- Home /
 
Unity Android activity : add style and actionbar
HI :) I exported a simple animation from Unity3D version 4.5 in android project. With eclipse I modified the manifest and added another activity.
In this activity I put a button that it makes start the animation, this is the result :
Now I want to add a android's action bar for switch from an activity to another, but how can I do ?
The action bar appear in the main activity but it doesn't in the unity's activity :( Because the unity animation take all the display.
I should put the animation in a "sub view" under the android's layout ..
I found this topic : link text
But it is old :/
This is the mine unity3d's activity's code :
 package com.rabidgremlin.tut.redcube;
 import android.app.NativeActivity;
 import android.content.res.Configuration;
 import android.graphics.PixelFormat;
 import android.os.Bundle;
 import android.view.KeyEvent;
 import android.view.MotionEvent;
 import android.view.View;
 import android.view.ViewGroup;
 import android.view.Window;
 import android.view.WindowManager;
 
 import com.unity3d.player.UnityPlayer;
 
 public class UnityPlayerNativeActivity extends NativeActivity
 {
 protected UnityPlayer mUnityPlayer;     // don't change the name of this     variable; referenced from native code
 
 // Setup activity layout
 @Override protected void onCreate (Bundle savedInstanceState)
 {
     //requestWindowFeature(Window.FEATURE_NO_TITLE);
     super.onCreate(savedInstanceState);
     getWindow().takeSurface(null);
     //setTheme(android.R.style.Theme_NoTitleBar_Fullscreen);
     getWindow().setFormat(PixelFormat.RGB_565);
 
     mUnityPlayer = new UnityPlayer(this);
     /*if (mUnityPlayer.getSettings ().getBoolean ("hide_status_bar", true))
         getWindow ().setFlags (WindowManager.LayoutParams.FLAG_FULLSCREEN,
                                WindowManager.LayoutParams.FLAG_FULLSCREEN);
     */
     setContentView(mUnityPlayer);
     mUnityPlayer.requestFocus();
 }
 
 // Quit Unity
 @Override protected void onDestroy ()
 {
     mUnityPlayer.quit();
     super.onDestroy();
 }
 
 // Pause Unity
 @Override protected void onPause()
 {
     super.onPause();
     mUnityPlayer.pause();
 }
 
 // eliminiamo questa onResume() e proviamo a modificare la onResume()
 // Resume Unity
 @Override protected void onResume()
 {
     super.onResume();
     mUnityPlayer.resume();
 }
 // inseriamo qualche modifica qui
 
 
 
 // This ensures the layout will be correct.
 @Override public void onConfigurationChanged(Configuration newConfig)
 {
     super.onConfigurationChanged(newConfig);
     mUnityPlayer.configurationChanged(newConfig);
 }
 
 // Notify Unity of the focus change.
 @Override public void onWindowFocusChanged(boolean hasFocus)
 {
     super.onWindowFocusChanged(hasFocus);
     mUnityPlayer.windowFocusChanged(hasFocus);
 }
 
 // For some reason the multiple keyevent type is not supported by the ndk.
 // Force event injection by overriding dispatchKeyEvent().
 @Override public boolean dispatchKeyEvent(KeyEvent event)
 {
     if (event.getAction() == KeyEvent.ACTION_MULTIPLE)
         return mUnityPlayer.injectEvent(event);
     return super.dispatchKeyEvent(event);
 }
 
 // Pass any events not handled by (unfocused) views straight to UnityPlayer
 @Override public boolean onKeyUp(int keyCode, KeyEvent event)     { return mUnityPlayer.injectEvent(event); }
 @Override public boolean onKeyDown(int keyCode, KeyEvent event)   { return mUnityPlayer.injectEvent(event); }
 @Override public boolean onTouchEvent(MotionEvent event)          { return mUnityPlayer.injectEvent(event); }
 /*API12*/ public boolean onGenericMotionEvent(MotionEvent event)  { return mUnityPlayer.injectEvent(event); }
 
              
               Comment
              
 
               
              Your answer