards
Why did you remove the content project?
My guess is that you need to set the RootDirectory
Content.RootDirectory = "Content";
which BTW creates ContentManager object.
You should try the following path formatting instead:
".\\Sprites\\MyImage1"
According to MSDN, the path must be relative to the current directory. And the directory separator is '\'.