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<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:tools="http://schemas.android.com/tools"
package="com.godot.game"
android:versionCode="1"
android:versionName="1.0"
android:installLocation="auto" >
<supports-screens
android:smallScreens="true"
android:normalScreens="true"
android:largeScreens="true"
android:xlargeScreens="true" />
<uses-feature
android:glEsVersion="0x00020000"
android:required="true" />
<application
android:label="@string/godot_project_name_string"
android:allowBackup="false"
android:icon="@mipmap/icon"
android:isGame="true"
android:hasFragileUserData="false"
android:requestLegacyExternalStorage="false"
tools:ignore="GoogleAppIndexingWarning" >
<!-- Records the version of the Godot editor used for building -->
<meta-data
android:name="org.godotengine.editor.version"
android:value="${godotEditorVersion}" />
<!-- The following metadata values are replaced when Godot exports, modifying them here has no effect. -->
<!-- Do these changes in the export preset. Adding new ones is fine. -->
<activity
android:name=".GodotApp"
android:label="@string/godot_project_name_string"
android:theme="@style/GodotAppSplashTheme"
android:launchMode="singleTask"
android:screenOrientation="landscape"
android:configChanges="orientation|keyboardHidden|screenSize|smallestScreenSize|density|keyboard|navigation|screenLayout|uiMode"
android:resizeableActivity="false"
tools:ignore="UnusedAttribute" >
<!-- Focus awareness metadata is removed at export time if the xr mode is not VR. -->
<meta-data android:name="com.oculus.vr.focusaware" android:value="true" />
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
</application>
</manifest>
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