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Embeddable unity game engine view for Flutter. Advance demo herehttps://github.com/juicycleff/flutter-unity-arkit-demo

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juicycleff/flutter-unity-view-widget

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Flutter unity 3D widget for embedding unity in flutter. Now you can make awesome gamified features of your app in Unity and get it rendered in a Flutter app both in fullscreen and embeddable mode. Works great onAndroid, iPad OS, iOS, Web.


Notes

  • Use Windows or Mac to export and build your project.
    Users on Ubuntu have reported a lot of errors in the Unity export.
  • Emulator support is limited and requires special setup. Please use a physical device for Android and iOS.
  • Supports Unity 2019.4.3 up to 2022.3.x, we recommend the latest 2022.3 LTS.
    Checkthis github issue for support of Unity 6.
  • Use only OpenGLES3 as Graphics API on Android for AR compatibility.
  • Windows isn't supported because of the lack ofFlutter PlatformView support.

Notice

Need me to respond, tag meRex Isaac Raphael.

This plugin expects you to atleast know how to use Unity Engine. If you have issues with how unity widget is presented, you can please modify your unity project build settings as you seem fit.

Moving forward, versioning of the package will change to match unity releases after proper test. Mind you this does not mean the packageis not compatible with other versions, it just mean it's been tested to work with a unity version.

Installation

This plugin requires Flutter >= 3.16.0.

First depend on the library by adding this to your packagespubspec.yaml:

dependencies:flutter_unity_widget:^2022.2.1# use the latest compatible version

Now inside your Dart code you can import it.

import'package:flutter_unity_widget/flutter_unity_widget.dart';

You will need to open and export a Unity project, even for running the example. Your build will fail if you only include the widget in Flutter!

Preview

30 fps gifs, showcasing communication between Flutter and Unity:

gifgif


Setup

In the tutorial below, there are steps specific to each platform, denoted by a ℹ️ icon followed bythe platform name (Android or iOS). You can click on its icon to expand it.

Prerequisites

  • An existing Flutter project (if there is none, you cancreate a new one)

  • An existing Unity project (if there is none, you cancreate a new one).

  • Afuw-XXXX.unitypackage file, found in theunitypackages folder.Try to use the most recent unitypackage available.

Unity versions for publishing

If you want to publish your app for Android or iOS, you need to satisfy certain Unity version requirements.

iOS
Apple'sprivacy manifest requirements need a minimal Unity version of:

  • 2021.3.35+
  • 2022.3.18+
  • 6000.0.0+

Android

Starting November 1st, 2025, all new apps and updates to existing apps submitted to Google Play and targeting Android 15+ devices must support 16 KB page sizes.

This requiresUnity versions:

  • 2021.3.48+ (Enterprise and Industry only)
  • 2022.3.56+
  • 6000.0.38+

Unity project setup

These instructions assume you are using a new Unity project. If you open the example project from this repository, you can move on to the next sectionUnity Exporting.

  1. Create a folder namedunity in your Flutter project folder and move the Unity project into there.
    The Unity export will modify some files in the/android and/ios folders of your flutter project. If your Unity project is in a different location the export might (partially) fail.

The expected path is/unity/project-name/...

  1. Make sure you have downloaded afuw-XXXX.unitypackage file mentioned inprerequisites.

  2. Using Unity (hub), open the Unity project.Go toAssets > Import Package > Custom Package and select the downloadedfuw-XXXX.unitypackage file. Click onImport.

  3. Go toFile > Build Settings > Player Settingsand change the following under theOther settings > Configuration section:

  • InScripting Backend, change to IL2CPP

  • (Android)Target Architectures, select ARMv7 and ARM64

  • (Android) For the best compatibility setActive Input Handling toInput Manager (Old) orBoth.
    (The new input system has some issues with touch input on Android)

  • (iOS) SelectTarget SDK depending on where you will run your app (simulator or physical device).
    We recommend starting with a physical device and theDevice SDK setting, due to limited simulator support.

