exclude from recents(android:excludeFromRecents in AndroidManifest.xml) must be set to true.
I am trying to submit my application for gear VR. using oculus validate tool it shows that everything is fine and i can upload the file but when i am doing that it says exclude from recents(android:excludeFromRecents in AndroidManifest.xml) must be set to true. I have already set this to true in manifest file9.9KViews0likes11CommentsAndroid build installs without an icon in the app drawer
Iam having this weird issue. I made an empty android project. When I built it and installed on my phone, the app icon showed up normally like it should. Then I added the oculus integration asset to build the app for Gear VR. Now after building and installing, the app installs itself without an app icon. It works fine if launched through cable or immediately after installing, but you cannot launch it afterwards because there is no icon to press in the app drawer. I don't get it what is going on and why the icon dissapeares when using the oculus integration. Thanks for any help.1.1KViews1like2CommentsUnity Android Manifest Problem
Hello When i build my app in Unity for Oculus Go i get the following message: No activity found in the manifest with action MAIN and category LAUNCHER. Your application may not start correctly. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) and when i open the app on my GO, it starts but freeze on the first frame... i use unity 2018.2.4f and oculus utilities 1.28 yes i use google and tryed all things out that i found but nothing helps... my automatic generatet manifest <?xml version="1.0" encoding="utf-8" standalone="no"?> <manifest xmlns:android="http://schemas.android.com/apk/res/android" android:installLocation="auto"> <application android:allowBackup="false"> <activity android:theme="@android:style/Theme.Black.NoTitleBar.Fullscreen" android:configChanges="locale|fontScale|keyboard|keyboardHidden|mcc|mnc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|touchscreen|uiMode" android:launchMode="singleTask" android:name="com.unity3d.player.UnityPlayerActivity" android:excludeFromRecents="true"> <intent-filter> <action android:name="android.intent.action.MAIN"/> <category android:name="android.intent.category.INFO"/> </intent-filter> </activity> <meta-data android:name="unityplayer.SkipPermissionsDialog" android:value="false" /> </application> </manifest> older projects with that manifest worked perfectly kind regards chris2.2KViews0likes1CommentResume button not working on quit menu
Hi all, I need to pass 1 more requirement for my app to be published and it is this: VRC.Mobile.Functional.1 The app runs and installs without crashing, freezing, or entering extended unresponsive states. Pressing the Back button on the main menu causes the "Oculus - Exit / Resume" menu to appear. From there, selecting Resume causes the application to restart. This action should not cause the application to close and restart. My developer can't find a way to rectify this, he uses: Unity 2018.2.20f1 Oculus Utilities for Unity 1.28.0 Oculus Integration 1.34.0 Developer support team asked to see the android manifest file, could someone tell me what it is in this file which needs to be added / changed in order for the resume feature to work correctly? Help would really be appreciated! Thanks485Views0likes0Commentshow to handle differences gearvr vs oculus go in the same build
Hallo, one question about how to handle differences on gearvr and go development for one build/version my application. I have developed an application for samsung gearvr with camera support. Now i like to port it to oculus go, but want only one version for both platforms on the oculus store. When uploading my test build, the oculus store scan denies it. Oculus go has no camera, but my androidmanifest demands the camera permissions. Ok i could remove the camera permissions, though the gearvr will not use the camera. Do i have to setup two applications on the store or is there a way to get one gear/go build on the store and handle the differences via code? if (device== oculus go) DoNoCamAction(); thanks490Views0likes0CommentsAPK Validation Failed
