Homebrew Question Trouble building for Swich with Unity3D

  • Thread starter Thread starter mcdij
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You don't need to have it C/, but you need to add the environment path NINTENDO_SDK_ROOT = your path.
I have already done it.

upload_2020-6-4_12-8-52.png
But it kept giving errors with il2cpp.

upload_2020-6-4_12-12-4.png

upload_2020-6-4_12-17-14.png

Failed running C:\Program Files\Unity\Hub\Editor\2019.3.14f1\Editor\Data\il2cpp/build/deploy/net471/il2cpp.exe --convert-to-cpp --emit-null-checks --enable-stacktrace --enable-array-bounds-check --dotnetprofile="unityaot" --compile-cpp --platform="Switch" --architecture="ARM64" --configuration="Release" --outputpath="F:\Unity\Project\GitHub\Switch End\Temp\StagingArea\Native\SwitchPlayer.nss" --cachedirectory="F:/Unity/Project/GitHub/Switch End/Assets/../SwitchIL2CPPCache/il2cpp_cache" --plugin="C:/Program Files/Unity/Hub/Editor/2019.3.14f1/Editor/Data/PlaybackEngines/Switch/Tools\Il2CppPlugin.dll" --additional-include-directories="C:\Program Files\Unity\Hub\Editor\2019.3.14f1\Editor\Data\PlaybackEngines\Switch\Tools/il2cpp\bdwgc/include" --additional-include-directories="C:\Program Files\Unity\Hub\Editor\2019.3.14f1\Editor\Data\PlaybackEngines\Switch\Tools/il2cpp\libil2cpp/include" --verbose --enable-stats --stats-output-dir="F:/Unity/Project/GitHub/Switch End/Assets/../SwitchIL2CPPStats" --libil2cpp-static --additional-defines="DEBUGMODE=1,UNITY_RELEASE=0,IL2CPP_USE_SOCKET_MULTIPLEX_IO=1" --configuration="Release" --profiler-report --map-file-parser="C:/Program Files/Unity/Hub/Editor/2019.3.14f1/Editor/Data/Tools/MapFileParser/MapFileParser.exe" --directory="F:/Unity/Project/GitHub/Switch End/Temp/StagingArea/Managed" --generatedcppdir="F:/Unity/Project/GitHub/Switch End/Temp/StagingArea/il2cppOutput" stdout: Building SwitchPlayer.nss with SwitchToolChain Output directory: F:\Unity\Project\GitHub\Switch End\Temp\StagingArea\Native Cache directory: F:\Unity\Project\GitHub\Switch End\SwitchIL2CPPCache\il2cpp_cache ObjectFiles: 199 of which compiled: 36 Time Compile: 8178 milliseconds SocketImpl.cpp Time Compile: 7500 milliseconds MultiplexIO.cpp Time Compile: 7495 milliseconds File.cpp Time Compile: 3213 milliseconds Directory.cpp Time Compile: 3076 milliseconds Cryptography.cpp Time Compile: 2617 milliseconds LibraryLoader.cpp Time Compile: 2513 milliseconds Environment.cpp Time Compile: 1938 milliseconds SwitchFileUtilities.cpp Time Compile: 1795 milliseconds Locale.cpp Time Compile: 1730 milliseconds TimeZone.cpp Total compilation time: 24112 milliseconds. Total link time: 160795 milliseconds. C:\NintendoSDK\\Tools\CommandLineTools\MakeNso\MakeNso.exe "F:\Unity\Project\GitHub\Switch End\Temp\StagingArea\Native\SwitchPlayer.nss" "F:\Unity\Project\GitHub\Switch End\Temp\StagingArea\SwitchPlayer.nspd\program0.ncd\code\main" returned true il2cpp.exe didn't catch exception: Unity.IL2CPP.Building.BuilderFailedException: C:\NintendoSDK\\Tools\CommandLineTools\MakeMeta\MakeMeta.exe --desc C:\NintendoSDK\\Resources\SpecFiles\Application.desc --meta "F:\Unity\Project\GitHub\Switch End\Temp\StagingArea\Application.aarch64.lp64.nmeta" -o "F:\Unity\Project\GitHub\Switch End\Temp\StagingArea\SwitchPlayer.nspd\program0.ncd\code\main.npdm" failed: Input Desc File: 'C:\NintendoSDK\\Resources\SpecFiles\Application.desc' Input Meta File: 'F:\Unity\Project\GitHub\Switch End\Temp\StagingArea\Application.aarch64.lp64.nmeta' System.InvalidOperationException: There is an error in XML document (894, 3). ---> System.ArgumentException: Either an undefined element is in use or the definition of an element already exists. :Signature at MakeMeta.Program.serializer_UnknownElement(Object sender, XmlElementEventArgs e) at System.Xml.Serialization.XmlSerializationReader.UnknownElement(Object o, XmlElement elem, String qnames) at System.Xml.Serialization.XmlSerializationReader.UnknownNode(XmlNode unknownNode, Object