  • (Web) SetPublishing settings > Compression format to Brotli or Disabled.
    Some users report that Unity gets stuck on the loading screen with the Gzip setting, due to MIME type errors.

  1. InFile > Build Settings, make sure to have at least 1 scene added to your build.

Some options in theBuild settings window get overridden by the plugin's export script.Attempting to change settings likeDevelopment Build,Script Debugging andExport project in this window will not make a difference.If you end up having to change a build setting that doesn't seem to respond, take a lookat the export scriptFlutterUnityIntegration\Editor\Build.cs.

Unity exporting

  1. After importing the unitypackage, you should now see aFlutter option at the top of the Unity editor.

  2. Click onFlutter and select the appropriate export option:

  • For android useExport Android Debug orExport Android Release.
    This will export toandroid/unityLibrary.
  • For iOS useExport iOS Debug orExport iOS Release.
    This will export toios/UnityLibrary.
  • Do not useFlutter > ExportPlatform plugin as it was specially added to work withflutter_unity_cli for larger projects.

If you use git, you will probably want to add these unityLibrary folders to your gitignore file.These folders can get huge and are not guaranteed to work on another computer.

Proceed to the next section to handle iOS and Android specific setup after the export.

Platform specific setup (after Unity export)

After exporting Unity, you will need to make some small changes in your iOS or Android project.
You will likely need to do thisonly once. These changes remain on future Unity exports.

ℹ️Android
  1. Setting the Android NDK
  • If you have Unity and Flutter installed on the same machine, the easiest approach is to use the path of the NDK Unity uses. You can find the path to the NDK in Unity underEdit -> Preferences -> External Tool:

NDK Path

  • Copy the path and paste it into your flutter project atandroid/local.properties asndk.dir=.
    (For windows you will need to replace\ with\\.)
    Don't simply copy and paste this, make sure it the path matches your Unity version!
    // macndk.dir=/Applications/Unity/Hub/Editor/2020.3.19f1/PlaybackEngines/AndroidPlayer/NDK    // windowsndk.dir=C:\\Program Files\\Unity\\Hub\\Editor\\2021.3.13f1\\Editor\\Data\\PlaybackEngines\\AndroidPlayer\\NDK
  • With the above setup, you shouldn't have to define any NDK version or setting in gradle files.
    If you don't have Unity on the device making your Flutter buids, you can instead define it inandroid/app/build.gradle.
android {  ndkVersion"21.3.6528147"}
  • To find the exact version that Unity uses, checksource.properties at the NDK path described above.
  1. Depending on your gradle version, you might need to make sure theminSdkVersion set inandroid\app\build.gradle matches the version that is set in Unity.
    Check theMinimum API Level setting in the Unity player settings, and match that version.

  2. (optional) Fixing Unity plugins.
    The Unity widget will function without this step, but some Unity plugins like ArFoundation will throwmUnityPlayer errors on newer Unity versions.

    This is needed for Unity 2020.3.46+, 2021.3.19 - 2021.3.20 and 2022.2.4 - 2022.3.18.
    This requires a flutter_unity_widget version that is newer than 2022.2.1.

  • 3.1. Open theandroid/app/build.gradle file and add the following:
     dependencies {         // build.gradle+        implementation project(':flutter_unity_widget')         // build.gradle.kts (Flutter 3.29+)+        implementation(project(":flutter_unity_widget"))     }
  • 3.2. Edit your android MainActivity file.
    The default location for Flutter isandroid/app/src/main/kotlin/<app identifier>/MainActivity.kt.

