[Released] Android Manifets Manager


Asset Store | Documentation

This editor extension allows you to easily manage android manifest. Editor window will create the representation of current Android Manifest, and allow you to view, modify, remove and add:

  • Manifest Tags and properties
  • Application settings
  • Application properties
  • Manage Activities
  • Manage Permissions

Learn how to use with:

I would love to hear your feedback and feature requests.
If you need technical support feel free to drop an e-mail to stans.assets@gmail.com
Cheers!

Would be nice if this was able to show the final merged manifest based on the tags/permissions that get added by various plugins. Still better than nothing!

Not sure what do you mean. Can you please tell me more about your feature request?
Cheers!

I think what I’m asking for is not possible. For example, Chartboost plugin has it’s own AndroidManifest.xml
The tags from that get imported to the main manifest when building. I’m not sure you can detect that one.
I think what would be nice is if this tool scanned the asset folder for all manifests and then showed them to you in this window allowing you to edit all of them. Do that make more sense?

I got what you mean, It is possible, we can store some kind of revision history, and then show changes. I will think about implementing this feature, but can not tell for sure.
Cheers!

I noticed a script compile bug:

Reproduction steps:

  1. Import Android Manifest Manager,
  2. Check that it works without any problem,
  3. Import your Mobile Social Plugin.

Than get this error:
Assets/Extensions/AndroidManifestManager/Example/AMMScriptingAPIUseExample.cs(19,28): error CS1061: Type AN_PropertyTemplate' does not contain a definition for HasKey’ and no extension method HasKey' of type AN_PropertyTemplate’ could be found (are you missing a using directive or an assembly reference?)

Probably because the “Mobile Social Plugin” also has some Android Manifest Manager stuff.
See attached image

Than if I import the “Android Manifest Manager” again the error goes away and all seems OK for now, but as I am no coder I can just hope the “Mobile Social Plugin” will work correctly with it’s overwritten script.

Unfortunately now when I try to build I get errors:

Assets/Extensions/AndroidManifestManager/Example/AMMScriptingAPIUseExample.cs(10,49): error CS0103: The name `AN_ManifestManager’ does not exist in the current context

Assets/Extensions/AndroidManifestManager/Example/AMMScriptingAPIUseExample.cs(29,17): error CS0103: The name `AN_ManifestManager’ does not exist in the current conte

Error building Player because scripts had compiler errors

By the way I am testing on Android platform.
Is this the problem?

In AN_ManifestManager.cs

#if UNITY_EDITOR
static public class AN_ManifestManager {

I deleted the “Android Manifest Manager” folder and re-imported just that part from the “Mobile Social Plugin” and now I can build again.

But please fix the problem as I would like to be able to use “Android Manifest Manager” together with your “Mobile Social Plugin”.

Thanks in advance,
Peter

@purbanics

It looks like you are using Android Manifest Manager functionality in your scripts (e.g. Assets/Extensions/AndroidManifestManager/Example/AMMScriptingAPIUseExample.cs), which are included in your build.
As a result you will get errors while build your project.

Pay your attention to Android Manifest Manager plugin description
This editor extension allows you to easily manage android manifest

Android Manifest Manager is an editor extension. Thats why source code contains #if UNITY_EDITOR dependencies.
You have to use it in Unity Editor, but NOT reference any Android Manifest Manager functionality in your game source code. Either you will get an error during build process.

Best regards,
Stans Assets Support Team.

I am surely not using anything in any scripts, as I am a designer experimenting with Playmaker.
I don’t touch any code.
That script is not mine and I have no idea why it would be included in the build.

Please see reproduction steps:

  1. Import Stan’s - Android Manifest Manager,
  2. Check that it works without any problem,
  3. Import Stan’s Mobile Social Plugin. (This overrides some part of the AMM. See pictures above.)
  4. Try to build any test scene to Android.

Br,
Peter

Thx for report. On it.

Hello,
Previously you have problem with AMMScriptingAPIUseExample.cs script compile errors.

You should not use this scripts into your Android build.

One reason why you got this script in your project - it was included in previous versions of the plugin as sample for plugin’s work presentation. For now this script is excluded from entire plugin package.
So, feel free to remove these scripts from your project and you will get your build for Android.

Best regards,
Stans Assets Support Team.

Hi,

I want to when exit my app,it automatic clear in recent.Can I achieve with your asset?

Hello,

I can not understand exactly what do you mean by

Please, could you describe such scenario with more details?

Unity 5.21 possible?

All unity version supported!

Am I right in thinking this could also simplify allowing me to launch video files in my (Android) Unity app? As in, when opening any video on the device, my app can appear in the list of possible applications to use? If so, how would I then recognise the selected file from within my app?

H

Hello,
This editor extension allows you to easily manage android manifest. Unity Inspector window will create the representation of current Android Manifest, and allow you to view, modify, remove and add:

  • Manifest Tags and properties
  • Application settings
  • Application properties
  • Manage Activities
  • Manage Permissions

Android Manifest Manager is not related to any kind of video player functionality.
It’s the plugin for Unity Editor use only.

Best regards,
Alex