unity_widget 1.0.4 unity_widget: ^1.0.4 copied to clipboard
Embed Unity into Flutter iOS, Android and Web
unity_widget #
A Flutter plugin for embedding Unity projects in Flutter projects.
Supports Android, iOS and Web (Also supports CanvasKit).
Disclaimer #
This Plugin was tested and approved with Unity
2019.*
and 2020.*
for full support of not only 3D-Rendering but also AR/VR Features (corresponding to:Unity AR Foundation
,ARCore
,ARKit
and so on). It CAN be possible that this Plugin also works for latest stable Unity versions and beta versions, but we cannot give any guarantee that it works. So always keep that in mind and be prepared before you update anyUnity Editor
or AR/VR Plugins in your Unity version! Anyways: always test and be careful before updating anything on Unity side.
Usage #
To use this plugin, add unity_widget
as a dependency in your pubspec.yaml file.
Example #
Refer to the example project and the included Unity project.
Testing #
To test this plugin, do the following:
- Run
git clone https://github.com/Ahmadre/unity_widget.git
to create a local copy of unity_widget. - Open unity_widget in Android Studio.
Android
- Connect your Android device and run the project.
iOS
- Configure the example project and the included Unity project.
- Connect your iOS device and run the project.
Configuring your Unity project #
Android
- Go to File > Build Settings... to open the Build Settings window.
- Select Android and click Switch Platform.
- Click Add Open Scenes.
- Check Export Project.
- Click Player Settings... to open the Player Settings window.
- In the Player Settings window, configure the following:
Setting | Value |
---|---|
Resolution and Presentation > Start in fullscreen mode | No |
Other Settings > Rendering > Graphics APIs | OpenGLES3 |
Other Settings > Configuration > Scripting Backend | IL2CPP |
Other Settings > Configuration > Target Architectures | ARMv7, ARM64 |
- Close the Player Settings window.
- Click Export and save as
unityExport
.
iOS
- Go to File > Build Settings... to open the Build Settings window.
- Select iOS and click Switch Platform.
- Click Add Open Scenes.
- Click Build and save as
UnityProject
.
Configuring your Flutter project #
Android
- Copy the
unityExport
folder to<your_flutter_project>/android/unityExport
. - Run
flutter pub run unity_widget:unity_export_transmogrify
. - Open
<your_flutter_project>/android/unityExport/build.gradle
and check ifbuildTypes { profile {} }
is present. If not, add the following:
buildTypes {
profile {}
}
Refer to the example project's unityExport/build.gradle.
- Open
<your_flutter_project>/android/build.gradle
and, underallprojects { repositories {} }
, add the following:
flatDir {
dirs "${project(':unityExport').projectDir}/libs"
}
Refer to the example project's build.gradle.
- Open
<your_flutter_project>/android/settings.gradle
and add the following:
include ':unityExport'
Refer to the example project's settings.gradle.
- Open
<your_flutter_project>/android/app/src/main/AndroidManifest.xml
and add the following:
<uses-permission android:name="android.permission.WAKE_LOCK"/>
Refer to the example project's AndroidManifest.xml.
Steps 1, 2 and 3 must be repeated for every new build of the Unity project.
NDK
If your project requires Android NDK, you have to setup following:
Your android project needs to know the path of the NDK Unity uses. You can find the path to the NDK under Preferences -> External Tools
:
Copy the path and paste the path here in your android/local.properties
:
ndk.dir=/Applications/Unity/Hub/Editor/2020.3.19f1/PlaybackEngines/AndroidPlayer/NDK
That's it! You don't need to tell your Android App in your app/build.gradle
the NDK version or other NDK settings. It's all connected to Unity now.
iOS
- Copy the
UnityProject
folder to<your_flutter_project>/ios/UnityProject
and open<your_flutter_project>/ios/Runner.xcworkspace
in Xcode. - Go to File > Add Files to "Runner"..., and add
<your_flutter_project>/ios/UnityProject/Unity-iPhone.xcodeproj
. - Select
Unity-iPhone/Data
, and, in the Inspectors pane, set the Target Membership to UnityFramework. - Select
Unity-iPhone
, select PROJECT : Unity-iPhone, and, in the Build Settings tab, configure the following:
Setting | Value |
---|---|
Build Options > Enable Bitcode | No |
Linking > Other Linker Flags | -Wl,-U,_FlutterUnityPluginOnMessage |
- Select
Runner
, select TARGETS : Runner, and, in the General tab, configure the following:
Setting | Value | ||||
---|---|---|---|---|---|
Frameworks, Libraries, and Embedded Content |
|
- Select
Runner/Runner/Info.plist
, and configure the following:
Key | Type | Value |
---|---|---|
io.flutter.embedded_views_preview | Boolean | YES |
Steps 1, 3 and 4 must be repeated for every new build of the Unity project.
