Reputation: 3626
Status: not solved yet
Once I build and install an app with GearVR it asks by default:
XXX is requesting permission to access photos, media and files on your device. Allow?
Allow / Deny
I don't need my app to access any of those above. How can I get rid of this programmatically?
It seems that Unity automatically adds READ_EXTERNAL_STORAGE
to any build for some reason. Stripping out the permission doesn't help in newer versions of Unity as the build fails with the message:
Unable to merge android manifests...
The OVRPlugin causes this issue and at the moment.
https://forum.unity3d.com/threads/how-to-remove-android-permission-read_external_storage.429369/
Unity forums say it is unlikely to fix. Maybe there are still some workarounds?
Oculus is working on it, we should receive a fix in February
Upvotes: 2
Views: 1070
Reputation: 2157
I stumble upon this some time ago and still not sure why Unity builds ask for those permissions. Anyway to get rid of them you can use an editor script as a workaround:
protected void BuildAPKCustom(string buildPath)
{
bool manifestFileExists = false;
if(File.Exists(Path.Combine(Application.dataPath, "Plugins/Android/AndroidManifest.xml")))
{
manifestFileExists = true;
File.Copy(Path.Combine(Application.dataPath, "Plugins/Android/AndroidManifest.xml"), Path.Combine(Application.dataPath, "Plugins/Android/tmpManifestFile.xml"));
File.Delete(Path.Combine(Application.dataPath, "Plugins/Android/AndroidManifest.xml"));
}
string[] levels = new string[EditorSceneManager.sceneCount];
for (int i = 0; i < levels.Length; i++)
{
levels[i] = EditorSceneManager.GetSceneAt(i).path;
}
BuildPipeline.BuildPlayer(levels, buildPath, BuildTarget.Android, BuildOptions.None);
XNamespace android = "http://schemas.android.com/apk/res/android";
string generatedXMLFilePath = Path.Combine(Application.dataPath, "../Temp/StagingArea/AndroidManifest.xml");
XDocument doc = XDocument.Load(generatedXMLFilePath);
IEnumerable<XElement> permissionElements = doc.Root.Elements("uses-permission");
foreach(XElement permission in permissionElements)
{
int potentialIndex = PERMISSIONS_NAMES_TO_DELETE.IndexOf(permission.Attribute(android + "name").Value.Replace("android.permission.", ""));
if(potentialIndex >= 0)
{
UnityEngine.Debug.Log("Permission deleted : " + PERMISSIONS_NAMES_TO_DELETE[potentialIndex]);
permission.Remove();
}
}
XElement overwritenPermission;
for(int i = 0; i < PERMISSIONS_NAMES_TO_DELETE.Length; i++)
{
overwritenPermission = new XElement("uses-permission");
overwritenPermission.Add(new XAttribute(android + "name", "android.permission." + PERMISSIONS_NAMES_TO_DELETE[i]));
overwritenPermission.Add(new XAttribute(android + "maxSdkVersion", "18"));
doc.Element("manifest").Add(overwritenPermission);
}
if(!Directory.Exists(Path.Combine(Application.dataPath, "Plugins/Android")))
{
Directory.CreateDirectory(Path.Combine(Application.dataPath, "Plugins/Android"));
}
doc.Save(Path.Combine(Application.dataPath, "Plugins/Android/AndroidManifest.xml"));
BuildPipeline.BuildPlayer(levels, buildPath, BuildTarget.Android, BuildOptions.None);
if(manifestFileExists)
{
File.Delete(Path.Combine(Application.dataPath, "Plugins/Android/AndroidManifest.xml"));
File.Copy(Path.Combine(Application.dataPath, "Plugins/Android/tmpManifestFile.xml"), Path.Combine(Application.dataPath, "Plugins/Android/AndroidManifest.xml"));
File.Delete(Path.Combine(Application.dataPath, "Plugins/Android/tmpManifestFile.xml"));
}
Process.Start(Path.GetDirectoryName(buildPath));
}
(PERMISSIONS_NAMES_TO_DELETE
being a string[]
of the permissions names to delete. To get the permissions names list you can look here)
What it does is:
The idea behind the permission deletion is to set the maximum API level to such a lower level, the permissions will not be usable (please note the permission MUST exists at this API level).
Hope this helps,
Upvotes: 1