I tried your sample code for "public class InstantiatePrefab : MonoBehaviour " on my editor with build for iOS and it does not seem to save. I added a check
void OnApplicationQuit () {
// Save the number of prefabs we're saving.
createdPrefabs = GameObject.FindGameObjectsWithTag(tagName);
ES2.Save (createdPrefabs.Length, saveFile+"?tag=prefabCount");
// Now save the Transform of each created prefab,
// using the order in the list as the tag.
for(int i=0; i<createdPrefabs.Length; i++){
ES2.Save(createdPrefabs[i].transform, saveFile+"?tag="+i);
Debug.Log (i);
}
Debug.Log (createdPrefabs.Length);
Debug.Log (ES2.Exists(saveFile));
}
and called OnApplicationQuit for my object I can see that createdPrefabs has gameobjects in it and I can it loop through them but ES2.Exists(saveFile) is returning false.
Is it possible to save files locally on iOS?
We've not been able to replicate your problem as it seems to be working fine at our end. What is the value of the 'saveFile' variable set to? And other code you could send us would be much appreciated also.
Just to confirm, where does the problem occur? Does it work in the Unity Editor when it's set to PC/Mac, but doesn't work when it's set to iOS? Or does it not work when it's built to the device?