包含持久数据目录的路径(只读)。
This value is a directory path where you can store data that you want to be kept between runs. When you publish on iOS and Android, persistentDataPath points to a public directory on the device. Files in this location are not erased by app updates. The files can still be erased by users directly.
When you build the Unity application, a GUID is generated that is based on the Bundle Identifier. This GUID is part of persistentDataPath. If you keep the same Bundle Identifier in future versions, the application keeps accessing the same location on every update.
Windows Store Apps: Application.persistentDataPath points to %userprofile%\AppData\Local\Packages\<productname>\LocalState.
iOS: Application.persistentDataPath points to /var/mobile/Containers/Data/Application/<guid>/Documents.
Android: Application.persistentDataPath points to /storage/emulated/0/Android/data/<packagename>/files on most devices (some older phones might point to location on SD card if present), the path is resolved using android.content.Context.getExternalFilesDir.
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.