12

I am launching an Unity application from another Android application using a custom implicit intent. This is working fine, but I cannot figure out how to read the intent extra data in Unity?

ANDROID INTENT TO LAUNCH UNITY APP

i=new Intent();
i.setAction("com.company.unityapp.MyMethod");
i.putExtra("KEY","This is the message string");
startActivity(i);

UNITY APP AndroidManifest.xml

<intent-filter>
     <action android:name="com.company.unityapp.MyMethod" />
     <category android:name="android.intent.category.DEFAULT" />
</intent-filter>

I have a GameObject in my scene with a script attached. Inside the start method I have this code to try and read the extra data that was passed along with the intent

AndroidJavaClass UnityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"); 
AndroidJavaObject currentActivity = UnityPlayer.GetStatic<AndroidJavaObject>("currentActivity");

AndroidJavaObject intent = currentActivity.Call<AndroidJavaObject>("getIntent");
bool hasExtra = intent.Call<bool> ("hasExtra", "arguments");

if (hasExtra) {
 AndroidJavaObject extras = intent.Call<AndroidJavaObject> ("getExtras");
 arguments = extras.Call<string> ("getString", "arguments");
}

This is not working and arguments is always empty. Any help would be appreciated.

4

2 回答 2

12

我花了很长时间才弄清楚这一点。在网上找到的所有解决方案都只是部分完成。下面是使用自定义隐式从另一个 android 应用程序启动 Unity 应用程序的完整解决方案,Intent以及如何访问使用Intent内部 Unity 发送的额外数据。

为此,您需要创建一个 Android 插件,Unity 将使用该插件来访问Intent额外数据。

安卓插件:


您需要将 Unity 安装文件夹中的 classes.jar 复制到 android 插件文件夹 /lib/classes.jar

public class MainActivity extends UnityPlayerActivity {

  @Override
  protected void onNewIntent(Intent intent) {
      super.onNewIntent(intent);
      handleNewIntent(intent);
  }

  private void handleNewIntent(Intent intent){
      String text = intent.getStringExtra("KEY");
      UnityPlayer.UnitySendMessage("AccessManager","OnAccessToken", text);
  }
}

AndroidManifest.xml

这里重要的是使用的包名称:com.company.plugin

<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.company.plugin">
    <application
        android:allowBackup="true" android:icon="@mipmap/ic_launcher" android:label="@string/app_name"
        android:supportsRtl="true" android:theme="@style/AppTheme">
        <activity
            android:name=".MainActivity"
            android:label="@string/app_name"
            android:theme="@style/AppTheme.NoActionBar">
            <intent-filter>
                <action android:name="android.intent.action.MAIN" />
                <category android:name="android.intent.category.LAUNCHER" />
            </intent-filter>
        </activity>
    </application>
</manifest>

Gradle 构建文件:

将以下内容添加到应用程序 gradle 构建文件中,以便能够创建与 Unity 一起使用的 .jar

android {
    compileSdkVersion 23
    buildToolsVersion "23.0.2"
    sourceSets {
        main {
            java {
                srcDir 'src/main/java'
            }
        }
    }       
...
...

dependencies {
    compile fileTree(dir: 'libs', include: ['*.jar'])
    compile 'com.android.support:appcompat-v7:23.2.1'
    compile 'com.android.support:design:23.2.1'
    compile files('libs/classes.jar')
}

//task to delete the old jar
task deleteOldJar(type: Delete) {
    delete 'release/AndroidPlugin.jar'
}

//task to export contents as jar
task exportJar(type: Copy) {
    from('build/intermediates/bundles/release/')
    into('release/')
    include('classes.jar')
    ///Rename the jar
    rename('classes.jar', 'AndroidPlugin.jar')
}

exportJar.dependsOn(deleteOldJar, build)

将创建的 AndroidPlugin.jar 复制到 Unity Assets/Plugins/Android

统一应用程序:


