Since Google warned us to provide support to 64-bit architecture, I am migrating my existing Unity Project from version Unity 5.6.6f to Unity 2018.4.1f
Upon running my project app crashes with log,
2019-06-02 20:08:27.869 14987-14987/com.example.myapplication:unityplayer E/AndroidRuntime: FATAL EXCEPTION: main
Process: com.example.myapplication:unityplayer, PID: 14987
java.lang.RuntimeException: Unable to start activity ComponentInfo{com.example.myapplication/com.example.myapplication.UnityActivity}: android.content.res.Resources$NotFoundException: String resource ID #0x0
at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2747)
at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:2808)
at android.app.ActivityThread.-wrap12(ActivityThread.java)
at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1541)
at android.os.Handler.dispatchMessage(Handler.java:102)
at android.os.Looper.loop(Looper.java:165)
at android.app.ActivityThread.main(ActivityThread.java:6375)
at java.lang.reflect.Method.invoke(Native Method)
at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:912)
at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:802)
Caused by: android.content.res.Resources$NotFoundException: String resource ID #0x0
at android.content.res.Resources.getText(Resources.java:347)
at android.content.res.MiuiResources.getText(MiuiResources.java:97)
at android.content.res.Resources.getString(Resources.java:393)
at com.unity3d.player.UnityPlayer.a(Unknown Source)
at com.unity3d.player.UnityPlayer.<init>(Unknown Source)
at com.example.myapplication.UnityActivity.onCreate(UnityActivity.java:52)
at android.app.Activity.performCreate(Activity.java:6845)
at android.app.Instrumentation.callActivityOnCreate(Instrumentation.java:1119)
STEPS I HAVE DONE FROM MY END
I have created a new project in Unity 2018.4.1f and changed the scripting back-end configuration to IL2CPP to support 64-bit architecture.
Please see my configuration below.
I have changed the package name in Unity to that my Android app package name and exported the build.
After exporting, I have pasted the Library folder, Asset folder and JniLibs folder contents (which I got from exported Unity Android project) to my Android project respective folders.
My UnityActivity file in Android Studio Project,
package com.example.myapplication;
import android.app.Activity;
import android.content.Intent;
import android.content.res.Configuration;
import android.graphics.PixelFormat;
import android.os.Bundle;
import android.view.KeyEvent;
import android.view.MotionEvent;
import android.view.Window;
import android.widget.FrameLayout;
import com.unity3d.player.UnityPlayer;
public class UnityActivity extends Activity {
protected static UnityPlayer mUnityPlayer; // don't change the name of UnityPlayer.currentActivity variable; referenced from native code
@Override
protected void onCreate(Bundle savedInstanceState) {
requestWindowFeature(Window.FEATURE_NO_TITLE);
super.onCreate(savedInstanceState);
getWindow().setFormat(PixelFormat.RGBX_8888); // <--- UnityPlayer.currentActivity makes xperia play happy
mUnityPlayer = new UnityPlayer(this);
setContentView(mUnityPlayer);
FrameLayout cameraLayout = findViewById(R.id.unity_player_layout);
cameraLayout.addView(mUnityPlayer.getView());
mUnityPlayer.requestFocus();
}
@Override
protected void onNewIntent(Intent intent) {
setIntent(intent);
}
// Quit Unity
@Override
protected void onDestroy() {
if (mUnityPlayer != null) {
mUnityPlayer.quit();
}
super.onDestroy();
}
// Pause Unity
@Override
protected void onPause() {
super.onPause();
System.out.println("OnPause called");
mUnityPlayer.pause();
}
// Resume Unity
@Override
protected void onResume() {
super.onResume();
System.out.println("OnResume called");
mUnityPlayer.resume();
}
@Override
protected void onStop() {
super.onStop();
System.out.println("Onstop called");
}
// Low Memory Unity
@Override
public void onLowMemory() {
super.onLowMemory();
mUnityPlayer.lowMemory();
}
// Trim Memory Unity
@Override
public void onTrimMemory(int level) {
super.onTrimMemory(level);
if (level == TRIM_MEMORY_RUNNING_CRITICAL) {
mUnityPlayer.lowMemory();
}
}
// UnityPlayer.currentActivity ensures the layout will be correct.
@Override
public void onConfigurationChanged(Configuration newConfig) {
super.onConfigurationChanged(newConfig);
mUnityPlayer.configurationChanged(newConfig);
}
// Notify Unity of the focus change.
