I have searched here and all across the net and I'm not finding a definitive answer to this question:
Are AndroidManifest.xml files required to be in the Assets->Plugins->Android folder only?
The reason I am asking is because I have multiple plugins I purchased from the asset store that have their AndroidManifest outside of the main Plugins folder and they don't seem to be merged after I build (gradle or internal). Using Unity 2018.4.26f1 (currently the latest LTS). TIA
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AndroidManifest.xml file locations
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the min sdk version cannot be specified in the androidmanifest.xml file. you have to remove it.
Please Help ME!!!
I am trying to build my project onto android and I cant, the error comes up with **"the min sdk version cannot be specified in the androidmanifest.xml file. you have to remove it."**
sometimes it comes up with **"could not delete old projectname\temp\gradleout\launcher\build\reports\lint-results-release-fatal.html"**
and then it comes up with 243 errors in the console, I'm using unity 2020.1.3f PLEASE HELP
Update: I found the cause but not the solution, I'm trying to setup cloud-once and unity is making me add the google play services scoped registry? and it doesn't let me build but I need it to make cloud-once work. I still don't know
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Export to Android with transparent background for unity 2020.1?
I am trying to upgrade from Unity 2019.3.9 to 2020.1. When changing the version i lose the ability to Render a transparent background over Native UI.
In the previous version i Exported to android with the following setup (found [here][1]):
- checked Player Settings -> Resolution and Presentation -> **Render Over Native UI** - set the camera flag to Solid color - set the background RGBA values to 0,
The only additional step i had to do was open the project in Android Studio and add `android:theme="@style/UnityThemeSelector.Translucent"` inside the unityLibrary manifest generated when exporting.
However, when i do the same in the newer version, the transparency is lost (black background).
I tried looking for any issues or patch notes but was not successful. I've also tried changing the scripting Backend to Mono, as well as installing the app on different phones ( Huawei and a Samsung ).
### Any ideas as to whats the difference between exporting from Unity 2019.3.9 and 2020.1.5?###
![cube-not-transparent][2]
![cube-transparent][3] [1]: https://forum.unity.com/threads/unity3d-export-to-android-with-transparent-background.512129/ [2]: https://i.ibb.co/vq3rdsZ/cube-no-transparency.jpg [3]: https://i.ibb.co/B33Znpg/cube-transparent.jpg
In the previous version i Exported to android with the following setup (found [here][1]):
- checked Player Settings -> Resolution and Presentation -> **Render Over Native UI** - set the camera flag to Solid color - set the background RGBA values to 0,
The only additional step i had to do was open the project in Android Studio and add `android:theme="@style/UnityThemeSelector.Translucent"` inside the unityLibrary manifest generated when exporting.
However, when i do the same in the newer version, the transparency is lost (black background).
I tried looking for any issues or patch notes but was not successful. I've also tried changing the scripting Backend to Mono, as well as installing the app on different phones ( Huawei and a Samsung ).
### Any ideas as to whats the difference between exporting from Unity 2019.3.9 and 2020.1.5?###
![cube-not-transparent][2]
![cube-transparent][3] [1]: https://forum.unity.com/threads/unity3d-export-to-android-with-transparent-background.512129/ [2]: https://i.ibb.co/vq3rdsZ/cube-no-transparency.jpg [3]: https://i.ibb.co/B33Znpg/cube-transparent.jpg
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Help with Manifest.json
I cannot find the Package Manager in Unity, and, after some research, it seems that I have to do some tinkering with my Manifest.json file in order to make it appear in the Window dropdown menu. The problem is... I don't know where my Manifest.json file is (or should be) located. I can't find any straight answers on these forums, so can someone please let me know?
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Social.localUser.Authenticate((bool success) returns no bool
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
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After I imported a new plaguin I get this error: Manifest merger failed with errors. I added the appodeal plug in to my game and that error occured
Before I added the appodeal plug in everything was fine, but I also have unity ads and google services installed, so maybe that's part of the problem. I also removed the target sdk version from the manifest because I thought it will help but it didn't.
This is the appodeal manifest :
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android:usesCleartextTraffic=“true” in AndroidManifest not being detected
Im trying to get a file from http address, but since the target android device does not let such traffic trough, I added usesCleartextTraffic to manifest file, yet i still get the same error :
"AndroidVideoMedia::OpenExtractor failed in ExtractorSetDataSource with error -10000 trying to access HTTP URL . If Target API Level is 28 or greater, please confirm the usesCleartextTraffic attribute has been added to your Android manifest; or alternatively, enable cleartext traffic to specific domains in your network security config file."