I keep receiving the same errors when I use the Submission Validator and when I try to build my project in the Oculus Dashboard. I have located the AndroidManifest.xml file and I know to add android:excludeFromRecents="true" to the <activity> section and to change <category android:name="android.intent.category.LAUNCHER" /> to <category android:name="android.intent.category.INFO" />. The issue is that a new AndroidManifest.xml file is generated with every .apk build in Unity. I'm not sure how to change the default .xml file produced to reflect the changes that need to be made. I am also confused about the Android SDK version. I am using SDK version 25, not 9. It is building with the results <uses-sdk android:minSdkVersion="9" android:targetSdkVersion="23" />. If anyone knows a way to change the AndroidManifest.xml file before the .apk file builds in Unity, the knowledge would be greatly appreciated!2.4KViews0likes3CommentsAPK validation fail and unable to merge manifests
I'm trying to upload a GearVR app to the Cculus store. When trying to validate it, I get the same error as this post: https://forums.oculus.com/developer/discussion/41190/apk-validation-failed ; The problem is that I've followed all the steps to fix it mentioned in the post but it still doesn't work. After I've modified and copied the AndroidManifest.xml file to Assets/Plugins/Android I get the "Unable to merge manifests" error when I try to Build the APK in Unity. I'm using Unity 2017.1.0f3 Does anyone have any suggestions as to what might be happening?517Views0likes0CommentsHelp to solve error VrActivityTheme - AndroidManifest.xml:4: error: Error: No resource found that
Hi Guys, I need a help to fix the error below. The project compiles when I a select the SDK "Cardboard" or with out VR Support at unity setting.. But when I select "Oculus" VR support and trying to compile I get the error bellow: I'm using: Unity 5.4.2f2-GVR10 Java SDK 1.8.0_101 Thanks for any help CommandInvokationFailure: Failed to re-package resources. E:\DADOS_HD_SSD\Android_SDK\build-tools\24.0.2\aapt.exe package --auto-add-overlay -v -f -m -J gen -M AndroidManifest.xml -S "res" -I "E:/DADOS_HD_SSD/Android_SDK\platforms\android-24\android.jar" -F bin/resources.ap_ --extra-packages com.oculus.Integration -S "E:\DADOS_HD_SSD\VR_Oculus\TesteUnity08\Temp\StagingArea\android-libraries\OVRPlugin\res" stderr[ AndroidManifest.xml:4: error: Error: No resource found that matches the given name (at 'theme' with value '@style/VrActivityTheme'). ] stdout[ Configurations: (default) Files: values\values.xml Src: () E:\DADOS_HD_SSD\VR_Oculus\TesteUnity08\Temp\StagingArea\android-libraries\OVRPlugin\res\values\values.xml AndroidManifest.xml Src: () AndroidManifest.xml Resource Dirs: Type values values\values.xml Src: () E:\DADOS_HD_SSD\VR_Oculus\TesteUnity08\Temp\StagingArea\android-libraries\OVRPlugin\res\values\values.xml Including resources from package: E:\DADOS_HD_SSD\Android_SDK\platforms\android-24\android.jar applyFileOverlay for drawable trying overlaySet Key=app_banner.png trying overlaySet Key=app_icon.png applyFileOverlay for layout applyFileOverlay for anim applyFileOverlay for animator applyFileOverlay for interpolator applyFileOverlay for transition applyFileOverlay for xml applyFileOverlay for raw applyFileOverlay for color applyFileOverlay for menu applyFileOverlay for mipmap Processing image: res\drawable-xhdpi\app_banner.png Processing image: res\drawable-mdpi\app_icon.png (processed image res\drawable-mdpi\app_icon.png: 90% size of source) (processed image res\drawable-xhdpi\app_banner.png: 93% size of source) (new resource id app_banner from xhdpi-v4\drawable\app_banner.png #generated) (new resource id app_icon from mdpi-v4\drawable\app_icon.png #generated) ] UnityEditor.Android.Command.Run (System.Diagnostics.ProcessStartInfo psi, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) UnityEditor.Android.PostProcessor.Tasks.TasksCommon.Exec (System.String command, System.String args, System.String workingdir, System.String errorMsg, Int32 retiresOnFailure) UnityEditor.HostView:OnGUI()2.2KViews0likes4Comments