Android Studio项目集成Unity详细教程

Foreword


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

Step


1.将Unity工程导出AS工程

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:

2.AS导入上一步的工程,选择Import project (Gradle,Eclipse ADT,etc)


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。

3.继承UnityPlayer

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
    }
}

4.导出aar包

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。

5.在主AS工程中使用unity aar包

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

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:

MainActivity.java
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);
            }
        });
    }
}
activity_main.xml
<?xml version="1.0" encoding="utf-8"?>
<android.support.constraint.ConstraintLayout
    xmlns:android="http://schemas.android.com/apk/res/android"
    xmlns:tools="http://schemas.android.com/tools"
    xmlns:app="http://schemas.android.com/apk/res-auto"
    android:layout_width="match_parent"
    android:layout_height="match_parent"
    tools:context="com.my.unityapp.MainActivity">

    <TextView
        android:id="@+id/textView"
        android:layout_width="wrap_content"
        android:layout_height="wrap_content"
        android:text="First Activity"
        app:layout_constraintBottom_toBottomOf="parent"
        app:layout_constraintLeft_toLeftOf="parent"
        app:layout_constraintRight_toRightOf="parent"
        app:layout_constraintTop_toTopOf="parent"
        app:layout_constraintVertical_bias="0.032" />

    <Button
        android:id="@+id/firstButton"
        android:layout_width="wrap_content"
        android:layout_height="wrap_content"
        android:layout_marginBottom="8dp"
        android:layout_marginEnd="8dp"
        android:layout_marginStart="8dp"
        android:layout_marginTop="8dp"
        android:text="跳转到Unity界面"
        app:layout_constraintBottom_toBottomOf="parent"
        app:layout_constraintEnd_toEndOf="parent"
        app:layout_constraintStart_toStartOf="parent"
        app:layout_constraintTop_toBottomOf="@+id/textView" />

</android.support.constraint.ConstraintLayout>
SecondActivity.java 基本就是仿照UnityPlayerActivity写的
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); }
}
activity_second.xml
<?xml version="1.0" encoding="utf-8"?>
<LinearLayout 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"
    android:orientation="vertical"
    android:padding="5dp"
    tools:context="com.my.unityapp.SecondActivity">

    <LinearLayout
        android:id="@+id/unityLayout"
        android:layout_width="match_parent"
        android:layout_height="match_parent"
        android:layout_marginTop="8dp"
        android:layout_weight="10"
        android:orientation="horizontal"
        app:layout_constraintTop_toTopOf="parent"
        tools:layout_editor_absoluteX="104dp">

    </LinearLayout>

    <Button
        android:id="@+id/secondButton"
        android:layout_width="match_parent"
        android:layout_height="wrap_content"
        android:layout_marginBottom="8dp"
        android:layout_marginTop="8dp"
        android:layout_weight="1"
        android:text="退出当前页面"
        app:layout_constraintBottom_toBottomOf="parent"
        app:layout_constraintTop_toBottomOf="@+id/unityLayout"
        tools:layout_editor_absoluteX="154dp" />

</LinearLayout>

运行结果:

Postscript


  • 还有Unity与Android的交互问题,网上教程很多,这里就不赘述了:
    Unity调用Android,通过 AndroidJavaClass、AndroidJavaObject;
    Android调用Unity,通过 UnityPlayer.UnitySendMessage()。

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转载自blog.csdn.net/suwk1009/article/details/78753906