总体流程如下:

一.下载Unity无黑Logo版本和工具,不用工具的有黑logo(各端一定要统一啊)
Unity版本:Unity 2022.1.24 unity.com/releases/ed...
无黑LogoPatch下载地址:github.com/tylearymf/U...
二.代码交互相关:
iOS
1.UnitySendMessage代码是这样的:
// objectName: Unity 对象的名称 // methodName: Unity 对象绑定的脚本方法名 // message: 自定义消息 UnityPlayer.UnitySendMessage(String objectName, String methodName, String message); 该方法有一个弊端,就是发送消息的方法对应的类,必须要挂载在一个 game object 上。 该方法有一点需要注意,就是在原生触发回调接口的时候,可能跟 Unity 的主线程并不是一个线程,此时需要通知 Unity 主线程执行回调。
所以拒绝使用此方法。以下介绍通过 C# 同名方法反射
2.举个例子:
(1)unity工程 .cs代码
// DllImport这个方法相当于是告诉Unity,有一个CallObjCFunc函数在外部会实现。 // 使用这个方法必须要导入System.Runtime.InteropServices; [DllImport("__Internal")] private static extern void takePhotosFromNative(string dictionaryJson); public override void takePhotosFromNative(string dictionaryJson) { #if UNITY_IOS IosNativeAPI.takePhotosFromNative(dictionaryJson); #endif }
每一个方法都要接入[DllImport("__Internal")]
(2)unity工程 .mm代码
对应的takePhotosFromNative在oc层 //拍照之后返回小屋 void takePhotosFromNative(const char*dictionaryJson) { return [api takePhotosFromNative:[NSString stringWithUTF8String:dictionaryJson]]; }
一定要注意这个 stringWithUTF8String
传入string时候如果传入NSString直接崩溃。 //strdup函数需要引入#import <string.h> return strdup([@"abc" UTF8String]) //要调用strdup()函数分配c内存再返回给unity,不然闪退
(3)另一个原生xcode工程的使用:
//拍照之后返回小屋
- (void)takePhotosFromNative:(NSString*)dictionaryJson {
NSDictionary *dic = [NSString dictionaryWithJsonString:dictionaryJson];
self hideUnity\];
JCSUpLoadAvatarViewController \*vc = \[\[JCSUpLoadAvatarViewController alloc\]init\];
vc.pageFromWhere = UploadAvatarPageFromUnityPoster;
vc.posterDic = dic;
\[\[UIViewController topmostViewController\].navigationController pushViewController:vc animated:YES\];
self.isLogoutFlag = NO;
}
### 具体代码:
#### 开启unity工具
文件存放位置 Assets/Scripts/NativeBridge/NativeBridge.cs Assets/Plugins/Android Assets/Plugins/iOS 前面是cs代码,后面是android和iOS代码
交互方式:通过 C# 同名方法反射 Assets/Scripts/NativeBridge/NativeBridge.cs中的代码:
> using System.Runtime.InteropServices; using UnityEngine;
>
> public class NativeAPI { static CNativeAPI _nativeAPI = null; static CNativeAPI nativeAPI { get { if (_nativeAPI == null) { #if UNITY_IOS
>
> _nativeAPI = new CNativeIOS(); #elif UNITY_ANDROID
>
> _nativeAPI = new CNativeAndroid(); #else _nativeAPI = new CNativeOther(); #endif } return _nativeAPI; } }
>
> ```csharp
> public static string GetAppHeaderFromNative()
> {
> return nativeAPI.GetAppHeaderFromNative();
> }
>
> public static void takePhotosFromNative(string dictionaryJson)
> {
> nativeAPI.takePhotosFromNative(dictionaryJson);
> }
>
> public static void goBackPendingFromNative()
> {
> nativeAPI.goBackPendingFromNative();
> }
>
> public static void goBackKillFromNative()
> {
> nativeAPI.goBackKillFromNative();
> }
>
> public static void loginFromNative()
> {
> nativeAPI.loginFromNative();
> }
>
> public static void hiddenStartUnityLoading()
> {
> nativeAPI.hiddenStartUnityLoading();
> }
> ```
>
> }
>
> public abstract class CNativeAPI { //// 原生方法获取用户信息声明 public abstract string GetAppHeaderFromNative();
>
> ```csharp
> // 调用相机
> public abstract void takePhotosFromNative(string dictionaryJson);
>
> // 返回挂起app
> public abstract void goBackPendingFromNative();
>
> // 返回杀死app
> public abstract void goBackKillFromNative();
>
> // 登陆
> public abstract void loginFromNative();
>
> // 隐藏启动加载
> public abstract void hiddenStartUnityLoading();
