- 说明
- 参考网址unity导出工程导入到iOS原生工程中详细步骤
- 我现在有两个工程,一个是从unity中导出的iOS工程,一个是自己创建的unity工程,如下所示:
- 导入unity模块
- unity中导出的iOS工程是这样子的:
- 将Classes文件夹、Data文件夹、Libraries、MapFileParser、MapFileParser.sh这五个复制到自己的iOS工程中
- 将Data、QCAR(QCAR文件在Data->Raw里面)文件夹以以下方式添加
- 将Classes、Libraries以以下方式添加
- 添加引用库文件
打开从unity中导出的iOS工程,查看其引用的库文件,如图所示
将上面的库文件,添加到自己的工程中
- 关闭bitcode
在build settings中关闭bitcode -
在 other Linker Flags 添加
-weak_framework CoreMotion -weak-lSystem
- 在Other C Flags中添加 -DINIT_SCRIPTING_BACKEND=1,如图所示
- 添加pch文件
如果项目中有多个pch文件,请将其合并成一个pch文件,再添加
- 在Header Search Paths 添加头文件引用
打开从unity导出的工程,查看Header Search Paths中添加的头文件,如图所示
将其添加到自己工程的Header Search Paths中
- 在Library Search Path 中添加库引用
打开从unity导出的工程,查看ibrary Search Path中添加的头文件,如图所示
将其添加到自己工程的ibrary Search Path中
- 在user-Defined 添加
打开从unity导出的工程, 在build settings中查看user-Defined,如图所示
并将其添加到自己项目的 user-Defined中
- 添加Run Script
打开从unity导出的工程, 在build phases中查看Run Script,如图所示:
- 更改main.m文件为main.mm文件。将Classes中的main.mm中的内容复制,粘贴到原来工程的main.mm中。然后删除Classes中的main文件。
#include "RegisterMonoModules.h"
#include "RegisterFeatures.h"
#import "AppDelegate.h"
#include <mach/mach_time.h>
#include <csignal>
// Hack to work around iOS SDK 4.3 linker problem
// we need at least one __TEXT, __const section entry in main application .o files
// to get this section emitted at right time and so avoid LC_ENCRYPTION_INFO size miscalculation
static const int constsection = 0;
void UnityInitTrampoline();
// WARNING: this MUST be c decl (NSString ctor will be called after +load, so we cant really change its value)
const char* AppControllerClassName = "UnityAppController";
int main(int argc, char* argv[])
{
signed long long startTime = mach_absolute_time();
@autoreleasepool
{
UnitySetStartupTime(startTime);
UnityInitTrampoline();
UnityInitRuntime(argc, argv);
RegisterMonoModules();
NSLog(@"-> registered mono modules %p\n", &constsection);
RegisterFeatures();
// iOS terminates open sockets when an application enters background mode.
// The next write to any of such socket causes SIGPIPE signal being raised,
// even if the request has been done from scripting side. This disables the
// signal and allows Mono to throw a proper C# exception.
std::signal(SIGPIPE, SIG_IGN);
//UIApplicationMain(argc, argv, nil, [NSString stringWithUTF8String:AppControllerClassName]);
UIApplicationMain(argc, argv, nil, NSStringFromClass([AppDelegate class]));
}
return 0;
}
#if TARGET_IPHONE_SIMULATOR && TARGET_TVOS_SIMULATOR
#include <pthread.h>
extern "C" int pthread_cond_init$UNIX2003(pthread_cond_t *cond, const pthread_condattr_t *attr)
{ return pthread_cond_init(cond, attr); }
extern "C" int pthread_cond_destroy$UNIX2003(pthread_cond_t *cond)
{ return pthread_cond_destroy(cond); }
extern "C" int pthread_cond_wait$UNIX2003(pthread_cond_t *cond, pthread_mutex_t *mutex)
{ return pthread_cond_wait(cond, mutex); }
extern "C" int pthread_cond_timedwait$UNIX2003(pthread_cond_t *cond, pthread_mutex_t *mutex,
const struct timespec *abstime)
{ return pthread_cond_timedwait(cond, mutex, abstime); }
#endif // TARGET_IPHONE_SIMULATOR && TARGET_TVOS_SIMULATOR
并将main函数中的 UIApplicationMain方法修改为UIApplicationMain(argc, argv, nil, NSStringFromClass([AppDelegate class]));
- 在Classes的UnityAppController.mm中的- (void)applicationDidBecomeActive:(UIApplication*)application方法中,注释掉[self performSelector: @selector(startUnity:) withObject: application afterDelay: 0]方法,这样做的目的,是为防止unity的内容随着应用的启动,而启动;
- (void)applicationDidBecomeActive:(UIApplication*)application
{
::printf("-> applicationDidBecomeActive()\n");
[self removeSnapshotView];
if (_unityAppReady)
{
if (UnityIsPaused() && _wasPausedExternal == false)
{
UnityWillResume();
UnityPause(0);
}
UnitySetPlayerFocus(1);
}
else if (!_startUnityScheduled)
{
_startUnityScheduled = true;
// [self performSelector: @selector(startUnity:) withObject: application afterDelay: 0];
}
_didResignActive = false;
}
- 修改appDelegate.h
#import <UIKit/UIKit.h>
@class UnityAppController;
@interface AppDelegate : UIResponder <UIApplicationDelegate>
@property(strong,nonatomic)UINavigationController *navi;
@property (strong, nonatomic) UIWindow *window;
@property (strong,nonatomic)UnityAppController* unityAppController;
- (void)shouldAttachRenderDelegate;
@end
- 将appDelegate.m修改为appDelegate.mm,并对其内容进行修改
#import "AppDelegate.h"
#import "ViewController.h"
#import "UnityAppController.h"
@interface AppDelegate ()
@end
extern "C" void VuforiaSetGraphicsDevice(void* device, int deviceType, int eventType);
extern "C" void VuforiaRenderEvent(int marker);
@implementation AppDelegate
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
// Override point for customization after application launch.
