Version: 2020.2


public static string persistentDataPath ;


(Read Only) Contains the path to a persistent data directory.

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 Store Apps: Application.persistentDataPath points to %userprofile%\AppData\Local\Packages\<productname>\LocalState.

Windows Editor and Standalone 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/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.

Mac: Application.persistentDataPath points to 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/ 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.

using UnityEngine;

public class Info : MonoBehaviour { void Start() { Debug.Log(Application.persistentDataPath); } }