Swift 整合统一+;Vuforia到现有iOS项目使用户交互无法工作

Swift 整合统一+;Vuforia到现有iOS项目使用户交互无法工作,swift,unity3d,vuforia,Swift,Unity3d,Vuforia,目前,我正在跟踪将Unity+Vuforia项目集成到我现有的iOS项目中。我设法在ARViewController中显示Unity视图。问题是我失去了视图控制器中的所有用户交互:我的后退按钮触摸事件没有启动 import Foundation class ARViewController: UIViewController { var unityView: UIView? static func instantiateViewController() -> ARVi

目前,我正在跟踪将Unity+Vuforia项目集成到我现有的iOS项目中。我设法在ARViewController中显示Unity视图。问题是我失去了视图控制器中的所有用户交互:我的后退按钮触摸事件没有启动

import Foundation

class ARViewController: UIViewController {

    var unityView: UIView?

    static func instantiateViewController() -> ARViewController {
        let controller = UIStoryboard.main.instantiateViewController(withIdentifier: "ARViewController") as! ARViewController
        return controller
    }

    override func viewDidLoad() {
        super.viewDidLoad()
        if let appDelegate = UIApplication.shared.delegate as? AppDelegate {
            appDelegate.currentUnityController = UnityAppController()
            appDelegate.currentUnityController?.application(UIApplication.shared, didFinishLaunchingWithOptions: nil)
            appDelegate.startUnity()
            NotificationCenter.default.addObserver(self, selector: #selector(handleUnityReady), name: NSNotification.Name("UnityReady"), object: nil)
        }

    }

    @IBAction func onBackPressed(_ sender: Any) {
        dismiss(animated: true, completion: nil)
    }
    override func viewWillDisappear(_ animated: Bool) {
        super.viewWillDisappear(animated)
        if let appDelegate = UIApplication.shared.delegate as? AppDelegate {
            appDelegate.stopUnity()
        }
    }

    @objc func backPressedTest() {
    }

    @objc func handleUnityReady() {
        showUnitySubView()
    }

    func showUnitySubView() {

        guard let unityView = UnityGetGLView() else { return }

        self.unityView = unityView
        // insert subview at index 0 ensures unity view is behind current UI view
        view?.addSubview(unityView)

        unityView.translatesAutoresizingMaskIntoConstraints = false
        let views = ["view": unityView]
        let w = NSLayoutConstraint.constraints(withVisualFormat: "|-0-[view]-0-|", options: [], metrics: nil, views: views)
        let h = NSLayoutConstraint.constraints(withVisualFormat: "V:|-50-[view]-0-|", options: [], metrics: nil, views: views)
        view.addConstraints(w + h)

        let button = UIButton(type: .custom)
        button.setImage(#imageLiteral(resourceName: "ic_back_black").withRenderingMode(.alwaysTemplate), for: .normal)
        button.addTarget(self, action:#selector(backPressed), for: .touchUpInside)
        button.frame = CGRect(x: 0, y: 0, width: 28, height: 60)
        button.widthAnchor.constraint(equalToConstant: button.frame.width).isActive = true
        button.tintColor = UIColor.purpleBrown()
        view?.addSubview(button)

    }
}
我还注意到,当我触摸Unity的按钮时,它也会产生任何效果。绿色条内的后退按钮来自Unity。蓝色按钮来自我的ARViewController。两者似乎都无法触及事件。

调试元素:

当我将Unity配置放在
应用程序:didFinishLaunchingWithOptions:
的顶部,位于我在项目中使用的其他服务的现有配置之上时,就会发生这种情况。对于将来遇到此问题的人,以下是我的appDelegate.swift:

func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplicationLaunchOptionsKey: Any]?) -> Bool {

    self.application = application

    // Another existing settings for the project, e.g. fabric

    Fabric.with([Crashlytics.self])

    // Put the Unity configuration at the bottom of the function

    unity_init(CommandLine.argc, CommandLine.unsafeArgv)
    currentUnityController = UnityAppController()
    currentUnityController?.application(application, didFinishLaunchingWithOptions: launchOptions)
    startUnity()
    stopUnity()

    return true
}
对于
视图,将在视图控制器中显示(:)

override func viewWillAppear(_ animated: Bool) {
    super.viewWillAppear(animated)
    setupBackBarButtonItems(back: true, isDark: true)
    if let appDelegate = UIApplication.shared.delegate as? AppDelegate {
        appDelegate.startUnity()
        showUnitySubView()
    }
}
正如@Prashant在评论中提到的,
UnityReady
通知只调用一次。所以我不用它

然后我只需在
视图中调用
stopUnity()
,就会消失(:)


当前的问题是,如果我离开屏幕,我就无法杀死unity进程。这是众所周知的,如果可能的话,我仍在想如何做到这一点

我也遇到了同样的问题,但将Unity配置移动到
ApplicationIDFinishLaunchingWithOption
方法的末尾并没有解决这个问题,我的屏幕前仍然有一个UIWindow,它会窃取所有用户交互

我的解决方案不是在
UnityAppController.mm
中创建新窗口,而是使用当前的应用程序键窗口

替换:

    _window = [[UIWindow alloc] initWithFrame: [UIScreen mainScreen].bounds];
与:


什么意思?如果我调试该元素,unity视图(如果包装在UnityDefaultController中)与ARViewControllerI中的我的按钮处于同一级别,我将wikitude与同一教程集成在一起,并且我能够完成我所能做到的一切。我不知道为什么。目前我只需要在导航栏上添加“后退”按钮。我设法做到了。谢谢你的分享,我真的很感激。问题是
handleUnityReady
它只会调用一次!!!所以你的unity视图没有被添加进去,所以我建议你删除那个观察者,视图会出现手动调用那个方法很好,我在前面找到了它,但只是忘了发布!!
    _window = [[UIWindow alloc] initWithFrame: [UIScreen mainScreen].bounds];
    _window = [UIApplication sharedApplication].keyWindow;