我对Unity中AndroidManifest合并的一些了解

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

------------------------------------------------------------------------------------------------------------------------

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

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