Unity找到Android所设定的接口,然后通过AndroidJavaProxy在C#中写一个回调类继承这个接口,并且重载里面的方法,然后声明一个这个回调类的对象,给Android Java传过去,然后在Java虚拟机里面运行的时候就是自己重定义的函数逻辑了。 例:广告加载 在Android端定义好广告加载回调接口 packagecn.weli.supersdk.ad.callback;publi...
if (callback!=null) {//onReturn参数传递null值时,C#端需要重写AndroidJavaProxy的Invoke方法以避免出现No such proxy method问题 callback.onReturn("msg from IJava2CSharpCallback");//方式2,AndroidJavaProxy } } } C#端根据interface实现一个AndroidJavaProxy子类 public class Java2CSharpCallback : Andro...
#if UNITY_EDITOR platform ="hi,大家好,我是在unity编辑模式下"; #elif UNITY_XBOX360 platform="hi,大家好,我在XBOX360平台"; #elif UNITY_IPHONE platform="hi,大家好,我是IPHONE平台"; #elif UNITY_ANDROID platform="hi,大家好,我是ANDROID平台"; #elif UNITY_STANDALONE_OSX platform="hi,大家好,我...
<uses-permission android:name="android.permission.RECEIVE_SMS" /> 2.写安卓代码 import android.app.Activity; import android.content.BroadcastReceiver; import android.content.Context; import android.content.Intent; import android.content.IntentFilter; import android.widget.Toast; import android.app.Pending...
#include "Android/AndroidApplication.h" void Open(FString surveyId, FString params) { if (JNIEnv* Env = FAndroidApplication::GetJavaEnv(true)) { jclass Class = FAndroidApplication::FindJavaClass("com/tencent/imur/survey/ImurSurveyJNIAdapter"); ...
usingUnityEngine;publicclassLoadResourceExample:MonoBehaviour{publicstringresourcePath;// 资源路径voidStart(){LoadResource();}voidLoadResource(){// 加载资源GameObjectloadedResource=Resources.Load<GameObject>(resourcePath);// 实例化资源if(loadedResource!=null){Instantiate(loadedResource);}else{Debug.LogError...
可以在Android Player Settings或者Android Build Settings里修改图片压缩格式。 Build Settings的设置优先于Player Settings。 Gradle for Android 版本兼容 Gradle 版本和 Unity 版本之间的兼容性。 If you want to use a custom Gradle or Android Gradle plug-in version, it’s important to know the version comp...
("call native function:"+funcName);74#ifUNITY_EDITOR75#else76#ifUNITY_ANDROID77CallJavaFunc(funcName, args);78#elifUNITY_IOS79CallObjCFunc(funcName);80#endif81#endif82}8384//从java层或者oc层调用85publicvoidCallFromNative(stringdata)86{87Debug.Log("call from native:"+data);8889JsonData ...
if ([bundle isLoaded] == false) [bundle load]; UnityFramework* ufw = [bundle.principalClass getInstance]; if (![ufw appController]) { // Initialize Unity for a first time [ufw setExecuteHeader: &_mh_execute_header]; // Keep in sync with Data folder Target Membership setting ...
dual-screens and the hinge. The sample code demonstrates how to access the screen and hinge APIs that we provide Android developers, but from C# in Unity. The screenshot below shows a Unity Android app displaying device metrics; obviously it’s more fun if you use this code in your game!