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Swift3整合Unity5.6

Swift3整合Unity5.6

作者: Stefans23 | 来源:发表于2017-06-15 18:48 被阅读1081次

    前言

    因为公司项目需要,通过Unity做一个AR项目,并且整合到现有项目中,其中遇到了一些坑,也被很多人帮助过,特来记录一下,希望大家能少走一些弯路。
    其中涉及到的开发工具及相关语言有

    • Unity 5.6.1
    • xcode 8.3.3
    • Swift 3.1
    • AR引擎 EasyAR 2.0
    • cocoapods

    参考案例

    准备工作

    因为项目中使用到了EasyAR的AR SDK,但并不是每个人都需要,所以有需要的请自行到EasyAR官网下载并注册成为开发者,目前最新版本为2.0(官方分为Basic和Pro两个版本),本项目使用的是Pro(包括以前的1.3.1版本其实都是类似的)。

    开始

    一. Unity导出iOS工程

    新建一个新的Unity工程


    image.png

    把从EasyAR官网下载的unitypackage包导入到项目中,由于EasyAR不是这里的重点,所以相关设置等请自行官网解决。设置完成后导出iOS工程


    image.png

    以下是导出成功的iOS工程(oc版本)


    image.png

    到这里Unity的工作就结束了,建议大家先运行导出的iOS工程看手机上是否正常。

    二. 新建iOS工程(Swift3)

    1. 添加Unity.xcconfig文件到项目

    相关文件地址

    //
    //  Unity.xcconfig
    //
    //
    //  Created by Stefans on 2017/6/14.
    //  Copyright © 2016年 Stefans. All rights reserved.
    //
    
    UNITY_RUNTIME_VERSION = 5.6.1;
    UNITY_SCRIPTING_BACKEND = il2cpp;
    GCC_THUMB_SUPPORT = NO;
    GCC_USE_INDIRECT_FUNCTION_CALLS = NO
    UNITY_IOS_EXPORT_PATH = $(PROJECT_DIR)/unity_ios;
    GCC_PREFIX_HEADER = $(UNITY_IOS_EXPORT_PATH)/Classes/Prefix.pch;
    
    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;
    
    //请根据自己的项目修改
    SWIFT_OBJC_BRIDGING_HEADER = $(PROJECT_DIR)/$(PRODUCT_NAME)/UnityBridge.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;
    
    //CLANG_CXX_LANGUAGE_STANDARD = "c++0x";
    

    下载Unity.xcconfig后如下图做相应配置


    image.png

    2. 添加UnityBridge.h UnityUtils.h UnityUtils.mm 到项目

    //
    //  UnityBridge.h
    //
    //  Created by Adam Venturella on 10/28/15.
    //
    
    #ifndef UnityBridge_h
    #define UnityBridge_h
    
    #import "UnityUtils.h"
    #import "UnityAppController.h"
    #import "Unity/UnityInterface.h"
    #endif /* UnityBridge_h */
    
    
    
    /**
     * Replacement Function for UnityAppController.h
     *
     */
    /*
     NS_INLINE UnityAppController* GetAppController(){
     NSObject<UIApplicationDelegate>* delegate = [UIApplication sharedApplication].delegate;
     UnityAppController* currentUnityController = (UnityAppController *)[delegate valueForKey:@"currentUnityController"];
     return currentUnityController;
     }
     */
    
    //
    //  UnityUtils.h
    //
    //  Created by Adam Venturella on 10/28/15.
    //
    
    #ifndef UnityUtils_h
    #define UnityUtils_h
    
    
    void custom_unity_init(int argc, char* argv[]);
    
    #endif /* UnityUtils_h */
    
    
    //
    //  UnityUtils.m
    //
    //  Created by Adam Venturella on 10/28/15.
    //
    // this is taken directly from the unity generated main.mm file.
    // if they change that initialization, this will need to be updated
    // as well.
    
    
    #include "RegisterMonoModules.h"
    #include "RegisterFeatures.h"
    #include <csignal>
    
    
    // Hack to work around iOS SDK 4.3 linker problem
    // we need at least one __TEXT, __const section entry in main application .o files
    // to get this section emitted at right time and so avoid LC_ENCRYPTION_INFO size miscalculation
    static const int constsection = 0;
    
    void UnityInitTrampoline();
    
    
    extern "C" void custom_unity_init(int argc, char* argv[])
    {
        @autoreleasepool
        {
            UnityInitTrampoline();
    //        UnityParseCommandLine(argc, argv); //Unity 5.3+
            UnityInitRuntime(argc, argv); //Unity 5.6+,5.4和5.5用哪个我没试过,可以根据报错情况选择。
            
            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);
        }
    }
    
    
    image.png

    3. 将Unity导出的文件导入到xcode工程中

    只需要导入Classes、Data、Libraries三个文件夹

    image.png

    新建文件夹并重命名为:unity_ios,把这三个文件夹拷贝进去

    image.png image.png

    确认一下工程配置

    image.png

    以及更改下Unity_Runtime_Path为5.6.1(填写你自己的unity版本就好了)


    image.png

    4. 添加Run Script到Build Phases

    rm -rf "$TARGET_BUILD_DIR/$PRODUCT_NAME.app/Data";
    cp -Rf "$UNITY_IOS_EXPORT_PATH/Data" "$TARGET_BUILD_DIR/$PRODUCT_NAME.app/Data";
    
    image.png

    5. Classes、Data、Libraries文件导入到项目中

    Classes, Libraries 设置 Create groups

    image.png

    Data 设置 Create folder references

    image.png image.png

    原版里面建议删除一些引用,虽然会加快编译速度,但是每次更新都删除的话也是挺耗时的,所以如果有需要的话建议看看原版。

    6. 变更Unity里的方法

    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[])
    {
        @autoreleasepool
        {
            UnityInitTrampoline();
    //        UnityParseCommandLine(argc, argv); //Unity 5.3+
            UnityInitRuntime(argc, argv); //Unity 5.6+,5.4和5.5用哪个我没试过,可以根据报错情况选择。
            
            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;
    }
    

    找到UnityAppController.h

    //最上面添加
    #import <UIKit/UIKit.h>
    
    //注释该方法
    //inline UnityAppController*  GetAppController()
    //{
    //    return (UnityAppController*)[UIApplication sharedApplication].delegate;
    //}
    //替换为此方法
    NS_INLINE UnityAppController* GetAppController()
    {
        NSObject<UIApplicationDelegate>* delegate = [UIApplication sharedApplication].delegate;
        UnityAppController* currentUnityController = (UnityAppController *)[delegate valueForKey:@"currentUnityController"];
        return currentUnityController;
    }
    

    7. 修改自己的项目

    找到AppDelegate.swift并作如下修改

    //
    //  AppDelegate.swift
    //  SwiftCombineUnityProject
    //
    //  Created by Stefans on 2017/6/14.
    //  Copyright © 2017年 Stefans. All rights reserved.
    //
    
    import UIKit
    
    //注释@UIApplicationMain, 让swift从main.swift启动
    //@UIApplicationMain
    class AppDelegate: UIResponder, UIApplicationDelegate {
        var window: UIWindow?
        var currentUnityController: UnityAppController!
    
        func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplicationLaunchOptionsKey: Any]?) -> Bool {
            currentUnityController = UnityAppController()
            currentUnityController.application(application, didFinishLaunchingWithOptions: launchOptions)
            
            window = UIWindow.init(frame: UIScreen.main.bounds)
            let sb = UIStoryboard.init(name: "Main", bundle: nil)
            let vc = sb.instantiateInitialViewController()
            window?.rootViewController = vc!;
            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)
        }
    }
    

    添加一个新的main.swift文件到项目

    //
    //  main.swift
    //  SwiftCombineUnityProject
    //
    //  Created by Stefans on 2017/6/15.
    //  Copyright © 2017年 Stefans. 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)
    )
    

    8. 添加依赖库

    依赖库是最烦的,按照需求一个个添加吧,特别注意的是使用easyar或者其他ar sdk需要添加libc++.tbd ,其他的看项目。

    image.png image.png

    9. 加载Unity View

    //
    //  ViewController.swift
    //  SwiftCombineUnityProject
    //
    //  Created by Stefans on 2017/6/14.
    //  Copyright © 2017年 Stefans. All rights reserved.
    //
    
    import UIKit
    
    class ViewController: UIViewController {
        @IBAction func showUnity(_ sender: UIButton) {
            let unityview = UnityGetGLView()
            unityview?.frame = self.view.bounds;
            unityview?.center = self.view.center
            self.view.addSubview(unityview!)
            self.view.bringSubview(toFront: unityview!)
        }
    }
    

    完成之后就可连接真机调试了Let's GO!!!

    三. 可能遇到的问题

    • 目前该方式只支持真机调试,这点会有些不方便,特别是Unity本身不是完全核心,外面一层壳也有很多功能的时候

    可以把Unity模块卸载掉,至于如何卸载,大家可以按照上面操作反向实验。

    • 如果用到了AR SDK,会报错

    大部分是因为没有给Camera权限,记得plist文件中给Camera的权限


    image.png
    • 使用EasyAR可能会导致黑屏

    在unity_ios/Libraries/Plugins/iOS/EasyARAppController.mm中找到以下代码,并复制到UnityAppController.mm中

    extern "C" void ezarUnitySetGraphicsDevice(void* device, int deviceType, int eventType);
    extern "C" void ezarUnityRenderEvent(int marker);
    
    image.png

    并在UnityAppController.mm中实现以下内容:

        UnityRegisterRenderingPlugin(&ezarUnitySetGraphicsDevice, &ezarUnityRenderEvent);
    }```
    
    ##四. 大功告成
    到此Unity项目就整合进我们的Swift3工程中了,因为Unity版本也一直在更新变化,所以有些小细节部分也会变化,包括最开始整合的是Unity5.3版本,到现在5.6版本发生了些变化,大家根据报错提示做适当修改即可。后续会继续把cocoapod整合进去。

    相关文章

      网友评论

      • foolish_hungry:Command PrecompileSwiftBridgingHeader failed with a nonzero exit code
        打扰了, 报这个错, 怎么弄?
      • pingxhcn:你好,调用EasyAR黑屏使用你提供的方法不能解决,会报 Invalid Key or Bundle ID 这个错误,你遇见过吗?
        pingxhcn:@Stefans23 谢谢,解决了,是因为EasyAR的Bundle ID 和 项目的Bundle ID不一样,统一一下就正常调用相机了
        Stefans23:@智者不愚 应该是easyar的key和secret不对,你检查下。
      • binya:你好,大神在吗?想问你一个问题。

      • Silenceapple:厉害了

      本文标题:Swift3整合Unity5.6

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