My Unity compiles scripts during runtime every time I run the game (Spinning compile icon indicator), even if I changed no code, it only occurs when I am using OS X and using the IOS platform.
Any ideas?
Check your class in "Editor" whether some editor class use compile cmd in runtime
This is due to a script processing the scene during runtime. It is located in Assets/Editor/UnityAds/UnityAdsBuildProcessor
I briefly commented it out.
Its content:
using UnityEditor;
using UnityEditor.Callbacks;
using UnityEditor.Advertisements;
public class UnityAdsBuildProcessor : Editor
{
[PostProcessScene]
public static void OnPostprocessScene ()
{
AdvertisementSettings.enabled = true;
AdvertisementSettings.initializeOnStartup = false;
}
}
Related
I'm trying to add native swift code to my NativeScript app. According to these instructions in the documentation I can just add a swift source file to App_Resources/iOS/src/ and then use any publicly exposed classes directly in my TypeScript code.
Unfortunately this just doesn't work. I'll just get Cannot find name 'TestClass' and that's it.
Steps to reproduce:
Get a fresh NS project with ios tns create my-app-name --template tns-template-blank-ts
Update: I actually created the App with vue init nativescript-vue/vue-cli-template testapp. That seems to have caused the problems.
Add a TestClass.swift to App_Resources/iOS/src/
import Foundation
public class TestClass: NSObject {
#objc public func echo(param: String) -> String {
return param
}
}
Instantiate it in any TypeScript source file let instance = new TestClass()
Do tns debug ios
Compilation will fail with Cannot find name 'TestClass'
I have also tried generating TypeScript typings with TNS_TYPESCRIPT_DECLARATIONS_PATH="$(pwd)/typings" tns build ios or or just delcaring it as any with declare let KeyCommander: any; to eliminate the possibility that this is a TS related problem. The first approach doesn't generate any typings for my custom class so the TypeScript code will still not compile. The second approach let's the TS code compile but crashes on execution with JS ERROR ReferenceError: Can't find variable: TestClass.
I have also verified that the swift file is indeed getting compiled by inserting a syntax error which will crash the build process.
My NativeScript version is 6.4.0.
What am I missing?
Update: I just realized I actually created the App with vue init nativescript-vue/vue-cli-template testapp. I verified that as mentioned Tyler Blake's answer in an app created with the tns cli the described process actually works. In an app I just freshly created with vue init it doesn't, the objc!nsswiftsupport.d.ts is not being generated.
The question now is: What's causing the difference?
I followed your steps and I was able to get the typings to generate in objc!nsswiftsupport.d.ts. After you generate typings do you have that file with these contents?
declare class TestClass extends NSObject {
static alloc(): TestClass; // inherited from NSObject
static new(): TestClass; // inherited from NSObject
echoWithParam(param: string): string;
}
This shows that NS is able to pick up the Swift code.
All you need to do now is add tns-platform-declarations then in the references.d.ts file, add a line that points to the objc!nsswiftsupport.d.ts file. Then you'll get intellisense in your TS code.
Something like this:
/// <reference path="./typings/objc!nsswiftsupport.d.ts" />
Hope this helps!
I was able to solve the problem by inspecting the differences between the templates created with tns-cli and vue init. The difference is that the vue init template ships with an outdated version of the nativescript platform. You can just simply change
"tns-ios": {
"version": "6.0.1"
}
to version 6.4.0 (which the version the tns-cli template comes with) and then the process will work as described in the documentation.
I have created new Cocoa Touch Static Library in XCode.
I have written code in: StaticLibrary.m:
#import "StaticLibrary.h"
#implementation StaticLibrary
- (int)addX:(int)x toY:(int)y
{
int sum = x + y;
return sum;
}
#end
I have build project in Release-iphoneos and Release-iphonesimulator, then use terminal:
lipo -create Release-iphoneos/StaticLibrary.a Release-iphonesimulator/StaticLibrary.a -output StaticLibraryFat.a
Now I have fat library "StaticLibraryFat.a". Then I create new iOS Binding Library (Xamarin), click PPM -> Add Existing item -> StaticLibraryFat.a. So the file was added and the new libStaticLibraryFinal.linkwith.cs was created. Code inside:
using System;
using ObjCRuntime;
[assembly: LinkWith ("libStaticLibraryFinal.a", LinkTarget.Simulator, ForceLoad = true)]
I go to Mac, open terminal and use Objective Sharpie:
sharpie bind --output=StaticLibrary --namespace=StaticLibrary ~/Desktop/StaticLibrary/StaticLibrary/*.h --sdk=iphoneos12.1 -scope ~/Desktop/StaticLibrary
Now I copy content of ApiDefinitions.cs into iOS Binding Library (Xamarin) - to ApiDefinitions.cs in project.
