最近遇到一個(gè)識(shí)別圖像后顯示3D模型的需求,權(quán)衡再三選擇了國(guó)內(nèi)的easyAR SDK。Unity建模完成后,導(dǎo)出相應(yīng)的iOS工程,由于Unity模塊在我的工程中是作為一個(gè)功能模塊存在的,因此需要將導(dǎo)出的Unity iOS工程集成到原生工程中。集成過(guò)程稍顯復(fù)雜,也躺過(guò)一些坑,此處做一個(gè)記錄以銘心志。另外關(guān)于Unity建模不是本文要探討的內(nèi)容,本人也純屬Unity小白,瞎折騰一番后模型勉強(qiáng)符合預(yù)期,慚愧~
【Unity版本】2017.1.1f1 【Xcode版本】8.3.3
導(dǎo)出Unity iOS工程
Unity模型搭建好之后,需要導(dǎo)出iOS工程。相關(guān)配置如下:

由于是easyAR unity工程,務(wù)必保證Bundle ID與easyAR中注冊(cè)的一致。配置完成后點(diǎn)擊build,即可導(dǎo)出unity iOS工程。本例中工程文件結(jié)構(gòu)如下,其中 unity_general 為unity導(dǎo)出的iOS工程,zhb_general 為目標(biāo)iOS工程。

unity文件引用
在目標(biāo)iOS工程里引用unity iOS工程中的文件,主要就是三個(gè)目錄,Classes,Libraries,Data。這里需要注意的是,Classes和Libraries目錄作為Group引用,切記不要勾選copy,而Data目錄不需要參與編譯,作為folder引用進(jìn)來(lái)即可。本例中統(tǒng)一引用到Unity group下,文件結(jié)構(gòu)如下:

工程配置
-
關(guān)閉bitcode。新版的Unity已經(jīng)支持Bitcode但EasyAR并不支持,不關(guān)閉無(wú)法正常編譯。
修改Linking -> Other Linker Flags選項(xiàng),添加參數(shù)
-weak_framework CoreMotion -weak-lSystem。

- 修改頭文件搜索目錄

- 修改庫(kù)搜索目錄

- 修改LLVM - Custom Complier Flags -> Other C Flags選項(xiàng),添加兩個(gè)參數(shù):
-DINIT_SCRIPTING_BACKEND=1和-DRUNTIME_IL2CPP=1。

- 修改LLVM - Language -> C Language Dialect選項(xiàng),選擇
C99。

- 修改LLVM - Language - C++ -> C++ Language Dialect選項(xiàng),選擇
C++11。

- 添加三項(xiàng)自定義設(shè)置
- MTL_ENABLE_DEBUG_INFO -> NO
- UNITY_RUNTIME_VERSION -> 2017.1.1f1(當(dāng)前你的Unity3d版本號(hào),請(qǐng)自行替換)
- UNITY_SCRIPTING_BACKEND -> il2cpp


- 新建一個(gè)PCH文件,并修改Precompile Prefix Header為YES,關(guān)聯(lián)pch文件路徑。此處新建文件名為 PrefixHeader.pch。

