Embeddable unity game engine view for Flutter.

Overview

flutter_unity_widget

All Contributors

version MIT License PRs Welcome

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Flutter unity 3D widget for embedding unity in flutter. Now you can make awesome gamified features of your app in Unity and get it rendered in a Flutter app both in fullscreen and embeddable mode. Works great on Android, iPad OS and iOS. There are now two unity app examples in the unity folder, one with the default scene and another based on Unity AR foundation samples.
Note: Supports only Unity 2019.4.3 or later. UnityFramework does not support emulator.

Notice

I am encumbered, need me to respond tag me Rex Isaac Raphael

This plugin expects you to atleast know how to use Unity Engine. If you have issues with how unity widget is presented, you can please modify your unity project build settings as you seem fit.

Installation

First depend on the library by adding this to your packages pubspec.yaml:

dependencies:
  flutter_unity_widget: ^4.1.0

Null-safe version:

dependencies:
  flutter_unity_widget: ^4.2.2

Now inside your Dart code you can import it.

import 'package:flutter_unity_widget/flutter_unity_widget.dart';

Preview

30 fps gifs, showcasing communication between Flutter and Unity:

gif gif


Setup

For this, there is also a video tutorial, which you can find a here.

In the tutorial below, there are steps specific to each platform, denoted by a ℹ️ icon followed by the platform name (Android or iOS). You can click on its icon to expand it.

Prerequisites

NDK

If your project requires Android NDK, you have to setup following:

Your android project needs to know the path of the NDK Unity uses. You can find the path to the NDK under Preferences -> External Tools:

NDK Path

Copy the path by right click and paste the path here in your android/local.properties:

    ndk.dir=/Applications/Unity/Hub/Editor/2020.3.19f1/PlaybackEngines/AndroidPlayer/NDK

That's it! You don't need to tell your Android App in your app/build.gradle the NDK version or other NDK settings. It's all connected to Unity now.

Steps

  1. Create a folder named unity and move the Unity project into there.

The expected path is unity/project-name/...

  1. Copy the FlutterUnityPackage.unitypackage file into the Unity project folder.

The expected path is unity/project-name/FlutterUnityPackage.unitypackage

  1. Using Unity, open the Unity project, go to File > Build Settings > Player Settings and change the following under the Configuration section:
  • In Scripting Backend, change to IL2CPP

  • In Target Architectures, select ARMv7 and ARM64

ℹ️ iOS

Select the appropriate SDK on Target SDK depending on where you want to test or run your app (simulator or physical device).

Be sure you have at least one scene added to your build.

  1. Go to Assets > Import Package > Custom Package and select the FlutterUnityPackage.unitypackage file. Click on Import.

  2. After importing, click on Flutter and select the Export Android option (will export to android/unityLibrary) or the Export iOS option (will export to ios/UnityLibrary).

Do not use Flutter > Export Platform plugin as it was specially added to work with flutter_unity_cli for larger projects.

ℹ️ Android

The export script automatically sets things up for you, so you don't have to do anything for Android. But if you want to manually set it up, continue.

6.1. Open the android/settings.gradle file and change the following:

+    include ":unityLibrary"
+    project(":unityLibrary").projectDir = file("./unityLibrary")

6.2. Open the android/app/build.gradle file and change the following:

     dependencies {
+        implementation project(':unityLibrary')
     }

6.3. If you need to build a release package, open the android/app/build.gradle file and change the following:

     buildTypes {
         release {
             signingConfig signingConfigs.debug
         }
+        debug {
+            signingConfig signingConfigs.debug
+        }
+        profile {
+            signingConfig signingConfigs.debug
+        }
+        innerTest {
+            matchingFallbacks = ['debug', 'release']
+        }
+   }

The code above use the debug signConfig for all buildTypes, which can be changed as you well if you need specify signConfig.

6.4. If you use minifyEnabled true in your android/app/build.gradle file, open the android/unityLibrary/proguard-unity.txt and change the following:

+    -keep class com.xraph.plugin.** {*;}

6.5. If you want Unity in it's own activity as an alternative, open the android/app/src/main/AndroidManifest.xml and change the following:

+ + ">
+    
    
+        android:name="com.xraph.plugin.flutter_unity_widget.OverrideUnityActivity"
+        android:theme="@style/UnityThemeSelector"
+        android:screenOrientation="fullSensor"
+        android:launchMode="singleTask"
+        android:configChanges="mcc|mnc|locale|touchscreen|keyboard|keyboardHidden|navigation|orientation|screenLayout|uiMode|screenSize|smallestScreenSize|fontScale|layoutDirection|density"
+        android:hardwareAccelerated="false"
+        android:process=":Unity">
+    
    
+    
ℹ️ iOS

6.1. Open the ios/Runner.xcworkspace (workspace, not the project) file in Xcode, right-click on the Navigator (not on an item), go to Add Files to "Runner" and add the ios/UnityLibrary/Unity-Iphone.xcodeproj file.

6.2. (Optional) Select the Unity-iPhone/Data folder and change the Target Membership for Data folder to UnityFramework.

