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Update the logic to load Godot Android plugins packaged into the binary.
The previous logic had the side effect of imposing a limit of one plugin per `aar` binary. The update lifts that restriction.
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@@ -42,11 +42,6 @@
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android:name="xr_mode_metadata_name"
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android:value="xr_mode_metadata_value" />
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<!-- Metadata populated at export time and used by Godot to figure out which plugins must be enabled. -->
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<meta-data
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android:name="plugins"
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android:value="plugins_value"/>
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<activity
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android:name=".GodotApp"
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android:label="@string/godot_project_name_string"
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