Unity adds extra permissions to manifest file after exporting a project - unity3d

I am new to unity and I noticed that when exporting a unity project, unity adds extra/unwanted permissions to the android manifest file. We tried to use tools:node="remove" but it didn't help. Currently, we are using double flip build process, but we also trying to avoid using that for long. Preview is set to false in EditorBuildScript.cs
The highlighted part of the image is showing the extra permissions added by unity at build time

Related

How can i check if player have to be rebuild?

I am using a build pipeline script to build my android application from unity. I'm using addressables bundles too.
All is build with github actions.
I would like to detect if the player has to be rebuilt or just the addressables bundle, and based on that, chose the right option in my script.
I'm using
BuildPipeline.BuildPlayer
and
AddressableAssetSettings.BuildPlayerContent
For addressables.
All works and I just want to fine tune my process.
I have duplicates for addressable catalogs.
2 from player build : catalog_2022.11.05.18.04.45.hash catalog_2022.11.05.18.02.53.hash
and 2 from addressable content build : catalog_2022.11.05.18.02.53.json catalog_2022.11.05.18.04.45.json
A solution could be to change this by script but i don't know what to use in my code to replicate the option in unity visible below.
thanks!

What is the "resource file" when building Unity3D project with WebGL and what needs to be considered using the Unity3D WebGL-Build?

I am trying to build a small project with Unity3D and I want to display it locally in my Firefox-Browser.
In my Unity-Editor it looks like this: 1
And if I am building it as WebGL it looks like this:2
The Images which are being displayed in the Browser are imported as .gltf Objects and the green planes are built within the unity-hub. I assumed that it may be because of the lightning and so I tried including a PointLight, but that did not work.
I also tried the same with a new project only containing a cube, but that did not work either as there was as well only a grey screen in the browser, so there is a problem with displaying objects created in the Unity-Hub directly. Inspecting the Website I am getting a lot of Errors which are referencing the resource file 3, as I assume that this is the main source of problems.
I am new to Unity and WebGL and could not find any solutions or even approaches to this problem and was hoping for maybe an explanation what the errors are even about.
workspace:
unity version: 2021.2.1f1
small local webserver with python where I am putting the .html file on
compression disabled in the player settings of the WebGL-Build
Solved by moving to an older version (2020.3.22f1) of Unity

UE4 Export render target on android

Exporting a render target on android creates a png file that appears to be not valid. The exact same blueprint works fine on windows.
Any ideas if the Export Render Target node should work on mobile?
I am using v4.23 launcher edition... I have tried v4.19 as well, with the same results, using a clean project.
The last attachment is the png that gets exported...
After I submitted it as a bug to Unreal, they were able to reproduce the issue. So it is a bug...
Here is a link to the issue tracker
https://issues.unrealengine.com/issue/UE-80840

Text mesh pro copying failed error in unity due to Standard Assets?

I am making a FPS game in unity, for that I imported Character standard Asset in unity. But every time I close unity and again start unity it shows this error-
Copying assembly from 'Temp/Unity.TextMeshPro.Editor.dll' to 'Library/ScriptAssemblies/Unity.TextMeshPro.Editor.dll' failed
But when I tried to re-import Character Standard Asset the error gone.
I have to do this every time I start the project : (
Do Anyone have solution for this ?
I assume you are using 2018. The new Package inclusion stuff always causes issues. Go to Window->Package Manager and find Text Mesh Pro then remove it. That's what I had to do.

Text recognition with Unity

I am struggling to use text recognition. When I try it, it return this error,
"An assembly with the same name `Vuforia.UnityExtensions' has already been imported. Consider removing one of the references or sign the assembly
/Applications/Unity/PlaybackEngines/VuforiaSupport/Managed/Runtime/Vuforia.UnityExtensions.dll (Location of the symbol related to previous error)
Assets/Vuforia/Scripts/Internal/Vuforia.UnityExtensions.dll (Location of the symbol related to previous error)"
And it does not show a Text Reco behavior (script) even if I click text recognition.
What is happening ? To use text recognition, I am using Unity version 2.0f3 and imported vuforia-unity-6-2-10.unitypackage.
It would be really appreciated if it is explained in detail.
With Unity 2017 or later you do not need to Import a Vuforia package manually. To use the Vuforia SDK you simply need to enable it in the Player settings in Unity. If the option is not visible in Unity, you need to download it first by clicking on the link in Unity
You will then be able to use Vuforia's features.
Don't forget to remove all Vuforia related files before you install the package via Unity's downloader.