我没有为Unity3d创建Java(.aar)插件的丰富经验,但是我正在尝试通过Firebase从此类插件设置google身份验证。举一个我的问题的例子,我首先打开一个统一的android应用程序,然后运行下面的c#代码,并在显示器上弹出一个窗口以使用google登录。然后,我选择了正确的Google帐户,然后Google意图/活动消失了,然后我没有收到表示已调用“ onActivityResult”的指示。没有错误发生,我无法使用我选择的Google帐户信息做任何事情。
在下面的图片中,我单击提交->它在下一张图片中打开google登录活动->然后返回到提交屏幕(关闭google登录活动)。
我认为我的问题在这一行:
activity.startActivityForResult(signInIntent, RC_SIGN_IN);
在这种情况下,“活动”是从下面的c#统一代码发送的UnityPlayerActivity。我认为这已经做到了,所以我的代码正在C#统一代码而不是Java代码中寻找“ onActivityResult”方法。任何帮助将不胜感激。让我知道您是否需要其他信息或屏幕截图。如果我是个白痴,请叫我出去。
这是我的从C#和Unity3d调用Google登录插件的代码:
AndroidJNIHelper.debug = true;
using (AndroidJavaClass activityClass = new AndroidJavaClass("com.unity3d.player.UnityPlayer")) {
activity_context = activityClass.GetStatic<AndroidJavaObject>("currentActivity");
}
using (AndroidJavaClass pluginClass = new AndroidJavaClass("com.package.class")) {
if (pluginClass != null) {
GoogleSignInActivity = pluginClass.CallStatic<AndroidJavaObject>("instance");
GoogleSignInActivity.Call("SetContext", activity_context);
GoogleSignInActivity.Call("StartGoogleLogin", activity_context);
activity_context.Call("runOnUiThread", new AndroidJavaRunnable(() => {
GoogleSignInActivity.Call("ShowMessage", "You signed in as " + display_name);
}));
}
}
以下是用于创建Google登录活动的代码:
public void StartGoogleLogin(UnityPlayerActivity activity) {
gso = new GoogleSignInOptions.Builder(GoogleSignInOptions.DEFAULT_SIGN_IN)
.requestIdToken("some url")
.requestEmail()
.build();
mGoogleSignInClient = GoogleSignIn.getClient(activity, gso);
Intent signInIntent = mGoogleSignInClient.getSignInIntent();
activity.startActivityForResult(signInIntent, RC_SIGN_IN);
Log.d(TAG, "Activity Started; Waiting For Result");
}
@Override
public void onActivityResult(int requestCode, int resultCode, Intent data) {
super.onActivityResult(requestCode, resultCode, data);
Log.d(TAG, "Result Received!");
if (requestCode == RC_SIGN_IN) {
Task<GoogleSignInAccount> task = GoogleSignIn.getSignedInAccountFromIntent(data);
try {
// Google Sign In was successful
GoogleSignInAccount account = task.getResult(ApiException.class);
someMethod(account);
} catch (ApiException e) {
// Google Sign In failed, update UI appropriately
Log.d(TAG, "Google sign in failed", e);
}
setResult(RESULT_OK);
}
}
谢谢您的时间。
答案 0 :(得分:0)
好吧,我解决了我自己的使Google身份验证在Android .aar插件和Unity c#之间工作的问题。孜孜不倦地工作,发现了一些宝贵的资源。
首先,我引用了一个叫cwgtech HERE的人编写的代码。
我也经历了他所有的videos。
我可以使用类似于CWGTech的回调方法,而不是使用UnitySendMessage来将googleIdToken发送回Unity并使用Google登录到Firebase。我还以为我的错误在于以下陈述是正确的:
activity.startActivityForResult(signInIntent, RC_SIGN_IN);
我没有这样做,而是遵循了CWGTech的建议,并删除了“活动”。一部分。我在扩展Activity的ResultCallback类中运行了startActivityForResult。如果您仍然感到困惑,请给我dm或发表评论。谢谢!
