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Unable to merge androidmanifest.xml in unity with Firebase

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The app is working fine before I imported Firebase SDK to my app and used its functionalities. Here is the error message in my console. CommandInvokationFailure: Unable to merge android manifests. E:/AndroidStudio/jre\bin\java.exe -Xmx2048M -Dcom.android.sdkmanager.toolsdir="E:/AndroidStudioSDK\tools" -Dfile.encoding=UTF8 -jar "C:\Program Files\Unity\Editor\Data\PlaybackEngines\AndroidPlayer/Tools\sdktools.jar" - stderr[ Error: [tmp36ff6e72.tmp] Failed to write XML file: javax.xml.transform.TransformerException: java.io.FileNotFoundException: C:\Users (Access is denied) Error: [C:\Users\#IAMHA~1\AppData\Local\Temp\tmp36ff6e72.tmp] Failed to write manifest file. ] stdout[ ] exit code: 1 UnityEditor.Android.Command.WaitForProgramToRun (UnityEditor.Utils.Program p, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) UnityEditor.Android.Command.Run (System.Diagnostics.ProcessStartInfo psi, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) UnityEditor.Android.AndroidSDKTools.RunCommandInternal (System.String javaExe, System.String sdkToolsDir, System.String[] sdkToolCommand, Int32 memoryMB, System.String workingdir, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) UnityEditor.Android.AndroidSDKTools.RunCommandSafe (System.String javaExe, System.String sdkToolsDir, System.String[] sdkToolCommand, Int32 memoryMB, System.String workingdir, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) UnityEditor.BuildPlayerWindow:BuildPlayerAndRun( After clicking Build and Run, The error pops up saying Unable to merge Android Manifests.

Please any one know how to fix this error. error must be in the manifest.xml and tried to change variables and that didn't help. i'm using unity 2018.2.13f1 and jdk vesrion 8.0_192

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CommandInvokationFailure: Gradle build failed. C:/Program Files/Java/jdk1.8.0_192\bin\java.exe -classpath "D:\Programs\Unity 2018\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\gradle\lib\gradle-launcher-4.2.1.jar" org.gradle.launcher.GradleMain "-Dorg.gradle.jvmargs=-Xmx2048m" "assembleRelease" stderr![alt text][1] E:\Projects\SahanD\Contracts\easyshopping\easyshopping\Temp\gradleOut\src\main\AndroidManifest.xml:10:52-76 Error: Attribute meta-data#com.google.ar.core@value value=(required) from AndroidManifest.xml:10:52-76 is also present at [:VuforiaWrapper:] AndroidManifest.xml:24:13-37 value=(optional). Suggestion: add 'tools:replace="android:value"' to element at AndroidManifest.xml:16:5-77 to override. FAILURE: Build failed with an exception. * What went wrong: Execution failed for task ':processReleaseManifest'. > Manifest merger failed : Attribute meta-data#com.google.ar.core@value value=(required) from AndroidManifest.xml:10:52-76 is also present at [:VuforiaWrapper:] AndroidManifest.xml:24:13-37 value=(optional). Suggestion: add 'tools:replace="android:value"' to element at AndroidManifest.xml:16:5-77 to override. * Try: Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. * Get more help at https://help.gradle.org BUILD FAILED in 1s ] stdout[ :preBuild UP-TO-DATE :preReleaseBuild UP-TO-DATE :compileReleaseAidl UP-TO-DATE :compileReleaseRenderscript UP-TO-DATE :checkReleaseManifest UP-TO-DATE :generateReleaseBuildConfig UP-TO-DATE :prepareLintJar UP-TO-DATE :generateReleaseResValues UP-TO-DATE :generateReleaseResources UP-TO-DATE :mergeReleaseResources UP-TO-DATE :createReleaseCompatibleScreenManifests UP-TO-DATE :processReleaseManifest See http://g.co/androidstudio/manifest-merger for more information about the manifest merger. :processReleaseManifest FAILED 10 actionable tasks: 1 executed, 9 up-to-date ] exit code: 1 UnityEditor.Android.Command.WaitForProgramToRun (UnityEditor.Utils.Program p, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) UnityEditor.Android.Command.Run (System.Diagnostics.ProcessStartInfo psi, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) UnityEditor.Android.AndroidJavaTools.RunJava (System.String args, System.String workingdir, System.Action`1 progress, System.String error) UnityEditor.Android.GradleWrapper.Run (UnityEditor.Android.AndroidJavaTools javaTools, System.String workingdir, System.String task, System.Action`1 progress) Rethrow as GradleInvokationException: Gradle build failed UnityEditor.Android.GradleWrapper.Run (UnityEditor.Android.AndroidJavaTools javaTools, System.String workingdir, System.String task, System.Action`1 progress) UnityEditor.Android.PostProcessor.Tasks.BuildGradleProject.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) [1]: /storage/temp/126675-capture.png

