环境:

AndroidStudio2.0

Unity4.68


AS打jar包

新建空工程


删除无用的MainActivity等。


新建Module

AndroidStudio给Unity打jar包_jar包

Module选择Android Library,起名为unitylib

向Module中引入Unity的classes.jar




不同版本unity   classes.jar的位置


...........\Unity468\Editor\Data\PlaybackEngines\androidplayer\release\bin


...........\Unity53\Editor\Data\PlaybackEngines\AndroidPlayer\Variations\mono\Release\Classes





把unity classes.jar直接放入新建module文件下的libs中AndroidStudio给Unity打jar包_android_02

把classes.jar引入,具体过程为

AndroidStudio给Unity打jar包_ide_03

选择unitylib,点击+号,确定引入了classes.jar后点击ok保存,退出Project Structure界面

AndroidStudio给Unity打jar包_ide_04

想删除新建的module,需要在ProjectStructure中先点-号,然后回到把unitylib delete调,然后在回到工程中把unitylib整个delete掉

打包内容填写

这里要打包一个MainActivity,所以在module中新建一个MainActivity.java

AndroidStudio给Unity打jar包_jar_05


MainActivity内容为

package com.n.unitylib;

import android.app.Activity;
import android.content.res.Configuration;
import android.graphics.PixelFormat;
import android.support.v7.app.AppCompatActivity;
import android.os.Bundle;
import android.util.Log;
import android.view.KeyEvent;
import android.view.MotionEvent;
import android.view.Window;
import android.view.WindowManager;

import com.unity3d.player.UnityPlayer;

public class MainActivity 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().takeSurface(null);
getWindow().setFormat(PixelFormat.RGBX_8888); // <--- This makes xperia play happy

mUnityPlayer = new UnityPlayer(this);
if (mUnityPlayer.getSettings ().getBoolean ("hide_status_bar", true))
getWindow ().setFlags (WindowManager.LayoutParams.FLAG_FULLSCREEN,
WindowManager.LayoutParams.FLAG_FULLSCREEN);

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); }


public static void Test()
{
Log.e("nafio","success!");
}
}


AndroidManifest.xml内容为

<?xml version="1.0" encoding="utf-8"?>
<manifest
xmlns:android="http://schemas.android.com/apk/res/android"
package="com.n.unitylib"
android:installLocation="preferExternal"
android:versionCode="1"
android:versionName="1.0">
<supports-screens
android:smallScreens="true"
android:normalScreens="true"
android:largeScreens="true"
android:xlargeScreens="true"
android:anyDensity="true"/>

<application
android:theme="@android:style/Theme.NoTitleBar.Fullscreen"
android:label="@string/app_name"
>
<activity android:name=".MainActivity"
android:label="@string/app_name">
<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" />
<meta-data android:name="unityplayer.ForwardNativeEventsToDalvik" android:value="false" />
</activity>
</application>
</manifest>




配置gradle打包参数

在module的build.gradle最后添加

task makeJar(type: Copy) {
delete 'build/libs/unitylib.jar'
from('build/intermediates/bundles/release/')
into('build/libs/')
include('classes.jar')
rename('classes.jar', 'unitylib.jar')
}

makeJar.dependsOn(build)

AndroidStudio给Unity打jar包_java_06


打jar包

然后在Terminal中输入gradlew makejar

第一次运行Androidstudio可能会更新gradle,20-30分钟,更新完会自动打jar包


jar包位置在

AndroidStudio给Unity打jar包_android_07



android调试module

module用来打包,如果要调试

把module中的build.gradle中

apply plugin: 'com.android.library'
改为
apply plugin: 'com.android.application'


然后同步下gradle module就是普通工程了




Unity调用


新建空工程


在Assets下新建Plugins/Android/


把打出的unitylib.jar和对应的AndroidManifest.xml(这个从哪copy都可以,单独写都可以,只要内容对就行)




新建脚本,随便挂一个节点上



using UnityEngine;
using System.Collections;

public class TestAS : MonoBehaviour {
private AndroidJavaObject _java;
public AndroidJavaObject Java
{
get
{
if (_java == null)
{
var javaClass = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
_java = javaClass.GetStatic<AndroidJavaObject>("currentActivity");
}
return _java;
}
}
// Use this for initialization
void Start () {
Debug.Log("nafio-----START");
Java.CallStatic("Test");
Debug.Log("nafio-----END");
}

// Update is called once per frame
void Update () {

}
}



打包时注意一点,包名保持跟jar包中的包名一致(如果jar包中包含的不是主Acticity,而是其他java类,应该不一致也可以)


AndroidStudio给Unity打jar包_jar_08



打apk出来,运行输出  android中写的log  

Log.e("nafio","success!");




遇到问题记录

Lint found errors in the project; aborting build



解决办法

文件build.gradle,添加如下信息

android {

   lintOptions {

       abortOnError false

   }

}