@bien-pr/react-native-unity v0.4.0
@bien-pr/react-native-unity
This repository forked from @azesmway/react-native-unity for some custom issue.
@azesmway/react-native-unity
The plugin that allows you to embed a UNITY project into the react native as a full-fledged component
Installation
RN
npm install @bien-pr/react-native-unity
or
yarn add @bien-pr/react-native-unityUnity
- Copy from folder "unity" to <Unity_Project_Name> folder and rebuild unity project.
OnEvent in Unity
Add this code:
using System;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using UnityEngine.UI;
using UnityEngine;
public class NativeAPI {
#if UNITY_IOS && !UNITY_EDITOR
[DllImport("__Internal")]
public static extern void sendMessageToMobileApp(string message);
#endif
}
public class ButtonBehavior : MonoBehaviour
{
public void ButtonPressed()
{
if (Application.platform == RuntimePlatform.Android)
{
using (AndroidJavaClass jc = new AndroidJavaClass("com.azesmwayreactnativeunity.ReactNativeUnityViewManager"))
{
jc.CallStatic("sendMessageToMobileApp", "The button has been tapped!");
}
}
else if (Application.platform == RuntimePlatform.IPhonePlayer)
{
#if UNITY_IOS && !UNITY_EDITOR
NativeAPI.sendMessageToMobileApp("The button has been tapped!");
#endif
}
}
}iOS
- Build Unity app to
[project_root]/unity/builds/ios - Add
Unity-iPhone.xcodeprojto your XCode: press the right mouse button in the Left Navigator XCode ->Add Files to [project_name]...->[project_root]/unity/builds/ios/Unity-iPhone.xcodeproj - Add
UnityFramework.frameworktoGeneral/ sectionFrameworks, Libraries, and Embedded Content - Select Data folder and set a checkbox in the "Target Membership" section to "UnityFramework"
- You need to select the NativeCallProxy.h inside the
Unity-iPhone/Libraries/Plugins/iOSfolder of the Unity-iPhone project and change UnityFramework’s target membership from Project to Public. Don’t forget this step! https://miro.medium.com/max/1400/1*6v9KfxzR6olQNioUp_dFQQ.png - In
Build Phasesremove UnityFramework.framework fromLinked Binary With Libraries - In Build Phases move Embedded Frameworks before Compile Sources ( drag and drop )
Android
- Export Unity app to
[project_root]/unity/builds/android - Add the following lines to
android/settings.gradle:include ':unityLibrary' project(':unityLibrary').projectDir=new File('..\\unity\\builds\\android\\unityLibrary') - Add into
android/build.gradleallprojects { repositories { // this flatDir { dirs "${project(':unityLibrary').projectDir}/libs" } // ... - Add into
android/gradle.propertiesunityStreamingAssets=.unity3d Add strings to
android/app/src/main/res/values/strings.xml<string name="game_view_content_description">Game view</string>Remove
<intent-filter>...</intent-filter>from<project_name>/unity/builds/android/unityLibrary/src/main/AndroidManifest.xmlat unityLibrary to leave only integrated version.
Known issues
- Works only on real iOS devices. Android emulators are capable of showing the UnityView.
- On IOS the Unity view is waiting for a parent with dimensions greater than 0 (from RN side). Please take care of this because if it is not the case, your app will crash with the native message
MTLTextureDescriptor has width of zero.
Usage
Sample code
import React, { useRef, useEffect } from 'react';
import UnityView from '@bien-pr/react-native-unity';
import { View } from 'react-native';
interface IMessage {
gameObject: string;
methodName: string;
message: string;
}
const Unity = () => {
const unityRef = useRef<UnityView>(null);
useEffect(() => {
if (unityRef?.current) {
const message: IMessage = {
gameObject: 'gameObject',
methodName: 'methodName',
message: 'message',
};
unityRef.current.postMessage(message.gameObject, message.methodName, message.message);
}
}, []);
return (
<View style={{ flex: 1 }}>
<UnityView
ref={unityRef}
style={{ flex: 1 }}
onUnityMessage={(result) => {
console.log('onUnityMessage', result.nativeEvent.message)
}}
/>
</View>
);
};
export default Unity;Props
androidKeepPlayerMounted?: boolean- if set to true, keep the player mounted even when the view that contains it has lost focus. The player will be paused on blur and resumed on focus. FOR ANDROID: has no effect on iOS.fullScreen?: boolean- defaults to true. If set to false, will not request full screen access. ANDROID ONLYonUnityMessage?: (event: NativeSyntheticEvent)- receives a message from a Unitystyle: ViewStyle- styles the UnityView. (Won't show on Android without dimensions. Recommended to give itflex: 1as in the example)
Methods
postMessage(gameObject, methodName, message)- sends a message to the Unity. FOR IOS: The native method of unity is used to send a messagesendMessageToGOWithName:(const char*)goName functionName:(const char*)name message:(const char*)msg;, more details can be found in the documentationunloadUnity()- the Unity is unloaded automatically when the react-native component is unmounted, but if you want to unload the Unity, you can call this methodpauseUnity?: (pause: boolean)- pause the Unity
Contributing
See the contributing guide to learn how to contribute to the repository and the development workflow.
License
MIT