Stack Overflow Public questions and answers; Teams Private questions and answers for your team; Enterprise Private self-hosted questions and answers for your enterprise; Talent Hire technical talent; Advertising Reach developers worldwide Can u fix my problem?Hi Hamza, sorry for the delay, I will try to update this asap.Hi.
While paraphrased versions of the relevant content will be included here, there may be times when the additional reading will help.Currently, Unity provides two ways to call native Android code.To interact with native code, Unity provides some classes and functions.Note that the first three steps apply ONLY if you wish to have a native plugin!From here on out, I'll refer to the JAR / AAR file as the It's immediately obvious that the first way of creating plugins is long drawn, so choosing your route seems moot. This topic is the first part of a series on how to create Android Plugins for Unity.

So, how does one choose?This modified text is an extract of the original Stack Overflow Documentation created by following

Build the Unity app and run it on your device, you will see in the Logcat window what you expect. All the versions after 5.6 support AAR file. Simple?Save the scene, add the scene in the build setting dialog, remember to change the BundleID.

Write native Java code in Android Studio; Export the code in a JAR / AAR file (Steps here for JAR files and AAR files); Copy the JAR / AAR file into your Unity project at Assets/Plugins/Android; Write code in Unity (C# has always been the way to go here) to call functions in the plugin Download Bolt for FREE from the Unity Asset Store:. DOWNLOAD THE PLUGIN VIEW SOURCE.

The aar file is the compiled android archive or the binary distribution of an Android Library Project.

Though simple enough, it outlines all the required procedures, and are very useful to understand the entire workflow.Start Android Studio, create an Android project (AndroidAddin) with an Empty Activity.In Android Studio, create another library project (AndroidLib) by clicking the menu Build the project, make sure everything works so far.In the AndroidLib module, add a class called “Helper”In the Helper class add a function DoSthInAndroid()To make sure this work, in the main app, add below testing functionAnd when you run the Android App, you can see the output in Logcat window:… 15:59:57.276 12121-12121/com.androidaddin.androidaddin I/Unity: If you explicitly build the AndroidLib project only, you will find below output:The aar file is the compiled android archive or the binary distribution of an Android Library Project.Rename the *-debug.aar as zip file, unzip the file, you will see a file called “classes.jar” which contains only java code files (classes):Open Unity3D, Create a project, then create a folder in Assets: Add the classes.jar to the above Assets\Plugins\Android folderCreate a new MonoBehaviour script TestAndroidPlugin.cs, and attach it to the camera:The AndroidJavaClass offers access to Java class object, and the CallStatic fires the java object’s method.
A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community. I follow your step to (In the AndroidLib module, add a class called “Helper”). Write native Java code in Android Studio; Export the code in a JAR / AAR file (Steps here for JAR files and AAR files); Copy the JAR / AAR file into your Unity project at Assets/Plugins/Android; Write code in Unity (C# has always been the way to go here) to call functions in the plugin

With an import?You can’t acces Helper class because it is not added on the dependencies.