Unity Vuforia asking for a useless permission access - unity3d

I am currently making an Android application with Unity 2017.3.0f3 and Vuforia 7.0.36.
At startup, the application asks for
camera permission (that's ok and logic)
"Pictures, file and media on this device" (I don't understand this one !)
After further investigations, I discovered that during the creation of the Android Manifest file, Vuforia (VuforiaWrapper) was adding:
READ_EXTERNAL_STORAGE
WRITE_EXTERNAL_STORAGE
That is why the application is asking for the second permission I guess.
Hence, why is Vuforia adding this aggresive "pictures, files and media" access ?
How to remove that ?

You can remove them by editing vuforia manifest file. If permission still persist, you can export the project to android studio and remove permissions from there.

Related

Internet Access is always set to required in unity android player settings

I am using unity 2019.4.2f1, I want to remove the internet access permission from the final android manifest file created by unity but, because this option is locked I am not able to remove the permission.
Let me know if there is any-workaround to do so or enable this option somehow.
I saw the there is some performance reporting service is enabled, although I am not using analytics at all only thing I am using is unity collab.
The problem is that if you are using any of the Unity scripting APIs that are intended to be used to access network (even if you are using them for opening local files) Unity will add internet permission. Finally open "WIndow -> Package Manager" and check the packages that are included in your project. Some of the packages (such as ads or analytics) might be included by default, even if you have not included them yourself. Removing such packages would get rid of the permission.
In services window, go to cloud diagnostics and disable the crash report. It worked for me and i hope it will work for you too.

Error comes when importing a audio file to Unity 2020.1

When I importing a audio file (mp3) to unity (2020.1.6f1) this error comes.
Unknown platform passed to AudioImporter.ContainsSampleSettingsOverride (WSA), please use one of 'Web', 'Standalone', 'iOS', 'Android', 'WebGL', 'PS4', 'XboxOne' or 'WSA'
My fix was just uninstalling and then re-installing Unity this time making sure NOT to install the Universal Windows Platform build support. I opened the project again and this error was gone including any problems with additional .wav or .mp3 files being added. If you don't need to release on the UWP, then this might be a working solution.
I set up all settings in Universal Windows Platform according to my system and this error has gone after relaunch Unity. It seems you can fix that without reinstalling.Build settings

Building a Unity game for iOS with fastlane fails with missing USYM_UPLOAD_AUTH_TOKEN

I'm building my Unity game for iOS using fastlane, but ever since I enabled Unity's Cloud Diagnostics my iOS build has been failing with the message Please provide an auth token with USYM_UPLOAD_AUTH_TOKEN environment variable
This error message has caused fastlane to fail at ARCHIVE FAILED when building for the app store.
Try the following to get your builds passing:
If you are building the Unity project from commandline with -batchmode, be sure to pass in -username and -password to Unity as well. [source]
Ensure the user you are using to log in to Unity has access to the project in Unity's developer dashboard
If you are using an older version of Unity be sure to upgrade, there was a known bug related to this
If none of these work, try setting the environment variable USYM_UPLOAD_AUTH_TOKEN to an arbitrary value. This will make uploading the symbol files to Unity's servers fail, but should cause your build to pass. [source]
You can also just disable Unity Cloud Diagnostics again to get it working immediately.
This issue occurs because enabling Unity's Cloud Diagnostics tell the Xcode Project to upload the symbol files to Unity's servers as part of building the game. That way you they have symbol files to help you process game crashes.
A bit of how this all works: You must log in to Unity so it can get a token to use for uploading the game's symbol files. Then, Unity sets the values USYM_UPLOAD_URL_SOURCE and USYM_UPLOAD_AUTH_TOKEN inside the generated Unity-iPhone.xcodeproj/project.pbxproj. During the xcode build there are two tools, usymtool and process_symbols.sh which use these values to send the symbols to Unity. You can find usymtool's logs at ~/Library/Logs/Unity/symbol_upload.log.
Same probrem, I fixed it for set disabled crash reporting in UnityConnectSettings.asset (Not a fundamental solution)
CrashReportingSettings:
m_EventUrl: https://perf-events.cloud.unity3d.com
- m_Enabled: 1
+ m_Enabled: 0

Google VR - Unity - Failed to load 'Assets/Plugins/x86_64/audioplugingvrunity.dll'

I am using Unity 5.3.5f1 Personal and I am trying to integrate Unity with Google VR SDK. Everything works great with stereoscopic rendering and I can add models to it. But console shows an error:
Failed to load 'Assets/Plugins/x86_64/audioplugingvrunity.dll' with error 'The specified module could not be found.'
Everything else works fine.
Background Information: I am using Windows 10 Pro edition
As you can see, I have the file audioplugingvrunity.dll in the desired folder but it still gives me a warning message.
Does the file exist at the stated path in your project? Note that in the prior version of the SDK, the filename was very slightly different (old: audiopluginvrunity.dll, new: audioplugingvrunity.dll, i.e. "vr" -> "gvr"). If the old file is still there, delete it in Windows explorer (with Unity closed), reopen Unity, and reimport the SDK.

Integrating GPGS and AdMob or Vungle

Using Unity 5.2.3.
Using Android SDK Rev. 23.1.1
Using Google Play Game Services Package 0.9.31a (Services Version 8.4.0) for unity.
Using AdMob 3.0.1
Using Vungle (can't link, stackoverflow not allowing more than 2 links)
Note: I am using AdMob and Vungle separately with Play game services.
I have integrated Play game services with my app and that's work fine but whenever I try to include any other packages like AdMob or Vungle following happens.
AdMob: I have included the package, whenever Compile or Reopen the project play-services-basement-8.4.0 get deleted, Play Games Package has Resolve Client Jars and I am 100% sure that to blame.
Vungle: I configured Vungle Package as described in their documentation but again whenever I compile or reopen the Project several of Vungle files along with Vungle's main file Assets/Plugins/Android/libs/"android-support-v4.jar" get deleted. Again maybe Resolve Client Jars to blame.
In both cases above, I have manually copied the missing files and include them while Unity was closed but those were gone as soon as project opens.
I have issued a bug report with Unity but they said they can't help with 3rd party and they don't have issue on Unity's end.
Please Help and let me know any additional information, ill be happy to assist you.
Regards,
Since PlayServicesResolver just find dependency by rules and copy "NEWEST" to project folder and Google Play Games already have dependency on support-library-v4 23.1.+. , we can not resolve this within Unity Plugin.
I would recommend:
As work around, you can navigate to Assets>Google Play Services>Settings>uncheck-"enable background resolution"
and manually copy support library from
$sdk/extras/android/m2repository/com/android/support/support-v4/21.0.3/support-v4-21.0.3.aar
to
Assets/Plugins/Android, and run Assets>Google Play Services>Resolve Client Jars and keep 21.0.3"
This will leave "older version" of "android-support-v4.jar", but Google Play Games might not work with this version of "android-support-v4.jar".
Can you please try this?
Thanks!