Closed FreekMoyosa closed 6 years ago
The easiest way to enable this is to copy the 6DoF AndroidManifest we provide into Assets/Plugins/Android and rename it to just AndroidManifest.xml. This should have zero impact on any other Unity functionality.
Let us know if the workaround does not work for you.
I personally had to remove the android:banner="@drawable/app_banner"
line from the manifest to make it work.
@vinhui, that's odd. If I build an empty project (no GVR SDK for Unity), targeting the Daydream VR SDK and Android with Unity 2018.2.11f1 (that auto-adds the headtracking manifest flag), the output apk has android:banner="@drawable/app_banner"
in the AndroidManifest.xml. So, that seems pretty standard for Unity Android builds. Do you have to do the same if you use 2017.3 or later (where headtracking flags are auto-added by Unity)?
@rusmaxham This is with unity 2017.2.0p1, I can't easily check with the current project on 2017.3 since that would probably require some updating of our code base
@vinhui I see the same android:banner="@drawable/app_banner"
in the manifest with an empty project built with 2017.2.3f1.
@rusmaxham This is the full output we get if I add the line to the manifest:
And here are our project settings
Summary: I'm having trouble enabling 6DOF support in our Daydream app. We are using Unity 2017.2.0p1 so the Positional Head Tracking option is not available in the Virtual Reality SDK settings in Player Settings. So I'm trying to add the element to the manifest manually but this causes one of my scenes to not be loaded.
Found using:
Steps to reproduce the issue:
I'm not sure this is a problem with the use-feature element, might be a problem with manifest merging in Android, so if there is a better/proper way to insert the element in de XML I would be glad to know.
Thanks