一、applicationDidBecomeActive方法替换,更改启动方法和启动页面
****第一种:直接替换启动页面(次方案较少用)****
- (void)applicationDidBecomeActive:(UIApplication*)application
{
::printf("-> applicationDidBecomeActive()\n");
// if(_snapshotView)
// {
//// [_snapshotView removeFromSuperview];
//// _snapshotView = nil;
// }
//自插入代码
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;
}
//自插入代码
- (void)startMSUView:(UIApplication *)application{
MSUController *msu = [[MSUController alloc] init];
_window.rootViewController = msu;
}
****第二种:进入U3D页面后,点击自定义控件跳转()****
1)替换根控制器,进入UnityAppController 找到- (void)startUnity:(UIApplication*)application 方法,进入到 showGameUI 里面,更改代码
UINavigationController *nav =[[UINavigationController alloc]initWithRootViewController:_rootController];
_rootController.navigationController.navigationBarHidden = YES;
_window.rootViewController = nav;
2)U3D做判断点击屏幕具体区域,传个C函数给iOS端进行 控制器跳转,例如:
注:char 字符串 和 NSString 字符串 相互转换 通过NSUTF8String相关
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(@"离开");
if (mainVC != nil) {
[mainVC.navigationController popViewControllerAnimated:YES];
[mainVC.view removeFromSuperview];
mainVC =nil;
} else {
NSLog(@"开始");
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中调用U3D方法
U3D端:
iOS端:
extern "C" void _RemoveNativeScene(){
}
extern "C" void _AddNativeScene(){
}
三、iOS端像U3D发送信息
主要方法在于: UnitySendMessage("NativeConnector", "OnServerRequest", [[dict mj_JSONString] UTF8String]);
四.U3D中使用 ShareSDK流程相关(由于U3D不知道引用具体第三方SDK和依赖库,所以根据具体情况自己增删等)
1.报错 ShareSDK 头文件缺失
1)删除引用SDK文件夹(Remove References) ,删除相关依赖库(SDK内涵)
2)点击工程名字,TARGETS - General - Linked Frameworks and Libraries添加红色三个,并在左侧删除报红的三个依赖库
3)实现U3D那边写的C函数,并在XCODE内自己实现
四.U3D和iOS横竖屏相关
1.U3D那边设置成竖屏模式,iOS这边设置成 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
// 只支持竖屏
return UIInterfaceOrientationMaskPortrait;
// return (1 << UIInterfaceOrientationPortrait) | (1 << UIInterfaceOrientationPortraitUpsideDown)
// | (1 << UIInterfaceOrientationLandscapeRight) | (1 << UIInterfaceOrientationLandscapeLeft);
}
五.内存优化相关
1. 集成项目模式有两种方式,一种是把iOS集成到U3D工程中,另一种是把U3D集成到iOS中!
2. U3D给iOS这边的工程,项目缓存有时候能达到400M , 优化步骤有以下几种:
1).U3D端对图集进行拼凑和去重!
图集拼凑的意思就是-------U3D懂!
图集去重的意思就是-------去重!
2).U3D端创建组件(比如iOS中的tabbar)的时候不需要创建移除--创建移除,而是采用创建隐藏方式!
3).iOS端控制内存管理,这里就不复述了!