This chapter helps you explore and choose between the different locations at which data for games can be stored. This chapter explores a range of locations and strategies for separating your game data from the logic, and for loading the data when needed. It also explores ways to save runtime data between Scenes, through static variables and the Unity PlayerPrefs system. A method of saving screenshots when the game is running is presented. Two recipes illustrate how to load and save game components as Unity Asset Bundles.
You can read the chapter here: https://www.packtpub.com/sites/default/files/downloads/WorkingwithExternalResourceFilesandDevices.pdf