Unity Android Java | Unity Android Support: Setup, Sdk \U0026 Ndk \U0026 Jdk \U0026 Gradle 18398 투표 이 답변

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Unity Android Support Setup JDK and SDK and NDK and Gradle .
Article for Unity Android Support Setup JDK SDK NDK Gradle For All Versions : https://www.codeprofessionally.com/unity-android-support-setup-jdk-sdk-ndk-gradle-for-all-versions/
JDK : https://www.codeprofessionally.com/how-to-install-java-jdk-1-8-0_77/
NDK : https://www.codeprofessionally.com/unity-android-support-setup-jdk-sdk-ndk-gradle-for-all-versions/
Gradle : https://www.codeprofessionally.com/unity-android-support-setup-jdk-sdk-ndk-gradle-for-all-versions/
Facebook page : https://www.facebook.com/Code-Prof-110511874050372/
Install JDK SDK NDK Gradle in Unity 2021

unity android java 주제에 대한 자세한 내용은 여기를 참조하세요.

Android developer integration guides – Unity Documentation

Andro developer integration gues# … The following topics detail how to implement Unity Ads in your Andro game. … For more information, see the Java …

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Source: docs.unity.com

Date Published: 11/1/2021

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Native Android in Unity – Suneet Agrawal

AndroJavaClass is the Unity representation of a generic instance of java.lang.Class whereas AndroJavaObject is the Unity representation of a generic …

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Source: agrawalsuneet.github.io

Date Published: 11/28/2022

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Android plugin for Unity – unity3d – Stack Overflow

Java : package com.company.example; import andro.app.Activity; import andro.content.Intent; import andro.os.

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Source: stackoverflow.com

Date Published: 11/26/2021

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Integrating Native Android Code in Unity | Unicorn Utterances

Have you ever wanted to run native Java and Kotlin code from your mobile game written in Unity? Well, you can! Let’s see how.

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Source: unicorn-utterances.com

Date Published: 3/28/2022

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Build your game in Unity – Android Developers

Steps to create a Unity game for Andro · Start the Unity Hub. On the Installs tab, add a version of the Unity Editor that supports 64-bit apps.

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Source: developer.android.com

Date Published: 9/28/2022

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Unity Error AndroidJavaException: java.lang … – GitHub

Object; 2022/01/26 04:03:53.329 8653 8693 Error Unity java.lang. … AndroManifest.xml as the andro studio project in Unity Project …

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Source: github.com

Date Published: 1/30/2022

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주제와 관련된 이미지 unity android java

주제와 관련된 더 많은 사진을 참조하십시오 Unity Android Support: Setup, SDK \u0026 NDK \u0026 JDK \u0026 Gradle. 댓글에서 더 많은 관련 이미지를 보거나 필요한 경우 더 많은 관련 기사를 볼 수 있습니다.

Unity Android Support: Setup, SDK \u0026 NDK \u0026 JDK \u0026 Gradle
Unity Android Support: Setup, SDK \u0026 NDK \u0026 JDK \u0026 Gradle

주제에 대한 기사 평가 unity android java

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  • Date Published: 2021. 2. 16.
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Can you use Java on Unity?

In Unity, you write simple behavior scripts in C# or JavaScript (UnityScript). Both languages are easy to use and run on the integrated scripting runtimes. As stated above, Unity as of now don’t support java coding.

Can you use Unity on Android?

To use Unity to create a game experience for players on Android, follow these steps: Download and install the Unity Hub. Start the Unity Hub. On the Installs tab, add a version of the Unity Editor that supports 64-bit apps.

Is Unity a C++ or Java?

Unity is written in C++ but uses Mono (aka C#, UnityScript, Boo) for scripting. and also is estimated to be much more performance- wise in comparison to other languages.

How do I add Java code to Unity?

Using Java or Kotlin source files as plug-ins
  1. Open the Unity Editor.
  2. Select the Project to add the plug-in to.
  3. In the Projects window, select the Assets. …
  4. Drag and drop your source files into the folder.
  5. Select each of the files.
  6. In the inspector. …
  7. Build your Project.

Is Java better than C#?

