Android内嵌Unity (Activity)

Unity2019.4.4

AndropidStudio4.2.1

参考文档:

Android内嵌Unity并实现互相跳转的实例代码_Android_脚本之家

Android Fragment中加载,嵌套Unity视图_unity 导入并作为fragment_周灬浩的博客-CSDN博客

本文只实现了Activity整个切换过去,而Fragment,这种像h5似的与app共存,目前还未实现,可参考的第二个链接

1、在空场景中创建一个空节点名字为unityObject(这个名字安卓调用unity用到)

然后在节点上添加一个脚本

using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
/// <summary>
/// 安卓 unity交互
/// </summary>
public class AndoridAndUnity : MonoBehaviour
{
    public static AndoridAndUnity instance;
    AndroidJavaObject jo;
    private void Awake()
    {
        Debug.Log("AndoridAndUnity Awake");
        instance = this;
        //RunGameScene("Test");
        DontDestroyOnLoad(this);
    }

    private void Start()
    {
        Debug.Log("AndoridAndUnity Start");
        //Debug.Log("AndoridAndUnity 包名:"+ Application.identifier);
        //Debug.Log("AndoridAndUnity 版本号:" + Application.version);

    }

    //安卓回掉unity
    void fromAndroid(string str)
    {
        Debug.Log("安卓传来信息 : " + str);
    }

    //安卓回掉unity
    void RunGameScene(string str)
    {
        Debug.Log("切换场景 : " + str);
        SceneManager.LoadScene(str);
    }

    //返回app
    public void GoBack()
    {
        PlayerPrefs.Save();

        Debug.Log("AndoridAndUnity GoBack");
        AndroidJavaClass jc = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
        jo = jc.GetStatic<AndroidJavaObject>("currentActivity");
        jo.Call("goBack");//调用Android中函数

        //Application.Quit();
    }    

    string str;
    private void OnGUI()
    {
        GUI.color = Color.white;
        //GUI.Label(new Rect(10, 100, 200, 40), str);
        if (GUI.Button(new Rect(10, 20, 200, 80), "返回"))
        {
            //str = "点击成功";
            GoBack();
        }

    }    


}

然后在Build Settings中将平台切换到Android

Unity项目目录与(下面新建的)安卓项目目录之间的关系:

 2、创建安卓项目

  

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选择NoActivity->Next

 尽量保持一致,不一致也是以安卓的为准

 NativeAndroidApp 中settings.gradle文件添加代码,将导出的unity库导入到安卓项目中(unityLibrary 的路径就是导出放置的路径有关)

include ':unityLibrary'
project(':unityLibrary').projectDir = new File('..\\androidBuild\\unityLibrary')

 在应用级build.gradle中加入so库和dependencies相应的unity依赖 在应用级build.gradle中加入so库和dependencies相应的unity依赖

android {
    defaultConfig {
        ***
        ndk {
            // 设置支持的SO库架构,第三方给的so库哪几种架构,就配置这几种架构
            abiFilters 'armeabi', 'armeabi', 'x86', 'armeabi-v7a', 'x86_64', 'arm64-v8a'
        }
    }
}

dependencies {
    implementation project(':unityLibrary')
    implementation fileTree(dir: project(':unityLibrary').getProjectDir().toString() + ('\\libs'), include: ['*.jar'])

***
}

在根级build.gradle(Module:NativeAndroidApp)中 加入

allprojects {
    repositories {
        google()
        jcenter()

        // Add Code
        flatDir {
            dirs "${project(':unityLibrary').projectDir}/libs"
        }
        // End
    }
}

引用完成就能在项目中看到unityLibrary,并修改unityLibrary下面的AndroidManifest.xml文中

 

3、构建安卓布局和加入调用代码

选择 NativeAndroidApp 的 strings.xml 添加

<string name="game_view_content_description">Game view</string>

构建一个ui布局,并加入button按钮

 

MainActivity.java

package com.fancy.rush;

import android.app.Activity;
import android.content.Intent;
import android.os.Bundle;
import android.util.Log;
import android.view.View;
import android.widget.Button;

public class MainActivity extends Activity {
    @Override
    protected void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);
        setContentView(R.layout.activity_main_unity);

        Button btn=(Button) findViewById(R.id.button);
        btn.setOnClickListener(new View.OnClickListener(){
            @Override
            public void onClick(View v) {
                Log.d("/Unity", "UnityActivity");

                Intent intent = new Intent(MainActivity.this, UnityActivity.class);
                intent.putExtra("sceneLevel","MatchAndMerge");//传递参数,利用传递的参数可以切换场景,或者数据之类的
                startActivity(intent);
            }
        });
    }
}

 UnityActivity.java

import android.os.Bundle;
import android.util.Log;

import com.unity3d.player.UnityPlayer;
import com.unity3d.player.UnityPlayerActivity;
import com.unity3d.player.UnityPlayer;


public class UnityActivity extends UnityPlayerActivity {

    @Override
    protected void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);

        Intent intent=getIntent();
        String sceneLevel=intent.getStringExtra("sceneLevel");
        testSendMessage(sceneLevel);
    }

    //当unity场景设置为常驻activity时,就需要运用到,常驻场景goBack切换出去后,再次打开时不会再周OnCreate,而是走onNewIntent
    @Override protected void onNewIntent(Intent intent)
    {
        super.onNewIntent(intent);

        String sceneLevel=intent.getStringExtra("sceneLevel");
        testSendMessage(sceneLevel);
    }

    // 向unity发送信息
    public void testSendMessage(String sceneLevel)
    {
        //获取意图对象
        Log.d("/Unity", "testSendMessage sceneLevel:"+sceneLevel);

        UnityPlayer.UnitySendMessage("unityObject", "fromAndroid", "UnityActivity");

        //利用传递的参数切换场景
        //第一个参数是Unity中一个节点对象的名字,第二个参数是节点对象上挂的脚本中一个函数的名字,第三个参数是函数中的参数值
        //UnityPlayer.UnitySendMessage("unityObject", "RunGameScene", sceneLevel);
    }

    public void goBack()
    {
        // unity点击按钮跳转回安卓界面
        Intent intent = new Intent(this, MainActivity.class);
        this.startActivity(intent);
    }
}

 再unity和app间相互切换会出现奔溃现象,只要把UnityActivity设置为 singleTask,常驻就不会被清除掉,再次调用打开unity就不会奔溃

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转载自blog.csdn.net/weixin_41843959/article/details/130563228
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