各个平台的路径
编辑器下运行的路径
Platform | Method | Path | Relative,absolute |
---|---|---|---|
mac-UnityEditor | Application.dataPath | xxx/项目名字/Assets | absolute(绝对路径) |
mac-UnityEditor | Application.streamingAssetsPath | xxx/项目名字/Assets/StreamingAssets | absolute(绝对路径) |
mac-UnityEditor | Application.persistentDataPath | /Users/用户名字/Library/Application Support/打包的名字/AB | absolute(绝对路径) |
mac-UnityEditor | Application.temporaryCachePath | /var/folders/n0/xxx/T/打包的名字/AB | absolute(绝对路径) |
windows-UnityEditor | Application.dataPath | xxx/项目名字/Assets | absolute(绝对路径) |
windows-UnityEditor | Application.streamingAssetsPath | xxx/项目名字/Assets/StreamingAssets | absolute(绝对路径) |
windows-UnityEditor | Application.persistentDataPath | C:/Users/用户名字/AppData/LocalLow/打包的名字/项目名字 | absolute(绝对路径) |
windows-UnityEditor | Application.temporaryCachePath | C:/Users/ADMINI~1/AppData/Local/Temp/打包的名字/项目名字 | absolute(绝对路径) |
编译成安装包之后运行的路径
Platform | Method | Path | Relative,absolute |
---|---|---|---|
mac.app | Application.dataPath | xxx/mac.app/Contents | absolute(绝对路径) |
mac.app | Application.streamingAssetsPath | xxx/mac.app/Contents/Resources/Data/StreamingAssets | absolute(绝对路径) |
mac.app | Application.persistentDataPath | /Users/用户名字/Library/Application Support/打包的名字/AB | absolute(绝对路径) |
mac.app | Application.temporaryCachePath | /var/folders/n0/xxx/T/打包的名字/AB | absolute(绝对路径) |
windows.exe | Application.dataPath | xxx/Assets | absolute(绝对路径) |
windows.exe | Application.streamingAssetsPath | xxx/Assets/StreamingAssets | absolute(绝对路径) |
windows.exe | Application.persistentDataPath | C:/Users/用户名字/AppData/LocalLow/打包的名字/项目名字 | absolute(绝对路径) |
windows.exe | Application.temporaryCachePath | C:/Users/ADMINI~1/AppData/Local/Temp/打包的名字/项目名字 | absolute(绝对路径) |
Android.apk | Application.dataPath | /data/app/(Package Name)-xxx/base.apk | absolute(绝对路径) |
Android.apk | Application.streamingAssetsPath | jar:file:///data/app/(Package Name)-xxx/base.apk!/assets | absolute(绝对路径) |
Android.apk | Application.persistentDataPath | /storage/emulated/0/Android/data/(Package Name)/files | absolute(绝对路径) |
Android.apk | Application.temporaryCachePath | /storage/emulated/0/Android/data/(Package Name)/cache | absolute(绝对路径) |
iOS.ipa | Application.dataPath | /private/var/containers/Bundle/Application/xxx/AB.app/Data | absolute(绝对路径) |
iOS.ipa | Application.streamingAssetsPath | /private/var/containers/Bundle/Application/xxx/AB.app/Data/Raw | absolute(绝对路径) |
iOS.ipa | Application.persistentDataPath | /var/mobile/Containers/Data/Application/xxx/Documents | absolute(绝对路径) |
iOS.ipa | Application.temporaryCachePath | /var/mobile/Containers/Data/Application/xxx/Library/Caches | absolute(绝对路径) |
Android 真机读取
//Android 真机读取streamingAssetsPath文件夹下的东西,必须使用 WWW/UnityWebRequest 来进行读取,其他方式读取不了
WWW www = new WWW(Application.streamingAssetsPath + "/" + "xxx.xxx");
yield return www;
//加载完成后处理,有点delay
ShowPath.text = www.text;
UnityWebRequest uwr = UnityWebRequest.Get(Application.streamingAssetsPath + "/" + "xxx.xxx");
yield return uwr.SendWebRequest();
//加载完成后处理,有点delay
ShowPath.text = uwr.downloadHandler.text;
iOS,MAC,Windows 平台读取
//Android 真机读取streamingAssetsPath文件夹下的东西,必须使用 WWW/UnityWebRequest 来进行读取,其他方式读取不了
WWW www = new WWW("file://" +Application.streamingAssetsPath + "/" + "xxx.xxx");
yield return www;
//加载完成后处理,有点delay
ShowPath.text = www.text;
UnityWebRequest uwr = UnityWebRequest.Get("file://" + Application.streamingAssetsPath + "/" + "xxx.xxx");
yield return uwr.SendWebRequest();
//加载完成后处理,有点delay
ShowPath.text = uwr.downloadHandler.text;
string path = Application.streamingAssetsPath + "/" + "xxx.xxx";
if (File.Exists(path)) //判断文件是否存在
{
StreamReader streamReader = File.OpenText(path);
ShowPath.text = streamReader.ReadToEnd();
streamReader.Close();
}
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Title:各个平台的路径
文章字数:708
Author:诸子百家-谁的天下?
Created At:2020-05-11, 11:41:32
Updated At:2021-03-28, 02:59:27
Url:http://yoursite.com/2020/05/11/Unity/Path/%E5%B9%B3%E5%8F%B0%E8%B7%AF%E5%BE%84/Copyright: "署名-非商用-相同方式共享 4.0" 转载请保留原文链接及作者。