ApiDefinition.cs
namespace NativeLibrary
{
[BaseType(typeof(NSObject))]
interface StaticLibrary
{
[Export("addX:toY:")]
int AddX(int x, int y);
}
}
I build iOS Binding Library (Xamarin). In folder bin -> Debug there is NativeLibrary.dll.
I create new iOS App (Xamarin). PPM -> Add Reference -> Project -> Solution -> iOS Binding Library (Xamarin).
In ViewController.cs I write:
using NativeLibrary
and
NativeLibrary.AddX(1, 2);
but there is an error
"Using directive is unnecessary. The type or namespace name "Native
Library" could not be found (are you missing a using directive or an
assembly reference?)
What am I doing wrong?
When I add reference to iOS Class library then the reference is working perfectly. Why reference to iOS Binding Library is not working?
Ok, I have solved it. There was a problem with different namespaces, so Visual Studio can not connect everything. Namespace at ApiDefinition.cs and Structs.cs must be the same as name of iOSBindingLibrary. The generated .dll file has name "NativeLibrary.dll" and I change it to namespace.dll, then at iOS application I add reference to this dll. then using directive (using "namespace"). In class I write name of XCode's library and create new object. Everything is working perfectly.
This is Crazy, but in my case,
just create the ios binding project in a different solution and add the binding project DLL directly in the ios project. it will work fine.
I would like to include a Kotlin file that only performs data processing and network operations in an existing iOS project, while keeping native iOS UI code.
While I thought that this may be achievable with Kotlin/Native, the iOS samples (1,2) that I found that use Kotlin/Native seem to take over the iOS UI code as well.
Is including a Kotlin file for data transfer in iOS possible with Kotlin/Native without touching the UI code, and if so, what are the steps to do so?
Yes, it is possible in a cross-platform project to transfer data between Kotlin and native iOS UI Code by using Kotlin/Native. This allows to have a common code base for the data model based on Kotlin, while e.g. continuing to use native UI code for iOS.
The original proof:
The project https://github.com/justMaku/Kotlin-Native-with-Swift pointed me in the right direction, since it shows the essential steps to do so:
In a Swift UIViewController, it calls a wrapper function that shall receive a string from a Kotlin function. The call is mediated through a C++ layer, which itself starts the Kotlin runtime, passes the request to a Kotlin function, receives the string from it, and passes it back to the Swift UIViewController, which then displays it.
On the technical level, the project contains a script that compiles the Kotlin, C++, and Kotlin/Native part into a static library, which then can be called from the native iOS project.
To get the code to run, I had (after cloning from git) to perform a "git submodule sync" before running "./setup.sh".
To transfer data with a data model based on Kotlin, I would like to have a generic function, that can pass data to Kotlin, modify that data, and return the result back to the native iOS code. As a proof of principle, that such a function can be build, I extended the project to not only receive a string from Kotlin, but send one to Kotlin, append it, and send the result back.
Extension of the project:
Since there were some roadblocks in this seemingly simple extension, I lay out the steps for anybody interested. If you follow along, you should get the following displayed:
The text may be stupid, but it tells you, what happens.
The changes in ViewController.swift in the function viewDidAppear are:
let swiftMessage: String = "Hello Kotlin, this is Swift!"
let cStr = swiftMessage.cString(using: String.Encoding.utf8)
if let retVal = kotlin_wrapper(cStr) {
let string = String(cString: retVal)
...
}
You see the text that Swift sends to Kotlin in the wrapper function (in the end, the resulting 'string' variable will be displayed). One could directly pass the Swift String to the wrapper, but I wanted to highlight that the wrapper will consider the input and output as c-strings. Indeed, the file Kotlin Native-Bridging-Header.h inside the native iOS project now becomes:
extern const char* kotlin_wrapper(const char* swiftMessage);
On it goes to the file Launcher.cpp. Since the original file used a KString as result value of kotlin_main, I tried for some time to convert const char* to KString and pass that to kotlin_main. In the end I found, that it is much simpler to directly transfer the const char* variables to Kotlin, and do the transformation there with the functions that are given to us by Kotlin/Native.
