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Unity加入Swift4.1项目中

Unity加入Swift4.1项目中

作者: PiscesLi | 来源:发表于2018-10-15 17:48 被阅读0次

首先看一下项目的目录结构,便于Unity项目更新。U3D项目更新时只需要把unity_ios目录中的文件替换即可

2357B9A7-ECE7-4CCA-A0F8-A1FD596FA0A3.png

1、正式开始吧~第一步先创建Unity.xcconfig,添加到项目

7E01BFBD-4DEF-46AF-8B9A-9F439A643EFD.png

文件内容为

//
//  Unity.xcconfig
//  ShareTravel
//
//  Created by CC on 2018/6/11.
//  Copyright © 2018年 CC. All rights reserved.
//
//
//  Unity.xcconfig
UNITY_RUNTIME_VERSION = 5.6.1f1;//U3D版本
UNITY_SCRIPTING_BACKEND = il2cpp;
GCC_THUMB_SUPPORT = NO;
GCC_USE_INDIRECT_FUNCTION_CALLS = NO
//U3D存放目录 可根据实际情况修改
UNITY_IOS_EXPORT_PATH = $(PROJECT_DIR)/unity_ios;
GCC_PREFIX_HEADER = $(UNITY_IOS_EXPORT_PATH)/Classes/Prefix.pch;

//添加的动态库FLAGS
OTHER_LDFLAGS = -weak-lSystem -weak_framework CoreMotion -weak_framework GameKit -weak_framework iAd -framework CoreGraphics -framework AVFoundation -framework CoreVideo -framework CoreMedia -framework SystemConfiguration -framework CoreLocation -framework MediaPlayer -framework CFNetwork -framework AudioToolbox -framework OpenAL -framework QuartzCore -framework OpenGLES -framework UIKit -framework Foundation -liconv.2 -liPhone-lib;

HEADER_SEARCH_PATHS = $(inherited) $(UNITY_IOS_EXPORT_PATH) $(UNITY_IOS_EXPORT_PATH)/Classes $(UNITY_IOS_EXPORT_PATH)/Classes/Native $(UNITY_IOS_EXPORT_PATH)/Classes/UI $(UNITY_IOS_EXPORT_PATH)/Libraries $(UNITY_IOS_EXPORT_PATH)/Libraries/libil2cpp/include $(UNITY_IOS_EXPORT_PATH)/Libraries/bdwgc/include;
LIBRARY_SEARCH_PATHS = $(inherited) $(UNITY_IOS_EXPORT_PATH) $(UNITY_IOS_EXPORT_PATH)/Libraries $(UNITY_IOS_EXPORT_PATH)/Libraries/libil2cpp/include;

ENABLE_BITCODE = NO;

//桥接文件 根据实际情况修改
SWIFT_OBJC_BRIDGING_HEADER = $(PROJECT_DIR)/$(PRODUCT_NAME)/Support/ShareTravel-Bridging-Header.h;

OTHER_CFLAGS = -DINIT_SCRIPTING_BACKEND=1;
CLANG_CXX_LANGUAGE_STANDARD = compiler-default;
CLANG_CXX_LIBRARY = libc++;
CLANG_WARN_BOOL_CONVERSION = NO;
CLANG_WARN_CONSTANT_CONVERSION = NO;
CLANG_WARN_DIRECT_OBJC_ISA_USAGE = YES;
CLANG_WARN_EMPTY_BODY = NO;
CLANG_WARN_ENUM_CONVERSION = NO;
CLANG_WARN_INT_CONVERSION = NO;
CLANG_WARN_OBJC_ROOT_CLASS = YES;
CLANG_WARN_UNREACHABLE_CODE = NO;
CLANG_WARN__DUPLICATE_METHOD_MATCH = NO;
GCC_C_LANGUAGE_STANDARD = c99;
GCC_ENABLE_OBJC_EXCEPTIONS = NO;
GCC_PRECOMPILE_PREFIX_HEADER = YES;
GCC_THUMB_SUPPORT = NO;
GCC_USE_INDIRECT_FUNCTION_CALLS = NO;
GCC_WARN_64_TO_32_BIT_CONVERSION = NO;
GCC_WARN_64_TO_32_BIT_CONVERSION[arch=*64] = YES;
GCC_WARN_ABOUT_RETURN_TYPE = YES;
GCC_WARN_UNDECLARED_SELECTOR = NO;
GCC_WARN_UNINITIALIZED_AUTOS = NO;
GCC_WARN_UNUSED_FUNCTION = NO;
GCC_NO_COMMON_BLOCKS = NO;
CLANG_ENABLE_MODULES = NO;

