Use custom Manifest file and permission in Unity?

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Im currently trying to program a little game for android with Unity3D. Because I want a visible status bar, I modified the AndroidManifest in the Project Folder (C:\Users\Public\Documents\Unity Projects\ProjectName\Temp\StagingArea) like this :

<application android:theme="Theme.Light.NoTitleBar" android:icon="@drawable/app_icon" android:label="@string/app_name" android:debuggable="false" android:isGame="true" android:banner="@drawable/app_banner">

But everytime i generate the APK, unity changes the Android Manifest to this :

<application android:theme="@style/UnityThemeSelector" android:icon="@drawable/app_icon" android:label="@string/app_name" android:debuggable="false" android:isGame="true" android:banner="@drawable/app_banner">

Unity3D does change my modified Manifests everytime?

You are modifying the wrong AndroidManifest file. That AndroidManifest from <ProjectName>\Temp\StagingArea you are modifying is generated by unity each time you build your project.

To use a custom AndroidManifest file, you have to put your custom AndroidManifest file at <ProjectName>Assets\Plugins\Android.

1.Go to <UnityInstallationDirecory>\Editor\Data\PlaybackEngines\AndroidPlayer\Apk, Copy the AndroidManifest.xml file to your <ProjectName>Assets\Plugins\Android

2.Open the copied Manifest file from <ProjectName>Assets\Plugins\Android and add your manifest.

In your particular case, add <application android:theme="Theme.Light.NoTitleBar" android:icon="@drawable/app_icon" android:label="@string/app_name" android:debuggable="false" android:isGame="true" android:banner="@drawable/app_banner"> to it. Save, Build and Run.

Unity will now use that AndroidManifest file. If you get crash or any other problem, then Unity does not want you to change that.

Android Manifest - Unity, Use custom Manifest file and permission in Unity? Im currently trying to program a little game for android with Unity3D. Because I want a visible status bar, I� In addition, the project manifest serves as a configuration file for the Package Manager, which uses the manifest to customize the registry URL and register custom registries. You can find the project manifest file, called manifest.json, in the Packages folder under the root folder of your Unity project.

Starting with Unity 2018 you should implement the IPostGenerateGradleAndroidProject interface which will allow you to edit the android manifest after Unity produces it. In the code below I have added methods to set the microphone permission, set hardware acceleration, and set your application theme ( replace SetMicrophonePermission() to your preferred method, which is called when Unity calls OnPostGenerateGradleAndroidProject()).

Add the following code to Assets/Editor/ModifyUnityAndroidAppManifestSample.cs

using System.IO;
using System.Text;
using System.Xml;
using UnityEditor.Android;

public class ModifyUnityAndroidAppManifestSample : IPostGenerateGradleAndroidProject
{

    public void OnPostGenerateGradleAndroidProject(string basePath)
    {
        // If needed, add condition checks on whether you need to run the modification routine.
        // For example, specific configuration/app options enabled

        var androidManifest = new AndroidManifest(GetManifestPath(basePath));

        androidManifest.SetMicrophonePermission();

        // Add your XML manipulation routines

        androidManifest.Save();
    }

    public int callbackOrder { get { return 1; } }

    private string _manifestFilePath;

    private string GetManifestPath(string basePath)
    {
        if (string.IsNullOrEmpty(_manifestFilePath))
        {
            var pathBuilder = new StringBuilder(basePath);
            pathBuilder.Append(Path.DirectorySeparatorChar).Append("src");
            pathBuilder.Append(Path.DirectorySeparatorChar).Append("main");
            pathBuilder.Append(Path.DirectorySeparatorChar).Append("AndroidManifest.xml");
            _manifestFilePath = pathBuilder.ToString();
        }
        return _manifestFilePath;
    }
}


internal class AndroidXmlDocument : XmlDocument
{
    private string m_Path;
    protected XmlNamespaceManager nsMgr;
    public readonly string AndroidXmlNamespace = "http://schemas.android.com/apk/res/android";
    public AndroidXmlDocument(string path)
    {
        m_Path = path;
        using (var reader = new XmlTextReader(m_Path))
        {
            reader.Read();
            Load(reader);
        }
        nsMgr = new XmlNamespaceManager(NameTable);
        nsMgr.AddNamespace("android", AndroidXmlNamespace);
    }

    public string Save()
    {
        return SaveAs(m_Path);
    }

    public string SaveAs(string path)
    {
        using (var writer = new XmlTextWriter(path, new UTF8Encoding(false)))
        {
            writer.Formatting = Formatting.Indented;
            Save(writer);
        }
        return path;
    }
}


internal class AndroidManifest : AndroidXmlDocument
{
    private readonly XmlElement ApplicationElement;

    public AndroidManifest(string path) : base(path)
    {
        ApplicationElement = SelectSingleNode("/manifest/application") as XmlElement;
    }

