unity 整合到原生iOS项目(swift 2.3)

老司机走开

网上有很多unity集成到Objective-C的教程, 出门左拐,度娘谷歌都有,这里就不重复介绍了

公司项目需求

现有项目swift 2.3 + unity
虐死人啊

网上教程有篇老外的

  1. 你项目不用cocoapods
  2. 你看得懂作者思路

just go ->
How to use Unity 3D within an iOS app

使用cocoapods,直接越坑

废话不多说,下面步骤:

1. unity导出工程

没啥难度,配置好就行, 注意 : 设备方向最好是Auto Rotation, 再由iOS端控制方向,会减少不少bug

《unity 整合到原生iOS项目(swift 2.3)》 Auto Rotation

2. 添加Unity.xcconfig 文件到项目路径

文件地址, blitzagency提供

《unity 整合到原生iOS项目(swift 2.3)》 Unity.xcconfig

按图步骤,设置project的配置,Debug和Release改成Unity就行

添加UnityBridge.h, UnityUtils.h, UnityUtils.mm 到项目

//更改整个extern "C" int custom_unity_init 里面代码为:
extern "C" int custom_unity_init(int argc, char* argv[])
{
    @autoreleasepool
    {
        UnityInitTrampoline();
        UnityParseCommandLine(argc, argv);
        
        RegisterMonoModules();
        NSLog(@"-> registered mono modules %p\n", &constsection);
        RegisterFeatures();
        
        // iOS terminates open sockets when an application enters background mode.
        // The next write to any of such socket causes SIGPIPE signal being raised,
        // even if the request has been done from scripting side. This disables the
        // signal and allows Mono to throw a proper C# exception.
        std::signal(SIGPIPE, SIG_IGN);
        
        //        UIApplicationMain(argc, argv, nil, [NSString stringWithUTF8String:"AppControllerClassName"]);
    }
    
    return 0;
}

3. 将unity导出文件添加到项目中

第一步的导出工程只需要Classes,Data,Libraries,这三个
新建文件夹ios_ui_animation, 拷贝进去

《unity 整合到原生iOS项目(swift 2.3)》 新建文件夹

4. 更改工程配置

《unity 整合到原生iOS项目(swift 2.3)》 配置如图

更改 UNITY_RUNTIME_VERSION 为你unity工程版本号,我的是 5.3.1f1

5. 添加run script 到 build phase

添加:

rm -rf “$TARGET_BUILD_DIR/$PRODUCT_NAME.app/Data”;
cp -Rf “$UNITY_IOS_EXPORT_PATH/Data” “$TARGET_BUILD_DIR/$PRODUCT_NAME.app/Data”;

《unity 整合到原生iOS项目(swift 2.3)》 添加步骤

6. 清理unity文件

把unity导出项目Classes,Data,Libraries文件拷贝到ios_ui_animation

《unity 整合到原生iOS项目(swift 2.3)》 拷贝

Classes, Libraries 设置 Create groups

《unity 整合到原生iOS项目(swift 2.3)》 设置

Data 设置 Create folder

《unity 整合到原生iOS项目(swift 2.3)》 设置

《unity 整合到原生iOS项目(swift 2.3)》 目录结构

7. 删除引用

先删除引用libraries里面的libil2cpp文件夹,然后再删除Classes里面的Native文件夹里面的所有.h文件

《unity 整合到原生iOS项目(swift 2.3)》 都是删除引用
《unity 整合到原生iOS项目(swift 2.3)》 删除

8. 变更unity里方法,引用等

找到main.mm

注释这个import
//#import "UnitySubAppDelegate.h"
//方法替换一下
int main(int argc, char* argv[])
{
    @autoreleasepool
    {
        UnityInitTrampoline();
        UnityParseCommandLine(argc, argv);

        RegisterMonoModules();
        NSLog(@"-> registered mono modules %p\n", &constsection);
        RegisterFeatures();

        // iOS terminates open sockets when an application enters background mode.
        // The next write to any of such socket causes SIGPIPE signal being raised,
        // even if the request has been done from scripting side. This disables the
        // signal and allows Mono to throw a proper C# exception.
        std::signal(SIGPIPE, SIG_IGN);

        //UIApplicationMain(argc, argv, nil, [NSString stringWithUTF8String:AppControllerClassName]);
        UIApplicationMain(argc, argv, nil, NSStringFromClass([UnitySubAppDelegate class]));
    }

    return 0;
}
//替换为
int main_unity_default(int argc, char* argv[])
{
    @autoreleasepool
    {
        UnityInitTrampoline();
        UnityParseCommandLine(argc, argv);
        
