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레이블이 Unity인 게시물을 표시합니다. 모든 게시물 표시
레이블이 Unity인 게시물을 표시합니다. 모든 게시물 표시
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How to use UnityPlayer in Android Compose

How to use UnityPlayer in Android Compose

Android Development blog

In my company, I have to use 3D avatar animation using UnityPlayer derived from Unity module.

The base code I will use is consist of Android Compose.

So, I want to use UnityPlayer with Android Compose.

However, There were no information about using UnityPlayer with Compose.

This is why I write this post.


☝I introduce this post on the condition that you add UnityModule.

If you not, read this post first!!

https://antwhale94.blogspot.com/2024/03/AddingUnityModuleToAndroid.html


1. Add dependency

android {
...
buildFeatures {
viewBinding true
}     ...
}

dependencies {

implementation 'androidx.compose.ui:ui-viewbinding:1.6.0'

}

You should add viewBinding dependency.

And you should add "androidx.compose.ui:ui-viewbinding" to take xml into Compose.


2.  MainActivity.kt

class MainActivity : ComponentActivity() {
val TAG = MainActivity::class.java.simpleName
lateinit var mUnityPlayer: UnityPlayer

@ExperimentalMaterial3Api
override fun onCreate(savedInstanceState: Bundle?) {
super.onCreate(savedInstanceState)

mUnityPlayer = UnityPlayer(this)
val glesMode = mUnityPlayer.getSettings().getInt("gles_mode", 1)
val trueColor8888 = false
mUnityPlayer.init(glesMode, trueColor8888)

setContent {
Surface(
modifier = Modifier
.fillMaxSize()
) {
MLCChatTheme {
NavView()
}
}
}


}

override fun onDestroy() {
Log.d(TAG, "onDestroy: ")
super.onDestroy()

mUnityPlayer.quit()
}

override fun onPause() {
Log.d(TAG, "onPause: ")
super.onPause()
mUnityPlayer.pause()
}

override fun onResume() {
Log.d(TAG, "onResume: ")
super.onResume()
mUnityPlayer.resume()
}

override fun onLowMemory() {
Log.d(TAG, "onLowMemory: ")
super.onLowMemory()
mUnityPlayer.lowMemory()
}

override fun onTrimMemory(level: Int) {
Log.d(TAG, "onTrimMemory: ")
super.onTrimMemory(level)
if(level == ComponentCallbacks2.TRIM_MEMORY_RUNNING_CRITICAL)
mUnityPlayer.lowMemory()
}

override fun onConfigurationChanged(newConfig: Configuration) {
Log.d(TAG, "onConfigurationChanged: ")
super.onConfigurationChanged(newConfig)
mUnityPlayer.configurationChanged(newConfig)
}

override fun onWindowFocusChanged(hasFocus: Boolean) {
Log.d(TAG, "onWindowFocusChanged: $hasFocus")
super.onWindowFocusChanged(hasFocus)
mUnityPlayer.windowFocusChanged(hasFocus)
}

}

fun Context.getActivity(): ComponentActivity? = when (this) {
is ComponentActivity -> this
is ContextWrapper -> baseContext.getActivity()
else -> null
}

In my experience, The UnityPlayer derived from activity only can play animation.

I don't know why, so I make UnityPlayer object in MainActivity using MainActivity context.

The lowest function getActivity is used to get MainActivity from Composable function.


3. xml layout to put UnityPlayer

<?xml version="1.0" encoding="utf-8"?>
<FrameLayout
xmlns:android="http://schemas.android.com/apk/res/android"
android:id="@+id/frameLayout"
android:orientation="vertical"
android:layout_width="match_parent"
android:layout_height="match_parent">

</FrameLayout>

This layout file's name is "avatar_view_layout.xml"

Obviously, you can change this file name if you want.


4. Composable function to show UnityPlayer

@Composable
fun AvatarView() {
val TAG = "AvatarView"
val localContext = LocalContext.current

Log.d(TAG, "AvatarView composition")

val unityPlayer = (localContext.getActivity() as MainActivity).mUnityPlayer    //1
AndroidViewBinding(AvatarViewLayoutBinding::inflate) {     //2
if(unityPlayer.parent == null) {
Log.d(TAG,
"AvatarView added")
frameLayout.addView(unityPlayer.view)        //3
unityPlayer.resume()
}
}

DisposableEffect(key1 = localContext) {
onDispose {        //4
Log.d(TAG, "remove AvatarView")
(unityPlayer.
parent as FrameLayout).removeView(unityPlayer.view)

unityPlayer.pause()

}
}
}

1 => Get UnityPlayer object using local context

2 => AndroidViewBinding to use xml in Compose

3 => Add UnityPlayer to FrameLayout and resume UnityPlayer

4 => DisposableEffect to notice when AvatarView composable leave.

You should remove UnityPlayer from framelayout and pause it to restart when recomposing.


I don't know this is good way to use UnityPlayer with Compose, but This is only way I got this.




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The error about il2cpp when you build unity project in android studio

The error about il2cpp when you build unity project in android studio

android blog

1. "il2cpp.exe finished with non-zero exit value" error

Caused by: org.gradle.process.internal.ExecException: Process 'command '/Users/2beone/AndroidStudioProjects/Zepeto/unityLibrary/src/main/Il2CppOutputProject/IL2CPP/build/deploy/il2cpp.exe'' finished with non-zero exit value 126
at org.gradle.process.internal.DefaultExecHandle$ExecResultImpl.assertNormalExitValue(DefaultExecHandle.java:414)
at org.gradle.process.internal.DefaultExecAction.execute(DefaultExecAction.java:38)
at org.gradle.process.internal.DefaultExecActionFactory.exec(DefaultExecActionFactory.java:205)
at org.gradle.groovy.scripts.DefaultScript.exec(DefaultScript.java:249)
at org.gradle.api.Script$exec$0.callCurrent(Unknown Source)

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