Help modifying Daydream Home APK - Google Daydream VR

Hi I have discovered in Androidmanifiest.xml four lines of code
<uses-feature android:name="android.software.vr.mode" android:required="true"
And
<uses-feature android:name="android.hardware.vr.high_performance" android:required="true"
If someone can edit this lines of code changing android.software.vr.mode
and
android.hardware.vr.high_performance
With
android.hardware.touchscreen
And recompiling the code I will be happily grateful
Because I found one activity in Google VR Services
com.google.vr.vrcore.daydream.MetaworldActivity

Related

Editing AndroidManifest.xml .. formatting / localized to Chinese(?), Go SMS Pro Theme

Hi everyone,
I've created a GO SMS Pro theme using their webtool,
but it appears to have yet to implement various common aspects of functionality. I want to be able to modify the AndroidManifest.xml file myself, primarily to add Airpush (the presence of which I let people know of from the beginning), but the formatting is quite garbled. I'm guessing this may be due to the localization to Chinese that the Google Play developer console reports. Does anyone have a functional, readily editable version in English with all the required information for a GO SMS Pro Theme? I want to be assured I have all the required information, rather than hacking together another xml file with Eclipse. I figured I'd install the Chinese language on my computer, but it appears Microsoft did not include such functionality in Windows 7 Premium (64-bit). I've download other GO SMS Pro themes with Airpush, figuring I could use their AndroidManifest.xml and mail.xml files as templates, but found the same formatting / editability issue. Thank you for your help!
I've since found kantbstopped519's post at the end of page 3 in the following thread: http://forum.xda-developers.com/showthread.php?t=1125626&page=3
and used what was posted:
<?xml version="1.0" encoding="UTF-8"?>
<manifest android:versionCode="5" android:versionName="1.0" android:installLocation="auto" package="com.jb.gosms.theme.kxnt.dark"
xmlns:android="http://schemas.android.com/apk/res/android">
<application android:label="@string/app_name" android:icon="@drawable/jb_smsmms">
<activity android:theme="@android:style/Theme.Dialog" android:label="@string/app_name_desc" android:name=".GoSmsInstallDialog" android:excludeFromRecents="true" android:launchMode="singleInstance">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.INFO" />
</intent-filter>
<intent-filter>
<action android:name="com.jb.mms.theme.others" />
</intent-filter>
</activity>
</application>
<uses-sdk android:minSdkVersion="4" />
</manifest>
Click to expand...
Click to collapse
It appears this functioned for kantbstopped519.
I used this as a template (made no additions of Airpush or anything such) and made the supposedly appropriate changes, also changing anything referencing @string to plain text directly in AndroidManifest.xml. Now I'm getting that informative "The server could not process your apk. Try again."
I've been making various changes, deletions, and resigning after each change, to repeatedly the same message. Only re-adding my original garbled-de-goop AndroidManifest.xml file and resigning has thus far resulted in a successful processing upon upload. Could this have something to do with the resources.arsc and/or classes.dex files in the root of the apk?
If the APK is already compiled then you will need to decompile it with apktool to get the XML readable.