    If you use the default flutter activity, change it to inheritFlutterUnityActivity:

// MainActivity.kt+ import com.xraph.plugin.flutter_unity_widget.FlutterUnityActivity;+ class MainActivity: FlutterUnityActivity() {- class MainActivity: FlutterActivity() {
  • 3.2. (alternative) If you use a custom or modified Activity, implement theIFlutterUnityActivity interface instead.
// MainActivity.kt// only do this if your activity does not inherit FlutterActivityimportcom.xraph.plugin.flutter_unity_widget.IFlutterUnityActivity;classMainActivity:CustomActivity(), IFlutterUnityActivity {// unity will try to read this mUnityPlayer property    @JvmFieldvar mUnityPlayer: java.lang.Object?=null;// implement this function so the plugin can set mUnityPlayeroverridefunsetUnityPlayer(unityPlayer: java.lang.Object?) {        mUnityPlayer= unityPlayer;    }}
  1. The Unity export script automatically sets the rest up for you. You are done with the Android setup.
    But if you want to manually set up the changes made by the export, continue.
Optional manual Android setup
  1. Open theandroid/settings.gradle file and change the following:
// build.gradle+    include ":unityLibrary"+    project(":unityLibrary").projectDir = file("./unityLibrary")// build.gradle.kts (Flutter 3.29+)+    include(":unityLibrary")+    project(":unityLibrary").projectDir = file("./unityLibrary")
  1. Open theandroid/app/build.gradle file and change the following:
     dependencies {          // app/build.gradle+        implementation project(':unityLibrary')         // app/build.gradle.kts (Flutter 3.29+)+        implementation(project(":unityLibrary"))     }
  1. open theandroid/build.gradle file and change the following:
allprojects {    repositories {+       flatDir {            // build.gradle+           dirs "${project(':unityLibrary').projectDir}/libs"            // build.gradle.kts (Flutter 3.29+)+           dirs(file("${project(":unityLibrary").projectDir}/libs"))+       }        google()        mavenCentral()    }}
  1. If you need to build a release package, open theandroid/app/build.gradle file and change the following:
     buildTypes {         release {             signingConfig signingConfigs.debug         }+        debug {+            signingConfig signingConfigs.debug+        }+        profile {+            signingConfig signingConfigs.debug+        }+        innerTest {+            matchingFallbacks = ['debug', 'release']+        }+   }

The code above use thedebug signConfig for all buildTypes, which can be changed as you well if you need specify signConfig.

  1. If you useminifyEnabled true in yourandroid/app/build.gradle file, open theandroid/unityLibrary/proguard-unity.txt and change the following:
+    -keep class com.xraph.plugin.** {*;}
  1. If you want Unity in it's own activity as an alternative, open theandroid/app/src/main/AndroidManifest.xml and change the following:
+    <activity+        android:name="com.xraph.plugin.flutter_unity_widget.OverrideUnityActivity"+        android:theme="@style/UnityThemeSelector"+        android:screenOrientation="fullSensor"+        android:launchMode="singleTask"+        android:configChanges="mcc|mnc|locale|touchscreen|keyboard|keyboardHidden|navigation|orientation|screenLayout|uiMode|screenSize|smallestScreenSize|fontScale|layoutDirection|density"+        android:hardwareAccelerated="false"+        android:process=":Unity">+    <meta-data android:name="com.xraph.plugin.flutter_unity_widget.OverrideUnityActivity" android:value="true" />+    </activity>


ℹ️iOS
  1. Open theios/Runner.xcworkspace (workspace, not the project) file in Xcode, right-click on the Navigator (not on an item), go toAdd Files to "Runner" and addtheios/UnityLibrary/Unity-Iphone.xcodeproj file.
  1. (Optional) Select theUnity-iPhone/Data folder and change the Target Membership for Data folder to UnityFramework.

