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iOS原生集成easyAR Unity工程

最近遇到一个识别图像后显示3D模型的需求,权衡再三选择了国内的easyAR SDK。Unity建模完成后,导出相应的iOS工程,由于Unity模块在我的工程中是作为一个功能模块存在的,因此需要将导出的Unity iOS工程集成到原生工程中。集成过程稍显复杂,也躺过一些坑,此处做一个记录便于以铭心志。另外关于Unity建模不是本文要探讨的内容,本人也纯属Unity小白,瞎折腾一番后模型勉强符合预期,惭愧~

【Unity版本】2017.1.1f1 【Xcode版本】8.3.3

导出Unity iOS工程

Unity模型搭建好之后,需要导出iOS工程。相关配置如下:

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由于是easyAR unity工程,务必保证Bundle ID与easyAR中注册的一致。配置完成后点击build,即可导出unity iOS工程。本例中工程文件结构如下,其中 unity_general 为unity导出的iOS工程,zhb_general 为目标iOS工程。

unity文件引用

在目标iOS工程里引用unity iOS工程中的文件,主要就是三个目录,Classes,Libraries,Data。这里需要注意的是,Classes和Libraries目录作为Group引用,切记不要勾选copy,而Data目录不需要参与编译,作为folder引用进来即可。本例中统一引用到Unity group下,文件结构如下:

工程配置

  • 关闭bitcode。新版的Unity已经支持Bitcode但EasyAR并不支持,不关闭无法正常编译。

  • 修改Linking -> Other Linker Flags选项,添加参数 -weak_framework CoreMotion -weak-lSystem

  • 修改头文件搜索目录

  • 修改库搜索目录

  • 修改LLVM - Custom Complier Flags -> Other C Flags选项,添加两个参数: -DINIT_SCRIPTING_BACKEND=1-DRUNTIME_IL2CPP=1

  • 修改LLVM - Language -> C Language Dialect选项,选择C99

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  • 修改LLVM - Language - C++ -> C++ Language Dialect选项,选择 C++11

  • 添加三项自定义设置
    • MTL_ENABLE_DEBUG_INFO -> NO
    • UNITY_RUNTIME_VERSION -> 2017.1.1f1(当前你的Unity3d版本号,请自行替换)
    • UNITY_SCRIPTING_BACKEND -> il2cpp

  • 新建一个PCH文件,并修改Precompile Prefix Header为YES,关联pch文件路径。此处新建文件名为 PrefixHeader.pch。

添加工程依赖

修改代码

  1. 找到unity工程的pch文件,完整复制内容到之前建好的PrefixHeader.pch文件中。

  2. 找到unity工程的main.m文件,复制其内容到新建工程的main.m文件中,将main.m修改为main.mm允许C++混编,并修改AppDelegate为工程代理类。

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    #include "RegisterMonoModules.h"
    #include "RegisterFeatures.h"
    #include <csignal>
    // Hack to work around iOS SDK 4.3 linker problem
    // we need at least one __TEXT, __const section entry in main application .o files
    // to get this section emitted at right time and so avoid LC_ENCRYPTION_INFO size miscalculation
    static const int constsection = 0;
    void UnityInitTrampoline();
    // WARNING: this MUST be c decl (NSString ctor will be called after +load, so we cant really change its value)
    const char* AppControllerClassName = "UnityAppController";
    int main(int argc, char* argv[])
    {
    UnityInitStartupTime();
    @autoreleasepool
    {
    UnityInitTrampoline();
    UnityInitRuntime(argc, argv);
    RegisterMonoModules();
    NSLog(@"-> registered mono modules %p\n", &constsection);
    RegisterFeatures();
    // iOS terminates open sockets when an application enters background mode.
    // The next write to any of such socket causes SIGPIPE signal being raised,
    // even if the request has been done from scripting side. This disables the
    // signal and allows Mono to throw a proper C# exception.
    std::signal(SIGPIPE, SIG_IGN);
    UIApplicationMain(argc, argv, nil, [NSString stringWithUTF8String:"AppDelegate"]);
    }
    return 0;
    }
    #if TARGET_IPHONE_SIMULATOR && TARGET_TVOS_SIMULATOR
    #include <pthread.h>
    extern "C" int pthread_cond_init$UNIX2003(pthread_cond_t *cond, const pthread_condattr_t *attr)
    { return pthread_cond_init(cond, attr); }
    extern "C" int pthread_cond_destroy$UNIX2003(pthread_cond_t *cond)
    { return pthread_cond_destroy(cond); }
    extern "C" int pthread_cond_wait$UNIX2003(pthread_cond_t *cond, pthread_mutex_t *mutex)
    { return pthread_cond_wait(cond, mutex); }
    extern "C" int pthread_cond_timedwait$UNIX2003(pthread_cond_t *cond, pthread_mutex_t *mutex,
    const struct timespec *abstime)
    { return pthread_cond_timedwait(cond, mutex, abstime); }
    #endif // TARGET_IPHONE_SIMULATOR && TARGET_TVOS_SIMULATOR

    同时在Build Phases -> Compier Sources 中删掉unity工程中的main.mm,只编译目标工程的main.mm。

  1. 修改UnityAppController.h,将其中的内联函数GetAppController()修改如下:

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    #import "AppDelegate.h"
    inline UnityAppController* GetAppController()
    {
    AppDelegate *delegate = (AppDelegate *)[UIApplication sharedApplication].delegate;
    return delegate.unityController;
    // return (UnityAppController*)[UIApplication sharedApplication].delegate;
    }
  2. 新建EasyARAppController.h,因为原本的EasyARAppController是没有头文件的,是通过OC运行时初始化的,为了方便在代码中初始化和使用,单独建立它的头文件,并调整一下EasyARAppController.mm文件。

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    //EasyARAppController.h
    #import "UnityAppController.h"
    @interface EasyARAppController : UnityAppController
    @end
    //EasyARAppController.mm
    #import <UIKit/UIKit.h>
    #import "EasyARAppController.h"
    extern "C" void ezarUnitySetGraphicsDevice(void* device, int deviceType, int eventType);
    extern "C" void ezarUnityRenderEvent(int marker);
    @interface EasyARAppController ()
    - (void)shouldAttachRenderDelegate;
    @end
    @implementation EasyARAppController
    - (void)shouldAttachRenderDelegate;
    {
    UnityRegisterRenderingPlugin(&ezarUnitySetGraphicsDevice, &ezarUnityRenderEvent);
    }
    @end
    IMPL_APP_CONTROLLER_SUBCLASS(EasyARAppController)
  3. 创建MyARAppController,继承自EasyARAppController,作为后续开发的交互controller。

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    //MyARAppController.h
    #import "EasyARAppController.h"
    @interface MyARAppController : EasyARAppController
    @end
    //MyARAppController.mm
    #import "MyARAppController.h"
    #import "AppDelegate.h"
    #import "UnityViewControllerListener.h"
    #define BackButtonTag 10000
    extern "C" {
    void backToNative(){
    AppDelegate* delegate = (AppDelegate *)[UIApplication sharedApplication].delegate;
    [delegate hideUnityWindow];
    }
    }
    @interface MyARAppController ()
    @property (nonatomic, strong) UIButton *backButton;
    @end
    @implementation MyARAppController
    - (instancetype)init{
    self = [super init];
    if (self) {
    [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(viewDidLoad) name:kUnityViewWillAppear object:self.rootViewController];
    }
    return self;
    }
    -(void)viewDidLoad{
    if (![self.rootViewController.view viewWithTag:BackButtonTag]) {
    [self.rootViewController.view addSubview:self.backButton];
    [self.rootViewController.view bringSubviewToFront:self.backButton];
    }
    }
    - (void)actionBack{
    backToNative();
    }
    - (UIButton *)backButton{
    if (!_backButton) {
    _backButton = [UIButton buttonWithType:UIButtonTypeCustom];
    _backButton.frame = CGRectMake(10, 10, 60, 44);
    _backButton.backgroundColor = [UIColor clearColor];
    [_backButton setTitle:@"退出" forState:UIControlStateNormal];
    [_backButton setTitleColor:[UIColor lightGrayColor] forState:UIControlStateNormal];
    [_backButton addTarget:self action:@selector(actionBack) forControlEvents:UIControlEventTouchUpInside];
    _backButton.tag = BackButtonTag;
    }
    return _backButton;
    }
    - (void)dealloc{
    [[NSNotificationCenter defaultCenter] removeObserver:self];
    }
    @end
  4. 修改AppDelegate,将AppDelegate.m修改为AppDelegate.mm,并创建新的Unity3d入口。

