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Question by Haze-Games · Apr 17, 2020 at 12:07 AM · androidmanifestunity cloud build

Unity Cloud Build - AndroidManifest.xml ignored

Hi all,

I've been facing a strange issue. I've checked many posts about fixing the manifest in Cloud Build, but these attempts are unsuccessful as it looks like it's a different issue. My previous builds had a manifest with Camera permission (intended). Now, I need a version without this camera permission.

This is the situation:

  • Changed manifest to remove all permissions that I wish to remove

  • No code is calling WebCamDevices in the project

  • Building from the local editor results in a manifest with no permissions (all good!)

  • Building from Cloud Builds results in the exact same manifest as before (all previous permissions)

  • Doing a Clean Build still uses that older manifest, and does not solve the problem

  • I have deleted all plugins and no longer have a Plugins folder

  • I have deleted all AndroidManifests.xml in the project, same result

    My guess is that:

  • Unity Cloud Build is using a previously cached manifest, like it does in Temp/StagingArea (as any changes I do aren't reflected, like adding new permissions etc)

  • I can't find a way to force Cloud Build re-generate a new manifest

  • IN PROGRESS: I have a preprocess script that will attempt to delete Manifest in Temp/StagingArea before the build, but I don't believe it will be able to find and delete it (says file doesn't exist in local builds, even though it does). It's building right now, we'll see if this works.

    I actually had the same issue in local builds, and had to manually delete Temp/StagingArea/AndroidManifest.xml in order for my new changes to manifest to be applied in my local builds as well.

    Is there any way of forcing Cloud Builds to re-generate the AndroidManifest.xml file ? Clean Builds don't do the trick. I could disable caching entirely, but this would do it for all branches of the project, and we have many branches and I don't want to slow down all build times to many hours instead of minutes.

    Would it work to disable cache library for that build only, then re-enable it? Would this issue re-occur on other branches of the project (all linked to different UCB targets)?

Thanks, Charles

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avatar image Haze-Games · Apr 17, 2020 at 12:08 AM 0
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