self.window = [[UIWindow alloc] initWithFrame:[UIScreen mainScreen].bounds];
BOOL returnBool;
if (_unityAppController == nil) {
_unityAppController = [[UnityAppController alloc] init];
}
[_unityAppController application:application didFinishLaunchingWithOptions:launchOptions];
ViewController *vc = [[UIStoryboard storyboardWithName:@"Main" bundle:nil]instantiateViewControllerWithIdentifier:@"viewVC"];
self.navi = [[UINavigationController alloc] initWithRootViewController:vc];
self.window.rootViewController=self.navi;
[self.window makeKeyAndVisible];
return YES;
}
- (void)applicationWillResignActive:(UIApplication *)application {
[_unityAppController applicationWillResignActive:application];
// Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
// Use this method to pause ongoing tasks, disable timers, and invalidate graphics rendering callbacks. Games should use this method to pause the game.
}
- (void)applicationDidEnterBackground:(UIApplication *)application {
[_unityAppController applicationDidEnterBackground:application];
// Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
// If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
}
- (void)applicationWillEnterForeground:(UIApplication *)application {
[_unityAppController applicationWillEnterForeground:application];
// Called as part of the transition from the background to the active state; here you can undo many of the changes made on entering the background.
}
- (void)applicationDidBecomeActive:(UIApplication *)application {
[_unityAppController applicationDidBecomeActive:application];
// Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
}
- (void)applicationWillTerminate:(UIApplication *)application {
[_unityAppController applicationWillTerminate:application];
// Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
}
- (void)shouldAttachRenderDelegate
{
UnityRegisterRenderingPlugin(&VuforiaSetGraphicsDevice, &VuforiaRenderEvent);
}
@end
- 在Classes的UnityAppController.h中,更改GetAppController()方法(当然要先引入#import "AppDelegate.h"
inline UnityAppController* GetAppController()
{
AppDelegate *dele = (AppDelegate *)[UIApplication sharedApplication].delegate;
return (UnityAppController *)dele.unityAppController;
}
- 在UnityAppController.mm中重写- (void)shouldAttachRenderDelegate方法
- (void)shouldAttachRenderDelegate {
AppDelegate *deleg = [UIApplication sharedApplication].delegate;
[deleg shouldAttachRenderDelegate];
}
ok,通过上面的步骤,我们就已经将unity的功能导入自己的项目中,接下来做的,就是点击按钮,启动unity模块
Main.storyBoard的ViewController创建一个UIButton,并将Storyboard ID设为“viewVC”
- 在ViewController.m实现其点击事件(记得倒入#import "UnityAppController.h",#import "AppDelegate.h")
#pragma mark----打开AR-----
- (IBAction)doOpenAR:(id)sender {
static bool flg=NO;
if (flg) {//如果不是第一次启动,则之间切换window
[GetAppController() restartUnity];
}
else//如果是第一次点击按钮,则需要启动unity
{
[GetAppController() preStartUnity];
[GetAppController() startUnity:[UIApplication sharedApplication]];
[UnityGetMainWindow() makeKeyAndVisible];
flg=YES;
}
}
- 在UnityAppController.h中申明-(void) restartUnity,在UnityAppController.mm中实现
-(void) restartUnity
{
_window.rootViewController=_rootController;
[_window makeKeyAndVisible];
[UnityGetMainWindow() makeKeyAndVisible];
if (_didResignActive) {
UnityPause(false);
_didResignActive=NO;
}
}
- 这样,我们就能启动unity的模块了,但是,关闭或隐藏unity模块,也需要我们操作。
- 我们需要在UnityAppController.mm中的- (void)startUnity:(UIApplication*)application方法里,添加一个按钮
- (void)startUnity:(UIApplication*)application
{
NSAssert(_unityAppReady == NO, @"[UnityAppController startUnity:] called after Unity has been initialized");
UnityInitApplicationGraphics(UNITY_FORCE_DIRECT_RENDERING);
// we make sure that first level gets correct display list and orientation
[[DisplayManager Instance] updateDisplayListInUnity];
UnityLoadApplication();
Profiler_InitProfiler();
[self showGameUI];
UIButton *button=[UIButton buttonWithType:UIButtonTypeCustom];
[button addTarget:self action:@selector(doHideenUnity) forControlEvents:UIControlEventTouchUpInside];
button.frame=CGRectMake(0, 0, 50, 50) ;
[button setTitle:@"退出" forState:UIControlStateNormal];
//[button setBackgroundColor:[UIColor purpleColor]];
[_rootView addSubview:button];
[self createDisplayLink];
UnitySetPlayerFocus(1);
}
- 并实现按钮的点击事件
-(void)doHideenUnity
{
UnityPause(true);
_didResignActive=YES;
Profiler_UninitProfiler();
AppDelegate *delet=[UIApplication sharedApplication].delegate;
[delet.window makeKeyAndVisible];
}
- ok,完成
可能遇到了问题
- 重复的main.mm,记得删除Classes文件的main.mm
- 如果有多个pch文件,记得进行合并