Version: 2022.1
言語: 日本語
Unity のデフォルトのアクティビティを拡張する
Specify Unity start-up arguments

カスタムアクティビティの作成

Unity のデフォルトのアクティビティを拡張するには、独自のカスタムアクティビティを作成し、それをアプリケーションのエントリーポイントに設定します。そのためのプロセスは以下の通りです。

  1. Create a new Activity that extends the UnityPlayerActivity class.
  2. Create a plug-in to deliver the new Activity to the final Unity Android application.
  3. Override the Android App Manifest to set your new Activity as the application’s entry point.

この後、アクティビティにカスタムビヘイビアを実装して、Unity と Android の間の相互作用を制御できます。

Create a new Activity

To create a new Activity:

  1. Assets フォルダーに、新しい Java (.java) または Kotlin (.kt) ファイルを作成します。
  2. 新しいファイルでは、UnityPlayerActivity を継承するクラスを作成します。
  3. In the new class, override the various base Activity methods to implement the custom behavior you want your Activity to have. For more information, see Android’s Activity documentation.

Example Activity

The following code sample shows an example Activity that overrides multiple functions.

package com.company.product;
import com.unity3d.player.UnityPlayerActivity;
import android.os.Bundle;
import android.util.Log;

public class OverrideExample extends UnityPlayerActivity {
  protected void onCreate(Bundle savedInstanceState) {
    // UnityPlayerActivity.onCreate() を呼び出す
    super.onCreate(savedInstanceState);
    // デバッグメッセージを Logcat に出力
    Log.d("OverrideActivity", "onCreate called!");
  }
  public void onBackPressed()
  {
    // UnityPlayerActivity.onBackPressed() を呼び出す代わりに、この例はバックボタンのイベントを無視します
    // super.onBackPressed();
  }
}

Create a plug-in for the Activity

To use a custom Activity for a Unity Android application, you must create a plug-in to contain the Activity. Activities are written in either Java or Kotlin, which means you must use a plug-in of one of the following types:

Create a new plug-in and add the Activity file to it.

Tip: It is best practice to use an Android Library Project while you develop the plug-in and then compile it into an Android Archive plug-in when you no longer need to update it, want to use it in multiple projects, or want to distribute it to other people.

Set the new Activity as the application entry point

After you create an Activity and add it to a plug-in, you can set it as the application entry point. To do this, override the Android Manifest and set the name attribute of the activity element to the class name of your custom Activity.

For an example of how to do this, see the following Android Manifest sample:

<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.company.product">
  <application android:icon="@drawable/app_icon" android:label="@string/app_name">
    <activity android:name="com.YourPackage.name.OverrideExample"
             android:label="@string/app_name"
             android:configChanges="fontScale|keyboard|keyboardHidden|locale|mnc|mcc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|uiMode|touchscreen">
        <intent-filter>
            <action android:name="android.intent.action.MAIN" />
            <category android:name="android.intent.category.LAUNCHER" />
        </intent-filter>
    </activity>
  </application>
</manifest>
Unity のデフォルトのアクティビティを拡張する
Specify Unity start-up arguments