3.1. If you're using Swift, open theios/Runner/AppDelegate.swift file and change the following:

     import UIKit     import Flutter+    import flutter_unity_widget     @UIApplicationMain     @objc class AppDelegate: FlutterAppDelegate {         override func application(             _ application: UIApplication,             didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?         ) -> Bool {+            InitUnityIntegrationWithOptions(argc: CommandLine.argc, argv: CommandLine.unsafeArgv, launchOptions)             GeneratedPluginRegistrant.register(with: self)             return super.application(application, didFinishLaunchingWithOptions: launchOptions)         }     }

3.2. If you're using Objective-C, open theios/Runner/main.m file and change the following:

+    #import "flutter_unity_widget.swift.h"     int main(int argc, char * argv[]) {          @autoreleasepool {+             InitUnityIntegration(argc, argv);              return UIApplicationMain(argc, argv, nil, NSStringFromClass([AppDelegate class]));          }     }
  1. Add theUnityFramework.framework file as a library to the Runner project.
  1. Unity plugins that make use of native code (Vuforia, openCV, etc.) might need to be added to Runner like UnityFramework.
    Check the contents of the/ios/UnityLibrary/Frameworks/ directory. Any<name>.framework located in (subdirectories of) this directory is a framework that you can add to Runner.

  2. Make sure pods are installed after your Unity export, either usingflutter run or by runningpod install in the ios folder.

  3. If you use Xcode 14 or newer, and Unity older than 2021.3.17f1 or 2022.2.2f1, your app might crash when running from Xcode.
    Disable theThread Performance Checker feature in Xcode to fix this.
    - In Xcode go toProduct > Scheme > Edit Scheme...
    - Now WithRun selected on the left, got to theDiagnostics tab and uncheck the checkbox forThread Performance Checker.


Setup AR

gif

The following setup for AR is done after making an export from Unity.

Warning: Flutter 3.22 has introduced a crash when using AR on Android < 13#957

ℹ️AR Foundation Android
  1. Check the version of theXR Plugin Management in the Unity package manager. Versions4.3.1 - 4.3.3 contain a bug that breaks Android exports.
    Make sure to use a version <=4.2.2 or >=4.4.
    You might have to manually change the version in<unity project>/Packages/manifest.json for"com.unity.xr.management".

  2. You can check theandroid/unityLibrary/libs folder to see if AR was properly exported. It should contain files similar toUnityARCore.aar,ARPresto.aar,arcore_client.aar andunityandroidpermissions.aar.

    If your setup and export was done correctly, your project should automatically load these files.
    If it doesn't, check if yourandroid/build.gradle file contains theflatDir section added in the android setup step 7.

  3. If yourXR Plugin Management plugin is version 4.4 or higher, Unity also exports the xrmanifest.androidlib folder.Make sure to include it by adding the following line toandroid/settings.gradle

    // settings.gradleinclude ":unityLibrary:xrmanifest.androidlib"// settings.gradle.kts (Flutter 3.29+)include(":unityLibrary:xrmanifest.androidlib")
  4. With some Unity versions AR might crash at runtine with an error like:
    java.lang.NoSuchFieldError: no "Ljava/lang/Object;" field "mUnityPlayer" in class.
    See the Android setup step 3 on how to edit your MainActivity to fix this.


ℹ️AR Foundation iOS
  1. Open theios/Runner/Info.plist and add a camera usage description.
    For example:
     <dict>+        <key>NSCameraUsageDescription</key>+        <string>$(PRODUCT_NAME) uses Cameras</string>     </dict>

ℹ️Vuforia Android
  1. Your export should contain a Vuforia library in theandroid/unityLibrary/libs/ folder. Currently namedVuforiaEngine.aar.

    If your setup and export was done correctly, your project should automatically load this file.
    If it doesn't, check if yourandroid/build.gradle file contains theflatDir section added in the android setup step 7.

In case this gets outdated or broken, check theVuforia documentation


ℹ️Vuforia iOS

These steps are based on theseVuforia docs andthis comment

  1. Open theios/Runner/Info.plist and add a camera usage description.
    For example:
     <dict>+        <key>NSCameraUsageDescription</key>+        <string>$(PRODUCT_NAME) uses Cameras</string>     </dict>
  1. In Xcode,SelectRunner >General tab.
    InFrameworks, Libraries, and Embedded content add the Vuforia frameworks. This is where you addedUnityFramework.framework in step 4 of the iOS setup.

