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

目录

1、产生这种问题的原因:

2.解决方案

2.1、排查unity导出的工程里面含有的so支持的是那些平台比如是下面两个;

2.2.排查接入的ysdk的aar文件里面包括的平台so,发现如下:

2.3、检查工程的grandle文件,确定是否引入了unity的so文件和ysdk的so文件,具体如下:


最近碰到个问题,unity导出的源工程,不接入第三方sdk的时候,游戏在各个平台的手机上面都可以正常运行。

但是只要在接入第三方的sdk后游戏就会在部分平台上面运行正常,部分上面报错:your hardware does not support this application。

下面以腾讯的ysdk做为示例(此处只是做为用例,并无其他意思,不要妄加猜测): 博主无脑接入了腾讯ysdk提供的aar文件,游戏部分机型上面弹出如题所示的错误问题。

具体截图如下:

1、产生这种问题的原因:

      手机最终运行的程序是cpu在计算运行的,不同的手机厂商会使用不同型号和不同厂商制作的cpu,

然而这些不同的cpu在计算的时候都有自己的一套规范,有的是x86规范的,有的是x86_64规范的,

要注意的是x86_64是x86的升级版本,也就是x86_64的手机如果找不到x86_64对应的资源就回去找x86的资源,armeabi也类似;

      然而导致这个问题的最终原因就是x86系列的芯片会自己适配x86规范以及相关的so资源,

如果你的手机cpu遵守的是sss规范,但是你的应用程序只提供了x86规范,就会出现:yo

### Unity3D Android Camera Interaction Implementation Guide In order to implement camera interaction features within a Unity3D application targeting Android devices, developers can leverage both Unity's built-in functionalities and native Android APIs through plugins or direct Java/NDK calls. The following sections provide guidance on achieving this. #### Integrating Native Android Features into Unity Projects To integrate specific Android functionality such as changing mouse pointers based on actions like grabbing or selecting objects, one approach involves writing custom C# scripts that interact with Android components via JNI (Java Native Interface). For instance: ```csharp using UnityEngine; using System.Runtime.InteropServices; public class PointerIconChanger : MonoBehaviour { [DllImport("__Internal")] private static extern void SetPointerIcon(int type); public void ChangePointerIcon() { if(Application.platform == RuntimePlatform.Android){ SetPointerIcon((int)PointerIcon.Type.Hand); } } } ``` This script changes the pointer icon using an external method defined in an attached Android library[^2]. However, implementing camera interactions specifically requires understanding how cameras operate within Unity scenes and handling input from touchscreens effectively. #### Handling Touch Input for Camera Control For controlling the camera movement by user touches, consider creating a simple controller component which listens for touch events and adjusts the main camera accordingly: ```csharp using UnityEngine; public class SimpleTouchCameraController : MonoBehaviour { private float speed = 0.5f; void Update () { foreach (var touch in Input.touches) { switch(touch.phase){ case TouchPhase.Began: break; case TouchPhase.Moved: transform.Translate(-touch.deltaPosition.x * Time.deltaTime * speed, -touch.deltaPosition.y * Time.deltaTime * speed, 0); break; default: break; } } } } ``` The above code snippet demonstrates basic panning of the camera according to finger movements across the screen. Adjustments may be necessary depending upon project requirements regarding sensitivity levels or additional gestures support[^1]. #### Utilizing AR Foundation for Advanced Interactions When aiming for more advanced use cases involving augmented reality elements, leveraging AR Foundation becomes beneficial. This package simplifies access to various AR platforms including ARCore for Android while providing cross-platform compatibility where possible. By incorporating these methods alongside best practices outlined previously, developers should find themselves well-equipped to handle common challenges associated with integrating robust camera interaction capabilities directly inside their Unity-based applications running on Android hardware. --related questions-- 1. How does one optimize performance when adding complex visual effects during camera operations? 2. What are some effective strategies for debugging issues related to touchscreen inputs affecting camera behavior? 3. Can you explain how to extend existing solutions to accommodate multi-touch gestures without compromising usability? 4. Is there any way to ensure smooth transitions between different types of camera controls offered within a single app experience?
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