My Launcher.cpp then became more compact than the original. Here is the complete file:
#include "Memory.h"
#include "Natives.h"
#include "Runtime.h"
#include "KString.h"
#include <stdlib.h>
#include <string>
extern "C" const char* kotlin_main(const char* swiftMessageChar);
extern "C" const char* kotlin_wrapper(const char* swiftMessageChar) {
RuntimeState* state = InitRuntime();
if (state == nullptr) {
return "Failed to initialize the kotlin runtime";
}
const char* exitMessage = kotlin_main(swiftMessageChar);
DeinitRuntime(state);
return exitMessage;
}
You see how the wrapper first starts the Kotlin runtime and then calls the function kotlin_main, which resides in the file kotlin.kt:
import konan.internal.ExportForCppRuntime
import kotlinx.cinterop.CPointer
import kotlinx.cinterop.ByteVar
import kotlinx.cinterop.cstr
import kotlinx.cinterop.nativeHeap
import kotlinx.cinterop.toKString
#ExportForCppRuntime
fun kotlin_main(cPtr: CPointer<ByteVar>): CPointer<ByteVar> {
val swiftMessage = cPtr.toKString()
val kotlinMessage = "Hello Swift, I got your message: '$swiftMessage'."
val returnPtr = kotlinMessage.cstr.getPointer(nativeHeap)
return returnPtr
}
The pointer is converted to a Kotlin String, and then used in the creation of the kotlinMessage (the example of a data transformation). The result message is then transformed back to a pointer, and passed through the wrapper back to the Swift UIViewController.
Where to go from here?
In principle, one could use this framework without touching the C++ layer again. Just define pack and unpack functions, that pack arbitrary data types into a string and unpack the string to the respective data type on the other side. Such pack and unpack functions have to be written only once per language, and can be reused for different projects, if done sufficiently generic. In practice, I probably would first rewrite the above code to pass binary data, and then write the pack and unpack functions to transform arbitrary data types to and from binary data.
You can use kotlin as a framework if you want, so the kotlin code stays in framework file so you can use some common code on both android and iOS without writing your complete iOS app in kotlin.
Use gradle to build your kotlin code in objc/swift compatible framework
In your build.gradle file
buildscript {
ext.kotlin_native_version = '0.5'
repositories {
mavenCentral()
maven {
url "https://dl.bintray.com/jetbrains/kotlin-native-dependencies"
}
}
dependencies {
classpath "org.jetbrains.kotlin:kotlin-native-gradle-plugin:$kotlin_native_version"
}
}
group 'nz.salect'
version '0.1'
apply plugin: "konan"
konan.targets = ["iphone", "iphone_sim"]
konanArtifacts {
framework('nativeLibs')
}
It will generate two .framework files, one for simulator other for the actual device, put the framework in your project and link that to your project as any other third party framework.
Cmd: ./gradlew build
Note: Every time you change your kotlin files build and replace your
framework file as well(you can create a shell script and add that to
build phases to do that automatically).
Cheers !!!
I have a very tiny Objective-C library built for iOS and I want to export it to Unity. I understand the basic process of writing a csharp wrapper that marshals all the invocations to native library, but I completely have no idea where to start. Could anyone please explain step-by-step how to create a unity package with my library so I could also distribute it to other developers.
Unity3d documentation is pretty brief and does not explain anything.
Thanks.
Okay, after playing few days with Unity3d on Mac I finally figured it out. All the code in this guide is dummy. I have written this stuff in 15 minutes or so, so don't be bothered by mistakes and typos.
1) Open Unity, create new project (File -> New Project) and save it somewhere
2) When the project is generated it has the following structure:
ProjectName/Assets (That's what you need)
ProjectName/Library (Nevermind what's there)
ProjectName/ProjectSettings (You don't care about it)
ProjectName/ProjectName.sln (MonoDevelop project)
3) Go to ProjectName/Assets and create the following folders: Plugins/iOS, so in the end you'll have a folder structure like this: ProjectName/Assets/Plugins/iOS
4) Put your compiled library (.a) file and necessary headers inside of ProjectName/Assets/Plugins/iOS or copy the source code of your library there (.mm, .h, .m, etc..). Remember, normally you can only access C-functions from C#, so you'll have to wrap your Objective-C stuff in C-code somehow, in my case all Objective-C objects were implemented in a form of Singleton so it wasn't hard to make a C-style wrapper around, for instance:
CWrapper.h:
extern "C" void MySDKFooBarCFunction();
CWrapper.mm
#import "CWrapper.h"
#import "MyObjectiveCLibrary.h" // your actual iOS library header
void MySDKFooBarCFunction() {
[MyObjectiveCLibrary doSomeStuff];
}
5) Then go to ProjectName/Assets and create a folder for CSharp wrapper class(es), call it whatever you want, for example: ProjectName/Assets/MySDK
6) Inside of MySDK folder create MySDK.cs file, the dummy example of C# wrapper would look like this:
using UnityEngine;
using System;
using System.Runtime.InteropServices;
public class MySDK
{
// import a single C-function from our plugin
[DllImport ("__Internal")]
private static extern void MySDKFooBarCFunction();
// wrap imported C-function to C# method
public static void FooBarCFunction() {
// it won't work in Editor, so don't run it there
if(Application.platform != RuntimePlatform.OSXEditor) {
MySDKFooBarCFunction();
}
}
}
7) Create a shell script to pack this stuff into .unitypackage and put it next to your project folder (not inside). Adjust EXPORT_PATH and PROJECT_PATH variables in the script for your needs.
