1.AndroidStudio主工程导入unityLibrary库并添加依赖
2.主工程build.gradle 加入
ndk {
abiFilters 'armeabi-v7a'
}
3.添加launcher中的string.xml中的game_view_content_description主到主工程资源文件string.xml中
<string name="game_view_content_description">Game view</string>
4.unityLibrary中的Androidmanifest启动入口注释掉
<!-- <intent-filter> -->
<!-- <action android:name="android.intent.action.MAIN" /> -->
<!-- <category android:name="android.intent.category.LAUNCHER" /> -->
<!-- </intent-filter> -->
5.UnityPlayerActivity的横竖屏设置在Androidmanifest中修改无效,需要unity导出Android工程时就修改为竖屏
6.unity 场景作为Android的子view添加进activity布局中,mUnityPlayer表示的unity的view,Android视图嵌入unity场景,只需在布局中的所需位置将mUnityPlayer添加进布局中即可
public class WithUnityActivity extends UnityPlayerActivity {
FrameLayout fl;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_with_unity);
fl = (FrameLayout) findViewById(R.id.fl_content);
fl.addView(mUnityPlayer);
}
}
7.返回上一个activity时使用finish()或者mUnityPlayer.quit();都会出现不同情况的闪退,原因是
UnityPlayer在退出时会调用kill方法杀进程
解决:重写UnityPlayer中的kill方法
public class MyUnityPlayer extends UnityPlayer {
public MyUnityPlayer(Context contex) {
super(contex);
}
@Override
protected void kill() {
}
}
替换UnityPlayerActivity中UnityPlayer
public class UnityPlayerActivity extends Activity implements IUnityPlayerLifecycleEvents
{
// protected UnityPlayer mUnityPlayer; // don't change the name of this variable; referenced from native code
protected MyUnityPlayer mUnityPlayer;
protected String updateUnityCommandLineArguments(String cmdLine)
{
return cmdLine;
}
// Setup activity layout
@Override protected void onCreate(Bundle savedInstanceState)
{
requestWindowFeature(Window.FEATURE_NO_TITLE);
super.onCreate(savedInstanceState);
String cmdLine = updateUnityCommandLineArguments(getIntent().getStringExtra("unity"));
getIntent().putExtra("unity", cmdLine);
// mUnityPlayer = new UnityPlayer(this, this);
mUnityPlayer = new MyUnityPlayer(this);
setContentView(mUnityPlayer);
mUnityPlayer.requestFocus();
}
WithUnityActivity 监听返回键,finish()
public class WithUnityActivity extends UnityPlayerActivity {
@Override
public boolean onKeyDown(int keyCode, KeyEvent event) {
if(keyCode == KeyEvent.KEYCODE_BACK){
finish();
}
return super.onKeyDown(keyCode, event);
}
8.继承UnityPlayerActivity时,若是在unityLibrary中则可以直接继承使用mUnityPlayer。若是在主工程中继承则会报错:找不到com.unity3d.player.UnityPlayer的类文件错误
解决方式:不依赖unityLibrary源码库,将unityLibrary编译成aar库放入主工程中使用。
9.unity 与Android相互调用的方法:(1)Android端在继承UnityPlayerActivity的activity中定义对应方法
public class UnityWithActivity extends UnityPlayerActivity {
/**
* unity 调用Android的方法
*/
public void UnityCallAndroid(String btnType){
Log.d("TAG", "UnityPlayerActivity: unity调用Android方法,btnType:"+btnType);
}
/**
* android调用unity的方法
* UnitySendMessage 参数1:挂载脚本的物体GameObject 参数2:方法的名称 参数3:传递的内容
*/
public void AndroidCallUnity(String msg){
UnityPlayer.UnitySendMessage("Main Camera","AndroidCallUnity",msg);
}
(2)unity 脚本中调用activity 定义的方法以及定义给Android调用的方法
public class ToAndroidScript : MonoBehaviour
{
AndroidJavaClass jc;
AndroidJavaObject jo;
private void Awake()
{
jc = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
jo = jc.GetStatic<AndroidJavaObject>("currentActivity");
}
public void ClickBtn1()
{
jo.Call("UnityCallAndroid", "1");
}
public void AndroidCallUnity(string msg)
{
button.gameObject.GetComponentInChildren<Text>().text = msg;
}
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