我刚刚开始学习Unity,所以这看起来像是一个愚蠢的问题。
我制作了一个小型迷你游戏,在设备摄像头看到特定图像时渲染角色。我的问题是我想在触发统一活动之前显示某种菜单。 例如,在我的代码中,我将我的启动器活动更改为我的主要活动,当按下启动按钮时,我希望将触发统一活动(并且我的设备相机将打开)。不幸的是它无法正常工作(当我按下按钮时我的应用程序崩溃了)我的logcat没有显示任何内容。
这是我的清单
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="imp.diana.samurai"
android:installLocation="preferExternal"
android:theme="@android:style/Theme.NoTitleBar"
android:versionCode="1"
android:versionName="1.0" >
<uses-sdk
android:minSdkVersion="16"
android:targetSdkVersion="23" />
<uses-feature android:name="android.hardware.camera" />
<supports-screens
android:anyDensity="true"
android:largeScreens="true"
android:normalScreens="true"
android:smallScreens="true"
android:xlargeScreens="true" />
<uses-permission android:name="android.permission.INTERNET" />
<uses-permission android:name="android.permission.CAMERA" />
<uses-permission android:name="android.permission.ACCESS_NETWORK_STATE" />
<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
<uses-feature android:glEsVersion="0x00020000" />
<uses-feature
android:name="android.hardware.camera.autofocus"
android:required="false" />
<uses-feature
android:name="android.hardware.camera.front"
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" />
<android:uses-permission android:name="android.permission.READ_PHONE_STATE" />
<application
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=".UnityPlayerNativeActivity"
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" >
<meta-data
android:name="unityplayer.UnityActivity"
android:value="true" />
<meta-data
android:name="unityplayer.ForwardNativeEventsToDalvik"
android:value="false" />
</activity>
<activity
android:name="com.unity3d.player.VideoPlayer"
android:configChanges="fontScale|keyboard|keyboardHidden|locale|mnc|mcc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|uiMode|touchscreen"
android:label="@string/app_name"
android:screenOrientation="portrait" >
</activity>
<!--
To support devices using the TI S3D library for stereo mode we must
add the following library.
Devices that require this are: ODG X6
-->
<uses-library
android:name="com.ti.s3d"
android:required="false" />
<!-- To support the ODG R7 in stereo mode we must add the following library. -->
<uses-library
android:name="com.osterhoutgroup.api.ext"
android:required="false" />
<activity
android:name=".MainActivity"
android:label="@string/title_activity_main">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
</application>
</manifest> <!-- android:installLocation="preferExternal" -->
主要活动
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
Button start = (Button) findViewById(R.id.button);
start.setOnClickListener(new View.OnClickListener() {
@Override
public void onClick(View v) {
startActivity(new Intent(MainActivity.this, UnityPlayer.class));
}
});
}
UnityPlayerActivity
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);
if (mUnityPlayer.getSettings().getBoolean("hide_status_bar", true))
{
getWindow ().setFlags (WindowManager.LayoutParams.FLAG_FULLSCREEN,
WindowManager.LayoutParams.FLAG_FULLSCREEN);
}
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); }
}
有什么想法吗?任何帮助将不胜感激!
答案 0 :(得分:2)
您可能未使用代码UnityPlayerActivity
在AndroidManifest.xml文件中列出<activity></activity>
,例如
<activity
android:name=".UnityPlayerActivity"
android:label="@string/app_name"
...
>
</activity>