我是Unity3D的新手。我的需求是将游戏界面(由Unity3D构建)嵌入到iOS原生应用程序中间。 为此,我编写了.mm文件以继承UnityAppController.mm类。
#import <UIKit/UIKit.h>
#import "UnityAppController.h"
@interface TNAppController : UnityAppController
- (void)createViewHierarchyImpl;
@end
@implementation TNAppController
- (void)createViewHierarchyImpl {
UIStoryboard *storyBoard = [UIStoryboard storyboardWithName:@"Storyboard" bundle:nil];
UIViewController *mainVC = [storyBoard instantiateInitialViewController];
self.window = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
self.window.rootViewController = mainVC;
_rootController = [self.window rootViewController];
_rootView = _rootController.view;
}
@end
IMPL_APP_CONTROLLER_SUBCLASS(TNAppController)
但是当我尝试分配_rootView时,出现了以下错误。
2015-01-29 18:21:53.298 ProductName[548:60b] -> registered mono modules 0x136b0c0 -> applicationDidFinishLaunching() Mono path[0] = '/var/mobile/Applications/A7836E0B-2F4B-4704-B359-63A7C860CB07/ProductName.app/Data/Managed' Mono config path = '/var/mobile/Applications/A7836E0B-2F4B-4704-B359-63A7C860CB07/ProductName.app/Data/Managed' -> applicationDidBecomeActive() 请求分辨率:640x1136 渲染器:PowerVR SGX 543 供应商:Imagination Technologies 版本:OpenGL ES 2.0 IMGSGX543-97 GL_OES_depth_texture GL_OES_depth24 GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_float GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_vertex_array_object GL_EXT_blend_minmax GL_EXT_color_buffer_half_float GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_discard_framebuffer GL_EXT_draw_instanced GL_EXT_instanced_arrays GL_EXT_map_buffer_range GL_EXT_occlusion_query_boolean GL_EXT_pvrtc_sRGB GL_EXT_read_format_bgra GL_EXT_separate_shader_objects GL_EXT_shader_framebuffer_fetch GL_EXT_shader_texture_lod GL_EXT_shadow_samplers GL_EXT_sRGB GL_EXT_texture_filter_anisotropic GL_EXT_texture_rg GL_EXT_texture_storage GL_APPLE_copy_texture_levels GL_APPLE_framebuffer_multisample GL_APPLE_rgb_422 GL_APPLE_sync GL_APPLE_texture_format_BGRA8888 GL_APPLE_texture_max_level GL_IMG_read_format GL_IMG_texture_compression_pvrtc 创建OpenGLES2.0图形设备 初始化引擎版本:4.6.1f1(d1db7a1b5196) 开始MonoManager ReloadAssembly - 完成重新加载,用时0.072秒。
遵循教程:http://www.the-nerd.be/2014/08/06/add-unity3d-in-a-native-ios-application/ 注意到在UnityAppController.mm的transitionToViewController方法中,_rootViewController被垃圾回收,导致出现bad access错误。
有任何类似的经验吗?
非常感谢!
[UIStoryboard storyboardWithName:@"Storyboard" bundle:nil];
改为[UIStoryboard storyboardWithName:@"Main" bundle:nil];
。 - user509981