Ask: BulkXR is not compatible with custom resource paths

I am an iOS Mobile app developer. I am recently writing a POC demo app based on cocos creator and cocos XR. When doing technical POC for the XR function, I encountered some problems. I would like to ask you to help me see where the problem is.

need:

In the XR-based demo project, I encapsulated a layer on the upper layer of the cocos engine, provided it to the business layer to call and display the cocos game interface, and switch different game scenes as needed.

practice:

Therefore, through the FileUtils::setDefaultResourceRootPath method in the native engine, the location where the resource package is stored is modified, hoping to load different cocos ab packages on different pages. For example, page A is a game A, and page B is a game B.

In practice, the above methods are all feasible, but in the AR demo of Cocos XR, the above methods are invalid. I put the ab package into an iOS bundle, and no matter how I tried, there was no way to accurately recognize the image to achieve the AR effect.

Later, after many attempts, I found that the only way to succeed was to place the ab package in the root directory of the app (which is the default resource storage method in the cocos creator project).

consult:

  1. Is it true that in libar.a, the underlying layer is hard coded when processing the resource reading path?

  2. Or does the type-script code in the Image-Tracking demo in the AR demo need to be modified (I know nothing about type-script)?