Creating a Series of Unity Scene Scripts for Building iOS Apps

In the world of Unity, there are two scenes that need to be controlled with a script in a native iOS app. Imagine having two buttons in the app - when the first button is clicked, it should display scene1, and when the second button is clicked, it should show scene2. I have come across a script for Android, but now I need to adapt it for iOS. Attached below is the script designed for Android:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.VR;
using System;

public class AnimatorScript : MonoBehaviour 
{
    public Animator animation;
    AndroidJavaObject intent , currentActivity , extras;
    bool hasExtra;
    string arguments;

    // Use this for initialization
    void Start ()
    {
        try
        {

        AndroidJavaClass UnityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"); 
        AndroidJavaObject currentActivity = UnityPlayer.GetStatic<AndroidJavaObject>("currentActivity");
        intent = currentActivity.Call<AndroidJavaObject>("getIntent");
        hasExtra = intent.Call<bool> ("hasExtra", "test_val");
         Debug.Log(hasExtra);
        Debug.Log("start");
        }
        catch(Exception e)
        {
            Debug.Log(e);
        }

    }

    public void loadScene(string sceneName)
    {
        SceneManager.LoadScene(sceneName);
    }

    // Update is called once per frame
    void Update () 
    {

        if (hasExtra) 
        {
            Debug.Log("has extra");
            extras = intent.Call<AndroidJavaObject>("getExtras");
            arguments = extras.Call<string> ("getString", "test_val");
            if(string.Equals(arguments,"scene1"))
             {
                 animation.Play("dancing_warrior_sun-001");
             }
             if(string.Equals(arguments,"scene2"))
             {
                //  animation.Play("seating_poses-001");
                 SceneManager.LoadScene(1);
             }
             else Debug.Log("No Animation Found");

            Debug.Log(arguments);
        } 
        else 
        {

            Debug.Log("no extra");
        }
    }
}

Answer №1

Learning how to change scenes in Unity can be done in two different ways:

1) The first method involves placing a button on the UI and writing a script for scene change. Here's an example of how it can be implemented:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class MenuActions : MonoBehaviour {
  public void MENU_ACTION_NextButton(string sceneName)
    {
        Application.LoadLevel(sceneName);
    }
}

Simply drag this script to the Main Camera, then click on the button. In the inspector menu at the bottom, add the Main Camera and specify the name of the scene you want to switch to. Repeat this process for Scene 2 using the same script with the corresponding scene name. https://i.sstatic.net/Lp1LD.png

2) Alternatively, if your native app already has a button, you can write scripts like the following. Don't forget to include a script for void update as well:

   using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using System.Runtime.InteropServices;
    using UnityEngine.SceneManagement;
    public class SceneChanger : MonoBehaviour {

        // Use this for initialization
        void Start () {

        }

        // Update is called once per frame
        void Update () {
            //SceneManager.LoadScene(scene);
// implement your custom script here...............
        }


    public void ChangeScene( string scene ) {
       // Application.LoadLevel(scene);
        SceneManager.LoadScene(scene);
    }
    }

I hope this helps you understand the concept better!

Answer №2

Creating iOS apps with native plugins in Unity

By referring to the official documentation, you can utilize the UnitySendMessage feature in iOS to invoke the scene-control script within Unity.

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