iOS原生集成Unity相互跳转流程
PS:使用2018.3.5f1版本进行生产Unity工程,Xcode版本10.1
Unity工程生成设置
- 打开Unity创建一个工程,然后点击上方的File->BuildSetting,在弹出的设置框中,选择iOS然后点击player Setting进行设置
- 设置如图(需要注意这边的Bundle Identifier与原生工程应该保持一致): Unity Setting
- 设置完毕之后选择Build进行导出,导出名称和位置放在自己方便拷贝和运行的地方
- 使用Xcode运行Unity工程,确保导出的工程没有问题
原生工程集成Unity
PS:(如有用删除操作全部使用Remove Reference)
- 首先新建一个工程项目
- 设置新项目的<strong>Bundle Identifier</strong>,跟之前的Unity工程一样
- 在我们从Unity里面导出来ios工程中找到Libraries、Classes、MapFileParse.sh和Data拖进工程,此时要注意 Libraries、MapFileParse.sh和Classes过程中Copy items if needed -->不选 Create groups--> 选 ; 在<strong>Data</strong>时 Copy items if needed --> 不选 ,Create folder references -->选。(PS:比较旧版的Unity可能在Classes中生成很多".h"文件,需要进行删除操作,但是最新的Unity版本没有生成这些文件,没有比较进行操作)
- 如果原生工程没有.pch文件,可以直接在Build Settings -> Precomplies Prxfix Header --> YES, 并且Prefix Header直接指向Classes的Prefix.pch文件;如果原来工程存在.pch文件,则复制Prefix.pch的内容到原工程的.pch中,删除Prefix.pch。在关联的.pch文件中导入Unity控制器文件 导入文件
- Enable Bitcode --> YES, Enable Testability --> NO
- Other Linker Flags设置4个属性 $(inherited) -weak_framework CoreMotion -weak-ISystem
- Header Search Paths和Library Search Paths: 头文件 包
- Other C Flags设置为:$(inherited) -DINIT_SCRIPTING_BACKEND=1 -fno-strict-overflow -DNET_4_0 -DRUNTIME_IL2CPP=1
- C Language Dialect --> GNU99[-std=gnu99] (最新版本的才设置为这个值)
- C++ Language Dialect --> C++11[-std=c++11]
- Enable C++ Runtime Types --> NO
- Overriding Deprecated Objective-C Methods --> YES
- Unintentional Root Class --> YES
- 添加User-defined设置,需要注意版本设置需要用你导出Unity工程的版本,我的为最新2018.3.5f1版本: User-defined
- 导入使用到的库文件: 库文件
- 修改<strong>Main.m</strong>为<strong>Main.mm</strong>,将Classes里面的Main.mm文件内容复制到你修改的文件里面,并且删除Classes的Main.mm
到这个步骤基本的工程导入已经完成,接下来要增加和修改的就是跳转的代码
原生和Unity互相跳转
- 修改AppDelegate.h文件:
@interface AppDelegate : UIResponder <UIApplicationDelegate>
@property (strong, nonatomic) UIWindow *window;
@property (nonatomic,strong) UnityAppController *unityController;
@property (nonatomic,strong) UIWindow *unityWindow;
//在ViewController实现也可
-(void)showUnityWindow;
-(void)hideUnityWindow;
@end
新增Unity的控制器和控制窗口
- 修改AppDelegate.m文件:
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
ViewController *viewController = [[ViewController alloc] init];
viewController.view.backgroundColor = [UIColor whiteColor];
self.window = [[UIWindow alloc] initWithFrame:[UIScreen mainScreen].bounds];
self.window.rootViewController = viewController;
self.unityController = [[UnityAppController alloc] init];
[self.unityController application:application didFinishLaunchingWithOptions:launchOptions];
[self.window makeKeyAndVisible];
// Override point for customization after application launch.
return YES;
}
- (void)applicationWillResignActive:(UIApplication *)application {
[self.unityController applicationWillResignActive:application];
}
- (void)applicationDidEnterBackground:(UIApplication *)application {
[self.unityController applicationDidEnterBackground:application];
}
- (void)applicationWillEnterForeground:(UIApplication *)application {
[self.unityController applicationWillEnterForeground:application];
}
- (void)applicationDidBecomeActive:(UIApplication *)application {
[self.unityController applicationDidBecomeActive:application];
}
- (void)applicationWillTerminate:(UIApplication *)application {
[self.unityController applicationWillTerminate:application];
}
-(UIWindow *)unityWindow {
return UnityGetMainWindow();
}
-(void)showUnityWindow {
[self.unityWindow makeKeyAndVisible];
}
-(void)hideUnityWindow {
[self.window makeKeyAndVisible];
}
- 修改Main.mm文件:在文件中找到const char AppControllerClassName = "UnityAppController"* 和 UIApplicationMain(argc, argv, nil, [NSString stringWithUTF8String: AppControllerClassName]) 修改为
//const char* AppControllerClassName = "UnityAppController";
const char* AppControllerClassName = "AppDelegate";
//UIApplicationMain(argc, argv, nil, [NSString stringWithUTF8String: AppControllerClassName]);
return UIApplicationMain(argc, argv, nil, NSStringFromClass([AppDelegate class]));
- 修改UnityAppController.h
#import "AppDelegate.h"
extern UnityAppController* _UnityAppController;
inline UnityAppController* GetAppController()
{
AppDelegate *delegate = (AppDelegate *)[UIApplication sharedApplication].delegate;
return delegate.unityController;
// return _UnityAppController;
}
- 修改ViewController.m
- (void)viewDidLoad {
[super viewDidLoad];
self.showUnityButton = [UIButton buttonWithType:UIButtonTypeSystem];
self.showUnityButton.frame = CGRectMake(0, 0, 100, 50);
self.showUnityButton.tintColor = [UIColor blueColor];
[self.showUnityButton setTitle:@"Go To Unity" forState:UIControlStateNormal];
self.showUnityButton.center = self.view.center;
[self.showUnityButton addTarget:self action:@selector(showUnityView:) forControlEvents:UIControlEventTouchUpInside];
[self.view addSubview:self.showUnityButton];
}
-(void)showUnityView:(id)sender {
AppDelegate *delegate = (AppDelegate *)[UIApplication sharedApplication].delegate;
UIButton *button = [UIButton buttonWithType:UIButtonTypeSystem];
button.frame = CGRectMake(0, 0, 44, 44);
button.backgroundColor = [UIColor redColor];
button.center = delegate.unityWindow.center;
[button setTitle:@"返回" forState:UIControlStateNormal];
[button addTarget:self action:@selector(hideUnityWindow) forControlEvents:UIControlEventTouchUpInside];
[delegate.unityWindow addSubview:button];
[delegate.unityWindow makeKeyAndVisible];
}
-(void)hideUnityWindow {
AppDelegate *delegate = (AppDelegate *)[UIApplication sharedApplication].delegate;
[delegate.window makeKeyAndVisible];
}
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