Unity Comes To New Nintendo 3DS

VeryCrushed

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Source: http://blogs.unity3d.com/2016/01/29/unity-comes-to-new-nintendo-3ds/

We announced our intention to support Nintendo’s recently released New Nintendo 3DS platform at Unite Tokyo and we’ve been very busy in the meantime getting it ready. Now we’re pleased to announce it’s available for use today!
The first question people usually ask is “do you support the original Nintendo 3DS too?” To which the answer is a qualified “yes”. We can generate ROM images which are compatible with the original Nintendo 3DS, and there are certainly some types of game which will run perfectly well on it, but for the majority of games we strongly recommend targeting the New Nintendo 3DS for maximum gorgeousness.

We’ve been working very closely with select developers to port a few of their existing games to New Nintendo 3DS. We’ve been busy profiling, optimizing, and ironing out the niggles using real-world projects, so you can be confident your games will run as smoothly as possible. In fact, one game has already successfully passed through Nintendo’s exacting mastering system; Wind Up Knight 2 went on sale at the end of last year!


Wind Up Knight 2 – Japanese Version

Unity’s internal shader code underwent a number of significant changes in the transition from version 5.1 to 5.2. This brought many benefits, including cleaner and more performant code, and also fixed a number of issues we had on console platforms. We’re not able retrofit those fixes to the 5.1 based version, so we shall only be actively developing our shader support from version 5.2 onwards.

We’ve been putting Unity for New Nintendo 3DS version 5.2 through its paces for a few months, and it’ll be made available once it’s proved itself by getting a game through Nintendo’s mastering system too. That should be in the near future, but it’s not something that’s easy to put a date on.

So far, we’ve been in development with a Nintendo 3DS-specific version of the Unity editor, but now we’ve switched our focus towards upgrading to the latest version, with a view to shipping as a plug-in extension to the regular editor. We have a 5.3 based version running internally, and we’re working hard to get it merged into our mainline code-base.

It should be mentioned that some features are not yet implemented in this first public release, notably UNet and Shadow Maps (although Light-Maps are supported). We’re prioritising new features according to customer demand, but right now our main goal is to get into the regular editor.

In common with other mobile platforms, there are some limitations as to what can be achieved with the hardware. For instance, Unity’s Standard Shader requires desktop-class graphics hardware so it’s not something we can support on Nintendo 3DS. However, as with other platforms, if you try to use a shader which is unsupported then Unity will fall-back to a less complex shader that gives the best possible results.

Preparing your game for New Nintendo 3DS
This platform is unique in several ways, so games will need some modification to make best use of its features.

  • There are two screens, so you will need to redesign your user interface to accommodate the additional display. The lower screen is touch sensitive, so it makes sense to put menus and other interactive UI items there.
The device’s coolest feature is that the picture is 3D, without needing glasses! However, this does mean that the distance of objects is visible to the player in a way that it isn’t on other platforms. So graphical effects which “cheat” to simulate distance won’t work. For example, 2½-D games which use an orthographic projection and parallax layers will show up as completely flat.

  • There is less memory available than on other platforms, but that’s not as big an issue as it might seem at first. Textures can be down-sized drastically since the screen resolution is much lower than typically found on smartphones and tablets.
  • Unity for New Nintendo 3DS was one of the first platforms to use our in-house IL2CPP technology exclusively; we don’t use Mono at all. This brings substantial performance benefits, but there are a couple of downsides:
All compilation is done AOT (when the project is built). We don’t support JIT compilation (at runtime).

Various other platforms are also AOT-only, so if you’re porting a game from one of those platforms then you won’t have any problems. However, if you’re porting from a platform which does allow JIT compilation, then you might run into issues. In particular, some middleware JSON parsers which use introspection can be problematic. The good news is that Unity now comes with its own high-performance JSON parser, which doesn’t suffer from such issues.


Opening a celebratory barrel of sake, at Unite Tokyo.

How to Get Involved
Unity for New Nintendo 3DS is available at no charge. Just like with Nintendo’s Wii U, if you sign up to develop games for the platform, you get to use Unity for free!

Simply visit Nintendo’s Developer Portal and enrol in the Nintendo Developer Program*, then you’ll be able to download Unity for New Nintendo 3DS.

Of course, you will need some development hardware too. Devkits and testing units can also be purchased via Nintendo’s Developer Portal.

* Conditions apply, see site for details.

Im happy about this advancement, particularly because im working on my own games in Unity that id like to eventually see make there way to the 3DS :)
 
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I've yet to touch Unity, but how's the learning curve for that engine? My coworker has been giving me ebooks on programming languages (so far he's given me Java and Python), and while I haven't exactly looked at them yet, I was thinking about reading them whenever I have time off from work to do more things.
 
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Unity has been my main game engine for making games for about 2 years now, and it's awesome to see how they are getting more and more support over the years, and this is a great example of their success! It really tempts me to actually partner up with them in the future so I can make the very most out of my game designing career, looking at all the consoles and devices it supports!

Unfortunately, being 14, I am only limited to PC, Android/iOS and PSM stuff when I want to create a game using Unity. But hopefully in a couple more years time, I should be able to turn that around and get a lot of dev licenses, definitely including a Nintendo dev license for Unity N3DS!
 

