To extend the default Unity activity, you create your own custom activity and set it as the application’s entry point. The process to do this is as follows:
Create a new activity that extends the UnityPlayerActivity
class.
Note: If you’re creating a new activity with GameActivity application entry point, you need to extend the UnityPlayerGameActivity
class. Make sure you extend the correct class as per the application entry point you set in the Player settingsSettings that let you set various player-specific options for the final game built by Unity. More info
See in Glossary.
Create a plug-inA 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 deliver the new activity to the final Unity Android application.
Override the Android App Manifest to set your new activity
as the application’s entry point.
After you do this, you can implement custom behavior in your activity to control interactions between Unity and Android.
To create a new activity:
In the Assets folder, create a new Java (.java
) or Kotlin (.kt
) file.
In the new file, create a class that extends UnityPlayerActivity
.
Note: If you’re using GameActivity application entry point, you need to create a class that extends UnityPlayerGameActivity
class.
In the new class, override the various base Activity methods to implement the custom behavior you want your activity to have. For more information, refer to Android’s Activity documentation.
The following code sample shows an example activity that overrides multiple functions.
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) {
// Calls UnityPlayerActivity.onCreate()
super.onCreate(savedInstanceState);
// Prints debug message to Logcat
Log.d("OverrideActivity", "onCreate called!");
}
public void onBackPressed()
{
// Instead of calling UnityPlayerActivity.onBackPressed(), this example ignores the back button event
// super.onBackPressed();
}
}
The following code sample shows an example activity with GameActivity application entry point that overrides multiple functions.
package com.company.product;
import com.unity3d.player.UnityPlayerGameActivity;
import android.os.Bundle;
import android.util.Log;
public class OverrideExample extends UnityPlayerGameActivity {
protected void onCreate(Bundle savedInstanceState) {
// Calls UnityPlayerGameActivity.onCreate()
super.onCreate(savedInstanceState);
// Prints debug message to Logcat
Log.d("OverrideActivity", "onCreate called!");
}
public void onBackPressed()
{
// Instead of calling UnityPlayerGameActivity.onBackPressed(), this example ignores the back button event
// super.onBackPressed();
}
}
To use a custom activity for a Unity Android application, you must create a plug-in to contain the activity. Activities are written in either Java or Kotlin, which means you must use one of the following types of plug-ins:
If you want to create a custom activity for a single project, use Java and Kotlin source plug-ins. To create the source plug-ins, place the source files directly in the Assets folder of your project.
If you want to reuse the activity in multiple projects or distribute it to other people, use Android Archive (AAR) or JAR plug-ins. Managing one AAR or JAR plug-in file is easier to deliver functionalities in multiple projects.
Use an Android Library Project while you develop the plug-in and then compile it into an Android Archive plug-in when you complete the implementation, want to use it in multiple projects, or distribute it to other people.
After you create the plug-in, add the activity file to it.
After you create an activity and add it to a plug-in, you can set it as the application entry point. To do this, modify the Android Manifest and set the name
attribute of the activity element to the class name of your custom activity.
The following Android Manifest example shows how to do this:
<?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="com.YourPackage.name.OverrideExample"
android:theme="@style/UnityThemeSelector"
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>
The following Android Manifest example shows how to do this for custom activity with GameActivity application entry point:
<?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="com.YourPackage.name.OverrideExample"
android:theme="@style/BaseUnityGameActivityTheme"
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>
<meta-data android:name="android.app.lib_name" android:value="game" />
</activity>
</application>
</manifest>
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.
When you visit any website, it may store or retrieve information on your browser, mostly in the form of cookies. This information might be about you, your preferences or your device and is mostly used to make the site work as you expect it to. The information does not usually directly identify you, but it can give you a more personalized web experience. Because we respect your right to privacy, you can choose not to allow some types of cookies. Click on the different category headings to find out more and change our default settings. However, blocking some types of cookies may impact your experience of the site and the services we are able to offer.
More information
These cookies enable the website to provide enhanced functionality and personalisation. They may be set by us or by third party providers whose services we have added to our pages. If you do not allow these cookies then some or all of these services may not function properly.
These cookies allow us to count visits and traffic sources so we can measure and improve the performance of our site. They help us to know which pages are the most and least popular and see how visitors move around the site. All information these cookies collect is aggregated and therefore anonymous. If you do not allow these cookies we will not know when you have visited our site, and will not be able to monitor its performance.
These cookies may be set through our site by our advertising partners. They may be used by those companies to build a profile of your interests and show you relevant adverts on other sites. They do not store directly personal information, but are based on uniquely identifying your browser and internet device. If you do not allow these cookies, you will experience less targeted advertising. Some 3rd party video providers do not allow video views without targeting cookies. If you are experiencing difficulty viewing a video, you will need to set your cookie preferences for targeting to yes if you wish to view videos from these providers. Unity does not control this.
These cookies are necessary for the website to function and cannot be switched off in our systems. They are usually only set in response to actions made by you which amount to a request for services, such as setting your privacy preferences, logging in or filling in forms. You can set your browser to block or alert you about these cookies, but some parts of the site will not then work. These cookies do not store any personally identifiable information.