iOS原生项目集成Unity3D项目说明

本文主要讲述 iOS原生项目集成Unity3D项目的关键点说明

  • 集成环境
    Unity 版本 2019.4.13f1c1
    Xcode 版本 12.5.1

  • 新建workspace管理 原生工程 和 Unity3D 导出的工程,目录结构如下
工程目录结构
  • 设置 Unity 工程 Data 文件夹 target ,勾选UnityFramework,并编译工程
勾选UnityFramework
  • iOS原生工程 添加 UnityFramework
    添加
添加完成
  • iOS 原生工程 Build Phases 中 移除 UnityFramework
    此处移除
image.png

以上 ,第一部分完成,接下来介绍如何调用Unity工程


  • main.m文件中缓存启动参数,供其他地方初始化 Unity使用
image.png
  • AppDelegate.h文件导入头文件,并新增属性方法,如下图
image.png
  • Appdelegate.m文件实现代码如下
#import "AppDelegate.h"
#import "ViewController.h"
#import "YBHandler.h"

/* UnityFrameworkLoad */
UIKIT_STATIC_INLINE UnityFramework* UnityFrameworkLoad()
{
    NSString* bundlePath = nil;
    bundlePath = [[NSBundle mainBundle] bundlePath];
    bundlePath = [bundlePath stringByAppendingString: @"/Frameworks/UnityFramework.framework"];

    NSBundle* bundle = [NSBundle bundleWithPath: bundlePath];
    if ([bundle isLoaded] == false) [bundle load];

    UnityFramework* ufw = [bundle.principalClass getInstance];
    if (![ufw appController])
    {
        // unity is not initialized
        [ufw setExecuteHeader: &_mh_execute_header];
    }
    return ufw;
}

@interface AppDelegate ()

@end

@implementation AppDelegate


- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
    // Override point for customization after application launch.
    
    /* 保存参数 */
    [[NSUserDefaults standardUserDefaults] setValue:launchOptions forKey:@"launchOptions"];
    [[NSUserDefaults standardUserDefaults] synchronize];
    

    self.window = [[UIWindow alloc] initWithFrame:[UIScreen mainScreen].bounds];
    self.window.backgroundColor = [UIColor whiteColor];
    [self.window makeKeyAndVisible];
    
    UINavigationController *mainNav = [[UINavigationController alloc] initWithRootViewController:[ViewController new]];
    self.window.rootViewController = mainNav;
    
    return YES;
}

- (void)applicationWillResignActive:(UIApplication *)application {
    [[[self ufw] appController] applicationWillResignActive: application];
}
- (void)applicationDidEnterBackground:(UIApplication *)application {
    [[[self ufw] appController] applicationDidEnterBackground: application];
}
- (void)applicationWillEnterForeground:(UIApplication *)application {
    [[[self ufw] appController] applicationWillEnterForeground: application];
}
- (void)applicationDidBecomeActive:(UIApplication *)application {
    [[[self ufw] appController] applicationDidBecomeActive: application];
}
- (void)applicationWillTerminate:(UIApplication *)application {
    [[[self ufw] appController] applicationWillTerminate: application];
}

#pragma mark - Unity

- (BOOL)unityIsInitialized
{
    return [self ufw] && [[self ufw] appController];
}

- (void)initUnity
{
    /* 判断Unity 是否已经初始化 */
    if ([self unityIsInitialized]) return;
    
    /* 初始化Unity */
    self.ufw = UnityFrameworkLoad();
    [self.ufw setDataBundleId:"com.unity3d.framework"];
    [self.ufw registerFrameworkListener:self];
    [NSClassFromString(@"FrameworkLibAPI") registerAPIforNativeCalls:self];
    
    NSString *argvStr = [[NSUserDefaults standardUserDefaults] valueForKey:@"argv"];
    char **argv;
    sscanf([argvStr cStringUsingEncoding:NSUTF8StringEncoding], "%p",&argv);
    int argc = [[[NSUserDefaults standardUserDefaults] valueForKey:@"argc"] intValue];
    NSDictionary *launchOptions = [[NSUserDefaults standardUserDefaults] valueForKey:@"launchOptions"];
    
    [self.ufw runEmbeddedWithArgc:argc argv:argv appLaunchOpts:launchOptions];
    [self.ufw sendMessageToGOWithName:"MainPageCanvas" functionName:"native2unity" message:"Hello, Message from iOS Native."];
    