Google Play Permissions and Manifest files help

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Hi, so I've been working on this game for a year now and I've had my game on google play for a couple of weeks. People have been constantly complaining about it having too many permissions. So I went to my manifest document after I built my project and deleted all of the permissions and then uploaded my game, but it still had all of the permissions after deleting them in the manifest. Am I doing this wrong? Do I build, remove stuff from manifest document, build again and then upload? I need help fast, lots of people are concerned about these permissions. Thanks, Zach. (In the screenshot, I deleted the selected lines before publishing update). ![alt text][1] [1]: /storage/temp/127090-screen-shot-2018-11-02-at-95044-am.png

How to handle an intent from another Android App in Unity?

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I have an Android app, in which I send a message via a `Intent.Action_SEND` filter. I've tried many things but I always get the error: `No Activity found to handle Intent`. What am I doing wrong?

Android app code, proven to work on another Android app: Intent sendIntent = new Intent(); sendIntent.setAction(Intent.ACTION_SEND); sendIntent.setPackage(appName); sendIntent.putExtra("TABSINT_DATA_JSON_STRING", data); sendIntent.setType("text/plain"); sendIntent.addFlags(Intent.FLAG_ACTIVITY_NEW_TASK); activityContext.startActivity(sendIntent);

I created a Receiver.java script in Unity to handle the intent: package com.company.pkg; import ...; public class Receiver extends Activity { @Override protected void onNewIntent(Intent intent) { super.onNewIntent(intent); String action = intent.getAction(); Log.d(TAG,"Java Receiver intent action: "+action); } }

I added the .Receiver activity in my AndroidManifest.xml
` ... ... `

@Antique @Zyosoft @Onizuka101 @angusmf

Generated Android Manifest misses important entries like "targetSdkVersion"

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When I build for Android and then examine the generated AndroidMainfest.xml in Temp/StagingArea then the generated Manifest misses important entries like "minSdkVersion" and "targetSdkVersion". Also "versionCode" and "versionName" is not there. Is this intended behaviour? I though the values from PlayerSettings are automatically merged into the generated Manifest? In Unity the build completes with result "succeeded". I don't have any plugins that come with additional manifests to merge. I use Unity 2018.2.13f1 and tried it with Build Tools 26 and 28, but with the same result. In PlayerSettings I set minimum API level to 16 and tried different values for target API level (22-28). All corresponding API levels are installed in Android Studio. Am I doing something wrong?

File Paths XML file provider Manifest

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Hi, Anybody got an idea where I need to put the file_paths file for the file provider in Unity please? Here's the snippet from the manifest: I need to know where to but the file_paths.xml that is used by the android:resource? Thanks