Does anyone know where the issue could be?
This is my full manifest:
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[SOLVED] PlayerPrefs work on my PC but not on my Android
Hi! :) I have a playerprefs variable that saves the amount of levels unlocked.My code works perfectly on pc, but when I put the game on my xiaomi android it won't work.
Note: The app is not requesting any permissions to storage or files, even after reinstalling, Note: The app is not in Google Play, I just built it as an APK and put it in my phone via USB cable.
I am about to release my game in a couple of days, so any help will be awesome!
(could that be related to the android manifest?)
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How to add a line on the Android manifest instead of replacing the whole of it?
Hi! I just want to add this line to the manifest to not allow Google Play from doing the autobackup of my game.
However according to this link https://docs.unity3d.com/Manual/android-manifest.html, making an AndroidManifest.xml will actually replace the whole manifest instead of adding those lines.
Is there any way to add that line to the manifest instead of doing a new one all by myself?
Thanks.
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Android app crash at start because of error "Unable to get provider androidx.core.content.FileProvider"
Upgraded Unity project from **2020.1.6** to **2020.3.4.**
.
Builds perfectly but android app crash immediately at start(tested on android 8,10,11) because of error **"Unable to get provider androidx.core.content.FileProvider"**
App is not even getting to permission phase (photo camera, access to storage).
How do i resolve this problem?
Using in project Vuforia, NatSuite, and my own writen native android *.arr plugins to check android volume.
2021.04.19 17:43:15.849 30635 30635 Error AndroidRuntime java.lang.RuntimeException: **Unable to get provider androidx.core.content.FileProvider: java.lang.ClassNotFoundException: Didn't find class "androidx.core.content.FileProvider" on path: DexPathList[[zip file** "/data/app/com.XXXXXX.Cloud-U1zXPF5MA6ugHxftnFgDfQ==/base.apk"],nativeLibraryDirectories=[/data/app/com.XXXXXX.Cloud-U1zXPF5MA6ugHxftnFgDfQ==/lib/arm64, /data/app/com.XXXXXX.Cloud-U1zXPF5MA6ugHxftnFgDfQ==/base.apk!/lib/arm64-v8a, /system/lib64, /system/product/lib64]] [Here is a bit larger log file.][1] https://pastebin.com/SSYesNFR [1]: https://pastebin.com/SSYesNFR
2021.04.19 17:43:15.849 30635 30635 Error AndroidRuntime java.lang.RuntimeException: **Unable to get provider androidx.core.content.FileProvider: java.lang.ClassNotFoundException: Didn't find class "androidx.core.content.FileProvider" on path: DexPathList[[zip file** "/data/app/com.XXXXXX.Cloud-U1zXPF5MA6ugHxftnFgDfQ==/base.apk"],nativeLibraryDirectories=[/data/app/com.XXXXXX.Cloud-U1zXPF5MA6ugHxftnFgDfQ==/lib/arm64, /data/app/com.XXXXXX.Cloud-U1zXPF5MA6ugHxftnFgDfQ==/base.apk!/lib/arm64-v8a, /system/lib64, /system/product/lib64]] [Here is a bit larger log file.][1] https://pastebin.com/SSYesNFR [1]: https://pastebin.com/SSYesNFR
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Error on Uploading app to Google Playstore
I'm a newbie in Unity 3D, I had created an AR App with vuforia SDK that uses an AR Camera. And it works fine. The problem is when I try to upload the 'aab' file it shows up with an Error.
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***"Your APK or Android App Bundle is using permissions that require a privacy policy: (android.permission.CAMERA)"***
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![alt text][1]
![alt text][2]
[1]: /storage/temp/181388-whatsapp-image-2021-05-29-at-64927-pm.jpeg
[2]: /storage/temp/181389-whatsapp-image-2021-05-29-at-75415-pm.jpeg
Please Help
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android men
when i build my project there are some error occur
1 first a warning show failed merge manifest and then some error show in console > Task :launcher:preBuild UP-TO-DATE> Task :unityLibrary:preBuild UP-TO-DATE> Task :unityLibrary:preDebugBuild UP-TO-DATE> Task :unityLibrary:Yodo1Ads:preBuild UP-TO-DATE> Task :unityLibrary:Yodo1Ads:preDebugBuild UP-TO-DATE etc.![alt text][1]
[1]: /storage/temp/182181-manifest-merge-failed.png
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Soft Keyboard Hides Input Field - AndroidManifest not working?
