The perfect Manifest for Unity Android

Golden rules for the perfect Android Manifest

this is a stub for now, to be updated later

reserved for future use

reserved for future use2

and the last reserved post

Great ! Thank you !
So we can start posting our manifests here to compose the “final” one :wink:

Perhaps we should devide them into categories like:

  • Universal Android Manifest ( For application that plan to support all kind of devices supported by Unity and all OS / features )
  • Old devices only with a GPU (with low resolutions/gpu)
  • Tablets Only Android Manifest

Correct me if this would be useless or anything.

quick noob question - how do you insert a custom manifest? The ut build product is one oblique file and replacing the manifest in the assets/temp dir doesn’t work since it gets overwritten.

tia

Put it at ‘Assets/Plugins/Android/AndroidManifest.xml’

Be aware that as Unity versions change, you may need to re-merge your manifest with the auto-generated one. To do this, simply move yours somewhere else, allow Unity to make its own as usual, then pull it out of Temp after the build and make sure your Activity still matches etc.

As a side note: It would be cool to have the behavior be that our XML was ‘merged’ with the Unity AndroidManifest.xml, with our XML taking precidence. This would allow manifests which simply expand upon the existing Unity manifest to do so easily without having to re-adjust the manifest each update. I also realize that updates don’t come frequently and so this may not be high on the list of things that are needed (I was working with beta stuff so I had several, and the Activity changed, causing some head-scratching).

Thanks, zerostride - didn’t think of that ; )

hi there,

I know with 3.4 manifest files were changed.

What’s the proper manifest file now? I keep losing my playerprefs and I’m not sure whether is related to the manifest file.

Does unity 3.4 merge manifest.xml now? Or when I put the xml in the android/plugin folder, it just overrides the final xml completely?

Anyone suffering from this problem? http://www.google.com/support/forum/p/Android+Market/thread?tid=302937bf9431d68d&hl=en Several devices can not download my game due to this. . .

Help?

I vote for unity to allow us edit the manifest.
There are some permissions I want to give to an apk and I can’t now.

How do you change the manifest for an Unity Android app? As I understand, build and deploy will generate an .apk …

Didn’t see this thread before. Very nice contribution. :slight_smile: Useful for a current client project.

so… it’s 6 months later. where are the perfect unity manifests posted? what about manifests for honeycomb that show the onscreen-menu button or hides the actionbar?

@ina to put a custom manifest put your manifest file in: Assets/Plugins/Android/

Anyone can help me to setup my manifest.xml to filter device with Arm7 only?

Thanks in advance,

Bruno

you can do that from the player settings within unity.
compile for ARM7 only and automatically the old devices won’t show in the market.

I need my game to work on every device, I don’t know how to edit the manifest to make the game downlodable by device without input.screen.multitouch

what should I do?

will these three stubs that open the post be updated with the perfect manifest?

http://forum.unity3d.com/threads/89466-The-perfect-Manifest-for-Unity-Android?p=578748&viewfull=1#post578748