Understanding the Unity Resources Folder

Understanding the Unity Resources Folder

When organizing a Unity project, developers often create folders like materials, prefabs, or scripts to manage their assets. However, most folders are only for convenience and not treated specially by Unity.

There is one exception: the Resources folder. This folder is recognized by Unity and is the only folder from which you can dynamically load assets at runtime using code.

Key Features of the Resources Folder

Load Assets Dynamically at Runtime

You can load any asset from the Resources folder during runtime like this:

GameObject prefab = Resources.Load<GameObject>("GameManager");
GameObject obj = Instantiate(prefab);

Included in Build Even if Not Used

Assets inside the Resources folder are always included in the build, even if they are not used in the game. This can bloat the file size if not managed carefully.

Folder Structure is Preserved

You can organize assets in subfolders and load them with path syntax:

Resources.Load("UI/PausePanel");

File Extensions Are Omitted

Do not include extensions like .prefab or .png when calling Load().

How to Create a Prefab and Use It with Resources

  1. Create an object in the Hierarchy window.
  2. Drag it into the Project window to make it a prefab.
  3. Move that prefab into the Resources folder.
  4. Then load and instantiate it via script:
GameObject obj = Instantiate(Resources.Load<GameObject>("Player"));

Note that this is separate from prefabs linked in the Inspector. When using Resources, you must load and instantiate manually.

Freeing Unused Assets from Memory

Assets loaded through Resources remain in memory. You should release them manually if they are no longer needed, such as:

  • When an asset is only used on a specific screen or scene
  • After switching scenes and the previous asset is no longer required
void OnSceneChanged()
{
    Resources.UnloadUnusedAssets();
}

This method is performance-intensive, so it’s best to use it only at the right time—like right after a scene change or during loading screens.

Important Notes

  • Assets in the Resources folder are always included in the build. Only include what’s necessary.
  • For large projects, Unity’s Addressables system is highly recommended.
  • Overusing Resources can make code harder to maintain and refactor, and lead to memory waste.

Summary

The Resources folder is the only location in Unity where you can load assets dynamically via code at runtime. It’s useful during the early stages of development, but as the project grows, using it strategically becomes more important.

Be selective with what you put in it, clean up memory when done, and if Resource management becomes overwhelming, consider transitioning to Addressables. It’s a more scalable and robust solution in the long run.

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