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Example manifest or project settings? #9

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@OrangyTang

I am currently porting a Unity 2022 OpenVR game to OpenXR so I can do an Android Arm64 build for the Frame.

For an unknown reason, the apk I've built fails to launch on Frame (Steam says 'running' but no display ever opens). I installed the Utilities package hoping the Lepton Validator would highlight something, but although it picked up one issue (android SDK level) I still am unable to launch the apk.

So I guess my questions are:

  1. Is there an example AndroidManifest which I can reference? My current manifest has inherited a lot from the Quest build, but I have no idea how many of these are required or even used by Lepton. The steamworks docs don't really mention this at all so a reference manifest would be very handy.

  2. Is it possible to get one of the samples (eg. the refresh rate sample) as a complete project, rather than just injecting into an existing one?

Hope this is an appropriate place to ask this!

Thanks.

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  1. carrotstien commented on Jul 16, 2026

    @carrotstien

    Are you still having a problem? I found some things which cause exactly what you are saying but not others.

    For example, it seems (in a barebones project), if you break one of these requirements while the feature is enabled, you get no display

    Image
  2. keithbradner commented on Sep 22, 2026

    @keithbradner
    Collaborator

    Hello, have you resolved this issue?

  3. OrangyTang commented on Sep 28, 2026

    @OrangyTang
    Author

    No, I ended up using Proton/FEX to run our Win64 build on Frame, rather than Android/Lepton. As far as I know my two original points are still valid - there's no documentation on what Steam Frame cares about for an Android Manifest, and in lieu of any explicit documentation I think a standalone sample would be a good idea.

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