You’ll need to provide a custom AndroidManifest.xml that adds the query tag for ARCore by doing the following:Īdd a custom AndroidManifest.xml to your Unity project. This new security policy is only applied to apps built targeting API level 30 or above. This breaks ARDK as it doesn’t include this new manifest tag. Now you can only query for the existence of apps you specifically referenced in your manifest.
#UNITY CLOUD BUILD TUTORIAL ANDROID ANDROID#
In Android 11, Google enforced a limit on what you can query about other apps on the device.
#UNITY CLOUD BUILD TUTORIAL ANDROID FOR ANDROID#
The app should automatically open on your phone after a short time.īuilding for Android 11 (API level 30) and higher Save the build to your desired location and click Save. If it is not checked, find the scene in the Unity Project window and drag it into the box.Ĭonnect your Android device to your computer, and click the Build and Run button. If your target API level is set to API level 30 or higher, after you complete these build configuration steps, you will need to add a custom AndroidManifest.xml file to your Unity project configured with ARCore, as described in “Building for Android 11 (API level 30) and higher” below.īack in the Build Settings window, the Example/StarterScene should be automatically added and checked inside the Scenes In Build box. For API level 30 and higher see note below. Target Android version (API level) against which to compile the application. Minimum Android version (API level) required to run the application. Set the application ID, which uniquely identifies your app on the device and in the Google Play Store. Both enabling and disabling this option is supported by ARDK. Some other settings and their effects on your application:Įnable this option to use multithreaded rendering. Note that ARCore does not support running 32-bit only apps on some 64-bit devices. Choosing Mono may cause crash issues when using awareness features.įor Target Architectures select both ARMv7 and ARM64. ARCore and Vulkan will not work together.įor Scripting Backend choose IL2CPP. Under the Rendering section, uncheck the Auto Graphics API setting, and remove the Vulkan renderer if it is present. Then navigate to the Android> Other Settings pane to specify your build settings. It is recommended to select the Use embedded JDK option.Īccess the Build Settings (menu: File > Build Settings) and open Player Settings.Ĭhange the Company Name to your organization’s name. Open the External Tools window ( Unity> Preferences) to specify your Android SDK and NDK paths. See “Runtime Requirements” in System Requirements for a list of compatible Android devices and minimum Android versions. You should have an Android device compatible with ARDK. Your Unity project should have a Authentication asset configured with your API token, as described in Authentication. You should have a Unity project configured with the ARDK package, as described in Adding ARDK to Unity. Use the following steps to build and deploy your ARDK app to Android devices.