godot/platform/android/java/editor/src/horizonos/AndroidManifest.xml

<manifest xmlns:android="http://schemas.android.com/apk/res/android"
    xmlns:tools="http://schemas.android.com/tools"
    xmlns:horizonos="http://schemas.horizonos/sdk">

    <horizonos:uses-horizonos-sdk
        horizonos:minSdkVersion="69"
        horizonos:targetSdkVersion="69" />

    <uses-feature
        android:name="android.hardware.vr.headtracking"
        android:required="true"
        android:version="1"/>

    <!-- Oculus Quest hand tracking -->
    <uses-permission android:name="com.oculus.permission.HAND_TRACKING" />
    <uses-feature
        android:name="oculus.software.handtracking"
        android:required="false" />

    <!-- Passthrough feature flag -->
    <uses-feature android:name="com.oculus.feature.PASSTHROUGH"
        android:required="false" />

    <!-- Overlay keyboard support -->
    <uses-feature android:name="oculus.software.overlay_keyboard" android:required="false"/>

    <!-- Render model -->
    <uses-permission android:name="com.oculus.permission.RENDER_MODEL" />
    <uses-feature android:name="com.oculus.feature.RENDER_MODEL" android:required="false" />

    <!-- Anchor api -->
    <uses-permission android:name="com.oculus.permission.USE_ANCHOR_API" />

    <!-- Scene api -->
    <uses-permission android:name="com.oculus.permission.USE_SCENE" />

    <application>

        <activity
            android:name=".GodotEditor"
            android:exported="true"
            android:screenOrientation="landscape"
            tools:node="merge"
            tools:replace="android:screenOrientation">
            <intent-filter>
                <action android:name="android.intent.action.MAIN" />
                <category android:name="android.intent.category.DEFAULT" />
                <category android:name="android.intent.category.LAUNCHER" />
                <category android:name="com.oculus.intent.category.2D" />
            </intent-filter>

            <meta-data android:name="com.oculus.vrshell.free_resizing_lock_aspect_ratio" android:value="true"/>
        </activity>

        <activity
            android:name=".GodotXRGame"
            android:configChanges="orientation|keyboardHidden|screenSize|smallestScreenSize|density|keyboard|navigation|screenLayout|uiMode"
            android:process=":GodotXRGame"
            android:launchMode="singleTask"
            android:icon="@mipmap/ic_play_window"
            android:label="@string/godot_game_activity_name"
            android:exported="false"
            android:screenOrientation="landscape"
            android:resizeableActivity="false"
            android:theme="@android:style/Theme.Black.NoTitleBar.Fullscreen">
            <intent-filter>
                <action android:name="android.intent.action.MAIN" />
                <category android:name="android.intent.category.DEFAULT" />
                <category android:name="com.oculus.intent.category.VR" />
                <category android:name="org.khronos.openxr.intent.category.IMMERSIVE_HMD" />
            </intent-filter>
        </activity>

        <!-- Supported Meta devices -->
        <meta-data
            android:name="com.oculus.supportedDevices"
            android:value="quest3|questpro"
            tools:replace="android:value" />

        <!--
        We remove this meta-data originating from the vendors plugin as we only need the loader for
        now since the project being edited provides its own version of the vendors plugin.

        This needs to be removed once we start implementing the immersive version of the project
        manager and editor windows.
         -->
        <meta-data
            android:name="org.godotengine.plugin.v2.GodotOpenXRMeta"
            android:value="org.godotengine.openxr.vendors.meta.GodotOpenXRMeta"
            tools:node="remove" />

        <!-- Enable system splash screen -->
        <meta-data android:name="com.oculus.ossplash" android:value="true"/>
        <!-- Enable passthrough background during the splash screen -->
        <meta-data android:name="com.oculus.ossplash.background" android:value="passthrough-contextual"/>

    </application>

</manifest>