Make a Unity game for Wii U

Hi !
I'm proud to announce that the tutorial is finished !
There is the tutorial with installation of all software programs, build the game and install it to a Wii U Unit

Here is the Google Drive link : Unity Wii U Tutorial

The 2 parts are available in English and French.

The Tutorial for Wii U Cafe SDK Deluxe (my tool to convert Wii U Dev files to normal Wii U unit) is here : GBATemp Thread

Note : Just one little thing, the v1.3.0 of Wii U Cafe SDK is not released (yet) but there is the automated installation tutorial, but all other things are the same. I will tell when the v1.3.0 will be available

I'm available by PM or here for any questions !

- RetroAndDev

Original Post
Hello,
Today I am proud to introduce my first part of the tutorial about making a Wii U Game with Unity.

This tutorial will be divided in multiple parts and will be available in English and French.
And today, I release the first part of him.

Here is the link to the folder with the PDFs and required files : Google Drive Link

The Tutorial for Wii U Cafe SDK Deluxe is here : GBATemp Thread

It's all for today.
Have a nice week and happy coding your Unity Wii U Game !
 
Last edited by RetroAndDev,

RetroAndDev

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Try to use my script to get the touch and make your game. By activating the licence key & targeting the Wii U you will be now able to use the UnityEngine.WiiU module
 

RetroAndDev

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1687256339004.png

When I talk about targeting Wii U is in the build settings by selecting the Wii U and switched to by clicking on "Switch Platform"
 

RetroAndDev

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To access to Wii U Feature, you need to switch platform to the Wii U :
Access to Build Settings in File > Build Settings,
Select Wii U in the list
Click on "Switch Platform" under the platforms list
 

redfire_mrt

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But are the Gamepad code errors okay though or can I switch them to the actual Wii U example packages?
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Is there a tool for these audio conversions?
 

redfire_mrt

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Is it possible to add A for the Wii remote, pro controller, and the gamePad as a positive button for Junp?
 

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RetroAndDev

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Don't know. Check in UnityEngine.WiiU in a script, there is probably an API to get buttons state
For GamePad, it inside GamePad class (if I remember correctly) in C#
 

redfire_mrt

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I don’t see the button inputs, just the touch screen.
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Can I add the A for that to the input settings for the jump control?
 

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RetroAndDev

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For Nintendo Platforms, you can't add the input to Input Manager. You can get the input from specific scripts. I. see you have the documentation. Search inside the doc. I don't work on Wii U Projects for 2 months ago (and I have not used Button/Trigger Input). So I can't help you about the Input subject. I will continue working on the next part of the tutorial at the beginning of July
 

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Yes, you just need to read the Wii U Unity Documentation. For the GamePad Input it's under the GamePad class in C#. I don't know for Unity JS and I never used Wii U Control Input so I can't help you
 

redfire_mrt

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Well guess what? :)
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According to ChatGPT:

If you need to manually type in the positive button input instead of selecting it from a drop-down list, you can follow these steps:

1. Open the Unity Editor.
2. Go to “Edit” in the menu bar and select “Project Settings,” then choose “Input.”
3. In the Input Manager window, scroll down to the “Axes” section.
4. Click on the “+” button to add a new input axis.
5. Set the following properties for the new input axis:
• Name: Enter a name for the input axis, e.g., “jumpButton.”
• Positive Button: Click in the input field and manually type in the button name for the positive button. For example, if the A button on the gamepad is represented by “joystick button 0,” you would type “joystick button 0” in this field.
• Type: Select “Button” for a discrete button input.
• Gravity, Sensitivity, and Dead: Adjust these properties based on your desired input behavior. For a simple jump, you can leave them at their default values.
6. Save the Input Manager settings by clicking the “Apply” or “Done” button.
7. In your code, you can now use the Input class to check for the jump button press. Here’s an example:

void Update()
{
if (Input.GetButtonDown("jumpButton"))
{
// Perform jump action
Debug.Log("Jump button pressed");
}
}

In the above code, the Input.GetButtonDown("jumpButton") function will return true when the specified positive button (e.g., “joystick button 0”) is pressed, triggering the jump action. You can replace the Debug.Log line with your actual jump logic.

Please make sure to enter the correct button name in the positive button field based on your gamepad’s button mapping.
-Written by ChatGPT, OpenAI.

But the question is that is joystick button 0, an A button for the GamePad?
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Never mind the joystick button 0 is not button A.
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I tried this code and it gives me a compile error:
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And at least, I found what you’re talking about right?
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I hate errors.

Yeah, yeah, when I exported the game to the Wii U. I get these stupid errors again.
 

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redfire_mrt

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Alright, no one is responding to me anymore. I guess I didn’t install the Wii U SDK that comes with the GHS, or just the GHS correctly. Imma reinstall the GHS again.
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And the latest problem I’m having is just the build section, do y’all know what’s going on here? Cause I’m new to Wii U developing and Unity. I made my first game, I exported to Windows, now I’m wanting to export this successfully to the Wii U. But I get these errors, why?:
 

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RetroAndDev

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Alright, no one is responding to me anymore.
Oh !
I didn't receive any notifications, I only received this one 1 hour ago.
I go to sleep (it's near midnight when I write), I will check that tomorrow.
Furthermore, I can for now recommend you to completely uninstall your Wii U Cafe SDK and your Unity Installations if you got errors and follow my tutorial. If you follow it completely, I can help you better and faster.
For development, I only know C#, Swift and a bit of HTML/CSS/PHP, I don't or even used Unity JS for that I can't help you.
Try to completely uninstall Unity + Wii U SDK and reinstalling it with the help of my tutorial
Nice day for you and I read your missed messages tomorrow
 

redfire_mrt

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My directory is C:/ghs/multi/
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The multi.exe file exists
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Finally, something success finally happened…
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Anyways, how do I import the audio for the PCM for the audio sources?
Post automatically merged:

Hello,
Today I am proud to introduce my first part of the tutorial about making a Wii U Game with Unity.

This tutorial will be divided in multiple parts and will be available in English and French.
And today, I release the first part of him.

Here is the link to the folder with the PDFs and required files : Google Drive Link

The Tutorial for Wii U Cafe SDK Deluxe is here : GBATemp Thread

It's all for today.
Have a nice week and happy coding your Unity Wii U Game !

Anyways, how do I import the audio for the PCM for the audio sources?
 

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