I would like to save data on the iPhone that is going to be send (at a defined time) to another device. Can I do that?
Answer by spinaljack
Jun 02, 2010 at 03:42 PM
From the unity iphone manual:
You can save required files to a Documents folder next to your game's Data folder.
public static string GetiPhoneDocumentsPath ()
// Your game has read+write access to /var/mobile/Applications/XXXXXXXX-XXXX-XXXX-XXXX-XXXXXXXXXXXX/Documents
// Application.dataPath returns
// Strip "/Data" from path
string path = Application.dataPath.Substring (0, Application.dataPath.Length - 5);
// Strip application name
path = path.Substring(0, path.LastIndexOf('/'));
return path + "/Documents";
You can Cache downloaded asset bundle using .NET file API and for reuse it in the future by loading it via WWW class
// Code designed for caching on iPhone, cachedAssetBundle path must be different when running in Editor
// See code snippet above for getting the path to your Documents folder
private var cachedAssetBundle : "path to your Documents folder" + "/savedassetbundle.assetbundle";
var cache = new System.IO.FileStream(cachedAssetBundle, System.IO.FileMode.Create);
cache.Write(download.bytes, 0, download.bytes.Length);
Debug.Log("Cache saved: " + cachedAssetBundle);
In short, yes you can save files on the iphone with the System.IO.FileStream
Great info, just saved ma few hours work :)
Since Unity3.3, Application.persistentDatapath can be used, removing the need to edit the Application.dataPath string. More can be read here.
More can be read here:
(apparently html-style hyperlinks don't work in the comments here)
If you place a "Using" statement in the beginning/top of your .net/mono files you can remove the long paths eg. System.IO.FileStream can be shortned to FileStream
Answer by ZammyIsOnFire
May 07, 2015 at 09:15 AM
The API you want to use to get path to Documents folder of an App (where things can be persistently stored) is Application.persistentDataPath.
Answer by unity fly
Dec 02, 2013 at 07:07 AM
how can i delete saved data which i stored at persistent data path from the application ? can anyone suggest ?
Do you know the file's location? If you placed a file at a path like Path.Combine(Application.persistentDataPath, "myFile"), you could also check File.Exists() with that path, or call File.Delete() with that path to remove the file.
thank you rutter. works fine !
Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.
The best place to ask and answer questions about development with Unity.
To help users navigate the site we have posted a user guide.
If you are a new user, check out our FAQ for more information.
If you are a moderator, see our Moderator Guidelines page.
We are making improvements to UA, see the list of changes.
For troubleshooting common problems with Unity 5.x Editor (including Win 10).
Answers and Comments
5 People are following this question.
Serialization in unity Iphone basic
save FileStream with www.movie doesn't work very well for Resources.load
Wait for texture to be loaded before starting game
Problems downloading movie using www
Serialization reflection ExecutionEngineException on iPhone