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Anonymous
6 years agoHow do I set the new manifest settings?
Up until somewhere in January, I was able to upload the by Unreal generated apk's without issues.
Since then, there seem to have been added a few new requirements:
- android:debuggable (checked the Intermediate/APK/AndroidManifest.xml, it is set to 'true')
- android:excludeFromRecents (not found in the xml nor in the project settings)
- main activity intent filter set to android.intent.category.LAUNCHER, but must be android.intent.category.INFO
(checked the Intermediate/APK/AndroidManifest.xml, it seems to be ok there)
How/where do I set these?
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- Anonymousassets/plugins/android/AndroidManifest.xml. I also found there is an oculus manifest tool, that enables a dropdown menu in unity, with an option to create store compatible manifest(s).
- Anonymous
VR-Lab-nl said:
Up until somewhere in January, I was able to upload the by Unreal generated apk's without issues.Since then, there seem to have been added a few new requirements:- android:debuggable (checked the Intermediate/APK/AndroidManifest.xml, it is set to 'true')
- android:excludeFromRecents (not found in the xml nor in the project settings)
- main activity intent filter set to android.intent.category.LAUNCHER, but must be android.intent.category.INFO
(checked the Intermediate/APK/AndroidManifest.xml, it seems to be ok there)
How/where do I set these?
most of those are resolved when you export with "for distribution", shipping, and configure manifest for OculusVR checked btw ;) - android:debuggable (checked the Intermediate/APK/AndroidManifest.xml, it is set to 'true')
- Anonymous
JacksonGordon said:
assets/plugins/android/AndroidManifest.xml. I also found there is an oculus manifest tool, that enables a dropdown menu in unity, with an option to create store compatible manifest(s).
Thanks, I am working in Unreal though. ;-) - Anonymous
aussieburgerVR said:most of those are resolved when you export with "for distribution", shipping, and configure manifest for OculusVR checked btw ;)
Thanks @aussieburgerVR , most of these settings are like you describe. I ticked the 'For Distribution' checkbox in 'Product - Packaging' settings and then had to add the 'Distribution signing'.After that, I could upload again.Now I am wondering about the keystore file:I re-used the keystore file of a different project as I cannot remember or find out (Google-wise) how or where to create this file for a project. All links take me to 'Google Play' pages which is kinda strange since I want to publish in the Oculus Store....Does anybody has some valid info/instructions for creating this file? - Anonymous
VR-Lab-nl said:
I re-used the keystore file of a different project [.....]
Well that was a mistake, now the project does not show up in the Previewapps part of the store.Does anybody has the correct way to create this keystore file? - AnonymousI guess the flu got the better of me last week.For those stumbling upon this thread, here is the description for generating that file can be found:TL;DR
keytool -genkey -v -keystore my-release-key.keystore -alias alias_name -keyalg RSA -keysize 2048 -validity 10000
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