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[FREE] Android Manifest Configurator

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    [PLUGIN] [FREE] Android Manifest Configurator



    Android Manifest Configurator lets you configure AndroidManifest in an Unreal Engine 4 project using GUI in Project Settings. You can package separate versions for different configurations (smaller APK) and Google Play will automatically choose which one should be installed on a particular device. Plugin implements filters for texture compression, device screen & input, hardware type, device sensors, and more. More info about Filters on Google Play you can find on official Android docs.


    FEATURES:
    ★ Filters for Google Play Store
    ★ Filters for textures compression
    ★ Filters for device screen & input
    ★ Filters for hardware type
    ★ Filters for device sensors
    ★ Out of the box for Android platform

    INFO:
    ★ Current version: 1.9.0
    ★ Required Unreal Engine 4.12 or above.


    Available for FREE on GitHub: https://github.com/gameDNAstudio/And...stConfigurator


    Plugin is used in my mobile game CHASERS:




    Last edited by gameDNA studio; 11-06-2018, 07:06 AM.
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    #2
    Starred
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      #3
      Nice one! I'll give it a try! Thanks
      Maico G.
      http://ttkstudios.x10.mx
      @maicogirardi
      youtube.com/maicogir
      maicogirardi.wix.com/portfolio
      https://game-development.zeef.com/maico.girardi

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        #4
        I was looking for this, thanks! But are you sure that texture format descriptors are correct? We use this table:

        <supports-gl-texture android:name="GL_KHR_texture_compression_astc_ldr" />

        <supports-gl-texture android:name="GL_IMG_texture_compression_pvrtc" />

        <supports-gl-texture android:name="GL_NV_texture_compression_s3tc" /> <!-- dxt -->

        <supports-gl-texture android:name="GL_ATI_texture_compression_atitc" />

        <supports-gl-texture android:name="GL_COMPRESSED_RGBA8_ETC2_EAC" />

        <supports-gl-texture android:name="GL_OES_compressed_ETC1_RGB8_texture" />

        I got most of these from AndroidOpenGLPrivate.h
        Last edited by SalihBalkan; 07-21-2016, 03:34 PM.

        Comment


          #5
          Originally posted by SalihBalkan View Post
          I was looking for this, thanks! But are you sure that texture format descriptors are correct? We use this table:

          <supports-gl-texture android:name="GL_KHR_texture_compression_astc_ldr" />

          <supports-gl-texture android:name="GL_IMG_texture_compression_pvrtc" />

          <supports-gl-texture android:name="GL_NV_texture_compression_s3tc" /> <!-- dxt -->

          <supports-gl-texture android:name="GL_ATI_texture_compression_atitc" />

          <supports-gl-texture android:name="GL_COMPRESSED_RGBA8_ETC2_EAC" />

          <supports-gl-texture android:name="GL_OES_compressed_ETC1_RGB8_texture" />

          I got most of these from AndroidOpenGLPrivate.h
          I think it should includes multiple variants of textures, for example GL_ATI_texture_compression_atitc AND GL_AMD_compressed_ATC_texture.

          You can see my changes in this commit: https://github.com/gameDNAstudio/And...24bbf9404583bc

          Changes are based on file which you mentioned: AndroidOpenGLPrivate.h

          What do you think?
          Last edited by gameDNA studio; 07-22-2016, 07:50 PM.
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            #6
            I'm curious how you specify screen resolutions in the manifest because certain dpis don't work by just the shorthand (xhdpi, xxhdpi, so on).

            I think for xx and higher you have to specify a close dpi rather than the shorthand... like so

            <screen android:screenSize="small" android:screenDensity="560" />
            <screen android:screenSize="small" android:screenDensity="640" />

            Unpopular Minion on the Play Store (Released: January 31, 2016)

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              #7
              Originally posted by Distul View Post
              I'm curious how you specify screen resolutions in the manifest because certain dpis don't work by just the shorthand (xhdpi, xxhdpi, so on).

