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Resolved Oculus SDK incompatibility with PlayStore / Android smartphones

Discussion in 'VR' started by Elmak, Jul 17, 2022.

  1. Elmak

    Elmak

    Joined:
    Nov 11, 2017
    Posts:
    11
    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
     
    AeOngDev and Smascha like this.
  2. icormier

    icormier

    Joined:
    Aug 26, 2021
    Posts:
    16
    AeOngDev likes this.