6.3.1. If you're using Swift, open the ios/Runner/AppDelegate.swift file and change the following:

     import UIKit
     import Flutter
+    import flutter_unity_widget

     @UIApplicationMain
     @objc class AppDelegate: FlutterAppDelegate {
         override func application(
             _ application: UIApplication,
             didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?
         ) -> Bool {
+            InitUnityIntegrationWithOptions(argc: CommandLine.argc, argv: CommandLine.unsafeArgv, launchOptions)

             GeneratedPluginRegistrant.register(with: self)
             return super.application(application, didFinishLaunchingWithOptions: launchOptions)
         }
     }

6.3.2. If you're using Objective-C, open the ios/Runner/main.m file and change the following:

+    #import "flutter_unity_widget.swift.h"

     int main(int argc, char * argv[]) {
          @autoreleasepool {
+             InitUnityIntegration(argc, argv);
              return UIApplicationMain(argc, argv, nil, NSStringFromClass([AppDelegate class]));
          }
     }

6.4. Open the ios/Runner/Info.plist and change the following:

     

    +        
     
      io.flutter.embedded_views_preview
     

    +        
     
      YES
     
     
   

6.5. Add the UnityFramework.framework file as a library to the Runner project.

Setup AR Foundation

gif

Check out the Unity AR Foundation samples in the demo repository. This repository is not guaranteed to be up-to-date with the latest flutter-unity-view-widget master. Make sure to follow the steps listed below for setting up AR Foundation on iOS and Android in your project.

ℹ️ Android
  1. Open the lib/architecture/ folder and check if there are both libUnityARCore.so and libarpresto_api.so files. There seems to be a bug where a Unity export does not include all lib files. If they are missing, use Unity to build a standalone .apk of your AR project, unzip the resulting apk, and copy over the missing .lib files to the unityLibrary module.

  2. Repeat steps 6.1 and 6.2 for Android, replacing unityLibrary with arcore_client, unityandroidpermissions and UnityARCore.

  3. When using UnityWidget in Flutter, set fullscreen: false to disable fullscreen.

ℹ️ iOS
  1. Open the ios/Runner/Info.plist and change the following:
     

    +        
     
      Privacy - Camera Usage Description
     

    +        
     
      $(PRODUCT_NAME) uses Cameras
     
     
   

Setup Vuforia

Thanks to @PiotrxKolasinski for writing down the exact steps:

  1. Open the android/unityLibrary/build.gradle file and change the following:
-    implementation(name: 'VuforiaWrapper', ext: 'aar')
+    implementation project(':VuforiaWrapper')
  1. Using Android Studio, go to File > Open and select the android/ folder. A new project will open.

Don't worry if the error message "Project with path ':VuforiaWrapper' could not be found in project ':unityLibrary'" appears. The next step will fix it.

  1. In this new project window, go to File > New > New Module > Import .JAR/.AAR package and select the android/unityLibrary/libs/VuforiaWrapper.aar file. A new folder named VuforiaWrapper will be created inside android/. You can now close this new project window.

Communicating

Flutter-Unity

  1. On a UnityWidget widget, get the UnityWidgetController received by the onUnityCreated callback.

  2. Use the method postMessage to send a string, using the GameObject name and the name of a behaviour method that should be called.

Unity-Flutter

  1. Select the GameObject that should execute the communication and go to Inspector > Add Component > Unity Message Manager.

  1. Create a new MonoBehaviour subclass and add to the same GameObject as a script.

  2. On this new behaviour, call GetComponent () to get a UnityMessageManager.

  3. Use the method SendMessageToFlutter to send a string. Receive this message using the onUnityMessage callback of a UnityWidget.

Troubleshooting

Location: Unity

Error:

InvalidOperationException: The build target does not support build appending.

Solution:

  1. Open the unity/project-name/Assets/FlutterUnityIntegration/Editor/Build.cs file.

1.1. On line 48, change the following:

-    var options = BuildOptions.AcceptExternalModificationsToPlayer;
+    var options = BuildOptions.AllowDebugging;
+    EditorUserBuildSettings.exportAsGoogleAndroidProject = true;

1.2. On line 115, change the following:

-    var options = BuildOptions.AcceptExternalModificationsToPlayer;
+    var options = BuildOptions.AllowDebugging;

Location: Android Studio

Error:

minSdkVersion XX cannot be smaller than version 19 declared in library 
    \ [:flutter_unity_widget] .../AndroidManifest.xml as the library might be using 
    \ APIs not available in XX

Solution:

  1. Open the android/app/build.gradle file and change the following:
-    minSdkVersion XX
+    minSdkVersion 19

Location: Android Studio

Error:

e: .../FlutterUnityWidgetBuilder.kt: (15, 42): Expecting a parameter declaration
e: .../FlutterUnityWidgetBuilder.kt: (23, 25): Expecting an argument
e: .../FlutterUnityWidgetController.kt: (22, 44): Expecting a parameter declaration
e: .../FlutterUnityWidgetFactory.kt: (13, 58): Expecting a parameter declaration

Solution:

  1. Open the android/build.gradle file and change the following:
-    ext.kotlin_version = '1.3.50'
+    ext.kotlin_version = '1.4.31'

Location: Android Studio

Error:

Unable to find a matching variant of project :unityLibrary:

Solution:

  1. Open the android/app/build.gradle file and change the following:
     lintOptions {
         disable 'InvalidPackage'
+        checkReleaseBuilds false
     }

Examples

Simple Example

import 'package:flutter/material.dart';
import 'package:flutter/services.dart';
import 'package:flutter_unity_widget/flutter_unity_widget.dart';

void main() {
  runApp(MaterialApp(
    home: UnityDemoScreen()
  ));
}

class UnityDemoScreen extends StatefulWidget {

  UnityDemoScreen({Key key}) : super(key: key);

  @override
  _UnityDemoScreenState createState() => _UnityDemoScreenState();
}

class _UnityDemoScreenState extends State<UnityDemoScreen>{
  static final GlobalKey<ScaffoldState> _scaffoldKey =
      GlobalKey<ScaffoldState>();
  UnityWidgetController _unityWidgetController;

  Widget build(BuildContext context) {

    return Scaffold(
      key: _scaffoldKey,
      body: SafeArea(
        bottom: false,
        child: WillPopScope(
          onWillPop: () {
            // Pop the category page if Android back button is pressed.
          },
          child: Container(
            color: colorYellow,
            child: UnityWidget(
              onUnityCreated: onUnityCreated,
            ),
          ),
        ),
      ),
    );
  }

