上一篇介绍了Xcode项目集成Unity的步骤,本篇介绍AS项目集成Unity,其实在AS上集成相比Xcode简单多了,但也有不少坑需要注意。我们知道Unity可以直接打包apk,也可以导出AS或Eclipse工程,我的应用场景是已经有个Android Studio大项目了,Unity所做的功能属于其一部分,所以选择将Unity导出AS工程,为了方便主项目调用,还将Unity部分打包成aar。
环境:Android Studio 3.0 + Unity 2017
如下图红框处,Build System选择Gradle,Export Project勾选,按图中箭头把包名填好,不能使用Unity默认的,否则导出不了,点击Export导出。
导出结果:
导入多半是会报错的,一般错误就是gradle版本没选对,按自己的情况选好就行了,比如我的是3.0.0。
此时我们来看看这个工程结构,就一个界面UnityPlayerActivity,因为做Unity游戏的话也不需要显示其它原生界面,网上有些教程就是用继承UnityPlayerActivity的方法来显示Unity,然而这样做不够灵活。查看UnityPlayerActivity我们可以发现真正关键的是UnityPlayer所以仿照UnityPlayerActivity直接操作UnityPlayer不就好了么,但是。。。但是这里有个坑,我直接用UnityPlayer正确显示了Unity界面,可是在退出含Unity界面的Activity时,整个应用退出了,难道有Bug导致整个应用崩了?经过查找,发现原来在UnityPlayer源码中:
这个kill方法在Activity finish时会被调用,然而它竟然给我把当前应用进程杀死了!没办法,自己写个类 MyUnityPlayer 继承它,并重写父类的kill方法。
package com.unity.demo;
import android.content.Context;
import com.unity3d.player.UnityPlayer;
public class MyUnityPlayer extends UnityPlayer {
public MyUnityPlayer(Context context) {
super(context);
}
@Override
protected void kill() {
//不要杀死当前应用进程
}
}
百度“Android Studio导出aar包”,发现还要创建Module,有那么麻烦吗?直接改build.gradle就行了。如下图,apply plugin: ‘com.android.application’ 改为 apply plugin: ‘com.android.library’,注释掉applicationId,然后Rebuild Project。完成后在工程的build - outputs - aar文件夹下就可以看到aar包了。
这里我就用一个简单的Demo来演示,把aar文件放入新工程的app - libs文件夹下,修改app的build.gradle:
Demo项目用两个界面呈现,主界面和第二界面,Unity内容使用FrameLayout或LinearLayout显示,代码如下:
package com.my.unityapp;
import android.app.Activity;
import android.content.Intent;
import android.os.Bundle;
import android.view.View;
import android.widget.Button;
public class MainActivity extends Activity {
private Button firstButton;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
firstButton = findViewById(R.id.firstButton);
firstButton.setOnClickListener(new View.OnClickListener() {
@Override
public void onClick(View view) {
Intent intent = new Intent(MainActivity.this, SecondActivity.class);
startActivity(intent);
}
});
}
}
package com.my.unityapp;
import android.app.Activity;
import android.content.Intent;
import android.content.res.Configuration;
import android.graphics.PixelFormat;
import android.os.Bundle;
import android.view.KeyEvent;
import android.view.MotionEvent;
import android.view.View;
import android.widget.Button;
import android.widget.LinearLayout;
import com.unity.demo.MyUnityPlayer;
import com.unity3d.player.UnityPlayer;
public class SecondActivity extends Activity {
private LinearLayout unityLayout;
private Button secondButton;
private MyUnityPlayer mUnityPlayer;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_second);
unityLayout = findViewById(R.id.unityLayout);
secondButton = findViewById(R.id.secondButton);
secondButton.setOnClickListener(new View.OnClickListener() {
@Override
public void onClick(View view) {
SecondActivity.this.finish();
}
});
getWindow().setFormat(PixelFormat.RGBX_8888); // <--- This makes xperia play happy
// 创建Unity视图
mUnityPlayer = new MyUnityPlayer(this);
// 添加Unity视图
unityLayout.addView(mUnityPlayer.getView());
mUnityPlayer.requestFocus();
}
@Override protected void onNewIntent(Intent intent)
{
// To support deep linking, we need to make sure that the client can get access to
// the last sent intent. The clients access this through a JNI api that allows them
// to get the intent set on launch. To update that after launch we have to manually
// replace the intent with the one caught here.
setIntent(intent);
}
// Quit Unity
@Override protected void onDestroy ()
{
mUnityPlayer.quit();
super.onDestroy();
}
// Pause Unity
@Override protected void onPause()
{
super.onPause();
mUnityPlayer.pause();
}
// Resume Unity
@Override protected void onResume()
{
super.onResume();
mUnityPlayer.resume();
}
// Low Memory Unity
@Override public void onLowMemory()
{
super.onLowMemory();
mUnityPlayer.lowMemory();
}
// Trim Memory Unity
@Override public void onTrimMemory(int level)
{
super.onTrimMemory(level);
if (level == TRIM_MEMORY_RUNNING_CRITICAL)
{
mUnityPlayer.lowMemory();
}
}
// This ensures the layout will be correct.
@Override public void onConfigurationChanged(Configuration newConfig)
{
super.onConfigurationChanged(newConfig);
mUnityPlayer.configurationChanged(newConfig);
}
// Notify Unity of the focus change.
@Override public void onWindowFocusChanged(boolean hasFocus)
{
super.onWindowFocusChanged(hasFocus);
mUnityPlayer.windowFocusChanged(hasFocus);
}
// For some reason the multiple keyevent type is not supported by the ndk.
// Force event injection by overriding dispatchKeyEvent().
@Override public boolean dispatchKeyEvent(KeyEvent event)
{
if (event.getAction() == KeyEvent.ACTION_MULTIPLE)
return mUnityPlayer.injectEvent(event);
return super.dispatchKeyEvent(event);
}
// Pass any events not handled by (unfocused) views straight to UnityPlayer
@Override public boolean onKeyUp(int keyCode, KeyEvent event) { return mUnityPlayer.injectEvent(event); }
@Override public boolean onKeyDown(int keyCode, KeyEvent event) { return mUnityPlayer.injectEvent(event); }
@Override public boolean onTouchEvent(MotionEvent event) { return mUnityPlayer.injectEvent(event); }
/*API12*/ public boolean onGenericMotionEvent(MotionEvent event) { return mUnityPlayer.injectEvent(event); }
}