    You should be able to find them in/ios/UnityLibrary/Frameworks/com.ptc.vuforia.engine/Vuforia/Plugins/iOS/.
    Currently these are

    • Vuforia.framework
    • UnityDriver.framework
  2. To support Vuforia target databases, move theUnity-iPhone/Vuforia folder from Unity-iPhone to Runner. Then setTarget Membership of this folder to Runner.

  3. Make sure pods are installed after your Unity export, either usingflutter run or by runningpod install in the ios folder.


Emulators

We recommend using a physical iOS or Android device, as emulator support is limited.
Below are the limited options to use an emulator.

ℹ️iOS Simulators

TheTarget SDK option in the Unity player settings is important here.

  • Device SDK exports an ARM build. (Which doesNOT work on ARM simulators)
  • Simulator SDK exports and x86 build for simulators.

If you use ARKit or ARFoundation you are out of luck, iOS simulators do NOT support ARKit.

The rest depends on the type of processor in your mac:

(Apple Silicon) Run it on mac directly

  1. Export from Unity usingDevice SDK as target.
  2. In Xcode, go to the General tab of Runner.
  3. In Supported destinations addMac (Designed for iPhone) orMac (Designed for iPad).
  4. Now select this as the target device to run on.
  5. You can now run the app directly on your mac instead of a simulator.

(Intel & Apple Silicon) Use an x86 simulator

  1. SetSimulator SDK in the Unity player settings.

  2. Make sure there are no AR or XR packages included in the Unity package manager.
    (You will get the errorsymbol not found in flat namespace '_UnityARKitXRPlugin_PluginLoad otherwise)

  3. (Apple Silicon) Get Xcode to use a Rosetta emulator.
    The next step assumes Xcode 14.3 or newer, if you use an older version look up how to start Xcode using Rosetta instead.

  • In Xcode go toProduct -> Destination -> Destination Architectures and make sure Rosetta destinations are visible.
  1. Now you need to check the architecture settings in Xcode.
  2. SelectUnity-iPhone and go toBuild settings ->Architectures.
    If you exported Unity with the Simulator SDK, it should show onlyx86_64 for architectures.
  3. Now selectRunner and change the architecture to exactly match Unity-iPhone.
    Make surex86_64 is the only entry, not one of multiple.
  4. Now selectPods and clickflutter_unity_widget in targets.
    Go to Architectures in build settings again and setBuild Active Architecture Only toYES.
    (We want this to only use the active x86_64, not fall back to arm.)
  5. RunProduct -> Clean Build Folder to make sure the new architecture settings are used.
  6. Now you should be able to launch Runner on a Simulator using Rosetta.
    On Xcode 14.3 or higher the simulator should have(Rosetta) in the name.
  7. Depending on your Flutter plugins, you might have to change the architecture for other installed Pods as well.

ℹ️Android emulators

Unity only supports ARM build targets for Android. However most Android emulators are x86 which means they simply won't work.

  • Computer with ARM processor
    If your computer has an ARM processor (e.g. Apple Silicon, Qualcomm) you should be able to emulate Android without issue.
    Create a virtual device using Android studio and make sure that the system image has an ABI that includes 'arm'.

    On macs with Apple Silicon (M1, M2), ARM emulators should be the default install option.

    This was tested on Mac, but not on Linux or Windows.

  • Computer with x86/x64 processor
    If you computer does not have an ARM processor, like most computers running on Intel or AMD, your options are limited.

    You have 2 options:

    • Download an ARM emulator from Android Studio anyway.
      While adding a virtual device in android studio, on the 'System image' screen, select 'other images' and make sure to use and ABI that includes 'arm'.
      The emulator will likely crash immediately or run extremely slow.
      This is not recommended.
    • Use the Chrome OS architecture
      This is not officialy supported by Unity and there is no guarantee that it will work, but the Chrome OS target does seem to work on x86 Android emulators.
      Expect (visual) glitches and bugs
      • Enablex86 (Chrome OS) andx86-64 (Chrome OS) in the Unity player settings before making an export.
        You might now be able to run on an regular Android emulator.
      • Disable these settings again if you want to publish your app.

