Tutorial How to make 3DS Games with Unity

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hi guys, just wanted to know if UnityWebRequest or WWW are supported on the 3ds? also, for some reason all of my UI is black in the emulator
Once you have the internet key for the N3DS, you should be able to use WWW. You have to set it in Player Settings under Networking:

1758554383685.png
 
Last edited by Manurocker95,
ohh... that's kinda sad... then i guess i'll have to use the UnityEngine.N3DS.HTTP or that needs the key too?
 
ohh... that's kinda sad... then i guess i'll have to use the UnityEngine.N3DS.HTTP or that needs the key too?

Nope, but you can't make webrequests with that.
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ohh... that's kinda sad... then i guess i'll have to use the UnityEngine.N3DS.HTTP or that needs the key too?
Just fyi, here you have how Nintendo calculates it (something similar to this):
C#:
 public static uint Random1(uint seed)
 {
     seed = seed * 1103515245U + 12345U;
     return seed;
 }
 
 public static uint SdbmHash(string str)
 {
     uint num = 0U;
     byte[] bytes = Encoding.UTF8.GetBytes(str);
     foreach (byte b in bytes)
     {
         num = (uint)b + (num << 6) + (num << 16) - num;
     }
     return num;
 }

 public static string GetNintendo3DSInternetKey()
 {
     string str = Application.companyName.Trim();
     string str2 = Application.productName.Trim();
     uint seed = SdbmHash(str + "::" + str2);
     string key = "0x" + Random1(seed).ToString("X4");


     return key;
 }

The requests still use the old http headers. Generate the key in a script using that, and add it to PlayerSettings.
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@CooingMaxito any idea why when using CiaForgeX the name of the game goes "Application", the company name "Publisher" and the product code gets deleted? if I export a regular CCI that doesn't happen.
 
Last edited by Manurocker95,
@CooingMaxito any idea why when using CiaForgeX the name of the game goes "Application", the company name "Publisher" and the product code gets deleted? if I export a regular CCI that doesn't happen.
Woah now that is weird, I have never personally gotten that issue, we'll look into it and I'll get back to ya when I get an answer. Hopefully soon-
 
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Has anyone tried to use the WebCamTexture and WebCam class from Unity for the 3DS?

i tried using a script that works on PC or Editor but in the Emulator or even in real Hardware didn't work and just shows a black texture.

Maybe its because its like a type of render Texture or something and render textures are not supported just shows black when you try to use one.

For utility im just trying to use the cameras from the 3DS to make stupid shit and the only thing my mind has come up is with the Webcam class
 
Has anyone tried to use the WebCamTexture and WebCam class from Unity for the 3DS?

i tried using a script that works on PC or Editor but in the Emulator or even in real Hardware didn't work and just shows a black texture.

Maybe its because its like a type of render Texture or something and render textures are not supported just shows black when you try to use one.

For utility im just trying to use the cameras from the 3DS to make stupid shit and the only thing my mind has come up is with the Webcam class

Camera stuff require to make a CPP plugin with the CTR-SDK (same as Amiibo). In addition, you need to reserve memory for RTs in Player Settings.
 
Hello, i tried making a game with UnityFor3DS but whenever building a game it says my license of ARM Compiler 5.04 has been expired so what do i do from here? i already tried re entering the license multiple times but it does not work thanks alot in advance:)!!
Hey! So I have the same problem and I even used Unihack because I thought that would fix the issue. But the thing that has not been licensed is the ARMCC compiler. Would anyone know how to fix this? I've been tinkering quite a lot and haven't been able to get around it.

Product: ARM Compiler 5.04 for Nintendo
Component: ARM Compiler 5.04 update 5 Extended Maintenance (build 231)
Tool: armcc [4ce830]armcc : error C9555: License checkout for feature bsp_compiler5 with version 5.0201509 has been denied by Flex back-end. Error code: -10
Feature has expired.
Feature: bsp_compiler5
Expire date: 25-may-2016
License path: C:\Program Files (x86)\ARMCC_Nintendo_5\sw\info\nintendo-anyhost.lic;C:\Program Files (x86)\ARMCC_Nintendo_4_1\sw\info\nintendo-anyhost.lic;c:\program files\arm\licenses\license.dat;
FlexNet Licensing error:-10,32
For further information, refer to the FlexNet Licensing documentation,
available at "www.flexerasoftware.com".
 
Hey! So I have the same problem and I even used Unihack because I thought that would fix the issue. But the thing that has not been licensed is the ARMCC compiler. Would anyone know how to fix this? I've been tinkering quite a lot and haven't been able to get around it.

Product: ARM Compiler 5.04 for Nintendo
Component: ARM Compiler 5.04 update 5 Extended Maintenance (build 231)
Tool: armcc [4ce830]armcc : error C9555: License checkout for feature bsp_compiler5 with version 5.0201509 has been denied by Flex back-end. Error code: -10
Feature has expired.
Feature: bsp_compiler5
Expire date: 25-may-2016
License path: C:\Program Files (x86)\ARMCC_Nintendo_5\sw\info\nintendo-anyhost.lic;C:\Program Files (x86)\ARMCC_Nintendo_4_1\sw\info\nintendo-anyhost.lic;c:\program files\arm\licenses\license.dat;
FlexNet Licensing error:-10,32
For further information, refer to the FlexNet Licensing documentation,
available at "www.flexerasoftware.com".

You need a valid license as the error says that is tweaked to "not expire".
 
Native plugin I'm guessing? Still pretty freaking cool! Awesome work :yay3ds:

yeah, added calls to the CTR SDK in the Applet C++ project and referenced the libs in the compiled .a. Then, just made a script to call the internal functions.
 
All the licenses from 4.x to 2023, so if you have the sdks installed you can export to any platform.
thanks! just one last question, the guide doesn't mention how to install the sdk once you install it? is there just a button to import to unity or something?
 
thanks! just one last question, the guide doesn't mention how to install the sdk once you install it? is there just a button to import to unity or something?
You need to install all the sdk dependencies through nintendo’s developer interface + megazarf.
 
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Has anyone managed to use some of the New 3DS buttons, such as the right circlepad, ZR, and ZL?

The API exposes CirclePadPro, and I thought it would read it and the New 3DS buttons in the same way, but apparently not.

For some reason, the Select button is also inaccessible.
 

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