For the new method, you can alternatively use my fork: https://github.com/Manurocker95/Pokemon3DStoUnity that skips the null data for mons like Altaria and supports GLTF export so you can export them all in batch to any other game or render engine.
That doesn't look like a real Pokémon model. What game are you using? It looks like Super Smash Bros Shiba Inu from NintenDogs. This thread and tutorial is only meant for Pokémon models from official 3DS Pokémon games (X/Y/Omega Ruby/Alpha Sapphire/Sun/Moon/Ultra Sun/Ultra Moon) as the title states.
No T618 console runs Cube games "fine". Most of them will more or less work but you can see many benchmarks on YT where games like Mario Sunshine, Pokémon Colosseum and many others stay at 21-24fps with huge drops... At this point I would get a 405M rather than the vertical version. It's more...
It is! ;) if you are using URP the process should be straight forward. For more support, join the discord as it will be way faster than here.
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Btw, small note that I'm gonna add to OP:
URP is more or less no longer mandatory for using 3DS2Unity. 2021.2 and above support Shader Graph...
Welp, I got the official SDK afterwards. And btw, SDK 15 is for unity 2022+, Unity 2021.3 keeps 14.3. The best way to keep 2019 working just fine is patching authoring tools.
plug your phone to the mac computer, open the xcode project and compile it with the phone as target. The iphone will install the watchkit app automatically.
As stated in this post, you need the Source tools from Valve which as you state is currently down. You can try with this alternative instead: https://github.com/bonjorno7/SourceOps
The instructions are not as clear as they should be (SDL library is missing) but got it running. The x86 suffers tons of sound stuttering for some reason.
Generating a bad image/loading image from resources instead of allocating the unsafepointer from buffer makes the emulator to work, but no image is displayed (making this unusable).
If Apple allowed to generate IPAs with free developer account at least we could make one, but the ADHOC is paid exclusive and xcodebuild never worked for me :/
Btw, I took a look past weekend, updating the emulator's code and discovered where it happens but not why (at least yet). The emulation worked on Xcode simulator with an update of gambatte's code (iOS 15.5+WatchOS 8.5) but for some reason on real hardware, the generated SKTexture from the...