#!/bin/sh
WORKDIR="$( cd "$( dirname "${BASH_SOURCE[0]}" )" && pwd )"
UNITY_BIN="/Applications/Unity/Unity.app/Contents/MacOS/Unity"
EXPORT_PATH="${WORKDIR}/ProjectName.unitypackage"
PROJECT_PATH="${WORKDIR}/ProjectName"
ASSETS_PATH="Assets"
$UNITY_BIN -batchmode -quit \
-logFile export.log \
-projectPath $PROJECT_PATH \
-exportPackage $ASSETS_PATH $EXPORT_PATH
8) Run the created bash script to get your package build. All stuff from Assets will be included in XCode project for your Unity Project when you generate it via File -> Build Settings in Unity Editor. You can use generated package to distribute your code to other developers so they can simply include your library to their Unity projects by double clicking on the package file.
Don't forget to shutdown Unity Editor when you run this script, otherwise it may fail to build a package.
If you have some issues and package does not show up, this script always prints log to export.log
Next steps make sense only if you want to make a Demo unity project for your library (good for testing at least)
9) You can put created Unity project (ProjectName.unity) to Assets/MySDKDemo so you have a demo inside of your package.
10) Create a simple script for your Demo Unity3d scene at Assets/MySDKDemo/MySDKDemo.cs, for example:
using UnityEngine;
using System;
using System.Collections;
public class MySDKDemo : MonoBehaviour
{
private GUIStyle labelStyle = new GUIStyle();
private float centerX = Screen.width / 2;
// Use this for initialization
void Start ()
{
labelStyle.fontSize = 24;
labelStyle.normal.textColor = Color.black;
labelStyle.alignment = TextAnchor.MiddleCenter;
}
void OnGUI ()
{
GUI.Label(new Rect(centerX - 200, 20, 400, 35), "MySDK Demo", labelStyle);
if (GUI.Button(new Rect(centerX - 75, 80, 150, 35), "DoStuff"))
{
MySDK.FooBarCFunction();
}
}
}
11) Go to Unity Editor. Find the "Main Camera" in left sidebar in Unity Editor, select it and in the bottom of Inspector panel (right sidebar) click on AddComponent, select Scripts -> MySDKDemo script
12) Build the XCode project and run on device.
Few notes
1) Plugins don't work in Unity Editor, simply because they're not compiled in the real-time, well, not sure but probably until you use C# in your plugins, probably C# stuff gets linked immidiately and works in Editor environment.
2) This post does not cover marshaling, or data/memory management between native <-> managed code, as it is very well documented.
Interop with Native Libraries # Mono project
3) Callbacks from C# to C can be passed using C# delegates, on C-side you use standard functions declarations, on C# side you declare delegates with the same signature. It seems that booleans, integers and strings (C: char*) are marshalled flawlessly (I don't talk about memory management policy and who's responsible to release memory or return value policies).
However it will not work on iOS builds out-of-box due to platform limitations, but C#-to-C callbacks still can be implemented using MonoPInvokeCallbackAttribute, useful links on this topic:
Reverse Callbacks # Xamarin Docs
MonoPInvokeCallbackAttribute example # Xamarin Forums
Actually in Unity 4 there's AOT.MonoPInvokeCallbackAttribute already implemented, it's limited to static delegates that can be passed to unmanaged code, but still better than nothing.
4) There's a way to get Unity RootViewController using UnityGetGLViewController function. Just declare this function in your implementation file, i.e.:
extern UIViewController *UnityGetGLViewController();
And use UnityGetGLViewController() whenever you need to get an access to RootViewController.
5) There's much more magic and ugly stuff in details, keep your C interfaces as simple as possible otherwise marshalling can become your nightmare and also keep in mind that managed-to-unmanaged is generally expensive.
6) You definitely use some frameworks in your native code and you don't want linker problems. For example, if you use Keychain in your library then you need to include Security.framework into Xcode project.
I suggest to give a try to XUPorter, it helps Unity to integrate any additional dependencies into Xcode project.
Good luck!
So I have two dart files -- One defines the entry-point Main() and the other is a class I've created. The Main file #imports dart:html and #sources my class. My class uses the dart:html namespace, and Dart Editor will display errors if I don't #import it. However, my class will fail to compile if I #import dart:html since the Main file already does, but compiles fine without the #import. Is there a way to appease the dart editor, or is this a known issue with how the dart editor resolves namespaces?
You should only do the import once and then source your program files from your main file. Something like this:
main.dart
#import("dart:html");
#source("program.dart");
main() {
var program = new Program();
program.run();
}
program.dart
class Program {
run() {
var elm = new Element.html("<p>hello world</p>");
document.body.nodes.add(elm);
}
}
should definitely work.