VeryCrushed

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I've yet to touch Unity, but how's the learning curve for that engine? My coworker has been giving me ebooks on programming languages (so far he's given me Java and Python), and while I haven't exactly looked at them yet, I was thinking about reading them whenever I have time off from work to do more things.
Unity is a great engine, it is considered to have a steeper learning curve especially if coming from just basic programming/gamemaker/etc. However, it rewards very well if you take the time to learn it. Java/C# will be your best bet but you can program in JavaScript/Boo as well in Unity. Its a powerful engine, and if you are interested in game design you should definitely look into it.

Unity has been my main game engine for making games for about 2 years now, and it's awesome to see how they are getting more and more support over the years, and this is a great example of their success! It really tempts me to actually partner up with them in the future so I can make the very most out of my game designing career, looking at all the consoles and devices it supports!

Unfortunately, being 14, I am only limited to PC, Android/iOS and PSM stuff when I want to create a game using Unity. But hopefully in a couple more years time, I should be able to turn that around and get a lot of dev licenses, definitely including a Nintendo dev license for Unity N3DS!

Hopefully in a few years we will be working on NX rather then N3DS ;)
 

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Unity has been my main game engine for making games for about 2 years now, and it's awesome to see how they are getting more and more support over the years, and this is a great example of their success! It really tempts me to actually partner up with them in the future so I can make the very most out of my game designing career, looking at all the consoles and devices it supports!

Unfortunately, being 14, I am only limited to PC, Android/iOS and PSM stuff when I want to create a game using Unity. But hopefully in a couple more years time, I should be able to turn that around and get a lot of dev licenses, definitely including a Nintendo dev license for Unity N3DS!
How does it compare to blender? Is it possible to model in Unity or do you have to import model and bone structures?
 

VeryCrushed

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How does it compare to blender? Is it possible to model in Unity or do you have to import model and bone structures?

Unity does not come with tools for modeling/art. You have to import models from 3DS Max/Blender/etc. Same goes for art. Kinda the idea of don't reinvent the wheel. There's already good tools out there for modeling, so why create there own :)
 
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VeryCrushed

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Adding onto what VeryCrushed said, you can acually animate a model within the engine, so it saves time having to alter and re-export animations in a seperate modelling software.
Lol was gonna add that, but figured I'd just stick to what he asked, but yes. Unity has excellent animation tools built in. Very easy to use and get used to.
 
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Lol was gonna add that, but figured I'd just stick to what he asked, but yes. Unity has excellent animation tools built in. Very easy to use and get used to.
To be honest, I rarely have to touch the animating panel because I rely more on Mixamo to supply all the animations I need. :P
 

VeryCrushed

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To be honest, I rarely have to touch the animating panel because I rely more on Mixamo to supply all the animations I need. :P
I touch it a lot, especially when dealing with UI animations. I hand craft pretty much everything by myself... Except fonts. Yeah, not going to even try. Lol

Huh... It might be easier to scrap my current project and rebuild it in Unity. I might have to check it out.

Take a look through it first, try creating something small. Then move onto a bigger project. There's a lot to the engine, and it helps to understand a lot of the basics. Unity also has a large amount of Video tutorials on there website outlining the UI and how the workflow goes.
 
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Take a look through it first, try creating something small. Then move onto a bigger project. There's a lot to the engine, and it helps to understand a lot of the basics. Unity also has a large amount of Video tutorials on there website outlining the UI and how the workflow goes.
I'd rather have a written guide than a video tutorial. Anyway, I'm well aware of what Unity is and it's one of the easier engines to mess with in my experience.
 

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It seems Unity (as well as every dev) has forgotten Nintendo said early on if 3D wasn't used in producing the game, the max res could be doubled to 480p with proper coding. I am surprised zero games have not been 3D-less to take advantage of 480p...Unless Nintendo was wrong about how sharp's screen could work
 
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VeryCrushed

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It seems Unity (as well as every dev) has forgotten Nintendo said early on if 3D wasn't used in producing the game, the max res could be doubled to 480p with proper coding. I am surprised zero games have not been 3D-less to take advantage of 480p...Unless Nintendo was wrong about how sharp's screen could work

Except devs want to use 3D as it was kinda one of the big things about the 3DS. Especially with the facial tracking in the N3DS. It is surprising that NO ONE takes advantage of that and does without the 3D though.
 

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I'd rather have a written guide than a video tutorial. Anyway, I'm well aware of what Unity is and it's one of the easier engines to mess with in my experience.

I also prefer written guides over video tutorials. I found this one very good when it comes to Unity. Unless you're planning to work in 3D. In which case it's probably no use at all :)
 

VeryCrushed

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No worries, it's all sprite based. I don't even intend to touch the 3D gimmick on the 3DS.
He was talking about 3D graphics/models lol not Sterioscopic 3D.

Also keep in mind it is a bit dated and Unity just got some nice 2D tooling updates. There was a video on Unity's YouTube video showing them all off recently that you may want to check out.
 

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He was talking about 3D graphics/models lol not Sterioscopic 3D.

Also keep in mind it is a bit dated and Unity just got some nice 2D tooling updates. There was a video on Unity's YouTube video showing them all off recently that you may want to check out.
Yep, I'm just saying I'm keeping this as simple as possible for now.
 

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The first question people usually ask is “do you support the original Nintendo 3DS too?” To which the answer is a qualified “yes”.
oh thank god I don't need to sell my device to play games like these

Sorry for the moving up of old threads, just had to get that out of my system.
 
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