C# is generally considered faster than Java, although the difference is insignificant. Both languages are compiled, but C# uses a just-in-time compiler while Java uses an ahead-of-time compiler. This means that C# code is typically executed more quickly.

Why is Java not used for games?

Java isn’t fast enough for most game development. It’s far slower than using C++/Assembly, which is the standard. It’s the same reason more game development isn’t done using C# or VB.

How does Unity run on Android?

When Unity builds an Android app, it includes a . NET bytecode interpreter in native code, based on Mono. When you run the app, the interpreter is run to execute the bytecodes. That’s how it can run on Android.

Can you build mobile apps with Unity?

Unity is a cross-platform game engine developed by Unity Technologies. It can be used to create mobile applications that run on iOS and Android.

Why did Unity stop using JavaScript?

It’s a proprietary language and it doesn’t actually follow any concrete specification of standard JavaScript and is modified at will by the engine developers. > Because of this, the vast majority of JavaScript libraries you find will not work by default in Unity.

Why does Unity use C# and not Java?

On C# and Game development

I think Unity chose to move forward with C# instead of Javascript or Boo because of its learning curve and its history with Microsoft. [Boo was one of the three scripting languages for the Unity game engine until it was dropped in 2014].

What is Unity coded in?

The language that’s used in Unity is called C# (pronounced C-sharp). All the languages that Unity operates with are object-oriented scripting languages.

Does Unreal Engine use Java?

There is, as of this moment time, no Java support on the Unreal Engine. There is a C# plugin available however, you could probably explore how they accomplished it if you plan on making your own wrapper.

Which game engines use Java?

Engines
Name Primary programming language Target platform
AppGameKit C++, BASIC Windows, Mac, iOS, Android, HTML5, Raspberry Pi
Ardor3D Java Cross-platform
Aurora toolset C++ Windows, Linux, macOS
Babylon.js JavaScript, TypeScript Cross-Platform

Can I use Kotlin with Unity?

See in Glossary for Android written in Java or Kotlin. This functionality allows you to add . java or . kt files into your Unity Project and they are compiled when you build an Android player.

What languages can you use in Unity?

The language that’s used in Unity is called C# (pronounced C-sharp). All the languages that Unity operates with are object-oriented scripting languages. Like any language, scripting languages have syntax, or parts of speech, and the primary parts are called variables, functions, and classes.

Why did Unity stop using JavaScript?

It’s a proprietary language and it doesn’t actually follow any concrete specification of standard JavaScript and is modified at will by the engine developers. > Because of this, the vast majority of JavaScript libraries you find will not work by default in Unity.

Can I use Java in Unreal Engine?

There is, as of this moment time, no Java support on the Unreal Engine. There is a C# plugin available however, you could probably explore how they accomplished it if you plan on making your own wrapper.

Can I make games with Java?

Java is widely used by indie game development companies and for creating mobile games. And it shouldn’t come as much of a surprise, given how versatile the language is and given its rich collection of open-source material. Many of the world’s top mobile games have been developed in Java.

Does Unity3D let you code with Java?

In Unity, you write simple behavior scripts in C# or JavaScript (UnityScript). Both languages are easy to use and run on the integrated scripting runtimes.

Read more: https://unity3d.com/unity/workflow/scripting

As stated above, Unity as of now don’t support java coding.

For Java, libGDX is the best option: http://libgdx.badlogicgames.com/

Though Unity has better support and documentation, libGDX is also really powerful.

Clash of the Olympians is a popular game made with libGDX https://play.google.com/store/apps/details?id=com.ironhide.games.clashoftheolympians

Build your game in Unity

Unity is a cross-platform game engine used by many games on the Google Play Store. Unity’s modular tools help you produce and deliver highly engaging 2D or 3D mobile games.

Steps to create a Unity game for Android

To use Unity to create a game experience for players on Android, follow these steps:

Download Google’s official packages for Unity

You can download Google’s official packages for Unity at developers.google.com/unity.

Why does unity support neither C++ nor Java?

Just-in-time compiling has caught up to ahead-of-time compiling and isn’t that much different now. Think about it for a moment. A JIT compiler, like Mono primarily uses, is able to take full advantage of every instruction set available on a computer because it compiles when the section of code is needed.

An AOT compiler, like C++ uses, does not have this advantage. If someone wishes to support every instruction, it has to be compiled once for every single combination of instruction sets. In the past this wasn’t a problem when you had only a couple but modern processors have many additional instruction sets.

Same as with C#. A JIT compiler.

Click to expand…

Manual: Using Java or Kotlin source files as plug-ins

Native (C++) plug-ins for Android Customizing an Android Splash Screen

Other Versions Cannot access other versions offline!

Using Java or Kotlin source files as plug-ins

Unity supports plug-insA set of code created outside of Unity that creates functionality in Unity. There are two kinds of plug-ins you can use in Unity: Managed plug-ins (managed .NET assemblies created with tools like Visual Studio) and Native plug-ins (platform-specific native code libraries). More info

See in Glossary for Android written in Java or Kotlin. This functionality allows you to add .java or .kt files into your Unity Project and they are compiled when you build an Android player. Previously you had to precompile these files as an android library.

Gradle is the only build system that supports this feature so use GradleAn Android build system that automates several build processes. This automation means that many common build errors are less likely to occur. More info

See in Glossary as your build system.

To compile the source files as a plug-in:

Open the Unity Editor. Select the Project to add the plug-in to. In the Projects window, select the Assets

See in Glossary Any media or data that can be used in your game or Project. An asset may come from a file created outside of Unity, such as a 3D model, an audio file or an image. You can also create some asset types in Unity, such as an Animator Controller, an Audio Mixer or a Render Texture. More info Drag and drop your source files into the folder. Select each of the files. In the inspector

See in Glossary A Unity window that displays information about the currently selected GameObject, Asset or Project Settings, alowing you to inspect and edit the values. More info Select platforms for plugin, verify that only Android is selected. Build your Project.

Note: You can place your source files in any folder in your Project except in special use locations such as subfolders under Assets/Plugins/Android. If you place files in these locations, the Unity Editor will not display the plug-in inspector. For additional information, see AAR plug-ins and Android Libraries.

Use the AndroidJavaObject class to call methods in your plug-in. For additional information see, the “Using your Java plug-in from C# scriptsA piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More info

See in Glossary with helper classes” section in JAR plug-ins.

2018–11–29 Page amended with editorial review

2018–09–07 Page published with editorial review

Added plug-in support in 2018.2

Android developer integration guides

Android developer integration guides

The following topics detail how to implement Unity Ads in your Android game.

For more information, see the Java developer API.

Related information

Native Android in Unity

While developing unity games in C# targeting android platform, we always want to use few native android features in our game. These features can be showing notifications on certain actions in the game or can be sharing the high score with other players and inviting them to try our game using android native share. Android gives us all the possibilities to achieve these native android functionalities in unity app using C#.

Let’s take a very basic example of native android functionality ie showing a Toast using unity app. For all those who are not familiar with what a toast is, toast is a simple message popup that appears at the bottom side (by default) of the screen with a custom message and for a long or short duration. A toast provides simple feedback about an operation in a small popup. It only fills the amount of space required for the message and the current activity remains visible and interactive. Toasts automatically disappear after a timeout.

To show this toast in native android we need a simple call to the Toast class static method makeText which return us a Toast class object and then call show method on that object.

//Java Code

Context context = getApplicationContext();

CharSequence text = “This is a toast”;

int duration = Toast.LENGTH_SHORT;

Toast toast = Toast.makeText(context, text, duration);

toast.show();

//Kotlin Code

val text = “This is a toast”

val duration = Toast.LENGTH_SHORT

val toast = Toast.makeText(applicationContext, text, duration)

toast.show()

makeText accepts three arguments, 1. accepts three arguments, 1. Context : the reference of current activity or application 2. Text to show (CharSequence): text needs to be displayed 3. Duration (int): duration for which the toast needs to be displayed The duration value can choose between Toast.LENGTH_LONG or Toast.LENGTH_SHORT

AndroidJavaClass is the Unity representation of a generic instance of java.lang.Class whereas AndroidJavaObject is the Unity representation of a generic instance of java.lang.Object. First, lets put a Platform Now in order to show the same code in unity app, we need use the same Toast class of android but how? using AndroidJavaClass and AndroidJavaObject is the Unity representation of a generic instance of java.lang.Class whereasis the Unity representation of a generic instance of java.lang.Object. First, lets put a Platform #define directives because this particular piece of code will only be supported on the Android platform

//C# code

#if UNITY_ANDROID

//our entire code

//..

