原生iOS嵌入Unity导出的Xcode工程
- 2019 年 10 月 8 日
- 筆記
由于最近上有类似需求 所以这两天研究了下。
一、准备工作
unity导出的xcode项目
二、开始倒腾
1、将Unity3D中的以下文件导入到工程目录下
Data
Classes
MapFileParser.sh
Libraries
MapFileParser执行文件
注意:Data文件导入类型为Creat folde references Classes MapFileParser.sh Libraries MapFileParser执行文件 通过Creat groups导入
导入后如下图所示

2、删除引用
- 删除Libraries->libil2cpp的引用 选项为
Remove Refernces
- target -> Build Phases -> DynamicLibEngineAPI 移除。如果不移除 会报错Undefined symbols for architecture arm64: …in … from:DynamicLibEngineAPI.o
3、设置classes->prefix.pch添加pch路径
4、main.m操作
将classes中main.mm 中的代码复制到项目的main.m中 并把后缀也改为mm 并将
UIApplicationMain(argc, argv, nil, [NSString stringWithUTF8String: AppControllerClassName]);
修改为
UIApplicationMain(argc, argv, nil, [NSString stringWithUTF8String: @"AppDelegate"]);
5 修改AppDelegate
AppDelegate.h
@property (strong, nonatomic) UIWindow *window; @property (strong, nonatomic) UIWindow *unityWindow; @property (strong, nonatomic) UnityAppController *unityController; -(void)StartUnity; //开启unity - (void)hideUnityWindow; //暂停
AppDelegate.m
#import "AppDelegate.h" #import "SRViewController.h" #import "UnityAppController.h" @interface AppDelegate () @end @implementation AppDelegate -(UIWindow *)unityWindow{ UIWindow *window = UnityGetMainWindow(); return window; } -(void)showUnityWindow{ UnityPause(false); } -(void)hideUnityWindow{ UnityPause(true); } -(void)StartUnity { [_unityController applicationDidBecomeActive:[UIApplication sharedApplication]]; [self showUnityWindow]; } - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { // Override point for customization after application launch. self.unityController = [[UnityAppController alloc] init]; [_unityController application:application didFinishLaunchingWithOptions:launchOptions]; self.window = [[UIWindow alloc] initWithFrame:[UIScreen mainScreen].bounds]; self.window.backgroundColor = [UIColor redColor]; SRViewController *vc = [[SRViewController alloc] init]; UINavigationController *nav = [[UINavigationController alloc] initWithRootViewController:vc]; self.window.rootViewController = nav; [self.window makeKeyAndVisible]; return YES; } - (void)applicationWillResignActive:(UIApplication *)application { [_unityController applicationWillResignActive:application]; } - (void)applicationDidEnterBackground:(UIApplication *)application { [_unityController applicationDidEnterBackground:application]; } - (void)applicationWillEnterForeground:(UIApplication *)application { [_unityController applicationWillEnterForeground:application]; } - (void)applicationDidBecomeActive:(UIApplication *)application { [_unityController applicationDidBecomeActive:application]; } - (void)applicationWillTerminate:(UIApplication *)application { [_unityController applicationWillTerminate:application]; }
6 UnityAppController.h
将
inline UnityAppController* GetAppController() { return _UnityAppController; }
修改为
#import "AppDelegate.h" inline UnityAppController* GetAppController() { AppDelegate *delegate = (AppDelegate *)[UIApplication sharedApplication].delegate; return delegate.unityController; }
7 调用
@implementation SRViewController - (void)viewDidLoad { [super viewDidLoad]; // Do any additional setup after loading the view. self.navigationItem.title = @"123"; self.view.backgroundColor = [UIColor greenColor]; UIButton * btn = [[UIButton alloc] initWithFrame:CGRectMake(50, 400, 100, 50)]; [btn addTarget:self action:@selector(test:) forControlEvents:UIControlEventTouchUpInside]; [btn setTitle:@"开始" forState:UIControlStateNormal]; btn.tag = 1; [self.view addSubview:btn]; UIButton * btn2 = [[UIButton alloc] initWithFrame:CGRectMake(50, 450, 100, 50)]; [btn2 addTarget:self action:@selector(test:) forControlEvents:UIControlEventTouchUpInside]; btn2.tag = 2; [btn2 setTitle:@"结束" forState:UIControlStateNormal]; [self.view addSubview:btn2]; } - (void)test:(UIButton *) btn{ AppDelegate *delegate = [UIApplication sharedApplication].delegate; delegate.unityWindow.frame = CGRectMake(0, 0, 100, 200); if (btn.tag == 1) { [self.view addSubview:delegate.unityWindow]; delegate.unityWindow.hidden = NO; [delegate StartMyUnity]; }else { [delegate hideUnityWindow]; delegate.unityWindow.hidden = YES; } }
三、添加Framework以及Run Script
添加这两项的时候注意和unity的工程中保持一致
- Frameworkork 注意事项: 注意Status是Required还是Optional
- libiconv.2.dylib 通过 Add Other -> command+shift+G 搜索/usr/lib 找到
libiconv.2.dylib
添加
四、其他重要设置
- Enable BitCode = NO;
- Header/Library Search Paths 和unity保持一致
- Framework Search Paths 和unity保持一致
- Other linker Flags 和unity保持一致
- all_load 如果项目中有这个 记得删除 和unity不兼容
- Supported Platforms 根据unity导出项目保持一致 最好真机
- Other C Flags、Other C++ Flags 和untiy保持一致
- C Language Dialect 保持一致
- 添加User-Defined (target->Build Settings -> Leveles右侧的加号)
- GCC_THUMB_SUPPORT = NO
- PROVISIONING_PROFILE
- UNITY_RUNTIME_VERSION = unity版本号
- UNITY_SCRIPTING_BACKEND = il2cpp