How to build for Oculus Quest /w Unity, after the 7.0 Update?
I am building an application for the Quest using Unity 2019.1, using the Unity XR API to provide all tracking with TrackedPoseDriver. Prior to the 7.0 Quest Build Update, building the APK from Unity was working correctly. After the 7.0 Update of July 25th, the controller input is no longer correct and perhaps the application is now running as an emulated Oculus Go.
Can you provide a solution to correctly build an APK from Unity 2019.1 that will have the correct android manifest so that the APK runs as an Oculus Quest application?
1) Ideally this could be solved without custom editing of the Android Manifest, perhaps by setting certain combination of min/max SDK versions, etc. Can a method be provided so that Unity builds still automatically generate the correct android manifest?
2) Fall back is to have a way to manually edit the Android Manifest. If this is the only solution, what lines/statements need to be set in the Android Manifest to correctly run as a Quest application?
Can you provide a solution to correctly build an APK from Unity 2019.1 that will have the correct android manifest so that the APK runs as an Oculus Quest application?
1) Ideally this could be solved without custom editing of the Android Manifest, perhaps by setting certain combination of min/max SDK versions, etc. Can a method be provided so that Unity builds still automatically generate the correct android manifest?
2) Fall back is to have a way to manually edit the Android Manifest. If this is the only solution, what lines/statements need to be set in the Android Manifest to correctly run as a Quest application?
