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Question by Numes · Jul 14, 2015 at 10:26 AM · androidandroidpluginthreading

Android plugin in thread

Hi. I have problem with my game and I don't know how to resolve it.

In my app I need to use android plugin for read something from USB. Plugin works great, but data from USB can come in anytime, so my app need to still checking it.

Initially I tried do something like that:

  IEnumerator readData(){
         while(!stopThread)
         {
             data = androidObject.Call<string> ("read");
             yield return new WaitForSeconds(0.1f);
         }
     }

It works, but fps drops from 60 to 5 (I expected that).

Next idea were threads. My code:

 AndroidJavaClass _MyActivityClass,_ActivityClass;
 AndroidJavaObject androidObject;
 
 private Thread ThreadRead;
 
 void Start () {
     #if UNITY_ANDROID && !UNITY_EDITOR
     _ActivityClass = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
     _MyActivityClass = new AndroidJavaClass("com.example.permissiontest.MainActivity");
     androidObject = _ActivityClass.GetStatic<AndroidJavaObject>("currentActivity");
     #endif
 
     ThreadRead = new Thread (readData);
     ThreadRead.Start ();
 }
 
 
 
 void readData(){
     data = androidObject.Call<string> ("read");    
 }
 
 

 

That should start thread on the beggining and read once from android. But whenever i use androidObject.Call in thread, my app crashes. Do you have any other idea how to do that?

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Answer by Numes · Jul 14, 2015 at 02:02 PM

Ok I found other solution.

In Android I created new thread with whole read stuff and whenever it read something i use:

   UnityPlayer.UnitySendMessage("GameObjectName", "MethodName", "Message to send");

to send data to unity.

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