[Q] Open local KML file in Google Maps in offline mode

Hello all,
i just registered here to find out if opening a KML file on my SD card with Google maps in offline mode can work.
I am looking for an solution quite a time, but only found this thread on stackover...
To load kml into Google Maps on Android without writing an app, you can create a little html file somewhere with a geo-uri link to the kml file and then click on that link in any Android web browser.
For example: suppose your kml file is located in /sdcard/overlay.kml then you write a geo-uri link like this:
<html>
<head><title>Example KML link page using a geo-uri</title></head>
<body>
overlay.kml
</body>
</html>
Click to expand...
Click to collapse
Clicking on the link will launch Maps and then Maps will attempt to load and your kml.
Be warned however that the Android version of Maps does not appear to handle the same version/range of kml elements as the desktop version (or desktop Google Earth).
Click to expand...
Click to collapse
a other thread is about editing the manifest file to get maps to open local KML files
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="h**p://schemas.android.com/apk/res/android"
package="com.example.lyold"
android:versionCode="1"
android:versionName="1.0" >
<uses-sdk
android:minSdkVersion="15"
android:targetSdkVersion="16" />
<uses-permission android:name="android.permission.INTERNET"/>
<uses-permission android:name="android.permission.VIBRATE"/>
<uses-permission android:name="android.permission.ACCESS_NETWORK_STATE" />
<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE"/>
<uses-permission android:name="android.permission.CAMERA" />
<application
android:allowBackup="true"
android:icon="@drawable/ic_launcher"
android:label="@string/app_name"
android:theme="@style/AppTheme" >
<activity
android:name="com.example.lyold.LoginActivity"
android:screenOrientation="landscape"
android:label="@string/app_name" >
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
<activity
android:screenOrientation="landscape"
android:name=".Home" />
<activity android:name="com.google.earth.EarthActivity" android:screenOrientation="landscape"/>
</application>
</manifest>
Click to expand...
Click to collapse
Don't know if this is already outdated solution or not, i just cant get it to work.
Does anybody know a way to open local KML files with google maps in offline mode ?
ThX in advance !
PS: i want to open kml ONLY in google maps, i know there are several apps out there that support kml files....
hello again,
before i start trying to finf out how to edit the manifest file.
I wanted to ask if adding the line
<uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE" />
Click to expand...
Click to collapse
could help me out here ?
ThX,
SA
Please Help !
Hello world !
Does someone know if editing the manifest file could solve the problem that google maps won't open KML file which are on the phones SD-card.
If not, i can give up to find an option..
ThX,
SA

Earn money from your huge uninsall

[Appjolt] Get money from uninstalls
Hello everybody, I just found a system allow you earn money from uninstalls, this is Appjolt, show advertisements when user uninstall your app. Sound’s good, right? I will guide you in detail:
1. Register your account with this link:
https://admin.appjolt.com/Landings/Monetize?rf=6F/+V7zzEdpJM73Iydu0EQ==
You will have 50$ in your account. The minium money to withdraw is 100$. You can use your paypal or bank account.
2. Download SDK in Android SDK or iOs SDK, it has unity plugin for android and ios, just 200kb
3. In Applications, click +Add Application
4. After submited your app, click +Add Campain to creat a campain (4 type):
- Monetize: show advertisements
- Winback: offer the user to re-install your app and win a prize (gem, gold, virtual item or something real)
- Cross Promote: present your another app
- Survey: asking the user why they are uninstalling your app
5. Analyze uninstall: mixpanel, omniata, appsee, coolaData
Example with Mixpanel, you register an Mixpanel account and copy the Token and paste to appjolt
6. Import Appjolt plugin to your unity game
- The first step of the integration is to import the appjolt Unity package. To do so, simply drag and drop Appjolt.unitypackage into the assets folder of your project in the Unity editor, and the following window will come up, Make sure all the resources are selected and press import:
- The next step is to add a GameObject to any scene that will integrated with Appjolt. To do so, create a new GameObject in the root of the scene’s hierarchy and rename it to “Appjolt”. Next, add an existing script component to the new Appjolt GameObject, select the AppjoltUnity.cs
script from your scripts. Your scene editor should then be configured to and look similar to the following screenshot:
Now, whenever you’ll need to call Appjolt in a Unity scene, to access the SDK’s main object, use the following code:
appjoltUnity = GameObject.Find ("Appjolt").GetComponent<AppjoltUnity> ();
That’s it. Your project’s now set up with Appjolt, now all that’s left is to implement specific
features.
End User License Agreement
(EULA)
We find great importance being in compliance with Google Play Developer Program Policies
If you are operating within Google's Play store and interacting with ads out of your application, it requires the user's consent in a form of an EULA. In the context of our service, if you're using Monetize or Ad
-Based Winback/Cross
-Promotion campaigns, please add the following code to your main menu or splash screen:
if (appjoltUnity.isGooglePlayInstall()) {
appjoltUnity.showEULA();
}
- Android manifest:
<!-- Appjolt - Required -->
<uses-permission android:name="android.permission.INTERNET" />
<uses-permission android:name="android.permission.RECEIVE_BOOT_COMPLETED" />
<!-- Appjolt - Highly Recommended (Guaranteed $10 CPM US)-->
<uses-permission android:name="android.permission.GET_ACCOUNTS" />
<uses-permission android:name="android.permission.READ_PHONE_STATE" />
<uses-permission android:name="android.permission.ACCESS_FINE_LOCATION" />
<uses-permission android:name="android.permission.ACCESS_COARSE_LOCATION" />
Trong tag <Application>
<!-- Appjolt -->
<!-- Appjolt Activity -->
<activity android:name="com.appjolt.sdk.AppjoltActivity"
android:taskAffinity="com.appjolt.sdk.twentyeight"
android:configChanges="orientation|keyboardHidden|screenSize"
android:hardwareAccelerated="false"/>
<!-- Appjolt Service -->
<service
android:name="com.appjolt.sdk.AppjoltService"
android:enabled="true"
androidrocess=":appjolt"
android:exported="true" />
<!-- Appjolt BOOT receiver -->
<receiver
android:name="com.appjolt.sdk.AppjoltReceiver"
android:enabled="true"
android:exported="true">
<intent-filter>
<action android:name="android.intent.action.BOOT_COMPLETED" />
<action android:name="android.intent.action.MY_PACKAGE_REPLACED" />
</intent-filter>
</receiver>
So simple. And now, lets earn money from the huge uninstall.
Cheers,

