Seeing as the last post was 6 days ago. I'm going to ask two questions.
1st : How can I make the canvas get input from the stylus or finger.
2nd : How can I make the banner be a 3D model and not a 2D PNG .
Thanks
Seeing as the last post was 6 days ago. I'm going to ask two questions.
1st : How can I make the canvas get input from the stylus or finger.
2nd : How can I make the banner be a 3D model and not a 2D PNG .
Thanks
Thanks for letting me know! Will be checking it out soon!placebo_yue
has written a very good explanation of what you have to do to get a 3d banner made.
He is right it is a pain but it can be done.
sadly I cant post the link because I am new here but its in this very post on page 7, August 11 2020
Some fun got ya's with the Banners from what I been told.
You are limited to 9 objects - animated or not this includes meshes, empty group nodes, bones all of them count as objects
you have a max of 600 frames of animation
you have a poly limit of 2k tris roughly
you have a total file limit of 320kb per region ( all mesh, animation and texture files )
so squeeze those textures
you audio file can not exceed 2.5 seconds...something like that...
hope it helps!
I don't know what you camera goals are, if you want to use both for 3d or 1 for UI so I'm going to give you settings that should at least give you a different outcome then what you seem to be struggling with now.I have the exact same problem with the two screens
Thanks for the info. That probably will do it bc I'm using the second screen for a minimap.I don't know what you camera goals are, if you want to use both for 3d or 1 for UI so I'm going to give you settings that should at least give you a different outcome then what you seem to be struggling with now.
to get the Lower LCD to focus on something else you can try the steps below.
in the Inspector properties of the 2nd Camera....
Make sure the 2nd camera Culling mask is set to UI
that the Background is a Solid Color like Black..or other color of choice.
also make sure 2nd camera target display is Lower LCD
See if that gives you a different export.
Some words regarding both cameras, both cameras use separate GPU's
and have separate Memory pools 3 mbs each! for a whooping total of 6mb of active screen goodness! Cull everything! keep your textures small and compress them with 3DS overrides in the texture inspection window. ECT is usually the best format to use.
What are the extensions of your models. Like: OBJ. DAE...I have the problem that certain objects are not seen in citra and in 3ds they crash the console
This is how it should look:
View attachment 410733
This is how it works in emulator:
View attachment 410734
And in the 3DS it crashes. In other attempts the same thing happens, the green/white model disappears when the yellow model enters the screen. I discovered that it is a problem with the yellow model, not the material, I am using mobile/unlit for everything, if it is the 3D model. What should the models be like? Why does one model work and the other doesn't?
DAE, If I duplicate the green/white model and put the yellow material it works fineWhat are the extensions of your models. Like: OBJ. DAE...
Then how about texture size. The 3ds can support a texture size up to 500 X 500. The problem might be the texture size.DAE, If I duplicate the green/white model and put the yellow material it works fine
All texture have a size of 512 x 512 and is overrided to 256 x 256, I consider that the problem is the 3D model, that's why I ask, what should the 3D model be like? here I put the models edit: Is the model Update: if I use obj or dae without skeleton works, the problem is the skeletonThen how about texture size. The 3ds can support a texture size up to 500 X 500. The problem might be the texture size.
Wait, so were you able to fix it?All texture have a size of 512 x 512 and is overrided to 256 x 256, I consider that the problem is the 3D model, that's why I ask, what should the 3D model be like? here I put the models edit: Is the model Update: if I use obj or dae without skeleton works, the problem is the skeleton
Yes, I make a new skeleton and the model works fine. I don't know what was the problem with the skeleton but now worksWait, so were you able to fix it?
Great to hear that! Good luck on your game! And have a happy new year!Yes, I make a new skeleton and the model works fine. I don't know what was the problem with the skeleton but now works
Thanks for the help. Have happy new yearGreat to hear that! Good luck on your game! And have a happy new year!
Stuck here too, have you figured this one out yet?I can't compile anything on Unity. No matter what I do, it always spits out errors. Below are the errors I receive, relating to ARMCC.
