- #Integrating android with mac how to
- #Integrating android with mac .exe
- #Integrating android with mac full
- #Integrating android with mac for android
#Integrating android with mac .exe
exe -convert -to -cpp -emit -null -checks -enable -array -bounds -check -dotnetprofile = "unityaot" -compile -cpp -libil2cpp - static -platform = "Android" -architecture = "ARMv7" -configuration = "Release" -outputpath = "D: \Users \TylerOBrien \Downloads \UnityProject \UnityProject \Temp \StagingArea \assets \bin \Data \Native \armeabi-v7a \libil2cpp.so" -cachedirectory = "D: \Users \TylerOBrien \Downloads \UnityProject \UnityProject \Assets \. It occurred after integrating AR Camera (Wikitude)įailed running D :\Program Files\Unity Editors\2019. I got this errror while adding my game scene You can move the version from the manifest to the defaultConfig in the adle file. WARNING: The targetSdk version should not be declared in the android manifest file. So, I changed the NativeApp minSDK value to 19 to get it to build / deployĭid I mess something up? Or is it expected that two apps get installed on the device, one native app and another the UnityLibrary?Ĭlick to expand.ERROR: Unable to resolve dependency for Could not find :android_component.ĮRROR: Unable to resolve dependency for Could not find :unity_android_bridge.ĮRROR: Unable to resolve dependency for Could not find :android_component.ĮRROR: The minSdk version should not be declared in the android manifest file. Not sure if this is related but when I tried to do the Gradle sync, after modifying the gradle scripts, it complained that the minSDK version of the NativeApp project was 16 while the minSDK version of the UnityLibrary was 19. I think I built both the UnityLibrary and the NativeApp using SDK API 28 (Pie). If I click on the Unity button to take me back to the MainView, I get a NullReference in showHostMainWindow probably beacuse the Main View does not even exist.ĭev / Test environment: Pixel 2 XL running Android 9 pie. with the spinning cube) and skips the whole Native app layer (obviously, I don't see the native buttons in the middle as well). But if I launch the other NativeApp app, it launches me straight into the Unity view (i.e. When I tap on one of them, it launches the Native app correctly and I can go back and forth between Unity and the Android view.
I see two "NativeApp" apps installed on my test android device when I build / deploy the NativeApp project from AndroidStudio. Tried this out right now and it seems to work great!
#Integrating android with mac for android
Generate gradle project for Android platform For convenience uncompress both projects in same folder:Ģ.It have some UI, MainUnityActivity extends OverrideUnityActivity, and is prepared to start MainUnityActivity with Intent.This is Basic Activity application from Android Studio templates where we want to include our Unity project.Assets / Plugins / Android files have OverrideUnityActivity to extend UnityPlayerActivity.This “Unity project” is the sample we want to include in our native Android app.You can read more about Unity as a Library.
#Integrating android with mac full
(Just in case there is full project ready to build & deploy at the end of this doc ).
#Integrating android with mac how to
This post explains how to include Unity as a Library into native Android applications through Activities. Since Unity version 2019.3.b4+ is out please refer to Version 2 of the example.