这是我用来通过C#编写的Java代理将回调字符串发送给Unity的一些代码。可以在上面的cwgtech信息中找到有关编写Java代理的信息。如果要使信息从Android活动流向Unity C#,编写Java代理非常重要。 CWGTech解释了Java代理的复杂性比我能做到的更好。
public static final String LOGTAG = GoogleSignInActivity.TAG + "_OnResult";
public static GoogleSignInActivity.ShareStringCallback shareStringCallback;
private static final int RC_SIGN_IN = 9001;
private GoogleSignInClient mGoogleSignInClient;
private GoogleSignInOptions gso;
private CallbackManager mCallbackManager;
public void myFinish(String myresult) {
if (shareStringCallback != null) {
shareStringCallback.onLoginComplete(myresult);
}
shareStringCallback = null;
finish();
}
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
Log.i(LOGTAG, "onCreateBundle");
Intent intent = getIntent();
setContentView(R.layout.login_activity);
findViewById(R.id.buttonFacebookLogin).setOnClickListener(this);
findViewById(R.id.signInButton).setOnClickListener(this);
findViewById(R.id.buttonAnonymousSignIn).setOnClickListener(this);
}
/* GOOGLE SIGN-IN CODE */
public Intent StartGoogleLogin() {
/*
Google Sign In Client Init Code Goes Here
*/
Intent signInIntent = mGoogleSignInClient.getSignInIntent();
return signInIntent;
}
@Override
protected void onActivityResult(int requestCode, int resultCode, Intent data) {
//Detects some type of result from an activity, in this case Google
String id_result = "Send This To Unity";
myFinish(id_result);
}
这是来自其他Java类文件的更多代码。从Unity c#中调用“登录”方法。
/* INTERFACES FOR CALLBACK FUNCTIONAILITY */
public interface ShareStringCallback {
public void onLoginComplete(String result);
}
public void Login(final ShareStringCallback callback)
{
mainActivity.runOnUiThread(new Runnable() {
@Override
public void run() {
try {
Log.i(TAG,"Starting Authentication");
try {
try {
Intent shareIntent = new Intent();
shareIntent.setAction(Intent.ACTION_SEND);
shareIntent.setClass(mainActivity,OnResultCallback.class);
OnResultCallback.shareStringCallback = callback;
mainActivity.startActivity(shareIntent);
}
catch (Exception e)
{
e.printStackTrace();
Log.i(TAG,"error sharing intent: " + e);
}
}
catch (Exception e)
{
e.printStackTrace();
Log.i(TAG,"Error getting Uri: " + e);
}
}
catch (Exception e)
{
e.printStackTrace();
Log.i(TAG,"Error writing file: " + e);
}
}
});
}
答案 1 :(得分:0)
当您从 UnityPlayerActivity 启动 Activity 时,onActivityResult 将在完成时调用,但将具有其默认返回值。您可以做的是在 Android 中创建一个新的 Activity,并扩展 UnityPlayerActivity。
import com.unity3d.player.UnityPlayer;
public class OverrideUnityPlayerActivity extends UnityPlayerActivity{
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
}
public Activity getCurrentActivity(){
return mUnityPlayer.currentActivity;
}
@Override
public void onActivityResult(int requestCode, int resultCode, Intent data) {
super.onActivityResult(requestCode, resultCode, data);
if (requestCode == 0) {
switch (resultCode) {
case Activity.RESULT_OK:
//do something
break;
case Activity.RESULT_CANCELED:
//do something
break;
}
}
}
}
<?xml version="1.0" encoding="utf-8"?>
<manifest
xmlns:android="http://schemas.android.com/apk/res/android"
package="com.unity3d.player"
xmlns:tools="http://schemas.android.com/tools">
<uses-permission android:name="android.permission.INTERNET" />
<application
android:allowBackup="false"
tools:replace="android:allowBackup">
<activity
android:name="com.example.unitylibrary.manager.OverrideUnityPlayerActivity">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
<meta-data android:name="app_name" android:value="app_value"/>
</activity>
</application>
</manifest>
3.然后在Unity中,可以得到这个activity和context,也可以得到onActivityResult
AndroidJavaObject overridePlayerActivity;
AndroidJavaObject overrideActivity;
public void init(){
overridePlayerActivity = new AndroidJavaObject("com.example.unitylibrary.manager.OverrideUnityPlayerActivity");
overrideActivity= overridePlayerActivity.Call<AndroidJavaObject>("getCurrentActivity");
}
public void startAct(){
anonymousFunction.Call("StartActForRes", overrideActivity);
}
希望这能解决您的问题。