11-06-2024 05:48 AM
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>
a month ago
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.
3 weeks ago
I am facing the same issue.
a week ago
Hello, did you find a solution? I have the same problem, thanks !