Unity is stripping android:glEsVersion from manifest, causing errors when uploading APK. :(
Well this is annoying.
I have been banging my head against a wall on this all day, so any tips would be appreciated.
The situation...
I am building for Quest in Unity 2019.3.
Everything works well, and my app runs nicely.
I upload the APK to the Oculus dash, buuuut...
The problem...
Apparently my manifest does not specify the use of GLES3, so I can't upload it.
A quick look in the manifest file in my Unity project shows it jolly well does... <uses-feature android:glEsVersion="0x00030000" />
Decompiliing the APK and looking at the manifest there shows that actually it does not.
The cause?
It looks like Unity is stripping the necessary line out of the manifest at build time.
Any idea how I can fix this?
Do I need to specify certain options in my build config?
Can I edit my Gradle template to re-inject the line into the manifest?
Suggestions are most welcome.
Thanks,
Dan
P.S. Apologies for the grumpy tone but this is giving me the right royal hump. I've spent two days upgrading, downgrading, re-writing, re-compiling, re-upgrading, erasing, rebuilding and optimizing, just to get a project (that was already working nicely) up to the latest technical requirements, and now, at the final hurdle, this random weirdness pops up with a cheerful "Oh no you dont!". Grrrrr.
:(
I have been banging my head against a wall on this all day, so any tips would be appreciated.
The situation...
I am building for Quest in Unity 2019.3.
Everything works well, and my app runs nicely.
I upload the APK to the Oculus dash, buuuut...
The problem...
Apparently my manifest does not specify the use of GLES3, so I can't upload it.
A quick look in the manifest file in my Unity project shows it jolly well does... <uses-feature android:glEsVersion="0x00030000" />
Decompiliing the APK and looking at the manifest there shows that actually it does not.
The cause?
It looks like Unity is stripping the necessary line out of the manifest at build time.
Any idea how I can fix this?
Do I need to specify certain options in my build config?
Can I edit my Gradle template to re-inject the line into the manifest?
Suggestions are most welcome.
Thanks,
Dan
P.S. Apologies for the grumpy tone but this is giving me the right royal hump. I've spent two days upgrading, downgrading, re-writing, re-compiling, re-upgrading, erasing, rebuilding and optimizing, just to get a project (that was already working nicely) up to the latest technical requirements, and now, at the final hurdle, this random weirdness pops up with a cheerful "Oh no you dont!". Grrrrr.
:(
