Unity2Eclipse and Vuforia

With a  few steps you can use our plugin to swap a unity project + vuforia to Eclipse.

1.You need a working UnityProject + Vuforia.
2.Just follow our instruction to export it to Eclipse.
All you have to do now in Eclipse is:
3. Copy the QCAR folder from  Library
to your assets  folder from your custom Android project.

4. Add QCAR.jar and QCARUnityPlayer.jar to Java Build Path.
You find these at your Library Folder /plugins

5. Also copy both jar files into libs folder.

6. Now copy your Manifest from Library to custom Android Project.

7. At least clean and build your project “Project”–> “Clean” and “Project” –> “Build”.
In some cases you need to fix your properties. Just right click on both projects and select “Android Tools” –> “Fix Project Properties”.
Now choose “Run” –>”Run As” –>”Android Application” from the Eclipse menubar.


At the moment you have to do step 3 + normal export each time when you update your Unity project .

31 thoughts on “Unity2Eclipse and Vuforia

  1. Hi :)

    First of all: awesome plugin it is really a time saver 😉

    I tried to put Vuforia+Unity to eclipse and everything is working fine… apart from I am unable now to put some custom widgets on top of my view.

    I created 3 layouts: A menu with 2 buttons ( that lead to the other layouts), a layout with plain text and another one with the Unity Activity.

    It seems the QCAR manifest doesnt point to the UnityActivity anymore but com.qualcomm.QCARUnityPlayer.QCARPlayerActivity , leaving it like so runs Unity as usual but no widgets. If I want the widgets then I set the UnityActivity to be the MAIN and LAUNCHER and then all GUI is ok but no videofeedback or anything.

    What is the correct configuration to make this work?

    (For the widget I used your tutorial , of course)

      • That one is exactly the one I tried. I managed to put widgets and stuff on other Unity projects. But when I started using Unity+Vuforia, since I have no control over the com.qualcomm.QCARUnityPlayer.QCARPlayerActivity, I cannot put anything there ( so I get video or GUI)

          • Not yet, but doesn’t seems a device problem. Tomorrow I will carry on and try to do something similar to the “push the UnityPlayer to a LinearLAyout” approach but with the QCAR activity and comment.

            Btw: Would you have a sample project for this?

            Thanks a lot!

          • Ok I think I’m the right track now but doesn’t seems easy.

            To clarify, what I want to do is push the UnityPlayer (with Vuforia) onto a LinearLayout (similar to your adsense tutorial).

            The special case here is that there are 3 activities for doing this: QCARPlayerAvivity, QCARPlayerNativeActivity and QCARPPlayerProxyActivity (this last one chooses which of the previous two should run).

            These player activities have the UnityPlayer in an variable, feeded by QCARPlayerSharedActivity. Now I have to find the way to override (but seems it will be re-write because they have some private variables I will need) to take whole control over that UnityPlayer variable.

          • Yes, you are right.
            None of them gives access to a view like in our AdMob tut.
            I’m working on it.

    • hi,
      as mentioned in the description, creating live wallpapers is experimental yet and only compatible to unity 3.4.x.. however you can create “regular” eclipse projects with unity 3.5

  2. I have also problems with device that have android 4.0 or 4.1 it makes always force close. Do you have any suggestions about this ?

  3. Finally i have a wallpaper working on android 4.1 but i have problem with the splash screen which is glitched. Halloween monsters wallpaper dosen’t have this problem.
    Any ideas ?

  4. Hi,

    I’ve been trying to get my eclipse project to compile following the instructions here.
    First, the QCAR library in ProjectLibrary/raw exists, but is empty. (from step 3)

    Second, when I go to run the app, I get
    Unable to execute dex: Multiple dex files define Lcom/qualcomm/QCARUnityPlayer/R$attr;

    I notice that the package for the generated java file in the Project is defined as
    package com.qualcomm.QCARUnityPlayer;

    Is this part of the problem?

    I’m running:
    Unity 3.5.6f4
    Win 7

    • i’m sorry but i have no idea what is the problem with your project without seeing it.. did you copy the jars as described in step 4?

      • Sorry, bit late back to this one.
        I couldn’t post the project due to NDA. I’ve managed to get this working using the instructions for doing the whole thing manually from here: https://developer.vuforia.com/forum/faq/unity-how-can-i-extend-unitys-android-activity&sort=2
        (which worked for me without error. Eventually.)
        And looking at the differences between that and the steps you’ve described here – I thought I’d post back in case you want to update your process.
        What I found:
        1. Step 4 above is not needed and creates the multiple dex error
        2. After Step 6 above, you need to make your main activity class extend from QCARPlayerActivity (instead of extending from UnityPlayerActivity) and add the appropriate import (Ctrl-Shift-o should do it).
        3.You then need to edit the AndroidManifest file in the non-library project, and change the name of the main activity (that’s the one that has an intent-filter action of ) from com.qualcomm.QCARUnityPlayer.QCARPlayerProxyActivity to whatever your package and main activity name is (e.g. com.mycompany.myproject.mainactivity)

        After that, cleaning and building both projects should enable you to install on a device for running and testing.

        I should say also that my current setup is
        Unity 3.5.7f6
        Eclipse Juno SR 1

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