1.AndroidStudio主工程导入unityLibrary库并添加依赖
2.主工程build.gradle 加入
ndk { abiFilters 'armeabi-v7a' }
3.添加launcher中的string.xml中的game_view_content_description主到主工程资源文件string.xml中
<string name="game_view_content_description">Game view</string>
4.unityLibrary中的Androidmanifest启动入口注释掉
<!-- <intent-filter> --> <!-- <action android:name="android.intent.action.MAIN" /> --> <!-- <category android:name="android.intent.category.LAUNCHER" /> --> <!-- </intent-filter> -->
5.UnityPlayerActivity的横竖屏设置在Androidmanifest中修改无效,需要unity导出Android工程时就修改为竖屏
6.unity 场景作为Android的子view添加进activity布局中,mUnityPlayer表示的unity的view,Android视图嵌入unity场景,只需在布局中的所需位置将mUnityPlayer添加进布局中即可
public class WithUnityActivity extends UnityPlayerActivity { FrameLayout fl; @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.activity_with_unity); fl = (FrameLayout) findViewById(R.id.fl_content); fl.addView(mUnityPlayer); } }
7.返回上一个activity时使用finish()或者mUnityPlayer.quit();都会出现不同情况的闪退,原因是
UnityPlayer在退出时会调用kill方法杀进程
解决:重写UnityPlayer中的kill方法
public class MyUnityPlayer extends UnityPlayer { public MyUnityPlayer(Context contex) { super(contex); } @Override protected void kill() { } }
替换UnityPlayerActivity中UnityPlayer
public class UnityPlayerActivity extends Activity implements IUnityPlayerLifecycleEvents { // protected UnityPlayer mUnityPlayer; // don't change the name of this variable; referenced from native code protected MyUnityPlayer mUnityPlayer; protected String updateUnityCommandLineArguments(String cmdLine) { return cmdLine; } // Setup activity layout @Override protected void onCreate(Bundle savedInstanceState) { requestWindowFeature(Window.FEATURE_NO_TITLE); super.onCreate(savedInstanceState); String cmdLine = updateUnityCommandLineArguments(getIntent().getStringExtra("unity")); getIntent().putExtra("unity", cmdLine); // mUnityPlayer = new UnityPlayer(this, this); mUnityPlayer = new MyUnityPlayer(this); setContentView(mUnityPlayer); mUnityPlayer.requestFocus(); }
WithUnityActivity 监听返回键,finish()
public class WithUnityActivity extends UnityPlayerActivity { @Override public boolean onKeyDown(int keyCode, KeyEvent event) { if(keyCode == KeyEvent.KEYCODE_BACK){ finish(); } return super.onKeyDown(keyCode, event); }
8.继承UnityPlayerActivity时,若是在unityLibrary中则可以直接继承使用mUnityPlayer。若是在主工程中继承则会报错:找不到com.unity3d.player.UnityPlayer的类文件错误
解决方式:不依赖unityLibrary源码库,将unityLibrary编译成aar库放入主工程中使用。
9.unity 与Android相互调用的方法:(1)Android端在继承UnityPlayerActivity的activity中定义对应方法
public class UnityWithActivity extends UnityPlayerActivity { /** * unity 调用Android的方法 */ public void UnityCallAndroid(String btnType){ Log.d("TAG", "UnityPlayerActivity: unity调用Android方法,btnType:"+btnType); }
/** * android调用unity的方法 * UnitySendMessage 参数1:挂载脚本的物体GameObject 参数2:方法的名称 参数3:传递的内容 */ public void AndroidCallUnity(String msg){ UnityPlayer.UnitySendMessage("Main Camera","AndroidCallUnity",msg); }
(2)unity 脚本中调用activity 定义的方法以及定义给Android调用的方法
public class ToAndroidScript : MonoBehaviour
{
AndroidJavaClass jc;
AndroidJavaObject jo;
private void Awake()
{
jc = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
jo = jc.GetStatic<AndroidJavaObject>("currentActivity");
}
public void ClickBtn1()
{
jo.Call("UnityCallAndroid", "1");
}
public void AndroidCallUnity(string msg) { button.gameObject.GetComponentInChildren<Text>().text = msg; }
10.