将包标识符PlayerSettings设置为与 Android 插件中的设置相同 -com.company.plugin

AndroidManifest.xml在 Assets/Plugins/Android 中创建自定义文件

package这里重要的是使用与插件中使用的名称相同的名称。还要注意 Intent 名称:com.company.plugin.do

AndroidManifest.XML

<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.company.plugin"
      android:versionCode="1" android:versionName="1.0">
    <uses-sdk android:minSdkVersion="9" />
    <application android:label="@string/app_name">
        <activity android:name=".MainActivity" android:label="@string/app_name"
          android:launchMode="singleTask" android:configChanges="fontScale|keyboard|keyboardHidden|locale|mnc|mcc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|uiMode|touchscreen" android:screenOrientation="sensor">
            <intent-filter>
                <action android:name="android.intent.action.MAIN" />
                <category android:name="android.intent.category.LAUNCHER" />
            </intent-filter>
            <intent-filter>
                <action android:name="com.company.plugin.do" />
                <category android:name="android.intent.category.DEFAULT" />
            <data android:mimeType="text/plain"/>
            </intent-filter>
        </activity>
    </application>
</manifest>

创建一个名为 AccessManager 的统一脚本并将脚本附加到场景中的游戏对象。OnAccessToken 是接收从 android 插件发送的消息并包含从 Intent 发送的额外数据的方法。

public class accessManager : MonoBehaviour {

    public void OnAccessToken(string accessToken)
    {
        Debug.Log("Message Received!!!! :" + accessToken);
    }
}

安卓应用:

创建一个标准的 Android 应用程序,它将启动 Unity 应用程序并发送Intent额外的数据

public void LaunchUnityApp(){
    Intent i=new Intent();
    i.setAction("com.company.plugin.do");
    i.setType("text/plain");
    i.putExtra("KEY","This is the text message sent from Android");
    startActivity(i);
}
于 2016-03-24T07:56:48.043 回答
2

你不需要插件来实现这一点。像这样从Android做你的意图:

Intent launchIntent = getPackageManager().getLaunchIntentForPackage("com.package.game");
launchIntent.putExtra("my_text", "Some data params");
if(launchIntent != null){
    startActivity(launchIntent);
}else{
    Log.d("Unity", "Couldnt start unity game");
}

然后在你的统一 Monobehaviour 类中,像这样接收它

private void Awake () {
    getIntentData ();
}

private bool getIntentData () {
#if (!UNITY_EDITOR && UNITY_ANDROID)
    return CreatePushClass (new AndroidJavaClass ("com.unity3d.player.UnityPlayer"));
#endif
    return false;
}

public bool CreatePushClass (AndroidJavaClass UnityPlayer) {
#if UNITY_ANDROID
    AndroidJavaObject currentActivity = UnityPlayer.GetStatic<AndroidJavaObject> ("currentActivity");
    AndroidJavaObject intent = currentActivity.Call<AndroidJavaObject> ("getIntent");
    AndroidJavaObject extras = GetExtras (intent);

    if (extras != null) {
        string ex = GetProperty (extras, "my_text");
        return true;
    }
#endif
    return false;
}

private AndroidJavaObject GetExtras (AndroidJavaObject intent) {
    AndroidJavaObject extras = null;

    try {
        extras = intent.Call<AndroidJavaObject> ("getExtras");
    } catch (Exception e) {
        Debug.Log (e.Message);
    }

    return extras;
}

private string GetProperty (AndroidJavaObject extras, string name) {
    string s = string.Empty;

    try {
        s = extras.Call<string> ("getString", name);
    } catch (Exception e) {
        Debug.Log (e.Message);
    }

    return s;
}

信用:https ://wenrongdev.com/get-android-intent-data-for-unity/

(更新)https://wenrongdev.com/posts/get-android-intent-data-for-unity/

于 2020-12-01T14:09:26.983 回答