}

- (void)showUnityMainWindow
{
    if (![self unityIsInitialized]){
        NSLog(@"Unity 还未初始化");
    }
    
    [self.ufw showUnityWindow];
}

#pragma mark - UnityFrameworkListener
- (void)unityDidUnload:(NSNotification *)notification
{
    NSLog(@"========== %s ============",__func__);
    [self.window makeKeyAndVisible];
    
}

- (void)unityDidQuit:(NSNotification *)notification
{
    NSLog(@"========== %s ============",__func__);
}


- (void)funciton1
{
    NSLog(@"funciton1 被调用");
//    [self.ufw unloadApplication];
    [self.window makeKeyAndVisible];
}

- (void)funciton2:(NSString *)message
{
    NSLog(@"hello ========= %@",message);
}

- (void)funciton3
{
    NSLog(@" funciton3 ======");
}

@end

  • ViewController.m文件新增两个按钮,测试调用Unity功能,代码如下
#import "ViewController.h"
#import "AppDelegate.h"

@interface ViewController ()

@end

@implementation ViewController

- (void)viewDidLoad {
    [super viewDidLoad];
    // Do any additional setup after loading the view.
    
    self.view.backgroundColor = [UIColor whiteColor];
    self.navigationItem.title = @"Unity Demo";
    
    self.navigationItem.rightBarButtonItem = [[UIBarButtonItem alloc] initWithTitle:@"初始化" style:UIBarButtonItemStylePlain target:self action:@selector(initUnityAction)];
    
    self.navigationItem.leftBarButtonItem = [[UIBarButtonItem alloc] initWithTitle:@"主界面" style:UIBarButtonItemStylePlain target:self action:@selector(showUnityAction)];
}


- (void)initUnityAction
{
    /* 初始化 Unity并展示 Unity 界面 */
    
    AppDelegate *appDelegate = (AppDelegate *)([UIApplication sharedApplication].delegate);
    [appDelegate initUnity];
}

- (void)showUnityAction
{
    /* 展示Unity 界面 */
    AppDelegate *appDelegate = (AppDelegate *)([UIApplication sharedApplication].delegate);
    [appDelegate showUnityMainWindow];
}


@end

至此,第二部分完成,已经可以完成在原生项目中启动Unity工程,展示Unity界面,接下来讲解如何实现 iOS与Unity 交互


  • iOS 调用 Unity 方法,直接使用 UnityFramework中的 sendMessageToGOWithName方法即可
- (void)sendMessageToGOWithName:(const char*)goName functionName:(const char*)name message:(const char*)msg;
image.png
image.png
  • Unity 调用 iOS方法
    (1)Unity 开发人员在 Unity 工程中就添加好Plugins文件夹,并添加好两个文件,可参考视频

NativeCallProxy.h文件

#import 

// NativeCallsProtocol defines protocol with methods you want to be called from managed
@protocol NativeCallsProtocol
@required
- (void)funciton1;
- (void)funciton2:(NSString *)message;
- (void)funciton3;
@end

__attribute__ ((visibility("default")))
@interface FrameworkLibAPI : NSObject
// call it any time after UnityFrameworkLoad to set object implementing NativeCallsProtocol methods
+(void) registerAPIforNativeCalls:(id) aApi;

@end


NativeCallProxy.mm文件

#import 
#import "NativeCallProxy.h"


@implementation FrameworkLibAPI

id api = NULL;
+(void) registerAPIforNativeCalls:(id) aApi
{
    api = aApi;
}

@end


extern "C" {
void fun1() {
    return [api funciton1];
};

void fun2(const char * message){
    return [api funciton2:[NSString stringWithUTF8String:message]];
};

void fun3(){
    return [api funciton3];
};

}

(2) 原生工程需要在Build Settings > Header Search Paths 中设置 Unity 工程路径,这样才可以在AppDelegate.h文件中引入 的NativeCallProxy文件

image.png

(3)在AppDelegate.h文件中引入 的NativeCallProxy文件

image.png

(4)在AppDelegate.m文件注册下 协议,并实现协议中的方法

image.png
image.png

按照以上步骤,基本上可以完成 iOS原生项目集成Unity3D项目

附官方集成说明:
Unity iOS设置
将 Unity 集成到原生 iOS 应用程序中
Unity github 说明文档

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