TextAsset / Resources.load return null

Hi. I searched anywhere but nothing helped me.
I have this code for loading different languages using same key in C#.

http://wiki.unity3d.com/index.php?title=TextManager

I have one big problem. When i start the game and try code work, it could’n find any file.
Problem is on this line:

TextAsset textAsset = (TextAsset) Resources.Load(fullpath, typeof(TextAsset));

This line always return null. I don’t know why.
I searched for the same issue but nothing helped me.
I found these themes:

https://forum.unity.com/threads/resources-load-always-returning-null.488281/

To the end. I know, the files must be placed in the Resources folder. I use this method (Resources.Load) in another part of the code and work fine.
Thanks all who helped me.

Did you really find out the problem:

The path is relative to any Resources folder inside the Assets folder of your project, extensions must be omitted.

Source: Resources.Load

Text Assets are a format for imported text files. When you drop a text file into your Project Folder, it will be converted to a Text Asset. The supported text formats are:

.txt

.html

.htm

.xml

.bytes

.json

.csv

.yaml

.fnt

Source: TextAsset

For anyone else having trouble, you may find this helpful.

when importing a simple text file sometimes there is no extension (.txt) and unity wont recognise it as a text asset. To do so, click and edit the file’s name to add an extension. An easy indicator of this is the icon that unity displays for the file,

129004-screen-shot-2018-12-06-at-95853-am.png

If they appear like this, they are recognised as text assets, however if they appear as below, they havent been recognised.
129005-screen-shot-2018-12-06-at-100223-am.png

I hope this helps!

For anyone else having trouble, you may find this helpful.

  1. remove extension from argument: Resources.Load(“MyJsonFileName”) //without .json
  2. save file as CRLF (not LF)
  3. save file into folder “Resources

Thank all who answered me. I do not know how, but when i changed the code to this:
*** TextAsset textAsset = (TextAsset) Resources.Load (“Languages / en”, typeof (TextAsset)); ***
It works. I changed file form .po to .txt.
I don’t know how is possible is, i did this before several times and it didn’t worked.
Thanks all.