We’re having issues where players lose a portion of their data but not all of it. We suspect that it has to do with the location on disk for
persistentDataPath, maybe Unity is reporting an path with older data for some reason and so the game loads from that.
I was looking at the build options and saw settings for “Install location” and “Write access”. My questions are:
- How does the install location and persisetentDataPath play together? does the install location affect the persistentDataPath location on disk?
- What does “Automatic” mean in the install location options? does it mean that Unity will try internal first and if it failed it tries external? (or vise versa)
- How does “Write access” play with “install location”? If the game was installed internally, and write access was set to external, does that mean that the game won’t be able to save to internal storage? (or vise versa)
- Do I need to add any special manifest permissions values? (we already have ‘WRITE_EXTERNAL_STORAGE’)
- Which is more reliable, to use internal or external write in the build options?
Any clarification on the subject, pointers, dos and donts, or tips on the proper/right way to deal with this would be much appreciated.
[EDIT]: Second answer here says that internal storage is intended for development only. and that users need to have their device rooted to be able to access it. Do both of these statements still hold true now?