I am creating a virtual reality application for Android and when I click on “Build And Run” with the device connected for the application to be installed, two exit messages appear and the application is not installed.
I have already delved into the internet in search of solutions to the problem and so far nothing.
I tried to generate my .apk in a traditional way, by clicking “Build” and transferring the .apk to my device. When I try to install this exaction message appears (There is a package parsing problem).
My phone is a Galaxy Win Duos, model GT-I8552B. “USB debugging” is enabled and “installing from unknown sources” too and I have at least 1.3 GB of space.
I’m using “grv-unity-sdk-master” in version 1.0.3. The version of my Unity is 5.4.2f1. In the settings of my project “Install Location” is enabled as Automatic, “Minimum API Level” is set for Android 4.1 and “Virtual Reality Supported” is enabled.
In my tests I enabled “Minimum API Level” for Android 4.0.3 and “Virtual Reality Supported” disabled and the error persisted.
In tutorials I saw on the internet I saw developers using an earlier version of Unity, something like 5.3. But I do not think that’s the problem.
So I ask that the help of the gentlemen to solve this question and to be able to install my application.
Which GVR build of Unity are you using?
“grv-unity-sdk-master” in version 1.0.3
Sorry, I meant a GVR version of Unity, not the SDK but that is most likely not your issue. Are you able to look at the Android LogCat output and see what error is being printed in there?
The mistakes are these
Installation failed with the following output:
pkg: /data/local/tmp/Package.apk
Failure [INSTALL_FAILED_OLDER_SDK]
rm failed for -f, No such file or directory
3268 KB/s (22169863 bytes in 6.624s)
UnityEditor.HostView:OnGUI()
UnityException: Unable to install APK!
Installation failed. See the Console for details.
UnityEditor.Android.PostProcessor.CancelPostProcess.AbortBuild (System.String title, System.String message, System.Exception ex)
UnityEditor.Android.PostProcessor.CancelPostProcess.AbortBuild (System.String title, System.String message)
UnityEditor.Android.PostProcessor.CancelPostProcess.AbortBuildPointToConsole (System.String title, System.String message)
UnityEditor.Android.PostProcessor.Tasks.PublishPackage.UploadAndStartPlayer (UnityEditor.Android.PostProcessor.PostProcessorContext context, Boolean retryUpload)
UnityEditor.Android.PostProcessor.Tasks.PublishPackage.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context)
UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context)
UnityEditor.Android.PostProcessAndroidPlayer.PostProcess (BuildTarget target, System.String stagingAreaData, System.String stagingArea, System.String playerPackage, System.String installPath, System.String companyName, System.String productName, BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry)
UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (BuildPostProcessArgs args)
UnityEditor.PostprocessBuildPlayer.Postprocess (BuildTarget target, System.String installPath, System.String companyName, System.String productName, Int32 width, Int32 height, System.String downloadWebplayerUrl, System.String manualDownloadWebplayerUrl, BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.BuildReporting.BuildReport report) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:176)
UnityEditor.HostView:OnGUI()
The compatibility is for 5.2 and 5.3 and my version of unity is 5.4.2f1
Looks like you set your min sdk to something higher than what your phone supports. Make sure that you set the target SDK in Unity to 19 at a minimum (KitKat) since that is what Cardboard requires and make sure your device is running KitKat at least.
Thank you!


