» unity の記事

~ unity png transparent setting ~

connie 2020.09.15 | unity | | No Comments

~ unity change project name ~

connie 2020.09.07 | unity | | No Comments

-change the folder name of asset’s parent folder
-del all the .sln or .csproj file
-restart project

Goto Unity > edit> preference >External tools> external script editor and set VS 2019 and restart unity and vs

min use unity 2017version
change scripting backend to IL2CPP
Target Architectures> click arm64 and unclick x86

alt text

~ unity use native android aar library ~

connie 2019.07.17 | unity | | No Comments

-create project with no activity

-libs copy unity classes file
C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer\Variations\mono\Release\Classes\classes.jar

-Gradle window =>refresh Gradle project

Create Class MainActivity.class

package hk.connie.testunitypackage;

import android.os.Bundle;
import android.support.v7.app.AlertDialog;
import android.widget.Toast;

import com.unity3d.player.UnityPlayerActivity;

public class MainActivity extends UnityPlayerActivity {

@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
}

public String ShowDialog(final String _title, final String _content){
runOnUiThread(new Runnable() {
@Override
public void run() {
AlertDialog.Builder builder = new AlertDialog.Builder(MainActivity.this);
builder.setTitle(_title).setMessage(_content).setPositiveButton("Down", null);
builder.show();
}
});
return "Java return";
}

public void ShowToast(final String mStr2Show){
runOnUiThread(new Runnable() {
@Override
public void run() {
Toast.makeText(getApplicationContext(),mStr2Show, Toast.LENGTH_LONG).show();
}
});
}

}

AndroidManifest.xml

<application>
.....
<activity android:name="hk.connie.testunitypackage.MainActivity">
<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" />
</activity>
.....
</application>

build.gradle

Change
apply plugin: ‘com.android.application’
to
apply plugin: ‘com.android.library’

and del
applicationid

Go to Gradle Windows > select the package >tasks > Build > assemble

Then it will generate a aar file to this folder xxx\testUnityPackage\app\build\outputs\aar

Then change the file extension to zip

use winrar to open it and del the classes.jar and change back to aar extension

Then the aar file is ready for unity.
Open a new project in unity
create new button

create new empty game object and add component > new script

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class controller : MonoBehaviour {

    public Button loginBtn;

    // Use this for initialization
	void Start () {
        loginBtn.onClick.AddListener(loginAction);
	}
	
	// Update is called once per frame
	void Update () {
		
	}

    void loginAction()
    {
        Debug.Log("You have clicked the button!");
        using (AndroidJavaClass jc = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
        {
            using (AndroidJavaObject jo = jc.GetStatic<AndroidJavaObject>("currentActivity"))
            {
                jo.Call("ShowToast", "Unity use Android's AlertDialog");
            }
        }
    }
}

then go to assets windows
create folder Plugins>Android
put the aar file and AndroidManifest.xml to the folder

aar location:
xxx\testUnityPackage\app\build\outputs\aar

AndroidManifest.xml location:
xxx\GIT\testUnityPackage\app\src\main\AndroidManifest.xml

and most important thing is since we have use com.android.support:appcompat-v7 in android studio and we are using gradle method to import the lib, unity will not auto import that library, so we have to copy the v7 lib to the unity, which is location at
C:\Users\xxx\AppData\Local\Android\sdk\extras\android\m2repository\com\android\support\appcompat-v7\xxx.aar

Unity go to build setting=>Android=>PlayerSetting
change the package name, it should be as same as your android studio aar project

~ Dynamite Text scroll in unity ~

connie 2017.05.18 | unity | | No Comments

我地想做出Dynamite text box可以scroll 效果

首先生一個panel出來,調好大小(尼個大小會係你最後顯示出尼既大小),再生一個UI.text出尼,然後將UI.text拉入去panel內

調一下UI.text的大小,最好大於panel方便測試scrolling

然後,去panel加入<mask>同<scroll Rect>,mask 主要用尼cover左出血既位,scroll rect是用scroll,Content選擇text

然後用script計算出textbox既size

public RectTransform rt;
public Text txt;

void Update () {
        rt.sizeDelta = new Vector2(rt.rect.width, txt.preferredHeight);
}

~ unity 減少字體容量既方法 ~

connie 2017.04.21 | unity | | No Comments

如只會顯示1234567890

~ fix unity 3dText Always on top problem ~

connie 2017.04.19 | unity | | No Comments

Fixing the 3d text always on top layer problem,

左邊係我地常出現的情況,右手邊係我地想要既情況

以下方法不能使用預設FONT,要import 字型入去,我用勘亭流做例子

將字型IMPORT入去ASSET內,在inspector的character 轉成unicode,再Create editable copy

甘生了一個字型texture出來

之後在ASSET Folder Create 新既shader

Shader "GUI/3D Text Shader" {
	Properties{
		_MainTex("Font Texture", 2D) = "white" {}
	_Color("Text Color", Color) = (1,1,1,1)
	}

		SubShader{
		Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
		Lighting Off Cull Off ZWrite Off Fog{ Mode Off }
		Blend SrcAlpha OneMinusSrcAlpha
		Pass{
		Color[_Color]
		SetTexture[_MainTex]{
		combine primary, texture * primary
	}
	}
	}
}

之後在ASSET Folder Create 新既Material

New Material 內Shader部份用GUI->3D Text shader 即係剛剛加入的Shader

然後Texture 加入剛剛做出來的Font Texture

然後去3D Text Object , Mesg Renderer內materials 由Font Texture 改為new material,甘就可以了

~ Fix the problem of unity textmesh blurry ~

connie 2017.04.12 | unity | | No Comments

1491965784579

Set the character Size to 0.03 and increase the Font size

1491965592307
1491965603898

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