Reputation: 11
If I build my App and play it on my Samsung Galaxy S8 its always on Fullscreen Mode. I can´t even disable it vis Settings.
I tried it with the Code "Screen.fullScreen = false;" but it don´t work. In my playersettings the Aspect Ratio is at Custom (16.9).
Do you have any Idea how to solve this Problem? I want it not to be on fullscreen.
Upvotes: 0
Views: 6156
Reputation: 2140
You need do disable it when you build the unity project:
Open Unity Editor: Open your Unity project.
Player Settings:
Go to "File" -> "Build Settings." In the Build Settings window, click on the "Player Settings" button. Android Player Settings:
In the Player Settings, go to the "Android" tab. Resolution and Presentation Settings:
Look for the "Resolution and Presentation" section. Uncheck the "Fullscreen Mode" option.
Upvotes: 0
Reputation: 4477
Unity in UnityPlayer.java always launches fullscreen mode without any conditions. There is a tricky way to prevent such call on android side. We need to return fake Window object during UnityPlayer constructor call.
class OurActivity: Activity {
private var returnWindowStub = false
override fun onCreate(savedInstanceState: Bundle?) {
//..initialize
returnWindowStub = true
//initialize UnityPlayer here
// = UnityPlayer(this)
returnWindowStub = false
}
override fun getWindow(): Window {
val window = super.getWindow()//return normal window object in all other cases
return if (returnWindowStub) AppWindowWrapper(window) else window
}
class AppWindowWrapper(private val window: Window): Window(window.context) {
//consume fullscreen flag
override fun setFlags(flags: Int, mask: Int) {
if (flags == WindowManager.LayoutParams.FLAG_FULLSCREEN) {
return
}
window.setFlags(flags, mask)
}
//then we need to override and proceed a lot other Window methods, like this
override fun setEnterTransition(transition: Transition?) {
window.setEnterTransition(transition)
}
override fun setReturnTransition(transition: Transition?) {
window.setReturnTransition(transition)
}
//and more of them
}
}
Upvotes: 0
Reputation: 125435
This was easy to do in the past by creating new UnityPlayer subclass and modifying the setFullscreen(true);
to setFullscreen(false);
but Unity API and Android version has changed a lot and this can't be done anymore that easy anymore.
You have to get current Unity activity from C# com.unity3d.player.UnityPlayer
, get Android's WindowManager
from it then clear the FLAG_FULLSCREEN
flag.
This person has already done it and below is what his/her code looks like:
public static void SetupAndroidTheme(int primaryARGB, int darkARGB, string label = null)
{
#if UNITY_ANDROID && !UNITY_EDITOR
label = label ?? Application.productName;
Screen.fullScreen = false;
AndroidJavaObject activity = new AndroidJavaClass("com.unity3d.player.UnityPlayer").GetStatic<AndroidJavaObject>("currentActivity");
activity.Call("runOnUiThread", new AndroidJavaRunnable(() =>
{
AndroidJavaClass layoutParamsClass = new AndroidJavaClass("android.view.WindowManager$LayoutParams");
int flagFullscreen = layoutParamsClass.GetStatic<int>("FLAG_FULLSCREEN");
int flagNotFullscreen = layoutParamsClass.GetStatic<int>("FLAG_FORCE_NOT_FULLSCREEN");
int flagDrawsSystemBarBackgrounds = layoutParamsClass.GetStatic<int>("FLAG_DRAWS_SYSTEM_BAR_BACKGROUNDS");
AndroidJavaObject windowObject = activity.Call<AndroidJavaObject>("getWindow");
windowObject.Call("clearFlags", flagFullscreen);
windowObject.Call("addFlags", flagNotFullscreen);
windowObject.Call("addFlags", flagDrawsSystemBarBackgrounds);
int sdkInt = new AndroidJavaClass("android.os.Build$VERSION").GetStatic<int>("SDK_INT");
int lollipop = 21;
if (sdkInt > lollipop)
{
windowObject.Call("setStatusBarColor", darkARGB);
string myName = activity.Call<string>("getPackageName");
AndroidJavaObject packageManager = activity.Call<AndroidJavaObject>("getPackageManager");
AndroidJavaObject drawable = packageManager.Call<AndroidJavaObject>("getApplicationIcon", myName);
AndroidJavaObject taskDescription = new AndroidJavaObject("android.app.ActivityManager$TaskDescription", label, drawable.Call<AndroidJavaObject>("getBitmap"), primaryARGB);
activity.Call("setTaskDescription", taskDescription);
}
}));
#endif
}
public static int ToARGB(Color color)
{
Color32 c = (Color32)color;
byte[] b = new byte[] { c.b, c.g, c.r, c.a };
return System.BitConverter.ToInt32(b, 0);
}
Example call:
SetupAndroidTheme(ToARGB(Color.black), ToARGB(Color.black));
Not tested on Samsung Galaxy S8 but it works on my Android device.
Upvotes: 1