Error running MLDB install Building for Magic Leap

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So I am trying to build and transfer my mpk on the Magic Leap but at the end of the build I get this errors: * CommandInvokationFailure: Error running MLDB install C:/Users/cypri/MagicLeap/mlsdk/v0.18.0\tools\mldb\mldb.exe "install" "-u" "C:\Users\cypri\Documents\Magic Leap\testcube.mpk" stderr[ error: Manifest for /data/local/tmp/testcube.mpk not valid ] stdout[ [ 0%] testcube.mpk [ 0%] testcube.mpk ...etc... * and this error: * UnityEditor.BuildPlayerWindow+BuildMethodException: 3 errors at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (BuildPlayerOptions options) [0x0021f] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:182 at UnityEditor.BuildPlayerWindow.CallBuildMethods (Boolean askForBuildLocation, BuildOptions defaultBuildOptions) [0x00065] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:89 UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) * And I find nothing on this problem on the web, -magicLeap certificate looks good, I did change and add environement variables, -downloaded the last lumin sdk and linked it, -put my magic leap in creator mode and allowed MLDb acess. the only thing that don't work too is zero Iteration so I guess the problems are linked. but if I go in the cmd my magic Leap is well connected. This is what I get in the magic leap remote windows when I try to start ZI: * Failed to start Zero Iteration (ZI) server on the physical device 'G821FM101258'. - com.magicleap.vdf.core.MLException: Command "[C:\Users\cypri\MagicLeap\mlsdk\v0.18.0\tools\mldb\mldb.exe, -s, G821FM101258, install, -u, C:\Users\cypri\MagicLeap\mlsdk\v0.18.0\VirtualDevice\device\com.magicleap.zi_server.mpk]" exited with non-zero code: 1 error: Manifest for /data/local/tmp/com.magicleap.zi_server.mpk not valid * Thanks for reading, hopes someone can understand those errors lines better than me :)

Developing for Android - Gradle Error / AndroidManifest - Resource 'drawable/app_banner' not found

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I've tried for the last three days searching and trying different solutions to this issue and about to headbutt my laptop. I took out the lines in the manifest, in various ways....taking out the whole line, taking out the @drawable/app_icon lines, replacing the @drawable with @mipmap, and yet still nothing or more related errors to the line: Tried: http://shobhitsamaria.com/troubleshooting-unity-build-android-platform/ https://answers.unity.com/questions/1542418/gradle-error-ressource-not-found.html And a bunch more that I do not care to re-visit, but if you want I can list them here......later. This started happening when I started to delete files that I no longer needed - is that what causes this mess? It's been D L L hell. How can I fix this other than what I've listed so far? I re-installed Android SDK's, upgraded Unity (even though I'm in the middle of a project and usually that's frowned upon and avoided like the plague) - I was grasping at straws at this point. My project is using two plugins, but had a third one which I removed (Would that be the cause?) Ugh...

Android Manifest: incorrect version number since updating to 2017.4

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I was previously using Unity 2017.3 and everything was working fine. I upgraded to 2017.4 in order to build with 64bit support, as will soon be required for Android games. However now the AndroidManifest.xml file that is produced by the build has incorrect information for the version numbers (see below). Nothing has changed other than upgrading to 2017.4 (and changing the scripting backend to II2CPP in order to build with 64 bit libraries. I tried a mono build and it still resulted in the same issue). Here is the info from the 2017.4 manifest (package name removed for this post): android:versionCode="1" android:versionName="1.0" android:installLocation="0" android:compileSdkVersion="28" android:compileSdkVersionCodename="9" package="" platformBuildVersionCode="1" platformBuildVersionName="1065353216.000000"> and here is the 2017.3 manifest: android:versionCode="15" android:versionName="0.6.1" android:installLocation="0" android:compileSdkVersion="28" android:compileSdkVersionCodename="9" package="" platformBuildVersionCode="28" platformBuildVersionName="9"> As you can see the 2017.4 build has set many of the version numbers to default values. The Unity player settings still has the correct values (15, 0.6.1, etc). Any help in figuring out what is causing this (or where to start looking) would be hugely appreciated.

How do you create a manifest file to be used with a local package in the package manager?

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I see that you can add a local package to the Package Manager in 2018.3 which requires a package.json. This file's contents require a name which follows the standard android application format of "com.company.product". I'm unsure of how to create a manifest file that can link to a specific package (I've exported a .unityPackage with a sample script in it to test this) that can be read by the Package Manager. Does anyone have any materials on how to do this?

Why does Unity ignore an overriden AndroidManifest.xml file?

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Hi! I need to make some changes to the manifest, because my game requires "GET_ACCOUNTS" permissions for no reason, and I'm not really sure which plugin needs it. I copied the manifest from Temp/StagingArea folder to the /Assets/Plugins/Android folder, made the necessary changes and built the game. For some reason, Unity keeps ignoring the overrided manifest and still uses the old one. How can I solve this?

