Unity打包Android默认全屏问题

1、正常打包

Unity选择Windowed,无效
Windowed

2、代码设置非全屏

Screen.fullScreen = false;
结果,状态栏黑色

3、修改jar包

未测试,链接:Click

4、调用Android修改配置

public static void SetupAndroidTheme(int primaryARGB, int darkARGB, string label = null)
        {
#if UNITY_ANDROID && !UNITY_EDITOR
            label ??= Application.productName;
            Screen.fullScreen = false;
            AndroidJavaObject activity = new AndroidJavaClass("com.unity3d.player.UnityPlayer").GetStatic<AndroidJavaObject>("currentActivity");
            activity.Call("runOnUiThread", new AndroidJavaRunnable(() =>
            {
                AndroidJavaClass layoutParamsClass = new AndroidJavaClass("android.view.WindowManager$LayoutParams");
                int flagFullscreen = layoutParamsClass.GetStatic<int>("FLAG_FULLSCREEN");
                int flagNotFullscreen = layoutParamsClass.GetStatic<int>("FLAG_FORCE_NOT_FULLSCREEN");
                int flagDrawsSystemBarBackgrounds = layoutParamsClass.GetStatic<int>("FLAG_DRAWS_SYSTEM_BAR_BACKGROUNDS");
                AndroidJavaObject windowObject = activity.Call<AndroidJavaObject>("getWindow");
                windowObject.Call("clearFlags", flagFullscreen);
                windowObject.Call("addFlags", flagNotFullscreen);
                windowObject.Call("addFlags", flagDrawsSystemBarBackgrounds);
                int sdkInt = new AndroidJavaClass("android.os.Build$VERSION").GetStatic<int>("SDK_INT");
                int lollipop = 21;
                if (sdkInt > lollipop)
                {
                    windowObject.Call("setStatusBarColor", darkARGB);
                    string myName = activity.Call<string>("getPackageName");
                    AndroidJavaObject packageManager = activity.Call<AndroidJavaObject>("getPackageManager");
                    AndroidJavaObject drawable = packageManager.Call<AndroidJavaObject>("getApplicationIcon", myName);
                    AndroidJavaObject taskDescription = new AndroidJavaObject("android.app.ActivityManager$TaskDescription", label, drawable.Call<AndroidJavaObject>("getBitmap"), primaryARGB);
                    activity.Call("setTaskDescription", taskDescription);
                }
            }));
#endif
        }

        public static int ToARGB(Color color)
        {
            Color32 c = (Color32)color;
            byte[] b = new byte[] { c.b, c.g, c.r, c.a };
            return System.BitConverter.ToInt32(b, 0);
        }

该方法测试成功

5、Android端修改

如果导出Android工程,二次开发,则可修改Android代码
也就是将上面CallAddroid的方法,在Android完成,注意:Unity中保留设置非全屏代码

public static void setNonFullScreen(Activity currentActivity, int primaryColor, int darkColor)
    {
        currentActivity.runOnUiThread(new Runnable() {
            @Override
            public void run() {

                currentActivity.getWindow().clearFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN);
                currentActivity.getWindow().addFlags(WindowManager.LayoutParams.FLAG_FORCE_NOT_FULLSCREEN);
                currentActivity.getWindow().addFlags(WindowManager.LayoutParams.FLAG_DRAWS_SYSTEM_BAR_BACKGROUNDS);

                if(Build.VERSION.SDK_INT > 21)
                {
                    currentActivity.getWindow().setStatusBarColor(darkColor);

                    PackageManager packageManager = currentActivity.getPackageManager();
                    Drawable drawable = null;

                    try {
                        drawable = packageManager.getApplicationIcon(currentActivity.getPackageName());
                    } catch (PackageManager.NameNotFoundException e) {
                        e.printStackTrace();
                    }

                    ActivityManager.TaskDescription taskDescription = new ActivityManager.TaskDescription(
                            String.valueOf(packageManager.getApplicationLabel(currentActivity.getApplicationInfo())),
                            drawableToBitmap(drawable),//直接墙转会报错((BitmapDrawable)drawable).getBitmap()
                            primaryColor);

                    currentActivity.setTaskDescription(taskDescription);
                }
            }
        });
    }

    public static Bitmap drawableToBitmap(Drawable drawable) {

        int w = drawable.getIntrinsicWidth();
        int h = drawable.getIntrinsicHeight();
        Bitmap.Config config =
                drawable.getOpacity() != PixelFormat.OPAQUE ? Bitmap.Config.ARGB_8888
                        : Bitmap.Config.RGB_565;
        Bitmap bitmap = Bitmap.createBitmap(w, h, config);
        //注意,下面三行代码要用到,否则在View或者SurfaceView里的canvas.drawBitmap会看不到图
        Canvas canvas = new Canvas(bitmap);
        drawable.setBounds(0, 0, w, h);
        drawable.draw(canvas);

        return bitmap;
    }
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UnityAndroid 平台上打包的应用程序可以接收启动参数,您可以在启动应用程序时传递参数,然后在 Unity 应用程序中读取这些参数。 以下是一些基本步骤: 1. 在您的 Android 应用程序代码中,使用 Intent 对象传递参数。例如: ``` Intent intent = new Intent(this, UnityPlayerActivity.class); intent.putExtra("myParam", "Hello World!"); startActivity(intent); ``` 2. 在 Unity 应用程序中,使用 Application 类的 OnCreate() 方法获取传递的参数。例如: ``` void Awake() { // 获取传递的参数 string myParam = ""; if (Application.platform == RuntimePlatform.Android) { AndroidJavaClass jc = new AndroidJavaClass("com.unity3d.player.UnityPlayer"); AndroidJavaObject jo = jc.GetStatic<AndroidJavaObject>("currentActivity"); myParam = jo.Call<string>("getIntentStringExtra", "myParam"); } Debug.Log("My parameter is: " + myParam); } ``` 3. 在您的 Android 应用程序代码中,创建一个新的类,继承 UnityPlayerActivity 类。这个新的类可以在应用程序启动时接收参数,并将其传递给 Unity 应用程序。 ``` public class MyUnityPlayerActivity extends UnityPlayerActivity { @Override protected void onCreate(Bundle savedInstanceState) { Intent intent = getIntent(); String myParam = intent.getStringExtra("myParam"); UnityPlayer.UnitySendMessage("MyGameObject", "OnAndroidParamReceived", myParam); super.onCreate(savedInstanceState); } } ``` 请注意,这只是一个基本的示例,具体实现可能会因您的项目而异。您可以参考 Unity 官方文档中的更多详细信息和示例代码来进行更深入的了解。
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