Hello,
By default, unity soft keyboard, atleast in android, hides the InputField. To change this behaviour, I thought simply updating the AndroidManifest.xml, as mentioned in the android documentation https://developer.android.com/training/keyboard-input/visibility
So I updated the main activity in the manifest like this:
but doesnt work.
I have decompiled the Apk to check that unity wasnt overriding the manifest settings and I see the end up manifest inside the apk looks like this which seems totally fine to me:
I know I could re-scale the application when the inputs get selected, but that really looks extremly inneficient and a lot of work to setup.
Is there any other solution?
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How to validate unity3D file with its manifest file ?
Hi,
In my on going project ( MEAN STACK ) we have requirement to upload bundle, manifest, FBX files separately. Once bundle (.unity3D) file is uploaded, then at time of uploading manifest file, I have to validate if manifest file is valid against bundle file (.unity3D) that was uploaded before.
Kindly help me with this.
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The minSdk version can not be specified in the AndroidManifest.xml file. You have to remove it. (See the Console for details)
I have tried removing minsdk from android manifest and other possible solutions on internet but all in vain.
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When uploading apk to Google Play Store for internal testing, it converts the minimum SDK to target SDK
When uploading APK to Google Play Store for internal testing, it converts the minimum SDK to target SDK and restricts the number of supported devices. At first I get min sdk to 19 but when I click on compatible devices to see the number of phones that my game supports, I only get 20 because the minsdk becomes 31 due to the manifest file of the application. I don't understand it if I have min sdk set to 19. I copy the manifest file taken through Android Studio after analyzing the APK. The game is made in Unity3D. i
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Playerprefs don't reset after reinstalling the build on my phone.
Hello,
I have arranged a PlayerPrefs value 'isOnboardingComplete' to avoid restarting an onboarding tutorial,
after the user plays the first game session.
But after uninstalling the app on my android phone, rebuilding it, and reinstalling, the value doesn't reset.
Some people say that it could be solved by changing within the manifest file:
(1) android:allowBackup="false"
(2) android:fullBackupContent="false"
I haven't tried it, because I got 3 manifest files in my unity project. In what of these should I change those values (1) & (2)?
Thanks for the help!
Val
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'You uploaded an APK or Android App Bundle which has an activity, activity alias, service or broadcast receiver with intent filter, but without 'android:exported' property set.'
Hi there. I'm working on an update to an already-published app on the Google Play Store.
After working on my game for a while, I uploaded my .aab build to Google Play Internal Testing, only to have my file rejected by an error saying I didn't set any android:exported properties.
Can anyone help me with this? I think it's an issue with my manifest.xml, but I'm not even certain about that. Even advice on how to start troubleshooting would be awesome!
I've uploaded many builds to Google Play, even ones with more features than this, and this is the first time I've gotten this error.
Thanks!
**Platform**: Android
**Unity Version**: 2020.3.16f1
**Features in my game that may effect this(?)**: Unity Analytics, Google Play Games Achievements, Leaderboards, and Save Game, Google AdMob, and a plugin called "EasyMobile" from the Unity Asset Store
Full error (as seen in screenshot below):
"You uploaded an APK or Android App Bundle which has an activity, activity alias, service or broadcast receiver with intent filter, but without 'android:exported' property set. This file can't be installed on Android 12 or higher. See: developer.android.com/about/versions/12/behavior-changes-12#exported"
![alt text][1]
[1]: /storage/temp/191106-screenshot-2022-01-12-164223.png
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Google Play not accepting android manifest
Hey there everyone, I require some assistance with publishing to Google Play. My game was having issues being run on Android 12 and above, so I adjusted the manifest accordingly and tried to publish it. Alas, I keep getting two errors: It says that I don't have android:exported property set for my activities and services, but I slapped the property on all the activities properly. And when that error doesn't show up, google warns me that the NativeBridgeActivity is foreign intent and is harmful, and must be removed (however the game cannot run without it). They warned me that I have until April to fix it or be removed from Google Play, so I'm panicking a bit because after contacting the google developer support team, they just ignored what I said in the email and repeated themselves with no help or solution. Here is the Manifest:
Any and all help is appreciated. Thank you.
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Can't build game after admob
So I've made a game for android. It currently has Unity Ads but I want to switch to admob. The process is really simple but when it's time to build I get wierd errors. Basically I think the problem is that I already have a package in my project that uses Android Manifest and I also heve the External Dependency Manager already installed. I think Admob just overrides these. Hopefully, I made a backup of my project just before I imported the admob package so if I make a mistake I can start again from this backup. Still I'm not very experienced with android development and I need help with this problem. Thanks!
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