React Native Unity
npm install @azesmway/react-native-unityThe plugin that allows you to embed a Unity project into React Native as a full-fledged component. The plugin now supports the new architecture.
> [!IMPORTANT]
> For iOS, it is no longer necessary to embed a project created with Unity. Only the built UnityFramework is used. It should be placed in the plugin folder at the path -
| Platform | Supported |
| ---------------- | --------- |
| iOS Simulator | ❌ |
| iOS Device | ✅ |
| Android Emulator | ✅ |
| Android Device | ✅ |
``sh
npm install @azesmway/react-native-unity
or
yarn add @azesmway/react-native-unity
`
1. Copy the contents of the folder unity to the root of your Unity project. This folder contains the necessary scripts and settings for the Unity project. You can find these files in your react-native project under node_modules/@azesmway/react-native-unity/unity. This is necessary to ensure iOS has access to the NativeCallProxy class from this library.
2. (optional) If you're following along with the example, you can add the following code to the ButtonBehavior.cs script in your Unity project. This allows the button press in Unity to communicate with your react-native app.
ButtonBehavior.cs
`csharp
using System;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using UnityEngine.UI;
using UnityEngine;
public class NativeAPI {
#if UNITY_IOS && !UNITY_EDITOR
[DllImport("__Internal")]
public static extern void sendMessageToMobileApp(string message);
#endif
}
public class ButtonBehavior : MonoBehaviour
{
public void ButtonPressed()
{
if (Application.platform == RuntimePlatform.Android)
{
using (AndroidJavaClass jc = new AndroidJavaClass("com.azesmwayreactnativeunity.ReactNativeUnityViewManager"))
{
jc.CallStatic("sendMessageToMobileApp", "The button has been tapped!");
}
}
else if (Application.platform == RuntimePlatform.IPhonePlayer)
{
#if UNITY_IOS && !UNITY_EDITOR
NativeAPI.sendMessageToMobileApp("The button has been tapped!");
#endif
}
}
}
`
After you've moved the files from the unity folder to your Unity project, you can export the iOS unity project by following these steps:
1. Open your Unity project
2. Build Unity project for ios in ANY folder - just not the main RN project folder!!!
3. Open the created project in XCode
4. Select Data folder and set a checkbox in the "Target Membership" section to "UnityFramework" !image info
5. You need to select the NativeCallProxy.h inside the Unity-iPhone/Libraries/Plugins/iOS folder of the Unity-iPhone project and change UnityFramework’s target membership from Project to Public. Don’t forget this step! (if you don't see these files in your Xcode project, you didn't copy over the unity folder to your Unity project correctly in previous steps) !image infoUnityFramework.framework
6. If required - sign the project and build a framework !image info
7. Open the folder with the built framework (by right-clicking) and move it to the plugin folder () !image infoPods
8. Remove your cache and lockfile with this command in the root of the main RN project rm -rf ios/Pods && rm -f ios/Podfile.lock && npx pod-install
1. Open your Unity project
2. Export Unity app to
3. Remove from at unityLibrary to leave only integrated version.
If you're using expo, you're done. The built-in expo plugin will handle the rest. If you're not using expo, you'll need to follow the steps below.
1. Add the following lines to android/settings.gradle:`
groovy`
include ':unityLibrary'
project(':unityLibrary').projectDir=new File('..\\unity\\builds\\android\\unityLibrary')
android/build.gradle
2. Add into `
groovy`
allprojects {
repositories {
// this
flatDir {
dirs "${project(':unityLibrary').projectDir}/libs"
}
// ...
}
}
android/gradle.properties
3. Add into `
gradle`
unityStreamingAssets=.unity3d
android/app/src/main/res/values/strings.xml
4. Add strings to
`javascript`
- Does not work on the iOS simulator.
- On iOS the Unity view is waiting for a parent with dimensions greater than 0 (from RN side). Please take care of this because if it is not the case, your app will crash with the native message MTLTextureDescriptor has width of zero.
`jsx
import React, { useRef, useEffect } from 'react';
import UnityView from '@azesmway/react-native-unity';
import { View } from 'react-native';
interface IMessage {
gameObject: string;
methodName: string;
message: string;
}
const Unity = () => {
const unityRef = useRef
useEffect(() => {
if (unityRef?.current) {
const message: IMessage = {
gameObject: 'gameObject',
methodName: 'methodName',
message: 'message',
};
unityRef.current.postMessage(
message.gameObject,
message.methodName,
message.message
);
}
}, []);
return (
style={{ flex: 1 }}
onUnityMessage={(result) => {
console.log('onUnityMessage', result.nativeEvent.message);
}}
/>
);
};
export default Unity;
`
- style: ViewStyle - styles the UnityView. (Won't show on Android without dimensions. Recommended to give it flex: 1 as in the example)onUnityMessage?: (event: NativeSyntheticEvent)
- - receives a message from a UnityandroidKeepPlayerMounted?: boolean
- - if set to true, keep the player mounted even when the view that contains it has lost focus. The player will be paused on blur and resumed on focus. ANDROID ONLYfullScreen?: boolean
- - defaults to true. If set to false, will not request full screen access. ANDROID ONLY
- postMessage(gameObject, methodName, message) - sends a message to the Unity. FOR IOS: The native method of unity is used to send a messagesendMessageToGOWithName:(const char)goName functionName:(const char)name message:(const char*)msg;
, more details can be found in the documentationunloadUnity()
- - the Unity is unloaded automatically when the react-native component is unmounted, but if you want to unload the Unity, you can call this methodpauseUnity?: (pause: boolean)
- - pause the UnitywindowFocusChanged(hasFocus: boolean = false)
- - simulate focus change (intended to be used to recover from black screen (not rendering) after remounting Unity view when resumeUnity` does not work) ANDROID ONLY
See the contributing guide to learn how to contribute to the repository and the development workflow.
MIT