Method One: Release the Eclipse Android Project (tick), as IOS publishes Xcode , in eclipse in the write call
650) this.width=650; "src=" Http://s3.51cto.com/wyfs02/M00/4D/A4/wKiom1RV8AeSOlX5AADeBLsA5iA608.jpg "title=" Picture 1.png "alt=" wkiom1rv8aesolx5aadeblsa5ia608.jpg "/>
Method Two: Use the Eclipse Publishing plug-in to call in Unity
configuration essentials in Eclipse:
Operation Process:
1. new Android Project, note the package path like mine is com.zxkj,cyy, the other steps are done directly next
650) this.width=650; "src=" Http://s3.51cto.com/wyfs02/M01/4D/A3/wKioL1RV8HvxlE1LAABoY7HQ8F0346.jpg "title=" Picture 2.png "alt=" wkiol1rv8hvxle1laaboy7hq8f0346.jpg "/>
2. Right-click on the Android project to Import the Unity installation package . Class.jar Bag 650) this.width=650; "Src=" http://s3.51cto.com/wyfs02/M02/4D/A4/wKiom1RV8DaBVoKTAAARXCJnF3M120.jpg " title= "Picture 3.png" alt= "Wkiom1rv8dabvoktaaarxcjnf3m120.jpg"/>
path in Unity installation package:Uniy\editor\data\playbackengines\androidplayer\release\bin\class.jar
650) this.width=650; "src=" Http://s3.51cto.com/wyfs02/M00/4D/A3/wKioL1RV8KnQ4iDaAAIqIIYrp_M880.jpg "title=" Picture 4.png "alt=" wkiol1rv8knq4idaaaiqiiyrp_m880.jpg "/>
Import Results
650) this.width=650; "src=" Http://s3.51cto.com/wyfs02/M02/4D/A3/wKioL1RV8MCD7urnAAA0RnHDKWU450.jpg "title=" Picture 5.png "alt=" wkiol1rv8mcd7urnaaa0rnhdkwu450.jpg "/>
3. edit mainactivity650) this.width=650; "Src=" http://s3.51cto.com/wyfs02/M02/4D/A4/ Wkiom1rv8hxxoz_taaa4vfsjqpk341.jpg "title=" image 6.png "alt=" Wkiom1rv8hxxoz_taaa4vfsjqpk341.jpg "/>
Code such as:
650) this.width=650; "src=" Http://s3.51cto.com/wyfs02/M00/4D/A4/wKiom1RV8IiTKFw2AAG5RlkgWq0479.jpg "title=" Picture 7.png "alt=" wkiom1rv8iitkfw2aag5rlkgwq0479.jpg "/>
Inherit unityplayeractivity, comment red box that line of code, because you don't need to use Android 's own view, use the untiy own scene;
4. Configure the Master file androidmanifest.xml, preferably in the Unity installation Package Androidmanifest.xml Configuration, the principle is not much to say
unity
<?xml version= "1.0" encoding= "Utf-8"? ><manifest xmlns:android= "http ://schemas.android.com/apk/res/android " package=" Com.unity3d.player "Android: installlocation= "preferexternal" Android:theme= "@android: Style/theme.notitlebar" android : versioncode= "1" android:versionname= "1.0" > < Supports-screens android:smallscreens= "true" android:normalscreens= "true" Android:largescreens= "true" android:xlargescreens= "true" android:anydensity= "true"/> < applicationandroid:icon= "@drawable/app_icon" android:label= "@ String/app_name " &Nbsp; android:debuggable= "true" > <activity android:name= "Com.unity3d.player.UnityPlayerNativeActivity" android:label= "@string/app_name" > <intent-filter> <action android:name= " Android.intent.action.MAIN " /> <category android:name= "Android.intent.category.LAUNCHER" /> </intent-filter> <meta-data android:name= "Unityplayer. Unityactivity " android:value=" true " /> <meta-data android:name= "Unityplayer. Forwardnativeeventstodalvik " android:value=" false " /> </activity> </application></manifest>
android Span style= "font-family: ' The song Body '; > Project androidmanifest.xml , the difference statement itself against the unmodified file, think about why, as for some system access rights to continue to add
<?xml version= "1.0" encoding= "Utf-8"? ><manifest xmlns:android= "http ://schemas.android.com/apk/res/android " package=" Com.unity3d.player "Android: installlocation= "preferexternal" Android:theme= "@android: Style/theme.notitlebar" android : versioncode= "1" android:versionname= "1.0" > < Supports-screens android:smallscreens= "true" android:normalscreens= "true" Android:largescreens= "true" android:xlargescreens= "true" android:anydensity= "true"/> < applicationandroid:icon= "@drawable/app_icon" android:label= "@ String/app_name " &Nbsp; android:debuggable= "true" > <activity android:name= "Com.unity3d.player.UnityPlayerNativeActivity" android:label= "@string/app_name" > <intent-filter> <action android:name= " Android.intent.action.MAIN " /> <category android:name= "Android.intent.category.LAUNCHER" /> </intent-filter> <meta-data android:name= "Unityplayer. Unityactivity " android:value=" true " /> <meta-data android:name= "Unityplayer. Forwardnativeeventstodalvik " android:value=" false " /> </activity> </application></manifest>
5. Extract the plugin, copy it to the Unity project assets\plugins\android folder, or use the Publish plugin method to publish it here.
650) this.width=650; "src=" Http://s3.51cto.com/wyfs02/M01/4D/A4/wKiom1RV8PqjuoXgAAA_pE6vnMg137.jpg "title=" Picture 8.png "alt=" wkiom1rv8pqjuoxgaaa_pe6vnmg137.jpg "/>
Unzip the plug-in package, result diagram
650) this.width=650; "src=" Http://s3.51cto.com/wyfs02/M02/4D/A3/wKioL1RV8WqAu6oEAAAqCziu1k0266.jpg "title=" Picture 9.png "alt=" wkiol1rv8wqau6oeaaaqcziu1k0266.jpg "/>
If plugin is useful to Android View also need to copy res resource file
650) this.width=650; "src=" Http://s3.51cto.com/wyfs02/M02/4D/A4/wKiom1RV8R_yJiK7AACcMSCS31g660.jpg "title=" Picture 10.png "alt=" wkiom1rv8r_yjik7aaccmscs31g660.jpg "/>
It's over. Plugin settings
Unity Configuration and use
1. Note the package needs and the Android New Project package path Unified
650) this.width=650; "src=" Http://s3.51cto.com/wyfs02/M00/4D/A3/wKioL1RV8ZLCJLOyAABCHfyvrfc003.jpg "title=" Picture 11.png "alt=" wkiol1rv8zlcjloyaabchfyvrfc003.jpg "/>
2. Accessing the Android method:
Androidjavaclass JC = new Androidjavaclass ("Com.unity3d.player.UnityPlayer"); Androidjavaobject Jo = JC. Getstatic<androidjavaobject> ("currentactivity"); Jo. Call (Calling the Android method name, calling the method's parameters);
Configure the Android plugin and use Unity to invoke