このページの各セクション
When you develop a Unity Android application, you can use plug-ins 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.
デフォルトの Activity をオーバーライドするには以下を行います。
UnityPlayerActivity
(Android ドキュメントの Activity を参照) から派生する新しい Activity
を作成します。Activity
がアプリケーションのエントリーポイントとして使用されるように Android Manifest を修正してください。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:
Extend the UnityPlayerActivity file. 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
file, 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
il2cpp/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.
UnityPlayerActivity
を拡張すると、String UnityPlayerActivity.updateUnityCommandLineArguments
(String cmdLine) をオーバーライドして、Unity に起動時の引数を渡すことができます。
UnityPlayerActivity
は、起動時にこのメソッドを呼び出します。このメソッドは、現在のコマンドライン引数 (NULL または空) を受け入れ、Unity に渡すコマンドライン引数の新しい文字列を返します。
Unity のコマンドラインインターフェースの概要については、コマンドライン引数 を参照してください。
次の例は、現在のデバイスに基づいてグラフィックス API を選択するために、これを使用する方法を示しています。
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() {
// Google Pixel デバイスで Vulkan を使用
if (Build.MANUFACTURER.equals("Google") && Build.MODEL.startsWith("Pixel"))
return true;
else
return false;
}
private boolean preferES2() {
// Android 5.1 以前を使うデバイスで OpenGL ES 2.0 を使用
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; // Unity に Player 設定に基づくグラフィックス API を選択させます
}
@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) {
// UnityPlayerActivity.onCreate() を呼び出す
super.onCreate(savedInstanceState);
// logcat にデバッグメッセージをプリントする
Log.d("OverrideActivity", "onCreate called!");
}
public void onBackPressed()
{
// UnityPlayerActivity.onBackPressed() を呼び出す代わりに、Back ボタンイベントを無視する
// 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="com.YourPackage.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>
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.