title: Unity Streaming-assets content not being read in Oculus Quest/Go
body: <p>I'm working on a project that involves reading content from StreamingAssets.</p>
  
  <p>It works perfectly in the unity engine and in the Oculus Rift but when exporting apk to Oculus Quest/Go the streaming does not occur (quiz doesn't load).</p>
  
  <p>have anyone encountered Issues with accessing StreamingAssets via Quest/Go apps? did you solve it?</p>
  
  <p>things I tested:
  reading promissions: external
  force internal 
  i checked logcat via android studio (empty).</p>
  
  <p>the main functions are those:</p>
  
  <pre><code>private string getPath()
  {
  #if UNITY_EDITOR
          return Application.streamingAssetsPath;
  #elif UNITY_ANDROID
          return Application.persistentDataPath;
  #elif UNITY_STANDALONE_WIN
          return Application.streamingAssetsPath;
  #else  
          return "";
  #endif
      }
  
  private string[] loadExternal_Question(int qIndex)
      {
          Debug.Log("External File: " + getPath() + "/Quiz/Q" + qIndex + ".txt");
  
          string[] q_Data = File.ReadAllLines(getPath() + "/Quiz/Q" + qIndex + ".txt");
  
          QuestionTitle_LB.text = q_Data[0].Replace("//n", "\n");
          Answer_1.text = q_Data[1].Replace("//n", "\n");
          Answer_2.text = q_Data[2].Replace("//n", "\n");
          Answer_3.text = q_Data[3].Replace("//n", "\n");
          Answer_4.text = q_Data[4].Replace("//n", "\n");
          CurrentQ = int.Parse(q_Data[5]);
  
          FeedBack_LB.text = q_Data[6].Replace("//n", "\n");
          return q_Data;
      }
  </code></pre>
  
  <p>I notice that the issue can be caused by the fact that the info is in streamingAssets.
  but how can i define a persistentDataPath in unity so it can read from there?
  or else, can Android apps for Quest/Go read from StreamingAssets?</p>