环境:
AndroidStudio2.0
Unity4.68
AS打jar包
新建空工程
新建Module
Module选择Android Library,起名为unitylib
向Module中引入Unity的classes.jar
把unity classes.jar直接放入新建module文件下的libs中
把classes.jar引入,具体过程为
选择unitylib,点击+号,确定引入了classes.jar后点击ok保存,退出Project Structure界面
想删除新建的module,需要在ProjectStructure中先点-号,然后回到把unitylib delete调,然后在回到工程中把unitylib整个delete掉
打包内容填写
这里要打包一个MainActivity,所以在module中新建一个MainActivity.java
MainActivity内容为
package com.n.unitylib; import android.app.Activity;
import android.content.res.Configuration;
import android.graphics.PixelFormat;
import android.support.v7.app.AppCompatActivity;
import android.os.Bundle;
import android.util.Log;
import android.view.KeyEvent;
import android.view.MotionEvent;
import android.view.Window;
import android.view.WindowManager; import com.unity3d.player.UnityPlayer; public class MainActivity extends Activity { protected UnityPlayer mUnityPlayer; // don't change the name of this variable; referenced from native code // Setup activity layout
@Override protected void onCreate (Bundle savedInstanceState)
{
requestWindowFeature(Window.FEATURE_NO_TITLE);
super.onCreate(savedInstanceState); getWindow().takeSurface(null);
getWindow().setFormat(PixelFormat.RGBX_8888); // <--- This makes xperia play happy mUnityPlayer = new UnityPlayer(this);
if (mUnityPlayer.getSettings ().getBoolean ("hide_status_bar", true))
getWindow ().setFlags (WindowManager.LayoutParams.FLAG_FULLSCREEN,
WindowManager.LayoutParams.FLAG_FULLSCREEN); setContentView(mUnityPlayer);
mUnityPlayer.requestFocus();
} // 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();
} // 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); } public static void Test()
{
Log.e("nafio","success!");
}
}
AndroidManifest.xml内容为
<?xml version="1.0" encoding="utf-8"?>
<manifest
xmlns:android="http://schemas.android.com/apk/res/android"
package="com.n.unitylib"
android:installLocation="preferExternal"
android:versionCode="1"
android:versionName="1.0">
<supports-screens
android:smallScreens="true"
android:normalScreens="true"
android:largeScreens="true"
android:xlargeScreens="true"
android:anyDensity="true"/> <application
android:theme="@android:style/Theme.NoTitleBar.Fullscreen"
android:label="@string/app_name"
>
<activity android:name=".MainActivity"
android:label="@string/app_name">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
<category android:name="android.intent.category.LEANBACK_LAUNCHER" />
</intent-filter>
<meta-data android:name="unityplayer.UnityActivity" android:value="true" />
<meta-data android:name="unityplayer.ForwardNativeEventsToDalvik" android:value="false" />
</activity>
</application>
</manifest>
配置gradle打包参数
在module的build.gradle最后添加
task makeJar(type: Copy) {
delete 'build/libs/unitylib.jar'
from('build/intermediates/bundles/release/')
into('build/libs/')
include('classes.jar')
rename('classes.jar', 'unitylib.jar')
} makeJar.dependsOn(build)
打jar包
然后在Terminal中输入gradlew makejar
第一次运行Androidstudio可能会更新gradle,20-30分钟,更新完会自动打jar包
jar包位置在
android调试module
module用来打包,如果要调试
把module中的build.gradle中
apply plugin: 'com.android.library'
改为
apply plugin: 'com.android.application'
然后同步下gradle module就是普通工程了
Unity调用
using UnityEngine;
using System.Collections; public class TestAS : MonoBehaviour {
private AndroidJavaObject _java;
public AndroidJavaObject Java
{
get
{
if (_java == null)
{
var javaClass = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
_java = javaClass.GetStatic<AndroidJavaObject>("currentActivity");
}
return _java;
}
}
// Use this for initialization
void Start () {
Debug.Log("nafio-----START");
Java.CallStatic("Test");
Debug.Log("nafio-----END");
} // Update is called once per frame
void Update () { }
}
打apk出来,运行输出 android中写的log
Log.e("nafio","success!");
遇到问题记录
Lint found errors in the project; aborting build
解决办法
文件build.gradle,添加如下信息
android {
lintOptions {
abortOnError false
}
}