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Is there any additional configuration required to use AndroidJavaObject?,AndroidJavaObject example from docs using String returns empty
I have been trying a simple use of AndroidJavaObject. Just a simple script attached to the main camara (or an sprite). The idea is just create a java String and print its toString() result.
using System.Collections;
using UnityEngine;
public class ExampleClass : MonoBehaviour {
void Start () {
AndroidJavaObject jo = new AndroidJavaObject ("java.lang.String", "some string");
string toString = jo.Call<string>("toString");
Debug.Log ("toString=" + toString);
}
}
However, console always prints
toString=
Default value returned from java call. Same if I use hashcode or any other method. Even creating AndroidJavaObject passing a non-existing java class, like java.lang.Stringa is still printing the same in the console.
Project build settings is configured to use Android. I have tried ubuntu, a raw new installation of unity in windows with same results.
I see a lot of people talking about AndroidJavaObject, but this simple example does not work for me in two different systems. Is there anything else required to make java-plugins work?
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