        RegisterMonoModules();
        NSLog(@"-> registered mono modules %p\n", &constsection);
        RegisterFeatures();
        
        // iOS terminates open sockets when an application enters background mode.
        // The next write to any of such socket causes SIGPIPE signal being raised,
        // even if the request has been done from scripting side. This disables the
        // signal and allows Mono to throw a proper C# exception.
        std::signal(SIGPIPE, SIG_IGN);
        
        //UIApplicationMain(argc, argv, nil, [NSString stringWithUTF8String:AppControllerClassName]);
        //        UIApplicationMain(argc, argv, nil, NSStringFromClass([UnitySubAppDelegate class]));
        UIApplicationMain(argc, argv, nil, [NSString stringWithUTF8String:AppControllerClassName]);
    }
    
    return 0;
}
//找到UnityAppController.h
//最上面添加
@class UnityViewControllerBase;

//注释此方法
//inline UnityAppController*    GetAppController()
//{
//  return (UnityAppController*)[UIApplication sharedApplication].delegate;
//}

//替换为此方法
NS_INLINE UnityAppController* GetAppController()
{
    NSObject<UIApplicationDelegate>* delegate = [UIApplication sharedApplication].delegate;
    UnityAppController* currentUnityController = (UnityAppController *)[delegate valueForKey:@"currentUnityController"];
    return currentUnityController;
}

9. 自己swift项目

//打开AppDelegate.swift

//注释@UIApplicationMain, 让swift从main.swift启动
//@UIApplicationMain

//项目添加如下代码
class AppDelegate: UIResponder, UIApplicationDelegate {

    var window: UIWindow?
    var currentUnityController: UnityAppController!


    func application(application: UIApplication, didFinishLaunchingWithOptions launchOptions: [NSObject: AnyObject]?) -> Bool {
        currentUnityController = UnityAppController()
        currentUnityController.application(application, didFinishLaunchingWithOptions: launchOptions)
        return true
    }

    func applicationWillResignActive(application: UIApplication) {
        currentUnityController.applicationWillResignActive(application)
    }

    func applicationDidEnterBackground(application: UIApplication) {
        currentUnityController.applicationDidEnterBackground(application)
    }

    func applicationWillEnterForeground(application: UIApplication) {
        currentUnityController.applicationWillEnterForeground(application)
    }

    func applicationDidBecomeActive(application: UIApplication) {
        currentUnityController.applicationDidBecomeActive(application)
    }

    func applicationWillTerminate(application: UIApplication) {
        currentUnityController.applicationWillTerminate(application)
    }
}
//添加一个新的main.swift文件到工程里
//添加如下代码
import Foundation
import UIKit
// overriding @UIApplicationMain
custom_unity_init(Process.argc, Process.unsafeArgv)
UIApplicationMain(Process.argc, Process.unsafeArgv, NSStringFromClass(UIApplication), NSStringFromClass(AppDelegate))

10. pod install 之后

//添加代码到Unity.xcconfig 里面
#include "Pods/Target Support Files/Pods-你的项目名/Pods-你的项目名.debug.xcconfig"
#include "Pods/Target Support Files/Pods-你的项目名/Pods-你的项目名.release.xcconfig"

Project -> Build Settings -> User-Defined
查看PODS_ROOT等相关路径是否正确

《unity 整合到原生iOS项目(swift 2.3)》 设置

添加依赖库

《unity 整合到原生iOS项目(swift 2.3)》 添加依赖库

11. 加载unity view

func loadUnity(sender: UIButton) {
        let unityview = UnityGetGLView()
        unityview.translatesAutoresizingMaskIntoConstraints = false
        view.addSubview(unityview)
        let views = ["view": unityview]
        let w = NSLayoutConstraint.constraintsWithVisualFormat("|[view]|", options: [], metrics: nil, views: views)
        let h = NSLayoutConstraint.constraintsWithVisualFormat("V:|[view]|", options: [], metrics: nil, views: views)
        
        view.addConstraints(w + h)
    }

跑起来试一下
集成只支持unity+swift2.3!!!!
集成只支持unity+swift2.3!!!!
集成只支持unity+swift2.3!!!!
有任何问题,发评论我

    原文作者:童冀
    原文地址: https://www.jianshu.com/p/1a141e4fccb3
    本文转自网络文章,转载此文章仅为分享知识,如有侵权,请联系博主进行删除。
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