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Getting the absolute path of current project
I am currently working on a editor script that requires me to make use of System.IO, because Unity does not seem to have a function for getting every prefab in a specific asset folder. And i therefore have to use System.IO to get every file with a ".prefab" extension in the folder and then loop trough that list using AssetDatabase.LoadAssetAtPath()
But as i want this editor script to work on multiple machines with the project in different locations. As well as working on both Mac and Windows. I need a way to get the absolute path of the currently opened unity project. How do i do that?
So it would be something like this on windows:
"C:\Projects\MyUnityProject"
And something like this on the mac:
"/User/Projects/MyUnityProject"
I'm pretty sure you don't actaully need the absolute path with System.IO
. I've been able to use it cross-platform before, just with relative paths- it seems to accept those by default anyway.
I didn't realize it accept relative path. Just assumed it had no notion of the unity path as its part of .Net and not Unity specific. Thanks for pointing me in the right direction.
Answer by Paulius-Liekis · Apr 30, 2012 at 09:17 AM
You can use relative paths like "Assets/MyPrefabs/Prefab1.prefab".
Application class contains a bunch of properties which return project paths, look into that.
Answer by MadDave · Aug 08, 2012 at 11:27 AM
Application.dataPath is what you are looking for.
I feel I need to point out that this is wrong, since there are no asset folders in builds.
Answer by GVGiu · Sep 18, 2013 at 04:25 PM
There was a VCPath class on the UnityEditorInternal namespace that did the Job. ("VCPath.Project") But that class is no longer present after version 4.2.x. Using C# for editor stuff it will work by using Environment.CurrentDirectory, though I'm not sure how reliable that is.
This was my solution for finding the relative path that my native plugin uses :) Thanks a lot from the future, this helped me a lot!
Answer by yatagarasu · Aug 30, 2014 at 01:01 PM
I do something like this to get Assets/Resources path, while playing in editor, to implement my "builtin level editor". But I do not use this path in final product.
string codeBase = Assembly.GetExecutingAssembly().CodeBase;
UriBuilder uri = new UriBuilder(codeBase);
string path = Uri.UnescapeDataString(uri.Path);
resourcePath = Path.GetFullPath(new Uri(Path.Combine(Path.GetDirectoryName(path), "../../Assets/Resources")).AbsolutePath);
Answer by ittimstudio · May 06, 2020 at 08:43 AM
My solution
public class GetProjectPathSample
{
public static string GetProjectPath()
{
var args = System.Environment.GetCommandLineArgs();
for (int i = 0; i < args.Length; i++)
{
if (args[i].Equals("-projectpath", System.StringComparison.InvariantCultureIgnoreCase)) return args[i + 1];
}
return string.Empty;
}
}