添加工程依賴

修改代碼
找到unity工程的pch文件,完整復(fù)制內(nèi)容到之前建好的PrefixHeader.pch文件中。
-
找到unity工程的main.m文件,復(fù)制其內(nèi)容到新建工程的main.m文件中,將main.m修改為main.mm允許C++混編,并修改AppDelegate為工程代理類。
#include "RegisterMonoModules.h" #include "RegisterFeatures.h" #include <csignal> // Hack to work around iOS SDK 4.3 linker problem // we need at least one __TEXT, __const section entry in main application .o files // to get this section emitted at right time and so avoid LC_ENCRYPTION_INFO size miscalculation static const int constsection = 0; void UnityInitTrampoline(); // WARNING: this MUST be c decl (NSString ctor will be called after +load, so we cant really change its value) const char* AppControllerClassName = "UnityAppController"; int main(int argc, char* argv[]) { UnityInitStartupTime(); @autoreleasepool { UnityInitTrampoline(); UnityInitRuntime(argc, argv); RegisterMonoModules(); NSLog(@"-> registered mono modules %p\n", &constsection); RegisterFeatures(); // iOS terminates open sockets when an application enters background mode. // The next write to any of such socket causes SIGPIPE signal being raised, // even if the request has been done from scripting side. This disables the // signal and allows Mono to throw a proper C# exception. std::signal(SIGPIPE, SIG_IGN); UIApplicationMain(argc, argv, nil, [NSString stringWithUTF8String:"AppDelegate"]); } return 0; } #if TARGET_IPHONE_SIMULATOR && TARGET_TVOS_SIMULATOR #include <pthread.h> extern "C" int pthread_cond_init$UNIX2003(pthread_cond_t *cond, const pthread_condattr_t *attr) { return pthread_cond_init(cond, attr); } extern "C" int pthread_cond_destroy$UNIX2003(pthread_cond_t *cond) { return pthread_cond_destroy(cond); } extern "C" int pthread_cond_wait$UNIX2003(pthread_cond_t *cond, pthread_mutex_t *mutex) { return pthread_cond_wait(cond, mutex); } extern "C" int pthread_cond_timedwait$UNIX2003(pthread_cond_t *cond, pthread_mutex_t *mutex, const struct timespec *abstime) { return pthread_cond_timedwait(cond, mutex, abstime); } #endif // TARGET_IPHONE_SIMULATOR && TARGET_TVOS_SIMULATOR同時(shí)在Build Phases -> Compier Sources 中刪掉unity工程中的main.mm,只編譯目標(biāo)工程的main.mm。

