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The perfect Manifest for Unity Android

Discussion in 'Android' started by Wozik, May 16, 2011.

  1. Wozik

    Wozik

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    Golden rules for the perfect Android Manifest


    this is a stub for now, to be updated later
     
  2. Wozik

    Wozik

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    reserved for future use
     
  3. Wozik

    Wozik

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    reserved for future use2
     
  4. Wozik

    Wozik

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    and the last reserved post
     
  5. FiveFingers

    FiveFingers

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    Great ! Thank you !
    So we can start posting our manifests here to compose the "final" one ;)

    Perhaps we should devide them into categories like:

    - Universal Android Manifest ( For application that plan to support all kind of devices supported by Unity and all OS / features )
    - Old devices only with a GPU (with low resolutions/gpu)
    - Tablets Only Android Manifest

    Correct me if this would be useless or anything.
     
  6. xixac

    xixac

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    quick noob question - how do you insert a custom manifest? The ut build product is one oblique file and replacing the manifest in the assets/temp dir doesn't work since it gets overwritten.

    tia
     
  7. ZeroStride

    ZeroStride

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    Put it at 'Assets/Plugins/Android/AndroidManifest.xml'

    Be aware that as Unity versions change, you may need to re-merge your manifest with the auto-generated one. To do this, simply move yours somewhere else, allow Unity to make its own as usual, then pull it out of Temp after the build and make sure your Activity still matches etc.

    As a side note: It would be cool to have the behavior be that our XML was 'merged' with the Unity AndroidManifest.xml, with our XML taking precidence. This would allow manifests which simply expand upon the existing Unity manifest to do so easily without having to re-adjust the manifest each update. I also realize that updates don't come frequently and so this may not be high on the list of things that are needed (I was working with beta stuff so I had several, and the Activity changed, causing some head-scratching).
     
  8. xixac

    xixac

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    Thanks, zerostride - didn't think of that ; )
     
  9. creat327

    creat327

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    hi there,

    I know with 3.4 manifest files were changed.

    What's the proper manifest file now? I keep losing my playerprefs and I'm not sure whether is related to the manifest file.
     
  10. NestorAlgieri

    NestorAlgieri

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    Does unity 3.4 merge manifest.xml now? Or when I put the xml in the android/plugin folder, it just overrides the final xml completely?
     
  11. SeantronForever

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  12. elias_t

    elias_t

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    I vote for unity to allow us edit the manifest.
    There are some permissions I want to give to an apk and I can't now.
     
  13. ina

    ina

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    How do you change the manifest for an Unity Android app? As I understand, build and deploy will generate an .apk ...
     
  14. justinlloyd

    justinlloyd

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    Didn't see this thread before. Very nice contribution. :) Useful for a current client project.
     
  15. ina

    ina

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    so... it's 6 months later. where are the perfect unity manifests posted? what about manifests for honeycomb that show the onscreen-menu button or hides the actionbar?
     
  16. FiveFingers

    FiveFingers

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    @ina to put a custom manifest put your manifest file in: Assets/Plugins/Android/
     
  17. brunomesmo

    brunomesmo

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    Anyone can help me to setup my manifest.xml to filter device with Arm7 only?

    Thanks in advance,

    Bruno
     
  18. FiveFingers

    FiveFingers

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    you can do that from the player settings within unity.
    compile for ARM7 only and automatically the old devices won't show in the market.
     
  19. sonic220

    sonic220

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    I need my game to work on every device, I don't know how to edit the manifest to make the game downlodable by device without input.screen.multitouch

    what should I do?
     
  20. ina

    ina

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  21. ina

    ina

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    so is there a unity android manifest posted somewhere yet?