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When you develop a Unity Android application, you can use plug-insA set of code created outside of Unity that creates functionality in Unity. There are two kinds of plug-ins you can use in Unity: Managed plug-ins (managed .NET assemblies created with tools like Visual Studio) and Native plug-ins (platform-specific native code libraries). More info
See in Glossary to extend the standard UnityPlayerActivity
class (the primary Java class for the Unity Player on Android, similar to AppController.mm on Unity iOS). An application can override any and all basic interactions between the Android OS and the Unity Android application.
To override the default activity, you must:
Activity
which derives from UnityPlayerActivity
(see Android documentation on Activity);Activity
as the application’s entry point.The easiest way to achieve this is to export your Project from Unity, then make the necessary modifications to the UnityPlayerActivity
class in Android Studio.
To create a plug-in with your new Activity
and add it to your Project, you must perform the following steps:
By default, the UnityPlayerActivity.java file is located at:
Mac:
/Applications/Unity/Unity.app/Contents/PlaybackEngines/AndroidPlayer/src/com/unity3d/player
Windows:
C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\src\com\unity3d\player
To extend the UnityPlayerActivity
, locate the classes.jar file included with Unity. You can find it in the installation folder (C:\Program Files\Unity\Editor\Data on Windows, or /Applications/Unity on Mac), in one of these subfolders:
PlaybackEngines/AndroidPlayer/Variations/mono
il2cppA Unity-developed scripting back-end which you can use as an alternative to Mono when building Projects for some platforms. More info
See in Glossary/Development
Release/Classes/
Locate the file, and add classes.jar to the classpath Unity uses to compile the new Activity
. Compile your Activity
source file and package it into a JAR or AAR package, then copy it into your Project folder.
Create a new Android Manifest to set the new Activity
as the entry point of your application, then place the AndroidManifest.xml file in the Assets/Plugins/Android folder of your Project.
When you extend UnityPlayerActivity
, you can override String UnityPlayerActivity.updateUnityCommandLineArguments(String cmdLine) to pass startup arguments to Unity.
UnityPlayerActivity
calls this method during startup. It accepts the current command line arguments, which can be null or empty, and returns a new string of command line arguments to pass to Unity.
For a general overview of Unity command line interface, see Command line arguments.
The following example demonstrates how to use this to select the Graphics API based on the current device:
package com.company.product;
import com.unity3d.player.UnityPlayerActivity;
import android.os.Bundle;
import android.os.Build;
public class OverrideExample extends UnityPlayerActivity {
private boolean preferVulkan() {
// Use Vulkan on Google __Pixel__The smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. [More info](LightPerformance.html)<span class="tooltipGlossaryLink">See in [Glossary](Glossary.html#pixel)</span> devices
if (Build.MANUFACTURER.equals("Google") && Build.MODEL.startsWith("Pixel"))
return true;
else
return false;
}
private boolean preferES2() {
// Use OpenGL ES 2.0 on devices that run Android 5.1 or older
if (Build.VERSION.SDK_INT <= Build.VERSION_CODES.LOLLIPOP_MR1)
return true;
else
return false;
}
private String appendCommandLineArgument(String cmdLine, String arg) {
if (arg == null || arg.isEmpty())
return cmdLine;
else if (cmdLine == null || cmdLine.isEmpty())
return arg;
else
return cmdLine + " " + arg;
}
@Override protected String updateUnityCommandLineArguments(String cmdLine)
{
if (preferVulkan())
return appendCommandLineArgument(cmdLine, "-force-vulkan");
else if (preferES2())
return appendCommandLineArgument(cmdLine, "-force-gles20");
else
return cmdLine; // let Unity pick the Graphics API based on PlayerSettings
}
@Override protected void onCreate(Bundle savedInstanceState)
{
super.onCreate(savedInstanceState);
}
}
The following is an example UnityPlayerActivity
file:
OverrideExample.java:
package com.company.product;
import com.unity3d.player.UnityPlayerActivity;
import android.os.Bundle;
import android.util.Log;
public class OverrideExample extends UnityPlayerActivity {
protected void onCreate(Bundle savedInstanceState) {
// call UnityPlayerActivity.onCreate()
super.onCreate(savedInstanceState);
// print debug message to logcat
Log.d("OverrideActivity", "onCreate called!");
}
public void onBackPressed()
{
// instead of calling UnityPlayerActivity.onBackPressed() we just ignore the back button event
// super.onBackPressed();
}
}
The corresponding AndroidManifest.xml might look like the following:
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.company.product">
<application android:icon="@drawable/app_icon" android:label="@string/app_name">
<activity android:name=".OverrideExample"
android:label="@string/app_name"
android:configChanges="fontScale|keyboard|keyboardHidden|locale|mnc|mcc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|uiMode|touchscreen">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
</application>
</manifest>