Signed .apk error

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This is in regards to mobile development on the android system. Here is the error code: You uploaded an APK with an invalid signature (learn more about signing). Error from apksigner: ERROR: JAR_SIG_NO_MANIFEST: Missing META-INF/MANIFEST.MF I followed this video to the letter - https://www.youtube.com/watch?v=4eJ13SpxqeM and did about 12 hours of research on the issue, and I have not been able to resolve the issue. The file works perfect on my phone, it is a correct build with the correct SDK and JDK. Does anyone have any idea, why this would keep presenting me with this error? Also, does anyone know why a KeyStore would not change when the entire project is changed? for instance, when a keystore is deleted, is it completely removed from all iterations of the game? Please, any help would be awesome.

How Can i resolve manifest error on importing firebase crashlatics when there are many other ad sdk present already?

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before import firebase crashlatics sdk, my project was working fine but when i import it,its gives error during build.Here are my manifest 3 manifest files which have firebase related manifest files code. Next is last one is and it gives error \Temp\StagingArea\android-libraries\com.google.firebase.firebase-measurement-connector-impl-17.0.5\AndroidManifest.xml:10] Trying to merge incompatible /manifest/application/service[@name=com.google.firebase.components.ComponentDiscoveryService] element: UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) Please help me. Thankx in advance

Social.localUser.Authenticate((bool success) returns no bool

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Having issues integrating the google play services in unity using android manifest and gradle build. I have more than one sdk integrated into the project as well. example: Applovin, Appsflyer, IronSource I have also made Game Services and did the setup for GooglePlayGames Android Setup and it resolved successfully I added myself as a tester and made sure the google play service recognizes the fingerprint from my local keystore SHA1 certificate The error I am getting is: ERROR: Exception launching token request: java.lang.ClassNotFoundException: com.google.games.bridge.TokenFragment and this error happens when I run : Social.localUser.Authenticate((bool success) but this method does not return a True or False

How to extend UnityPlayerActivity

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I am trying to extend the UnityPlayerActivity. I am using android studio 3.2.1. I copied the classes.jar from unity into the libs folder in my android studio project. I have added it as a library. The problem right now is when I open my app it immediately closes. I think maybe something is wrong with my gradle but I have no idea how to fix it. It might also be the name of the package. I'm not sure if they need to be the same but my android project currently has a different package name than my unity project. I've never extended the UnityPlayerActivity before so I'm sure I'm missing something simple. Here is my gradle: apply plugin: 'com.android.library' android { compileSdkVersion 27 defaultConfig { minSdkVersion 16 targetSdkVersion 27 versionCode 1 versionName "1.0" testInstrumentationRunner "android.support.test.runner.AndroidJUnitRunner" } buildTypes { release { minifyEnabled false proguardFiles getDefaultProguardFile('proguard-android.txt'), 'proguard-rules.pro' } } lintOptions { abortOnError false } } dependencies { implementation fileTree(include: ['*.jar'], dir: 'libs') testImplementation 'junit:junit:4.12' androidTestImplementation 'com.android.support.test:runner:1.0.2' androidTestImplementation 'com.android.support.test.espresso:espresso-core:3.0.2' implementation files('libs/classes.jar') } task deleteOldJar(type: Delete) { delete 'libs/LRA2n1Activity.jar' } task exportJar(type: Copy) { from('build/intermediates/intermediate- jars/release/') into('libs/') include('classes.jar') rename('classes.jar', 'LRA2n1Activity.jar') } Here is my manifest: Any and all help will be greatly appreciated.

AndroidManifest.xml in Temp/Staging not actually being generated, not merging from outside /Assets/Plugins (2018.3.10f1)

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I've been chasing a some issues around AndroidManifest.xml not generating correctly and thought I'd post here in case anyone else is banging their head against the wall similarly.

- Issue 1: Manifest merge does NOT pick up AndroidManifest.xml files that are outside of /Assets/Plugins/Android/ [According to Unity Documentation][1], Unity will find and merge all your plugins that have their own manifests. I have seen many people claim that this works in any directory which is named "Plugins/Android/", even outside of the main /Assets/Plugins directory.

