Meta files that fail on Mac due to hardcoded Windows-style path\filename
Is there a maintained list of Meta UE source files (.cpp/.h) that hardcode Windows-style backslashes in file paths (e.g., path\filename instead of path/filename)? On macOS, those paths aren’t valid and have been breaking packaging/deployment (and sometimes Xcode builds) for me. I’ve confirmed at least two instances and suspect more. A complete inventory would let me verify whether this is the root cause of my Mac build/deploy failures and fix them efficiently.58Views0likes2CommentsTracking issues on a Meta Quest Pro in PCVR, Air Link, large surface (200m2)
Hello Meta VR community, We're encountering intermittent tracking issues with our Meta Quest Pro headsets and are seeking guidance or insights that might help resolve these problems. Here's a summary of our setup and what we've experienced: Equipment and Software: We are using three Meta Quest Pro headsets, purchased weeks apart. Our VR application is developed in C++ using our own engine and leverages the OpenXR API. Usage Environment: The headsets are used in a large 200m2 area for a scientific study. We have disabled physical space management and boundaries to allow free movement across this large area. We use the Air Link mode. Modifications: We've covered the proximity sensor inside the headset (the one that detects if the user is wearing the headset or not) to prevent the VR environment from resetting each time the headset is removed and put back on. Issue Details: Generally, the headsets perform well in 15-25 minute sessions. However, 2-3 times a day, in average all three headsets experience what seems like a tracking loss, resulting in a reference frame shift. Sometimes, the correct tracking resumes within a second; other times, it does not recover by itself. Sometimes there won't be any problem for the whole day, sometimes it looses tracking several times per our. Troubleshooting Done: We've already tried removing boundaries, resetting the headsets, cleaning the lenses, and updating the firmware of both the headsets and the connected PCs. These steps haven't resolved the issue, which also occurs on a Quest 3. Hardware Specifications: PCs: Windows 10 64-bit, Core i7, equipped with GeForce 3080 TI or 4080 GPUs (tested on 2 machines). Networking: WiFi 6E router. VR Headsets: Three Meta Quest Pro headsets, running on v63 Lighting: Consistent lighting conditions, with the issue manifesting in two distinct locations. Given these details, could anyone provide any suggestions on what might be causing these tracking issues or recommend further troubleshooting steps? We're eager to ensure a stable experience and are open to any advice you may have. Thank you in advance for your support!3.2KViews0likes7CommentsWhy it seems it's not possible to use CPP in the NDK sources ?
Hi, I am still messing up with code and trying to get my things work. My stuff is entirely done in CPP however I noticed all sources in the NDK samples are plain C-99 .. If I take the VrCubeWorld_Vulkan sample and I try to add to the project a simple "Banana.cpp" file that contains as simple as : #include <stdio.h> #include <stdbool.h> bool InitWorld (void *p) { return true; } Then I modify the Android.mk file as : LOCAL_MODULE := vrcubeworldvk #LOCAL_CFLAGS := -std=c99 -Werror LOCAL_SRC_FILES := ../../../Src/VrCubeWorld_Vulkan.c \ ../../../Src/Banana.cpp \ ../../../Src/Framework_Vulkan.c And then from within I call : extern bool InitWorld (void *p); void android_main( struct android_app * app ) { ALOGV( "----------------------------------------------------------------" ); ALOGV( "android_app_entry()" ); ALOGV( " android_main()" ); InitWorld("Pappinone"); When I try to compile it spews those sort of errors : Build command failed. Error while executing process /home/gilesgoat/Android/Sdk/ndk/20.1.5948944/ndk-build with arguments {NDK_PROJECT_PATH=null APP_BUILD_SCRIPT=/home/gilesgoat/OVR-SDK-Mobile/VrSamples/VrCubeWorld_Vulkan/Projects/Android/jni/Android.mk NDK_APPLICATION_MK=/home/gilesgoat/OVR-SDK-Mobile/VrSamples/VrCubeWorld_Vulkan/Projects/Android/jni/Application.mk APP_ABI=arm64-v8a NDK_ALL_ABIS=arm64-v8a NDK_DEBUG=1 APP_PLATFORM=android-21 NDK_OUT=/home/gilesgoat/OVR-SDK-Mobile/VrSamples/VrCubeWorld_Vulkan/Projects/Android/build/intermediates/ndkBuild/debug/obj NDK_LIBS_OUT=/home/gilesgoat/OVR-SDK-Mobile/VrSamples/VrCubeWorld_Vulkan/Projects/Android/build/intermediates/ndkBuild/debug/lib V=0 -j4 -C/home/gilesgoat/OVR-SDK-Mobile/VrSamples/VrCubeWorld_Vulkan/Projects/Android APP_PLATFORM=android-21 NDK_TOOLCHAIN_VERSION=clang APP_STL=c++_static NDK_DEBUG=1 OVR_DEBUG=1 USE_ASAN=1 /home/gilesgoat/OVR-SDK-Mobile/VrSamples/VrCubeWorld_Vulkan/Projects/Android/build/intermediates/ndkBuild/debug/obj/local/arm64-v8a/libvrcubeworldvk.so} make: Entering directory `/home/gilesgoat/OVR-SDK-Mobile/VrSamples/VrCubeWorld_Vulkan/Projects/Android' [arm64-v8a] Compile : vrcubeworldvk <= VrCubeWorld_Vulkan.c [arm64-v8a] Compile++ : vrcubeworldvk <= Banana.cpp [arm64-v8a] Compile : vrcubeworldvk <= Framework_Vulkan.c [arm64-v8a] Prebuilt : libvrapi.so <= /home/gilesgoat/OVR-SDK-Mobile/VrSamples/VrCubeWorld_Vulkan/Projects/Android/jni/../../../../../VrApi/Projects/AndroidPrebuilt/jni/../../../Libs/Android/arm64-v8a/Debug/ [arm64-v8a] StaticLibrary : libandroid_native_app_glue.a [arm64-v8a] SharedLibrary : libvrcubeworldvk.so /home/gilesgoat/OVR-SDK-Mobile/VrSamples/VrCubeWorld_Vulkan/Projects/Android/build/intermediates/ndkBuild/debug/obj/local/arm64-v8a/objs-debug/vrcubeworldvk/__/__/__/Src/VrCubeWorld_Vulkan.o: In function `android_main': /home/gilesgoat/OVR-SDK-Mobile/VrSamples/VrCubeWorld_Vulkan/Projects/Android/jni/../../../Src/VrCubeWorld_Vulkan.c:1429: undefined reference to `InitWorld' clang++: error: linker command failed with exit code 1 (use -v to see invocation) make: *** [/home/gilesgoat/OVR-SDK-Mobile/VrSamples/VrCubeWorld_Vulkan/Projects/Android/build/intermediates/ndkBuild/debug/obj/local/arm64-v8a/libvrcubeworldvk.so] Error 1 make: Leaving directory `/home/gilesgoat/OVR-SDK-Mobile/VrSamples/VrCubeWorld_Vulkan/Projects/Android' If I "transform" all in .cpp gets even worse, it cannot find all the ovrVK... functions. Is any way to "properly MIX" cpp and C in the VRAPI samples or the only solution would be to "confine" all the CPP code into a precompiled lib and call the few needed functions via some C wrapper ? Why the examples do not support CPP ? If that Banana.cpp is renamed in Banana.c all works ( but you can't use CPP stuff in ). Cheers.795Views0likes1Comment