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Java Android UnityPlayerPractivity操作栏_Java_Android_Unity3d - Fatal编程技术网

Java Android UnityPlayerPractivity操作栏

Java Android UnityPlayerPractivity操作栏,java,android,unity3d,Java,Android,Unity3d,我正在构建一个Android应用程序,其中包括Unity 3d交互体验 我已经将Unity项目导入到Android Studio中,但当启动时,该活动是全屏的,并且不显示Android操作栏 我该怎么做 集成步骤 创建新的Unity项目 从Unity导出“谷歌Android项目” 将项目导入Android Studio 尝试的解决方案 更改清单中的主题 在UnityPlayerPractivity Java类中设置主题 通过在Unity目录/Assets/Plugins/Android中放

我正在构建一个Android应用程序,其中包括Unity 3d交互体验

我已经将Unity项目导入到Android Studio中,但当启动时,该活动是全屏的,并且不显示Android操作栏

我该怎么做

集成步骤

  • 创建新的Unity项目
  • 从Unity导出“谷歌Android项目”
  • 将项目导入Android Studio
尝试的解决方案

  • 更改清单中的主题
  • 在UnityPlayerPractivity Java类中设置主题
  • 通过在Unity目录/Assets/Plugins/Android中放置具有更新主题的清单来覆盖Unity-Android清单
  • 更改UnityPlayerPractivity以扩展AppCompatActivity。这将显示操作栏,但它与状态栏之间存在白色间隙
  • 在Unity SceneManager中设置“Screen.fullScreen=false;”。这将删除沉浸式模式,以便Android状态栏可见
  • 关闭播放器设置中的“隐藏状态栏”。似乎没有效果
  • 在FrameLayout中包装UnityLayer。这允许我调整Unity作为视图的大小
AndroidManifest.xml

<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
    package="com.company.unity.test"
    android:installLocation="preferExternal"
    android:versionCode="1"
    android:versionName="1.0">

    <supports-screens
        android:anyDensity="true"
        android:largeScreens="true"
        android:normalScreens="true"
        android:smallScreens="true"
        android:xlargeScreens="true" />

    <application
        android:banner="@drawable/app_banner"
        android:debuggable="false"
        android:icon="@drawable/app_icon"
        android:isGame="true"
        android:label="@string/app_name"
        android:theme="@android:style/Theme.NoTitleBar.Fullscreen">
        <activity
            android:name="com.company.unity.test.UnityPlayerActivity"
            android:configChanges="mcc|mnc|locale|touchscreen|keyboard|keyboardHidden|navigation|orientation|screenLayout|uiMode|screenSize|smallestScreenSize|fontScale"
            android:label="@string/app_name"
            android:launchMode="singleTask"
            android:screenOrientation="fullSensor">
            <intent-filter>
                <action android:name="android.intent.action.MAIN" />

                <category android:name="android.intent.category.LAUNCHER" />
                <category android:name="android.intent.category.LEANBACK_LAUNCHER" />
            </intent-filter>
            <meta-data
                android:name="unityplayer.UnityActivity"
                android:value="true" />
        </activity>
    </application>

    <uses-sdk
        android:minSdkVersion="9"
        android:targetSdkVersion="23" />

    <uses-feature android:glEsVersion="0x00020000" />
    <uses-feature
        android:name="android.hardware.sensor.accelerometer"
        android:required="false" />
    <uses-feature
        android:name="android.hardware.touchscreen"
        android:required="false" />
    <uses-feature
        android:name="android.hardware.touchscreen.multitouch"
        android:required="false" />
    <uses-feature
        android:name="android.hardware.touchscreen.multitouch.distinct"
        android:required="false" />
</manifest>

UnityPlayerPractivity.java

package com.company.unity.test;

import android.app.Activity;
import android.content.res.Configuration;
import android.graphics.PixelFormat;
import android.os.Bundle;
import android.view.KeyEvent;
import android.view.MotionEvent;
import android.view.Window;

import com.unity3d.player.UnityPlayer;

public class UnityPlayerActivity extends Activity
{
    protected UnityPlayer mUnityPlayer; // don't change the name of this variable; referenced from native code

    // Setup activity layout
    @Override protected void onCreate (Bundle savedInstanceState)
    {
        requestWindowFeature(Window.FEATURE_NO_TITLE);
        super.onCreate(savedInstanceState);

        getWindow().setFormat(PixelFormat.RGBX_8888); // <--- This makes xperia play happy

        mUnityPlayer = new UnityPlayer(this);
        setContentView(mUnityPlayer);
        mUnityPlayer.requestFocus();
    }

