I’m using 2017.1.0f3 and Oculus Utilities version 1.15 to attempt to ‘Build & Run’ a simple 360 video player prototype to a Note 4, which used to work fine with past apps built to GearVR - so I’m pretty sure it’s not an issue with any USB drivers, developer mode etc. The app runs fine when I launch it manually via dragging a built .apk on the device and opening, so I believe it is not an osig issue either.
Here is the console error I receive:
And another parallel error:
And here is what my manifest file looks like - I pulled it from a previous working build that didn’t have this issue, albeit in Unity 5.6 - which I have since tested and not working with this build.
I’m having the same issue. It goes away if I change it to <category android:name="android.intent.category.LAUNCHER>, but that’s no longer allowed and crashes the app on launch. Did you ever find a solution?
add this to the main activity in the android manifest file
android:label=“@string/app_name”
and then change
to
Apparently for Oculus store releases it has to be on INFO but it won’t run for debug purposes unless on LAUNCHER, I don’t know if this is documented anywhere
The fact that to publish on the Oculus Store the App Manifest must have android.intent.category.INFO, instead of android.internet.category.LAUNCHER is documented and explained here:
I have noticed that when you select in the Unity Editor Tools > Oculus > Create store-compatible AndroidManifest.xml, it will create a file called AndroidManifest.xml at this location: Assets/Plugins/Android/AndroidManifest.xml, and it will use android.intent.category.INFO, etc, in it, which overrides the default Unity-created Manifest. The documentation is here: Unity - Manual: Android App Manifest
When you try to “build & run” your app on Gear VR, it will cause the error “OperationFailedException: No activity in the manifest with action MAIN…”
Thus, to edit or develop your game, you can delete this file Assets/Plugins/Android/AndroidManifest.xml. This way you can build & run or test your app as you’ve used to.
And when you are ready to publish on the Oculus Store, you can THEN do Tools > Oculus > Create store-compatible AndroidManifest.xml.
I’m just disabling the custom manifest in the publishing settings for the debug build and whenever need to build a store package - check the box and the manifest will be applied for that particular package only.