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March 1, 2019

How do I set the new manifest settings?

Up until somewhere in January, I was able to upload the by Unreal generated apk's without issues.
Since then, there seem to have been added a few new requirements:
  • android:debuggable (checked the Intermediate/APK/AndroidManifest.xml, it is set to 'true')
  • android:excludeFromRecents (not found in the xml nor in the project settings)
  • main activity intent filter set to android.intent.category.LAUNCHER, but must be android.intent.category.INFO
    (checked the Intermediate/APK/AndroidManifest.xml, it seems to be ok there)
Still these show stoppers appear when uploading the apk.
How/where do I set these?




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    6 replies

    March 1, 2019
    assets/plugins/android/AndroidManifest.xml.  I also found there is an oculus manifest tool, that enables a dropdown menu in unity, with an option to create store compatible manifest(s).
    March 1, 2019

    VR-Lab-nl said:

    Up until somewhere in January, I was able to upload the by Unreal generated apk's without issues.
    Since then, there seem to have been added a few new requirements:
    • android:debuggable (checked the Intermediate/APK/AndroidManifest.xml, it is set to 'true')
    • android:excludeFromRecents (not found in the xml nor in the project settings)
    • main activity intent filter set to android.intent.category.LAUNCHER, but must be android.intent.category.INFO
      (checked the Intermediate/APK/AndroidManifest.xml, it seems to be ok there)
    Still these show stoppers appear when uploading the apk.
    How/where do I set these?






    most of those are resolved when you export with "for distribution",  shipping, and configure manifest for OculusVR checked btw ;)
    March 4, 2019


    assets/plugins/android/AndroidManifest.xml.  I also found there is an oculus manifest tool, that enables a dropdown menu in unity, with an option to create store compatible manifest(s).


    Thanks, I am working in Unreal though. ;-)
    March 4, 2019

    most of those are resolved when you export with "for distribution",  shipping, and configure manifest for OculusVR checked btw ;)


    Thanks @aussieburgerVR , most of these settings are like you describe. I ticked the 'For Distribution' checkbox in 'Product - Packaging' settings and then had to add the 'Distribution signing'.
    After that, I could upload again.

    Now I am wondering about the keystore file:
    I re-used the keystore file of a different project as  I cannot remember or find out (Google-wise) how or where to create this file for a project. All links take me to 'Google Play' pages which is kinda strange since I want to publish in the Oculus Store....

    Does anybody has some valid info/instructions for creating this file?
    March 4, 2019

    VR-Lab-nl said:


    I re-used the keystore file of a different project [.....]


    Well that was a mistake, now the project does not show up in the Previewapps part of the store.

    Does anybody has the correct way to create this keystore file?

    March 7, 2019
    I guess the flu got the better of me last week.
    For those stumbling upon this thread, here is the description for generating that file can be found:

    TL;DR
    keytool -genkey -v -keystore my-release-key.keystore -alias alias_name -keyalg RSA -keysize 2048 -validity 10000