安卓 UnityPlayerActivity Action Bar
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,但启动时活动是全屏的,不显示Android操作栏。
我该怎么做?
集成步骤
- 创建新的 Unity 项目。
- 从Unity导出“Google Android Project”。
- 将项目导入 Android Studio。
尝试的解决方案
- 更改清单中的主题。
- 在 UnityPlayerActivity Java 类中设置主题。
- 通过将具有更新主题的清单放在 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,但它与状态栏之间存在白色间隙。
- 在 Unity SceneManager 中设置“Screen.fullScreen = false;”。这将删除沉浸式模式,以便 Android 状态栏可见。
- 关闭播放器设置中的“状态栏隐藏”。似乎没有效果。
- 将 UnityPlayer 包装在 FrameLayout 中。这使我能够将 Unity 的大小调整为视图。
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
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); }
}