包含持久数据目录的路径(只读)。
该值是目录路径;此目录中可以存储每次运行要保留的数据。在 iOS 和 Android 上发布时,persistentDataPath 指向设备上的公共目录。应用程序更新不会擦除此位置中的文件。用户仍然可以直接擦除这些文件。
构建 Unity 应用程序时,将基于 Bundle ID 生成一个 GUID。此 GUID 是 persistentDataPath 的一部分。如果在将来的版本中保留相同的 Bundle ID,该应用程序将在每次更新时访问相同位置。
Windows 应用商店应用程序:Application.persistentDataPath 指向 %userprofile%\AppData\Local\Packages\<productname>\LocalState。
iOS:Application.persistentDataPath 指向 /var/mobile/Containers/Data/Application/<guid>/Documents。
Android:Application.persistentDataPath 指向大多数设备上的 /storage/emulated/0/Android/data/<packagename>/files(一些旧款手机可能会指向 SD 卡(如果存在)上的位置),并使用 android.content.Context.getExternalFilesDir 来解析该路径。
using UnityEngine;
public class Info : MonoBehaviour { void Start() { Debug.Log(Application.persistentDataPath); } }
Note: The persistentDataPath on a Mac is written into the user Library folder. (This folder
is often hidden.) In recent Unity releases user data is written into
~/Library/Application Support/company name/product name
. Older versions of Unity wrote into the
~/Library/Caches
folder, or ~/Library/Application Support/unity.company name.product name
.
These folders are all searched for by Unity. The application finds and uses the oldest folder with the required data on your system.
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