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Question by Benifir · Nov 16, 2015 at 05:50 PM · manifest

Possible AndroidManifest Issue

I've got two plugins, a Google Analytics and Admob. I have tried to make a manifest file for them, as follows. I'm not receiving any errors but when I build it to android it simply doesn't work right. If you would, please take a look at the manifest and let me know if anything is wrong:

 <?xml version="1.0" encoding="utf-8"?>
 <manifest
     xmlns:android="http://schemas.android.com/apk/res/android"
     package="com.unity3d.player"
     android:installLocation="preferExternal"
     android:theme="@android:style/Theme.NoTitleBar"
     android:versionCode="1"
     android:versionName="1.0">
 
   <uses-sdk android:minSdkVersion="9"
       android:targetSdkVersion="19" />
 
 
   <!-- Google Mobile Ads Permissions -->
   <uses-permission android:name="android.permission.INTERNET"/>
   <uses-permission android:name="android.permission.ACCESS_NETWORK_STATE"/>
 
   <supports-screens
         android:smallScreens="true"
         android:normalScreens="true"
         android:largeScreens="true"
         android:xlargeScreens="true"
         android:anyDensity="true"/>
 
     <application
         android:icon="@drawable/app_icon"
         android:label="@string/app_name"
         android:debuggable="true">
 
       <!-- Denote the referenced Google Play services version -->
       <meta-data android:name="com.google.android.gms.version"
           android:value="@integer/google_play_services_version" />
       <!-- Google Mobile Ads Activity -->
       <activity android:name="com.google.android.gms.ads.AdActivity"
           android:configChanges="keyboard|keyboardHidden|orientation|screenLayout|uiMode|screenSize|smallestScreenSize"/>
       
         <activity android:name="com.unity3d.player.UnityPlayerNativeActivity"
                   android:label="@string/app_name">
             <intent-filter>
                 <action android:name="android.intent.action.MAIN" />
                 <category android:name="android.intent.category.LAUNCHER" />
                 <category android:name="android.intent.category.LEANBACK_LAUNCHER" />
             </intent-filter>
             <meta-data android:name="unityplayer.UnityActivity" android:value="true" />
             <meta-data android:name="unityplayer.ForwardNativeEventsToDalvik" android:value="true" />
         </activity>
     </application>
 </manifest>
 

My current plugin folder is this. I'm not sure if it's correct:

alt text

snippluginsfolder.png (28.3 kB)
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Answer by Dinosaurs · Nov 16, 2015 at 06:09 PM

You already asked this question once, please do not spam Unity answers with duplicates of the same question, as it makes the site more difficult to use for everyone else.

http://answers.unity3d.com/page/faq.html

My answer from the other post:

Please read the documentation on building Android plugins and how it relates to Manifest files before posting on Unity Answers http://docs.unity3d.com/Manual/PluginsForAndroid.html

You can drop pre-compiled Android library projects into the Assets->Plugins->Android folder. Pre-compiled means all .java files must have been compiled into jar files located in either the bin/ or the libs/ folder of the project. AndroidManifest.xml from these folders will get automatically merged with the main manifest file when the project is built.

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avatar image Benifir · Nov 16, 2015 at 06:21 PM 0
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As I said, I'm not building the plugins. $$anonymous$$ajorly, I want to know if there are any issues with my X$$anonymous$$L file show above or anything wrong with the plugins folder. No matter what I look up, I can't figure out what is going on or how it should be.

avatar image Dinosaurs Benifir · Nov 16, 2015 at 06:30 PM 0
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Just showing this Android$$anonymous$$anifest file and saying 'it simply doesn't work right' is not useful for us to help you figure this issue out. As is explained in the link I posted on your first question, your $$anonymous$$anifest file will be composited out of every android manifest in your plugins/android folder, so the issue could be in any of them.

You need to be more specific about what the issue is. Does the build succeed? Does the app install? Do you get any errors from the device when you run the app on a device?

avatar image Benifir Dinosaurs · Nov 16, 2015 at 07:09 PM 0
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I decided to combine everything needed into this one myself to avoid conflicts. This manifest was the result. $$anonymous$$y question about it is are there any obvious mistakes.

The build succeeds, the app installs, it runs fine in the editor, but running on the device the game appears to freeze after to user hits to play.

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