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Custom Android Manifest doesn't allow game to open

GamerReality
Explorer

Hello,

I was trying to set up a Custom Manifest for my game in order to enable dual-core CPU mode and prefer CPU performance over GPU performance in my busy physics multiplayer game. (Boosting CPU and GPU Levels | Meta Horizon OS Developers)

I try to keep the number of Oculus/Meta packages in my scene to a minimum because I'm building with OpenXR and plan to launch on Steam, so I used this updated documentation page to get me started with a well-written manifest. (Android Manifest Settings | Meta Horizon OS Developers)

So here's what I ended up with. Building the game works, but when I put it on the headset, it fails to launch every time. I've had this problem the last time I tried using a custom Android manifest. What do I do?

<?xml version="1.0" encoding="utf-8" standalone="no"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
    xmlns:tools="http://schemas.android.com/tools"
    package="com.mycompany.myapplication"
    android:versionCode="1"
    android:versionName="1.0"
    android:installLocation="auto">

    <uses-sdk
        android:minSdkVersion="29"
        android:targetSdkVersion="32" />

    <application android:label="@string/app_name" android:icon="@mipmap/app_icon" android:allowBackup="true">
        <activity android:screenOrientation="landscape"
            android:theme="@android:style/Theme.Black.NoTitleBar.Fullscreen"
            android:configChanges="density|keyboard|keyboardHidden|navigation|orientation|screenLayout|screenSize|uiMode"
            android:launchMode="singleTask"
            android:resizeableActivity="false"
            android:name="com.unity3d.player.UnityPlayerGameActivity"
            android:excludeFromRecents="true"
            android:exported="true">
            <intent-filter>
                <action android:name="android.intent.action.MAIN" />
                <category android:name="android.intent.category.LAUNCHER" />
                <category android:name="com.oculus.intent.category.VR" />
            </intent-filter>
        </activity>
        <meta-data android:name="unityplayer.SkipPermissionsDialog" android:value="false" />
        <meta-data android:name="com.samsung.android.vr.application.mode" android:value="vr_only" />
        <meta-data android:name="com.oculus.ossplash.background" android:value="black" />
        <meta-data android:name="com.oculus.supportedDevices" android:value="quest|quest2|questpro|quest3" tools:replace="android:value" />
        <meta-data android:name="com.oculus.vr.focusaware" android:value="true" />
        <!-- Added metadata lines -->
        <meta-data android:name="com.oculus.dualcorecpuset" android:value="true" />
        <meta-data android:name="com.oculus.trade_cpu_for_gpu_amount" android:value="-1" />
    </application>

    <uses-feature android:name="android.hardware.vr.headtracking" android:required="true" android:version="1" />
    <uses-permission android:name="android.permission.INTERNET" />
    <uses-permission android:name="android.permission.RECORD_AUDIO" />
    <uses-permission android:name="android.permission.ACCESS_NETWORK_STATE" />
</manifest>
3 REPLIES 3

farhadpr
Honored Guest

I have the same problem except when I disalbe custom manifest I see the splash screen at least and then nothing anymore. just hanging there.
I tried deploying the oculusSample projects named Unity-StaterSamples with unity 6 same issue is happening when deployed on quest 2. Playmode works fine for me over link though.

a.998345
Honored Guest

I am facing the same issue.

EtienneFR
Explorer

Hello, did you find a solution? I have the same problem, thanks !