Contains the path to a persistent data directory (Read-only).
This value is a directory path where you can store data that you want to retain between runs. When you publish on iOS and Android, persistentDataPath points to a public directory on the device. The files can only be erased by users directly and not by any app updates.
Note: The difference slashes indicate the different operating systems according to Path.DirectorySeparatorChar.
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.
UWP Apps: Application.persistentDataPath points to C:\Users\<user>\AppData\LocalLow\<company name>.
Windows Editor and Windows Player: Application.persistentDataPath usually points to %userprofile%\AppData\LocalLow\<companyname>\<productname>. It is resolved by SHGetKnownFolderPath with FOLDERID_LocalAppDataLow, or SHGetFolderPathW with CSIDL_LOCAL_APPDATA if the former is not available.
WebGL: Application.persistentDataPath points to /idbfs/<md5 hash of data path> where the data path is the URL stripped of everything including and after the last '/' before any '?' components.
Linux: Application.persistentDataPath points to $XDG_CONFIG_HOME/unity3d or $HOME/.config/unity3d.
iOS: Application.persistentDataPath points to /var/mobile/Containers/Data/Application/<guid>/Documents.
tvOS: Application.persistentDataPath is not supported and returns an empty string.
Android: Application.persistentDataPath points to /storage/emulated/<userid>/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.
macOS Editor: Application.persistentDataPath points to ~/Library/Application Support/company name/product name.
macOS Player: Application.persistentDataPath points to ~/Library/Application Support/unity.company name.product name, but uses the Editor path if that directory already exists.
using UnityEngine;
public class Info : MonoBehaviour { void Start() { Debug.Log(Application.persistentDataPath); } }