There will typically be a link for downloading the. If you have a hard time finding the download link, you'll want to press the three dots (or, if you're looking for the alt text: the "Toggle commit message" button). You can start by downloading it from their releases tab on GitHub. This plugin, called the "Unity Jar Resolver", is hugely useful to us for synchronizing our development environment. ℹ️ If you've installed the Unity Firebase SDK already, you may skip the step of installing. Because Google writes a Firebase SDK for Unity, they needed a solid way to manage native dependencies within Unity.
Luckily for us, managing Android code dependencies in Unity has a thought-out solution from a large company: Google. How do you manage dependencies between these two folders? Managing Android Dependencies This will naturally incur a question for developers who have tried to maintain a system of duplication of any size: This is an important step to keep in mind during debugging. If you forget to do this, your class or file may not be found. The other folder is one that lives under Assets called AndroidCode, which contains copied-and-pasted files from AndroidStudioDev that are only the related source files I need to call. One of these folders lives at the root of the project (directly under Unity/ProjectName) called AndroidStudioDev that I open in Android Studio. For this reason, I tend to have two folders: Unfortunately, I've had difficulties getting the same Android Studio development environment to sync with the "source file" interoperability that Unity provides.
For this purpose, it would be great to edit code using the official IDE for Android development: Android Studio. That said, the editor you may be using may not be best suited for editing Android code, and it would be great to have a powerful development experience while working with. Unity will then take these files and then include them into its own Gradle build process, allowing you - the developer - to focus on development rather than the build process.įor anyone who may have experimented with doing so in older versions of Unity in the past will note that this is a massive improvement - it used to be that you'd have to compile to AAR files and include them manually. This means that you're able to take Android source files (regardless of if they're written in Java or Kotlin) and treat them as callable compiled library code. Unity supports using either Java files or Kotlin source files as plugins. While this might be relevant for older versions of Unity, I have not tested much of this methodology of integration with older versions. ⚠️ Be aware that this information is based on Unity 2018 versions. Without further ado, let's dive in! ?♂️
This article will outline how to set up a development environment, how to manage Android dependencies in Unity, and finally how to call Android-specific code from C#. Unity contains the ability to map code between C# and Java by using in-house-developed helper classes to cross-talk between the two languages. Luckily for us, Unity has a system of "plugins" that allow us to do just that. Whether it be to access specific sensors, run code in the background, or other closer-to-hardware mobile-specific actions, knowing how to call native code from within your Unity's C# environment can be a great boon to your developmental efforts. Working on mobile games with Unity, you may come across some instances where you'll want to run native code.