              I think for xx and higher you have to specify a close dpi rather than the shorthand... like so

              <screen android:screenSize="small" android:screenDensity="560" />
              <screen android:screenSize="small" android:screenDensity="640" />
              It implements supports-screens node described here: https://developer.android.com/guide/...s-element.html
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                #8
                Originally posted by gameDNA studio View Post
                It implements supports-screens node described here: https://developer.android.com/guide/...s-element.html
                Ah yeah, the any density will cover all densities but the mdpi hdpi xhdpi and so on do not. For xxhdpi and higher I believe you must specify an approximate density to support if you aren't using any density.

                Unpopular Minion on the Play Store (Released: January 31, 2016)

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                  #9
                  Originally posted by gameDNA studio View Post
                  I think it should includes multiple variants of textures, for example GL_ATI_texture_compression_atitc AND GL_AMD_compressed_ATC_texture.

                  You can see my changes in this commit: https://github.com/gameDNAstudio/And...24bbf9404583bc

                  Changes are based on file which you mentioned: AndroidOpenGLPrivate.h

                  What do you think?
                  I am afraid of possible compatibility problems but I couldn't get a complete answer from answerhub.

                  GL_NV_texture_compression_s3tc 284 devices(mentioned inside AndroidOpenGLPrivate.h)
                  GL_EXT_texture_compression_dxt1 508 devices

                  GL_ATI_texture_compression_atitc 97 devices(mentioned inside AndroidOpenGLPrivate.h)
                  GL_AMD_compressed_ATC_texture 2963 devices

                  I think your solution, which includes both is looking okay to me.
                  Last edited by SalihBalkan; 07-28-2016, 09:38 AM.

                  Comment


                    #10
                    Originally posted by SalihBalkan View Post
                    I am afraid of possible compatibility problems but I couldn't get a complete answer from answerhub.

                    GL_NV_texture_compression_s3tc 284 devices(mentioned inside AndroidOpenGLPrivate.h)
                    GL_EXT_texture_compression_dxt1 508 devices

                    GL_ATI_texture_compression_atitc 97 devices(mentioned inside AndroidOpenGLPrivate.h)
                    GL_AMD_compressed_ATC_texture 2963 devices

                    I think your solution, which includes both is looking okay to me.
                    I think two formats make sense because UE4 ATC implementation works on GL_ATI_texture_compression_atitc AND GL_AMD_compressed_ATC_texture.
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                      #11
                      Can I change android.intent.category.LAUNCHER to android.intent.category.INFO and GLES version to 2 in <uses-feature android:glEsVersion="?????" android:required="true" /> (what would be the ??? for GLES 2.0 ?)

                      And also add <meta-data android:name="com.samsung.android.vr.application.mode" android:value="vr_only"/> to the manifest ?

                      Thanks

                      Comment


                        #12
                        Android Manifest Configurator 1.1.0 for UE 4.13 released!



                        Get update for UE 4.13 from GitHub: https://github.com/gameDNAstudio/And...stConfigurator
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                          #13
                          Originally posted by motorsep View Post
                          Can I change android.intent.category.LAUNCHER to android.intent.category.INFO and GLES version to 2 in <uses-feature android:glEsVersion="?????" android:required="true" /> (what would be the ??? for GLES 2.0 ?)

                          And also add <meta-data android:name="com.samsung.android.vr.application.mode" android:value="vr_only"/> to the manifest ?

                          Thanks
                          1. Why do you want to change from android.intent.category.LAUNCHER to android.intent.category.INFO? This is launcher activity.
                          2. GLES version 2 has not already set?
                          Look:
                          Code:
                          <uses-feature android:glEsVersion="0x00020000" android:required="true" />
                          3. vr_only mode I could add to the plugin.
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                            #14
                            Originally posted by gameDNA studio View Post
                            1. Why do you want to change from android.intent.category.LAUNCHER to android.intent.category.INFO? This is launcher activity.
                            That's the requirement for release builds for Oculus Store. Also I figured out how to build release for Oculus, so there is no need to mess with manifest manually (for now at least). It seems that UE4 does it all automatically.

                            Comment


                              #15
                              The GearVR_APL.xml already does this for Gear VR builds for distribution; you don't need to do anything.

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