#endif

Next, create a new AndroidJavaClass object of Toast class.

//C# code

AndroidJavaClass toastClass =

new AndroidJavaClass(“android.widget.Toast”);

AndroidJavaClass takes a string object as the argument. The string should be the fully qualified name (.) of the class whose reference need to be created. In our case, the fully qualified name of Toast class will be android.widget.Toast which can be obtained from the official documents of Toast class makeText method of Toast class accepts three arguments, but the AndroidJavaObject.Call or AndroidJavaObject.CallStatic method accepts all the arguments as an object array so let’s create an object array with all the required arguments in it. The constructor oftakes aobject as the argument. Theshould be the fully qualified name ( . ) of the class whose reference need to be created. In our case, the fully qualified name ofclass will bewhich can be obtained from the official documents ofclass here . Now, as we know thatmethod ofclass accepts three arguments, but theormethod accepts all the arguments as anso let’s create an object array with all the required arguments in it.

//C# code

//create an object array of 3 size

object[] toastParams = new object[3];

//create a class reference of unity player activity

AndroidJavaClass unityActivity =

new AndroidJavaClass (“com.unity3d.player.UnityPlayer”);

//set the first object in the array

//as current activity reference

toastParams[0] =

unityActivity.GetStatic (“currentActivity”);

//set the second object in the array

//as the CharSequence to be displayed

toastParams[1] = “This is a Toast”;

//set the third object in the array

//as the duration of the toast from

toastParams[2] = toastClass.GetStatic (“LENGTH_LONG”);

The thing to notice here is the AndroidJavaObject.GetStatic method. This method is used to get the value of a static field in an object type. Now that we have the object array ready, let’s call the makeText method of Toast class with passing the object array as an argument.

//C# code

AndroidJavaObject toastObject =

toastClass.CallStatic

(“makeText”, toastParams);

AndroidJavaObject class object which is the Toast class object in our case. We can call the show method on this object now. AndroidJavaObject.CallStatic method is used to call a static Java method on a class. This method returns us anclass object which is theclass object in our case. We can call themethod on this object now.

//C# code

toastObject.Call (“show”);

AndroidJavaObject.Call method is used to call a Java method on an object (non-static).

The entire code put together will be

Android plugin for Unity

Hi I’m trying to use login plugin for Unity. I put java files in Unity and customized AndroidManifest and build.gradle.

Build is success, but when I click the button for login nothing happen.

I think It’s about Context problem. But I’m a beginner so I don’t know what should I do. 🙁 Please Help me!!!!!!!!

This is Unity code.

using System.Collections; using System.Collections.Generic; using UnityEngine; public class Login : MonoBehaviour { AndroidJavaClass unityClass; AndroidJavaObject unityActivity; AndroidJavaObject unityContext; AndroidJavaClass plugin; private void Awake() { //Get Unity Context unityClass = new AndroidJavaClass(“com.unity3d.player.UnityPlayer”); unityActivity = unityClass.GetStatic(“currentActivity”); unityContext = unityActivity.Call(“getApplicationContext”); plugin = new AndroidJavaClass(“com.company.example.javaPlugin”); } public void NavLogin() { plugin.Call(“CallAndroid”, unityContext); } }

And this is java code.

import android.app.Activity; import android.content.Intent; import android.os.Bundle; import android.util.Log; import android.content.Context; import com.unity3d.player.UnityPlayer; import com.unity3d.player.UnityPlayerActivity; public class javaPlugin extends UnityPlayerActivity { private Context context; @Override protected void onCreate(Bundle savedInstanceState) { Log.d(“#####”, “onCreate()”); super.onCreate(savedInstanceState); } public void CallAndroid(Context context) { this.context = context; Log.d(“#####”, “CallAndroid()”); Intent loginIntent = new Intent(this, naverLogin.class); context.startActivity(loginIntent); } @Override public void onBackPressed() { Log.d(“#####”, “onBackPressed()”); //super.onBackPressed(); } }

Edit Java

package com.company.example; import android.app.Activity; import android.content.Intent; import android.os.Bundle; import android.util.Log; import android.content.Context; import com.unity3d.player.UnityPlayer; import com.unity3d.player.UnityPlayerActivity; public class javaPlugin extends UnityPlayerActivity { private Context context; Activity activity; @Override protected void onCreate(Bundle savedInstanceState) { Log.d(“#####”, “onCreate()”); super.onCreate(savedInstanceState); } public void CallAndroid(Activity activity) { this.activity = activity; Log.d(“#####”, “CallAndroid()”); Intent loginIntent = new Intent(this, naverLogin.class); activity.startActivity(loginIntent); } @Override public void onBackPressed() { Log.d(“#####”, “onBackPressed()”); //super.onBackPressed(); } }

Edit Unity

Integrating Native Android Code in Unity

Working on mobile games with Unity, you may come across some instances where you’ll want to run native code. Whether it be to access specific sensors, run code in the background, or other closer-to-hardware mobile-specific actions, knowing how to call native code from within your Unity’s C# environment can be a great boon to your developmental efforts.

Luckily for us, Unity has a system of “plugins” that allow us to do just that. Unity contains the ability to map code between C# and Java by using in-house-developed helper classes to cross-talk between the two languages. This article will outline how to set up a development environment, how to manage Android dependencies in Unity, and finally how to call Android-specific code from C#. Without further ado, let’s dive in! 🏊‍♂️

⚠️ Be aware that this information is based on Unity 2018 versions. While this might be relevant for older versions of Unity, I have not tested much of this methodology of integration with older versions.

Setting up Development Environment

Unity supports using either Java files or Kotlin source files as plugins. This means that you’re able to take Android source files (regardless of if they’re written in Java or Kotlin) and treat them as callable compiled library code. Unity will then take these files and then include them into its own Gradle build process, allowing you — the developer — to focus on development rather than the build process.

For anyone who may have experimented with doing so in older versions of Unity in the past will note that this is a massive improvement — it used to be that you’d have to compile to AAR files and include them manually.

That said, the editor you may be using may not be best suited for editing Android code, and it would be great to have a powerful development experience while working with. For this purpose, it would be great to edit code using the official IDE for Android development: Android Studio.

Unfortunately, I’ve had difficulties getting the same Android Studio development environment to sync with the “source file” interoperability that Unity provides. For this reason, I tend to have two folders:

One of these folders lives at the root of the project (directly under Unity/ProjectName ) called AndroidStudioDev that I open in Android Studio.

The other folder is one that lives under Assets called AndroidCode , which contains copied-and-pasted files from AndroidStudioDev that are only the related source files I need to call.

Once the copying of the files from the Android Studio environment to Assets has finished, you’ll need to mark it as being included in the Android build within Unity’s inspector window that comes up when you highlight the source file.

If you forget to do this, your class or file may not be found. This is an important step to keep in mind during debugging.

This will naturally incur a question for developers who have tried to maintain a system of duplication of any size: How do you manage dependencies between these two folders?

Managing Android Dependencies

Luckily for us, managing Android code dependencies in Unity has a thought-out solution from a large company: Google. Because Google writes a Firebase SDK for Unity, they needed a solid way to manage native dependencies within Unity.

Installing the Unity Jar Resolver

ℹ️ If you’ve installed the Unity Firebase SDK already, you may skip the step of installing.

This plugin, called the “Unity Jar Resolver”, is hugely useful to us for synchronizing our development environment. You can start by downloading it from their releases tab on GitHub.

If you have a hard time finding the download link, you’ll want to press the three dots (or, if you’re looking for the alt text: the “Toggle commit message” button). There will typically be a link for downloading the .unitypackage file.

In your project, you’ll then want to select Assets > Import Package > Custom Package in order to import the downloaded plugin.

Then, you’ll see a dialog screen that’ll ask what files you want to import with your Unity Package. Ensure that all of the files are selected, then press “Import”.

Your screen may look slightly different from the one above. That’s okay — so long as all of the files are selected, pressing “Import” is perfectly fine.

Using the Jar Resolver

Using the Jar resolver is fairly straightforward. Whenever you want to use a dependency in your Android code, you can add them to a file within the Assets/AndroidCode folder that adds dependencies with the same keys as the ones typically found in a build.gradle file for dependencies.

xml < dependencies > < androidPackages > < androidPackage spec = "com.jaredrummler:android-device-names:1.1.8" >

The only rule with this file structure is that your file must end with Dependencies.xml . You can have as many of these files as you’d like. Let’s say you want to separate out dependencies based on features? You can do that, just have separate files that follow that naming pattern!

xml < dependencies > < androidPackages > < androidPackage spec = "com.google.android.gms:play-services-location:16.0.0" >

After creating the files, in the menubar, go to Assets > Play Services Resolver > Android Resolver > Resolve , and it should go fetch the AAR files related to those specific libraries and download them.

So long as your file ends with Dependencies.xml , it should be picked up by the plugin to resolve the AAR files.

Adding Support into Android Studio Environment

But that’s only half of the equation. When editing code in Android Studio, you won’t be able to use the libraries you’ve downloaded in Unity. This means that you’re stuck manually editing both of the locations for dependencies. This is where a simple trick with build files comes into play.

Assuming, like me, you used the built-in “Create Project” method of starting a codebase in Android Studio, you’ll have a build.gradle file for managing dependencies. However, you’ll notice that when you run the Resolve on the plugin in Unity, it’ll download AAR and JAR files to Assets/Plugins/Android . You can tell Android Studio’s Gradle to include them by adding the following line to your dependencies :

groovy dependencies { implementation fileTree(dir: ‘../../Assets/Plugins/Android’ , include: [ ‘*.jar’ , ‘*.aar’ ]) }

This will take all of the AAR files and JAR files and treat them as if they were synced by Android Studio’s Gradle sync.

For more information on how to manage your app’s dependencies from within Unity, you may want to check out this article created by the Firebase developers, who coincidentally made the plugin for managing Android dependencies in Unity.

Call Android code from C#

It’s great that we’re able to manage those dependencies, but they don’t mean much if you’re not able to utilize the code from them!

For example, take the following library: https://github.com/jaredrummler/AndroidDeviceNames

That library allows you to grab metadata about a user’s device. This might be useful for analytics or bug reporters you may be developing yourself. Let’s see how we’re able to integrate this Java library in our C# code when building for the Android platform.

Introduction

You must make your callback extend the type of callback that is used in the library. For example, take the following code sample from the README of the library mentioned above:

java DeviceName . with (context) . request ( new DeviceName . Callback () { @ Override public void onFinished( DeviceName . DeviceInfo info , Exception error) { String manufacturer = info . manufacturer ; // “Samsung” String name = info . marketName ; // “Galaxy S8+” String model = info . model ; // “SM-G955W” String codename = info . codename ; // “dream2qltecan” String deviceName = info . getName (); // “Galaxy S8+” } });

While this example may seem straightforward, let’s dissct what we’re doing step-by-step here. This will allow us to make the migration to C# code much simpler to do mentally.

java // Create a new “DeviceName.Callback” instance DeviceName . Callback handleOnFinished = new DeviceName . Callback () { // Provide an implementation of the `onFinished` function in the `Callback` class // Notice that there are two parameters for this method: one for info, the other for errors @ Override public void onFinished( DeviceName . DeviceInfo info , Exception error) { // … Assignment logic here } }; // Create a `DeviceName.Request` by passing the current context into the `DeviceName.with` method DeviceName . Request withInstance = DeviceName . with (context); // Use that request instance to pass the `DeviceName.Callback` instance from above to run the related code withInstance . request (handleOnFinished);

You can see that we have a few steps here:

Make a new Callback instance Provide an implementation of onFinished for said instance Call DeviceName.with to create a request we can use later This means that we have to gain access to the currently running context to gain device access. When calling the code from Unity, it means we have to get access to the UnityPlayer context that Unity engine runs on Call that request’s request method with the Callback instance

For each of these steps, we need to have a mapping from the Java code to C# code. Let’s walk through these steps one-by-one

Create Callback Instance

In order to create an instance of a Callback in C# code, we first need a C# class that maps to the Java interface. To do so, let’s start by extending the Android library interface. We can do this by using the base constructor of AndroidJavaProxy and the name of the Java package path. You’re able to use $ to refer to the interface name from within the Java package.

csharp private class DeviceCallback : AndroidJavaProxy { // `base` calls the constructor on `AndroidJava` to pass the path of the interface // `$` refers to interface name public DeviceCallback () : base ( “com.jaredrummler.android.device.DeviceName$Callback” ) {} }

This package path can be found in the library’s code at the following path. The DeviceName is referring to the path of the .java file name.

We can then provide an implementation of the onFinished method of that Callback . Recall how we previously had two params? Well, now the implementation will require we use the AndroidJavaObject type for both of those params.

Otherwise — if we type the function with a C# interface or class that matches the Java implementation — the method will not be called when we expect it to. This is due to function overloading expecting to get the AndroidJavaObject from the code Unity has developed to call mapped functions and classes.

This AndroidJavaObject type has a myriad of methods that can be called to assist in gathering data from or interfacing with the Java object. One of such methods is the Get method. When called on an AndroidJavaObject instance in C#, it allows you to grab a value from Java. Likewise, if you intend to call a method from the Java code, you can use AndroidJavaObject.Call .

csharp private class DeviceCallback : AndroidJavaProxy { public DeviceCallback () : base ( “com.jaredrummler.android.device.DeviceName$Callback” ) {} // These both MUST be `AndroidJavaObject`s. If not, it won’t match the Java method type and therefore won’t be called void onFinished ( AndroidJavaObject info , AndroidJavaObject err) { // When running `AndroidJavaObject` methods, you need to provide a type for the value to be assigned to var manufacturer = info . Get < string >( “manufacturer” ); // “Samsung” var readableName = info . Get < string >( “marketName” ); // “Galaxy S8+” var model = info . Get < string >( “model” ); // “SM-G955W” var codename = info . Get < string >( “codename” ); // “dream2qltecan” var deviceName = info . Call < string >( “getName” ); // “Galaxy S8+” } }

Get Current Context

Just as all Android applications have some context to their running code, so too does the compiled Unity APK. When compiling down to Android, Unity includes a package called the “UnityPlayer” to run the compiled Unity code. The package path for the player in question is com.unity3d.player.UnityPlayer .

While there is not a docs reference page for this Java class, some of the company’s code samples provide us with some useful methods and properties on the class. For example, that page mentions a static property of currentActivity that gives us the context we need to pass to DeviceName.with later on:

csharp var player = new AndroidJavaClass ( “com.unity3d.player.UnityPlayer” ); var activity = player . GetStatic < AndroidJavaObject >( “currentActivity” );

We can then gain access to the DeviceName Java class. If we look at the related Java code from the previous section, we can see that we’re calling DeviceName.with without making a new instance of DeviceName :

java DeviceName . Request withInstance = DeviceName . with (context);

This means that with must be a static method on the DeviceName class. In order to call static Java methods, we’ll use the AndroidJavaClass.CallStatic method in C#.

csharp var jc = new AndroidJavaClass ( “com.jaredrummler.android.device.DeviceName” ); var withCallback = jc . CallStatic < AndroidJavaObject >( “with” , activity);

Finally, we can add the call to request with an instance of the DeviceCallback class.

csharp var deviceCallback = new DeviceCallback (); withCallback . Call ( “request” , deviceCallback);

Complete Code Example

Line-by-line explanations are great, but often miss the wholistic image of what we’re trying to achieve. The following is a more complete code sample that can be used to get device information from an Android device from Unity.