  // Callback that connects the created controller to the unity controller
  void onUnityCreated(controller) {
    this._unityWidgetController = controller;
  }
}

Communicating with and from Unity

import 'package:flutter/material.dart';
import 'package:flutter_unity_widget/flutter_unity_widget.dart';

void main() => runApp(MyApp());

class MyApp extends StatefulWidget {
  @override
  _MyAppState createState() => _MyAppState();
}

class _MyAppState extends State<MyApp> {
  static final GlobalKey<ScaffoldState> _scaffoldKey =
      GlobalKey<ScaffoldState>();
  UnityWidgetController _unityWidgetController;
  double _sliderValue = 0.0;

  @override
  void initState() {
    super.initState();
  }

  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      home: Scaffold(
        key: _scaffoldKey,
        appBar: AppBar(
          title: const Text('Unity Flutter Demo'),
        ),
        body: Card(
          margin: const EdgeInsets.all(8),
          clipBehavior: Clip.antiAlias,
          shape: RoundedRectangleBorder(
            borderRadius: BorderRadius.circular(20.0),
          ),
          child: Stack(
            children: <Widget>[
              UnityWidget(
                  onUnityCreated: onUnityCreated,
                  onUnityMessage: onUnityMessage,
                  onUnitySceneLoaded: onUnitySceneLoaded,
                  fullscreen: false,
              ),
              Positioned(
                bottom: 20,
                left: 20,
                right: 20,
                child: Card(
                  elevation: 10,
                  child: Column(
                    children: <Widget>[
                      Padding(
                        padding: const EdgeInsets.only(top: 20),
                        child: Text("Rotation speed:"),
                      ),
                      Slider(
                        onChanged: (value) {
                          setState(() {
                            _sliderValue = value;
                          });
                          setRotationSpeed(value.toString());
                        },
                        value: _sliderValue,
                        min: 0,
                        max: 20,
                      ),
                    ],
                  ),
                ),
              ),
            ],
          ),
        ),
      ),
    );
  }

  // Communcation from Flutter to Unity
  void setRotationSpeed(String speed) {
    _unityWidgetController.postMessage(
      'Cube',
      'SetRotationSpeed',
      speed,
    );
  }

  // Communication from Unity to Flutter
  void onUnityMessage(message) {
    print('Received message from unity: ${message.toString()}');
  }

  // Callback that connects the created controller to the unity controller
  void onUnityCreated(controller) {
    this._unityWidgetController = controller;
  }

  // Communication from Unity when new scene is loaded to Flutter
  void onUnitySceneLoaded(SceneLoaded sceneInfo) {
    print('Received scene loaded from unity: ${sceneInfo.name}');
    print('Received scene loaded from unity buildIndex: ${sceneInfo.buildIndex}');
  }

}

Props

  • fullscreen (Enable or disable fullscreen mode on Android)

API

  • pause() (Use this to pause unity player)
  • resume() (Use this to resume unity player)
  • unload() (Use this to unload unity player) *Requires Unity 2019.4.3 or later
  • quit() (Use this to quit unity player)
  • postMessage(String gameObject, methodName, message) (Allows you invoke commands in Unity from flutter)
  • onUnityMessage(data) (Unity to flutter binding and listener)
  • onUnityUnloaded() (Unity to flutter listener when unity is unloaded)
  • onUnitySceneLoaded(String name, int buildIndex, bool isLoaded, bool isValid,) (Unity to flutter binding and listener when new scene is loaded)

Known issues

  • Remember to disabled fullscreen in unity player settings to disable unity fullscreen.
  • Project fails to build due to some native dependencies in your unity project, please integrate the native libraries for those dependencies on Android or iOS
  • App crashes on screen exit and re-entry do this

    Build Setting - iOS - Other Settings - Configuration - Enable Custom Background Behaviors

Sponsors

Support this project with your organization. Your donations will be used to help children first and then those in need. Your logo will show up here with a link to your website. [Contribute]

Contributors

Thanks goes to these wonderful people (emoji key):

Rex Raphael
Rex Raphael

💻 📖 💬 🐛 👀
Thomas Stockx
Thomas Stockx

💻 📖 💬
Kris Pypen
Kris Pypen

💻 📖 💬
Lorant Csonka
Lorant Csonka

📖 📹

This project follows the all-contributors specification. Contributions of any kind welcome!

Comments
  • Closing unity screen and relaunching it crashes the app

    Closing unity screen and relaunching it crashes the app

    The unity app run the first time i launch the screen, if I navigate back and reopen the app crashes.

