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当前海外版本有硬性要求:Target API level必须升级到31,升级之后在Android 12机型上启动游戏,Unity闪屏之后卡死,其他Android版本正常。
查了一下这个问题,是因为TelephonyManager的listen函数在Android 12过期了,如果没有授权READ_PHONE_STATE权限,此函数会抛出一个SecurityException。
而Unity在启用了自带的音频系统的情况下,恰巧在启动时机会去调用这个方法以实现“在用户接电话时游戏静音”的功能,抛出的异常影响了后续的流程导致卡死。
论坛上有人遇到了类似的问题,但是表现为崩溃:
https://forum.unity.com/threads/android-12-telephony-crash.1287986/
项目能升级引擎的话,可以试试这里提到的修复的版本:
https://issuetracker.unity3d.com/issues/android-player-crashing-in-fmod-when-targetting-sdk-level-31
如果项目不能升级引擎,也有一个解决办法:
重新写一个android的启动类, 将这个问题绕过去
package com.xx.xxximport android.content.Context;import android.os.Build;import com.unity3d.player.UnityPlayer;public class UnityPlayerNew extends UnityPlayer{ public UnityPlayerNew(Context context) { super(context); } @Override protected void addPhoneCallListener() { if (Build.VERSION.SDK_INT >= 31) { return; } super.addPhoneCallListener(); }}package com.xx.xxx;import com.unity3d.player.*;import android.app.Activity;import android.content.Intent;import android.content.res.Configuration;import android.graphics.PixelFormat;import android.os.Bundle;import android.view.KeyEvent;import android.view.MotionEvent;import android.view.View;import android.view.Window;import android.view.WindowManager;public class UnityPlayerActivity extends Activity{ protected UnityPlayer mUnityPlayer; // don't change the name of this variable; referenced from native code protected String updateUnityCommandLineArguments(String cmdLine) { return cmdLine; } // Setup activity layout @Override protected void onCreate(Bundle savedInstanceState) { requestWindowFeature(Window.FEATURE_NO_TITLE); super.onCreate(savedInstanceState); String cmdLine = updateUnityCommandLineArguments(getIntent().getStringExtra("unity")); getIntent().putExtra("unity", cmdLine); mUnityPlayer = new UnityPlayerNew(this); setContentView(mUnityPlayer); mUnityPlayer.requestFocus(); } @Override protected void onNewIntent(Intent intent) { // To support deep linking, we need to make sure that the client can get access to // the last sent intent. The clients access this through a JNI api that allows them // to get the intent set on launch. To update that after launch we have to manually // replace the intent with the one caught here. setIntent(intent); } // Quit Unity @Override protected void onDestroy () { mUnityPlayer.destroy(); super.onDestroy(); } // Pause Unity @Override protected void onPause() { super.onPause(); mUnityPlayer.pause(); } // Resume Unity @Override protected void onResume() { super.onResume(); mUnityPlayer.resume(); } @Override protected void onStart() { super.onStart(); mUnityPlayer.start(); } @Override protected void onStop() { super.onStop(); mUnityPlayer.stop(); } // Low Memory Unity @Override public void onLowMemory() { super.onLowMemory(); mUnityPlayer.lowMemory(); } // Trim Memory Unity @Override public void onTrimMemory(int level) { super.onTrimMemory(level); if (level == TRIM_MEMORY_RUNNING_CRITICAL) { mUnityPlayer.lowMemory(); } } // This ensures the layout will be correct. @Override public void onConfigurationChanged(Configuration newConfig) { super.onConfigurationChanged(newConfig); mUnityPlayer.configurationChanged(newConfig); } // Notify Unity of the focus change. @Override public void onWindowFocusChanged(boolean hasFocus) { super.onWindowFocusChanged(hasFocus); mUnityPlayer.windowFocusChanged(hasFocus); } // For some reason the multiple keyevent type is not supported by the ndk.// Force event injection by overriding dispatchKeyEvent().@Override public boolean dispatchKeyEvent(KeyEvent event){if (event.getAction() == KeyEvent.ACTION_MULTIPLE)return mUnityPlayer.injectEvent(event);return super.dispatchKeyEvent(event);}// Pass any events not handled by (unfocused) views straight to UnityPlayer@Override public boolean onKeyUp(int keyCode, KeyEvent event) { return mUnityPlayer.injectEvent(event); }@Override public boolean onKeyDown(int keyCode, KeyEvent event) { return mUnityPlayer.injectEvent(event); }@Override public boolean onTouchEvent(MotionEvent event) { return mUnityPlayer.injectEvent(event); }/*API12*/ public boolean onGenericMotionEvent(MotionEvent event) { return mUnityPlayer.injectEvent(event); }}<activity android:name="com.xx.xxx.UnityPlayerActivity" android:screenOrientation="landscape" android:exported="true" android:configChanges="fontScale|keyboard|keyboardHidden|locale|mnc|mcc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|uiMode|touchscreen"> <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> <category android:name="android.intent.category.LEANBACK_LAUNCHER" /> </intent-filter></activity> |
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