ContentManager.Load Generic Method

Loads an asset that has been processed by the Content Pipeline.

Namespace: Microsoft.Xna.Framework.Content
Assembly: Microsoft.Xna.Framework (in microsoft.xna.framework.dll)

public virtual T Load<T> (
         string assetName

Type Parameters

The type of asset to load. Model, Effect, SpriteFont, Texture, Texture2D and TextureCube are all supported by default by the standard Content Pipeline processor, but additional types may be loaded by extending the processor.


Asset name, relative to the loader root directory, and not including the .xnb file extension.

Return Value

The loaded asset. Repeated calls to load the same asset will return the same object instance.

Exception typeCondition
ObjectDisposedException Load was called after the ContentManager was disposed.
ArgumentNullException The assetName argument is null.
ContentLoadException The type of the assetName in the file does not match the type of asset requested as specified by T.

Before a ContentManager can load an asset, you need to add the asset to your game project using the steps described in How to: Add a Resource to the Content Pipeline.

The following are the Content Pipeline run-time classes supported by Load and the file formats they are associated with.

Effect Class .fx
Model Class .fbx, .x
SpriteFont Class .bmp, .spritefont
The default content processor for .bmp files is the texture processor. To process a .bmp file for use as a Sprite Font, click Sprite Font Texture - XNA Framework in the Properties pane for the .bmp file after it has been added to the project.
Texture Class, Texture2D Class, TextureCube Class.bmp, .dds, .dib, .hdr, .jpg, .pfm, .png, .ppm, and .tga

Note that these are the formats of the original assets; after processing, all assets will be .xnb files.

To load a Model from the directory .\content\models\ with the asset name of "box":

Model model = contentManager.Load<Model>( ".\\content\\models\\box" );

Xbox 360, Windows XP SP2, Windows Vista