近期 在做AR这一块,用EasyAR集成到iOS端,由于现在到项目已经上线,下一版本要做一个AR功能,于是迫于需求需要,自己研究和翻阅读好多集成到资料。
通过整理分出几个重要到模块,其中在这里指出Xcode9版本确实好坑,建议弃坑,该用稍微好点到版本Xcode9.1.
一模块.Unity3D导出iOS项目(UD,表示)。
二模块.从UD取出重要到三个文件。
三模块.新建一个iOS项目(ID,表示)
四模块.在ID配置Unity3D的环境
五模块.在ID创建Unity3D的控制器文件及代码
开始演示:
一模块.Unity3D导出iOS项目(UD,表示)。
1.在搞好Unity的代码开发后就可以倒出iOS版本了(如果没有AR项目,可以到EasyAR去找dome来做)。
2.导出到相关配置如标,按里面的配置好就好,注意【’允许使用相机?‘,要写,不然导出iOS后运行会崩溃】:(图是取来别人的图)
二模块.从UD取出重要到三个文件。
1.三个目录,Classes,Libraries,Data。
三模块.新建一个iOS项目(ID,表示)
1.引用UD项目里的三个文件,并集成到ID项目里。
2.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。
3.而Data目录不需要参与编译,作为folder引用进来即可。
文件结构如下:(可以不要创建文件夹放置,按照UD项目的结构来做)
四模块.在ID配置Unity3D的环境
1.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。如图:
2.修改Linking -> Other Linker Flags选项,添加参数 -weak_framework CoreMotion -weak-lSystem
。
3.修改头文件搜索目录,如图:
结构如:
"$(SRCROOT)/项目名称/Classes"
"$(SRCROOT)/项目名称/Libraries"
"$(SRCROOT)/项目名称/Libraries/libil2cpp/include"
"$(SRCROOT)/项目名称/Classes/Native"
"$(SRCROOT)/项目名称"
"$(SRCROOT)"
4.修改库搜索目录,如图:
结构如:
"$(SRCROOT)/项目名称/Libraries"
"$(SRCROOT)/项目名称/Libraries/Plugins/iOS"
"$(SRCROOT)/项目名称"
5. 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
。
6.修改LLVM - Language -> C Language Dialect选项,选择C99
。
7.修改LLVM - Language - C++ -> C++ Language Dialect选项,选择 C++11
。
8.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
9.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。
10.添加工程依赖(注意三个Optional)
五模块.在ID创建Unity3D的控制器文件及代码
1.ID项目中,将Classes/
下的main.mm
文件里面的内容,复制全部到集成项目的Supporting Files/
下的main.m
文件中,然后删除Classes/main.mm
,并且把文件后缀改成.mm
。并且按照下图对内容进行修改
2.修改 UnityAppController文件
改之前:
改之后:(‘delegate.unityController’的unityController,是之后要建的自定义文件,用来处理AR界面处理的,不明白可以不管)
3.新建一个UnityController文件继承于UnityAppController用来处理AR界面处理(注意变成C++混编文件【把.m文件变成.mm文件】)
UnityController.mm文件如下:
// Created by XY IOS on 2017/11/18.
// Copyright © 2017年 陈诗友. All rights reserved.
//
#import "UnityController.h"
#import "UnityAppController.h"
#import "UnityAppController+ViewHandling.h"
#import "UnityAppController+Rendering.h"
#import "DisplayManager.h"
#import "UnityView.h"
#include "RegisterMonoModules.h"
#include "RegisterFeatures.h"
#include <csignal>
@interface UnityController()
@property (nonatomic, assign) BOOL isInitUnity;
@end
@implementation UnityController
+ (instancetype)instance
{
return (UnityController *)[[UIApplication sharedApplication]valueForKeyPath:@"delegate.unityController"];
}
- (instancetype)init
{
self = [super init];
if (self) {
self.isInitUnity = NO;
// 注册Unity的事件
[[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(appDidBecomeActive:) name:UIApplicationDidBecomeActiveNotification object:nil];
[[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(appWillEnterForeground:) name:UIApplicationWillEnterForegroundNotification object:nil];
[[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(appWillResignActive:) name:UIApplicationWillResignActiveNotification object:nil];
[[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(appWillTerminate:) name:UIApplicationWillTerminateNotification object:nil];
[[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(appDidReceiveMemoryWarning:) name:UIApplicationDidReceiveMemoryWarningNotification object:nil];
}
return self;
}
- (void)appWillEnterForeground:(NSNotification *)notification {
[self applicationWillEnterForeground:[UIApplication sharedApplication]];
}
- (void)appDidBecomeActive:(NSNotification *)notification {
if (nil == self.unityView) {
return;
}
[self applicationDidBecomeActive:[UIApplication sharedApplication]];
}
- (void)appWillResignActive:(NSNotification *)notification {
[self applicationWillResignActive:[UIApplication sharedApplication]];
}
- (void)appWillTerminate:(NSNotification *)notification {
[self applicationWillTerminate:[UIApplication sharedApplication]];
}
- (void)appDidReceiveMemoryWarning:(NSNotification *)notification {