    // Quit Unity
    @Override protected void onDestroy ()
    {
        mUnityPlayer.quit();
        super.onDestroy();
    }

    // Pause Unity
    @Override protected void onPause()
    {
        super.onPause();
        mUnityPlayer.pause();
    }

    // Resume Unity
    @Override protected void onResume()
    {
        super.onResume();
        mUnityPlayer.resume();
    }

    // This ensures the layout will be correct.
    @Override public void onConfigurationChanged(Configuration newConfig)
    {
        super.onConfigurationChanged(newConfig);
        mUnityPlayer.configurationChanged(newConfig);
    }

    // Notify Unity of the focus change.
    @Override public void onWindowFocusChanged(boolean hasFocus)
    {
        super.onWindowFocusChanged(hasFocus);
        mUnityPlayer.windowFocusChanged(hasFocus);
    }

    // For some reason the multiple keyevent type is not supported by the ndk.
    // Force event injection by overriding dispatchKeyEvent().
    @Override public boolean dispatchKeyEvent(KeyEvent event)
    {
        if (event.getAction() == KeyEvent.ACTION_MULTIPLE)
            return mUnityPlayer.injectEvent(event);
        return super.dispatchKeyEvent(event);
    }

    // Pass any events not handled by (unfocused) views straight to UnityPlayer
    @Override public boolean onKeyUp(int keyCode, KeyEvent event)     { return mUnityPlayer.injectEvent(event); }
    @Override public boolean onKeyDown(int keyCode, KeyEvent event)   { return mUnityPlayer.injectEvent(event); }
    @Override public boolean onTouchEvent(MotionEvent event)          { return mUnityPlayer.injectEvent(event); }
    /*API12*/ public boolean onGenericMotionEvent(MotionEvent event)  { return mUnityPlayer.injectEvent(event); }
}
package com.company.unity.test;
导入android.app.Activity;
导入android.content.res.Configuration;
导入android.graphics.PixelFormat;
导入android.os.Bundle;
导入android.view.KeyEvent;
导入android.view.MotionEvent;
导入android.view.Window;
导入com.unity3d.player.UnityPlayer;
公共类UnityPlayerPractivity扩展活动
{
受保护的UnityPlayer mUnityPlayer;//不要更改此变量的名称;从本机代码引用
//设置活动布局
@在创建时覆盖受保护的void(Bundle savedInstanceState)
{
requestWindowFeature(窗口。功能\u无\u标题);
super.onCreate(savedInstanceState);

getWindow().setFormat(PixelFormat.RGBX_8888);//我想我找到了解决方案。
更改该行:

mUnityPlayer = new UnityPlayer(this);
因此,它创建了您自己的
UnityPlayer
子类,它覆盖了
setFullscreen
方法(有点黑):


此外,请删除该行:
requestWindowFeature(Window.FEATURE_NO_TITLE);

对于Unity 5.5版,在Android中避免沉浸式模式的最佳方法是不在构造函数中传递活动,而是将应用程序上下文强制转换为包装器上下文

mUnityPlayer = new UnityPlayer((ContextWrapper) getApplicationContext());
这是因为在经过模糊处理的UnityPlayer.class(在unity classes.jar中)中有一个实例检查

 private void h() {
     if(this.h instanceof Activity) {
        ((Activity)this.h).getWindow().setFlags(1024, 1024);
     }
 }

因此,如果不是活动,UnityPlayer.class不会设置标志。

Piotr的答案适用于旧版本,Lorenzo DM的答案也有效,但

mUnityPlayer = new UnityPlayer((ContextWrapper) getApplicationContext());
在某些设备上不工作。所以最后我修改了UnityPlayerPractivity,这是一个新的解决方案



public class UnityPlayerActivity extends AppCompatActivity
{
    protected UnityPlayer mUnityPlayer; // don't change the name of this variable; referenced from native code
    ActionBar actionBar;
    private Toolbar toolbar;
    private FrameLayout unityContainer;

    // Setup activity layout
    @Override protected void onCreate (Bundle savedInstanceState)
    {
        super.onCreate(savedInstanceState);
        mUnityPlayer = new UnityPlayer(this);
        setContentView(R.layout.activity_unity_player);
        mappingWidgets();
        init();

    }

    void  mappingWidgets(){
        toolbar = (Toolbar) findViewById(R.id.toolbar);
        unityContainer = (FrameLayout) findViewById(R.id.unity_container);
        FrameLayout.LayoutParams layoutParams = new FrameLayout.LayoutParams(FrameLayout.LayoutParams.MATCH_PARENT, FrameLayout.LayoutParams.MATCH_PARENT);
        unityContainer.addView(mUnityPlayer.getView(), 0, layoutParams);
        mUnityPlayer.requestFocus();

