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.39Views0likes2CommentsMETA XR on Mac OS - Meta Fork & UE standard install both failing
Has anyone had a problem with using the META XR plugin on the Mac? I have tried using the instructions exactly for developing for the Quest using UE on Mac absolutely by the book both using the Meta Fork of UE and doing a standard install and then installing the Meta XR plugin. Both are failing at deploy on my Quest 3. They either stop at the splash screen or crash out at the splash screen. However, with the standard install NOT using Meta XR plugin, it's starting correctly. Reenabling the META XR plugin then results in a crash, typically a shader crash. I'm relatively new to this so any recommendations are greatly appreciated. In case this is helpful: Model Name: Mac Studio Model Identifier: Mac13,1 Model Number: MJMV3LL/A Chip: Apple M1 Max Total Number of Cores: 10 (8 performance and 2 efficiency) Memory: 32 GB Thanks!47Views0likes0CommentsCan't open ODH 1.2.0 on Mac OS - Apple cannot check it for malicious software
I'm getting an error attempting to open ODH On MacOS Big Sur 11.0.1. The error, "“Oculus Developer Hub.app” can’t be opened because Apple cannot check it for malicious software. This software needs to be updated. Contact the developer for more information." I did not see this with the previous version, so it looks like something is missing. Did the ODH team correctly sign the app? I've worked around the problem by allowing ODH to open from the System Preferences > Security & Privacy > General... Allow...1.4KViews0likes1CommentQuest development on a macOS
Short version: Is anyone doing Guest development on macOS with Unity or Unreal, and if so can you provide basic guidance on getting your dev environment setup? Long version: My Quest is in the mail and I’d like to start exploring development options. I’m getting started in Oculus development and would like to avoid buying a Windows machine or relying exclusively on Parallels (or a Windows VM). While I’ve found some barebones guidance on working with Unity and Oculus via Mac its vague as to whether this will be applicable for the Quest. If this is a simple RTFM [and here’s a link to it] then that would be appreciated too! A few solid directions should be all I need (famous last words).Solved6.2KViews0likes4Comments