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?
To use a custom AndroidManifest file, you have to put your custom AndroidManifest file at <ProjectName>Assets\Plugins\Android . 2. Open the copied Manifest file from <ProjectName>Assets\Plugins\Android and add your manifest.
Every project in Android includes a Manifest XML file, which is AndroidManifest. xml, located in the root directory of its project hierarchy. The manifest file is an important part of our app because it defines the structure and metadata of our application, its components, and its requirements.
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.
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.
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);
}
}
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