Hello, I posted a whie back about an issue I was having with presets and their parent objects. I decided to try a new approach that would not use any presets in hopes of avoiding these kinds of errors. I am now having an issue with the Resources folder that I have in that when the script I have attempts to retrieve a text resource from the folder, it cannot seem to find it. I looked up solutions, and it appears to me that I did exactly what the Unity manual explains, but it does not seem to be working for me (Here is the manual if you want to see it: https://docs.unity3d.com/Manual/LoadingResourcesatRuntime.html ). Am I missing something? Here is the code and error messages in case it is relevant. Code (CSharp): using System; using System.Collections; using System.Collections.Generic; using System.Collections.Specialized; using System.Runtime.Versioning; using System.Security.Cryptography; using UnityEngine; using UnityEngine.SceneManagement; using UnityEngine.UI; public class QuizManager : MonoBehaviour { public GameObject canvas; GameObject CreateText(Transform canvas_transform, float x, float y, string text_to_print, int font_size, Color text_color) { Font arial; GameObject UItextGO = new GameObject("question"); UItextGO.transform.SetParent(canvas_transform); RectTransform trans = UItextGO.AddComponent<RectTransform>(); trans.anchoredPosition = new Vector2(x, y); arial = (Font)Resources.GetBuiltinResource(typeof(Font), "Roboto-Bold.ttf"); Text text = UItextGO.AddComponent<Text>(); text.font = arial; text.text = text_to_print; text.fontSize = font_size; text.color = text_color; return UItextGO; } public void Start() { GameObject UItext = CreateText(canvas.transform, 100, 100, "Question 1", 24, Color.black); }
I'm not sure that call will work, and I also don't think you want the .ttf in their either. In any case, given you put the font in Resources correctly, you could simply use this: Code (csharp): arial = Resources.Load<Font>("Roboto-Bold"); // don't add .ttf suffix