o, String qnames) at System.Xml.Serialization.XmlSerializationReader.UnknownNode(Object o, String qnames) at Microsoft.Xml.Serialization.GeneratedAssembly.XmlSerializationReaderOutputDescModel.Read19_OutputDescModel(Boolean isNullable, Boolean checkType) at Microsoft.Xml.Serialization.GeneratedAssembly.XmlSerializationReaderOutputDescModel.Read20_Desc() --- End of inner exception stack trace --- at System.Xml.Serialization.XmlSerializer.Deserialize(XmlReader xmlReader, String encodingStyle, XmlDeserializationEvents events) at System.Xml.Serialization.XmlSerializer.Deserialize(Stream stream) at MakeMeta.Program.Main(String[] args) en Unity.IL2CPP.Building.ToolChains.Switch.SwitchToolChain.RunCommand(String command, String arguments) en Unity.IL2CPP.Building.ToolChains.Switch.SwitchToolChain.FinalizeBuild(ProgramBuildDescription programBuildDescription) en Unity.IL2CPP.Building.BuildDescriptions.IL2CPPOutputBuildDescription.FinalizeBuild(CppToolChain toolChain) en Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics) en il2cpp.Program.DoRun(String[] args, List`1 foundAssemblies) en il2cpp.Program.Run(String[] args, Boolean setInvariantCulture) en il2cpp.Program.Main(String[] args) stderr: Excepci�n no controlada: Unity.IL2CPP.Building.BuilderFailedException: C:\NintendoSDK\\Tools\CommandLineTools\MakeMeta\MakeMeta.exe --desc C:\NintendoSDK\\Resources\SpecFiles\Application.desc --meta "F:\Unity\Project\GitHub\Switch End\Temp\StagingArea\Application.aarch64.lp64.nmeta" -o "F:\Unity\Project\GitHub\Switch End\Temp\StagingArea\SwitchPlayer.nspd\program0.ncd\code\main.npdm" failed: Input Desc File: 'C:\NintendoSDK\\Resources\SpecFiles\Application.desc' Input Meta File: 'F:\Unity\Project\GitHub\Switch End\Temp\StagingArea\Application.aarch64.lp64.nmeta' System.InvalidOperationException: There is an error in XML document (894, 3). ---> System.ArgumentException: Either an undefined element is in use or the definition of an element already exists. :Signature at MakeMeta.Program.serializer_UnknownElement(Object sender, XmlElementEventArgs e) at System.Xml.Serialization.XmlSerializationReader.UnknownElement(Object o, XmlElement elem, String qnames) at System.Xml.Serialization.XmlSerializationReader.UnknownNode(XmlNode unknownNode, Object o, String qnames) at System.Xml.Serialization.XmlSerializationReader.UnknownNode(Object o, String qnames) at Microsoft.Xml.Serialization.GeneratedAssembly.XmlSerializationReaderOutputDescModel.Read19_OutputDescModel(Boolean isNullable, Boolean checkType) at Microsoft.Xml.Serialization.GeneratedAssembly.XmlSerializationReaderOutputDescModel.Read20_Desc() --- End of inner exception stack trace --- at System.Xml.Serialization.XmlSerializer.Deserialize(XmlReader xmlReader, String encodingStyle, XmlDeserializationEvents events) at System.Xml.Serialization.XmlSerializer.Deserialize(Stream stream) at MakeMeta.Program.Main(String[] args) en Unity.IL2CPP.Building.ToolChains.Switch.SwitchToolChain.RunCommand(String command, String arguments) en Unity.IL2CPP.Building.ToolChains.Switch.SwitchToolChain.FinalizeBuild(ProgramBuildDescription programBuildDescription) en Unity.IL2CPP.Building.BuildDescriptions.IL2CPPOutputBuildDescription.FinalizeBuild(CppToolChain toolChain) en Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics) en il2cpp.Program.DoRun(String[] args, List`1 foundAssemblies) en il2cpp.Program.Run(String[] args, Boolean setInvariantCulture) en il2cpp.Program.Main(String[] args) UnityEngine.Debug:LogError(Object) UnityEditorInternal.Runner:RunProgram(Program, String, String, String, CompilerOutputParserBase) UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase, Action`1) UnityEditorInternal.IL2CPPBuilder:RunIl2CppWithArguments(List`1, Action`1, String) UnityEditorInternal.IL2CPPBuilder:ConvertPlayerDlltoCpp(Il2CppBuildPipelineData, String, String, Boolean) UnityEditorInternal.IL2CPPBuilder:Run() UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