    }
    void init(){
        setSupportActionBar(toolbar);
        actionBar = getSupportActionBar();
        if (actionBar != null)
            actionBar.setDisplayHomeAsUpEnabled(true);
        toolbar.setNavigationOnClickListener(new View.OnClickListener() {
            @Override
            public void onClick(View v) {
                finish();
                onDestroy();
            }
        });
        setTitle(getString(R.string.app_name));


    }


    @Override protected void onNewIntent(Intent intent)
    {
        setIntent(intent);
    }

    // Quit Unity
    @Override protected void onDestroy ()
    {
        mUnityPlayer.quit();
        super.onDestroy();
    }

    // Pause Unity
    @Override protected void onPause()
    {
        super.onPause();
        mUnityPlayer.pause();
    }

    // Resume Unity
    @Override protected void onResume()
    {
        super.onResume();
        mUnityPlayer.resume();
    }

    // Low Memory Unity
    @Override public void onLowMemory()
    {
        super.onLowMemory();
        mUnityPlayer.lowMemory();
    }

    // Trim Memory Unity
    @Override public void onTrimMemory(int level)
    {
        super.onTrimMemory(level);
        if (level == TRIM_MEMORY_RUNNING_CRITICAL)
        {
            mUnityPlayer.lowMemory();
        }
    }

    // This ensures the layout will be correct.
    @Override public void onConfigurationChanged(Configuration newConfig)
    {
        super.onConfigurationChanged(newConfig);
        mUnityPlayer.configurationChanged(newConfig);
    }

    // Notify Unity of the focus change.
    @Override public void onWindowFocusChanged(boolean hasFocus)
    {
        super.onWindowFocusChanged(hasFocus);
        mUnityPlayer.windowFocusChanged(hasFocus);
    }

    // For some reason the multiple keyevent type is not supported by the ndk.
    // Force event injection by overriding dispatchKeyEvent().
    @Override public boolean dispatchKeyEvent(KeyEvent event)
    {
        if (event.getAction() == KeyEvent.ACTION_MULTIPLE)
            return mUnityPlayer.injectEvent(event);
        return super.dispatchKeyEvent(event);
    }

    // Pass any events not handled by (unfocused) views straight to UnityPlayer
    //@Override public boolean onKeyUp(int keyCode, KeyEvent event)     { return mUnityPlayer.injectEvent(event); }
    // Pass any events not handled by (unfocused) views straight to UnityPlayer
    @Override public boolean onKeyUp(int keyCode, KeyEvent event)     {
        if(keyCode == KeyEvent.KEYCODE_BACK) {
            finish();
            onDestroy();
            return true;
        }
        return mUnityPlayer.injectEvent(event); }
    @Override public boolean onKeyDown(int keyCode, KeyEvent event)   { return mUnityPlayer.injectEvent(event); }
    @Override public boolean onTouchEvent(MotionEvent event)          { return mUnityPlayer.injectEvent(event); }
    /*API12*/ public boolean onGenericMotionEvent(MotionEvent event)  { return mUnityPlayer.injectEvent(event); }
}

我在清单中写下你改变了主题,但在示例一中有@android:style/theme.NoTitleBar.Fullscreen。这是你改变的主题吗?如果不是,那是什么?@Lingviston我发布的代码显示了原始的集成。我尝试将主题改为
android:theme=“@android:style/theme.Material.Light.DarkActionBar”
在应用程序和活动标签上,但都没有使操作栏可见。@Moreprock你找到解决方案了吗?@Piotr不幸的是,还没有,我确实发现了一个名为Sailknowledge Compact()的应用程序,它看起来就是这样做的,并且已经在Unity论坛()上就此与开发人员联系过了但通信已停止。我也遇到了同样的问题。我尝试了所有方法+使用getWindow().clearFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN),但没有效果:(我在我的项目中尝试了这一点,但我没有看到一个操作栏。在运行Android 5.1.1的三星Galaxy S6上测试。您是否也禁用了该行-requestWindowFeature(Window.FEATURE_NO_TITLE);?禁用无标题功能后工作。谢谢@Piotr@Piotr您使用的Unity版本是什么?UnityPlayer在我的版本(5.5.0f3)上没有名为
setFullscreen
的方法@Dalmas我想当时是5.3.5。改成ContextWrapper后现在显示工具栏。但问题是现在相机视图没有渲染。你能给点建议吗?你能用kotlin扩展函数覆盖这个方法吗?不幸的是,不可能覆盖那个方法,因为它是私有的。你可以用脏的解决方案离子:使用反射。关于渲染摄影机问题:问题可能是,如果不使用浸入式模式,布局将改变其纵横比和分辨率,可能不由camera SurfaceView管理,但是,这没有经过测试,只是一个建议。对于我的近似和不确定的答案,抱歉


