Unity provides high-level APIs such as AndroidJavaObject
, AndroidJavaClass
, and AndroidJavaProxy
that allow you to interact with Java/Kotlin code from C# scriptsA piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More info
See in Glossary.
The following code examples demonstrate how to use these APIs.
The following code example creates an instance of java.lang.String initialized with a string, and retrieves the hash value for that string.
using UnityEngine;
public class JavaExamples
{
public static int GetJavaStringHashCode(string text)
{
using (AndroidJavaObject jo = new AndroidJavaObject("java.lang.String", text))
{
int hash = jo.Call<int>("hashCode");
return hash;
}
}
}
This example:
AndroidJavaObject
that represents a java.lang.String.AndroidJavaObject
constructor takes at least one parameter, which is the name of the class to construct an instance of. Any parameters after the class name are for the constructor call on the object, in this case the text
parameter from GetJavaStringHashCode
.int
generic type parameter for Call
because hashCode()
returns the hash code as an integer.
Note: You can’t use dotted notation to instantiate a nested Java class. You must use the $
separator to instantiate inner classes. For example, Use android.view.ViewGroup$LayoutParams
or android/view/ViewGroup$LayoutParams
, where the LayoutParams
class is nested in the ViewGroup
class.
The following code example shows how to retrieve the cache directory for the current application in C# without using plug-insA set of code created outside of Unity that creates functionality in Unity. There are two kinds of plug-ins you can use in Unity: Managed plug-ins (managed .NET assemblies created with tools like Visual Studio) and Native plug-ins (platform-specific native code libraries). More info
See in Glossary.
using UnityEngine;
public class JavaExamples
{
public static string GetApplicationCacheDirectory()
{
using (AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
using (AndroidJavaObject currentActivity = unityPlayer.GetStatic<AndroidJavaObject>("currentActivity"))
using (AndroidJavaObject javaFile = currentActivity.Call<AndroidJavaObject>("getCacheDir"))
{
string cacheDirectory = javaFile.Call<string>("getCanonicalPath");
return cacheDirectory;
}
}
}
This example:
AndroidJavaClass
to represent com.unity3d.player.UnityPlayer
. It’s best practice to use AndroidJavaClass
instead of AndroidJavaObject
to access static members.AndroidJavaObject
to represent the current activity, which is a static member of com.unity3d.player.UnityPlayer
.Note: This example is for reference purposes. Instead, to access the application’s cache and file directory use the Application.temporaryCachePath and Application.persistentDataPath APIs.
The following code example shows how to pass data from Java to Unity using UnitySendMessage
.
using UnityEngine;
public class JavaExamples : MonoBehaviour
{
private void Start()
{
AndroidJNIHelper.debug = true;
using (AndroidJavaClass jc = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
{
jc.CallStatic("UnitySendMessage", "My GameObject", "JavaMessage", "NewMessage");
}
}
private void JavaMessage(string message)
{
Debug.Log("message from java: " + message);
}
}
This example:
AndroidJavaClass
to represent com.unity3d.player.UnityPlayer
.UnitySendMessage
method that is a member of com.unity3d.player.UnityPlayer
.Although you call UnitySendMessage
from within Unity, it uses Java to relay the message, which then calls back to the native/Unity code to deliver it to the GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary named My GameObject
which has an attached script that contains a method called JavaMessage
.