C:\Program Files\Unity\Hub\Editor\2019.3.14f1\Editor\Data\il2cpp/build/deploy/net471/il2cpp.exe did not run properly! at UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) [0x0012b] in <cf7d2c2e83f749e8943578126f9eff4b>:0 at UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1[T] setupStartInfo) [0x00060] in <cf7d2c2e83f749e8943578126f9eff4b>:0 at UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1[T] arguments, System.Action`1[T] setupStartInfo, System.String workingDirectory) [0x00086] in <cf7d2c2e83f749e8943578126f9eff4b>:0 at UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (UnityEditor.Il2Cpp.Il2CppBuildPipelineData data, System.String outputDirectory, System.String workingDirectory, System.Boolean platformSupportsManagedDebugging) [0x002e8] in <cf7d2c2e83f749e8943578126f9eff4b>:0 at UnityEditorInternal.IL2CPPBuilder.Run () [0x000de] in <cf7d2c2e83f749e8943578126f9eff4b>:0 at UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) [0x0001c] in <cf7d2c2e83f749e8943578126f9eff4b>:0 at UnityEditor.Switch.PostProcessSwitch.PostProcess (UnityEditor.BuildTarget target, UnityEditor.BuildOptions options, System.String installPath, System.String stagingAreaData, System.String stagingArea, System.String playerPackage, System.String stagingAreaDataManaged, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) [0x003ed] in C:\buildslave\unity\build\PlatformDependent\Switch\Editor\Managed\PostProcessSwitch.cs:213 UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

Exception: C:\Program Files\Unity\Hub\Editor\2019.3.14f1\Editor\Data\il2cpp/build/deploy/net471/il2cpp.exe did not run properly! UnityEditor.Switch.PostProcessSwitch.PostProcess (UnityEditor.BuildTarget target, UnityEditor.BuildOptions options, System.String installPath, System.String stagingAreaData, System.String stagingArea, System.String playerPackage, System.String stagingAreaDataManaged, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at C:/buildslave/unity/build/PlatformDependent/Switch/Editor/Managed/PostProcessSwitch.cs:537) UnityEditor.Switch.SwitchBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args) (at C:/buildslave/unity/build/PlatformDependent/Switch/Editor/Managed/ExtensionModule.cs:448) UnityEditor.Modules.DefaultBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <cf7d2c2e83f749e8943578126f9eff4b>:0) UnityEditor.PostprocessBuildPlayer.Postprocess (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget target, System.String installPath, System.String companyName, System.String productName, System.Int32 width, System.Int32 height, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at <cf7d2c2e83f749e8943578126f9eff4b>:0) UnityEngine.GUIUtilit:ProcessEvent(Int32, IntPtr)

Build completed with a result of 'Failed' in 472 seconds (472143 ms) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

UnityEditor.BuildPlayerWindow+BuildMethodException: 4 errors at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002bb] in <cf7d2c2e83f749e8943578126f9eff4b>:0 at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in <cf7d2c2e83f749e8943578126f9eff4b>:0 UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
 
I have already done it.

View attachment 211936
But it kept giving errors with il2cpp.