public class UnityPlayerActivity extends AppCompatActivity
{
    protected UnityPlayer mUnityPlayer; // don't change the name of this variable; referenced from native code
    ActionBar actionBar;
    private Toolbar toolbar;
    private FrameLayout unityContainer;

    // Setup activity layout
    @Override protected void onCreate (Bundle savedInstanceState)
    {
        super.onCreate(savedInstanceState);
        mUnityPlayer = new UnityPlayer(this);
        setContentView(R.layout.activity_unity_player);
        mappingWidgets();
        init();

    }

    void  mappingWidgets(){
        toolbar = (Toolbar) findViewById(R.id.toolbar);
        unityContainer = (FrameLayout) findViewById(R.id.unity_container);
        FrameLayout.LayoutParams layoutParams = new FrameLayout.LayoutParams(FrameLayout.LayoutParams.MATCH_PARENT, FrameLayout.LayoutParams.MATCH_PARENT);
        unityContainer.addView(mUnityPlayer.getView(), 0, layoutParams);
        mUnityPlayer.requestFocus();

    }
    void init(){
        setSupportActionBar(toolbar);
        actionBar = getSupportActionBar();
        if (actionBar != null)
            actionBar.setDisplayHomeAsUpEnabled(true);
        toolbar.setNavigationOnClickListener(new View.OnClickListener() {
            @Override
            public void onClick(View v) {
                finish();
                onDestroy();
            }
        });
        setTitle(getString(R.string.app_name));


    }


    @Override protected void onNewIntent(Intent intent)
    {
        setIntent(intent);
    }

    // Quit Unity
    @Override protected void onDestroy ()
    {
        mUnityPlayer.quit();
        super.onDestroy();
    }

    // Pause Unity
    @Override protected void onPause()
    {
        super.onPause();
        mUnityPlayer.pause();
    }

    // Resume Unity
    @Override protected void onResume()
    {
        super.onResume();
        mUnityPlayer.resume();
    }

    // Low Memory Unity
    @Override public void onLowMemory()
    {
        super.onLowMemory();
        mUnityPlayer.lowMemory();
    }

    // Trim Memory Unity
    @Override public void onTrimMemory(int level)
    {
        super.onTrimMemory(level);
        if (level == TRIM_MEMORY_RUNNING_CRITICAL)
        {
            mUnityPlayer.lowMemory();
        }
    }

    // This ensures the layout will be correct.
    @Override public void onConfigurationChanged(Configuration newConfig)
    {
        super.onConfigurationChanged(newConfig);
        mUnityPlayer.configurationChanged(newConfig);
    }

    // Notify Unity of the focus change.
    @Override public void onWindowFocusChanged(boolean hasFocus)
    {
        super.onWindowFocusChanged(hasFocus);
        mUnityPlayer.windowFocusChanged(hasFocus);
    }

    // For some reason the multiple keyevent type is not supported by the ndk.
    // Force event injection by overriding dispatchKeyEvent().
    @Override public boolean dispatchKeyEvent(KeyEvent event)
    {
        if (event.getAction() == KeyEvent.ACTION_MULTIPLE)
            return mUnityPlayer.injectEvent(event);
        return super.dispatchKeyEvent(event);
    }

    // Pass any events not handled by (unfocused) views straight to UnityPlayer
    //@Override public boolean onKeyUp(int keyCode, KeyEvent event)     { return mUnityPlayer.injectEvent(event); }
    // Pass any events not handled by (unfocused) views straight to UnityPlayer
    @Override public boolean onKeyUp(int keyCode, KeyEvent event)     {
        if(keyCode == KeyEvent.KEYCODE_BACK) {
            finish();
            onDestroy();
            return true;
        }
        return mUnityPlayer.injectEvent(event); }
    @Override public boolean onKeyDown(int keyCode, KeyEvent event)   { return mUnityPlayer.injectEvent(event); }
    @Override public boolean onTouchEvent(MotionEvent event)          { return mUnityPlayer.injectEvent(event); }
    /*API12*/ public boolean onGenericMotionEvent(MotionEvent event)  { return mUnityPlayer.injectEvent(event); }
}