本演示项目在Unity for Android Build中启用部分华为HMS和AGC服务,对应的类和函数的名称和用法相同。
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Push Kit (HMS)

Service Introduction

HUAWEI Push Kit is a messaging service provided for you to establish a messaging channel from the cloud to devices. By integrating Push Kit, you can send messages to your apps on user devices in real time. This helps you maintain closer ties with users and increases user awareness of and engagement with your apps.You can click here to watch the MOOC video about Push Kit.

Use Cases

Use Case Description
Social When a user takes actions, such as likes, comments, and sharing, in a social app, the app will call Push Kit to notify their friends. Users can receive messages even when the app is not running. This greatly increases user interactions and app engagement.
Marketing To promote products and launch marketing campaigns, games, e-commerce apps, and utility apps can call Push Kit server APIs to select target audiences by tag and push messages to them, attracting more users and improving the conversion rate.
System notifications Utility apps or other apps that have system notification requirements need to notify users in a timely manner when the status of users or system functions changes. Such apps can call Push Kit server APIs to push messages to target devices, reminding users to complete specific operations.
User engagement Generally, it is necessary to engage users in different phases of a product's life cycle, for example, pushing the product introduction to new users. In addition, you can also send messages to help new users solve possible problems that they may encounter or notify them of attractive promotions, to improve user retention and increase active users.
News Usually, news and video apps need to quickly push the latest events and most popular content to users. Such apps can push messages to users with specific tags within the shortest period of time, getting more views and improving user loyalty.

Integrating into Your Unity Project

Register and get verified

Before doing this step, you need to create an HMS Account, project and App according to the HMS document.

Images/hms/Step1.png

Images/hms/Preparation.png

Now you have your Huawei HMS Project and App information.

Create an app

Create Unity project, and you will also need to set up the build environment for building Android apk with HMS SDK. Then, finish the following preparation.

Images/hms/Step2.png

In Editor -> Build Settings, Switch platform to Andriod and Connect your Android device

Images/hms/BuildSettings

In Player Settings -> Publishing Settings, enable the following environment checkboxes

Images/hms/BuildEnvironment

Prepare for development

According to HMS integration process introduction, we still need to add some configurations to the gradle files for development preparations.

Images/hms/Step3.png

You can follow Huawei documentation guidance to do the configuration, you can also refer and compare with the files in our Unity example project.

  1. Enable and add configurations to AndroidManifest.xml

    Go to Edit -> Project Settings -> Player -> Android(icon) -> Publishing Settings -> Build

    Enable Custom Main Manifest

    We should enable AndroidManifest when we use push or location sdk.

    If Unity Version is 2019.2 or before, there is no AndroidManifest checkbox, but you can put AndroidManifest.xml under Assets/Plugins/Android.

        <?xml version="1.0" encoding="utf-8"?>
        <!-- GENERATED BY UNITY. REMOVE THIS COMMENT TO PREVENT OVERWRITING WHEN EXPORTING AGAIN-->
        <manifest
            xmlns:android="http://schemas.android.com/apk/res/android"
            package="com.unity3d.player"
            xmlns:tools="http://schemas.android.com/tools">
            <uses-permission android:name="android.permission.ACCESS_COARSE_LOCATION"/>
            <uses-permission android:name="android.permission.ACCESS_FINE_LOCATION"/>
            <uses-permission android:name="android.permission.ACCESS_BACKGROUND_LOCATION" />
            <uses-permission android:name="com.huawei.hms.permission.ACTIVITY_RECOGNITION" />
            <uses-permission android:name="android.permission.ACTIVITY_RECOGNITION" />
            <uses-permission android:name="android.permission.ACCESS_MOCK_LOCATION" />
            <application>
                <activity android:name="com.hms.hms_analytic_activity.HmsAnalyticActivity"
                        android:theme="@style/UnityThemeSelector">
                    <intent-filter>
                        <action android:name="android.intent.action.MAIN" />
                        <category android:name="android.intent.category.LAUNCHER" />
                    </intent-filter>
                    <meta-data android:name="unityplayer.UnityActivity" android:value="true" />
                </activity>
                <service
                    android:name="com.unity.hms.push.MyPushService"
                    android:exported="false">
                    <intent-filter>
                        <action android:name="com.huawei.push.action.MESSAGING_EVENT"/>
                    </intent-filter>
                </service>
                <receiver
                        android:name="com.unity.hms.location.LocationBroadcastReceiver"
                        android:exported="true">
                    <intent-filter>
                        <action android:name="com.huawei.hmssample.location.LocationBroadcastReceiver.ACTION_PROCESS_LOCATION" />
                    </intent-filter>
                </receiver>
                <receiver
                        android:name="com.unity.hms.location.GeoFenceBroadcastReceiver"
                        android:exported="true">
                    <intent-filter>
                        <action android:name="com.huawei.hmssample.geofence.GeoFenceBroadcastReceiver.ACTION_PROCESS_LOCATION" />
                    </intent-filter>
                </receiver>
            </application>
        </manifest>
    
