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Mar 05, 2018 My Unity IDE doesn't allow me to run the project for Android. I successfully do it for iOS, but the android section is totally disabled. What am I missing? I use AndroidSDK with both Android Studio and Eclipse - they normally build native projects and run them on devices and emulators. So, there must not be a problem with Android SDK.
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Modules provide a container for your app'ssource code, resource files, and app level settings, such as themodule-level build file and Android manifest file.Each module can be independently built, tested, and debugged.
Android Studio uses modules to make it easy to add new devices toyour project. By following a few simple steps in Android Studio,you can create a module to contain code that's specific to a device type,such as Wear OS or Android TV. Android Studio automaticallycreates module directories, such as source and resource directories, anda default
build.gradle
file appropriate for the device type.Also, Android Studio creates device modules with recommended build configurations,such as using the Leanback library for Android TV modules.![Unity for android studio Unity for android studio](https://miro.medium.com/max/1400/1*3pCAkUEB8RSAqf6sNc2DcA.png)
This page describes how to add a new module for a specific device.
Android Studio also makes it easy to add a library orGoogle Cloud module to your project. For details on creating a library module,see Create aLibrary Module.
Create a new module
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To add a new module to your project for a new device, proceed as follows:
- Click File >New >New Module.
- In the Create New Module window that appears, Android Studio offers the following device modules:
- Phone & Tablet Module
- Wear OS Module
- Android TV Module
- Glass Module
- In the Configure your new module form, enter the following details:
- Application Name: This name is used as the title of your app launcher icon for the new module.
- Module Name: This text is used as the name of the folder where your source code and resources files are visible.
- Package Name: This is the Java namespace for the code in your module. It is added as the
package
attribute in the module's Android manifest file. - Minimum SDK: This setting indicates the lowest version of the Android platform that the app module supports. This value sets the
minSdkVersion
attribute in thebuild.gradle
file, which you can edit later.
Then click Next. - Depending on which device module you selected, the following page displays a selection ofappropriate code templates you can select to use as your main activity. Click an activity templatewith which you want to start, and then click Next. If you don't need an activity,click Add No Activity, click Finish, and then you're done.
- If you chose an activity template, enter the settings for your activity on the Customizethe Activity page. Most templates ask for an Activity Name, LayoutName, Title, and Source Language, but each template has activity-specific settings. ClickFinish. When you create an app module with an activity template, you canimmediately run and test the module on your device.
Android Studio creates all the necessary files for the new module andsyncs the project with the new module gradle files. Adding a modulefor a new device also adds any required dependencies for the targetdevice to the module's build file.
Once the Gradle project sync completes, the new module appears inthe Project window on the left. If you don't see the new modulefolder, make sure the window is displaying the Android view.
Import a module
To import an existing module into your project, proceed as follows:
- Click File > New > Import Module.
- In the Source directory box, type or select the directory of the module(s) that you want to import:
- If you are importing one module, indicate its root directory.
- If you are importing multiple modules from a project, indicate the project folder. For each module inside the folder, a box appears and indicates the Source location and Module name. Make sure the Import box is checked for each module that you want to import.
- Type your desired module name(s) in the Module name field(s).
- Click Finish.
Once the module is imported, it appears in the Project window on the left.
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Next steps
Once you've added a new module, you can modify the module code and resources,configure module build settings, and build the module. You can also run and debugthe module like any other app.
- To learn about build settings for a module, seeThe Module-level Build File.
- To build and run a specific module, seeSelect and build a different module.
You'll also want to add code and resources to properly support the newdevice. For more information about how to develop app modules for differentdevice types, see the corresponding documentation:
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- For Wear OS modules: Creating and Running a Wearable App
- For Android TV modules: Get Started with TV Apps
- For Glass modules: GDK Quick Start
As you develop your new module, you might create device independent code that is alreadyduplicated in a different app module. Instead of maintaining duplicate code, consider movingthe shared code to a library module and adding the library as a dependency to your app modules.For more information on creating a library module and adding it as a dependency, seeCreate an Android Library.
Document your code
Every project on GitHub comes with a version-controlled wiki to give your documentation the high level of care it deserves. It’s easy to create well-maintained, Markdown or rich text documentation alongside your code.
Sign up for free See pricing for teams and enterprises A native Android integration example is available here. You can also check out integration tutorial video for Android.
If you are upgrading your integration from Unity Ads 1.5.x, please refer to the Android transition guide instead.
The following are steps for integrating the Unity Ads SDK in Android Studio.
- Download the latest release binaries from GitHub, specifically unity-ads.aar.
- Create or open your existing Android project in Android Studio.
- Add new module and import unity-ads.aar. Name the module 'unity-ads' for example.
- Open Module Settings for the app and add 'unity-ads' module as a dependency.
- Add the following imports to your java Activity file:
import com.unity3d.ads.IUnityAdsListener;
import com.unity3d.ads.UnityAds;
- Add
implements IUnityAdsListener
to your class, and have Android Studio generate the required callback methods - If you need to know when your placement state changes or when the download button is clicked in the end-screen, you can instead of
com.unity3d.ads.IUnityAdsListener
importcom.unity3d.ads.mediation.IUnityAdsExtendedListener
and implement the required methods. - The extends listener contains two additional callback methods compared to the standard listener:
onUnityAdsPlacementStateChanged(String placementId, UnityAds.PlacementState oldState, UnityAds.PlacementState newState);
. This callback method is triggered whenever a placements state changes for example from WAITING to READY.onUnityAdsClick(String placementId)
. This callback method will be triggered whenever a user clicks the download button in the ad.
- Within the activity that implements
IUnityAdsListener
orIUnityAdsExtendedListener
, initialize Unity Ads by callingUnityAds.initialize(this, gameId, this)
wheregameId
is a String value set to the game ID of the Android platform, found under your project in the Unity Ads dashboard.Note: Unity Ads is only initialized once. SDK 2.0 has a more robust network retry logic. So you can safely initialize even without network connectivity. The SDK will request ads when the network becomes available. - The following code will then show an ad for your default placement:
if (UnityAds.isReady()) { UnityAds.show(this); }
Unity Ads SDK 2.0 takes activity argument in each show method invocation (
this
in the above example).Android Module For Unity Download For Mac
See Unity Ads Android API reference for more information on the API, e.g. showing ads for different placements and refer to the example application for an example on how to implement the Unity Ads SDK into your project.
Integrating without Android Studio
If you can't use the AAR packages with your build system, we also provide the same resources in a ZIP file, unity-ads.zip in GitHub releases. You need to do three things to use Unity Ads successfully.
- Include classes.jar in your build.
- Manually merge manifest from AndroidManifest.xml. Make sure you include both
AdUnitActivity
andAdUnitSoftwareActivity
activities. You also need to addINTERNET
andACCESS_NETWORK_STATE
permissions. - If you are using ProGuard, add all lines from proguard.txt to your ProGuard configuration.
Advanced Use Cases
![Unity Unity](/uploads/1/2/5/0/125027968/807330202.png)
Unity For Android Studio
Some advanced use cases can be handled using the Unity Ads 2.0 MetaData framework. Please refer to the following guides for more information: