安卓UnityPlayerActivity操作栏

13
我正在开发一个包含Unity 3D交互体验的Android应用程序。我已经将Unity项目导入Android Studio,但启动后的Activity是全屏的,没有显示Android操作栏。如何解决? 集成步骤
  • 创建新的Unity项目。
  • 从Unity中导出“Google Android Project”。
  • 将项目导入到Android Studio中。
尝试的解决方案
  • 在清单中更改主题。
  • 在UnityPlayerActivity Java类中设置主题。
  • 通过将具有更新主题的清单放置在Unity目录/Assets/Plugins/Android中来覆盖Unity Android清单。
  • 将UnityPlayerActivity更改为扩展AppCompatActivity。这将显示操作栏,但它与状态栏之间存在白色间隙。
  • 在Unity SceneManager中设置“Screen.fullScreen = false;”。这会删除沉浸模式,以使Android状态栏可见。
  • 在播放器设置中关闭“隐藏状态栏”。似乎没有效果。
  • 在FrameLayout中包装UnityPlayer。这使我可以将Unity调整为视图大小。
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); }
}

我写了你在清单中更改了主题,但在示例中有@android:style/Theme.NoTitleBar.Fullscreen。这是你更改的主题吗?如果不是,那么它是什么? - Lingviston
@Lingviston 我发布的代码显示了原始集成。我尝试将主题更改为android:theme="@android:style/Theme.Material.Light.DarkActionBar",但无论是在应用程序标签还是活动标签上都没有使操作栏可见。 - Morepork
@Morepork,你找到解决方案了吗? - Piotr
很抱歉Piotr,目前还没有,但我发现了一个名为Sailknowledge Compact的应用程序(https://play.google.com/store/apps/details?id=com.WATAP.SailknowledgeCompact),看起来可以做到这一点,并且我已经在Unity论坛上与开发者联系过(http://forum.unity3d.com/threads/keeping-unity-player-alive-to-reuse-in-other-view.248361/),但是沟通已经停滞。 - Morepork
我卡在同样的问题上了。我尝试了你所有的方法+使用getWindow().clearFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN),但没有效果:( - Piotr
3个回答

6

对于Unity版本5.5,避免在Android中使用沉浸式模式的最佳方法是在构造函数中传递ApplicationContext并将其强制转换为包装器Context,而不是Activity。

mUnityPlayer = new UnityPlayer((ContextWrapper) getApplicationContext());

这是因为在混淆的 UnityPlayer.class 文件(在 unity-classes.jar 中)中有一个实例检查。
 private void h() {
     if(this.h instanceof Activity) {
        ((Activity)this.h).getWindow().setFlags(1024, 1024);
     }
 }

所以如果不是一个Activity,UnityPlayer类就不会设置标志。

现在更改为ContextWrapper后,它正在显示工具栏。但问题是现在相机视图没有渲染。你能给一些建议吗? - Bhavin Chauhan
你能使用Kotlin扩展函数来重写这个方法吗? - teh.fonsi
不幸的是,无法覆盖该方法,因为它是私有的。您可以使用反射来实现一个不太优雅的解决方案。 - Lorenzo DM
关于渲染相机问题: 问题可能是如果您不使用沉浸模式,布局将改变其纵横比和分辨率,可能无法由相机SurfaceView管理。 但是,这还没有经过测试,仅仅是一个建议。 对于我的粗略和不确定的答案,我感到抱歉。 - Lorenzo DM

4
我认为我已经找到了解决方案。
更改那一行:

mUnityPlayer = new UnityPlayer(this);

因此,它会创建您自己的UnityPlayer子类,该子类覆盖了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,请移除该行代码:requestWindowFeature(Window.FEATURE_NO_TITLE);

我在我的项目中尝试了这个,但是我没有看到操作栏。在运行Android 5.1.1的三星Galaxy S6上进行了测试。 - Morepork
你也禁用了那一行吗 - requestWindowFeature(Window.FEATURE_NO_TITLE);? - Piotr
1
禁用无标题功能后正常工作。谢谢@Piotr。 - Morepork
@Piotr,你使用的Unity版本是哪个?在我的版本(5.5.0f3)中,UnityPlayer没有名为“setFullscreen”的方法。 - Dalmas
@Dalmas 我想那时候是5.3.5版本。 - Piotr

0

Piotr的答案适用于旧版本,Lorenzo DM的答案也是有效的,但是

mUnityPlayer = new UnityPlayer((ContextWrapper) getApplicationContext());

在一些设备上无法工作。因此,最终我修改了UnityPlayerActivity,这是新的解决方案



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); }
}

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