Lt Cheeseburger Posted September 13, 2022 Share Posted September 13, 2022 I'm working on a Focus 3 application with Unity and using OpenXR. Tracking and input works as expected once I've built to device. I now want to upload the application to the Vive Business Device Management System portal. However when uploading the apk, it appears to be invalid. Various fields are marked in red including HMD-Capability Controller-Capability Number of Controllers. I'm wondering what steps I need to make it valid. The only package I'm using from the Vive Registry is Vive Wave OpenXR Plugin - Android. Is there any other packages I need? I'm assuming the project needs a Android Manifest file to meet the requirements. Is there a wizard inside a Vive Wave SDK to set this up or an example of what this should look like? 1 Link to comment Share on other sites More sharing options...
Remio Posted September 21, 2022 Share Posted September 21, 2022 Did you figure out this issue? Running into the same thing Link to comment Share on other sites More sharing options...
DanMcPete Posted November 4, 2022 Share Posted November 4, 2022 I am having the same issue, and adding or appending an android manifest is a non-starter for us. The entire purpose of OpenXR is to be truly portable to multiple device types. Vive needs to change their MDM store acceptance criteria or their OpenXR package to accommodate. Our developers can not be nitpicking with manifest lines across device types. Link to comment Share on other sites More sharing options...
Lt Cheeseburger Posted November 5, 2022 Author Share Posted November 5, 2022 Hmm, I did post a response but it seems that my posts are hidden for some reason. Either because attachments or screenshots need to be verified first. But to recap what I did, I found so far that I just needed a custom Manifest file. This can be checked in Publishing settings and adds An Android Manifest file to Plugins folder. Below is what worked for me. <?xml version="1.0" encoding="utf-8"?> <manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.unity3d.player" xmlns:tools="http://schemas.android.com/tools"> <application> <activity android:name="com.unity3d.player.UnityPlayerActivity" android:theme="@style/UnityThemeSelector" android:launchMode="singleTask" android:configChanges="orientation|keyboardHidden" android:screenOrientation="landscape"> <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> <category android:name="com.htc.intent.category.VRAPP" /> </intent-filter> <meta-data android:name="unityplayer.UnityActivity" android:value="true" /> <meta-data android:name="com.htc.vr.content.NumDoFHmd" android:value="6DoF"/> <meta-data android:name="com.htc.vr.content.NumDoFController" android:value="6DoF"/> <meta-data android:name="com.htc.vr.content.NumController" android:value="2"/> </activity> </application> </manifest> Link to comment Share on other sites More sharing options...
Lt Cheeseburger Posted November 5, 2022 Author Share Posted November 5, 2022 Granted, I've also been trying AborXR as VR device and software management tool and have found it to be more fleshed out solution and flexible than HTC's solution. It doesn't check the manifest to verify it can be uploaded and supports other android based VR headsets as well. Link to comment Share on other sites More sharing options...
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