How to append a string to a file if the file exists

Hello all,
I want to get data to a .txt file when the game finishes.
But the file might already be created, so i want to append the new line.
(I have been searching and i haven’t found the right way to do it)
Can you please help me?

The code i’m using is:

string tmp = string.Format ("DATE: {0} 

PLAYER: {1} TIME: {2} POSITION: {3}", System.DateTime.Now, data.id, data.score, DataStorage.instance.posTxt.text);
if (File.Exists (Application.persistentDataPath + “/” + data.id + “.dat”)) {
File.AppendAllText (Application.persistentDataPath + “/” + data.id + “.dat”, tmp);
} else {
File.Create (Application.persistentDataPath + “/” + data.id + “.dat”);
StreamWriter sr = File.Open(Application.persistentDataPath + “/” + data.id + “.dat”,FileMode.Open);
sr.WriteLine (tmp);
sr.Close ();
}

Thank you all in advance

http://stackoverflow.com/questions/8255533/how-to-add-new-line-into-txt-file

Try the following code to create and write content to a text file in Unity3D.

void CreateLog() {
        string timestamp = DateTime.Now.ToString("dd-mm-yyyy_hh-mm-ss");
        PlayerPrefs.SetString("timestamp", timestamp);
        string path = Application.persistentDataPath + "/" + "log_" + timestamp + ".txt";
        // This text is added only once to the file.
        if (!File.Exists(path)) {
            // Create a file to write to.
            using (StreamWriter sw = File.CreateText(path))
            {
                sw.WriteLine(DateTime.Now.ToString() + ": " + "App initialised");
            }   
        } else {
            // This text is always added, making the file longer over time
            // if it is not deleted.
            using (StreamWriter sw = File.AppendText(path)) {
                sw.WriteLine(DateTime.Now.ToString() + ": " + "App initialised");
            }   
        }

        // Open the file to read from.
        using (StreamReader sr = File.OpenText(path)) {
            string line = "";
            while ((line = sr.ReadLine()) != null)
            {
                Debug.Log(line);
            }
        }
}