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。
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 ""
3个工作空间平级
-
添加UnityFramework.framework
5.设置Data文件夹为 UnityFramework.framework 部分
6.公开桥接文件
工程配置完毕。以下是代码配置
-
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
- 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];
5.僵尸断点会导致untiy工程内存持续增加。不要勾选
demo 地址
链接: https://pan.baidu.com/s/1JFWjbrh2x-qAsCzMwLywLA
提取码: 9a71