My situation is that I'm attempting to build a vulkan + openxr app for the Oculus Quest.
I've thus far successfully generated my libmyapp.so making use of android_native_app_glue (along with vulkan and oculus' version of openxr).
I have an AndroidManifest.xml which uses <application ... android:hasCode="false">, and the <activity> tag contains <meta-data android:name="android.app.lib_name" android:value="myapp"/> (along with the other recommendations here:
https://developer.android.com/ndk/samples/sample_na , and here
https://developer.oculus.com/downloads/package/oculus-openxr-mobile-sdk/ ).
I have a build.gradle file which looks like the following:
android {
compileSdkVersion 30
buildToolsVersion "30.0.0"
project.archivesBaseName = "myapp"
ndkVersion "21.3.6528147"
defaultConfig {
applicationId "com.dophil.myapp"
minSdkVersion 26
targetSdkVersion 26
compileSdkVersion 26
versionCode 1
versionName "0.1"
}
sourceSets {
main {
manifest.srcFile 'AndroidManifest.xml'
}
}
}
and can run `gradle build` with success (it even generates an .apk).
However- I'm quite sure that I'm missing at LEAST one step (and likely many), because I haven't made explicit where libmyapp.so exists such that it could package it in the .apk (let alone the other resources libmyapp.so expects to be able to find).
what are my next steps in packaging that library, and other resources it needs, together into a coherent .apk? (If this is too large a question, I would also appreciate being directed to some resource which I could use to help myself!) I would prefer if possible to NOT rely on using android studio to create a new project and porting my existing project structure to that (I already have compiled my NDK-using C++ codebase!).