在Unity中使用自定义清单文件和权限?

时间:2017-04-08 10:57:32

标签: java c# android xml unity3d

我目前正在尝试使用Unity3D为Android编写一个小游戏。因为我想要一个可见的状态栏,我修改了项目文件夹中的AndroidManifest(C:\ Users \ Public \ Documents \ Unity Projects \ ProjectName \ Temp \ StagingArea),如下所示:

<application android:theme="Theme.Light.NoTitleBar" android:icon="@drawable/app_icon" android:label="@string/app_name" android:debuggable="false" android:isGame="true" android:banner="@drawable/app_banner">

但每次我生成APK时,Unity都会将Android Manifest更改为:

<application android:theme="@style/UnityThemeSelector" android:icon="@drawable/app_icon" android:label="@string/app_name" android:debuggable="false" android:isGame="true" android:banner="@drawable/app_banner">

Unity3D每次都会更改我修改过的Manifests吗?

4 个答案:

答案 0 :(得分:4)

您正在修改错误的AndroidManifest文件。每次构建项目时,您正在修改的AndroidManifest来自<ProjectName>\Temp\StagingArea

要使用自定义AndroidManifest文件,您必须将自定义AndroidManifest文件放在<ProjectName>Assets\Plugins\Android

1.转到<UnityInstallationDirecory>\Editor\Data\PlaybackEngines\AndroidPlayer\Apk,将AndroidManifest.xml文件复制到<ProjectName>Assets\Plugins\Android

2.打开<ProjectName>Assets\Plugins\Android中复制的清单文件并添加清单。

在您的特定情况下,请向其添加<application android:theme="Theme.Light.NoTitleBar" android:icon="@drawable/app_icon" android:label="@string/app_name" android:debuggable="false" android:isGame="true" android:banner="@drawable/app_banner">。保存,构建和运行。

Unity现在将使用该AndroidManifest文件。如果你遇到崩溃或任何其他问题,那么Unity不希望你改变它。

答案 1 :(得分:3)

从Unity 2018开始,您应该实现IPostGenerateGradleAndroidProject interface,这将允许您在Unity生成Android清单后对其进行编辑。在下面的代码中,我添加了设置麦克风许可权,设置硬件加速和设置应用程序主题的方法(将SetMicrophonePermission()替换为首选方法,当Unity调用OnPostGenerateGradleAndroidProject()时将调用该方法)。

将以下代码添加到Assets/Editor/ModifyUnityAndroidAppManifestSample.cs

using System.IO;
using System.Text;
using System.Xml;
using UnityEditor.Android;

public class ModifyUnityAndroidAppManifestSample : IPostGenerateGradleAndroidProject
{

    public void OnPostGenerateGradleAndroidProject(string basePath)
    {
        // If needed, add condition checks on whether you need to run the modification routine.
        // For example, specific configuration/app options enabled

        var androidManifest = new AndroidManifest(GetManifestPath(basePath));

        androidManifest.SetMicrophonePermission();

        // Add your XML manipulation routines

        androidManifest.Save();
    }

    public int callbackOrder { get { return 1; } }

    private string _manifestFilePath;

    private string GetManifestPath(string basePath)
    {
        if (string.IsNullOrEmpty(_manifestFilePath))
        {
            var pathBuilder = new StringBuilder(basePath);
            pathBuilder.Append(Path.DirectorySeparatorChar).Append("src");
            pathBuilder.Append(Path.DirectorySeparatorChar).Append("main");
            pathBuilder.Append(Path.DirectorySeparatorChar).Append("AndroidManifest.xml");
            _manifestFilePath = pathBuilder.ToString();
        }
        return _manifestFilePath;
    }
}


internal class AndroidXmlDocument : XmlDocument
{
    private string m_Path;
    protected XmlNamespaceManager nsMgr;
    public readonly string AndroidXmlNamespace = "http://schemas.android.com/apk/res/android";
    public AndroidXmlDocument(string path)
    {
        m_Path = path;
        using (var reader = new XmlTextReader(m_Path))
        {
            reader.Read();
            Load(reader);
        }
        nsMgr = new XmlNamespaceManager(NameTable);
        nsMgr.AddNamespace("android", AndroidXmlNamespace);
    }

    public string Save()
    {
        return SaveAs(m_Path);
    }

    public string SaveAs(string path)
    {
        using (var writer = new XmlTextWriter(path, new UTF8Encoding(false)))
        {
            writer.Formatting = Formatting.Indented;
            Save(writer);
        }
        return path;
    }
}


internal class AndroidManifest : AndroidXmlDocument
{
    private readonly XmlElement ApplicationElement;

    public AndroidManifest(string path) : base(path)
    {
        ApplicationElement = SelectSingleNode("/manifest/application") as XmlElement;
    }

    private XmlAttribute CreateAndroidAttribute(string key, string value)
    {
        XmlAttribute attr = CreateAttribute("android", key, AndroidXmlNamespace);
        attr.Value = value;
        return attr;
    }

    internal XmlNode GetActivityWithLaunchIntent()
    {
        return SelectSingleNode("/manifest/application/activity[intent-filter/action/@android:name='android.intent.action.MAIN' and " +
                "intent-filter/category/@android:name='android.intent.category.LAUNCHER']", nsMgr);
    }

    internal void SetApplicationTheme(string appTheme)
    {
        ApplicationElement.Attributes.Append(CreateAndroidAttribute("theme", appTheme));
    }

    internal void SetStartingActivityName(string activityName)
    {
        GetActivityWithLaunchIntent().Attributes.Append(CreateAndroidAttribute("name", activityName));
    }


    internal void SetHardwareAcceleration()
    {
        GetActivityWithLaunchIntent().Attributes.Append(CreateAndroidAttribute("hardwareAccelerated", "true"));
    }

    internal void SetMicrophonePermission()
    {
        var manifest = SelectSingleNode("/manifest");
        XmlElement child = CreateElement("uses-permission");
        manifest.AppendChild(child);
        XmlAttribute newAttribute = CreateAndroidAttribute("name", "android.permission.RECORD_AUDIO");
        child.Attributes.Append(newAttribute);
    }
}

答案 2 :(得分:0)

对于Unity运行时权限,我编写了此函数来添加跳过权限对话框(例如https://docs.unity3d.com/Manual/android-manifest.html

例如

<manifest>
    <application>
        <meta-data android:name="unityplayer.SkipPermissionsDialog" android:value="true" />

这是代码:

internal void SetSkipPermissionsDialog()
{
    var manifest = SelectSingleNode("/manifest");
    var application = manifest.SelectSingleNode("application");
    XmlElement child = CreateElement("meta-data");
    application.AppendChild(child);
    XmlAttribute newAttribute = CreateAndroidAttribute("name", "unityplayer.SkipPermissionsDialog");
    child.Attributes.Append(newAttribute);
    newAttribute = CreateAndroidAttribute("value", "true");
    child.Attributes.Append(newAttribute);
}

答案 3 :(得分:0)

要使用自定义AndroidManifest文件, 您必须将自定义的 AndroidManifest 文件放在<ProjectName>Assets\Plugins\Android