Java Android UnityPlayerPractivity操作栏
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
- 创建新的Unity项目
- 从Unity导出“谷歌Android项目”
- 将项目导入Android Studio
- 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
<?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); }
}