Communicating

Flutter-Unity

  1. On aUnityWidget widget, get theUnityWidgetController received by theonUnityCreated callback.

  2. Use the methodpostMessage to send a string, using the GameObject name and the name of a behaviour method that should be called.

// Snippet of postMessage usage in the example project._unityWidgetController?.postMessage('Cube',// GameObject name'SetRotationSpeed',// Function name in attached C# script  speed,// Function parameter (string));

Unity-Flutter

  1. Select the GameObject that should execute the communication and go toInspector > Add Component > Unity Message Manager.

  2. Create a newMonoBehaviour subclass and add to the same GameObject as a script.

  3. On this new behaviour, callGetComponent<UnityMessageManager>() to get aUnityMessageManager.

  4. Use the methodSendMessageToFlutter to send a string. Receive this message using theonUnityMessage callback of aUnityWidget.

// Send a basic string to FlutterSendMessageToFlutter("Hello there!");
// If you want to send multiple parameters or objects, use a JSON string.// This is a random object serialized to JSON using Json.net.JObjecto=JObject.FromObject(new{id=1,name="Object 1",whatever=12});SendMessageToFlutter(o.ToString());

Examples

Simple Example

import'package:flutter/material.dart';import'package:flutter_unity_widget/flutter_unity_widget.dart';voidmain() {runApp(constMaterialApp(      home:UnityDemoScreen(),    ),  );}classUnityDemoScreenextendsStatefulWidget {constUnityDemoScreen({Key? key}):super(key: key);@overrideState<UnityDemoScreen>createState()=>_UnityDemoScreenState();}class_UnityDemoScreenStateextendsState<UnityDemoScreen> {UnityWidgetController? _unityWidgetController;@overrideWidgetbuild(BuildContext context) {returnScaffold(      body:Container(        color:Colors.yellow,        child:UnityWidget(          onUnityCreated: onUnityCreated,        ),      ),    );  }// Callback that connects the created controller to the unity controllervoidonUnityCreated(UnityWidgetController controller) {    _unityWidgetController= controller;  }}

Communicating with and from Unity

import'package:flutter/material.dart';import'package:flutter_unity_widget/flutter_unity_widget.dart';voidmain() {runApp(constMaterialApp(      home:UnityDemoScreen(),    ),  );}classUnityDemoScreenextendsStatefulWidget {constUnityDemoScreen({Key? key}):super(key: key);@overrideState<UnityDemoScreen>createState()=>_UnityDemoScreenState();}class_UnityDemoScreenStateextendsState<UnityDemoScreen> {UnityWidgetController? _unityWidgetController;double _sliderValue=0.0;@overrideWidgetbuild(BuildContext context) {returnScaffold(      appBar:AppBar(        title:constText('Unity Flutter Demo'),      ),      body:Stack(        children:<Widget>[UnityWidget(            onUnityCreated: onUnityCreated,            onUnityMessage: onUnityMessage,            onUnitySceneLoaded: onUnitySceneLoaded,          ),// Flutter UI Stacked on top of Unity to demo Flutter -> Unity interactions.// On web this requires a PointerInterceptor widget.Positioned(            bottom:0,// <You need a PointerInterceptor here on web>            child:SafeArea(              child:Card(                elevation:10,                child:Column(                  children:<Widget>[constPadding(                      padding:EdgeInsets.only(top:20),                      child:Text("Rotation speed:"),                    ),Slider(                      onChanged: (value) {setState(() {                          _sliderValue= value;                        });// Send value to UnitysetRotationSpeed(value.toString());                      },                      value: _sliderValue,                      min:0.0,                      max:1.0,                    ),                  ],                ),              ),            ),          ),        ],      ),    );  }// Communcation from Flutter to UnityvoidsetRotationSpeed(String speed) {    _unityWidgetController?.postMessage('Cube','SetRotationSpeed',      speed,    );  }// Callback that connects the created controller to the unity controllervoidonUnityCreated(UnityWidgetController controller) {    _unityWidgetController= controller;  }// Communication from Unity to FluttervoidonUnityMessage(dynamic message) {print('Received message from unity: ${message.toString()}');  }// Communication from Unity when new scene is loaded to FluttervoidonUnitySceneLoaded(SceneLoaded? sceneInfo) {if (sceneInfo!=null) {print('Received scene loaded from unity: ${sceneInfo.name}');print('Received scene loaded from unity buildIndex: ${sceneInfo.buildIndex}');    }  }}

