最近在做手机应用的开发,经常需要介入一些SDK,从而会有多个AndroidManifest,当有导入插件时,如果已经存在AndroidManifest,那么Unity会默认覆盖,这样就导致有些插件无法正常运行,这时候就需要我们去手动去合并。我遇到的是高通AR和扫码插件的合并。由于我们公司就只有我这一只菜鸟程序猿,所以就只有我去想办法了,通过查看网上资料和多次尝试,终于被我解决了,项目完美运行,没有问题。
但是,毕竟我只是一个Unity程序猿,不懂Android的东西,很多都是靠试出来的,如果有大牛看见,有有问题的地方,望指正,也欢迎交流学习;
下面上点干货
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先是高通的AndroidManifest
<?xml version="1.0" encoding="utf-8"?>
<manifest
xmlns:android="http://schemas.android.com/apk/res/android"
package="com.unity3d.player"
android:installLocation="preferExternal"
android:theme="@android:style/Theme.NoTitleBar"
android:versionCode="1"
android:versionName="1.0">
<uses-sdk android:minSdkVersion="14" android:targetSdkVersion="22" />
<uses-feature android:name="android.hardware.camera" />
<supports-screens
android:smallScreens="true"
android:normalScreens="true"
android:largeScreens="true"
android:xlargeScreens="true"
android:anyDensity="true"/>
<uses-permission android:name="android.permission.INTERNET" />
<uses-permission android:name="android.permission.CAMERA" />
<uses-permission android:name="android.permission.ACCESS_NETWORK_STATE"/>
<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
<application
android:icon="@drawable/app_icon"
android:label="@string/app_name"
android:theme="@android:style/Theme.NoTitleBar.Fullscreen"
android:debuggable="false">
<activity android:name="com.unity3d.player.UnityPlayerNativeActivity"
android:label="@string/app_name">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
<meta-data android:name="unityplayer.UnityActivity" android:value="true" />
<meta-data android:name="unityplayer.ForwardNativeEventsToDalvik" android:value="false" />
</activity>
<activity android:name="com.unity3d.player.VideoPlayer"
android:label="@string/app_name"
android:screenOrientation="portrait"
android:configChanges="fontScale|keyboard|keyboardHidden|locale|mnc|mcc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|uiMode|touchscreen">
</activity>
<!--
To support devices using the TI S3D library for stereo mode we must
add the following library.
Devices that require this are: ODG X6
-->
<uses-library android:name="com.ti.s3d" android:required="false" />
<!--
To support the ODG R7 in stereo mode we must add the following library.
-->
<uses-library android:name="com.osterhoutgroup.api.ext" android:required="false" />
</application>
</manifest>
<!-- android:installLocation="preferExternal" -->
然后是扫二维码的插件的AndroidManifest
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="com.c4mprod.ezcodescanner"
android:versionCode="3"
android:versionName="1.2">
<uses-sdk android:minSdkVersion="8" />
<uses-permission android:name="android.permission.CAMERA" />
<uses-permission android:name="android.permission.VIBRATE"/>
<uses-feature android:name="android.hardware.camera" />
<uses-feature android:name="android.hardware.camera.autofocus" />
<application android:label="@string/app_name" android:icon="@drawable/app_icon" android:debuggable="false">
<activity android:name="com.c4mprod.ezcodescanner.RootActivity"
android:label="@string/app_name"
android:configChanges="keyboardHidden|orientation|screenSize">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
<activity android:name="com.c4mprod.ezcodescanner.camera.CameraActivity" android:screenOrientation="sensor"/>
</application>
</manifest>
接下去是合并之后的
<?xml version="1.0" encoding="utf-8"?>
<manifest
xmlns:android="http://schemas.android.com/apk/res/android"
package="com.unity3d.player"
android:installLocation="preferExternal"
android:theme="@android:style/Theme.NoTitleBar"
android:versionCode="1"
android:versionName="1.0">
<uses-sdk android:minSdkVersion="8" android:targetSdkVersion="22" />
<uses-feature android:name="android.hardware.camera" />
<uses-feature android:name="android.hardware.camera.autofocus" />
<supports-screens
android:smallScreens="true"
android:normalScreens="true"
android:largeScreens="true"
android:xlargeScreens="true"
android:anyDensity="true"/>
<uses-permission android:name="android.permission.INTERNET" />
<uses-permission android:name="android.permission.CAMERA" />
<uses-permission android:name="android.permission.ACCESS_NETWORK_STATE"/>
<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
<uses-permission android:name="android.permission.VIBRATE"/>
<application
android:icon="@drawable/app_icon"
android:label="@string/app_name"
android:theme="@android:style/Theme.NoTitleBar.Fullscreen"
android:debuggable="false">
<activity android:name="com.unity3d.player.UnityPlayerNativeActivity"
android:label="@string/app_name">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
<meta-data android:name="unityplayer.UnityActivity" android:value="true" />
<meta-data android:name="unityplayer.ForwardNativeEventsToDalvik" android:value="false" />
</activity>
<activity android:name="com.unity3d.player.VideoPlayer"
android:label="@string/app_name"
android:screenOrientation="portrait"
android:configChanges="fontScale|keyboard|keyboardHidden|locale|mnc|mcc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|uiMode|touchscreen">
</activity>
<activity android:name="com.c4mprod.ezcodescanner.RootActivity"
android:label="@string/app_name"
android:configChanges="keyboardHidden|orientation|screenSize">
</activity>
<activity android:name="com.c4mprod.ezcodescanner.camera.CameraActivity" android:screenOrientation="sensor"/>
<!--
To support devices using the TI S3D library for stereo mode we must
add the following library.
Devices that require this are: ODG X6
-->
<uses-library android:name="com.ti.s3d" android:required="false" />
<!--
To support the ODG R7 in stereo mode we must add the following library.
-->
<uses-library android:name="com.osterhoutgroup.api.ext" android:required="false" />
</application>
</manifest>
<!-- android:installLocation="preferExternal" -->
其实大家自己比较一下就会发现,其实区别不是很大,其实很多东西都是这个AndroidManifest.xml文件的一些固定结构。我们可以以高通AR的AndroidManifest为模板进行修改
<?xml version="1.0" encoding="utf-8"?>
<manifest
xmlns:android="http://schemas.android.com/apk/res/android"
package="com.unity3d.player"
android:installLocation="preferExternal"
android:theme="@android:style/Theme.NoTitleBar"
android:versionCode="1"
android:versionName="1.0">
这一部分是记录一些版本什么的信息的,具体啥意思,我也不太清楚,但是经过我的测试,貌似不影响我们程序运行,所以无视就行,用默认的就行。
<uses-sdk android:minSdkVersion="8" android:targetSdkVersion="22" />
这是Android sdk 的版本号,看自己项目的需求填上下限,或者区两个AndroidManifest的合集都行
<uses-feature android:name="android.hardware.camera" />
<uses-feature android:name="android.hardware.camera.autofocus" />
<supports-screens
android:smallScreens="true"
android:normalScreens="true"
android:largeScreens="true"
android:xlargeScreens="true"
android:anyDensity="true"/>
<uses-permission android:name="android.permission.INTERNET" />
<uses-permission android:name="android.permission.CAMERA" />
<uses-permission android:name="android.permission.ACCESS_NETWORK_STATE"/>
<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
<uses-permission android:name="android.permission.VIBRATE"/>
这是一些对安卓原生的一些权限获取,屏幕大小等的设置,摄像的设置啥的一些东西,两个AndroidManifest合并同列项就行(有的忽略,没有的填上)
然后才是最主要的调用安卓jar包的地方
<application
android:icon="@drawable/app_icon"
android:label="@string/app_name"
android:theme="@android:style/Theme.NoTitleBar.Fullscreen"
android:debuggable="false">
<activity android:name="com.unity3d.player.UnityPlayerNativeActivity"
android:label="@string/app_name">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
<meta-data android:name="unityplayer.UnityActivity" android:value="true" />
<meta-data android:name="unityplayer.ForwardNativeEventsToDalvik" android:value="false" />
</activity>
<activity android:name="com.unity3d.player.VideoPlayer"
android:label="@string/app_name"
android:screenOrientation="portrait"
android:configChanges="fontScale|keyboard|keyboardHidden|locale|mnc|mcc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|uiMode|touchscreen">
</activity>
<activity android:name="com.c4mprod.ezcodescanner.RootActivity"
android:label="@string/app_name"
android:configChanges="keyboardHidden|orientation|screenSize">
</activity>
<activity android:name="com.c4mprod.ezcodescanner.camera.CameraActivity" android:screenOrientation="sensor"/>
<!--
To support devices using the TI S3D library for stereo mode we must
add the following library.
Devices that require this are: ODG X6
-->
<uses-library android:name="com.ti.s3d" android:required="false" />
<!--
To support the ODG R7 in stereo mode we must add the following library.
-->
<uses-library android:name="com.osterhoutgroup.api.ext" android:required="false" />
</application>
由于游戏不像是应用可以拥有多个Activity,游戏只能拥有一个主activity,所以,我们在合并的时候要去掉一段代码<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
这个代码的意识就是将此activity设置为这个APP的主activity,所以这个代码只能有一句,除了你要一开始就启动的,其他的全部删除这句话,其他的就还是一样,将整个activity全部粘贴过去就行。
这是一个完全不懂安卓的Unity前端的认知,安卓的大牛,不喜勿喷,欢迎指点和骚扰
最后本来想附上一个很简的AR和扫二维码组合的小demo的,以示我不是纯粹的瞎比比。。。。。。。然而并不能传文件