> ```
>
> }
>
> public class CNativeIOS : CNativeAPI { public override string GetAppHeaderFromNative() { #if UNITY_IOS return IosNativeAPI.GetAppHeaderFromNative(); #else return null; #endif }
>
> ```typescript
> public override void takePhotosFromNative(string dictionaryJson)
> {
> ```
>
> #if UNITY_IOS IosNativeAPI.takePhotosFromNative(dictionaryJson); #endif }
>
> ```csharp
> public override void goBackPendingFromNative()
> {
> ```
>
> #if UNITY_IOS IosNativeAPI.goBackPendingFromNative(); #endif }
>
> ```csharp
> public override void goBackKillFromNative()
> {
> ```
>
> #if UNITY_IOS IosNativeAPI.goBackKillFromNative(); #endif }
>
> ```csharp
> public override void loginFromNative()
> {
> ```
>
> #if UNITY_IOS IosNativeAPI.loginFromNative(); #endif }
>
> ```csharp
> public override void hiddenStartUnityLoading()
> {
> //
> }
> ```
>
> }
>
> public class CNativeAndroid : CNativeAPI { public override string GetAppHeaderFromNative() { return GetAndroidJavaObject().Call("GetAppHeaderFromNative"); }
>
> ```csharp
> public override void takePhotosFromNative(string dictionaryJson)
> {
> GetAndroidJavaObject().Call("takePhotosFromNative", dictionaryJson);
> }
>
> public override void goBackPendingFromNative()
> {
> //
> }
>
> public override void goBackKillFromNative()
> {
> GetAndroidJavaObject().Call("goBackKillFromNative");
> }
>
> public override void loginFromNative()
> {
> GetAndroidJavaObject().Call("LoginFromNative");
> }
>
> public override void hiddenStartUnityLoading()
> {
> GetAndroidJavaObject().Call("hiddenStartUnityLoading");
> }
>
> public AndroidJavaObject GetAndroidJavaObject()
> {
> AndroidJavaClass jc = new AndroidJavaClass("com.company.product.OverrideUnityActivity");
> AndroidJavaObject overrideActivity = jc.GetStatic
embed_frameworks_build_phase = target.build_phases.find { |bp| bp.is_a?(Xcodeproj::Project::Object::PBXCopyFilesBuildPhase) && bp.symbol_dst_subfolder_spec == :frameworks }
如果没有找到嵌入的构建阶段,就创建一个
unless embed_frameworks_build_phase
embed_frameworks_build_phase = project.new(Xcodeproj::Project::Object::PBXCopyFilesBuildPhase)
embed_frameworks_build_phase.name = 'Embed Frameworks'
embed_frameworks_build_phase.symbol_dst_subfolder_spec = :frameworks
target.build_phases << embed_frameworks_build_phase
end
添加文件引用到那个构建阶段
build_file = embed_frameworks_build_phase.add_file_reference(framework_reference)
build_file.settings = { 'ATTRIBUTES' => attributes }
将改动保存到Xcode项目文件
project.save
puts ' ---- 最后一步,替换Framework成功 ---- '
以上运行到了原生工程中,接下来是原生代码中具体使用。
1.封装中间类
JCSUnityManager.h代码
`#import <Foundation/Foundation.h> #include <UnityFramework/UnityFramework.h> #include <UnityFramework/NativeCallProxy.h>
NS_ASSUME_NONNULL_BEGIN
@interface JCSUnityManager : UIResponder<UIApplicationDelegate,UnityFrameworkListener,NativeCallsProtocol>
- (instancetype _Nullable )shareInstance; -(void) setLaunchConfigs:(UIWindow *)utWindow launchOptions:(NSDictionary *)options; -(void)firstTimePrepareUnity:(void(^)(BOOL completed))completion; -(void) prepareUnity:(void(^)(BOOL completed))completion; -(void) pauseUnity:(BOOL)paused; -(void) hideUnity; -(void) quitUnity:(void(^)())completion; -(void) unloadUnity;