Web
-
Copy
MessageHandler.jslib
frombin
folder into your Unity-Project:MyFlutterProject/MyUnityProject/Assets/Plugins
. -
In Unity Tap on your
MessageHandler
and your config should look like this:
Now tap on Apply
.
Keep in mind that if you change anything in
MessageHandler
you have to rebuild your Unity WebGL Build to apply the changes for Flutter Web!
-
Build Unity for Web (WebGL) in Unity.
-
Place the exported unity WebGL build folder inside web folder.
-
Modify the index.html file inside unity WebGL build folder.
-
Add following script in index.html.
let globalUnityInstance; window["receiveMessageFromUnity"] = function (params) { window.parent.postMessage(params, "*"); }; window.parent.addEventListener("flutter2js", function (params) { const obj = JSON.parse(params.data); globalUnityInstance.SendMessage(obj.gameObject, obj.method, obj.data); });
index.html file after adding the above script.
-
Add following script in index.html.
window.parent.postMessage("unity_loaded", "*"); globalUnityInstance = unityInstance;
index.html file after adding the above script.
-
Tip: Save your Unity's
index.html
andTemplateData/style.css
somewhere in your project and replace it to shorten the steps above.
Flavors #
Recommendation #
The easiest way to apply flavors for your app would be: flutter_flavorizr.
If you use flavors in your app here are the setup steps for flavored apps:
Android #
No changes needed. Flavors are applied without any additional setups.
iOS #
For your Unity iOS-Build you have to add your flavors to your Unity iOS Configuration.
- Check your actual
Runner
(your app) configurations. If you have for example the flavors:
- dev
- prod
Your Runner
configurations are looking like this:
So you have the flavors:
Debug-dev
Profile-dev
Release-dev
Debug-prod
Profile-prod
Release-prod
These flavors needs to be added to your Unity-IPhone
project.
- Go into your
Unity-IPhone
project -> PROJECTUnity-IPhone
-> Info:
Here you can see in the Configurations section only:
Release
ReleaseForProfiling
ReleaseForRunning
Debug
- Copy
Debug
configuration twice and rename them toDebug-dev
and the second toDebug-prod
.
You can do that by selecting +
and duplicate the configuration like this:
-
Repeat this with
Release
toRelease-dev
andRelease-prod
. -
Repeat this with
Release
toProfile-dev
andProfile-prod
. -
Your
Unity-IPhone
configurations should now look like this:
Web #
Flutter on default doesn't support --flavor
for building web. But you can set your target main.dart
entrypoint (with -t main.dart
) while running and building. So if you setup your flavors properly there're also no changes needed for web to apply changes for your Flutter-Unity web App.
Exchanging messages between Flutter and Unity #
Flutter
To send a message, define the onCreated
callback in your UnityView
widget, and use the send
method from the received controller
.
To receive a message, define the onMessage
callback in your UnityView
widget.
Unity
To send and receive messages, include FlutterUnityPlugin.cs in your project, and use the Messages.Send
and Messages.Receive
methods.
A Message
object has the following members:
- id (
int
)
A non-negative number representing the source view when receiving a message, and the destination view when sending a message. When sending a message, it can also be set to a negative number, indicating that the message is intended for any existing view.
- data (
string
)
The actual message.
Refer to the included Unity project's Rotate.cs.
Solutions to problems #
Unity freezes for unknown reason and you cannot see any error messages in Flutter or Unity:
Sometimes both Flutter as well as Unity won't tell you what's happening and why your Unity Build is crashing. This is mostly happening on Unity Android (on my experience). If you take a deeper look into Android Studio you see in Logcat
this:
- learning: If you don't know what's happening in Unity iOS or Android, have a look into the console in either
XCode
orAndroid Studio
! - learning: Sometimes we see here like the error above, that even the Unity Team can introduce errors which occurs for our exported Unity Android Build.
- learning: Unity Android setup is using ProGuard which secures your app against security risks that can occur. To solve the error above:
ClassNotFoundException: com.unity3d.plugin.UnityAndroidPermission
Add this line to android/unityExport/proguard-unity.txt
: