Unity3D的android项目启动报错:your hardware does not support this application

把Unity3D导出的android资源放到eclipse adt的android项目下后编译启动,能正常跑起来

但是放到android studio项目里就不能跑起来,弹出这个错:your hardware does not support this application

后来发现是android studio项目里没有配置unity的so文件的引用,加上下面这句就行了

sourceSets {
    main {
        jniLibs.srcDirs = ['libs']
    }
}

android studio项目配置so文件引用请参考:

http://www.cnblogs.com/zenny-chen/p/4040401.html

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Chapter 1: Hello, Android A Little Background What Android Isn't Android: An Open Platform for Mobile Development Native Android Applications Android SDK Features Introducing the Open Handset Alliance What Does Android Run On? Why Develop for Mobile? Why Develop for Android? Introducing the Development Framework Chapter 2: Getting Started Developing for Android Developing for Mobile and Embedded Devices Android Development Tools Chapter 3: Creating Applications and Activities What Makes an Android Application? Introducing the Application Manifest File Using the Manifest Editor Externalizing Resources The Android Application Lifecycle Understanding an Application's Priority and Its Process' States Introducing the Android Application Class A Closer Look at Android Activities Chapter 4: Understanding Fragments Fundamental Android UI Design Android User Interface Fundamentals Introducing Layouts To-Do List Example Introducing Fragments The Android Widget Toolbox Creating New Views Introducing Adapters Chapter 5: Intents and Broadcast Receivers Introducing Intents Creating Intent Filters and Broadcast Receivers Chapter 6: Using Internet Resources Downloading and Parsing Internet Resources Using the Download Manager Using Internet Services Connecting to Google App Engine Best Practices for Downloading Data Without Draining the Battery Chapter 7: Files, Saving State,and Preferences Saving Simple Application Data Creating and Saving Shared Preferences Retrieving Shared Preferences Creating a Settings Activity for the Earthquake Viewer Introducing the Preference Framework and the Preference Activity Creating a Standard Preference Activity for the Earthquake Viewer Persisting the Application Instance State Including Static Files as Resources Working with the File System Chapter 8: Databases and Content Providers Introducing Android Databases Introducing SQLite Content Values and Cursors Working with SQLite Databases Creating Content Providers Using Content Providers Adding Search to Your Application Creating a Searchable Earthquake Content Provider Native Android Content Providers Chapter 9: Working in the Background Introducing Services Using Background Threads Using Alarms Using the Intent Service to Simplify the Earthquake Update Service Chapter 10: Expanding the User Experience Introducing the Action Bar Adding an Action Bar to the Earthquake Monitor Creating and Using Menus and Action Bar Action Items Refreshing the Earthquake Monitor Going Full Screen Introducing Dialogs Let's Make a Toast Introducing Notifications Adding Notifications and Dialogs to the Earthquake Monitor Chapter 11: Advanced User Experience Designing for Every Screen Size and Density Ensuring Accessibility Introducing Android Text-to-Speech Using Speech Recognition Controlling Device Vibration Working with Animations Enhancing Your Views Advanced Drawable Resources Copy, Paste, and the Clipboard Chapter 12: Hardware Sensors Using Sensors and the Sensor Manager Monitoring a Device's Movement and Orientation Introducing the Environmental Sensors Chapter 13: Maps, Geocoding, and Location-Based Services Using Location-Based Services Using the Emulator with Location-Based Services Selecting a Location Provider Finding Your Current Location Best Practice for Location Updates Using Proximity Alerts Using the Geocoder Creating Map-Based Activities Mapping Earthquakes Example Chapter 14: Invading the Home Screen Introducing Home Screen Widgets Creating App Widgets Creating an Earthquake Widget Introducing Collection View Widgets Introducing Live Folders Surfacing Application Search Results Using the Quick Search Box Creating Live Wallpaper Chapter 15: Audio, Video, and Using the Camera Playing Audio and Video Manipulating Raw Audio Creating a Sound Pool Using Audio Effects Using the Camera for Taking Pictures Recording Video Using Media Effects Adding Media to the Media Store Chapter 16: Bluetooth, NFC, Networks, and Wi-Fi Using Bluetooth Managing Network and Internet Connectivity Managing Wi-Fi Transferring Data Using Wi-Fi Direct Near Field Communication Chapter 17: Telephony and SMS Hardware Support for Telephony Using Telephony Introducing SMS and MMS Introducing SIP and VOIP Chapter 18: Advanced Android Development Paranoid Android Introducing Cloud to Device Messaging Implementing Copy Protection Using the License Verification Library Introducing In-App Billing Using Wake Locks Using AIDL to Support Inter-Process Communication for Services Dealing with Different Hardware and Software Availability Optimizing UI Performance with Strict Mode Chapter 19: Monetizing, Promoting, and Distributing Applications Signing and Publishing Applications Distributing Applications An Introduction to Monetizing Your Applications Application Marketing, Promotion, and Distribution Strategies Analytics and Referral Tracking Introduction Advertisements

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