Merge pull request #22 from thomas-stockx/feature/unity_alpha
Feature/unity alpha
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README.md
21
README.md
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@ -26,7 +26,9 @@ import 'package:flutter_unity_widget/flutter_unity_widget.dart';
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## Preview
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![gif](https://github.com/snowballdigital/flutter-unity-view-widget/blob/master/2019_03_28_19_23_37.gif?raw=true)
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Android (30 fps gif, showcasing communication between Flutter and Unity):
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![gif](https://github.com/snowballdigital/flutter-unity-view-widget/blob/master/preview_android.gif?raw=true)
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<br />
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@ -84,9 +86,9 @@ Now your project files should look like this.
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### Add Unity Build Scripts and Export
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Copy [`Build.cs`](https://github.com/f111fei/react-native-unity-demo/blob/master/unity/Cube/Assets/Scripts/Editor/Build.cs) and [`XCodePostBuild.cs`](https://github.com/f111fei/react-native-unity-demo/blob/master/unity/Cube/Assets/Scripts/Editor/XCodePostBuild.cs) to `unity/<Your Unity Project>/Assets/Scripts/Editor/`
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Copy [`Build.cs`](https://github.com/snowballdigital/flutter-unity-view-widget/tree/master/scripts/Editor/Build.cs) and [`XCodePostBuild.cs`](https://github.com/f111fei/react-native-unity-demo/blob/master/unity/Cube/Assets/Scripts/Editor/XCodePostBuild.cs) to `unity/<Your Unity Project>/Assets/Scripts/Editor/`
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Open your unity project in Unity Editor. Now you can export unity project with `Flutter/Export Android` or `Flutter/Export IOS` menu.
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Open your unity project in Unity Editor. Now you can export the Unity project with `Flutter/Export Android` (for Unity versions up to 2019.2), `Flutter/Export Android (Unity 2019.3.*)` (for Unity versions 2019.3 and up, which uses the new [Unity as a Library](https://blogs.unity3d.com/2019/06/17/add-features-powered-by-unity-to-native-mobile-apps/) export format), or `Flutter/Export IOS` menu.
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<img src="https://github.com/snowballdigital/flutter-unity-view-widget/blob/master/Screenshot%202019-03-27%2008.13.08.png?raw=true" width="400" />
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@ -99,20 +101,13 @@ IOS will export unity project to `ios/UnityExport`.
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**Android Platform Only**
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1. After exporting the unity game, open Android Studio and and add the `Unity Classes` Java `.jar` file as a module to the unity project. You just need to do this once if you are exporting from the same version of Unity everytime. The `.jar` file is located in the ```<Your Flutter Project>/android/UnityExport/lib``` folder
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2. Next open `build.gradle` of `flutter_unity_widget` module and replace the dependencies with
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```gradle
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dependencies {
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implementation project(':UnityExport') // The exported unity project
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implementation project(':unity-classes') // the unity classes module you added from step 1
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}
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```
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3. Next open `build.gradle` of `UnityExport` module and replace the dependencies with
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2. If using Unity 2019.2 or older, open `build.gradle` of `UnityExport` module and replace the dependencies with
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```gradle
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dependencies {
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implementation project(':unity-classes') // the unity classes module you added from step 1
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}
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```
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4. Next open `build.gradle` of `UnityExport` module and remove these
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3. If using Unity 2019.2 or older, open `build.gradle` of `UnityExport` module and remove these
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```gradle
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bundle {
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language {
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@ -284,7 +279,7 @@ class _UnityDemoScreenState extends State<UnityDemoScreen>{
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[version-badge]: https://img.shields.io/pub/v/flutter_unity_widget.svg?style=flat-square
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[package]: https://pub.dartlang.org/packages/flutter_unity_widget/versions/0.1.2
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[package]: https://pub.dartlang.org/packages/flutter_unity_widget/
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[license-badge]: https://img.shields.io/github/license/snowballdigital/flutter-unity-view-widget.svg?style=flat-square
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[license]: https://github.com/snowballdigital/flutter-unity-view-widget/blob/master/LICENSE
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[prs-badge]: https://img.shields.io/badge/PRs-welcome-brightgreen.svg?style=flat-square
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@ -0,0 +1,119 @@
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using System;
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using System.IO;
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using System.Linq;
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using System.Text.RegularExpressions;
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using UnityEditor;
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using UnityEngine;
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using Application = UnityEngine.Application;
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using BuildResult = UnityEditor.Build.Reporting.BuildResult;
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public class Build : MonoBehaviour
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{
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static readonly string ProjectPath = Path.GetFullPath(Path.Combine(Application.dataPath, ".."));
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static readonly string apkPath = Path.Combine(ProjectPath, "Builds/" + Application.productName + ".apk");
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static readonly string androidExportPath = Path.GetFullPath(Path.Combine(ProjectPath, "../../android/UnityExport"));
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static readonly string iosExportPath = Path.GetFullPath(Path.Combine(ProjectPath, "../../ios/UnityExport"));
