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首先新建一个android工程
包名与unity的包名相同
比如我这里叫com.example.myjavatest好了
然后引入Unity的classes.jar包
classes.jar包在Unity安装目录\Editor\Data\PlaybackEngines\AndroidPlayer\Variations\mono\Development\Classes
我们的android的主Activity必须继承UnityPlayerActivity,例子如下
package com.example.myjavatest; import android.content.Context;import android.os.Bundle; import com.unity3d.player.UnityPlayer;import com.unity3d.player.UnityPlayerActivity; public class HelloActivity extends UnityPlayerActivity{Context m_context = null; @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); m_context = this; } public void OnUnityCall(String name) { UnityPlayer.UnitySendMessage("JavaMsgRecver", "OnJavaMsg","hello,I got your msg:"+name); }}
然后把android工程的src也就是代码部分Export成一个jar包
把生成的jar包丢到Unity工程中的Plugins/Android/bin目录下
注意吧AndroidManifest.xml也搞过去,要稍微改一下,例:
然后在Unity中创建一个叫JavaMsgRecver的GameObject,挂上如下脚本
using UnityEngine; public class Startup : MonoBehaviour { void Start () { Debug.Log("Startup"); using (AndroidJavaClass jc = new AndroidJavaClass("com.unity3d.player.UnityPlayer")) { Debug.Log("get AndroidJavaClass"); using (AndroidJavaObject jo = jc.GetStatic("currentActivity")) { Debug.Log("get AndroidJavaObject Begin"); jo.Call("OnUnityCall", "I am Unity"); Debug.Log("get AndroidJavaObject End"); } } } public void OnJavaMsg(string msg) { Debug.Log("OnJavaMsg"); Debug.Log(msg); }}
运行效果如下
补充:如果不需要跟主Activity的对象进行交互,那么,就不用继承UnityPlayerActivity啦,包名也不用跟Unity工程的包名相同,在Java中写好静态接口,然后导成jar包,在C#中直接用AndroidJavaClass调用静态接口即可
例:
using(AndroidJavaClass jc = new AndroidJavaClass("com.lxf.myjava")){ jc.CallStatic("OnUnityCall","I am Unity!");}