    private XmlAttribute CreateAndroidAttribute(string key, string value)
    {
        XmlAttribute attr = CreateAttribute("android", key, AndroidXmlNamespace);
        attr.Value = value;
        return attr;
    }

    internal XmlNode GetActivityWithLaunchIntent()
    {
        return SelectSingleNode("/manifest/application/activity[intent-filter/action/@android:name='android.intent.action.MAIN' and " +
                "intent-filter/category/@android:name='android.intent.category.LAUNCHER']", nsMgr);
    }

    internal void SetApplicationTheme(string appTheme)
    {
        ApplicationElement.Attributes.Append(CreateAndroidAttribute("theme", appTheme));
    }

    internal void SetStartingActivityName(string activityName)
    {
        GetActivityWithLaunchIntent().Attributes.Append(CreateAndroidAttribute("name", activityName));
    }


    internal void SetHardwareAcceleration()
    {
        GetActivityWithLaunchIntent().Attributes.Append(CreateAndroidAttribute("hardwareAccelerated", "true"));
    }

    internal void SetMicrophonePermission()
    {
        var manifest = SelectSingleNode("/manifest");
        XmlElement child = CreateElement("uses-permission");
        manifest.AppendChild(child);
        XmlAttribute newAttribute = CreateAndroidAttribute("name", "android.permission.RECORD_AUDIO");
        child.Attributes.Append(newAttribute);
    }
}

Use custom Manifest file and permission in Unity?, If you modify this file it will apply to all android builds, it is fair better to / questions/43293173/use-custom-manifest-file-and-permission-in-unity. To use a custom AndroidManifest file, you have to put your custom AndroidManifest file at <ProjectName>Assets\Plugins\Android. 1.Go to <UnityInstallationDirecory>\Editor\Data\PlaybackEngines\AndroidPlayer\Apk, Copy the AndroidManifest.xml file to your <ProjectName>Assets\Plugins\Android.

for Unity runtime permissions, i wrote this function to add the skip permissions dialog (like https://docs.unity3d.com/Manual/android-manifest.html)

e.g

<manifest>
    <application>
        <meta-data android:name="unityplayer.SkipPermissionsDialog" android:value="true" />

Here's the code:

internal void SetSkipPermissionsDialog()
{
    var manifest = SelectSingleNode("/manifest");
    var application = manifest.SelectSingleNode("application");
    XmlElement child = CreateElement("meta-data");
    application.AppendChild(child);
    XmlAttribute newAttribute = CreateAndroidAttribute("name", "unityplayer.SkipPermissionsDialog");
    child.Attributes.Append(newAttribute);
    newAttribute = CreateAndroidAttribute("value", "true");
    child.Attributes.Append(newAttribute);
}

where is the manifest file in unity?, learn how to edit android manifest file in Unity 3D. Download Android Manifest File : https Duration: 2:56 Posted: Apr 20, 2017 As I understand it, to modify the manifest, I need to take Unity's generated manifest, copy it to my project to use as a starting point, then modify it. However, when I perform the following steps: Export the project from Unity. Take the generated manifest (src/main/AppManifest.xml) and copy it into my project (Assets/Plugins/Android

Find and Modify Android Manifest File in Unity 3D, Configure Android Manifest file and several Unity settings. It is a vital part of an Android app as it contains important metadata such as permissions, package the customization of the Android Manifest file entirely for developers using the� The user must go into the application permission settings and manually turn on the permission in this case. You can add the unityplayer.SkipPermissionsDialog meta-data to your Android manifest to suppress the permissions dialog normally shown when the app needs to obtain permission from the user to access a protected feature.

Configuring Android Manifest File and Unity , Configure Android Manifest file and several Unity settings. Android version support, hardware features support, permissions, and other We have automated the customization of the Android Manifest file entirely for developers using the� For more information on permissions, see the Permissions section in the introduction and the separate System Permissions API guide. A list of permissions defined by the base platform can be found at android.Manifest.permission. attributes: android:name The name of the permission.

Configuring Android Manifest File and Unity Settings, Before you can build Unity� apps for your Magic Leap Once device, you must If you use a custom manifest file to share between projects, some that the user explicitly grant permission to enable the app; Sign your app� Although Unity generates a correct Manifest for you, in some cases you might want direct control over its contents. To use an Android Manifest that you have created outside of Unity, import your Android Manifest file to the following location: Assets/Plugins/Android/AndroidManifest.xml. This overrides the default Unity-created Manifest.

Comments
  • What is the directory of the file you modified?
  • @Programmer It was somewhere in the Unity Projects folder which is located in the Documents. I used the search bar and just modified it ...
  • I am sorry. It doesn't work like that. Find it again then find the directory. Update your answer with that.
  • @Programmer found the correct folder and updated my question.
  • Build completed with a result of 'Failed'
  • I wrote a library that wraps around the code in this answer (in a limited manner): github.com/starikcetin/Eflatun.AndroidManifestHook
  • i meant my comment below to the main question to actually be a reply to this answer. Thanks for your code.