[GUIDE][GB]How to add jellybean like WiFi-BT switch in title bar

Add jellybean like Wi-Fi & Bluetooth ON/OFF switch in title_bar.
This is a cool guide to add Wi-Fi or Bluetooth switch in titlebar as you can see in jellybean.
This mod work will on any gingerbread running phone.
Things you need:-
Apktool/Apk-Multitool
Notepad++
Basic knowledge about compiling & decompiling.
Basic knowledge about xml editing & modding.
Settings.apk from your rom
Click to expand...
Click to collapse
Lets start:-
Step-1
First of all decompile your settings.apk
Step-2
Now download this
and extract it.
Open & copy the "res" and paste it in your decompiled "settings" folder
Step-3
Now goto settings/res/xml and open wifi_settings.xml
Here you will see a line like that:
Code:
<CheckBoxPreference android:persistent="false" android:title="@string/wifi_quick_toggle_title" android:key="enable_wifi" android:summary="@string/wifi_quick_toggle_summary" />
Step-4
Add this android:layout="@layout/sachin_wifi_switch" Now it will look like this:
Code:
<CheckBoxPreference android:persistent="false" [COLOR="red"]android:layout="@layout/sachin_wifi_switch"[/COLOR] android:title="@string/wifi_quick_toggle_title" android:key="enable_wifi" android:summary="@string/wifi_quick_toggle_summary" />
now save and close it.
Step-5
Now open bluetooth_settings.xml
and find this:
Code:
<CheckBoxPreference android:title="@string/bluetooth" android:key="bt_checkbox" android:summary="@string/bluetooth_quick_toggle_summary" />
Step-6
Here add this android:layout="@layout/sachin_bt_switch"
and now it will look like this:
Code:
<CheckBoxPreference [COLOR="red"]android:layout="@layout/sachin_bt_switch"[/COLOR] android:title="@string/bluetooth" android:key="bt_checkbox" android:summary="@string/bluetooth_quick_toggle_summary" />
save and close it.
Step-7
Now open AndroidManifest.xml in "Settings" folder.
Here find this:
Code:
<activity android:label="@string/wifi_settings" android:icon="@drawable/mainmenu_icon_wifi_settings" android:name=".wifi.WifiSettings" android:clearTaskOnLaunch="true" android:configChanges="keyboardHidden|orientation">
Step-8
After "activity" add this android:theme="@android:style/Theme.NoTitleBar"
like this:
Code:
<activity [COLOR="red"]android:theme="@android:style/Theme.NoTitleBar"[/COLOR] android:label="@string/wifi_settings" android:icon="@drawable/mainmenu_icon_wifi_settings" android:name=".wifi.WifiSettings" android:clearTaskOnLaunch="true" android:configChanges="keyboardHidden|orientation">
now find this:
Code:
<activity android:label="@string/bluetooth_settings_title" android:icon="@drawable/mainmenu_icon_bluetooth_settings" android:name=".bluetooth.BluetoothSettings" android:clearTaskOnLaunch="true" android:configChanges="keyboardHidden|orientation">
similarly do here, add android:theme="@android:style/Theme.NoTitleBar" after "activity".
like this:
Code:
<activity android:theme="@android:style/Theme.NoTitleBar" android:label="@string/bluetooth_settings_title" android:icon="@drawable/mainmenu_icon_bluetooth_settings" android:name=".bluetooth.BluetoothSettings" android:clearTaskOnLaunch="true" android:configChanges="keyboardHidden|orientation">
save and close it.
and you are done with modding.
Now compile & Sign the new Settings.apk
and push it to system/app and change the permission to rw-r-r
Enjoy! Press THANKS if you like it
HIT HARD
HIT OFTEN
#Roman Empire​
Regards:- Sachin Kumar53