I have had the same exact problem, I have fixed it. You need to get older SDK (I have used 4.5.0) and replace one file from it to the new SDK (Ideally 9.2.0) "Application.desc" from \NintendoSDK\Resources\SpecFiles
 
Last edited by Razielex,
1- can someone tell me how to solve the problem of this support "Unity3d 2018.2.0b3"
"
I have a problem like this under sdk leaker

Code:
Application.aarch64.lp64.meta


2- and I am also blocked for plugin modules when I use unity download assistant

I don't have my Nintendo platforms
for the compilation plugin

--------------------- MERGED ---------------------------

1- I have a problem with this suppot "Unity3d 2018.2.0b3"
I fail my complication to have my .nsp, because I don't know how to solve the sdk leak problem

console error

2- and I am also blocked for plugin modules when I use unity download assistant

I don't have my Nintendo platforms
for the compilation plugin
 
I have had the same exact problem, I have fixed it. You need to get older SDK (I have used 4.5.0) and replace one file from it to the new SDK (Ideally 9.2.0) "Application.desc" from \NintendoSDK\Resources\SpecFiles
Everything works now for me. Thanks for the support.
 
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I have had the same exact problem, I have fixed it. You need to get older SDK (I have used 4.5.0) and replace one file from it to the new SDK (Ideally 9.2.0) "Application.desc" from \NintendoSDK\Resources\SpecFiles


I have exactly the same problem, could you share with me privately the file that I have to modify, or where to find it please
 
I found something on the plugin

that's it this plugin that you told me ?

"N3DS_NexPluginForUnity"

because I don't know how to use it? if it is the compilation plugin
 
I found something on the plugin

that's it this plugin that you told me ?

"N3DS_NexPluginForUnity"

because I don't know how to use it? if it is the compilation plugin
No, the plugin you need to obtain it from unity servers. The sdk just makes the nsp and the plugin the connection between the editor and the sdk
 
thank you for your reply

I want to know less what is called this plugin?

a little that I understood with your answer I think that's this ?

https://docs.unity3d.com/2019.3/Doc...91.2119477850.1591812375-663395432.1537797148

https://docs.unity3d.com/Manual/PluginsForDesktop.html

https://docs.unity3d.com/Manual/PlatformDependentCompilation.html

while she is the link that concerns me

is it that one explained in Nintendo Developer Portal, if it is the case

I created a topic on the unit's official forum, and they told me to contact Nintendo for that.
 
Last edited by lyokohack,
I did several tests and I love working natively with Switch, perhaps to save myself from investing in a Publisher and talking directly to Nintendo, although I don't know if they force me to acquire the DevKit, so I don't think I can hire a Publisher without the need for manipulation my code (I don't like the idea of sharing the project and apart from paying them ...).

Actually Unity is making a transition to a new Input Manager (Input System), which I can't get to work on the Switch with the Joy-Con. It claims to support Pro Controller, but that's only for connecting such controls on PC, not for Switch. So, I would like to know how to make Input System work with Switch. Has anyone tried?

Also try the HD Rumble inputs, and it feels great to see how a sound is converted into spectra and frequencies that the Joy-Con's interpret as high and low frequencies to simulate the rumbling of bass and treble.

For now I have not known anything how to make the Ir Camera work.
 
I did several tests and I love working natively with Switch, perhaps to save myself from investing in a Publisher and talking directly to Nintendo, although I don't know if they force me to acquire the DevKit, so I don't think I can hire a Publisher without the need for manipulation my code (I don't like the idea of sharing the project and apart from paying them ...).

Actually Unity is making a transition to a new Input Manager (Input System), which I can't get to work on the Switch with the Joy-Con. It claims to support Pro Controller, but that's only for connecting such controls on PC, not for Switch. So, I would like to know how to make Input System work with Switch. Has anyone tried?

Also try the HD Rumble inputs, and it feels great to see how a sound is converted into spectra and frequencies that the Joy-Con's interpret as high and low frequencies to simulate the rumbling of bass and treble.

For now I have not known anything how to make the Ir Camera work.

I use In control which works out of the box. Same happens with Rewired.
 
Using log viewer or quantum console for displaying logs on build
Thank you. I also saw that atmosphere creates .log files on errors in atmosphere / crash_reports although the way to interpret it is unreadable hehe (Pure memory addresses and dump), although I saw something about SwitchPlayer.nss
 

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