100 lines
4.0 KiB
XML
100 lines
4.0 KiB
XML
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
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xmlns:tools="http://schemas.android.com/tools"
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xmlns:horizonos="http://schemas.horizonos/sdk">
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<horizonos:uses-horizonos-sdk
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horizonos:minSdkVersion="69"
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horizonos:targetSdkVersion="69" />
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<uses-feature
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android:name="android.hardware.vr.headtracking"
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android:required="true"
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android:version="1"/>
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<!-- Oculus Quest hand tracking -->
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<uses-permission android:name="com.oculus.permission.HAND_TRACKING" />
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<uses-feature
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android:name="oculus.software.handtracking"
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android:required="false" />
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<!-- Passthrough feature flag -->
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<uses-feature android:name="com.oculus.feature.PASSTHROUGH"
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android:required="false" />
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<!-- Overlay keyboard support -->
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<uses-feature android:name="oculus.software.overlay_keyboard" android:required="false"/>
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<!-- Render model -->
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<uses-permission android:name="com.oculus.permission.RENDER_MODEL" />
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<uses-feature android:name="com.oculus.feature.RENDER_MODEL" android:required="false" />
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<!-- Anchor api -->
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<uses-permission android:name="com.oculus.permission.USE_ANCHOR_API" />
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<!-- Scene api -->
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<uses-permission android:name="com.oculus.permission.USE_SCENE" />
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<application>
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<activity
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android:name=".GodotEditor"
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android:exported="true"
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android:screenOrientation="landscape"
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tools:node="merge"
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tools:replace="android:screenOrientation">
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<intent-filter>
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<action android:name="android.intent.action.MAIN" />
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<category android:name="android.intent.category.DEFAULT" />
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<category android:name="android.intent.category.LAUNCHER" />
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<category android:name="com.oculus.intent.category.2D" />
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</intent-filter>
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<meta-data android:name="com.oculus.vrshell.free_resizing_lock_aspect_ratio" android:value="true"/>
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</activity>
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<activity
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android:name=".GodotXRGame"
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android:configChanges="orientation|keyboardHidden|screenSize|smallestScreenSize|density|keyboard|navigation|screenLayout|uiMode"
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android:process=":GodotXRGame"
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android:launchMode="singleTask"
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android:icon="@mipmap/ic_play_window"
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android:label="@string/godot_game_activity_name"
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android:exported="false"
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android:screenOrientation="landscape"
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android:resizeableActivity="false"
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android:theme="@android:style/Theme.Black.NoTitleBar.Fullscreen">
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<intent-filter>
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<action android:name="android.intent.action.MAIN" />
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<category android:name="android.intent.category.DEFAULT" />
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<category android:name="com.oculus.intent.category.VR" />
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<category android:name="org.khronos.openxr.intent.category.IMMERSIVE_HMD" />
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</intent-filter>
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</activity>
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<!-- Supported Meta devices -->
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<meta-data
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android:name="com.oculus.supportedDevices"
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android:value="quest3|questpro"
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tools:replace="android:value" />
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<!--
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We remove this meta-data originating from the vendors plugin as we only need the loader for
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now since the project being edited provides its own version of the vendors plugin.
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This needs to be removed once we start implementing the immersive version of the project
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manager and editor windows.
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-->
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<meta-data
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android:name="org.godotengine.plugin.v2.GodotOpenXRMeta"
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android:value="org.godotengine.openxr.vendors.meta.GodotOpenXRMeta"
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tools:node="remove" />
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<!-- Enable system splash screen -->
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<meta-data android:name="com.oculus.ossplash" android:value="true"/>
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<!-- Enable passthrough background during the splash screen -->
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<meta-data android:name="com.oculus.ossplash.background" android:value="passthrough-contextual"/>
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</application>
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</manifest>
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