| Instruction of Running webrtc_unity_plugin on Android Unity |
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| 1. On Linux machine, compile target webrtc_unity_plugin. |
| Checkout WebRTC codebase: fetch --no-hooks webrtc_android |
| If you already have a checkout for linux, add target_os=”android” into .gclient file. |
| Run gclient sync |
| 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. |
| Run gn args out/Android, and again set target_os=”android” in the args.gn |
| 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): |
| |
| #if UNITY_ANDROID |
| AndroidJavaClass playerClass = new AndroidJavaClass("com.unity3d.player.UnityPlayer"); |
| AndroidJavaObject activity = playerClass.GetStatic<AndroidJavaObject>("currentActivity"); |
| AndroidJavaClass webrtcClass = new AndroidJavaClass("org.webrtc.PeerConnectionFactory"); |
| if (webrtcClass != null) |
| { |
| webrtcClass.CallStatic("initializeAndroidGlobals", new object[2] { activity, false }); |
| } |
| #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/ |
| Run apktool d apkname.apk. |
| Then copy the AndroidManifest.xml in the decompiled folder to the Assets/Plugins/Android folder, and add two lines: |
| <uses-permission android:name="android.permission.RECORD_AUDIO" /> |
| <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. |