swift-unity | Sample code that integrate Unity | iOS library

 by   jiulongw C# Version: Current License: No License

kandi X-RAY | swift-unity Summary

kandi X-RAY | swift-unity Summary

swift-unity is a C# library typically used in Mobile, iOS, Xcode applications. swift-unity has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

Sample code that integrate Unity (2017.1+) scene into iOS (Swift 4.0, Xcode 9+) project.
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            kandi-support Support

              swift-unity has a low active ecosystem.
              It has 366 star(s) with 99 fork(s). There are 25 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 57 open issues and 80 have been closed. On average issues are closed in 28 days. There are 2 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of swift-unity is current.

            kandi-Quality Quality

              swift-unity has 0 bugs and 0 code smells.

            kandi-Security Security

              swift-unity has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              swift-unity code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              swift-unity does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
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              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              swift-unity releases are not available. You will need to build from source code and install.
              Installation instructions are not available. Examples and code snippets are available.

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            swift-unity Key Features

            No Key Features are available at this moment for swift-unity.

            swift-unity Examples and Code Snippets

            No Code Snippets are available at this moment for swift-unity.

            Community Discussions

            QUESTION

            Xcode: 'RegisterMonoModules.h' file not found
            Asked 2020-Feb-04 at 09:57

            I am trying to add a Unity game in an existing iOS app with this Tutorial (https://github.com/jiulongw/swift-unity) from Github.

            After struggeling with a lot of other errors now I come to the error:

            'RegisterMonoModules.h' file not found

            And of course, in my Unity game folder, there is no RegisterMonoModules.h file. There is only RegisterMonoModules.cpp file. And if I change the filetyp from ".h" to ".cpp" the file will be found, but it doesn't include the function "RegisterMonoModules()".

            I searched and found that this error depends on the fact, that I used il2cpp as scripting background in Unity.

            How do I solve this problem?

            ...

            ANSWER

            Answered 2019-Sep-06 at 08:09

            The RegisterMonoModules.h is located in the Libraries subfolder of the Xcode-Project (the one that copies all the files from the unity-exported-xcode-project) after copying from the unity-exported-xcode-project.

            You need to add Libraries/RegisterMonoModules.cpp to your Target.
            You can check this in the Xcode inspector, after selecting the file, look if there is a checkmark at Target Membership.

            Following files from the Libraries folder must have the Target Membership set:

            • Libraries/Il2CppOptions.cpp
            • Libraries/RegisterFeatures.cpp
            • Libraries/RegisterMonoModules.cpp

            Source https://stackoverflow.com/questions/57805804

            QUESTION

            Embed Unity inside iOS in own ViewController
            Asked 2020-Jan-13 at 11:28

            Using Unity 2019.3.0f3 and its Unity as a library feature I'm trying to embed a Unity project inside my iOS application.

            Unity officially only supports full screen rendering. Nevertheless I'm looking for a way around that restriction.
            In previous versions of Unity i successfully used swift-unity to do the integration. Within this approach it is easy to just get the View where Unity is rendering to (using UnityGetGLView()). I had no problems regarding stability or resources.

            Using the new library approach, every time I try to access the UnityView, unity forces it's complete Window as keyWindow.

            I tried accessing the UnityView in my own ViewController using

            ...

            ANSWER

            Answered 2020-Jan-13 at 11:28

            I found a solution to the problem based on this approach from the unity forum. Using this approach I'm able to use the UnityViewController as a child in my own TabBarController.

            The approach is working for Unity 2019.3.0f3, but I'm not sure if it will work in future versions. It feels like Unity tries to actively prevent such use. Then again I found hints in comments in the library-code that would suggest that a modified ViewController-Hierarchy was at least contemplated e.g. in UnityAppController+ViewHandling.h. But the instructions are unclear and methods with the hinted names don't exist.

            Solution 1. Create UnityEmbeddedSwift.swift

            The official example App provided by Unity is a real mess. I ended up using the UnityEmbeddedSwift.swift from the linked forum post with additions for pausing. This class encapsulates all Unity-related functionality in one clean class.

            Source https://stackoverflow.com/questions/59428747

            QUESTION

            Error: Undefined symbols for architecture arm64 when Embed Unity(Vuforia) in IOS project(swift)
            Asked 2018-Jul-26 at 21:16

            I am trying to embed a Unity project(with Vuforia and map box) in an existing IOS project. I followed steps from :

            However, at the end, I am getting errors undefined symbols for architecture arm64, and seems like it has trouble with libVuforiaWrapper.a which is a unity file.

            The detailed error is following:

            ...

            ANSWER

            Answered 2018-Jul-26 at 21:16

            I have found the solution for this. You have to add a Vuforia.framework on your project.

            look at this website to get an basic idea to use vuforia.framework

            https://library.vuforia.com/articles/Solution/Getting-Started-with-Vuforia-for-iOS-Development.html

            and for working on your project, you should go website below and follow the steps in section "building in Xcode"

            https://library.vuforia.com/articles/Solution/how-migrate-vuforia-7_2.html

            Source https://stackoverflow.com/questions/51523567

            QUESTION

            Integrating Unity+Vuforia to existing iOS project make user interaction not working
            Asked 2018-Jun-18 at 08:45

            Currently I'm following this tutorial to integrate Unity+Vuforia project to my existing iOS project. I manage to be able to show the Unity view inside my ARViewController. The thing is I lost all the user interaction in my view controller: my touch event for back button not fire up.

            ...

            ANSWER

            Answered 2018-Jun-18 at 08:45

            I had the same issue but moving Unity configuration to the end of applicationDidFinishLaunchingWithOption method didn't solve it and I still had a UIWindow in front of my screen that steals all user interactions.

            My solution is not to create a new window in UnityAppController.mm, but using the current application keyWindow.

            Replace:

            Source https://stackoverflow.com/questions/50403987

            QUESTION

            iOS-Unity bridging - strange sentence
            Asked 2017-Oct-23 at 14:15

            I am trying to join native iOS project and Unity project, exported for iOS. There seems to be a solution: https://github.com/jiulongw/swift-unity

            But I am a bit confused by this sentence:

            Simply add the post build script to your Unity project (it needs to be an editor script), and update the Xcode project location if needed.

            What does it mean?

            ...

            ANSWER

            Answered 2017-Oct-23 at 14:15

            The script that they're talking about: link needs to be added to your project as an editor script.

            Unity considers any scripts that exist in folders called "Editor" as being editor scripts. So save that inside an "Editor" folder.

            You want to go through that script and edit all the fields there to values that match your project. For example these two:

            Source https://stackoverflow.com/questions/46891307

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install swift-unity

            You can download it from GitHub.

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            gh repo clone jiulongw/swift-unity

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