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    //AppDelegate.h
    #import <UIKit/UIKit.h>
    @class UnityAppController;
    @interface AppDelegate : UIResponder <UIApplicationDelegate>
    @property (strong, nonatomic) UIWindow *window;
    @property (strong, nonatomic) UIWindow *unityWindow;
    @property (strong, nonatomic) UnityAppController *unityController;
    -(void)showUnityWindow;
    -(void)hideUnityWindow;
    @end
    //AppDelegate.mm
    #import "AppDelegate.h"
    #import <IQKeyboardManager.h>
    #import "MyARAppController.h"
    @interface AppDelegate ()
    @property (nonatomic,strong) UINavigationController *navVC;
    @end
    @implementation AppDelegate
    -(UIWindow *)unityWindow{
    return UnityGetMainWindow();
    }
    -(void)showUnityWindow{
    self.unityWindow.hidden = NO;
    UnitySendMessage("CameraDevice", "StartCapture", "");
    }
    -(void)hideUnityWindow{
    self.unityWindow.hidden = YES;
    UnitySendMessage("CameraDevice", "StopCapture", "");
    }
    - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
    self.window = [[UIWindow alloc]initWithFrame:[UIScreen mainScreen].bounds];
    self.window.backgroundColor = [UIColor whiteColor];
    UIStoryboard *sb = [UIStoryboard storyboardWithName:@"Main" bundle:nil];
    self.navVC = [sb instantiateInitialViewController];
    self.window.rootViewController = self.navVC;
    [self.window makeKeyAndVisible];
    self.unityController = [[MyARAppController alloc]init];
    [self.unityController application:application didFinishLaunchingWithOptions:launchOptions];
    [self hideUnityWindow];
    return YES;
    }
    - (void)applicationWillResignActive:(UIApplication *)application {
    [self.unityController applicationWillResignActive:application];
    }
    - (void)applicationDidEnterBackground:(UIApplication *)application {
    [self.unityController applicationDidEnterBackground:application];
    }
    - (void)applicationWillEnterForeground:(UIApplication *)application {
    [self.unityController applicationWillEnterForeground:application];
    }
    - (void)applicationDidBecomeActive:(UIApplication *)application {
    [self.unityController applicationDidBecomeActive:application];
    }
    - (void)applicationWillTerminate:(UIApplication *)application {
    [self.unityController applicationWillTerminate:application];
    }
    @end
  5. 设置入口,此处以ViewController作为入口控制器。

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    #import "ViewController.h"
    #import "AppDelegate.h"
    @implementation ViewController
    - (void)viewDidLoad {
    [super viewDidLoad];
    UIButton * enterBtn = [UIButton buttonWithType:UIButtonTypeSystem];
    enterBtn.frame = CGRectMake(0, 0, 100, 100);
    enterBtn.center = self.view.center;
    [enterBtn setTitle:@"进入" forState:UIControlStateNormal];
    [enterBtn addTarget:self action:@selector(didClickEnter:) forControlEvents:UIControlEventTouchUpInside];
    [self.view addSubview:enterBtn];
    }
    -(void)didClickEnter:(UIButton*)btn{
    //唤起unity界面
    AppDelegate * delegate = [UIApplication sharedApplication].delegate;
    [delegate showUnityWindow];
    }
    @end

躺过的坑

  1. 编译成功后,APP启动时crash:il2cpp::vm::MetadataCache::Initialize{}

解决办法是在 Other C Flags选项中添加 -DRUNTIME_IL2CPP=1 参数。

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