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ios-unity融合原生问题解决

ios-unity融合原生问题解决

作者: fighter0501 | 来源:发表于2023-11-21 17:32 被阅读0次
  1. 模拟器编译

target:UnityFramework

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target:Native

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  1. missing symbol called

选择debug

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  1. MemoryManager::InitializeMemory()

    0x137ab1596 <+208>: leaq   0x218a083(%rip), %rdi     ; MemoryManager::InitializeMemory()::s_initializeMemory
    0x137ab159d <+215>: callq  0x138c35716               ; Mutex::Unlock()
    0x137ab15a2 <+220>: movq   %rbx, %rdi
    0x137ab15a5 <+223>: callq  0x1395d11f6               ; symbol stub for: _Unwind_Resume
->  0x137ab15aa <+228>: ud2    
    0x137ab15ac <+230>: jmp    0x137ab15ae               ; <+232>
    0x137ab15ae <+232>: movq   %rax, %rdi
    0x137ab15b1 <+235>: callq  0x137929da0               ; __clang_call_terminate
image.png
  1. unityView抽取

  • 启动初始化引擎
    NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
    [userDefaults setObject:@(argc) forKey:@"argc"];
    [userDefaults synchronize];

    [userDefaults setObject:[NSString stringWithFormat:@"%p",argv] forKey:@"argv"];
    [userDefaults synchronize];

/// UnityFrameworkLoad
UIKIT_STATIC_INLINE UnityFramework* UnityFrameworkLoad()
{
  NSString* bundlePath = nil;
  bundlePath = [[NSBundle mainBundle] bundlePath];
  bundlePath = [bundlePath stringByAppendingString: @"/Frameworks/UnityFramework.framework"];
  NSBundle* bundle = [NSBundle bundleWithPath: bundlePath];

  if ([bundle isLoaded] == false) [bundle load];

  UnityFramework* ufw = [bundle.principalClass getInstance];

  if (![ufw appController]) {
    // unity is not initialized
    [ufw setExecuteHeader: &_mh_execute_header];
  }
  return ufw;
}

- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
    //初始化Unity
    [self initUnity];

    // Override point for customization after application launch.
    return YES;
}

#pragma mark - Unity
/// 判断Unity是否已经初始化
- (BOOL)unityIsInitialized {
  return [self ufw] && [[self ufw] appController];
}

/// 初始化Unity
- (void)initUnity {
  // 判断Unity 是否已经初始化
  if ([self unityIsInitialized]) return;

  // 初始化Unity
  self.ufw = UnityFrameworkLoad();
  [self.ufw setDataBundleId:"com.unity3d.framework"];
  [self.ufw registerFrameworkListener:self];

// [NSClassFromString(@"FrameworkLibAPI") registerAPIforNativeCalls:self];

  NSString *argvStr = [[NSUserDefaults standardUserDefaults] valueForKey:@"argv"];
  char **argv;
  sscanf([argvStr cStringUsingEncoding:NSUTF8StringEncoding], "%p",&argv);
  int argc = [[[NSUserDefaults standardUserDefaults] valueForKey:@"argc"] intValue];
  NSDictionary *launchOptions = [[NSUserDefaults standardUserDefaults] valueForKey:@"launchOptions"];

  [self.ufw runEmbeddedWithArgc:argc argv:argv appLaunchOpts:launchOptions];

}
  • 延迟执行unityView的添加

- (void)viewDidLoad
{
    [super viewDidLoad];
        // Do any additional setup after loading the view, typically from a nib.

    self.view.backgroundColor = UIColor.redColor;

    // 延迟2秒执行的代码块
    dispatch_after(dispatch_time(DISPATCH_TIME_NOW, (int64_t)(2.0 * NSEC_PER_SEC)), dispatch_get_main_queue(), ^{
        // 在主线程执行的代码
        NSLog(@"延迟2秒后执行的代码");
        NTAppDelegate *appDelegate = (NTAppDelegate *)([UIApplication sharedApplication].delegate);
        self.NTAppDelegate = appDelegate;

        // Unity的view
        UIView *view = self.NTAppDelegate.ufw.appController.rootViewController.view;
        view.frame = CGRectMake(0, 0, 300, 500);
        [self.view addSubview:view];
    });
}
  1. 渲染暂停

https://www.cnblogs.com/U-tansuo/p/u3d_as_FrameWork.html

- (void)pauseUnity {
    //[self applicationWillResignActive:[UIApplication sharedApplication]];
    UnityPause(1);
}

