From dc56d42182c1247710db13e6d3289f0d544e69c9 Mon Sep 17 00:00:00 2001 From: Manuel Gil Date: Mon, 31 Mar 2025 16:17:52 +0200 Subject: [PATCH] fix: update location of default UnityManifest - Unity rename the default AndroidManifest.xml to UnityManifest.xml in 2019.3. This hasn't been updated what causes issues extra steps when trying to configure the Facebook SDK, specially in Unity-6 with the new GameActivity application entry. --- Facebook.Unity.Editor/android/ManifestMod.cs | 27 +++++++++++--------- 1 file changed, 15 insertions(+), 12 deletions(-) diff --git a/Facebook.Unity.Editor/android/ManifestMod.cs b/Facebook.Unity.Editor/android/ManifestMod.cs index 4844a5ab7..c46de8f85 100644 --- a/Facebook.Unity.Editor/android/ManifestMod.cs +++ b/Facebook.Unity.Editor/android/ManifestMod.cs @@ -346,21 +346,24 @@ private static void AddAppLinkingActivity(XmlDocument doc, XmlNode xmlNode, stri private static void CreateDefaultAndroidManifest(string outputFile) { - var inputFile = Path.Combine( - EditorApplication.applicationContentsPath, - "PlaybackEngines/androidplayer/AndroidManifest.xml"); - if (!File.Exists(inputFile)) + string[] possiblePaths = { - // Unity moved this file. Try to get it at its new location - inputFile = Path.Combine( - EditorApplication.applicationContentsPath, - "PlaybackEngines/AndroidPlayer/Apk/AndroidManifest.xml"); - } + // 2019.3+ + "PlaybackEngines/AndroidPlayer/Apk/UnityManifest.xml" + // 2018.3 - 2019.2 + "PlaybackEngines/AndroidPlayer/Apk/AndroidManifest.xml", + // 2017.2 - 2018.2 + "PlaybackEngines/androidplayer/AndroidManifest.xml", + }; - if (File.Exists(inputFile)) + foreach (var relativePath in possiblePaths) { - File.Copy(inputFile, outputFile); - return; + var fullPath = Path.Combine(EditorApplication.applicationContentsPath, relativePath); + if (File.Exists(fullPath)) + { + File.Copy(fullPath, outputFile); + return; + } } // On Unity 5.3+ we don't have default manifest so use our own