I wrote a small Java activity extension of UnityPlayerActivity similar to what is described in the Unity docs. It has a method for displaying a song picking interface using an ACTION_GET_CONTENT intent. I start this activity using startActivityForResult() and it absolutely kills the performance of my Unity game when it is finished, it drops to about .1 FPS afterwords. I've changed removed the onActivityResult function and even tried starting the activity from inside an onKeyDown event in Java to make sure my method of starting the activity from Unity was not the problem. Heres the code in a basic sense:
package com.company.product;
import com.unity3d.player.UnityPlayerActivity;
import com.unity3d.player.UnityPlayer;
import android.os.Bundle;
import android.util.Log;
import android.content.Intent;
public class SongPickerActivity extends UnityPlayerActivity {
private Intent myIntent;
final static int PICK_SONG = 1;
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
Log.i("SongPickerActivity", "OnCreate");
myIntent = new Intent(Intent.ACTION_GET_CONTENT);
myIntent.setType("audio/*");
}
public void Pick() {
Log.i("SongPickerActivity", "Pick");
startActivityForResult(myIntent, PICK_SONG);
}
@Override
protected void onActivityResult(int requestCode, int resultCode, Intent data) {
super.onActivityResult(requestCode, resultCode, data);
}
}
This is causing me a bit more of a headache than it should and I would be thankful for any sort of advice. Does anyone have any experience with using custom activities in Unity Android or any insight on why this is happening or how to resolve this?