The thing is, my game is not a VR game. I don’t do any VR code in my scripts, and I don’t see any VR settings enabled in my Unity project.
I am trying to figure out how to make sure those Features are not required; as I believe it is restricting the amount of devices that can install my game.
Maybe you have a vr related package in your project? I had a similar problem and it turned out I had an Oculus related thing in my packages. Other than that you should make sure vr is disabled in project settings (XR Plugin management on unity 2020).
We’ve got the same problem. We can’t see any package that would include VR, and everything XR related is disabled in the project settings. The manifest XML still has this in it:
This page seems to suggest it’s not critical (it won’t filter out devices that don’t have VR), but it is still inaccurate and I’m concerned it might have consequences we’re not seeing.
Does anyone have ways to know where particular lines from a manifest come from?
Update on this - it turns out what likely adds this to the manifest in our case is the UnityPurchasing plugin. The lines above are in the AndroidManifest of the file GooglePlay.aar.
So the question then becomes - does Unity IAP actually need to tell Google Play it’s using VR features?
Apologies, I probably should have kept the issues into two separate posts. In any case good for others to know that old versions of Unity IAP can add these requirements.