qiangchen | 42f96d5 | 2017-08-08 17:08:03 -0700 | [diff] [blame^] | 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 .gclient 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 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. |
| 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 folder, under Assets/Plugins/Android folder. |
| 14 | |
| 15 | 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”. |
| 16 | |
| 17 | 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): |
| 18 | |
| 19 | #if UNITY_ANDROID |
| 20 | AndroidJavaClass playerClass = new AndroidJavaClass("com.unity3d.player.UnityPlayer"); |
| 21 | AndroidJavaObject activity = playerClass.GetStatic<AndroidJavaObject>("currentActivity"); |
| 22 | AndroidJavaClass webrtcClass = new AndroidJavaClass("org.webrtc.PeerConnectionFactory"); |
| 23 | if (webrtcClass != null) |
| 24 | { |
| 25 | webrtcClass.CallStatic("initializeAndroidGlobals", new object[2] { activity, false }); |
| 26 | } |
| 27 | #endif |
| 28 | |
| 29 | 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: |
| 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 file. If you know how to write manifest file from scratch, you can skip using apktool. |