The problem: losing ridiculously amount of compatible android devices after using or upgrading Oculus SDK on Unity - from 4000+ to around 27.
It took me a while to solve it, so I’m just posting it for other cross-platform developers out there (yeah, VR and smartphones are not very common, but that’s what we do ).
So the solution is to open the AndroidManifest.xml and add:
<uses-feature android:name="android.hardware.vr.headtracking" tools:node="remove" />
For Android smartphone builds, and remove it on Oculus/VR builds.
It would remove the autogenerated requirement for headtracking feature that almost no phone supports.
I’ve also added:
<uses-feature android:glEsVersion="0x00030000" tools:node="remove" />
Just in case, although it’s not recommended if the first one works for you.
So in general, if you have many SDKs that messes with the manifest and have a similar problem, know that you can override and remove AndroidManifest elements manually with tools:node=“remove”.
So related google searches might include:
Google PlayStore just support few devices
Devices compatibility lose
Many devices cannot install the apk from Google Play
Hope it would help anyone out there in the wild