CLANG_WARN_DOCUMENTATION_COMMENTS = NO;

CLANG_WARN_EMPTY_BODY = NO;
CLANG_WARN_INFINITE_RECURSION = NO;
GCC_WARN_ABOUT_RETURN_TYPE = YES;
GCC_WARN_UNINITIALIZED_AUTOS = NO;
CLANG_WARN_UNREACHABLE_CODE = NO;

GCC_WARN_UNUSED_FUNCTION = NO;

CLANG_WARN__DUPLICATE_METHOD_MATCH = NO;

2、添加完Unity.xcconfig后修改project配置如下

368B7BFE-B5DE-4A67-830A-6E760FC5C3BA.png

3、添加 添加UnityUtils.h UnityUtils.mm 到项目

//
//  UnityUtils.h
//  ShareTravel
//
//  Created by CC on 2018/6/11.
//  Copyright © 2018年 CC. All rights reserved.
//

#ifndef UnityUtils_h
#define UnityUtils_h


void custom_unity_init(int argc, char* argv[]);

#endif /* UnityUtils_h */

//
//  UnityUtils.m
//  ShareTravel
//
//  Created by CC on 2018/6/11.
//  Copyright © 2018年 CC. All rights reserved.
//

#include "RegisterMonoModules.h"
#include "RegisterFeatures.h"
#include <csignal>

static const int constsection = 0;

void UnityInitTrampoline();


extern "C" void custom_unity_init(int argc, char* argv[])
{
    @autoreleasepool
    {
        UnityInitTrampoline();
        //        UnityParseCommandLine(argc, argv); 
        UnityInitRuntime(argc, argv); 
        
        RegisterMonoModules();
        NSLog(@"-> registered mono modules %p\n", &constsection);
        RegisterFeatures();
        
        // iOS terminates open sockets when an application enters background mode.
        // The next write to any of such socket causes SIGPIPE signal being raised,
        // even if the request has been done from scripting side. This disables the
        // signal and allows Mono to throw a proper C# exception.
        std::signal(SIGPIPE, SIG_IGN);
    }
}

4、将u3d导出的文件加入到项目

54C171B9-6D46-44FF-8FCE-82B4909DAF64.png
注意:文件夹按照下图对应的方式添加,由于文件较大,可能需要耐心等待几分钟
FA342463-2D48-42E8-9999-306D6E8E0330.png 6BCAAD31-36B0-468D-AEF4-27EBFEF70B21.png

5、桥接文件添加

#import "UnityUtils.h"
#import "UnityAppController.h"
#import "Unity/UnityInterface.h"

6、添加脚本

FA116136-8A33-42EC-B099-40DEF1C965C6.png

6、Build Settings修改如下配置

F1BBE0D0-1375-490F-BC13-A92910946FD4.png

7、修改Unity里的方法

  1. unity_ios-->Classes 找到main.mm
//int main(int argc, char* argv[])
//{
//    signed long long startTime = mach_absolute_time();
//    @autoreleasepool
//    {
//        UnitySetStartupTime(startTime);
//        UnityInitTrampoline();
//        UnityInitRuntime(argc, argv);
//
//        RegisterMonoModules();
//        NSLog(@"-> registered mono modules %p\n", &constsection);
//        RegisterFeatures();
//
//        // iOS terminates open sockets when an application enters background mode.
//        // The next write to any of such socket causes SIGPIPE signal being raised,
//        // even if the request has been done from scripting side. This disables the
//        // signal and allows Mono to throw a proper C# exception.
//        std::signal(SIGPIPE, SIG_IGN);
//
//        UIApplicationMain(argc, argv, nil, [NSString stringWithUTF8String: AppControllerClassName]);
//    }
//
//    return 0;
//}

