title: Unity3D loading resources after build
body: <p>I have many sets of images (PNG) that are placed in different subfolders inside the <code>Resources</code> folder on the Assets of the project. When working on the editor I'm able to load the images from the different subfolders without a problem, by just simply use the <code>Resources.Load()</code> command and providing the path to the specific image that I'm trying to load, such as:</p>
  
  <pre><code>firstLeftCC = Resources.Load("Case2/Left/CC/IMG-0004-00001", typeof(Texture2D)) as Texture2D;
  </code></pre>
  
  <p>In this example the image "IMG-0004-00001" is placed in the CC folder, and the CC folder is inside the Left folder, and the Left folder is inside the Case2 folder, and finally the Case2 folder is in the Resources Folder.</p>
  
  <p>But after building the project, for a Windows application, when I run the <code>.exe</code> file it doesn't load any of those images. After some research, it seems that the problem is related with the presence of the subfolders inside the Resources, since the path given to the Resources.Load() function to load the image doesn't exist in the build.</p>
  
  <p>I would like to know if anyone knows a solution for this problem, or if it is possible to load the images from a given folder instead of trying to load them from the Resources folder.</p>
  
  <p>Thanks in advance for the help.</p>