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Customize Unity3D Xcode project with storyboards

I'm a novice on Unity3D. My requirement is to have the the gaming screen (build by Unity3D) in between iOS native application. I have written .mm in oder to subclass UnityAppController.mm

#import <UIKit/UIKit.h>
#import "UnityAppController.h"

@interface TNAppController : UnityAppController

- (void)createViewHierarchyImpl;

@end

@implementation TNAppController

- (void)createViewHierarchyImpl {

    UIStoryboard *storyBoard    = [UIStoryboard storyboardWithName:@"Storyboard" bundle:nil];
    UIViewController *mainVC    = [storyBoard instantiateInitialViewController];
    self.window = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
    self.window.rootViewController = mainVC;
    _rootController             = [self.window rootViewController];
    _rootView                   = _rootController.view;
}

@end

IMPL_APP_CONTROLLER_SUBCLASS(TNAppController)

But when I tried assigning the _rootView got following error.

2015-01-29 18:21:53.298 ProductName[548:60b] -> registered mono modules 0x136b0c0 -> applicationDidFinishLaunching() Mono path[0] = '/var/mobile/Applications/A7836E0B-2F4B-4704-B359-63A7C860CB07/ProductName.app/Data/Managed' Mono config path = '/var/mobile/Applications/A7836E0B-2F4B-4704-B359-63A7C860CB07/ProductName.app/Data/Managed' -> applicationDidBecomeActive() Requesting Resolution: 640x1136 Renderer: PowerVR SGX 543 Vendor: Imagination Technologies Version: OpenGL ES 2.0 IMGSGX543-97 GL_OES_depth_texture GL_OES_depth24 GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_float GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_vertex_array_object GL_EXT_blend_minmax GL_EXT_color_buffer_half_float GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_discard_framebuffer GL_EXT_draw_instanced GL_EXT_instanced_arrays GL_EXT_map_buffer_range GL_EXT_occlusion_query_boolean G L_EXT_pvrtc_sRGB GL_EXT_read_format_bgra GL_EXT_separate_shader_objects GL_EXT_shader_framebuffer_fetch GL_EXT_shader_texture_lod GL_EXT_shadow_samplers GL_EXT_sRGB GL_EXT_texture_filter_anisotropic GL_EXT_texture_rg GL_EXT_texture_storage GL_APPLE_copy_texture_levels GL_APPLE_framebuffer_multisample GL_APPLE_rgb_422 GL_APPLE_sync GL_APPLE_texture_format_BGRA8888 GL_APPLE_texture_max_level GL_IMG_read_format GL_IMG_texture_compression_pvrtc Creating OpenGLES2.0 graphics device Initialize engine version: 4.6.1f1 (d1db7a1b5196) Begin MonoManager ReloadAssembly - Completed reload, in 0.072 seconds

Followed the tutorial in http://www.the-nerd.be/2014/08/06/add-unity3d-in-a-native-ios-application/

Noticed the _rootViewController is garbage collected when it comes to the transitionToViewController method in UnityAppController.mm which throws as a bad access.

Any experience on such?

Thanks a bunch!

this code, work fine for me:

#import <UIKit/UIKit.h>
#import "UnityAppController.h"
#import "UI/UnityView.h"
#import "UI/UnityViewControllerBase.h"

#import "TopViewController.h"

@interface TNAppController : UnityAppController

@property (nonatomic, strong) UINavigationController *navController;

- (void)willStartWithViewController;

@end

@implementation TNAppController
- (void)willStartWithViewController:(UIViewController*)controller {

    UIStoryboard *storyBoard    = [UIStoryboard storyboardWithName:@"Main" bundle:nil];
    UIViewController *mainVC    = [storyBoard instantiateInitialViewController];

    _rootController    = [[UnityDefaultViewController alloc] init];
    _rootView        = [[UIView alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
    _rootController.view = _rootView;

    //UnitySceneViewController *unityScene = [[UnitySceneViewController alloc] initWithNibName:nil bundle:nil];

    self.navController = [[UINavigationController alloc] initWithRootViewController:mainVC];
    [_rootView addSubview:self.navController.view];

    /*
    UIStoryboard *storyBoard    = [UIStoryboard storyboardWithName:@"Main" bundle:nil];
    UIViewController *mainVC    = [storyBoard instantiateInitialViewController];
    self.window = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
    self.window.rootViewController = mainVC;
    _rootController             = [self.window rootViewController];
    _rootView                   = _rootController.view;
    */
}

@end

IMPL_APP_CONTROLLER_SUBCLASS(TNAppController)

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