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| 1 Instruction of Running webrtc_unity_plugin on Android Unity |
| 2 |
| 3 1. On Linux machine, compile target webrtc_unity_plugin. |
| 4 Checkout WebRTC codebase: fetch --no-hooks webrtc_android |
| 5 If you already have a checkout for linux, add target_os=”android” into .gclie
nt file. |
| 6 Run gclient sync |
| 7 Run gn args out/Android, and again set target_os=”android” in the args.gn |
| 8 Modify file src/build/android/android_only_jni_exports.lst, to expose all fun
ctions. Namely, change "global" section to "*", and remove "local" section. Othe
rwise, Unity C# code will not be able to access the functions defined in the plu
gin. |
| 9 Run ninja -C out/Android webrtc_unity_plugin |
| 10 |
| 11 2. On Linux machine, compile target libwebrtc_unity under webrtc checkout. This
is the java code for webrtc to work on Android. |
| 12 |
| 13 3. Copy libwebrtc_unity.jar and libwebrtc_unity_plugin.so into Unity project fol
der, under Assets/Plugins/Android folder. |
| 14 |
| 15 4. Rename libwebrtc_unity_plugin.so to libjingle_peerconnection_so.so. Again, th
is is hacky, and the purpose is to let the java code in libwebrtc.jar to find th
eir JNI implementation. And simultaneously, in your C# wrapper script for the na
tive plugin libjingle_peerconnection_so.so, the dll_path should be set to “jingl
e_peerconnection_so”. |
| 16 |
| 17 5. In the Unity Main Scene’s Start method, write the following code to initializ
e the Java environment for webrtc (otherwise, webrtc will not be able to access
audio device or camera from C++ code): |
| 18 |
| 19 #if UNITY_ANDROID |
| 20 AndroidJavaClass playerClass = new AndroidJavaClass("com.unity3d.player.
UnityPlayer"); |
| 21 AndroidJavaObject activity = playerClass.GetStatic<AndroidJavaObject>("c
urrentActivity"); |
| 22 AndroidJavaClass webrtcClass = new AndroidJavaClass("org.webrtc.PeerConn
ectionFactory"); |
| 23 if (webrtcClass != null) |
| 24 { |
| 25 webrtcClass.CallStatic("initializeAndroidGlobals", new object[2] { a
ctivity, false }); |
| 26 } |
| 27 #endif |
| 28 |
| 29 6. Compile the unity project into an APK, and decompile the apk using apktool yo
u can download from internet. And copy the AndroidManifest.xml to the Assets/Plu
gins/Android folder, and add two lines: |
| 30 <uses-permission android:name=”android.permission.RECORD_AUDIO” /> |
| 31 <uses-permission android:name=”android.permission.CAMERA” /> |
| 32 |
| 33 The purpose of using apktool is to get a well-written android manifest xml fil
e. If you know how to write manifest file from scratch, you can skip using apkto
ol. |
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