[self applicationDidReceiveMemoryWarning:[UIApplication sharedApplication]];
}
- (UIView *)playView
{
return self.unityView;
}
static const int constsection = 0;
void UnityInitTrampoline();
void initMain() {
@autoreleasepool
{
// UnityInitTrampoline();
// UnityInitStartupTime();
UnityInitTrampoline();
UnityInitRuntime(0, NULL);
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);
}
}
- (void)initUnity {
if (!self.isInitUnity) {
initMain();
if ([UIDevice currentDevice].generatesDeviceOrientationNotifications == NO)
[[UIDevice currentDevice] beginGeneratingDeviceOrientationNotifications];
UnityInitApplicationNoGraphics([[[NSBundle mainBundle] bundlePath] UTF8String]);
[self selectRenderingAPI];
[UnityRenderingView InitializeForAPI: self.renderingAPI];
_window = nil;
_unityView = [self createUnityView];
[DisplayManager Initialize];
_mainDisplay = [DisplayManager Instance].mainDisplay;
[_mainDisplay createWithWindow: _window andView: _unityView];
[super applicationDidBecomeActive:[UIApplication sharedApplication]];
self.isInitUnity = YES;
}
}
- (void)pauseUnity {
//[self applicationWillResignActive:[UIApplication sharedApplication]];
UnityPause(1);
}
- (void)startUnity {
//[self applicationDidBecomeActive:[UIApplication sharedApplication]];
UnityPause(0);
}
- (BOOL)isPaused {
if (UnityIsPaused() == 1) {
return YES;
}
else {
return NO;
}
}
@end
4.在ViewController 文件创建一个(sbtn)按钮[驱动AR], 一个view[AR容器],要注意一点要在AppDelegate.m文件初始化UnityController
#import "ViewController.h"
#import "UnityController.h"
@interface ViewController ()
@end
@implementation ViewController
- (void)viewDidLoad {
[super viewDidLoad];
[self initUI];
// Do any additional setup after loading the view, typically from a nib.
}
- (void)initUI
{
// self.view.backgroundColor = [UIColor whiteColor];
UIButton *sbtn = [UIButton buttonWithType:UIButtonTypeCustom];
sbtn.frame = CGRectMake((CGRectGetMaxX(self.view.frame) - 60 ) / 2, 150, 60, 40);
sbtn.backgroundColor = [UIColor purpleColor];
[sbtn setTitle:@"AR开始" forState:UIControlStateNormal];
[sbtn addTarget:self action:@selector(Actions) forControlEvents:UIControlEventTouchDown];
[self.view addSubview:sbtn];
// UIButton *button1 = [UIButton buttonWithType:UIButtonTypeRoundedRect];
// button1.frame = CGRectMake((CGRectGetMaxX(self.view.frame) - 60 ) / 2, 150 + 40, 60, 40);
// [button1 setTitle:@"AR暂停" forState:UIControlStateNormal];
// [self.view addSubview:button1];
// button1.backgroundColor = [UIColor redColor];
// [button1 addTarget:self action:@selector(clickHandler1:) forControlEvents:UIControlEventTouchUpInside];
// 供Unity显示的View
// UIView *view = [[UIView alloc] initWithFrame:CGRectMake(0, CGRectGetMaxY(sbtn.frame) + 50, CGRectGetWidth(self.view.frame), 400)];
UIView *view = [[UIView alloc] initWithFrame:self.view.bounds];
[view setBackgroundColor:[UIColor grayColor]];
[view setTag:22];
view.hidden = YES;
[self.view addSubview:view];
}
- (void) clickHandler1:(id)sender
{
if ([[UnityController instance] isPaused]) {
[[UnityController instance] startUnity];
}
else {
[[UnityController instance] pauseUnity];
}
}
- (void)Actions
{
NSLog(@"ar");
// self.unityController = [[UnityController alloc]init];
[self.view viewWithTag:22].hidden = NO;
[[UnityController instance]initUnity];
[UnityController instance].playView.frame = [self.view viewWithTag:22].bounds;
[[self.view viewWithTag:22] addSubview:[UnityController instance].playView];
// AppDelegate *delegate = (AppDelegate *)[UIApplication sharedApplication].delegate;
}
- (void)didReceiveMemoryWarning {
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
@end
5.在AppDelegate.m文件初始化UnityController
7.问题收集
(1)在使用统一摄像头的时候黑屏
问题表现为,在使用Unity打包出来的项目运行是正常的,但是集合到现有项目的时候,摄像头显示区域是黑屏。错误码是:EasyAR is running on an unsupported graphics device of type -4
。
解决的方法:
运行结果: