Open Slash-Kill opened 2 years ago
Are you using the .apk from the github releases or are you trying to launch from godot using the master branch? Could you try and see if adb shows some meaningfull error messages?: for example useing adb logcat -s godot:* GodotOVRMobile:*
I downloaded the .apk from the GitHub releases. I also tried running it by downloading the source code and running it in Godot using the SteamVR plugin, and got the same result.
I'm getting the same thing (black screen). Here's what it says when I run the command you gave in your example:
adb logcat -s godot:* GodotOVRMobile:* zsh: no matches found: godot:*
I tried starting it using adb and this is what it shows:
adb shell monkey -p org.dammertz.vr.godot_beep_saber -c android.intent.category.LAUNCHER 1 bash arg: -p bash arg: org.dammertz.vr.godot_beep_saber bash arg: -c bash arg: android.intent.category.LAUNCHER bash arg: 1 args: [-p, org.dammertz.vr.godot_beep_saber, -c, android.intent.category.LAUNCHER, 1] arg: "-p" arg: "org.dammertz.vr.godot_beep_saber" arg: "-c" arg: "android.intent.category.LAUNCHER" arg: "1" data="org.dammertz.vr.godot_beep_saber" data="android.intent.category.LAUNCHER" ** No activities found to run, monkey aborted.
I don't really know what I'm doing, so if I can do this differently let me know.
I have the same issue on the Quest 2. Is there something else I need to install?
All versions in GitHub Releases have this issue on Quest 2, presumably because of an error that occurs while loading the splash screen texture.
All versions in GitHub Releases have this issue on Quest 2, presumably because of an error that occurs while loading the splash screen texture.
seems like something in recent Quest updates have broke it, you can use this fork that is ported to godot 4 and openxr: https://github.com/leandrodreamer/BeepSaber/releases
(i keep it on my own fork because most of OQ_Toolkit is not ported)
Thank you, @leandrodreamer ! Your port works like a charm.
Before your post, I tried building 3.x version of Beep Saber myself using Godot 3.5.2. I followed these instructions on how to deploy the Oculus Mobile Godot plugin, but it didn't work. However I don't think it's worthwhile to debug the issue since Oculus Mobile plugin is deprecated and you've already ported the game to Godot 4 and OpenXR.
If anyone is curious about how Godot 3.x performs on Quest 2, this release of Godot Oculus Quest Toolkit contains a Beep Saber demo and it works on Quest 2.
@leandrodreamer if you have free time, I kindly encourage you to work on your Beep Saber fork. Or at least you can briefly describe what needs to be done about OQ_Toolkit so that others can continue. I think it might be better to continue the development in a separate repository since the original developer @NeoSpark314 seems to be inactive. Also I like how you renamed the game to "OpenSaber" in your fork, it fits better.
@leandrodreamer that works brilliantly on the Quest 2 - thanks :-)
Before your post, I tried building 3.x version of Beep Saber myself using Godot 3.5.2. I followed these instructions on how to deploy the Oculus Mobile Godot plugin, but it didn't work. However I don't think it's worthwhile to debug the issue since Oculus Mobile plugin is deprecated and you've already ported the game to Godot 4 and OpenXR.
i managed to port it myself to godot 3.5.2 by replacing oculus mobile with openxr, but again a lot of OQ_toolkit depends on it and also performance is not as good as it is in godot 4
When I Launch BeepSaber on my Quest 2 it is just a black screen.