Index: webrtc/examples/unityplugin/ANDROID_INSTRUCTION |
diff --git a/webrtc/examples/unityplugin/ANDROID_INSTRUCTION b/webrtc/examples/unityplugin/ANDROID_INSTRUCTION |
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+Instruction of Running webrtc_unity_plugin on Android Unity |
+ |
+1. On Linux machine, compile target webrtc_unity_plugin. |
+ Checkout WebRTC codebase: fetch --no-hooks webrtc_android |
+ If you already have a checkout for linux, add target_os=”android” into .gclient file. |
+ Run gclient sync |
+ Run gn args out/Android, and again set target_os=”android” in the args.gn |
+ Modify file src/build/android/android_only_jni_exports.lst, to expose all functions. Namely, change "global" section to "*", and remove "local" section. Otherwise, Unity C# code will not be able to access the functions defined in the plugin. |
+ Run ninja -C out/Android webrtc_unity_plugin |
+ |
+2. On Linux machine, compile target libwebrtc_unity under webrtc checkout. This is the java code for webrtc to work on Android. |
+ |
+3. Copy libwebrtc_unity.jar and libwebrtc_unity_plugin.so into Unity project folder, under Assets/Plugins/Android folder. |
+ |
+4. Rename libwebrtc_unity_plugin.so to libjingle_peerconnection_so.so. Again, this is hacky, and the purpose is to let the java code in libwebrtc.jar to find their JNI implementation. And simultaneously, in your C# wrapper script for the native plugin libjingle_peerconnection_so.so, the dll_path should be set to “jingle_peerconnection_so”. |
+ |
+5. In the Unity Main Scene’s Start method, write the following code to initialize the Java environment for webrtc (otherwise, webrtc will not be able to access audio device or camera from C++ code): |
+ |
+#if UNITY_ANDROID |
+ AndroidJavaClass playerClass = new AndroidJavaClass("com.unity3d.player.UnityPlayer"); |
+ AndroidJavaObject activity = playerClass.GetStatic<AndroidJavaObject>("currentActivity"); |
+ AndroidJavaClass webrtcClass = new AndroidJavaClass("org.webrtc.PeerConnectionFactory"); |
+ if (webrtcClass != null) |
+ { |
+ webrtcClass.CallStatic("initializeAndroidGlobals", new object[2] { activity, false }); |
+ } |
+#endif |
+ |
+6. Compile the unity project into an APK, and decompile the apk using apktool you can download from internet. And copy the AndroidManifest.xml to the Assets/Plugins/Android folder, and add two lines: |
+ <uses-permission android:name=”android.permission.RECORD_AUDIO” /> |
+ <uses-permission android:name=”android.permission.CAMERA” /> |
+ |
+ The purpose of using apktool is to get a well-written android manifest xml file. If you know how to write manifest file from scratch, you can skip using apktool. |