我正在构建一个包含Unity 3d交互式体验的Android应用程序。
我已将Unity项目导入Android Studio,但在启动时,活动是全屏的,并未显示Android操作栏。
我该怎么做?
整合步骤
尝试解决方案
的AndroidManifest.xml
<?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>
UnityPlayerActivity.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); }
}
答案 0 :(得分:6)
对于Unity版本5.5,在Android中避免沉浸模式的最佳方法是传入构造函数而不是Activity,而是将ApplicationContext强制转换为Wrapper Context。
mUnityPlayer = new UnityPlayer((ContextWrapper) getApplicationContext());
这是有效的,因为在混淆的UnityPlayer.class(在unity-classes.jar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,如果它不是活动,则UnityPlayer.class不会设置标记。
答案 1 :(得分:4)
我想我找到了解决办法 改变那一行:
mUnityPlayer = new UnityPlayer(this);
所以它创建了你自己的UnityPlayer
子类,它覆盖了setFullscreen
方法(有点hacky):
public class UnityPlayerWrapper extends UnityPlayer {
public UnityPlayerWrapper(ContextWrapper contextWrapper) {
super(contextWrapper);
}
@Override
protected void setFullscreen(boolean b) {
super.setFullscreen(false);
}
}
此外,请删除该行:requestWindowFeature(Window.FEATURE_NO_TITLE);
答案 2 :(得分:0)
Piotr的答案适用于旧版本,Lorenzo DM的答案也有效,但
mUnityPlayer = new UnityPlayer((ContextWrapper) getApplicationContext());
无法在某些设备上使用。所以最后我修改UnityPlayerActivity这里是新的解决方案
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); }
}