    steps: 1- opening unity screen and unity project is running fine. 2- navigate back, this exception is shown: E/flutter ( 7701): [ERROR:flutter/lib/ui/ui_dart_state.cc(148)] Unhandled Exception: MissingPluginException(No implementation found for method dispose on channel unity_view_0) E/flutter ( 7701): #0 MethodChannel.invokeMethod (package:flutter/src/services/platform_channel.dart:314:7) E/flutter ( 7701): <asynchronous suspension> E/flutter ( 7701): #1 UnityWidgetController._dispose (package:flutter_unity_widget/flutter_unity_widget.dart:55:19) E/flutter ( 7701): <asynchronous suspension> E/flutter ( 7701): #2 _UnityWidgetState.dispose (package:flutter_unity_widget/flutter_unity_widget.dart:103:19) E/flutter ( 7701): #3 StatefulElement.unmount (package:flutter/src/widgets/framework.dart:4107:12) E/flutter ( 7701): #4 _InactiveElements._unmount (package:flutter/src/widgets/framework.dart:1737:13) E/flutter ( 7701): #5 _InactiveElements._unmount.<anonymous closure> (package:flutter/src/widgets/framework.dart:1735:7) E/flutter ( 7701): #6 ComponentElement.visitChildren (package:flutter/src/widgets/framework.dart:3955:14) E/flutter ( 7701): #7 _InactiveElements._unmount (package:flutter/src/widgets/framework.dart:1733:13) E/flutter ( 7701): #8 _InactiveElements._unmount.<anonymous closure> (package:flutter/src/widgets/framework.dart:1735:7) E/flutter ( 7701): #9 ComponentElement.visitChildren (package:flutter/src/widgets/framework.dart:3955:14) E/flutter ( 7701): #10 _InactiveElements._unmount (package:flutter/src/widgets/framework.dart:1733:13) E/flutter ( 7701): #11 _InactiveElements._unmount.<anonymous closure> (package:flutter/src/widgets/framework.dart:1735:7) E/flutter ( 7701): #12 MultiChildRenderObjectElement.visitChildren (package:flutter/src/widgets/framework.dart:5181:16) E/flutter ( 7701): #13 _InactiveElements._unmount (package:flutter/src/widgets/framework.dart:1733:13) E/flutter ( 7701): #14 _InactiveElements._unmount.<anonymous closure> (package:flutter/src/widgets/framework.dart:1735:7) E/flutter ( 7701): #15 ComponentElement.visitChildren (package:flutter/src/widgets/framework.dart:3955:14) E/flutter ( 7701): #16 _InactiveElements._unmount (package:flutter/src/widgets/framework.dart:1733:13) E/flutter ( 7701): #17 _InactiveElements._unmount.<anonymous closure> (package:flutter/src/widgets/framework.dart:1735:7) E/flutter ( 7701): #18 ComponentElement.visitChildren (package:flutter/src/widgets/framework.dart:3955:14) E/flutter ( 7701): #19 _InactiveElements._unmount (package:flutter/src/widgets/framework.dart:1733:13) E/flutter ( 7701): #20 _InactiveElements._unmount.<anonymous closure> (package:flutter/src/widgets/framework.dart:1735:7) E/flutter ( 7701): #21 ComponentElement.visitChildren (package:flutter/src/widgets/framework.dart:3955:14) E/flutter ( 7701): #22 _InactiveElements._unmount (package:flutter/src/widgets/framework.dart:1733:13) E/flutter ( 7701): #23 _InactiveElements._unmount.<anonymous closure> (package:flutter/src/widgets/framework.dart:1735:7) E/flutter ( 7701): #24 SingleChildRenderObjectElement.visitChildren (package:flutter/src/widgets/framework.dart:5080:14) E/flutter ( 7701): #25 _InactiveElements._unmount (package:flutter/src/widgets/framework.dart:1733:13) E/flutter ( 7701): #26 _InactiveElements._unmount.<anonymous closure> (package:flutter/src/widgets/framework.dart:1735:7) E/flutter ( 7701): #27 ComponentElement.visitChildren (package:flutter/src/widgets/framework.dart:3955:14) E/flutter ( 7701): #28 _InactiveElements._unmount (package:flutter/src/widgets/framework.dart:1733:13) E/flutter ( 7701): #29 _InactiveElements._unmount.<anonymous closure> (package:flutter/src/widgets/framework.dart:1735:7) E/flutter ( 7701): #30 SingleChildRenderObjectElement.visitChildren (package:flutter/src/widgets/framework.dart:5080:14) E/flutter ( 7701): #31 _InactiveElements._unmount (package:flutter/src/widgets/framework.dart:1733:13) E/flutter ( 7701): #32 _InactiveElements._unmount.<anonymous closure> (package:flutter/src/widgets/framework.dart:1735:7) E/flutter ( 7701): #33 ComponentElement.visitChildren (package:flutter/src/widgets/framework.dart:3955:14) E/flutter ( 7701): #34 _InactiveElements._unmount (package:flutter/src/widgets/framework.dart:1733:13) E/flutter ( 7701): #35 _InactiveElements._unmount.<anonymous closure> (package:flutter/src/widgets/framework.dart:1735:7) E/flutter ( 7701): #36 ComponentElement.visitChildren (package:flutter/src/widgets/framework.dart:3955:14) E/flutter ( 7701): #37 _InactiveElements._unmount (package:flutter/src/widgets/framework.dart:1733:13) E/flutter ( 7701): #38 _InactiveElements._unmount.<anonymous closure> (package:flutter/src/widgets/framework.dart:1735:7) E/flutter ( 7701): #39 ComponentElement.visitChildren