Notably, this is not true for the latest iteration of GooglePlayGames plugin managed with the PlayServicesResolver, which installs and updates at /Assets/GooglePlayGames/, with its manifest nested in /Assets/GooglePlayGames/Plugins/Android, not inside the /Assets/Plugins/Android folder. (Trying to run the GPGS setup after moving the manifest.xml will also throw an error).

I confirmed this after many attempts at different configs, xml placements, and finally moved the xml under /Assets/Plugins/Android and then it merged. It would be nice if the Unity documentation would be a little more explicit about path requirements on this topic.

- Issues 2:The Temp/StagingArea/AndroidManifest.xml is not the final manifest.

Also according to documentation at above link, "To examine the final Android Manifest that Unity has generated for your app, open the Temp/StagingArea/AndroidManifest.xml file after you have built your Project but before exiting the Unity Editor."

This was driving me mad because I could see Unity was in fact generating this file every build, however it wasn't merging ANY of the separate manifests (no errors, no warnings, no info, and yes all the manifests had matching version tags etc.). Finally I cracked open the binary APK in Android Studio and discovered it *is* being generated correctly inside the .APK. So don't rely on the Temp .xml file, it's apparently arbitrary at least in 2018.3.10f1.

[1]: https://docs.unity3d.com/2018.3/Documentation/Manual/android-manifest.html

Test ads aren't showing

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hi guys, really need your help. Just added AdMob to my project. I try to make my test ads to show but they aren't showing after i build and run my game to my phone. in the in the console said the following lines after I press button to show the banner view: dummy .octr dummy CeateBannerView dmmy LoadAD dummy ShowBannnerView Please note that I'm using sample AppID and sample banner and sample interstitial ! * this is my script: using System.Collections; using System.Collections.Generic; using UnityEngine; using GoogleMobileAds.Api; public class Admanager : MonoBehaviour { public static Admanager instance; private string appID = "ca-app-pub-3940256099942544~3347511713"; private BannerView bannerView; private string bannerID = "ca-app-pub-3940256099942544/6300978111"; private InterstitialAd fullScreenAd; private string fullScreenAdID = "ca-app-pub-3940256099942544/1033173712"; private void Awake() { if(instance == null) { instance = this; } else { Destroy(this); } } private void Start() { MobileAds.Initialize(appID); //requestFullScreenAd(); //requestBanner(); //showFullScreenAD(); } public void requestBanner() { bannerView = new BannerView(bannerID, AdSize.Banner, AdPosition.Bottom); AdRequest request = new AdRequest.Builder().Build(); bannerView.LoadAd(request); bannerView.Show(); } public void hideBanner() { bannerView.Hide(); } public void requestFullScreenAd() { fullScreenAd = new InterstitialAd(fullScreenAdID); AdRequest request = new AdRequest.Builder().Build(); fullScreenAd.LoadAd(request); } public void showFullScreenAD() { if (fullScreenAd.IsLoaded()) { fullScreenAd.Show(); } else { Debug.Log("full Screen Ad is not loaded loaded"); } } } i call requsetBanner from a button: public void OnClickBanner() { Admanager.instance.requestBanner(); } my manifest:

How to resolve the error on build "drawable/app_banner not found in AndriodManifest.xml:57"

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I have a VR project with Google VR and Daydream elements but whenever I build a scene this error pops up how to fix it?

How to remove the android permission which is not available on manifest file?

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I have integrated Google mobile ads with adcolony applovin ironsource mopub and facebook audiance network for mediation the problem is after adding admob mediation test suit i am getting permissions like allow access to photos,media and file on your device and allow to make and manage phone calls. I have searched those permission on my android manifest file but didnt find those permission in them. How can i remove those permission from my game?

Can anyone help me place android:allowBackup=“false” in the manifest

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Basically, I want my saved data to reset when users uninstall the game, however at the moment it's grabbing a backup it has whenever I do so. I've tried to put it here. But it doesn't seem to work. This is in my Android manifest from Plugins/Android/GoogleMobileAdsPlugin/
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