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Overriding UnityPlayerActivity

Discussion in 'Android' started by ardo314, Feb 5, 2017.

  1. ardo314

    ardo314

    Joined:
    Jul 7, 2012
    Posts:
    345
    Hi,
    I'm trying to override the default UnityPlayerActivity with my own implementation.

    The problem is that instead of overriding the default activity, Unity uses both activites which results in two runnable apps on my mobile device, one starting the default activity and one starting my custom activity.

    This is the code:

    Code (CSharp):
    1. public class CustomUnityActivity extends UnityPlayerActivity {
    2.  
    3.     @Override
    4.     protected void onCreate(Bundle savedInstanceState) {
    5.         super.onCreate(savedInstanceState);
    6.  
    7.         Toast.makeText(this, "Test", Toast.LENGTH_SHORT).show();
    8.     }
    9. }
    Code (CSharp):
    1. <?xml version="1.0" encoding="utf-8"?>
    2. <manifest xmlns:android="http://schemas.android.com/apk/res/android"
    3.     package="de.lhansing.test">
    4.  
    5.     <application>
    6.  
    7.         <activity
    8.             android:name=".CustomUnityActivity"
    9.             android:label="@string/app_name"
    10.             android:configChanges="fontScale|keyboard|keyboardHidden|locale|mnc|mcc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|uiMode|touchscreen">
    11.  
    12.             <intent-filter>
    13.                 <action android:name="android.intent.action.MAIN" />
    14.                 <category android:name="android.intent.category.LAUNCHER" />
    15.             </intent-filter>
    16.         </activity>
    17.     </application>
    18.  
    19. </manifest>

    EDIT:
    Ok i missed a crucial bit in the docs:
     
    Last edited: Feb 5, 2017