问题
I'm building a Oculus Go App with Unity. I'm trying to create a txt file in the internal storage of the GO. (The one you see when you plug the HMD to your PC).
I tried those differents paths, none of them seems to work :
- Application.persistentDataPath
- /mnt/sdcard/myFolder
- //storage/emulated/0/Android/data/myFolder.
If someone knows the correct one that would be cool Thank you !
回答1:
This is the write function:
File.WriteAllText(Path.Combine(_directoryPath, fileName), _text, System.Text.Encoding.ASCII);
This is the read function:
#if PLATFORM_ANDROID && !UNITY_EDITOR
TextAsset textAsset = new TextAsset(System.IO.File.ReadAllText(filePathAndName));
#elif UNITY_EDITOR
TextAsset textAsset = AssetDatabase.LoadAssetAtPath<TextAsset>(filePathAndName);
#endif
This is the path to use:
#if PLATFORM_ANDROID && !UNITY_EDITOR
SavedTextsCompleteFilePath = Application.persistentDataPath;
// just for debugging and playing in the editor
#elif UNITY_EDITOR
SavedTextsCompleteFilePath = "Assets/Resources";
#endif
// set the base file path, then add the directory if it's not there yet
SavedTextsCompleteFilePath = MakeFolder(SavedTextsCompleteFilePath, "MyGameSaveFolder");
}
and the helper function:
private string MakeFolder(string path, string savedTextsFolder)
{
string saveDirectory = path + savedTextsFolder;
if (!Directory.Exists(saveDirectory))
{
Directory.CreateDirectory(saveDirectory);
Debug.Log("directory created! at: " + path);
}
return saveDirectory;
}
回答2:
Try using Application.streamingAssetsPath
.
来源:https://stackoverflow.com/questions/51599050/unity-and-oculus-go-read-write-on-the-internal-storage