Hey guys,I'm a newbie and studying anything about 2D and unity. But I have a serious trouble with running 2D game application in PSV.When I run in Unity Editor mode ,it's fine. but run in PSV... it makes me so mad almsot......I dont sure what kind of error was happen(include mp3audio cant play).Maybe I almost use NGUI(3.6.8). and maybe I set a wrong path without manul.So I parse IO codes and check them if they wrong... Codes about IO: Code (CSharp): public void ChangeBackgroudPic(Dictionary<string, string> BeatmapInfoDic) { string picName = BeatmapInfoDic[@"BackgroudPicName"]; picName = picName.Replace(@".jpg",string.Empty); string id = BeatmapInfoDic[@"BeatmapSetID"]; var tex = Resources.Load(id + @"/" + picName,typeof(Texture))as Texture; gameObject.GetComponent<UITexture>().mainTexture = tex;/* float targerX = 960; float targerY = 544; float m_Scale_X; float m_Scale_Y; m_Scale_X = targerX / 960.0f; m_Scale_Y = targerY / 544.0f; if (m_Scale_X == 0) Debug.LogError(@"m_Scale_X=0!"); if (m_Scale_Y == 0) Debug.LogError(@"m_Scale_Y=0!"); if ((m_Scale_X == 0) || (m_Scale_Y == 0)) return;*/ Rect rect=new Rect(); float texH = tex.height; float texW = tex.width; float widW = 960.0f; float fixedH=544.0f; // if (texW > widW) { float widH = widW * texH / texW / fixedH; rect.height = widH; rect.width = 1; rect.x = 0; rect.y = (1 - widH) / 2; } else {//I dont know how to clip:P rect.height = 1; rect.width = 1; rect.x = 0; rect.y = 0; } gameObject.GetComponent<UITexture>().uvRect = rect; } } Code (CSharp): public void ChangeAudio(Dictionary<string, string> BeatmapInfoDic) { var audio = BeatmapInfoDic[@"AudioFilename"]; audio=audio.Replace(@".mp3",string.Empty); var id = BeatmapInfoDic[@"BeatmapSetID"]; var previewtime = BeatmapInfoDic[@"PreviewTime"]; var path =id + @"/" + audio; if(/*string.Compare(previousPath,path)!=0*/id!=previousID){ Resources.UnloadAsset(audioClip); previousID = id; //var path = audio; audioClip = Resources.Load(path,typeof(AudioClip)) as AudioClip; //Debug.Log(@"ClipLength="+audioClip.length); source.clip = audioClip; source.volume = 0; source.time =float.Parse(previewtime)/ 1000.0f; source.SetScheduledStartTime(Convert.ToDouble(source.time)); source.SetScheduledEndTime(Convert.ToDouble(audioClip.length)); source.loop = true; source.Play(); } } Please excuse my English