Android UnityPlayerActivity操作栏 [英] Android UnityPlayerActivity Action Bar
问题描述
我正在构建一个包含Unity 3d交互式体验的Android应用程序.
I am building an Android application which includes a Unity 3d interactive experience.
我已将Unity项目导入Android Studio,但是启动时该活动为全屏显示,并且不显示Android操作栏.
I have imported the Unity project into Android Studio but when launched the activity is fullscreen and does not show the Android action bar.
我该怎么做?
集成步骤
- 创建新的Unity项目.
- 从Unity导出"Google Android项目".
- 将项目导入Android Studio.
尝试的解决方案
- 在清单中更改主题.
- 在UnityPlayerActivity Java类中设置主题.
- 通过将带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.
- 更改UnityPlayerActivity以扩展AppCompatActivity.这将显示操作栏,但是它和状态栏之间有一个白色的间隙.
- 设置"Screen.fullScreen = false;"在Unity SceneManager中.这将删除沉浸式模式,以便显示Android状态栏.
- 在播放器设置中关闭隐藏的状态栏".似乎没有效果.
- 将UnityPlayer封装在FrameLayout中.这使我可以将Unity的大小调整为视图.
AndroidManifest.xml
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
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); }
}
推荐答案
我想我已经找到了解决方案.
更改该行:
I think I've found solution.
Change that line:
mUnityPlayer = new UnityPlayer(this);
因此它将创建您自己的 UnityPlayer
子类,该子类将覆盖 setFullscreen
方法(有点黑):
so it creates your own UnityPlayer
subclass, which overrides setFullscreen
method (little bit hacky):
public class UnityPlayerWrapper extends UnityPlayer {
public UnityPlayerWrapper(ContextWrapper contextWrapper) {
super(contextWrapper);
}
@Override
protected void setFullscreen(boolean b) {
super.setFullscreen(false);
}
}
此外,请删除该行: requestWindowFeature(Window.FEATURE_NO_TITLE);
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