opl- / beatsaber-http-status

Live game status over web sockets.
MIT License
105 stars 36 forks source link

Could this ever work on the oculus quest? #65

Closed mandelmonkey closed 3 years ago

mandelmonkey commented 3 years ago

I am new to modding but is this 100% pc only or could it also work on the oculus quest version of beatsaber? So another app on the device could get events over localhost

jonathanhammond commented 3 years ago

+1 for an Oculus Question version. 🙏

ErisApps commented 3 years ago

This mod will never work on Quest, at least not in its current form. PC and Quest mods are vastly different, PC uses C# while Quest uses C++, which... are to vastly different programming languages. I'm not saying that it will never be possible to have a mod such as this one on Quest, however, it will have to be written specifically for Quest though.

mandelmonkey commented 3 years ago

Oh interesting your saying the quest unity was not written in unity? Or the android os is compiled it into c++?

On Fri, 11 Jun 2021, 07:23 opl-, @.***> wrote:

Closed #65 https://github.com/opl-/beatsaber-http-status/issues/65.

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ErisApps commented 3 years ago

Quest uses Unity as the underlying game engine as well, but the way mods are written for PC (including Oculus Link which is considered PCVR as well) and standalone Quest is vastly different from each other (it's like day and night of a difference if I have to use a figure of speech). Quest has been recompiled to C++ because IL2CPP is enabled for that platform. Other than that, Quest and PC both utilize vastly different modloaders as well so it's not just as simple as enabling a checkbox somewhere. 🙂 All those things happen to be one reason or another why mods have to be rewritten from scratch in order to run on standalone quest, or the other way around.

I hope that answers your questions?

mandelmonkey commented 3 years ago

Yes it does, thanks for explaining

On Fri, Jun 11, 2021 at 12:25 PM Eris @.***> wrote:

Quest uses Unity as the underlying game engine as well, but the way mods are written for PC (including Oculus Link which is considered PCVR as well) and standalone Quest is vastly different from each other (it's like day and night of a difference if I have to use a figure of speech). Quest has been recompiled to C++ because IL2CPP https://docs.unity3d.com/Manual/IL2CPP.html is enabled for that platform. Other than that, Quest and PC both utilize vastly different modloaders as well so it's not just as simple as enabling a checkbox somewhere. 🙂 All those things happen to be one reason or another why mods have to be rewritten from scratch in order to run on standalone quest, or the other way around.

I hope that answers your questions?

— You are receiving this because you authored the thread. Reply to this email directly, view it on GitHub https://github.com/opl-/beatsaber-http-status/issues/65#issuecomment-859513478, or unsubscribe https://github.com/notifications/unsubscribe-auth/ABSECN25YNGPFEUKRBGKEYLTSHXA7ANCNFSM46KTRSOA .