csharp public class DeviceInfo { public string manufacturer; // “Samsung” public string readableName; // “Galaxy S8+” public string model; // “SM-G955W” public string codename; // “dream2qltecan” public string deviceName; // “Galaxy S8+” } class DeviceName : MonoBehaviour { private class DeviceCallback : AndroidJavaProxy { // Add in a field for us to gain access to the device info after the callback has ran public DeviceInfo deviceInfo; public DeviceCallback () : base ( “com.jaredrummler.android.device.DeviceName$Callback” ) {} void onFinished ( AndroidJavaObject info , AndroidJavaObject err) { deviceInfo . manufacturer = info . Get < string >( “manufacturer” ); deviceInfo . readableName = info . Get < string >( “marketName” ); deviceInfo . model = info . Get < string >( “model” ); deviceInfo . codename = info . Get < string >( “codename” ); deviceInfo . deviceName = info . Call < string >( “getName” ); } } private void Start () { var player = new AndroidJavaClass ( “com.unity3d.player.UnityPlayer” ); var activity = player . GetStatic < AndroidJavaObject >( “currentActivity” ); var jc = new AndroidJavaClass ( “com.jaredrummler.android.device.DeviceName” ); var withCallback = jc . CallStatic < AndroidJavaObject >( “with” , activity); var deviceCallback = new DeviceCallback (); withCallback . Call ( “request” , deviceCallback); Debug . Log ( deviceCallback . deviceInfo . deviceName ); } }

Calling Source Code from Unity

Calling native Android code can be cool, but what if you have existing Android code you want to call from Unity? Well, that’s supported as well. Let’s take the following Kotlin file:

kotlin // Test.kt package com.company.example import android.app.Activity import android.util.Log class Test() { fun runDebugLog () { Log .i( “com.company.example” , “Removing location updates” ) } }

Assuming you copied it over to the Assets/AndroidCode folder and marked it to be included in the Android build, you should be able to use the package name and the name of the class in order to run the related code.

csharp var testAndroidObj = new AndroidJavaObject ( “com.company.example.Test” ); testAndroidObj . Call ( “runDebugLog” );

AndroidManifest.XML Overwriting

Many Android app developers know how important it can be to have the ability to customize their manifest file. By doing so, you’re able to assign various metadata to your application that you otherwise would be unable to. Luckily for us, Unity provides the ability to overwrite the default XML file.

By placing a file under Assets\Plugins\Android\AndroidManifest.xml , you’re able to add new values, change old ones, and much more.

If you want to find what the default manifest file looks like, you’ll want to look for the following file: \Editor\Data\PlaybackEngines\AndroidPlayer\Apk\AndroidManifest.xml . This file is a good baseline to copy into your project to then extend upon. The reason I suggest starting with the default XML is that Unity requires its own set of permissions and such. After that, however, you’re able to take the manifest and customize it to your heart’s content.

It’s worth mentioning that if you use Firebase Unity SDK and wish to provide your own manifest file, you’ll need to customize the default manifest file to support Firebase opperations.

Firebase Support

Let’s say you’re one of the users who utilizes the Firebase SDK for Unity. What happens if you want to send data from Android native code or even use background notification listeners in your mobile app?

You’re in luck! Thanks to the Unity Firebase plugin using native code in the background, you’re able to share your configuration of Firebase between your native and Unity code. So long as you’ve configured Firebase for Unity properly and added the config change to Android Studio, you should be able to simply call Firebase code from within your source files and have the project configs carry over. This means that you don’t have to go through the tedium of setting up and synchronizing the Unity and Android config files to setup Firebase — simply call Firebase code from your source files, and you should be good-to-go! No dependency fiddling required!

Conclusion

I hope this article has been helpful to anyone hoping to use Android code in their Unity mobile game; I know how frustrating it can be sometimes to get multiple moving parts to mesh together to work. Rest assured, once it does, it’s a satisfying result knowing that you’re utilizing the tools that Unity and the Firebase team have so graciously provided to game developers.

If you have any questions or comments, please leave them down below. Thanks for reading!

Build your game in Unity

Unity is a cross-platform game engine used by many games on the Google Play Store. Unity’s modular tools help you produce and deliver highly engaging 2D or 3D mobile games.

Steps to create a Unity game for Android

To use Unity to create a game experience for players on Android, follow these steps:

Download Google’s official packages for Unity

You can download Google’s official packages for Unity at developers.google.com/unity.

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