-
修改UnityAppController.h,將其中的內(nèi)聯(lián)函數(shù)
GetAppController()修改如下:#import "AppDelegate.h" inline UnityAppController* GetAppController() { AppDelegate *delegate = (AppDelegate *)[UIApplication sharedApplication].delegate; return delegate.unityController; // return (UnityAppController*)[UIApplication sharedApplication].delegate; } -
新建EasyARAppController.h,因?yàn)樵镜腅asyARAppController是沒(méi)有頭文件的,是通過(guò)OC運(yùn)行時(shí)初始化的,為了方便在代碼中初始化和使用,單獨(dú)建立它的頭文件,并調(diào)整一下EasyARAppController.mm文件。
//EasyARAppController.h #import "UnityAppController.h" @interface EasyARAppController : UnityAppController @end //EasyARAppController.mm #import <UIKit/UIKit.h> #import "EasyARAppController.h" extern "C" void ezarUnitySetGraphicsDevice(void* device, int deviceType, int eventType); extern "C" void ezarUnityRenderEvent(int marker); @interface EasyARAppController () - (void)shouldAttachRenderDelegate; @end @implementation EasyARAppController - (void)shouldAttachRenderDelegate; { UnityRegisterRenderingPlugin(&ezarUnitySetGraphicsDevice, &ezarUnityRenderEvent); } @end IMPL_APP_CONTROLLER_SUBCLASS(EasyARAppController) -
創(chuàng)建MyARAppController,繼承自EasyARAppController,作為后續(xù)開(kāi)發(fā)的交互controller。
//MyARAppController.h #import "EasyARAppController.h" @interface MyARAppController : EasyARAppController @end //MyARAppController.mm #import "MyARAppController.h" #import "AppDelegate.h" #import "UnityViewControllerListener.h" #define BackButtonTag 10000 extern "C" { void backToNative(){ AppDelegate* delegate = (AppDelegate *)[UIApplication sharedApplication].delegate; [delegate hideUnityWindow]; } } @interface MyARAppController () @property (nonatomic, strong) UIButton *backButton; @end @implementation MyARAppController - (instancetype)init{ self = [super init]; if (self) { [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(viewDidLoad) name:kUnityViewWillAppear object:self.rootViewController]; } return self; } -(void)viewDidLoad{ if (![self.rootViewController.view viewWithTag:BackButtonTag]) { [self.rootViewController.view addSubview:self.backButton]; [self.rootViewController.view bringSubviewToFront:self.backButton]; } } - (void)actionBack{ backToNative(); } - (UIButton *)backButton{ if (!_backButton) { _backButton = [UIButton buttonWithType:UIButtonTypeCustom]; _backButton.frame = CGRectMake(10, 10, 60, 44); _backButton.backgroundColor = [UIColor clearColor]; [_backButton setTitle:@"退出" forState:UIControlStateNormal]; [_backButton setTitleColor:[UIColor lightGrayColor] forState:UIControlStateNormal]; [_backButton addTarget:self action:@selector(actionBack) forControlEvents:UIControlEventTouchUpInside]; _backButton.tag = BackButtonTag; } return _backButton; } - (void)dealloc{ [[NSNotificationCenter defaultCenter] removeObserver:self]; } @end -
修改AppDelegate,將AppDelegate.m修改為AppDelegate.mm,并創(chuàng)建新的Unity3d入口。
//AppDelegate.h #import <UIKit/UIKit.h> @class UnityAppController; @interface AppDelegate : UIResponder <UIApplicationDelegate> @property (strong, nonatomic) UIWindow *window; @property (strong, nonatomic) UIWindow *unityWindow; @property (strong, nonatomic) UnityAppController *unityController; -(void)showUnityWindow; -(void)hideUnityWindow; @end //AppDelegate.mm #import "AppDelegate.h" #import <IQKeyboardManager.h> #import "MyARAppController.h" @interface AppDelegate () @property (nonatomic,strong) UINavigationController *navVC; @end @implementation AppDelegate -(UIWindow *)unityWindow{ return UnityGetMainWindow(); } -(void)showUnityWindow{ self.unityWindow.hidden = NO; UnitySendMessage("CameraDevice", "StartCapture", ""); } -(void)hideUnityWindow{ self.unityWindow.hidden = YES; UnitySendMessage("CameraDevice", "StopCapture", ""); } - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { self.window = [[UIWindow alloc]initWithFrame:[UIScreen mainScreen].bounds]; self.window.backgroundColor = [UIColor whiteColor]; UIStoryboard *sb = [UIStoryboard storyboardWithName:@"Main" bundle:nil]; self.navVC = [sb instantiateInitialViewController]; self.window.rootViewController = self.navVC; [self.window makeKeyAndVisible]; self.unityController = [[MyARAppController alloc]init]; [self.unityController application:application didFinishLaunchingWithOptions:launchOptions]; [self hideUnityWindow]; return YES; } - (void)applicationWillResignActive:(UIApplication *)application { [self.unityController applicationWillResignActive:application]; } - (void)applicationDidEnterBackground:(UIApplication *)application { [self.unityController applicationDidEnterBackground:application]; } - (void)applicationWillEnterForeground:(UIApplication *)application { [self.unityController applicationWillEnterForeground:application]; } - (void)applicationDidBecomeActive:(UIApplication *)application { [self.unityController applicationDidBecomeActive:application]; } - (void)applicationWillTerminate:(UIApplication *)application { [self.unityController applicationWillTerminate:application]; } @end -
設(shè)置入口,此處以ViewController作為入口控制器。
#import "ViewController.h" #import "AppDelegate.h" @implementation ViewController - (void)viewDidLoad { [super viewDidLoad]; UIButton * enterBtn = [UIButton buttonWithType:UIButtonTypeSystem]; enterBtn.frame = CGRectMake(0, 0, 100, 100); enterBtn.center = self.view.center; [enterBtn setTitle:@"進(jìn)入" forState:UIControlStateNormal]; [enterBtn addTarget:self action:@selector(didClickEnter:) forControlEvents:UIControlEventTouchUpInside]; [self.view addSubview:enterBtn]; } -(void)didClickEnter:(UIButton*)btn{ //喚起unity界面 AppDelegate * delegate = [UIApplication sharedApplication].delegate; [delegate showUnityWindow]; } @end
躺過(guò)的坑
- 編譯成功后,APP啟動(dòng)時(shí)crash:il2cpp::vm::MetadataCache::Initialize{}

解決辦法是在 Other C Flags選項(xiàng)中添加 -DRUNTIME_IL2CPP=1 參數(shù)。