    3- reopen the screen again the app crashes with the following error

    E/zygote64( 7701): No implementation found for void com.unity3d.player.UnityPlayer.nativeRestartActivityIndicator() (tried Java_com_unity3d_player_UnityPlayer_nativeRestartActivityIndicator and Java_com_unity3d_player_UnityPlayer_nativeRestartActivityIndicator__) E/flutter ( 7701): [ERROR:flutter/shell/platform/android/platform_view_android_jni.cc(40)] java.lang.UnsatisfiedLinkError: No implementation found for void com.unity3d.player.UnityPlayer.nativeRestartActivityIndicator() (tried Java_com_unity3d_player_UnityPlayer_nativeRestartActivityIndicator and Java_com_unity3d_player_UnityPlayer_nativeRestartActivityIndicator__) E/flutter ( 7701): at com.unity3d.player.UnityPlayer.nativeRestartActivityIndicator(Native Method) E/flutter ( 7701): at com.unity3d.player.UnityPlayer.resume(Unknown Source:27) E/flutter ( 7701): at com.rexraphael.flutterunitywidget.UnityUtils.addUnityViewToGroup(UnityUtils.java:141) E/flutter ( 7701): at com.rexraphael.flutterunitywidget.UnityView.setUnityPlayer(UnityView.java:21) E/flutter ( 7701): at com.rexraphael.flutterunitywidget.FlutterUnityView.getUnityView(FlutterUnityView.java:101) E/flutter ( 7701): at com.rexraphael.flutterunitywidget.FlutterUnityView.<init>(FlutterUnityView.java:30) E/flutter ( 7701): at com.rexraphael.flutterunitywidget.FlutterUnityViewFactory.create(FlutterUnityViewFactory.java:34) E/flutter ( 7701): at io.flutter.plugin.platform.SingleViewPresentation.onCreate(SingleViewPresentation.java:154) E/flutter ( 7701): at android.app.Dialog.dispatchOnCreate(Dialog.java:403) E/flutter ( 7701): at android.app.Dialog.show(Dialog.java:302) E/flutter ( 7701): at android.app.Presentation.show(Presentation.java:249) E/flutter ( 7701): at io.flutter.plugin.platform.VirtualDisplayController.<init>(VirtualDisplayController.java:92) E/flutter ( 7701): at io.flutter.plugin.platform.VirtualDisplayController.create(VirtualDisplayController.java:52) E/flutter ( 7701): at io.flutter.plugin.platform.PlatformViewsController$1.createPlatformView(PlatformViewsController.java:97) E/flutter ( 7701): at io.flutter.embedding.engine.systemchannels.PlatformViewsChannel$1.create(PlatformViewsChannel.java:87) E/flutter ( 7701): at io.flutter.embedding.engine.systemchannels.PlatformViewsChannel$1.onMethodCall(PlatformViewsChannel.java:51) E/flutter ( 7701): at io.flutter.plugin.common.MethodChannel$IncomingMethodCallHandler.onMessage(MethodChannel.java:222) E/flutter ( 7701): at io.flutter.embedding.engine.dart.DartMessenger.handleMessageFromDart(DartMessenger.java:96) E/flutter ( 7701): at io.flutter.embedding.engine.FlutterJNI.handlePlatformMessage(FlutterJNI.java:643) E/flutter ( 7701): at android.os.MessageQueue.nativePollOnce(Native Method) E/flutter ( 7701): at android.os.MessageQueue.next(MessageQueue.java:331) E/flutter ( 7701): at android.os.Looper.loop(Looper.java:147) E/flutter ( 7701): at android.app.ActivityThread.main(ActivityThread.java:6699) E/flutter ( 7701): at java.lang.reflect.Method.invoke(Native Method) E/flutter ( 7701): at com.android.internal.os.Zygote$MethodAndArgsCaller.run(Zygote.java:246) E/flutter ( 7701): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:783) E/flutter ( 7701): F/flutter ( 7701): [FATAL:flutter/shell/platform/android/platform_view_android_jni.cc(77)] Check failed: CheckException(env). Lost connection to device.

    how can successfully handle disposing and launching unity?

    bug android 
    opened by TarekMedhat 44
  • Failed to build iOS version - No such module 'UnityFramework'

    Failed to build iOS version - No such module 'UnityFramework'

    Hello,

    I'm using the latest (4.0.2) package version and I'm struggling to build an iOS version for simulator using XCode for both, your DemoApp example and my custom Unity app. I've configured XCode according to the iOS setup description in README.md.

    The error for Debug mode:

    flutter-unity-view-widget/ios/Classes/FLTUnityView.swift:10:8: No such module 'UnityFramework'

    The error for Release mode:

    flutter-unity-view-widget/example/ios/Runner/AppDelegate.swift:3:8: No such module 'flutter_unity_widget'

    flutter --version
    Flutter 2.0.4 • channel stable • https://github.com/flutter/flutter.git
    Framework • revision b1395592de (3 days ago) • 2021-04-01 14:25:01 -0700
    Engine • revision 2dce47073a
    Tools • Dart 2.12.2
    

    Could you please help? What am I doing wrong?

    opened by ilicmilan 42
  • iOS compile fails

    iOS compile fails

    When I compile the code I receive the following error:

    /{personalpath}/flutter/.pub-cache/hosted/pub.dartlang.org/flutter_unity_widget-0.1.6+2/ios/Classes/UnityUtils.mm:55:10: error: no visible @interface for 'UnityFramework' declares the selector 'frameworkWarmup:argv:'
            [ufw frameworkWarmup: g_argc argv: g_argv];
             ~~~ ^~~~~~~~~~~~~~~~~~~~~~~~~~~~
        1 error generated.
    

    My edited files are as follows: Runner-Bridging-Header.h

    #import "GeneratedPluginRegistrant.h"
    #import "UnityUtils.h"
    

    AppDelegate.swift

    import UIKit
    import Flutter
    
    @UIApplicationMain
    @objc class AppDelegate: FlutterAppDelegate {
      override func application(
        _ application: UIApplication,
        didFinishLaunchingWithOptions launchOptions: [UIApplicationLaunchOptionsKey: Any]?
      ) -> Bool {
        InitArgs(CommandLine.argc, CommandLine.unsafeArgv)
        GeneratedPluginRegistrant.register(with: self)
        return super.application(application, didFinishLaunchingWithOptions: launchOptions)
      }
    }
    
    
    ios 
    opened by rafbanaan 31
  • Problem on ios when exit from screen and enter again

    Problem on ios when exit from screen and enter again

    Hi I'm having a problem that is not present on android, only on ios devices.

    When the user exits (pop) the flutter screen where I have embeded the unity view this error pops up on the debug console

    Unhandled Exception: MissingPluginException(No implementation found for method dispose on channel unity_view_0)

    But everything apparently is working normal on flutter side, but the problem happens when the user enters for a second time where the flutter screen where the unity is embeded. If the user choose to exit again unity view flutter doesn't pop the screen.

    The only tip that I have is that error that I mention first. Other user mention this same error before #107 and it was close because it @juicycleff mention that was fixed but this error still happens on the last version of the plugin.

    So anyone has any idea on how to resolve this issue?

    opened by Darkmax 30
  • Android Unity 2020.x freeze

    Android Unity 2020.x freeze

    Info: When i use Flutter Export with 2020.x.x it exports with the size of 90 KB version of unity-classes.jar. But when i export with 2019 it exports with the 100 KB version of unity-classes.jar which located in android/unityLibrary/libs/

    Bug On 2020 build : After i build flutter. Unity starts fine with no problems. But when i remove Unity from screen and after when i call unity back, Unity totally freezes. Cant solve. Only solution i found manually changing unity-classes with 2019's unity-classes . It solves the problem but i think its not a good solution. any help,solution will be great.

    Thank you. :)

    opened by sevantasci 29
  • [Bug] Unity rendering beneath flutter on Android 7 device.

    [Bug] Unity rendering beneath flutter on Android 7 device.

    Describe the bug The flutter-unity-widget 3.0.0 example works fine on most devices I tested with, but it runs into an issue on my budget android 7 testing device. I don't have any other devices running old android versions like this, so I don't know if it is simply this phone or all phones on this android version.

    Unity does not appear to render, showing the menuScreen widget in the background. On further inspection, Unity is running but it is behind the flutter widgets.

    After clicking Simple Unity demo, unity is invisible but logs show onSceneLoaded events. menuScreen before and after clicking Simple Unity Demo: Screenshot_20210210-175110-small Screenshot_20210210-175119-small

    The orientation test allows me to see the scene for a split second in landscape mode. Screenshot_20210210-175210-small Screenshot_20210210-175135-small

    If I change the Unity player setting to `start in fullscreen mode', the scene also shows up at the bottom. Screenshot_20210210-175700-small

    Deploying the outdated AR samples project with flutter_unity_widget: ^0.1.6+5, does show unity on top. (This phone doesn't have ARcore installed, that is why there is no visible camera image) Screenshot_20210210-184643-small

    To Reproduce Deploy the example project onto an Android device similar to the one listed below. The only changes made to the project:

    • updating minSDKVersion to 25 in build.gradle.
    • Fixing build.cs to allow unity to export, like mentioned here

    The bug is not in version 0.1.6+5 and it is in version 3.0.0 and 3.0.3, I did not test any version in between those yet. I tried the 4.0.0 alpha, but I haven't yet been able to run it without errors, on any phone.

    Desktop

    • OS: Windows 10
    • Unity 2019.4.13f, exported with export android
    • flutter_windows_1.22.6-stable
    • Either flutter_unity_widget: ^3.0.0 and flutter_unity_widget: ^3.0.3 in pubspec.yaml

    Smartphone

    • Device: Wileyfox swift
    • OS: Android 7.1.2, sdk level 25
    • CPU: Qualcomm Snapdragon 410
    • GPU: Adreno 306

    Additional context Both the outdated AR example and the alternative flutter package flutter_unity show Unity normally on this device. That shows that it is capable of running it properly.

    bug help wanted android 
    opened by timbotimbo 29
  • Create new project or use the repo

    Create new project or use the repo

    I follow all the steps for create my project and setup this, but when need add as library the .jar i don't have the same flow, and don't works the question is: Is necessary use the repo for create the unity plugin or should work with a new project create by me. because for example if open in android studio see different the project first variation

    My project, (The icon under Project is a folder and the android folder have [name_android]) image

    The repo (The icon under Project is flutter icon) image

    Add as library:

    This is my project but don't show all the settings. image

    This is the window of the repo when try to add as library image

    Hope that anyone can help me with this please,

    Thanks!

    android ar-foundation 
    opened by Jairolaya12x 26
  • Undefined symbols for architecture arm64:

    Undefined symbols for architecture arm64: "_onUnitySceneLoaded"

    using Flutter 1.22 stable and flutter-unity-view-widget 2.0.0+2.

    I've no idea about the solution for iOS build.

    the error shows below:

     ld: warning: arm64 function not 4-byte aligned: _unwind_tester from /Users/kingtous/projects/cishi-app/ios/UnityLibrary/Libraries/libiPhone-lib.a(unwind_test_arm64.o)
        Undefined symbols for architecture arm64:
          "_onUnitySceneLoaded", referenced from:
              _NativeAPI_onUnitySceneLoaded_m4741E4A6C2A3A84DC595DCA9E6715B0779372985 in Assembly-CSharp.o
             (maybe you meant: _NativeAPI_onUnitySceneLoaded_m4741E4A6C2A3A84DC595DCA9E6715B0779372985)
          "_onUnityMessage", referenced from:
              _NativeAPI_onUnityMessage_mD44345499E1125EA37D67E2892D48D89B448B012 in Assembly-CSharp.o
             (maybe you meant: _NativeAPI_onUnityMessage_mD44345499E1125EA37D67E2892D48D89B448B012)
        ld: symbol(s) not found for architecture arm64
    

    Does this mean there's a problem in my unityLibrary?

    opened by Kingtous 22
  • A problem occurred evaluating project ':flutter_unity_widget'.

    A problem occurred evaluating project ':flutter_unity_widget'.

    Launching lib\main.dart on Android SDK built for x86 in debug mode...
    Initializing gradle...
    Resolving dependencies...
    * Error running Gradle:
    ProcessException: Process "C:\Users\ShuWeiIT-JIangheng\Desktop\flutter_unity_app\android\gradlew.bat" exited abnormally:
    
    FAILURE: Build failed with an exception.
    
    * Where:
    Build file 'C:\SRC\flutter\.pub-cache\hosted\pub.flutter-io.cn\flutter_unity_widget-0.1.3+3\android\build.gradle' line: 37
    
    * What went wrong:
    A problem occurred evaluating project ':flutter_unity_widget'.
    > Project with path ':UnityExport' could not be found in project ':flutter_unity_widget'.
    
    * Try:
    Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. Run with --scan to get full insights.
    
    * Get more help at https://help.gradle.org
    
    BUILD FAILED in 0s
      Command: C:\Users\ShuWeiIT-JIangheng\Desktop\flutter_unity_app\android\gradlew.bat app:properties
    
    Finished with error: Please review your Gradle project setup in the android/ folder.
    

    When I finish config project and run it,this problem comes out。I dont know how to handle it

    opened by jiangheng90 22
  • Build iOS, get this:

    Build iOS, get this:

    /Users/desi/development/flutter/.pub-cache/hosted/pub.dartlang.org/flutter_unity_widget-0.1.6+5/ios/Classes/UnityUtils.mm:55:10: error: no visible @interface for 'UnityFramework' declares the selector 'frameworkWarmup:argv:' [ufw frameworkWarmup: g_argc argv: g_argv]; ~~~ ^~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1 error generated. note: Using new build systemnote: Planning buildnote: Constructing build description

    ios 
    opened by playstonex 21
  • Trying to run new scenes in demo project crashes

    Trying to run new scenes in demo project crashes

    Describe the bug Hi, I was trying to build scenes from a different unity project in the demo flutter project. Just adding another button to the menu and run this new project. When I build it from Unity everything is fine but when I try to run the flutter project, it crashes when I click on the new button I made for the new scene, or with any button really. I thought trying this would be easier. Is there a guide on how to setup new scenes into new flutter screens. I'm very new to Flutter.

    To Reproduce Steps to reproduce the behavior:

    1. Replaced old unity folder with new project.
    2. Build scene (current scene in the unity build list)
    3. Compile Flutter app
    4. Run app in android and app crashes when level is selected.

    Expected behavior Demo App should run my game when selected.

    Screenshots If applicable, add screenshots to help explain your problem.

    Unity (please complete the following information):

    • OS: Windows 10
    • Version 2022.1.0f1

    Smartphone (please complete the following information):

    • Device: Techno Spark 6 Go
    • OS: Android
    • Version 10

    Additional context Add any other context about the problem here. I used the no_interaction_screen.dart file as a template for the new scence I made. Is there any part where the scene path to Unity should be referenced? I don't know if you need to reference that in the screen file.

    This is the screen file for the New Scene.

    import 'package:flutter/material.dart';
    import 'package:flutter_unity_widget/flutter_unity_widget.dart';
    
    class NewScreen extends StatefulWidget {
      NewScreen({Key key}) : super(key: key);
    
      @override
      _NewScreenState createState() => _NewScreenState();
    }
    
    class _NewScreenState extends State<NewScreen> {
      static final GlobalKey<ScaffoldState> _scaffoldKey =
          GlobalKey<ScaffoldState>();
    
      UnityWidgetController _unityWidgetController;
    
      @override
      void initState() {
        super.initState();
      }
    
      @override
      void dispose() {
        _unityWidgetController.dispose();
        super.dispose();
      }
    
      @override
      Widget build(BuildContext context) {
        return Scaffold(
          key: _scaffoldKey,
          appBar: AppBar(
            title: Text('New Screen'),
          ),
          body: Card(
              margin: const EdgeInsets.all(8),
              clipBehavior: Clip.antiAlias,
              shape: RoundedRectangleBorder(
                borderRadius: BorderRadius.circular(20.0),
              ),
              child: Stack(
                children: [
                  UnityWidget(
                    onUnityCreated: _onUnityCreated,
                    onUnityMessage: onUnityMessage,
                    onUnitySceneLoaded: onUnitySceneLoaded,
                    webUrl: 'http://localhost:6080/',
                  ),
                ],
              )),
        );
      }
    
      // void setRotationSpeed(String speed) {
      //   _unityWidgetController.postMessage(
      //     'Cube',
      //     'SetRotationSpeed',
      //     speed,
      //   );
      // }
    
      void onUnityMessage(message) {
        print('Received message from unity: ${message.toString()}');
      }
    
      void onUnitySceneLoaded(SceneLoaded scene) {
        print('Received scene loaded from unity: ${scene.name}');
        print('Received scene loaded from unity buildIndex: ${scene.buildIndex}');
      }
    
      // Callback that connects the created controller to the unity controller
      void _onUnityCreated(controller) {
        controller.resume();
        this._unityWidgetController = controller;
      }
    }
    
    opened by rmib200 20
  • Couldn't build in batchmode

    Couldn't build in batchmode

    Describe the bug I need to export the unity app using batchmode (for a CI system). I'm using this command:

              /Applications/Unity/Hub/Editor/2021.3.16f1/Unity.app/Contents/MacOS/Unity -batchmode \
                -quit \
                -logFile \
                -projectPath /unity/Unity\ Loves\ Flutter \
                -executeMethod Build.DoBuildAndroidLibraryDebug \
                -nographics \
                -buildTarget Android
    

    The only thing I edited in the Build.cs file is that I commented out the namespace line (namespace FlutterUnityIntegration.Editor {) to be able to access the DoBuildAndroidLibraryDebug method.

    But I'm getting this error:

    Aborting batchmode due to failure: executeMethod method Build.DoBuildAndroidLibraryDebug threw exception.

    [Package Manager] Server::Kill -- Server was shutdown AcceleratorClientConnectionCallback - disconnected - :0

    To Reproduce Steps to reproduce the behavior:

    1. Comment the namespace line.
    2. Run /Applications/Unity/Hub/Editor/2021.3.16f1/Unity.app/Contents/MacOS/Unity -batchmode -quit -logFile -projectPath /unity/your-project -executeMethod Build.DoBuildAndroidLibraryDebug -nographics -buildTarget Android
    3. See error.

    Expected behavior I expect to be working in batchmode like same as building manually from Flutter menuItem in Unity.

    Unity (please complete the following information):

    • OS: [e.g. Android]
    • Version [e.g. 2021.3.16f1]

    Additional context I'm not sure if that's the best way to export Unity from terminal so I can use it in a CI system.

    Build 
    opened by mohammedbabelly 2
  • Build input file cannot be found '3 issues'

    Build input file cannot be found '3 issues'

    There are a total of 3 issues.

    First, I'll show you a picture.

    image

    I judged that Path's setting was a problem, and I searched all the paths of Unity Project, but I couldn't find any files related to those 3 issues.

    image

    • Is this really necessary?
    • Is there a solution if it's necessary?

    And I'd like to ask you if you're interested in the third issue on README.md

    • Project fails to build due to some native dependencies in your unity project, please integrate the native libraries for those dependencies on Android or iOS

    I wonder if it's related to this.

    ios 
    opened by hu1won 0
  • Unable to use with the latest webviewer_flutter package due to outdated on unity webview in this package

    Unable to use with the latest webviewer_flutter package due to outdated on unity webview in this package

    Hi, I do have an issue about the flutter-unity-widget cannot be use together with the latest webview_flutter package which will have conflict for these 2 packages. Maybe can update the webview on flutter-unity-widget?

    error message: Because webviewx 0.2.1 depends on webview_flutter ^2.0.13 and no versions of webviewx match >0.2.1 <0.3.0, webviewx ^0.2.1 requires webview_flutter ^2.0.13. And because flutter_unity_widget >=2022.1.0 depends on webviewx ^0.2.1, flutter_unity_widget >=2022.1.0 requires webview_flutter ^2.0.13. So, because odaring_unity depends on both flutter_unity_widget ^2022.1.7+1 and webview_flutter ^4.0.1, version solving failed. pub get failed (1; So, because project_unity depends on both flutter_unity_widget ^2022.1.7+1 and webview_flutter ^4.0.1, version solving failed.)

    opened by Jacqueline94-Koo 2
  • Performance question

    Performance question

    Hey there, I'm completely new to Flutter, so I'm not sure if I might be missing something, but I did notice that when I launch my AR project inside Flutter on Android vs. standalone, the performance hit is quite visible. Mostly it's not just general fps drop, but kind of random stuttering, like the fps goes up and down quite a bit. It's not a pleasant experience compared to the standalone, which is completely smooth on my phone. It is not like 3fps / unusable but kind of on the edge of usability.

    Is this kind of performance drop expected, or are there any hints to optimize it on the Flutter side? I tried building in release mode, hoping it would help, but I don't see any changes I could notice.

    question 
    opened by rainbowcreatures 2
  • Sample project crashing when adding Inworld Character to the sample scene

    Sample project crashing when adding Inworld Character to the sample scene

    Describe the bug The app crashes after a few seconds when entering a scene that has an inworld character We tried to debug this problem by ourselves but we can't get any normal logs about what happened

    To Reproduce Steps to reproduce the behavior:

    1. Download and configure sample flutter-unity-view-widget project
    2. Download and import the Inworld package (https://assetstore.unity.com/packages/tools/ai/ai-characters-dialogue-for-unity-inworld-229406)
    3. Go to the Inworld sample scene (Assets/Inworld.AI/Scenes/SampleBasic.unity) and copy all resources to the flutter-unity-widget sample scene
    4. Add Inworld API key (log in using Inworld -> Studio Panel -> Log In)
    5. Run a flutter-unity scene with inworld character and make sure that it reacts to your speech
    6. Build the project
    7. Run the scene with a character
    8. See crash

    Expected behavior The scene runs without a problems

    Unity (please complete the following information):

    • OS: Android
    • Version 9 Also tested with other devices

    Smartphone (please complete the following information):

    • Device: Redmi Note 7 Pro
    • OS: MIUI
    • Version: Global 11.0.4

    Additional context Added unity project that has the necessary scenes and assets https://drive.google.com/file/d/1jy1J82dChrvuMaricDz4Hr9plQyBT55P/view?usp=share_link

    Thank for help

    android External libs 
    opened by bylbaboy 1
  • refactor: refactored unity controller to a global singleton

    refactor: refactored unity controller to a global singleton

    Description

    Many times we want to control unity without having UnityWidget in the screen or during route transition load a unity scene. Both of these cases was impossible because the unity controller lives as long as the activie unitywidget is mounted.

    This PR introduces a singleton flutter unity controller that lives outside the life span of the widget. That is you can control your unity instance from anywhere in your flutter code.

    API spec

    Listen to stream anywhere

    FlutterUnityController.instance.onUnityMessage().listen((event) {
          // handleMessage(event.value);
    });
    

    Filter events by type to stream anywhere

    FlutterUnityController.instance.stream.listen((event) {
          if (event.eventType == UnityEventTypes.OnUnityViewCreated) {
              // handleMessage(event.value);
          }
    });
    

    Type of Change

    • [x] ✨ New feature (non-breaking change which adds functionality)
    • [ ] 🛠️ Bug fix (non-breaking change which fixes an issue)
    • [ ] ❌ Breaking change (fix or feature that would cause existing functionality to change)
    • [ ] 🧹 Code refactor
    • [ ] ✅ Build configuration change
    • [ ] 📝 Documentation
    • [ ] 🗑️ Chore
    opened by juicycleff 5
Releases(v4.0.0)
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Rex Raphael
Senior Software Engineer/Architect working with web and cloud technologies. Aspiring tech manager 🤞and I'm not American🤣, I'm asked that alot.
Rex Raphael
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