Hi,
you should not use Resources.LoadAll, that methos is here for debugging where you can get it all and check, but really, you should do that at all in a normal game logic.
you must know your resources, your logic has to maintain a naming convention for example, where your resources are named in a way that you can get to them without harcoded their path in your logic or data, that's not how it works best.
you maintain Ids of your weapons or resources items, these Ids are not the names you show to your players, they are internal ids, and when a player select weapon X, you build the resources path string like "/weapon/Xid" . That's how it works best and most effectivly.
asset bundles and addressables are not going to solve your scene loading problems ( unless your problem is simply that you load all resources in one go at start....) .
your scene as some assets in it, that's what unity has to deserialize first, anything elsee doesn't impact the scene loading, not resources, no asset bundles, not addressables.
Please run the profiler and check memory usage, and code execution, spot the spikes at the scene loading time and dig deep into exactly what cause this spike.
Let me know your findings, it could be anything really... either way too much assets, and that will call for splitting up your scene to load them additivly on the go, or some assets needs optimization.
Also, you should also load your scene asynchronously, and disply a progress bar, you will see how much time it taken to load the scene in memory, and then how much time it takes unity to deserialze this memory chunck .
Can you tell me the size in Mb of the you load in your asset folder?
Bye,
Jean
Yeah but Unity says this because if you start to put everything in Resources folders you will have huge build size and if you then use Resources.LoadAll, you will increase your loading times of course.
Plus there was for a long time AssetBundles as a better alternative and now even better Addressables.
But tbh, both, AssetBundles and Addressables is overkill for my needs, so resources works pretty good besides that problem of not being able to pull those paths automatically.
Either way, that black screen is appearing with or without Resources folder.