Scripting API for packages
Accessing package Assets
This section explains how to access or refer to AssetsAny media or data that can be used in your game or Project. An asset may come from a file created outside of Unity, such as a 3D model, an audio file or an image. You can also create some asset types in Unity, such as an Animator Controller, an Audio Mixer or a Render Texture. More info
See in Glossary that are defined inside a package:
Referring to package paths
To refer to Assets that are defined inside a package, use this path scheme:
"Packages/<package-name>/..."
The path of the Asset inside a package begins with Packages/
and the package name (not the [display name](upm-manifestPkg.html#display name)).
By contrast, you access Project Assets using this scheme:
"Assets/..."
For example, the path for the file image.png in the package subfolder /Example/Images
of the com.unity.images-library package is:
"Packages/com.unity.images-library/Example/Images/image.png"
Loading a Texture inside a package
To load a Texture stored inside a package, use the LoadAssetAtPath method and specify the path following the Packages/<package-name>/
path scheme as demonstrated in this example:
Texture2D texture = (Texture2D)AssetDatabase.LoadAssetAtPath("Packages/com.unity.images-library/Example/Images/image.png", typeof(Texture2D));
Resolving absolute paths
To get the absolute path of a packaged Asset, use the Path.GetFullPath() method. For example:
string absolute = Path.GetFullPath("Packages/com.unity.images-library/Example/Images/image.png");
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Scripting API for packages