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Files persistent after build (read/write)
I was wondering if there is a way to have files(.txt) that can be edited and that are persistent. I am developing for iOS. I want to save map info, and i want to have some built in maps, and a map editor for the users to make their own maps. If i use PersistentDataPath, it will be empty after the build. I have read about TextAsset, but from what i understand, it is not editable. I belive i could copy the TextAssets in the PersistentDataPath the first time i run the game, but that sounds very unefficient. Is there a place where i can store and edit files and that persist before and after building the game?
Answer by citizen_rafiq · Aug 30, 2013 at 05:18 PM
public class FileIO : MonoBehaviour {
public static string FILE_NAME_BUY_COINS="coins.txt";
public static string FILE_NAME_LEVELS="levels.txt";
public static void CreateFile(string path, string fileName){ if(!File.Exists(path+"/"+fileName)){ File.Create(path+"/"+fileName).Dispose(); } }
public static void WriteFile(string path,string fileName,string data){ if(File.Exists(path+"/"+fileName)){ StreamWriter sw = new StreamWriter(path+"/"+fileName); sw.WriteLine(data); sw.Flush(); sw.Close(); }
}
public static string ReadFile(string path,string fileName){ string output=""; if(File.Exists(path+"/"+fileName)){ StreamReader sr = new StreamReader(path+"/"+fileName);
output=sr.ReadLine(); sr.Close(); } return output; }
public static string GetAppDataPathIOS(){
string path=Application.dataPath.Substring(0,Application.dataPath.Length-5);
path=path.Substring(0,path.LastIndexOf('/'));
return path+"/Documents";
}
public static string GetAppDataPathAndroid(){
return Application.persistentDataPath;
}
}
//good luck
ok ... are you saying that persistent data path for android, if i use it in the editor, create a file "levels.txt", build the game, then i will have that file on android? And if i use datapath, it works for ios?
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