Android UnityPlayerActivity动作栏

Mor*_*ork 13 java android unity-game-engine

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.

我怎样才能做到这一点?

整合步骤

  • 创建新的Unity项目.
  • 从Unity导出"Google Android Project".
  • 将项目导入Android Studio.

试图解决方案

  • 更改清单中的主题.
  • 在UnityPlayerActivity Java类中设置主题.
  • 通过在Unity目录/ Assets/Plugins/Android中放置具有更新主题的清单来覆盖Unity Android Manifest.
  • 更改UnityPlayerActivity以扩展AppCompatActivity.这将显示操作栏,但它与状态栏之间存在空白.
  • 设置"Screen.fullScreen = false;" 在Unity SceneManager中.这将删除沉浸式模式,以便可以看到Android状态栏.
  • 在播放器设置中关闭"状态栏隐藏".似乎没有效果.
  • 在FrameLayout中包装UnityPlayer.这允许我将Unity的大小调整为视图.

AndroidManifest.xml中

<?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>
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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); }
}
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小智 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转换为Wrapper Context.

mUnityPlayer = new UnityPlayer((ContextWrapper) getApplicationContext());
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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);
     }
 }
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因此,如果它不是Activity,则UnityPlayer.class不会设置标志.


Pio*_*otr 4

我想我已经找到解决方案了。
更改该行:

mUnityPlayer = new UnityPlayer(this);
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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);
    }
}
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另外,请删除该行:requestWindowFeature(Window.FEATURE_NO_TITLE);