Unity和AndroidStudio 混合开发

Unity和AndroidStudio 混合开发

这几天做项目,要求Unity开发的工程嵌套到AndroidStudio开发的应用里,记录下Unity和AndroidStudio开发遇到的问题

Unity

package com.unity3d.player;

import android.content.BroadcastReceiver;
import android.content.Context;
import android.content.Intent;
import android.content.IntentFilter;
import android.os.Bundle;

public abstract  class UnityReaderActivity extends UnityPlayerActivity  {

    public static UnityReaderActivity instance = null;
    abstract protected void showMainActivity(String setToColor);

    @Override
    protected  void onCreate(Bundle saveInstanceState)
    {
        super.onCreate(saveInstanceState);
        instance = this;
    }

    @Override
    protected void onDestroy()
    {
        super.onDestroy();
        instance = null;
    }   
}

通过AndroidStudio创建UnityRenderAvtivity.java,并放入Unity工程中,因为Android启动Unity工程是通过UnityPlayerActivity.java来启动的,所以UnityRenderAvtivity继承UnityPlayerActivity,这里可以重写父类的方法,实现我们自定义的功能


选择Android平台,勾选上Export Project 然后点击Export,导出完的目录结构如下

AndroidStudio


使用AndroidStudio创建Emprty Activity,包名要和Unity工程的包名一致,然后将unity导出文件目录下的unityLibrary文件夹以module形式导入Android Studio
在这里插入图片描述
修改build.gradle(module:app)

plugins {
    id 'com.android.application'
}

android {
    compileSdkVersion 30
    buildToolsVersion "30.0.2"

    defaultConfig {
        applicationId "com.mskj.kongwan"
        minSdkVersion 24
        targetSdkVersion 30
        versionCode 1
        versionName "1.0"

        testInstrumentationRunner "androidx.test.runner.AndroidJUnitRunner"

        //Add Code
        ndk{
            abiFilters 'armeabi-v7a'
        }
        //End
    }

    buildTypes {
        release {
            minifyEnabled false
            proguardFiles getDefaultProguardFile('proguard-android-optimize.txt'), 'proguard-rules.pro'
        }
    }
    compileOptions {
        sourceCompatibility JavaVersion.VERSION_1_8
        targetCompatibility JavaVersion.VERSION_1_8
    }
}

dependencies {

    implementation 'androidx.appcompat:appcompat:1.2.0'
    implementation 'com.google.android.material:material:1.2.1'
    implementation 'androidx.constraintlayout:constraintlayout:2.0.4'
    implementation project(path: ':unityLibrary')
    testImplementation 'junit:junit:4.+'
    androidTestImplementation 'androidx.test.ext:junit:1.1.2'
    androidTestImplementation 'androidx.test.espresso:espresso-core:3.3.0'

    //Add Code
    implementation project(':unityLibrary')
    implementation fileTree(
            dir: project(':unityLibrary').getProjectDir().toString() + ('\\libs'),include: ['*.jar']
    )
    //End
}

修改build.gradle(Module:NativeAndroidApp)

// Top-level build file where you can add configuration options common to all sub-projects/modules.
buildscript {
    repositories {
        google()
        jcenter()
    }
    dependencies {
        classpath "com.android.tools.build:gradle:4.1.1"

        // NOTE: Do not place your application dependencies here; they belong
        // in the individual module build.gradle files
    }
}

allprojects {
    repositories {
        google()
        jcenter()

        //Add Code
        flatDir{
            dirs "${project(':unityLibrary').projectDir}/libs"
        }
        //End
    }
}

task clean(type: Delete) {
    delete rootProject.buildDir
}

修改strings.xml(Module:app)

<resources>
    <string name="app_name">unity_android</string>
    //Add Code
    <string name = "game_view_content_description">Game view</string>>
    //End
    <string name = "gounity_btn">Go Unity</string>
</resources>

