When saving and loading XML, will the way the directories are saved and loaded change based on the OS? I'm currently developing on Mac OSX and I got saving and loading working in Unity with XML, however when I run on the Android it no longer works. I suspect the way I handle the directories is the problem because I had to adjust them for the source code I found. Here's what I have that works on my Mac, but not on the Android as far as I can tell. Code (csharp): // Saves out the XML. Should not be called by anything except this class. private void CreateXML() { // Mac Saves might work differently than on other computers. Look into it. // "//" Might be needed for on Android StreamWriter writer; FileInfo t = new FileInfo(m_FileLocation + m_FileName); if(!t.Exists) writer = t.CreateText(); else { t.Delete(); writer = t.CreateText(); } writer.Write(m_data); writer.Close(); Debug.Log("File written."); } // Loads the XML. Should not be called by anything except this class. private void LoadXML() { // Mac Loads differently. Other systems will want "//" possibly. StreamReader r = File.OpenText(m_FileName); string _info = r.ReadToEnd(); r.Close(); m_data = _info; Debug.Log("File Read"); }