@bien-pr/react-native-unity
v0.4.0
Published
React Native Unity
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@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-unity
Unity
- 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.xcodeproj
to 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.framework
toGeneral
/ 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/iOS
folder 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 Phases
remove 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.gradle
allprojects { repositories { // this flatDir { dirs "${project(':unityLibrary').projectDir}/libs" } // ...
Add into
android/gradle.properties
unityStreamingAssets=.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.xml
at 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: 1
as 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