删除AndroidManifest中部分代码(module:unityLibrary)
如果不屏蔽的话,会生成两个图标

<?xml version="1.0" encoding="utf-8"?>
<!-- GENERATED BY UNITY. REMOVE THIS COMMENT TO PREVENT OVERWRITING WHEN EXPORTING AGAIN-->
<manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.unity3d.player" xmlns:tools="http://schemas.android.com/tools">
<!--  <application>-->
<!--    <activity android:name="com.unity3d.player.UnityPlayerActivity" android:theme="@style/UnityThemeSelector" android:screenOrientation="sensorPortrait" android:launchMode="singleTask" android:configChanges="mcc|mnc|locale|touchscreen|keyboard|keyboardHidden|navigation|orientation|screenLayout|uiMode|screenSize|smallestScreenSize|fontScale|layoutDirection|density" android:hardwareAccelerated="false">-->
<!--      <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="android.notch_support" android:value="true" />-->
<!--    </activity>-->
<!--    <meta-data android:name="unity.splash-mode" android:value="2" />-->
<!--    <meta-data android:name="unity.splash-enable" android:value="True" />-->
<!--    <meta-data android:name="notch.config" android:value="portrait|landscape" />-->
<!--    <meta-data android:name="unity.build-id" android:value="3b539f22-f56f-4f2a-b331-0b94ec5e77ad" />-->
<!--  </application>-->
  <uses-feature android:glEsVersion="0x00020000" />
  <uses-permission android:name="android.permission.INTERNET" />
  <uses-permission android:name="android.permission.CAMERA" />
  <uses-feature android:name="android.hardware.camera" android:required="false" />
  <uses-feature android:name="android.hardware.camera.autofocus" android:required="false" />
  <uses-feature android:name="android.hardware.camera.front" android:required="false" />
  <uses-feature android:name="android.hardware.touchscreen" android:required="false" />
  <uses-feature android:name="android.hardware.touchscreen.multitouch" android:required="false" />
  <uses-feature android:name="android.hardware.touchscreen.multitouch.distinct" android:required="false" />
</manifest>

创建MainUnityActivity类(Module:app)
该类继承自UnityReaderActivity

package com.mystudio.testandroid;

import android.content.Intent;
import android.util.Log;
import android.view.KeyEvent;

import com.unity3d.player.UnityReaderActivity;
public class MainUnityActivity extends UnityReaderActivity {
    //这个类调起Unity的场景
    @Override
    public boolean onKeyDown(int i, KeyEvent keyEvent)
    {
        //点击返回键跳转到主界面
        if (i == KeyEvent.KEYCODE_BACK)
        {
            Intent intent = new Intent(this,MainActivity.class);
            startActivity(intent);
            finish();
        }
        return super.onKeyDown(i,keyEvent);
    }
}

修改AndroidManifest(Module:app)

<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
    xmlns:tools = "http://schemas.android.com/tools"
    package="com.mskj.kongwan">

    <application
        android:allowBackup="true"
        android:icon="@mipmap/ic_launcher"
        android:label="@string/app_name"
        android:roundIcon="@mipmap/ic_launcher_round"
        android:supportsRtl="true"
        android:theme="@style/Theme.Unity_android"
        tools:replace="android:icon, android:theme,android:allowBackup"
        >
        <activity android:name=".MainActivity">
            <intent-filter>
                <action android:name="android.intent.action.MAIN" />
                <category android:name="android.intent.category.LAUNCHER" />
            </intent-filter>
        </activity>
        //Add Code
        <activity android:name=".MainUnityActivity"
            android:screenOrientation="portrait"
            android:configChanges="mcc|mnc|locale|touchscreen|keyboard|keyboardHidden|navigation|orientation|screenLayout|uiMode|screenSize|smallestScreenSize|fontScale|layoutDirection|density"
            android:hardwareAccelerated="false"
            android:process=":Unity"
            android:label="UnityProject">
        </activity>
        //End
    </application>

</manifest>

修改MainActivity(Module:app)

package com.mystudio.testandroid;

import android.content.Intent;
import android.os.Bundle;
import android.view.View;
import android.widget.Button;

import androidx.appcompat.app.AppCompatActivity;

public class MainActivity extends AppCompatActivity {

    @Override
    protected void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);
        setContentView(R.layout.activity_main);

        final Button button = findViewById(R.id.gounity);
        button.setOnClickListener(new View.OnClickListener() {
            public void onClick(View v) {
                GoUnity(v);
            }
        });
    }
    public void GoUnity(View view)
    {
        Intent intent = new Intent(this,MainUnityActivity.class);
        startActivity(intent);
    }
}

修改activity_main.xml(Module:app)

<?xml version="1.0" encoding="utf-8"?>
<androidx.constraintlayout.widget.ConstraintLayout xmlns:android="http://schemas.android.com/apk/res/android"
    xmlns:app="http://schemas.android.com/apk/res-auto"
    xmlns:tools="http://schemas.android.com/tools"
    android:layout_width="match_parent"
    android:layout_height="match_parent"
    tools:context=".MainActivity">

    <Button
        android:id="@+id/gounity"
        android:layout_width="wrap_content"
        android:layout_height="wrap_content"
        android:text="点击事件"
        tools:layout_editor_absoluteX="159dp"
        tools:layout_editor_absoluteY="290dp" />

    <TextView
        android:layout_width="wrap_content"
        android:layout_height="wrap_content"
        android:text="Hello World!"
        app:layout_constraintBottom_toBottomOf="parent"
        app:layout_constraintLeft_toLeftOf="parent"
        app:layout_constraintRight_toRightOf="parent"
        app:layout_constraintTop_toTopOf="parent" />


</androidx.constraintlayout.widget.ConstraintLayout>

参考链接
https://blog.csdn.net/qq_40028144/article/details/108058407?utm_medium=distribute.pc_relevant.none-task-blog-searchFromBaidu-1.control&depth_1-utm_source=distribute.pc_relevant.none-task-blog-searchFromBaidu-1.control

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