I\'m creating pretty simple game in Unity, and want to save results, time, etc. I use System.IO for it, and everything works fine, but when i update my app from \'.apk\' all
Samsung and many other Android devices use a serial number as the mount point for external sdcards. Building on @Kardux's (original) answer for internal storage, the following will favor external storage (without a specific directory), then search for the internal sdcard as a fallback.
public static string GetAndroidInternalFilesDir()
{
string[] potentialDirectories = new string[]
{
"/storage",
"/sdcard",
"/storage/emulated/0",
"/mnt/sdcard",
"/storage/sdcard0",
"/storage/sdcard1"
};
if(Application.platform == RuntimePlatform.Android)
{
for(int i = 0; i < potentialDirectories.Length; i++)
{
if(Directory.Exists(potentialDirectories[i]))
{
return potentialDirectories[i];
}
}
}
return "";
}
Note: This assumes the external storage directory appears first in a directory list. It then prioritizes the attempts to access storage by likelihood of success and adds /storage/emulated/0
, which many devices can access when unable to access /sdcard
.