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Question by l4mers · yesterday · objectlistassetloadscriptableobject

Load ScriptableObject / asset file and save as object to list

Im totaly new and playing around with unity and stumbled upon a problem i can't seem to google my way out of. I have created a bunch of scriptable objects to hold information of different items. When the game starts im trying to load all the asset files and add them to a list of the same type as the objects.

Here is my scriptableObject:

     using System.Collections;
     using System.Collections.Generic;
     using UnityEngine;
     
     [CreateAssetMenu(fileName = "New Item", menuName = "Item")]
     public class Item : ScriptableObject
     {
         public string ID;
         public Sprite icon;
     
         public void show()
         {
              Debug.Log(icon);
         }
     }

They are saved at "Assets/Resources/Items/id.asset"

When the game first loads im trying to add them to a static list for easy access like this:

 public class ItemIDList : MonoBehaviour
 {
     public static List<Item> ItemList = new List<Item>();
     public Item TempItem;
 
     public string IDString = "id1/id2/..../idn";
 
     void Awake()
     {
         string[] IDs = IDString.Split("/");
 
         foreach (string id in IDs){
             TempItem = Resources.Load<Item>("Items/" + id);
             ItemList.Add (TempItem);
         }
     }
 }
 

But it doesn't matter what index i call on

ItemIDList.ItemList[index];

I always get the runtime error index out of range. Im grateful for any kind of help which can lead me in right direction thanks!

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Answer by l4mers · 14 hours ago

So i managed to solve my problem. This is how it was done.

 public class IDList : MonoBehaviour
 {
     public static List<Item> ItemList = new List<Item>();
 
     public Object[] Items;
 
     void Awake()
     {
 
         Items = Resources.LoadAll("Items", typeof(Items));
         foreach (Item item in Items){
             Instantiate(item);
             ItemList.Add(item);  
         }
     }
 }

If anyone have a better solution please feel free to share. I can't however see the attributes in the editor for each item. I guess i need a

CreateAssetMenuAttribute

for that. However it is not needed in this case.

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