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@karimkod
Created July 12, 2020 18:12
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AndroiManifest that will work for Oculus go in Unity
<?xml version="1.0" encoding="utf-8" standalone="no"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
android:installLocation="auto">
<uses-feature android:name="android.hardware.vr.headtracking" android:required="false"/>
<!-- Request the headset DoF mode -->
<application>
<activity
android:theme="@android:style/Theme.Black.NoTitleBar.Fullscreen"
android:configChanges="locale|fontScale|keyboard|keyboardHidden|mcc|mnc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|touchscreen|uiMode"
android:launchMode="singleTask"
android:name="com.unity3d.player.UnityPlayerActivity"
android:excludeFromRecents="true">
<intent-filter>
<action android:name="android.intent.action.MAIN"/>
<category android:name="android.intent.category.LAUNCHER"/>
</intent-filter>
</activity>
<meta-data android:name="unityplayer.SkipPermissionsDialog" android:value="false" />
</application>
</manifest>
@karimkod
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And don't forget to sign your .apk with V1 signature in order to work on an Oculus go, if you don't. the oculus distribution tool will stop your publishing and show you a warning.

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