I have an app that was originally built for the GearVR on Android, using Unity 5.6.
I have a need to deploy it to Cardboard (not oculus), and when I switch it in the build settings, it still asks for the GearVR.
What is SUPER strange is that If I take the Cardboard APK and build it to my Google Pixel, it launches just fine. Taking that SAME apk and installing it on my Samsung Galaxy S7 Edge results in the “Insert into GearVR” message.
Anyone have any ideas what could be causing this? Literally the same APK (which is configured for Cardboard) works on the pixel as a cardboard build, but on the S7 it asks for the Gear…
It’s just something to check further down the pipeline that would explain it, to perhaps steer you in the right direction, and that can be manually compensated for until the root cause is found.
Yes - The android manifest (despite being Google VR ONLY in the player settings) has that samsung VR line…
What could be adding this? Some of the older scenes still have some of the OVR prefabs in them (like the manager and such) but they are never even opened…
I’d scan their code and see if they do anything to the manifest, or if they place anything in the normal spot under plugins. Last time I checked it was actually the opposite that the google sdk was messing with the manifest but maybe that’s changed. In either case you should be able to compensate for that to get the behavior to stop.
Are you using version 1.14 of the oculus utilities? There’s a bug in it where it was forcing all VR projects to add the gearvr line to the manifest file. Update to the latest version of oculus utilities and it should work again.