Mac M1芯最新Swift5.1 与Unity3D交互

开发环境:
1.Xcode Version 13.2.1 (13C100)
2.Unity 2019.3.13f1
3.Swift5.1

1.Unity打iOS项目导出步骤(Unity大佬可以跳过这个步骤)

1.1选择Tools 选择构建AssetBundle 构建完成
1.2选择Copy 资源到StreamingAssets
具体:如下图所示


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1.3选择Build Settings 具体设置看个人项目需求


截屏2022-04-21 11.53.35.png
截屏2022-04-21 11.55.31.png

1.4需要设置一下Player Settings


截屏2022-04-21 11.57.40.png

[图片上传中...(截屏2022-04-21 12.00.23.png-334a78-1650513624924-0)]
1.5.设置完成后就可以点击Build了


截屏2022-04-21 12.00.35.png

1.6 打包结束后的iOS包出来


截屏2022-04-21 12.01.38.png

1.7 确保打出来的项目能正常运行: 填坑Xcode设置:否则运行不了真机具体步骤如下

[图片上传中...(截屏2022-04-21 12.04.19.png-df209c-1650513862551-0)]
截屏2022-04-21 12.04.55.png
截屏2022-04-21 12.05.51.png
[图片上传中...(截屏2022-04-21 12.06.45.png-40a959-1650514007265-0)]
截屏2022-04-21 12.07.16.png
截屏2022-04-21 12.12.36.png

成功运行了.此步骤结束

到下个环节:准备一个新创建的Swift项目包

2.创建XXXX.xcworkspace


截屏2022-04-21 12.15.50.png
[图片上传中...(截屏2022-04-21 12.19.03.png-2835b6-1650514745523-0)]

注意:Unity项目中的 Data要按照图勾对


截屏2022-04-21 12.19.15.png
截屏2022-04-21 12.31.25.png

截屏2022-04-21 12.32.56.png

截屏2022-04-21 12.32.10.png

版本:支持iOS12以上


截屏2022-04-21 12.33.38.png

最后Swift和Unity交互:

1.在Unity项目中创建两个文件


截屏2022-04-21 12.37.04.png

截屏2022-04-21 12.37.21.png

在Unity中放的位置


截屏2022-04-21 12.37.48.png
[图片上传中...(截屏2022-04-21 12.39.24.png-958341-1650515967181-0)]
[图片上传中...(截屏2022-04-21 12.40.46.png-798bd2-1650516048863-0)]
截屏2022-04-21 12.41.09.png

以上是全部流程的截图

现在给上交互干货代码:


#import 

@interface UnityPlugin : NSObject

extern "C"
{
  
  //Mark: Unity调用oc调用
  extern void CallIOSMethod(char *str);
  
}

@end
#import "UnityPlugin.h"
#import 

@implementation UnityPlugin

//Mark: Unity 调用 oc
void CallIOSMethod(char *str){

  NSLog(@"Unity调用oc成功 %s",str);
  
  NSString *valueStr =  [[NSString alloc] initWithUTF8String:str];
  [[NSNotificationCenter defaultCenter]postNotificationName:@"callSwift" object:valueStr];

}


@end
#import 
#include 
#include 
#include 

@interface UnityHelper : NSObject 

@property (nonatomic, strong) UnityFramework *ufw;

#pragma mark -加载Unity 页面
- (void)initUnity:(int)argc argV:(char **)argv launchOptions:(NSDictionary *)launchOptions;

#pragma mark -
- (void)setExecuteHeader:(const MachHeader*)header;

#pragma mark -  给Unity 发送消息方法
- (void)sendMessageToGOWithName:(const char*)goName functionName:(const char*)name message:(const char*)msg;

@end


#import "UnityHelper.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 UnityHelper ()

@end

@implementation UnityHelper


#pragma mark - Unity

/*
判断Unity 是否已经初始化
*/
- (BOOL)unityIsInitialized
{
   return [self ufw] && [[self ufw] appController];
}

- (void)initUnity:(int)argc argV:(char **)argv launchOptions:(NSDictionary *)launchOptions
{
   /*
    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];
   
   [self.ufw runEmbeddedWithArgc:argc argv:argv appLaunchOpts:launchOptions];
}

- (void)setExecuteHeader:(const MachHeader*)header{
   [self.ufw setExecuteHeader:header];
}

#pragma mark -  给callUnity 发送消息方法
- (void)sendMessageToGOWithName:(const char*)goName functionName:(const char*)name message:(const char*)msg{
   
   [self.ufw sendMessageToGOWithName:goName functionName:name message:msg];
   
}


@end
截屏2022-04-21 12.49.33.png

   var currentUnityAppController: UnityAppController?
   // Unity方法
   let unityPlugin = UnityHelper()

   //MARK: Unity 页面
   func UnityHome(){
       
       unityPlugin.initUnity(CommandLine.argc, argV: CommandLine.unsafeArgv, launchOptions: [:])
       
   }

   ///测 Unity Call Swift
       NotificationCenter.default.addObserver(self, selector: #selector(readRSSI(notice:)), name: NSNotification.Name(rawValue: "callSwift"), object: nil)
   // Unity点击调用iOS成功
   @objc func readRSSI(notice:NSNotification){
       
       let noticeStr = notice.object
       print("测试被Unity点击调用成功66999%@",noticeStr as Any)
       
       DispatchQueue.main.asyncAfter(deadline: .now()+2) { [self] in
           /// 测试:iOS点击传值给Unity
           self.unityPlugin.sendMessageToGO(withName: "UnityCallTest", functionName: "ChangeText", message: "IOSCallUnity666")
       }
       
   }

最后可以相互交互了.......致敬各大平台大佬的技术支撑:为了节约你们查找时间成本.我这边贡献出下面个人所查资料,参考资料如下:

https://blog.csdn.net/qq_39162826/article/details/108740398?utm_medium=distribute.pc_relevant.none-task-blog-BlogCommendFromMachineLearnPai2-2.control&depth_1-utm_source=distribute.pc_relevant.none-task-blog-BlogCommendFromMachineLearnPai2-2.control

https://blog.csdn.net/wenhao_china/article/details/118305620

https://zhuanlan.zhihu.com/p/460155219

https://www.jianshu.com/p/bbf9743f6545?from=groupmessage

https://www.jianshu.com/p/26ca2c7caa44

下个准备写一篇Swift与Cocos的交互,敬请期待

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