AndroidManifest.xml 2.0 KB

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  1. <?xml version="1.0" encoding="utf-8"?>
  2. <manifest xmlns:android="http://schemas.android.com/apk/res/android"
  3. xmlns:tools="http://schemas.android.com/tools"
  4. package="com.godot.game"
  5. android:versionCode="1"
  6. android:versionName="1.0"
  7. android:installLocation="auto" >
  8. <supports-screens
  9. android:smallScreens="true"
  10. android:normalScreens="true"
  11. android:largeScreens="true"
  12. android:xlargeScreens="true" />
  13. <uses-feature
  14. android:glEsVersion="0x00020000"
  15. android:required="true" />
  16. <application
  17. android:label="@string/godot_project_name_string"
  18. android:allowBackup="false"
  19. tools:ignore="GoogleAppIndexingWarning"
  20. android:icon="@mipmap/icon" >
  21. <!-- Records the version of the Godot editor used for building -->
  22. <meta-data
  23. android:name="org.godotengine.editor.version"
  24. android:value="${godotEditorVersion}" />
  25. <!-- The following metadata values are replaced when Godot exports, modifying them here has no effect. -->
  26. <!-- Do these changes in the export preset. Adding new ones is fine. -->
  27. <activity
  28. android:name=".GodotApp"
  29. android:label="@string/godot_project_name_string"
  30. android:theme="@style/GodotAppSplashTheme"
  31. android:launchMode="singleTask"
  32. android:screenOrientation="landscape"
  33. android:configChanges="orientation|keyboardHidden|screenSize|smallestScreenSize|density|keyboard|navigation|screenLayout|uiMode"
  34. android:resizeableActivity="false"
  35. tools:ignore="UnusedAttribute" >
  36. <!-- Focus awareness metadata is removed at export time if the xr mode is not VR. -->
  37. <meta-data android:name="com.oculus.vr.focusaware" android:value="true" />
  38. <intent-filter>
  39. <action android:name="android.intent.action.MAIN" />
  40. <category android:name="android.intent.category.LAUNCHER" />
  41. </intent-filter>
  42. </activity>
  43. </application>
  44. </manifest>