Change AndroidManifest.xml for AppLab submission.
I'm trying to get my app to be submitted into the AppLab, but I'm running into issues where no matter what I try, I always get those permissions active in my build: android.permission.READ_EXTERNAL_STORAGE android.permission.READ_MEDIA_AUDIO android.permission.READ_MEDIA_VIDEO android.permission.READ_MEDIA_IMAGES android.permission.ACCESS_MEDIA_LOCATION android.permission.READ_MEDIA_IMAGE android.permission.READ_MEDIA_VISUAL_USER_SELECTED My app currently does not use any of those permissions, but I am currently using Oculus Interaction SDK (The old integration), so I have two options, to delete all the code that is tied to those permissions, or use another straighter (to the point) solution like modifying the manifest directly, I tried the following code using custom AndroidManifest.xml file checked on Player Settings: <?xml version="1.0" encoding="utf-8" standalone="no"?> <manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.CompanyName.MyApp" xmlns:tools="http://schemas.android.com/tools"> <uses-permission android:name="android.permission.RECORD_AUDIO" tools:node="remove" /> <uses-permission android:name="android.permission.MODIFY_AUDIO_SETTINGS" tools:node="remove" /> <uses-permission android:name="android.permission.READ_MEDIA_AUDIO" tools:node="remove" /> <uses-permission android:name="android.permission.READ_MEDIA_VIDEO" tools:node="remove" /> <uses-permission android:name="android.permission.READ_MEDIA_IMAGES" tools:node="remove" /> <uses-permission android:name="android.permission.ACCESS_MEDIA_LOCATION" tools:node="remove" /> <uses-permission android:name="android.permission.READ_MEDIA_IMAGE" tools:node="remove" /> <application android:label="@string/app_name" android:icon="@mipmap/app_icon" 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" android:exported="true"> <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </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.vr.focusaware" android:value="true"/> </application> <uses-feature android:name="android.hardware.vr.headtracking" android:version="1" android:required="true" /> </manifest> But it simply did not work, not matter what I tried. I also tried building directly on Android Studio, but it did not work either. I don't know why the custom manifest is not working, well, actually it works but specifically the record audio part. <uses-permission android:name="android.permission.RECORD_AUDIO" tools:node="remove" /> The other permissions simply stay there. I hope that maybe some good developer can help me with this issue. Unity version: 2021.3.30f1, Using this packages: Thank you very much for your patience 😊2.3KViews1like3CommentsOVRManager.display returning null
Problem: I'm trying to set my Quest 2 headset to 120hz, Calling OVRManager.display returns null Details: I imported the Oculus Integration Plugin then wrote the below code, but when I build and deploy to the headset I get a null reference exception because OVRManager.display returns nulls Additional Info: Unity 2021.3.12f1, building for the Quest 2, I have Quest support disabled. Oculus XR Plugin V3.0.2 XR Plugin Management V4.2.1 Oculus Integration V49.0 BNG VR Interaction Framework 1.82 Thanks in advance for any help!Solved2.8KViews0likes3CommentsAssets\Scripts\xxxx.cs(24,23): error CS0246: The type or namespace name 'xxxx' could not be found (a
When I build to Quest 3 I get errors such as Assets\Scripts\xxxx.cs(24,23): error CS0246: The type or namespace name 'xxxx' could not be found (are you missing a using directive or an assembly reference?) I am able to work in play mode but the build to Quest 3 fails The packages are installed and I checked the manifest.json and the dependencies are there2.4KViews0likes0CommentsSOLVED: Hand Tracking not working in Unity Editor or Windows PC Build
EDIT: This was solved in the v62 update! https://communityforums.atmeta.com/t5/Announcements/Meta-Quest-build-62-0-release-notes/ba-p/1145169 I have been attempting to use Hand Tracking over either Air Link or Quest Link for use in a Windows PC build. After setting up a project and playing a sample scene, the tracked hands are not visible. Hand Tracking is working on the device in the Quest OS and during Quest Link. When the unity app is running and my palms are facing the headset the oculus menu buttons are visible but not the hand mesh. Steps to reproduce: Create new Unity project. Install Oculus Integration and XR Plugin Management (select Oculus as Provider) Open any Hand Tracking supported Scene (I mainly am interested in the Interaction SDK) Hands will not be visible. Depending on the scene, the hand mesh can be seen not moving from it's initial position. Tested on multiple computers (Windows 10 & 11), and multiple devices (Quest 2 & Pro). Both Quest devices are on v47. I have tested this with Oculus Integration v46 and v47.22KViews1like15CommentsUnity 2021.3.18f1 - Oculus SDK version 56.0 Build not working on macOS