@Override
public void onWindowFocusChanged(boolean hasFocus) {
super.onWindowFocusChanged(hasFocus);
mUnityPlayer.windowFocusChanged(hasFocus);
}
// For some reason the multiple keyevent type is not supported by the ndk.
// Force event injection by overriding dispatchKeyEvent().
@Override
public boolean dispatchKeyEvent(KeyEvent event) {
if (event.getAction() == KeyEvent.ACTION_MULTIPLE)
return mUnityPlayer.injectEvent(event);
return super.dispatchKeyEvent(event);
}
// Pass any events not handled by (unfocused) views straight to UnityPlayer
@Override
public boolean onKeyUp(int keyCode, KeyEvent event) {
return mUnityPlayer.injectEvent(event);
}
@Override
public boolean onTouchEvent(MotionEvent event) {
return mUnityPlayer.injectEvent(event);
}
/*API12*/
public boolean onGenericMotionEvent(MotionEvent event) {
return mUnityPlayer.injectEvent(event);
}
@Override
protected void onUserLeaveHint() {
super.onUserLeaveHint();
}
@Override
public void onBackPressed() {
super.onBackPressed();
UnityPlayer.currentActivity.runOnUiThread(new Runnable() {
@Override
public void run() {
mUnityPlayer.quit();
}
});
}
}
Corresponding XML file,
<?xml version="1.0" encoding="utf-8"?>
<FrameLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:id="@+id/main_layout"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:orientation="vertical">
<FrameLayout
android:id="@+id/unity_player_layout"
android:layout_width="match_parent"
android:layout_height="match_parent" />
</FrameLayout>
My AndroidManifest file looks like
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="com.example.myapplication">
<uses-feature
android:name="android.hardware.camera"
android:required="false" />
<uses-feature
android:name="android.hardware.camera.autofocus"
android:required="false" />
<uses-feature
android:name="android.hardware.camera.front"
android:required="false" />
<uses-feature
android:name="android.hardware.camera.front.autofocus"
android:required="false" />
<uses-feature
android:glEsVersion="0x00020000"
android:required="false" />
<uses-feature
android:name="android.hardware.touchscreen"
android:required="false" />
<uses-feature
android:name="android.hardware.touchscreen.multitouch"
android:required="false" />
<uses-feature
android:name="android.hardware.touchscreen.multitouch.distinct"
android:required="false" />
<uses-permission android:name="android.permission.CAMERA" />
<uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE" />
<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
<uses-permission android:name="android.permission.INTERNET" />
<uses-permission android:name="android.permission.ACCESS_NETWORK_STATE" />
<uses-permission android:name="android.permission.BLUETOOTH" />
<uses-permission android:name="android.permission.ACCESS_WIFI_STATE" />
<uses-permission android:name="android.permission.SYSTEM_ALERT_WINDOW" />
<!-- Allows access to the flashlight -->
<permission
android:name="android.permission.FLASHLIGHT"
android:permissionGroup="android.permission-group.HARDWARE_CONTROLS"
android:protectionLevel="normal"
android:required="false" />
<application
android:allowBackup="true"
android:icon="@mipmap/ic_launcher"
android:label="@string/app_name"
android:roundIcon="@mipmap/ic_launcher_round"
android:largeHeap="true"
android:supportsRtl="true"
android:theme="@style/AppTheme"
android:usesCleartextTraffic="true">
<uses-library
android:name="org.apache.http.legacy"
android:required="false" />
<activity
android:name=".UnityActivity"
android:configChanges="mcc|mnc|locale|touchscreen|keyboard|keyboardHidden|navigation|orientation|screenLayout|uiMode|screenSize|smallestScreenSize|fontScale|layoutDirection"
android:label="@string/app_name"
android:launchMode="singleTask"
android:process=":unityplayer"
android:screenOrientation="landscape">
<meta-data
android:name="unityplayer.UnityActivity"
android:value="true" />
<meta-data
android:name="unityplayer.ForwardNativeEventsToDalvik"
android:value="true" />
</activity>
<!--
To support devices using the TI S3D library for stereo mode we must
add the following library.
Devices that require this are: ODG X6
-->
<uses-library
android:name="com.ti.s3d"
android:required="false" /> <!-- To support the ODG R7 in stereo mode we must add the following library. -->
<uses-library
android:name="com.osterhoutgroup.api.ext"
android:required="false" />
<activity android:name=".MainActivity">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<action android:name="android.intent.action.VIEW" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
</application>
</manifest>
Since, I am a native developer and knows little about Unity, any help to sort out this issue will be really helpful!
I have to add the below line to strings.xml file to get rid of the error!
<string name="game_view_content_description">Game view</string>
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