- (bool)unityIsInitialized; -(void) sendMessage:(NSString *)clsName Method:(NSString *)method Message:(NSString *)message; -(UIViewController *) getUnityRootViewController; -(UIView *) getUnityView; @property (nonatomic, strong) UnityFramework *unityFwk; @property(nonatomic, assign) BOOL isLogoutFlag; //获取token,userid,homeuserid
- (const char*)GetAppHeaderFromNative; //拍照之后返回小屋
- (void)takePhotosFromNative:(NSString*)dictionaryJson; //返回挂起unity
- (void)goBackPendingFromNative; //返回杀死unity
- (void)goBackKillFromNative; //登陆
- (void)loginFromNative;
@end
NS_ASSUME_NONNULL_END`
JCSUnityManager.m代码
`#import "JCSUnityManager.h" #import "AppDelegate.h" #import "AppDelegate+Event.h" #import "JRLoginViewModel.h" #import "JCSUpLoadAvatarViewController.h" #import "NSString+Help.h"
@interface JCSUnityManager()
@property(nonatomic,strong) UIWindow *hostWindow; @property(nonatomic,strong) NSDictionary *launchOpts;
@property (nonatomic, strong) JRLoginViewModel *viewModel; @end
@implementation JCSUnityManager
/** 单例 */
- (instancetype)shareInstance{ static JCSUnityManager *instance = nil; static dispatch_once_t onceToken; _dispatch_once(&onceToken, ^{ instance = [[JCSUnityManager alloc] init]; }); return instance; }
-(void)setLaunchConfigs:(UIWindow *)utWindow launchOptions:(NSDictionary *)options { self.hostWindow = utWindow; self.launchOpts = options; }
(bool)unityIsInitialized { // 判斷是否已經初始化過Unity執行環境 return self.unityFwk && [self.unityFwk appController]; }
(void)initUnity:(void(^)(BOOL completed))completion { // 初始化Unity執行環境 if([self unityIsInitialized]) { completion(true); return; }
self.unityFwk = [self loadUnityFramework]; [self.unityFwk setDataBundleId:"com.unity3d.framework"]; [self.unityFwk registerFrameworkListener:self]; [NSClassFromString(@"FrameworkLibAPI") registerAPIforNativeCalls:self];
// 取得APP執行參數 NSArray *arguments = [[NSProcessInfo processInfo] arguments]; int argc = (int)arguments.count;
self.unityFwk runEmbeddedWithArgc:argc argv:\[self getChar:arguments\] appLaunchOpts: self.launchOpts\]; completion(true); }
-(UIView *)getUnityView { return [self getUnityRootViewController].view; }
-(void)firstTimePrepareUnity:(void(^)(BOOL completed))completion { // 準備Unity執行環境並執行 if (![self unityIsInitialized]) { [self initUnity:^(BOOL completed) { if (completed) { dispatch_async(dispatch_get_main_queue(), ^{ completion(true); }); } }]; } else { dispatch_async(dispatch_get_main_queue(), ^{ completion(true); }); } }
-(void) prepareUnity:(void(^)(BOOL))completion { // 準備Unity執行環境並執行 if (![self unityIsInitialized]) { [self initUnity:^(BOOL completed) { if (completed) { [self.unityFwk showUnityWindow]; dispatch_async(dispatch_get_main_queue(), ^{ completion(true); }); } }]; } else {
scss[self.unityFwk showUnityWindow]; dispatch_async(dispatch_get_main_queue(), ^{ completion(true); }); }
}
-(void) sendMessage:(NSString *)clsName Method:(NSString *)method Message:(NSString *)message { [self.unityFwk sendMessageToGOWithName:clsName.UTF8String functionName:method.UTF8String message:message.UTF8String]; }
-(void) hideUnity { if (self.hostWindow != nil) { [self.hostWindow makeKeyAndVisible]; } }
-(void) pauseUnity:(BOOL)paused { if (self.unityFwk != nil) { [self.unityFwk pause:paused]; } }
-(void) quitUnity:(void(^)())completion { if ([self unityIsInitialized]) { [self.unityFwk appController].quitHandler = ^{ NSLog(@"AppController.quitHandler called"); dispatch_async(dispatch_get_main_queue(), ^{ completion(); }); }; [self.unityFwk quitApplication:0]; } }
- (void) unloadUnity { if ([self unityIsInitialized]) { [self.unityFwk unloadApplication]; } }
#pragma mark - 清掉Listener
(void)unityDidUnload:(NSNotification*)notification { NSLog(@"unityDidUnloaded called"); if (self.hostWindow != nil) { [self.hostWindow makeKeyAndVisible]; } [self.unityFwk unregisterFrameworkListener:self]; self.unityFwk = nil;
if(self.isLogoutFlag) { [JCSCommonTool clearLocalData]; self.isLogoutFlag = NO; }
// [self setUnityFwk: nil]; }
(void)unityDidQuit:(NSNotification *)notification { NSLog(@"========== %s ============",func);
if (self.hostWindow != nil) { [self.hostWindow makeKeyAndVisible]; } }
(UnityFramework *) loadUnityFramework { // 載入UnityFramework
NSString* bundlePath = nil; bundlePath = [[NSBundle mainBundle] bundlePath]; bundlePath = [bundlePath stringByAppendingString:@"/Frameworks/UnityFramework.framework"];
NSBundle* bundle = [NSBundle bundleWithPath: bundlePath]; if ([bundle isLoaded] == false) [bundle load];
UnityFramework* ufw = [bundle.principalClass getInstance]; if (![ufw appController]) { // unity is not initialized [ufw setExecuteHeader: &_mh_execute_header]; } return ufw; }
(char**)getChar:(NSArray *) a_array{ NSUInteger count = [a_array count]; char **array = (char *)malloc((count + 1) * sizeof(char));
for (unsigned i = 0; i < count; i++) { array[i] = strdup([[a_array objectAtIndex:i] UTF8String]); } array[count] = NULL; return array; }
(void)applicationWillResignActive:(UIApplication *)application { [[[JCSUnityManager shareInstance].unityFwk appController] applicationWillResignActive: application]; }
(void)applicationDidEnterBackground:(UIApplication *)application { [[[JCSUnityManager shareInstance].unityFwk appController]applicationDidEnterBackground: application]; }
(void)applicationWillEnterForeground:(UIApplication *)application { [[[JCSUnityManager shareInstance].unityFwk appController] applicationWillEnterForeground: application]; }
(void)applicationDidBecomeActive:(UIApplication *)application { [[[JCSUnityManager shareInstance].unityFwk appController] applicationDidBecomeActive: application]; }
(void)applicationWillTerminate:(UIApplication *)application { [[[JCSUnityManager shareInstance].unityFwk appController] applicationWillTerminate: application]; }
#pragma mark - NativeCallsProtocol //获取token,userid,homeuserid
(const char*)GetAppHeaderFromNative { self.isLogoutFlag = NO; NSMutableDictionary *dictionary = [[NSMutableDictionary alloc]init];
// token NSString *authorization = [JRAccountManager authorization]; [dictionary setValue:authorization forKey:@"Authorization"];
dictionary setValue:\[JRAccountManager memberId\] forKey:@"userId"\]; NSString \*roomHostId = \[JCSCommonTool getUnityCurrentUserId\]; if(roomHostId \&\& !\[roomHostId isEqualToString:\[JRAccountManager memberId\]\]) { \[dictionary setValue:roomHostId forKey:@"roomHostId"\]; } else { \[dictionary setValue:\[JRAccountManager memberId\] forKey:@"roomHostId"\]; } NSString \*str = \[JRAPIManager hostUrl\]; \[dictionary setValue:str forKey:@"hostUrl"\]; NSLog(@"dictionary==%@",dictionary); NSError \*error; NSData \*jsonData = \[NSJSONSerialization dataWithJSONObject:dictionary options:0 error:\&error\]; NSString \*dicString = \[\[NSString alloc\] initWithData:jsonData encoding:NSUTF8StringEncoding\]; const char \*temp11 = \[dicString UTF8String\]; // \[\[self ufw\] sendMessageToGOWithName: "Cube" functionName: "ReceiveHeaderDictionaryFromiOS" message: temp11\]; return temp11; }
(void)takePhotosFromNative:(NSString*)dictionaryJson { // NSLog(@"拍照%@",dictionaryJson); NSDictionary *dic = [NSString dictionaryWithJsonString:dictionaryJson]; // NSMutableDictionary *muDic = [[NSMutableDictionary alloc]initWithDictionary:dic]; // NSLog(@"拍照dic%@",dic); // [self pauseUnity:YES]; [self hideUnity]; JCSUpLoadAvatarViewController *vc = [[JCSUpLoadAvatarViewController alloc]init]; vc.pageFromWhere = UploadAvatarPageFromUnityPoster; vc.posterDic = dic; [[UIViewController topmostViewController].navigationController pushViewController:vc animated:YES]; self.isLogoutFlag = NO;
}
//返回挂起unity
- (void)goBackPendingFromNative { self.isLogoutFlag = NO;
}
//返回杀死unity
- (void)goBackKillFromNative { // [self quitUnity:^{ // NSLog(@"%@",self.unityFwk); // }]; [self unloadUnity]; self.isLogoutFlag = NO; // [self hideUnity]; }
//登陆
(void)loginFromNative { NSLog(@"登录");
self unloadUnity\]; self.isLogoutFlag = YES;
2.appdelegate预加载unity:(避免黑屏或者闪屏等待时间过长,需要unity退出时销毁干净场景的全局资源)

\[JCSUnityManager shareInstance\]firstTimePrepareUnity:\^(BOOL completed) { \[\[JCSUnityManager shareInstance\] unloadUnity\]; }\]; \[\[JCSUnityManager shareInstance\]setLaunchConfigs:self.window launchOptions:launchOptions\]; ### Android **1、下载和解压项目** 这个项目里有一个跟安卓原生应用一起工作的UnityPlayerActivity的扩展,叫OverrideUnityActivity。这个Unity项目会被我们嵌入到Android Studio的一个基础的应用模板中,它就像任何一个带用户界面的Android应用那样,通过Intent的方式启动Unity部分。 我们提供的原生Android项目是来自Android Studio模板的Basic Activity应用程序,我们会把前面的Unity项目加入到这里。该项目有UI和MainUnityActivity来扩展OverrideUnityActivity,可以使用Intent启动MainUnityActivity。 2. 把Unity项目和原生Android项目解压到同一个文件夹里使得后续操作更简单。  **2、生成Android平台的Gradle项目** 在Unity中打开这个项目,导航到"Build Settings",切换到安卓平台并且勾选"Export Project"来导出项目。  当Unity项目导出之后,你会得到包含了unityLibrary模块的androidBuild文件夹。。  3、把Unity Library模块添加到NativeAndroidApp 现在你要做的是,将unityLibrary模块添加到你的原生Android项目中去。你可以通过修改Android Studio项目的settings.gradle文件来实现,只需在文件最后添加上一行代码来包含unityLibrary ```php 复制代码 include ':unityLibrary' project(':unityLibrary').projectDir=new File('..\UnityProject\androidBuild\unityLibrary') ```  之后,更新app模块的build.gradle文件来声明对unityLibrary模块的依赖。 ```java 复制代码 implementation project(':unityLibrary') ```  打开build.gradle文件,把下面代码添加到allprojects{repositories{代码块。 ```bash 复制代码 flatDir { dirs "${project(':unityLibrary').projectDir}/libs" } ```  Gradle文件已经修改,单击Sync Now。  修改完后,同步Gradle,这样unityLibrary就被加入到项目中了。  1. 你现在可以尝试构建并运行应用了。如果一切顺利,应用应当能够正常启动和运行。  如果一切顺利,我们应该可以运行NativeAndroidApp。  请注意:在应用程序安装到设备后,会出现二个启动应用程序的图标,请把...从unityLibrary的AndroidManifest.xml去掉,仅保留集成版本。 当你完成集成并安装应用到你的设备之后,你可能会注意到有两个启动图标出现。这通常是因为unityLibrary模块的AndroidManifest.xml文件中定义了一个额外的启动器入口。你需要做的是,去掉这个多余的入口,只保留你的原生Android应用需要的那部分。这样做你的应用就只会有一个启动图标了。 另外,如果你在将Unity项目集成到原生Android应用的过程中遇到了任何难题,一个解决的办法是使用一个全面配置好的完整项目。你可以下载这个完整的项目文件包,解压后,在Android Studio中打开NativeAndroidApp。这个完整的项目已经设置好了所需的所有配置,并且可以直接构建和部署。这样就可以省去你手动整合的麻烦,特别是如果你是第一次尝试这样做或是对整个流程不是很熟悉的话。使用完整项目作为起点,可以帮助你更容易地理解整合过程,并且保证你有一个稳定的基础来进行后续的开发和调试。 ## 参考Unity完整项目地址: 请访问云盘下载示例项目 下载链接: [pan.baidu.com/s/1JFWjbrh2...](https://link.juejin.cn/?target=https%3A%2F%2Fpan.baidu.com%2Fs%2F1JFWjbrh2x-qAsCzMwLywLA "https://link.juejin.cn/?target=https%3A%2F%2Fpan.baidu.com%2Fs%2F1JFWjbrh2x-qAsCzMwLywLA")