Building /Contents/PlugIns/AudioPluginOculusSpatializer.bundle/Contents/Info.plist failed with output: System.Xml.XmlException: Data at the root level is invalid. Line 1, position 1. at System.Xml.XmlTextReaderImpl.Throw(Exception e) at System.Xml.XmlTextReaderImpl.Throw(String res, String arg) at System.Xml.XmlTextReaderImpl.ParseRootLevelWhitespace() at System.Xml.XmlTextReaderImpl.ParseDocumentContent() at System.Xml.XmlTextReaderImpl.Read() at System.Xml.Linq.XDocument.Load(XmlReader reader, LoadOptions options) at System.Xml.Linq.XDocument.Load(XmlReader reader) at UnityEditor.iOS.Xcode.PlistDocument.ParseXmlNoDtd(String text) in /Users/bokken/build/output/unity/unity/External/XcodeAPI/Xcode/PlistParser.cs:line 199 at UnityEditor.iOS.Xcode.PlistDocument.ReadFromString(String text) in /Users/bokken/build/output/unity/unity/External/XcodeAPI/Xcode/PlistParser.cs:line 330 at UnityEditor.OSXStandalone.CodeSigning.BundleSigner.ParsePListFile(Byte[]& plistFileContents, String& executablePath, String& bundleIdentifier) in /Users/bokken/build/output/unity/unity/Platforms/OSX/CodeSigning/BundleSigner.cs:line 91 at UnityEditor.OSXStandalone.CodeSigning.BundleSigner.Sign(SignFlags signFlags, BundleSignTarget& signedBundle) in /Users/bokken/build/output/unity/unity/Platforms/OSX/CodeSigning/BundleSigner.cs:line 51 at MacOSCodeSignBundleCopy.Run(CSharpActionContext ctx, Data data) UnityEditor.BuildPipeline:BuildPlayer (UnityEditor.BuildPlayerOptions) BuildPlatform.BuildPlatform:RunOSXBuildProcess747Views0likes0CommentsCrossplatform - Pico G2 4K & Meta Quest 2 Build Conflicts
Hey all, I am working on a project that is targeting a Pico G2 4K and the Meta Quest 2. When building to Pico G2 4K, I get the following issues (image #1 attached) coming from the Oculus build scripts even with Oculus disabled in the XR Plug-in Management settings (image #2 attached). I have attempted to make changes to the Oculus package to prevent these build scripts, and I was able to successfully build the device on Pico G2 4K, but the app fails to run on-start. This indicates to me there is more interference coming from the Oculus package, which is affecting the build process. For more information, I am able to successfully build to Pico by removing the Oculus package. Please let me know if there's any ideas or information that can be shared to help me.1.1KViews0likes0CommentsOVRControllerHands is not displayed in HDRP project
Hi, I made a new project 3D Core, then added OVRCameraRig and OVRInteraction. OVRControllerHands and OVRHands added in OVRInteraction. I Copied HandGrabExamples OVRCameraRig. this worked. But I made a new project 3D HDRP, then added above prefabs like HandGrabExamples. OVRControllerHands is not displayed in HDRP project. Does anyone know how to display OVRControllerHands?637Views1like0CommentsUnity game loading then crashing on Meta Quest 2
Hello! I am making a VR game in Unity, and when I try to launch it, it gives a splash screen, then crashes. It works fine in the Unity Editor, but when I sideload it to the quest, it does it. And note that It was working fine before (When we built other versions earlier back) then, I had not added any packages or anything. When I was on one of the previous builds, (Which was unaffected before) It just started doing it for no reason. I released a new version in an attempt to fix it, but it didn't work. This is a video of what I mean by "crashing", and This is the Oculus Logs File I received from MQDH. Thank you. If you need any more info, let me know.912Views0likes0CommentsAndroid WebView Render Error
I'm making a VR simulation that uses Vuplex's WebView for Android - the canvases are taken from the poke interaction scene, with a WebView added to the Unity Canvas. Most of them load up just fine, but the one webpage I have is popping up an error about render resolution being too high. This seems to be some kind of WebGL problem (since it has a max size of 4096), but sizing down the canvas resolution hasn't stopped this error. We've had this error pop up on our computers as well, but it was fixed by updating Chromium to v115. It seems like the Quest is only on Chromium 91. Is there any way to update this outside of an Oculus update, or are we just kind of screwed until that happens? Does anyone have other suggestions to try?969Views0likes0CommentsQuests hands tracking is not working in Unity editor
For some reason hands tracking is not working anymore in Unity editor. Tried with Quest Link and with Air Link. Tried in a clean project with the latest updates and Quest Pro. Tried in some old project for Quest 2 (and with Quest 2) where everything was fine a few month ago. Nothing. Checked with Oculus Integration examples - controller ok, hands are absent in the editor. In latest Unity Movement examples eye & face tracking works, controllers works, but no hands tracking, no head movement mirroring, no hands mirroring even with the controllers in the scene. And of course I tried to reboot everything. No errors in editor, but some warnings appear (only sometimes): I will be grateful for any help. Windows 11 Unity 2021.3.4/2021.3.13 Oculus Integration v46 Oculus XR 3.2.2-pre.1 Oculus app version 46.0.0.230.0 (46.0.0.229.0). I tried latest Oculus app, then switched to test channel - no changes. Quest Pro v46.0.0.226Solved7.1KViews0likes10Comments