美文网首页
unity2019版本融合iOS

unity2019版本融合iOS

作者: Z小新 | 来源:发表于2020-04-22 14:58 被阅读0次

基本思路:

Xcode 工程创建工作空间,一个工作空间包含 iOS原生工程,一个为3D工程。通过UnityFramework.framework 进行桥接通信。 unity工程注册代理,原生实现交互方法、
unity 调取iOS 代理模式交互数据。
iOS调取unity 通过UnityFramework 提供的发送消息方法。

正文:
Unity 2019.3.a2及更高版本,以及Xcode 9.4及更高版本。
下载Unity 2019.3.a2: https://unity3d.com/alpha/2019.3

1.生成iOS工程
首先在Unity编辑器打开UnityProject项目,选择Menu -> Window -> Package Manager,因为2.0.8版本不兼容使用Unity作为库,所以要移除Ads资源包,或更新Ads资源包到v 3.*版本。

选择Menu -> Edit -> Player Settings -> Player -> iOS设置标签页 -> Identification Section,设置有效的Bundle Identification和Signing Team ID,以避免后续步骤出现Xcode签名问题。

打开Menu -> File -> Builds Settings,在此选择并切换平台为iOS。将UnityProject项目构建到iosBuild文件夹。

2.创建Xcode工作空间
设置Xcode工作空间
  Xcode工作空间允许同时处理多个项目,并结合它们的结果。
  我们在Xcode打开NativeiOSApp.xcodeproj。选择File -> New -> Workspace,创建工作空间,把它保存在UaaLExample/both.xcworkspace。

关闭NativeiOSApp.xcodeproj项目,此后的步骤会在刚创建的工作空间项目完成。

选择File -> Add Files to “both”,把NativeiOSApp.xcodeproj和第2步生成的Unity-iPhone.xcodeproj添加到相同等级的工作空间。

image.png

3.将iOS工程 加入工作空间
将unity导出工程加入工作空间
如果使用pod 将pods 工程加入工作空间
file -> addFile to ""


image.png

3个工作空间平级

  1. 添加UnityFramework.framework


    image.png

5.设置Data文件夹为 UnityFramework.framework 部分


image.png

6.公开桥接文件

image.png

工程配置完毕。以下是代码配置

  1. AppDelegate.mm 修改为 MM
    将 main.m 与AppDelegate 写入同一个文件

     #include <UnityFramework/UnityFramework.h>
     #include <UnityFramework/NativeCallProxy.h>
     #include <mach/mach.h>
    
     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;
     }
    
     void showAlert(NSString* title, NSString* msg) {
       UIAlertController* alert = [UIAlertController     alertControllerWithTitle:title message:msg                                                             preferredStyle:UIAlertControllerStyleAlert];
         UIAlertAction* defaultAction = [UIAlertAction actionWithTitle:@"Ok" style:UIAlertActionStyleDefault
                                                       handler:^(UIAlertAction * action) {}];
         [alert addAction:defaultAction];
     //    auto delegate = [[UIApplication sharedApplication] delegate];
    
    
         UIViewController *vc = [UIApplication     sharedApplication].delegate.window.rootViewController;
    
       [vc presentViewController:alert animated:YES completion:nil];
     }
    
     int gArgc = 0;
     char** gArgv = nullptr;
     NSDictionary* appLaunchOpts;
    
    
           @interface AppDelegate : UIResponder<UIApplicationDelegate,     UnityFrameworkListener, NativeCallsProtocol>
    
     @property (strong, nonatomic) UIWindow *window;
     @property UnityFramework* ufw;
     @property (assign, nonatomic) BOOL isStartUnity ;
    
     - (void)initUnity;
     - (void)ShowMainView;
    
     - (void)didFinishLaunching:(NSNotification*)notification;
     - (void)didBecomeActive:(NSNotification*)notification;
     - (void)willResignActive:(NSNotification*)notification;
     - (void)didEnterBackground:(NSNotification*)notification;
     - (void)willEnterForeground:(NSNotification*)notification;
     - (void)willTerminate:(NSNotification*)notification;
     - (void)unityDidUnloaded:(NSNotification*)notification;
    
