A Read File Text Problem when i build Game

Hello guys,
I have a problem when i read data from text file. If i play game on Unity Editor, it work good but when i built game for window platform, nothing spawn or moving follow my path i saved in the file.
Thanks for your help!

Remember that 100% of your project structure is deleted and destroyed in the build. No files can be accessed this way from your original project in a build.

Make sure you only store data here at runtime:

If you just need to read (NOT write!) a text file from your project, make a public TextAsset reference and drag it into a scene / prefab like any other asset.

Load/Save steps:

An excellent discussion of loading/saving in Unity3D by Xarbrough:

And another excellent set of notes and considerations by karliss_coldwild:

Loading/Saving ScriptableObjects by a proxy identifier such as name:

When loading, you can never re-create a MonoBehaviour or ScriptableObject instance directly from JSON. Save data needs to be all entirely plain C# data with no Unity objects in it.

The reason is they are hybrid C# and native engine objects, and when the JSON package calls new to make one, it cannot make the native engine portion of the object, so you end up with a defective “dead” Unity object.

Instead you must first create the MonoBehaviour using AddComponent() on a GameObject instance, or use ScriptableObject.CreateInstance() to make your SO, then use the appropriate JSON “populate object” call to fill in its public fields.

If you want to use PlayerPrefs to save your game, it’s always better to use a JSON-based wrapper such as this one I forked from a fellow named Brett M Johnson on github:

Do not use the binary formatter/serializer: it is insecure, it cannot be made secure, and it makes debugging very difficult, plus it actually will NOT prevent people from modifying your save data on their computers.

A good summary / survey of the problem space:

Thank you so much! :smiling_face_with_three_hearts:

You are using try/catch incorrectly. The catch part itself could also throw, and the exception caught isn‘t necessarily because SaveData failed due to a missing directory. Could also be a permission issue, or disk full, or a simple null reference.

You need to have a check in try that determines if the directory does not exist, then creates it. In fact I think you can even call CreateDirectory indiscriminately because it simply will return if the dir already exists (check the manual I‘m only 99% certain).

Oh, it’s helpful to me! Thank you! :smiling_face_with_three_hearts: :smiling_face_with_three_hearts: