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In order to eliminate the WebRTC Subtree mirror in Chromium, WebRTC is moving the content of the src/webrtc directory up to the src/ directory. NOPRESUBMIT=true NOTREECHECKS=true NOTRY=true TBR=tommi@webrtc.org Bug: chromium:611808 Change-Id: Iac59c5b51b950f174119565bac87955a7994bc38 Reviewed-on: https://webrtc-review.googlesource.com/1560 Commit-Queue: Mirko Bonadei <mbonadei@webrtc.org> Reviewed-by: Henrik Kjellander <kjellander@webrtc.org> Cr-Commit-Position: refs/heads/master@{#19845}
37 lines
2.7 KiB
Text
37 lines
2.7 KiB
Text
Instruction of Running webrtc_unity_plugin on Android Unity
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1. On Linux machine, compile target webrtc_unity_plugin.
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Checkout WebRTC codebase: fetch --no-hooks webrtc_android
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If you already have a checkout for linux, add target_os=”android” into .gclient file.
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Run gclient sync
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Modify files src/build/android/android_only_jni_exports.lst and src/build/android/android_only_explicit_jni_exports.lst to expose all functions. Namely, change "global" section to "*", and remove "local" section. Otherwise, Unity C# code will not be able to access the functions defined in the plugin. If you do this step after you create a build folder, you may have to clean and recreate the build folder.
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Run gn args out/Android, and again set target_os=”android” in the args.gn
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Run ninja -C out/Android webrtc_unity_plugin
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2. On Linux machine, compile target libwebrtc_unity under webrtc checkout. This is the java code for webrtc to work on Android.
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3. Copy libwebrtc_unity.jar and libwebrtc_unity_plugin.so into Unity project folder, under Assets/Plugins/Android folder.
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4. Rename libwebrtc_unity_plugin.so to libjingle_peerconnection_so.so. Again, this is hacky, and the purpose is to let the java code in libwebrtc.jar to find their JNI implementation. And simultaneously, in your C# wrapper script for the native plugin libjingle_peerconnection_so.so, the dll_path should be set to “jingle_peerconnection_so”.
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5. In the Unity Main Scene’s Start method, write the following code to initialize the Java environment for webrtc (otherwise, webrtc will not be able to access audio device or camera from C++ code):
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#if UNITY_ANDROID
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AndroidJavaClass playerClass = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
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AndroidJavaObject activity = playerClass.GetStatic<AndroidJavaObject>("currentActivity");
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AndroidJavaClass webrtcClass = new AndroidJavaClass("org.webrtc.PeerConnectionFactory");
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if (webrtcClass != null)
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{
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webrtcClass.CallStatic("initializeAndroidGlobals", new object[2] { activity, false });
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}
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#endif
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6. Compile the unity project into an APK, and decompile the apk using apktool that you can download from https://ibotpeaches.github.io/Apktool/
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Run apktool d apkname.apk.
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Then copy the AndroidManifest.xml in the decompiled folder to the Assets/Plugins/Android folder, and add two lines:
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<uses-permission android:name="android.permission.RECORD_AUDIO" />
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<uses-permission android:name="android.permission.CAMERA" />
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The purpose of using apktool is to get a well-written android manifest xml file. If you know how to write manifest file from scratch, you can skip using apktool.
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7. Compile the unity project into an APK again and deploy it to an android device.
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