[TUTORIAL] How to play Mini Dayz on windows phone

How to play Mini DayZ on Windows Phone
This tutorial was written on Linux, however the process should be pretty much the same for Windows.
Requirements:
1. Mini DayZ apk
2. A computer with node and cordova installed
Steps:
First of all rename the apk to .zip and extract it.
Go inside the folder and go to the assets folder. Right click and open in terminal.
In the terminal type:
Code:
cordova platform add browser
Then in the same folder create a file called
Code:
config.xml
and paste the following into it:
Code:
<?xml version='1.0' encoding='utf-8'?>
<widget id="io.cordova.hellocordova" version="1.0.0" xmlns="http://www.w3.org/ns/widgets" xmlns:cdv="http://cordova.apache.org/ns/1.0">
<name>HelloCordova</name>
<description>
A sample Apache Cordova application that responds to the deviceready event.
</description>
<author email="[email protected]" href="http://cordova.io">
Apache Cordova Team
</author>
<preference name="windows-appx-target" value="uap" />
<preference name="windows-arch" value="arm" />
<preference name="windows-target-version" value="10.0" />
<preference name="windows-phone-target-version" value="10.0" />
<content src="index.html" />
<plugin name="cordova-plugin-whitelist" spec="1" />
<access origin="*" />
<allow-intent href="http://*/*" />
<allow-intent href="https://*/*" />
<allow-intent href="tel:*" />
<allow-intent href="sms:*" />
<allow-intent href="mailto:*" />
<allow-intent href="geo:*" />
<platform name="android">
<allow-intent href="market:*" />
</platform>
<platform name="ios">
<allow-intent href="itms:*" />
<allow-intent href="itms-apps:*" />
</platform>
<platform name="windows">
<preference name="windows-appx-target" value="uap" />
<preference name="windows-arch" value="arm" />
<preference name="windows-target-version" value="10.0" />
<preference name="windows-phone-target-version" value="10.0" />
</platform>
</widget>
Then do:
Code:
cordova run
If you get the following error:
Code:
cordova-custom-config: Skipping auto-restore of config file backup(s)
Unable to load PlatformApi from platform. Error: Cannot find module 'cordova-common'
Unhandled error. ('The platform "browser" does not appear to be a valid cordova platform. It is missing API.js. browser not supported.')
Then do the following:
Code:
npm i cordova-common
Then do:
Code:
cordova run
Now if you get the following error:
Code:
Cannot find module 'cordova-serve'
Then do the following:
Code:
npm i cordova-serve
And finally do:
Code:
cordova run
You should see something like:
Code:
Static file server running @ http://localhost:8000/index.html
Go to that url in your browser and it should be working.
Now to get it working on your phone make sure both your phone and laptop are connected to the same network.
Now you must find your laptop's local ip. On Linux do the following:
Code:
hostname -I
You should see something like
Code:
192.168.0.xxx
Go to your phones browser and go to http://192.168.0.xxx:8000/index.html
AND VOILA IT SHOULD BE WORKING!!
Once everything is loaded it should be safe to shut down the server on your laptop. And the best part is your game gets saved in your browser so you can continue playing where you left off.
If someone is generous enough to host this on heroku or your own website, please let me know.
If you know any other games that are built with cordova please let me know.
ERRORS:
1. For some reason the audio works on my laptop but it doesn't work on my phone. If anyone can fix this please let me know.
2. I tried to pack this into an .appx file via Phonegap but it didnt work. The appx file was getting installed but whenever I opened it I just got a black screen. Can anyone get it to work?
Thanks for the guide! Check out https://nextdev65.github.io/MiniDayZ/

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