  2. Enable and add configurations to project gradle

    Go to Edit -> Project Settings -> Player -> Android(icon) -> Publishing Settings -> Build

    Enable Custom Base Gradle Template and add the AppGallery Connect plugin and the Maven repository. The path is Assets/Plugins/Android/baseProjectTemplate.gradle.

    If your unity version is 2019.2 or before, you should add implement and other configuration on MainGradleTemplate.gradle.

        // GENERATED BY UNITY. REMOVE THIS COMMENT TO PREVENT OVERWRITING WHEN EXPORTING AGAIN
       
        allprojects {
            buildscript {
                repositories {**ARTIFACTORYREPOSITORY**
                    google()
                    jcenter()
                    maven { url 'https://developer.huawei.com/repo/' }
                }
       
                dependencies {
                    // If you are changing the Android Gradle Plugin version, make sure it is compatible with the Gradle version preinstalled with Unity
                    // See which Gradle version is preinstalled with Unity here https://docs.unity3d.com/Manual/android-gradle-overview.html
                    // See official Gradle and Android Gradle Plugin compatibility table here https://developer.android.com/studio/releases/gradle-plugin#updating-gradle
                    // To specify a custom Gradle version in Unity, go do "Preferences > External Tools", uncheck "Gradle Installed with Unity (recommended)" and specify a path to a custom Gradle version
                    classpath 'com.android.tools.build:gradle:3.4.0'
                    classpath 'com.huawei.agconnect:agcp:1.2.1.301'
                    **BUILD_SCRIPT_DEPS**
                }
            }
       
            repositories {**ARTIFACTORYREPOSITORY**
                google()
                jcenter()
                flatDir {
                    dirs "${project(':unityLibrary').projectDir}/libs"
                }
                maven { url 'https://developer.huawei.com/repo/' }
            }
        }
       
        task clean(type: Delete) {
            delete rootProject.buildDir
        }
    
  3. Enable and add configurations to app gradle

    Go to Edit -> Project Settings -> Player -> Android(icon) -> Publishing Settings -> Build

    Enable Custom Launcher Gradle Template and add build dependencies in launcherTemplate.gradle. The path is Assets/Plugins/Android/launcherTmeplate.gradle.

    If unity version is 2019.2 or before, you should add implement and other configuration on MainGradleTemplate.

        dependencies {
            implementation project(':unityLibrary')
            implementation 'com.huawei.hms:push:4.0.3.301'
            implementation 'com.android.support:appcompat-v7:28.0.0'
            implementation 'com.huawei.hms:base:6.2.0.300'
            implementation 'com.huawei.hms:hwid:6.1.0.303'
            }
    
  4. Enable and add configurations to unity library gradle

    Go to Edit -> Project Settings -> Player -> Android(icon) -> Publishing Settings -> Build

    Enable Custom Main Gradle Template and add build dependencies. The path is Assets/Plugins/Android/mainTemplate.gradle.