//替换为
int main_unity_default(int argc, char* argv[])
{
    signed long long startTime = mach_absolute_time();
    
    @autoreleasepool
    {
        UnitySetStartupTime(startTime);
        UnityInitTrampoline();
        //        UnityParseCommandLine(argc, argv); 
        UnityInitRuntime(argc, argv); 
        
        RegisterMonoModules();
        NSLog(@"-> registered mono modules %p\n", &constsection);
        RegisterFeatures();
        
        // iOS terminates open sockets when an application enters background mode.
        // The next write to any of such socket causes SIGPIPE signal being raised,
        // even if the request has been done from scripting side. This disables the
        // signal and allows Mono to throw a proper C# exception.
        std::signal(SIGPIPE, SIG_IGN);
        
        //UIApplicationMain(argc, argv, nil, [NSString stringWithUTF8String:AppControllerClassName]);
        //        UIApplicationMain(argc, argv, nil, NSStringFromClass([UnitySubAppDelegate class]));
        UIApplicationMain(argc, argv, nil, [NSString stringWithUTF8String:AppControllerClassName]);
    }
    
    return 0;
}
  1. unity_ios-->Classes 找到UnityAppController.h
注意:引用
#import <UIKit/UIKit.h>
//inline UnityAppController*  GetAppController()
//{
//    return (UnityAppController*)[UIApplication sharedApplication].delegate;
//}

//替换为
NS_INLINE UnityAppController* GetAppController()
{
    NSObject<UIApplicationDelegate>* delegate = [UIApplication sharedApplication].delegate;
    
    UnityAppController* currentUnityController = (UnityAppController *)[delegate valueForKeyPath:[NSString stringWithFormat:@"currentUnityController"]];
    
    
    return currentUnityController;
    
}

3)新建main.swift文件

//
//  main.swift
//  ShareTravel
//
//  Created by CC on 2018/6/11.
//  Copyright © 2018年 CC. All rights reserved.
//

import Foundation
import UIKit

custom_unity_init(CommandLine.argc, CommandLine.unsafeArgv)

UIApplicationMain(
    CommandLine.argc,
    UnsafeMutableRawPointer(CommandLine.unsafeArgv)
        .bindMemory(
            to: UnsafeMutablePointer<Int8>.self,
            capacity: Int(CommandLine.argc)),
    nil,
    NSStringFromClass(AppDelegate.self)
)

4)修改AppDelegate.swift

//@UIApplicationMain 注意注释此项 让app从main.swift启动
class AppDelegate: UIResponder, UIApplicationDelegate {

    var currentUnityController = UnityAppController()
 
    func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplicationLaunchOptionsKey: Any]?) -> Bool {
        // Override point for customization after application launch.
        
        window?.backgroundColor = UIColor.white;
        window?.rootViewController = ViewController();
        
        currentUnityController = UnityAppController()
        currentUnityController.application(application, didFinishLaunchingWithOptions: launchOptions)

        window!.makeKeyAndVisible()
        
        return true
    }

    func applicationWillResignActive(_ application: UIApplication) {
        currentUnityController.applicationWillResignActive(application)
    }
    
    func applicationDidEnterBackground(_ application: UIApplication) {
        currentUnityController.applicationDidEnterBackground(application)
    }
    
    func applicationWillEnterForeground(_ application: UIApplication) {
        currentUnityController.applicationWillEnterForeground(application)
    }
    
    func applicationDidBecomeActive(_ application: UIApplication) {
        currentUnityController.applicationDidBecomeActive(application)
    }
    
    func applicationWillTerminate(_ application: UIApplication) {
        currentUnityController.applicationWillTerminate(application)
    }
}

8、现在可以尝试运行,显示u3d

        let unityView = UnityGetGLView()
        unityView?.frame = self.view.bounds
        unityView?.center = self.view.center
        self.view.addSubview(unityView!)
        self.view.bringSubview(toFront: unityView!)
9、错误解决
image.png
image.png

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