Search Issue Tracker
By Design
Votes
0
Found in
2017.3.1f1
Issue ID
1026598
Regression
No
[WebGL] Application.persistentDataPath returns different paths every time new build is created
To reproduce:
1. Open project
2. Build and deploy to itch.io
3. In credits menu, click bottom left for a secret button that shows more info.
4. Click the top yellow button that shows more info.
5. Repeat 2-4 steps.
Expected: Application.persistentDataPath will return the same
Actual: Application.persistentDataPath returns different paths every time new build is created
Reproducible: 2017.3.1f1
Forum thread: https://forum.unity.com/threads/persistentdatapath-returns-different-paths-for-differet-builds.526776/
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Resolution Note (2019.2.X):
This is tied to current design of player prefs. We are changing this to address this and other issues in new loader design. Not going to fix in current versions of Unity.