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[MenuItem("Flutter/Export Android (Unity 2019.3.*) %&n", false, 1)]
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public static void DoBuildAndroidLibrary()
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{
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DoBuildAndroid(Path.Combine(apkPath, "unityLibrary"));
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// Copy over resources from the launcher module that are used by the library
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Copy(Path.Combine(apkPath + "/launcher/src/main/res"), Path.Combine(androidExportPath, "src/main/res"));
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}
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[MenuItem("Flutter/Export Android %&a", false, 2)]
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public static void DoBuildAndroidLegacy()
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{
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DoBuildAndroid(Path.Combine(apkPath, Application.productName));
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}
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public static void DoBuildAndroid(String buildPath)
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{
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if (Directory.Exists(apkPath))
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Directory.Delete(apkPath, true);
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if (Directory.Exists(androidExportPath))
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Directory.Delete(androidExportPath, true);
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EditorUserBuildSettings.androidBuildSystem = AndroidBuildSystem.Gradle;
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var options = BuildOptions.AcceptExternalModificationsToPlayer;
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var report = BuildPipeline.BuildPlayer(
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GetEnabledScenes(),
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apkPath,
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BuildTarget.Android,
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options
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);
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if (report.summary.result != BuildResult.Succeeded)
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throw new Exception("Build failed");
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Copy(buildPath, androidExportPath);
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// Modify build.gradle
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var build_file = Path.Combine(androidExportPath, "build.gradle");
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var build_text = File.ReadAllText(build_file);
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build_text = build_text.Replace("com.android.application", "com.android.library");
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build_text = build_text.Replace("implementation fileTree(dir: 'libs', include: ['*.jar'])", "implementation project(':unity-classes')");
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build_text = Regex.Replace(build_text, @"\n.*applicationId '.+'.*\n", "\n");
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File.WriteAllText(build_file, build_text);
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// Modify AndroidManifest.xml
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var manifest_file = Path.Combine(androidExportPath, "src/main/AndroidManifest.xml");
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var manifest_text = File.ReadAllText(manifest_file);
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manifest_text = Regex.Replace(manifest_text, @"<application .*>", "<application>");
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Regex regex = new Regex(@"<activity.*>(\s|\S)+?</activity>", RegexOptions.Multiline);
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manifest_text = regex.Replace(manifest_text, "");
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File.WriteAllText(manifest_file, manifest_text);
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}
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[MenuItem("Flutter/Export IOS (Unity 2019.3.*) %&i", false, 3)]
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public static void DoBuildIOS()
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{
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if (Directory.Exists(iosExportPath))
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Directory.Delete(iosExportPath, true);
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EditorUserBuildSettings.iOSBuildConfigType = iOSBuildType.Release;
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var options = BuildOptions.AcceptExternalModificationsToPlayer;
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var report = BuildPipeline.BuildPlayer(
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GetEnabledScenes(),
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iosExportPath,
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BuildTarget.iOS,
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options
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);
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if (report.summary.result != BuildResult.Succeeded)
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throw new Exception("Build failed");
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}
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static void Copy(string source, string destinationPath)
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{
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if (Directory.Exists(destinationPath))
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Directory.Delete(destinationPath, true);
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Directory.CreateDirectory(destinationPath);
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foreach (string dirPath in Directory.GetDirectories(source, "*",
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SearchOption.AllDirectories))
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Directory.CreateDirectory(dirPath.Replace(source, destinationPath));
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foreach (string newPath in Directory.GetFiles(source, "*.*",
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SearchOption.AllDirectories))
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File.Copy(newPath, newPath.Replace(source, destinationPath), true);
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}
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static string[] GetEnabledScenes()
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{
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var scenes = EditorBuildSettings.scenes
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.Where(s => s.enabled)
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.Select(s => s.path)
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.ToArray();
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return scenes;
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}
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}
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