Hello
Not using Playmaker, doing this via code.
Initially I wanted to use the streamingAssets path, but that does not seem to be an option. I am now using the persistantDataPath but want to add folders to this path with different save files in. I am building a quiz system and the user will be able to add images and music files to each different quiz they create (ideally I would still prefer to use streamingAssets in case my end user is using an SSD for their system drive).
So, what I am ideally looking for is a way to do something like this: Path = Application.streamingAssets + "/" + UserSaveDirectory(x); // Where x is the different quizzes that the user creates.
I just cannot work out how to change the path of ES3 to work with that method.
Would really love a bit of assistance.
many thanks, Steve
Is it possible to append the save/load path at runtime.
Re: Is it possible to append the save/load path at runtime.
Hi Steve,
You can set the save path by providing the filePath parameter. I.e.
For more information see the Settings, Paths and Locations guide.
Note that you cannot write to the streaming assets path in a built player, and Android and WebGL do not support it at all. See Unity's Streaming Assets docs for more information: https://docs.unity3d.com/ScriptReferenc ... sPath.html
All the best,
Joel
You can set the save path by providing the filePath parameter. I.e.
Code: Select all
ES3.Save(key, data, Application.streamingAssetsPath + "/myDirectory/file.es3");
Note that you cannot write to the streaming assets path in a built player, and Android and WebGL do not support it at all. See Unity's Streaming Assets docs for more information: https://docs.unity3d.com/ScriptReferenc ... sPath.html
All the best,
Joel
Re: Is it possible to append the save/load path at runtime.
Brilliant. Thank you so much for the quick and detailed reply
Steve
Steve