Failed running D:\ARMCC_Nintendo\bin\../bin64\armcc.exe -c -I "C:/Program Files/UnityNew3DS_2_0_1/Editor/Data/PlaybackEngines/N3DS/Tools\il2cpp\bdwgc\include" -I "C:/Program Files/UnityNew3DS_2_0_1/Editor/Data/PlaybackEngines/N3DS/Tools\il2cpp\libil2cpp\include" -I "Temp/StagingArea\il2cppOutput" -I "D:\Misc\NDI\3DSGame\SDK\ctr_sdk\include" --gnu --cpu "MPCore" --split_sections --apcs=/interwork --littleend --arm --vfe --signed_chars --no_rtti --wchar --wchar16 --multibyte_chars --dollar --exceptions --remove_unneeded_entities --diag_style=ide --data_reorder --fpmode=fast -O2 "-Otime" --no_debug --no_debug_macros --diag_suppress=1,68,186,368,177,550 -D "NN_COMPILER_RVCT" -D "NN_COMPILER_RVCT_VERSION_MAJOR=4" -D "NN_COMPILER_RVCT_VERSION_MINOR=1" -D "NN_PROCESSOR_ARM" -D "NN_PROCESSOR_ARM11MPCORE" -D "NN_PROCESSOR_ARM_V6" -D "NN_PROCESSOR_ARM_VFP_V2" -D "NN_HARDWARE_CTR" -D "NN_PLATFORM_CTR" -D "NN_HARDWARE_CTR_TS" -D "NN_SYSTEM_PROCESS" -D "NN_DEBUGGER_KMC_PARTNER" -D "NN_COMPILER_OPTION_ARM" -D "NN_EFFORT_FAST" -D "__STDC_LIMIT_MACROS" -DDEBUGMODE=0 -DUNITY_RELEASE=1 -DMASTER_BUILD=1 Temp\StagingArea\il2cppOutput\DeviceEntryStub.cpp -o Temp\Il2CppCache\DeviceEntryStub.o
C:/Program Files/UnityNew3DS_2_0_1/Editor/Data/PlaybackEngines/N3DS/Includes/InputN3DSInterface.h(4,41) : error #5: cannot open source input file "nn/hid/CTR/hid_DeviceStatus.h": No such file or directory
armcc : Temp\StagingArea\il2cppOutput\DeviceEntryStub.cpp: 0 warnings, 1 error
UnityEngine.Debug:LogError(Object)
NativeCompiler:RunProgram(ProcessStartInfo) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/NativeCompiler.cs:57)
NativeCompiler:Execute(String, String) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/NativeCompiler.cs:24)
ArmccCompiler:Compile(String, String, Boolean) (at C:/buildslave/unity/build/PlatformDependent/N3DS/Editor/Managed/ArmccCompiler.cs:201)
<CompileDynamicLibrary>c__AnonStorey0:<>m__1(String) (at C:/buildslave/unity/build/PlatformDependent/N3DS/Editor/Managed/ArmccCompiler.cs:101)
<ParallelFor>c__AnonStorey1`1:<>m__0(Object) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/NativeCompiler.cs:86)
I'm not sure what I am doing wrong, here. I have reinstalled ARMCC several times.
Hi, is any tools exist to convert unity textures to png and back?
Wanna make translation for Spongebob HeroPants but cant find any tools for *.tex editing.
Thx.
Humm I think I solved this by removing the spaces from the names in the publishing tab...Stuck here too, have you figured this one out yet?
hummhey, I'm trying to use occlusion culling but it doesn't work correctly. When i activate this option, the moving objects and sprites in the scene are not rendered but the collisions works.
Does anyone know what I should do to solve this problem? (If you're wondering why sprites are in a 3D scene, I'm trying to make a 2.5D RPG game similar to 8bit hero)
humm
Try going to the Occlusion tab, select Object, set Scene Filter to Renderers, select all objects with a renderer component, and select the Occludee Static option. Then go head and re-bake the occlusion data
see if that does anything?
I think I read somewhere that 5.6.5 had a UI bug associated with Sprites and culling... not 100% sure of that tho.
you may also want to added a dummy object like a tiny triangle poly -see if that treats the culling any different.