    If unity version is 2019.2 or before, you should add implement and other configuration on MainGradleTemplate.gradle.

    dependencies {
        implementation fileTree(dir: 'libs', include: ['*.jar'])
        implementation 'com.huawei.hms:hianalytics:5.0.0.301'
        implementation 'com.huawei.agconnect:agconnect-core:1.6.1.300'
        implementation 'com.huawei.hms:base:6.2.0.300'
        implementation 'com.huawei.hms:hwid:6.1.0.303'
        implementation 'com.huawei.hms:game:6.1.0.301'
    **DEPS**}
    
  5. Signature

    Go to Edit -> Project Settings -> Player -> Android(icon) -> Publishing Settings -> Keystore Manager

    Click Keytore... -> create new

    Images/hms/Keystore.png

    You need to enter the password when you open unity, otherwise you cannot build. There's no need to add a signature on gradle.

  6. Signing Certificate Fingerprint

    Please refer to Huawei preparation documentation step 4 for generating a SHA256 Certificate Fingerprint.

    Images/hms/Fingerprint.png

    And refer to Huawei preparation documentation step 5 to add Fingerprint to AppGallery Connect.

    Images/hms/FingerprintAppGallery.png

  7. Package name

    Set the package name in Edit -> Project Settings -> Player

    The package name is com.${Company Name}.${Product Name}.

    You can also complete the rest of the settings here, such as version number, icons, resolution, etc.

    Images/hms/PackageName.png

  8. agconnect-services.json

    We should put the json file under Assets/Plugins/Android.

    Add this following message into the json file downloaded from your Huawei developer dashboard. Also, you can refer to that file in our Unity example project.

    "agcgw":{
    "backurl":"connect-drcn.dbankcloud.cn",
    "url":"connect-drcn.hispace.hicloud.com"
    },
    

    You can refer to this link to create agconnect-services.json.

    Images/hms/AgcConnectServicesJson.png

  9. Configuring Obfuscation Scripts

    Before building the APK, configure the obfuscation configuration file to prevent the HMS Core SDK from being obfuscated.(Reference

    • Open the proguard file in your Unity project and add configurations to exclude the HMS Core SDK from obfuscation.
    -ignorewarnings
    -keepattributes *Annotation*
    -keepattributes Exceptions
    -keepattributes InnerClasses
    -keepattributes Signature
    -keepattributes SourceFile,LineNumberTable
    -keep class com.huawei.hianalytics.**{*;}
    -keep class com.huawei.updatesdk.**{*;}
    -keep class com.huawei.hms.**{*;}
    
    • (Optional) Configure the keep.xml file as follows to keep layout resources if you have enabled R8 resource shrinking (with shrinkResources being set to true in the project-level build.gradle file) and strict reference checks (with shrinkMode being set to strict in the res/raw/keep.xml file). Not keeping layout resources will lead to app rejection during release to HUAWEI AppGallery.
        <?xml version="1.0" encoding="utf-8"?>
    <resources xmlns:tools="http://schemas.android.com/tools"
        tools:keep="@layout/hms_download_progress,@drawable/screen_off,@layout/upsdk*"
        tools:shrinkMode="strict" />
    
  10. Get activity

For getting the activity, you can use the Common.GetActivity() function.

Developing with the SDK

Developing

There are corresponding example scenes in the example project for all 4 Kits. For testing, you will need to build it onto Android mobile build by HMS. Make sure you have already created your HMS account and project. Then, you can change the configuration and test different functions.

Images/hms/Step4.png

In the example project, the corresponding scene for Push Kit is Assets/HuaweiServiceDemo/Scenes/HmsPushSampleScene.unity and the code is Assets/HuaweiServiceDemo/Scripts/test/PushTest.cs.

We need to set service.

  1. Implement interface IPushServiceListener

  2. Get Receiver by method PushListenerRegister.RegisterListener

  3. Add the following code to AndroidManifest.xml

    <application>
        ...
        <service
            android:name="com.unity.hms.push.MyPushService"
            android:exported="false">
            <intent-filter>
                <action android:name="com.huawei.push.action.MESSAGING_EVENT"/>
            </intent-filter>
        </service>
        ...
    </application>
    

    android:name is fixed.

Test & Release

Please refer to Huawei integration procedure for testing and releasing.

Images/hms/TestAndRelease.png

Images/hms/TestingReleasing.png