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I understand that plugins are now supported when building for iphone in Unity. The unity documentation does not spell out any specifics on how to set up the XCode project for building a plugin for this. When i go to create a new project in XCode, the only 'Bundle' option is under the Mac OS X section and not iphone OS. if i select that and then change the architecture in the project settings to 'iPhone Device 3.0' and add a code signing identity, i get 139 errors when i try to build. i would appreciate some help from anyone who has successfully created a plugin for iphone, and the specific steps they had to take to get the project set up correctly. thanks!
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You need to add some code to the Xcode project that is built when you Build for iPhone. It's quite a process to get the workflow for this right, but it's worth doing the homework. I published my project once to a folder named 'Unity-iPhone' in my Unity project folder, copied it out to a new, separate location, and then added the following script to my Unity project's Assets/Editor/ folder as PostprocessBuildPlayer (making sure to give executable permissions to the file):
What this does is copy all the bits that actually change in an Xcode build and leaves the rest of your project intact. I have lost one too many days trusting Unity's own 'Append' feature. You can then develop happily in Xcode in the ~/Documents/Xcode/my-project project. To get the plugin going, first rename ProjectAppDelegate.m to http://ProjectAppDelegate.mm. This tells the compiler to process C and C++ code in the file (or something). Then, above the @implementation line near the top, add:
Then, in your applicationDidFinishLaunching method, you set this value:
This allows your plugin's C code to talk to your application's Objective-C code. Then add the following code at the bottom of the App Delegate .mm file. I have included a sample of how to pass structured data back and forth (I struggled with this, should save you some time).
Finally, in Unity, in a C# class in Assets/Plugins/, you'd have something like:
Of course, there is more to it than just what you have here, but this is a good kickstart. Have fun :) If you change your PostprocessBuildPlayer script to the following, it copies files recursively, adding subfolders (such as added video files etc): !/bin/bashcp -Rf ./Unity Player/Data/* ./Xcode Project/Data/. cp -Rf ./Unity Player/Libraries/* ./Xcode Project/Libraries/.
Aug 19 '10 at 11:00 AM
Dimitris 1
Just two details... The static delegate object should be declared as a pointer. So this: static ProjectAppDelegate delegateObj; Should be changed to: static ProjectAppDelegate *delegateObj; And to make all this work on the Simulator, inside Unity3D in "Player Settings" for iOS you have to change the "SDK Version" to a Simulator version ("iOS Simulator Latest" for example) and then change in the Xcode project the file "Libraries/RegisterMonoModules.cpp" and take out of the "#if !(TARGET_IPHONE_SIMULATOR)" block the definition of this function: And of course the registration of your functions: Hope this helps somebody. By the way I'm using Unity3D 3.5.0f5.
Apr 02 '12 at 03:01 PM
enekochan
I've created an script that changes automatically the "Libraries/RegisterMonoModules.cpp" file. It's not very "elegant" but it's the first time I use awk. I've also included the script from Dimitris with it to use all together in "Assets/Editor/PostprocessBuildPlayer": !/bin/bashcp -fR ./iOS Build/Libraries ~/Documents/Xcode/Xcode Project/ cp -fR ./iOS Build/Data ~/Documents/Xcode/Xcode Project/ rm file.tmp awk ' { if ($0 == "#if !(TARGET_IPHONE_SIMULATOR)" && NR == 9) { } else if (NR == 32) { } else if ($0 == "#endif // !(TARGET_IPHONE_SIMULATOR)" && NR > 32) { } else { } }' ~/Documents/Xcode/Xcode Project/Libraries/RegisterMonoModules.cpp mv file.tmp ~/Documents/Xcode/Xcode Project/Libraries/RegisterMonoModules.cpp
Apr 05 '12 at 09:49 AM
enekochan
Thanks @enekochan your comment about
May 06 '12 at 09:02 AM
hamedrajabi
How does version control work with this setup? Separate repositories for the Unity project and the Xcode project? Any example/template projects on GitHub with everything set up? Just asking. I will be doing some experimentation myself.
Nov 14 '12 at 11:09 AM
jkgd
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I have tried using this PostprocessBuildPlayer script but I get a runtime error when running with the copied libs. "Failed to load AOT module 'mscorelib' while running in aot-only mode."
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thanks for the info. that's very helpful! the main point of my confusion was that i was under the impression that 'plugins' for iphone worked the same way as if you were building for pc/mac: a precompiled bundle that unity loaded and accessed through interop. i see now that on iphone, it is just the ability to access objC code that has been added to the xcode project. very misleading nomenclature using the term 'plugin' for both.
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