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:
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
和-DRUNTIME_IL2CPP=1
。
- 修改LLVM - Language -> C Language Dialect选项,选择
C99
。
- 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
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。
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。
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051// 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 miscalculationstatic 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;}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); }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。
修改UnityAppController.h,将其中的内联函数
GetAppController()
修改如下:1234567inline UnityAppController* GetAppController(){AppDelegate *delegate = (AppDelegate *)[UIApplication sharedApplication].delegate;return delegate.unityController;// return (UnityAppController*)[UIApplication sharedApplication].delegate;}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。
123456789101112131415161718192021222324//EasyARAppController.h@interface EasyARAppController : UnityAppController@end//EasyARAppController.mmextern "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);}@endIMPL_APP_CONTROLLER_SUBCLASS(EasyARAppController)创建MyARAppController,继承自EasyARAppController,作为后续开发的交互controller。
1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162//MyARAppController.h@interface MyARAppController : EasyARAppController@end//MyARAppController.mmextern "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修改AppDelegate,将AppDelegate.m修改为AppDelegate.mm,并创建新的Unity3d入口。
1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768//AppDelegate.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@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设置入口,此处以ViewController作为入口控制器。
12345678910111213141516171819@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
- 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。