Props

  • fullscreen (Enable or disable fullscreen mode on Android)

API

  • pause() (Use this to pause unity player)
  • resume() (Use this to resume unity player)
  • unload() (Use this to unload unity player) *Requires Unity 2019.4.3 or later
  • quit() (Use this to quit unity player)
  • postMessage(String gameObject, methodName, message) (Allows you invoke commands in Unity from flutter)
  • onUnityMessage(data) (Unity to flutter binding and listener)
  • onUnityUnloaded() (Unity to flutter listener when unity is unloaded)
  • onUnitySceneLoaded(String name, int buildIndex, bool isLoaded, bool isValid,) (Unity to flutter binding and listener when new scene is loaded)

Troubleshooting

Location: Unity

Error:

Multiple precompiled assemblies with the same name Newtonsoft.Json.dll included on the current platform. Only one assembly with the same name is allowed per platform. (Assets/FlutterUnityIntegration/JsonDotNet/Assemblies/AOT/Newtonsoft.Json.dll)PrecompiledAssemblyException: Multiple precompiled assemblies with the same name Newtonsoft.Json.dll included on the current platform. Only one assembly with the same name is allowed per platform.

Solution:Locate the listed dll file, in this case:Assets/FlutterUnityIntegration/JsonDotNet/Assemblies/AOT/Newtonsoft.Json.dll

  • Option 1:Delete the dll file or rename the file extension (e.g..dll.txt) to stop it from being imported.
  • Option 2:Uninstall the package that conflicts in the Unity package manager (usually Version control, or Collab).The exact package can be found by looking for newtonsoft inpackage-lock.json

Location: Unity

Error:

The type or namespace name 'Newtonsoft' could not be found (are you missing a using directive or an assembly reference?)The type or namespace name 'JObject' could not be found (are you missing a using directive or an assembly reference?)The type or namespace name 'JToken' could not be found (are you missing a using directive or an assembly reference?)The type or namespace name 'JToken' could not be found (are you missing a using directive or an assembly reference?)

Solution:

Include the Newtonsoft JsonDotNet library.It is likely already included in your project with a wrong file extension:Assets/FlutterUnityIntegration/JsonDotNet/Assemblies/AOT/Newtonsoft.Json.dll.txtRename the.dll.txt extension to.dll in your file explorer and open Unity again.

Alternatively you can manually addthe library from the Unity package manager.


Location: Unity

Error:

InvalidOperationException: The build target does not support build appending.

Solution:

  1. Open theunity/project-name/Assets/FlutterUnityIntegration/Editor/Build.cs file.

1.1. On line 48, change the following:

-    var options = BuildOptions.AcceptExternalModificationsToPlayer;+    var options = BuildOptions.AllowDebugging;+    EditorUserBuildSettings.exportAsGoogleAndroidProject = true;

1.2. On line 115, change the following:

-    var options = BuildOptions.AcceptExternalModificationsToPlayer;+    var options = BuildOptions.AllowDebugging;

Location: Android Studio

Error:

minSdkVersion XX cannot be smaller than version 19 declared in library     \ [:flutter_unity_widget] .../AndroidManifest.xml as the library might be using     \ APIs not available in XX

Solution:

  1. Open theandroid/app/build.gradle file and change the following:
-    minSdkVersion XX+    minSdkVersion 19

Location: Android Studio

Error:

e: .../FlutterUnityWidgetBuilder.kt: (15, 42): Expecting a parameter declaratione: .../FlutterUnityWidgetBuilder.kt: (23, 25): Expecting an argumente: .../FlutterUnityWidgetController.kt: (22, 44): Expecting a parameter declaratione: .../FlutterUnityWidgetFactory.kt: (13, 58): Expecting a parameter declaration

Solution:

  1. Open theandroid/build.gradle file and change the following:
-    ext.kotlin_version = '1.3.50'+    ext.kotlin_version = '1.4.31'

Location: Android Studio

Error:

Unable to find a matching variant of project :unityLibrary:

Solution:

  1. Open theandroid/app/build.gradle file and change the following:
     lintOptions {         disable 'InvalidPackage'+        checkReleaseBuilds false     }

Flavors

Recommendation

The easiest way to apply flavors for your app would be:flutter_flavorizr.

If you use flavors in your app you will notice that especially iOS crashes while running or building your app!Here are the necessary 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.

  1. Check your actualRunner (your app) configurations. If you have for example the flavors:
  • dev
  • prod

YourRunner configurations are looking like this:

iOS Runner Config

So you have the flavors:

  • Debug-dev
  • Profile-dev
  • Release-dev
  • Debug-prod
  • Profile-prod
  • Release-prod

These flavors needs to be added to yourUnity-IPhone project.

  1. Go into yourUnity-IPhone project -> PROJECTUnity-IPhone -> Info:

Unity-IPhone

Here you can see in the Configurations section only:

  • Release
  • ReleaseForProfiling
  • ReleaseForRunning
  • Debug
  1. CopyDebug configuration twice and rename them toDebug-dev and the second toDebug-prod.

You can do that by selecting+ and duplicate the configuration like this:

Duplicate configuration

  1. Repeat this withRelease toRelease-dev andRelease-prod.

  2. Repeat this withRelease toProfile-dev andProfile-prod.

  3. YourUnity-IPhone configurations should now look like this:

Unity Configurations

Web

Flutter on default doesn't support--flavor for building web. But you can set your targetmain.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.

Known issues

  • Remember to disabled fullscreen in unity player settings to disable unity fullscreen.
  • Unity freezes and crashes on Android, please use OpenGL3 as Graphics API.
  • Project fails to build due to some native dependencies in your unity project, please integrate the native libraries for those dependencies on Android or iOS
  • App crashes on screen exit and re-entry do this

    Build Setting - iOS - Other Settings - Configuration - Enable Custom Background Behaviors or iOS

  • Android builds takes forever to complete Unity 2022.1.*, remove these lines from unityLibrary/build.gradle file

    commandLineArgs.add("--enable-debugger")commandLineArgs.add("--profiler-report")commandLineArgs.add("--profiler-output-file=" + workingDir + "/build/il2cpp_"+ abi + "_" + configuration + "/il2cpp_conv.traceevents")

Web GL

Flutter widgets stacked on top of the UnityWidget will not register clicks or taps. This is aFlutter issue and can be solved by using thePointerInterceptor package.

Example usage:

Stack(  children: [UnityWidget(      onUnityCreated: onUnityCreated,      onUnityMessage: onUnityMessage,      onUnitySceneLoaded: onUnitySceneLoaded,    ),Positioned(      bottom:20,      left:20,      right:20,      child:PointerInterceptor(        child:ElevatedButton(          onPressed: () {// do something          },          child:constText('Example button'),        ),      ),    ),

We already integrated this into ourExamples in the/example folder.

Sponsors

Support this project with your organization. Your donations will be used to help children first and then those in need. Your logo will show up here with a link to your website. [Contribute]

Contributors ✨

Thanks goes to these wonderful people (emoji key):

Rex Raphael
Rex Raphael

💻📖💬🐛👀
Thomas Stockx
Thomas Stockx

💻📖💬
Kris Pypen
Kris Pypen

💻📖💬
Lorant Csonka
Lorant Csonka

📖📹

This project follows theall-contributors specification. Contributions of any kind welcome!


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