     @end
    
    
     @implementation AppDelegate
    
     - (bool)unityIsInitialized { return [self ufw] && [[self ufw] appController];               }
    
     #pragma mark - 打开3D
     - (void)showUnityView
         {
         if(![self unityIsInitialized]) {
     showAlert(@"Unity is not initialized", @"Initialize Unity first");
         } else {
             [[self ufw] showUnityWindow];
       }
     }
     #pragma mark - 打开原生
     - (void)showNativeView
       {
         [self.window makeKeyAndVisible];
       }
     #pragma mark - 发消息
           - (void)sendMsgToUnity:(NSString *)strClass method:(NSString     *)strMethod  value:(NSString *)strValue
         {
    
       //    [[self ufw] sendMessageToGOWithName: "Cube" functionName: "ChangeColor" message: "yellow"];
           [[self ufw] sendMessageToGOWithName:strClass.UTF8String functionName:strMethod.UTF8String message:strValue.UTF8String];
     }
    
    - (void)showHostMainWindow
    {
        [self showHostMainWindow:@""];
    }
    
    - (void)showHostMainWindow:(NSString*)color
    {
    //    if([color isEqualToString:@"blue"])        self.viewController.unpauseBtn.backgroundColor = UIColor.blueColor;
    //    else if([color isEqualToString:@"red"]) self.viewController.unpauseBtn.backgroundColor = UIColor.redColor;
    //    else if([color isEqualToString:@"yellow"]) self.viewController.unpauseBtn.backgroundColor = UIColor.yellowColor;
    
    //     [UIApplication sharedApplication].keyWindow.rootViewController = ;
    
    //    [self.window makeKeyAndVisible];
        [self showNativeView];
    }
    
    
    
    - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
        // Override point for customization after application launch.
    
    
        [self initUnity];
    
        if (@available(iOS 10.0, *)) {
     
    //        [NSTimer scheduledTimerWithTimeInterval:1 repeats:YES block:^(NSTimer * _Nonnull timer) {
    //            NSInteger appMemoryBytes = qs_getAppMemoryBytes();
    //            NSLog(@"使用了 %f MB 内存", appMemoryBytes / 1024.0f/ 1024.0f);
    //        }];
        } else {
            // Fallback on earlier versions
        }
    
        return YES;
    }
    
    //获取当前App的内存使用值
    uint64_t qs_getAppMemoryBytes() {
        task_vm_info_data_t vmInfo;
        mach_msg_type_number_t count = TASK_VM_INFO_COUNT;
        kern_return_t result = task_info(mach_task_self(), TASK_VM_INFO,        (task_info_t) &vmInfo, &count);
        if (result != KERN_SUCCESS)
            return 0;
        return vmInfo.phys_footprint;
    }
    #pragma mark - 初始化UnityManage
    
    #pragma mark - 初始化3D
    - (void)initUnity
    {
        if([self unityIsInitialized]) {
            showAlert(@"Unity already initialized", @"Unload Unity first");
            return;
        }
    
        [self setUfw: UnityFrameworkLoad()];
        [[self ufw] setDataBundleId: "com.unity3d.framework"];
        [[self ufw] registerFrameworkListener:self];
    
        [NSClassFromString(@"FrameworkLibAPI") registerAPIforNativeCalls:self];
    
        [[self ufw] runEmbeddedWithArgc: gArgc argv: gArgv appLaunchOpts: appLaunchOpts];
    
    
        [NSTimer scheduledTimerWithTimeInterval:5 repeats:NO block:^(NSTimer * _Nonnull timer) {
        [self showUnityView];
        }];
    }
    - (void)unloadUnity
    {
        if(![self unityIsInitialized]) {
            showAlert(@"Unity is not initialized", @"Initialize Unity first");
        } else {
    //        [UnityFrameworkLoad() unloadApplicaion: true];
        }
    }
    
    #pragma mark - 释放回调
    - (void)unityDidUnload:(NSNotification*)notification
    {
        NSLog(@"unityDidUnloaded called");
    
        [[self ufw] unregisterFrameworkListener: self];
        [self setUfw: nil];
     }
    
