Non-VR App requiring Gear VR Installation?

Hello, everyone! I have a weird one here. First off, I want to say that my game is not VR. It has never been and will never be VR-enabled. And yet, Samsung thinks it is.

I’ve been developing a game in Unity 5.6 and have a super weird issue. I’ve been deploying my game using the Android beta, and everything works fine, except for Samsung Edge users. For those phones, the system says that Gear VR is required to be installed, and when it is installed, it says that the Gear is required to run the game.

The problem is, I’m not making a VR game. I don’t have the SDK installed. I don’t have the VR checkbox checked in my project settings. I don’t have “vr_only” in my manifest, or any mention of VR anywhere in my code.

Can anyone point me at what might be causing this? Because I feel like I’m losing my mind. It doesn’t help that I don’t have a Samsung to test on… Does anyone know a good way to test this without buying a new phone?

Thanks!

Where did you check your manifest? Unity sometimes adds things for you so if you have the .apk from the store rename it to .zip and inside of it post the anroidmanifest to this thread. There is probably something in the manifest flagging samsung phones to think it’s a VR app.

Thanks for the reply! Yeah, I would think it’s the manifest, but nothing screams “vr” to me. Here’s the generated manifest. Also, I learned you can just drag an APK to Android Studio and it’ll let you view the APK and everything right there, no renaming or anything necessary.

Anyway. I don’t know, maybe it’s the “supports-screens” tag?

<?xml version="1.0" encoding="utf-8"?>
<manifest
    xmlns:android="http://schemas.android.com/apk/res/android"
    android:versionCode="4"
    android:versionName="0.2.2"
    android:installLocation="2"
    package="<REDACTED>"
    platformBuildVersionCode="23"
    platformBuildVersionName="6.0-2704002">

    <uses-sdk
        android:minSdkVersion="19"
        android:targetSdkVersion="25" />

    <supports-screens
        android:anyDensity="true"
        android:smallScreens="true"
        android:normalScreens="true"
        android:largeScreens="true"
        android:xlargeScreens="true" />

    <uses-permission
        android:name="android.permission.VIBRATE" />

    <uses-permission
        android:name="android.permission.RECEIVE_BOOT_COMPLETED" />

    <application
        android:theme="@ref/0x0103000a"
        android:label="@ref/0x7f030000"
        android:icon="@ref/0x7f020000"
        android:debuggable="false"
        android:isGame="true">

        <meta-data
            android:name="unityplayer.SkipPermissionsDialog"
            android:value="true" />

        <activity
            android:label="@ref/0x7f030000"
            android:icon="@ref/0x7f020000"
            android:name="com.unity3d.player.UnityPlayerActivity"
            android:launchMode="2"
            android:screenOrientation="1"
            android:configChanges="0x40002fff"
            android:hardwareAccelerated="true">

            <meta-data
                android:name="unityplayer.SkipPermissionsDialog"
                android:value="true" />

            <intent-filter>

                <action
                    android:name="android.intent.action.MAIN" />

                <category
                    android:name="android.intent.category.LAUNCHER" />
            </intent-filter>

            <meta-data
                android:name="unityplayer.UnityActivity"
                android:value="true" />
        </activity>

        <receiver
            android:name="com.hippogames.simpleandroidnotifications.Controller" />

        <receiver
            android:name="com.hippogames.simpleandroidnotifications.RebootManager">

            <intent-filter>

                <action
                    android:name="android.intent.action.BOOT_COMPLETED" />
            </intent-filter>
        </receiver>
    </application>

    <uses-feature
        android:glEsVersion="0x20000" />

    <uses-feature
        android:name="android.hardware.vulkan"
        android:required="false" />

    <uses-permission
        android:name="android.permission.INTERNET" />

    <uses-feature
        android:name="android.hardware.touchscreen"
        android:required="false" />

    <uses-feature
        android:name="android.hardware.touchscreen.multitouch"
        android:required="false" />

    <uses-feature
        android:name="android.hardware.touchscreen.multitouch.distinct"
        android:required="false" />
</manifest>

Thanks!

Nothing got added automatically to that manifest, so I’m stumped how any users phones are saying to open the app in gear vr for the non vr application. Is it all users on any of the gear vr compatible samsung phones (note 4 and later) or just a particular user?

So far it’s both users that have tried with a Samsung Galaxy Edge. Yeah, I’m stumped too, and it’s hard to test without an Edge. Thanks so much for the responses, though!