Unity在Android Activity中加载的时期测试
16lz
2021-01-23
Unity在Android Activity中加载的时期测试
之前在研究Unity3D项目接入Android SDK中,发现在Unity项目生命周期与Android并不一样,无法直接管理Android的生命周期(需要导成Android项目才可以)。 而通过Unity版SDK接入Android,发现SDK的生命周期却没参与运行。在反编译后smali文件中加入SDK的生命周期后发现,Unity项目中的生命周期加载要在Android Activity onResume()之后。
Unity生命周期
Android Activity生命周期
对比
两者显然无法对比。
为确定Unity的生命加载周期在Android中的时期,为此我们准备一个测试Demo。
UnityDemo
1.新建一个Unity项目
点击Main Camara–>Add Component–>New Script–>UnityAndroidDemo.cs
在生命周期内添加打印信息,cs内容如下:
using UnityEngine;using System.Collections;public class UnityAndroidDemo : MonoBehaviour { void Awake() { print("UnityAndroidDemo Unity is on Awake()"); } // Use this for initialization void Start () { print("UnityAndroidDemo Unity is on Start()"); } // Update is called once per frame void Update () { }}
2.导出成Android项目
File–>BuildSettings–>设置包名–>Platform–>Android–>Google Android Project–>Export
3.用Eclipse打开导出的Android项目,打印生命周期信息
编辑后的UnityPlayerActivity的代码如下:
package com.yuchenfw.unityandroiddemo;import com.unity3d.player.*;import android.app.Activity;import android.content.res.Configuration;import android.graphics.PixelFormat;import android.os.Bundle;import android.util.Log;import android.view.KeyEvent;import android.view.MotionEvent;import android.view.View;import android.view.Window;import android.view.WindowManager;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); Log.e("UnityAndroidDemo","UnityAndroidDemo Android is onCreate()"); 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(); Log.e("UnityAndroidDemo","UnityAndroidDemo Android is onDestroy()"); } // Pause Unity @Override protected void onPause() { super.onPause(); mUnityPlayer.pause(); Log.e("UnityAndroidDemo","UnityAndroidDemo Android is onPause()"); } // Resume Unity @Override protected void onResume() { super.onResume(); mUnityPlayer.resume(); Log.e("UnityAndroidDemo","UnityAndroidDemo Android is onResume()"); } @Override protected void onStart() { super.onResume(); mUnityPlayer.resume(); Log.e("UnityAndroidDemo","UnityAndroidDemo Android is onStart()"); } // 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); }}
4.运行
run as –>Android Application
日志如下:
红色是Android Activity的加载,绿色是Unity生命周期加载
5.结论
从日志可以看出,Unity的加载是在Android的onResume()之后进行的,因此在Unity中接入Android 的SDK时,涉及到的生命周期问题一定要在导成Android项目中进行,否则因SDK加载的过晚可能会导致功能的异常。
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