- (void)startUnity {

    //[self applicationDidBecomeActive:[UIApplication sharedApplication]];
    UnityPause(0);
}

  1. Native通信

Unity调用iOS

https://docs.unity3d.com/Manual/PluginsForIOS.html

  • Unity:
using System.Runtime.InteropServices;

// DllImport这个方法相当于是告诉Unity,有一个CallObjCFunc函数在外部会实现。
// 使用这个方法必须要导入System.Runtime.InteropServices;
[DllImport("__Internal")]
private static extern void CallObjCFunc(string funcName);
  • iOS
14 extern "C" {
15     void CallObjCFunc(const char* methodName)
16     {
17         SEL selector = NSSelectorFromString([NSString stringWithUTF8String:methodName]);
18     
19         if ([Plugin respondsToSelector:selector]) {
20             [Plugin performSelector:selector];
21         }
22     }
23 }
Unity调用Anroid

https://docs.unity3d.com/Manual/PluginsForAndroid.html

https://docs.unity3d.com/cn/2021.1/Manual/AndroidJARPlugins.html

  • Unity
//实例化AndroidJavaClass,传入Java类路径
AndroidJavaClass jc = new AndroidJavaClass("ccom.devnn.demo.MyJavaClass")
//如果找不到Java类,返回null
if(jc == null) return;
//调用Java类的getInstance方法获取实例
AndroidJavaObject jo = jc.CallStatic<AndroidJavaObject>("getInstance");
//如果找不到Java方法,返回null
if (jo == null) return;
string param = "Hello,Android!";
string result = jo.Call<string>("test", param); //调用test方法,返回值是字符串。
  • Android
package com.devnn.demo;
public class MyJavaClass{
    private static MyJavaClass instance=new MyJavaClas();

    public static getInstance() {
        return instance;
    }
    public String test(String param) {
        return "This message is from Android!";
    }
}
iOS调用Unity
//第一个参数:消息的接受者,或者说谁来执行方法
//第二个参数:函数名
//第三个参数:需要传的值
UnitySendMessage(const char * GameObjectName, const char *methodName, const char *msg);//注意,三个参数都是C语言字符串,没有'@'
Android调用Unity
// objectName: Unity 对象的名称
// methodName: Unity 对象绑定的脚本方法名
// message: 自定义消息
UnityPlayer.UnitySendMessage(String objectName, String methodName, String message);

该方法有一个弊端,就是发送消息的方法对应的类,必须要挂载在一个 game object 上。

该方法有一点需要注意,就是在原生触发回调接口的时候,可能跟 Unity 的主线程并不是一个线程,此时需要通知 Unity 主线程执行回调。

  1. IL2CPP initialization failed

Data目录勾选UnityFramework

image.png
  1. Embed Frameworks

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  1. ld: library not found for -lPods

buildsettings-EXCLUDED_ARCHS-any ios simulator sdk = arm64
  post_install do |installer|
    installer.pods_project.targets.each do |target|
            target.build_configurations.each do |config|
                config.build_settings['IPHONEOS_DEPLOYMENT_TARGET'] = '11.0'
                config.build_settings["EXCLUDED_ARCHS[sdk=iphonesimulator*]"] = "arm64"

            end
    end
  end
  1. Undefined symbol: OBJC_CLASS$_UnityFramework

不是.mm文件不支持类(+)方法

+ (void)sendMessage:(const char*)goName
[UnityFramework getInstance]
  1. Use of '@import' when C++ modules are disabled, consider using -fmodules and -fcxx-modules

-fmodules
-fcxx-modules
  1. dyld[447]: Library not loaded

dyld[447]: Library not loaded: @rpath/LZAvatar.framework/LZAvatar
  Referenced from: <18A35ABF-00DE-3519-BD52-2A8B0DEFE447> /private/var/containers/Bundle/Application/4F68E670-8722-4863-A72B-D184A0ECE37C/LZAvatar_Example.app/LZAvatar_Example
  Reason: tried: '/private/preboot/Cryptexes/OS@rpath/LZAvatar.framework/LZAvatar' (errno=2), '/System/Library/Frameworks/LZAvatar.framework/LZAvatar' (errno=2, not in dyld cache)

解决:

image.png

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