Unity Native Share Plugin
Available on Asset Store: https://assetstore.unity.com/packages/tools/integration/native-share-for-android-ios-112731
Forum Thread: https://forum.unity.com/threads/native-share-for-android-ios-open-source.519865/
This plugin helps you natively share files (images, videos, documents, etc.) and/or plain text on Android & iOS. A ContentProvider is used to share the media on Android.
INSTALLATION
There are 5 ways to install this plugin:
- import NativeShare.unitypackage via Assets-Import Package
- clone/download this repository and move the Plugins folder to your Unity project's Assets folder
- import it from Asset Store
- (via Package Manager) add the following line to Packages/manifest.json:
"com.yasirkula.nativeshare": "https://github.com/yasirkula/UnityNativeShare.git",
- (via OpenUPM) after installing openupm-cli, run the following command:
openupm add com.yasirkula.nativeshare
Android Setup
NativeShare no longer requires any manual setup on Android. If you were using an older version of the plugin, you need to remove NativeShare's <provider ... />
from your AndroidManifest.xml.
For reference, the legacy documentation is available at: https://github.com/yasirkula/UnityNativeShare/wiki/Manual-Setup-for-Android
iOS Setup
There are two ways to set up the plugin on iOS:
- a. Automated Setup: (optional) change the value of PHOTO_LIBRARY_USAGE_DESCRIPTION in Plugins/NativeShare/Editor/NSPostProcessBuild.cs
- b. Manual Setup: see: https://github.com/yasirkula/UnityNativeShare/wiki/Manual-Setup-for-iOS
HOW TO
Simply create a new NativeShare object and customize it by chaining the following functions as you like (see example code):
SetSubject( string subject )
: sets the subject (primarily used in e-mail applications)SetText( string text )
: sets the shared text. Note that the Facebook app will omit text, if exists (see this topic)AddFile( string filePath, string mime = null )
: adds the file at path to the share action. You can add multiple files of different types. The MIME of the file is automatically determined if left null; however, if the file doesn't have an extension and/or you already know the MIME of the file, you can enter the MIME manually. MIME has no effect on iOSAddFile( Texture2D texture, string createdFileName = "Image.png" )
: saves the texture to Application.temporaryCachePath with the specified filename and adds the image file to the share actionSetTitle( string title )
: sets the title of the share dialog on Android platform. Has no effect on iOSAddTarget( string androidPackageName, string androidClassName = null )
: shares content on a specific application on Android platform. If androidClassName is left null, list of activities in the share dialog will be narrowed down to the activities in the specified androidPackageName that can handle this share action. Note that androidClassName, if provided, must be the full name of the activity (with its package). You can call this function multiple times. This function has no effect on iOSSetCallback( ShareResultCallback callback )
: invokes the callback function after the share action is completed. ShareResultCallback has the following signature:void ShareResultCallback( ShareResult result, string shareTarget )
ShareResult result
can take 3 values:- Unknown: we can't determine whether or not the user has shared the content
- Shared: user has probably shared the content. This value guarantees that the user has at least selected an app from the share sheet. But it is impossible to say whether the user has actually shared the content or cancelled the operation right after selecting the app from the share sheet
- NotShared: either the user has closed the share sheet immediately or selected an app from the share sheet but then decided not to share the content (unfortunately, most apps return Shared for the latter case)
string shareTarget
stores information about the app that the user has selected from the share sheet. It can be null or empty, if this information isn't provided. Usually, this is the package name/class name of the selected application. You can use this value to e.g. determine if the user has picked Twitter from the share sheet:shareTarget != null && shareTarget.ToLowerInvariant().Contains( "twitter" )
Finally, calling the Share() function of the NativeShare object will present the share sheet.
UTILITY FUNCTIONS
bool NativeShare.TargetExists( string androidPackageName, string androidClassName = null )
: returns whether the application with the specified package/class name exists on the Android device. If androidClassName is left null, only the package name is queried. This function always returns true on iOSbool FindTarget( out string androidPackageName, out string androidClassName, string packageNameRegex, string classNameRegex = null )
: finds the package/class name of an installed application on the Android device using regular expressions. Returns true if a matching package/class name is found successfully. Can be useful when you want to use the AddTarget function but don't know the exact package/class name of the target activity. If classNameRegex is left null, the first activity in the matching package is returned. This function always returns false on iOS
FAQ
- Can I share on a specific app?
On Android, you can share on a specific app via AddTarget. For iOS, you can check out this post and see if it works for you: https://forum.unity.com/threads/native-share-for-android-ios-open-source.519865/page-4#post-4011874
- I can't share image with text on X app
It is just not possible to share an image/file with text/subject on some apps (e.g. Facebook), they intentionally omit either the image or the text from the shared content. These apps require you to use their own SDKs for complex share actions. For best compatibility, I'd recommend you to share either only image or only text.
- Can't share, it says "Can't file ContentProvider, share not possible!" in Logcat
After building your project, verify that NativeShare's <provider ... />
tag is inserted in-between the <application>...</application>
tags of PROJECT_PATH/Temp/StagingArea/AndroidManifest.xml. If not, please create a new Issue.
- Can't share, it says "java.lang.ClassNotFoundException: com.yasirkula.unity.NativeShare" in Logcat
If your project uses ProGuard, try adding the following line to ProGuard filters: -keep class com.yasirkula.unity.* { *; }
EXAMPLE CODE
The following code captures the screenshot of the game whenever you tap the screen, saves it in a temporary path and then shares it:
void Update()
{
if( Input.GetMouseButtonDown( 0 ) )
StartCoroutine( TakeScreenshotAndShare() );
}
private IEnumerator TakeScreenshotAndShare()
{
yield return new WaitForEndOfFrame();
Texture2D ss = new Texture2D( Screen.width, Screen.height, TextureFormat.RGB24, false );
ss.ReadPixels( new Rect( 0, 0, Screen.width, Screen.height ), 0, 0 );
ss.Apply();
string filePath = Path.Combine( Application.temporaryCachePath, "shared img.png" );
File.WriteAllBytes( filePath, ss.EncodeToPNG() );
// To avoid memory leaks
Destroy( ss );
new NativeShare().AddFile( filePath )
.SetSubject( "Subject goes here" ).SetText( "Hello world!" )
.SetCallback( ( result, shareTarget ) => Debug.Log( "Share result: " + result + ", selected app: " + shareTarget ) )
.Share();
// Share on WhatsApp only, if installed (Android only)
//if( NativeShare.TargetExists( "com.whatsapp" ) )
// new NativeShare().AddFile( filePath ).AddTarget( "com.whatsapp" ).Share();
}
KNOWN LIMITATIONS
- Gif files are shared as static images on iOS (to learn more, please see this issue: yasirkula#22)