一、applicationDidBecomeActive方法替換,更改啟動(dòng)方法和啟動(dòng)頁面
****第一種:直接替換啟動(dòng)頁面(次方案較少用)****
- (void)applicationDidBecomeActive:(UIApplication*)application
{
::printf("-> applicationDidBecomeActive()\n");
// if(_snapshotView)
// {
//// [_snapshotView removeFromSuperview];
//// _snapshotView = nil;
// }
//自插入代碼
static dispatch_once_t disOnce;
dispatch_once(&disOnce,^{
[self performSelector:@selector(startMSUView:) withObject:application afterDelay:0];
});
if(_unityAppReady)
{
if(UnityIsPaused() && _wasPausedExternal == false)
{
UnityPause(0);
UnityWillResume();
}
UnitySetPlayerFocus(1);
}
else if(!_startUnityScheduled)
{
// _startUnityScheduled = true;
// [self performSelector:@selector(startUnity:) withObject:application afterDelay:0];
}
_didResignActive = false;
}
//自插入代碼
- (void)startMSUView:(UIApplication *)application{
MSUController *msu = [[MSUController alloc] init];
_window.rootViewController = msu;
}
****第二種:進(jìn)入U(xiǎn)3D頁面后,點(diǎn)擊自定義控件跳轉(zhuǎn)()****
1)替換根控制器,進(jìn)入U(xiǎn)nityAppController 找到- (void)startUnity:(UIApplication*)application 方法,進(jìn)入到 showGameUI 里面,更改代碼
UINavigationController *nav =[[UINavigationController alloc]initWithRootViewController:_rootController];
_rootController.navigationController.navigationBarHidden = YES;
_window.rootViewController = nav;
2)U3D做判斷點(diǎn)擊屏幕具體區(qū)域,傳個(gè)C函數(shù)給iOS端進(jìn)行 控制器跳轉(zhuǎn),例如:
注:char 字符串 和 NSString 字符串 相互轉(zhuǎn)換 通過NSUTF8String相關(guān)
extern "C" void SendRoomInfo(const char *a) {
NSString *dataString = [NSString stringWithUTF8String:a];
NSData *data =[dataString dataUsingEncoding:NSUTF8StringEncoding];
NSDictionary *dataDict =[NSJSONSerialization JSONObjectWithData:data options:NSJSONReadingMutableLeaves error:nil];
if ((dataString.length==0) {
NSLog(@"離開");
if (mainVC != nil) {
[mainVC.navigationController popViewControllerAnimated:YES];
[mainVC.view removeFromSuperview];
mainVC =nil;
} else {
NSLog(@"開始");
if (!mainVC) {
mainVC =[[MSUMainController alloc]init];
UINavigationController *nav =(UINavigationController*)[[UIApplication sharedApplication]keyWindow].rootViewController;
mainVC.gameNumber =tempModel.players.count;
[nav pushViewController:mainVC animated:YES];
}
}
}
}
二,iOS中調(diào)用U3D方法
U3D端:
圖片.png
iOS端:
extern "C" void _RemoveNativeScene(){
}
extern "C" void _AddNativeScene(){
}
三、iOS端像U3D發(fā)送信息
主要方法在于: UnitySendMessage("NativeConnector", "OnServerRequest", [[dict mj_JSONString] UTF8String]);
7F04879E-5ABD-4C3B-9635-9DD19156BB97.png
四.U3D中使用 ShareSDK流程相關(guān)(由于U3D不知道引用具體第三方SDK和依賴庫,所以根據(jù)具體情況自己增刪等)
1.報(bào)錯(cuò) ShareSDK 頭文件缺失
圖片.png
1)刪除引用SDK文件夾(Remove References) ,刪除相關(guān)依賴庫(SDK內(nèi)涵)
圖片.png
2)點(diǎn)擊工程名字,TARGETS - General - Linked Frameworks and Libraries添加紅色三個(gè),并在左側(cè)刪除報(bào)紅的三個(gè)依賴庫
圖片.png
3)實(shí)現(xiàn)U3D那邊寫的C函數(shù),并在XCODE內(nèi)自己實(shí)現(xiàn)
圖片.png
四.U3D和iOS橫豎屏相關(guān)
1.U3D那邊設(shè)置成豎屏模式,iOS這邊設(shè)置成 protrait模式
2.在UnityAppController.m 中修改方法 supportedInterfaceOrientationsForWindow ,
- (NSUInteger)application:(UIApplication*)application supportedInterfaceOrientationsForWindow: (UIWindow*)window
{
// UIInterfaceOrientationMaskAll
// it is the safest way of doing it:
// - GameCenter and some other services might have portrait-only variant
// and will throw exception if portrait is not supported here
// - When you change allowed orientations if you end up forbidding current one
// exception will be thrown
// Anyway this is intersected with values provided from UIViewController, so we are good
// 只支持豎屏
return UIInterfaceOrientationMaskPortrait;
// return (1 << UIInterfaceOrientationPortrait) | (1 << UIInterfaceOrientationPortraitUpsideDown)
// | (1 << UIInterfaceOrientationLandscapeRight) | (1 << UIInterfaceOrientationLandscapeLeft);
}
五.內(nèi)存優(yōu)化相關(guān)
1. 集成項(xiàng)目模式有兩種方式,一種是把iOS集成到U3D工程中,另一種是把U3D集成到iOS中!
2. U3D給iOS這邊的工程,項(xiàng)目緩存有時(shí)候能達(dá)到400M , 優(yōu)化步驟有以下幾種:
1).U3D端對圖集進(jìn)行拼湊和去重!
圖集拼湊的意思就是-------U3D懂!
圖集去重的意思就是-------去重!
2).U3D端創(chuàng)建組件(比如iOS中的tabbar)的時(shí)候不需要?jiǎng)?chuàng)建移除--創(chuàng)建移除,而是采用創(chuàng)建隱藏方式!
3).iOS端控制內(nèi)存管理,這里就不復(fù)述了!