    
    - (void)applicationWillResignActive:(UIApplication *)application {
        [[[self ufw] appController] applicationWillResignActive: application];
    }
    - (void)applicationDidEnterBackground:(UIApplication *)application {
       [[[self ufw] appController] applicationDidEnterBackground: application];
    }
    - (void)applicationWillEnterForeground:(UIApplication *)application {
        [[[self ufw] appController] applicationWillEnterForeground: application];
    }
    - (void)applicationDidBecomeActive:(UIApplication *)application {
        [[[self ufw] appController] applicationDidBecomeActive: application];
    }
    - (void)applicationWillTerminate:(UIApplication *)application {
        [[[self ufw] appController] applicationWillTerminate: application];
    }
    
    @end
    
    
    int main(int argc, char * argv[]) {
        NSString * appDelegateClassName;
    
        gArgc = argc;
        gArgv = argv;
    
        @autoreleasepool {
            if (false)
            {
         // run UnityFramework as main app
         id ufw = UnityFrameworkLoad();
         
         // Set UnityFramework target for Unity-iPhone/Data folder to make Data part of a UnityFramework.framework and call to setDataBundleId
         // ODR is not supported in this case, ( if you need embedded and ODR you need to copy data )
         [ufw setDataBundleId: "com.unity3d.framework"];
         [ufw runUIApplicationMainWithArgc: argc argv: argv];
     } else {
         // run host app first and then unity later
         UIApplicationMain(argc, argv, nil, [NSString stringWithUTF8String: "AppDelegate"]);
            }
        }
        return UIApplicationMain(argc, argv, nil, appDelegateClassName);
    }
    

采坑经验:
1.Data文件夹一定要 包含到 UnityFramework.framework 不然报错
2.NativeCallProxy.h 包含到 UnityFramework.framework 并且公开

  1. 报错 # [MapFileParser.sh: Permission denied]
    此报错因文件权限问题导致
    执行指令
    chmod +x /Users/......./MapFileParser.sh (MapFileParser.sh所在的目录)
    4.unity启动成功 直接跳入3D页面
    找到 unity工程中的几处跳转 全部注释
    关键字 [window makeKeyAndVisible];
    image.png
    5.僵尸断点会导致untiy工程内存持续增加。不要勾选
    image.png

demo 地址
链接: https://pan.baidu.com/s/1JFWjbrh2x-qAsCzMwLywLA
提取码: 9a71

相关文章

  • unity2019版本融合iOS

    基本思路: Xcode 工程创建工作空间,一个工作空间包含 iOS原生工程,一个为3D工程。通过UnityFram...

  • UnityTips 之 开启光线追踪

    简介: 千呼万唤始出来,unity2019 HDRP 管线已经有了光线追踪功能版本: unity 2019.4.1...

  • Unity2019打IOS包卡在Unity “Closing o

    项目是从低版本升级到Unity2019的之前打包没有问题,升级后打包卡在“Closing open Unity p...

  • Unity2019调用Android-aar穿山甲系列

    Unity2019调用Android-aar的教程 一、Unity2019调用Android-aar要点之Andr...

  • Unity Mac版本破解方法

    该方法仅适用于Unity2018及之前的版本,因为Unity2019强制使用了UnityHub。而一旦下载了Uni...

  • iOS App图标版本化

    iOS App图标版本化 iOS App图标版本化

  • 版本适配

    版本适配 5、接触过几个iOS版本,在版本兼容方面有哪些感悟。 接触过iOS6、iOS7、iOS8、iOS9,已经...

  • iOS 多语言版本的开发

    iOS 多语言版本的开发 iOS 多语言版本的开发(一) iOS 多语言版本的开发(二)

  • iOS9联网适配

    iOS9 适配 PS:设备的iOS版本只能使用对应版本的Xcode,比如,设备运行的iOS版本为9.2,则只能使用...

  • 2016.01.10 微信读书

    名字:微信读书版本:1.1平台:iOS 好在哪里 1.首页采用大卡片的样式,十分具有视觉冲击力,提供的信息融合了“...

网友评论

      本文标题:unity2019版本融合iOS

      本文链接:https://www.haomeiwen.com/subject/qhjiihtx.html