It’s a 80 bucks asset xdI have tried to use Naninovel, but on Nintendo Switch it closes when I test it. Could someone try and see what causes the problem?
Hi ,
I'm trying to set-up Unity for Switch, I have the 9.2 sdk (path set in environement variables).
I now have the il2cpp errors when I try to build.
I've looked for the Application.desc file, found one in sdk from 2017 (NintendoSDK_16.7) but it doesn't work.
Can someone help me with this please? I would really like to have my school project running on my hacked switch.
Thanks !
I've got the same il2cpp problem, replaced Application.desc in the 9.2.0 sdk with the old one (16.7) but it still doesn't seem to work. Are we supposed to replace any other files/do anything else? Not sure where else to look for a different Application.desc file.
EDIT: Using Unity 2019.4.1f1, with the corresponding Switch plugin
Then you should ask nintendo for a devkit and sdkI think the NintendoSDK_16.7 is too old, looked on 4chan for the 2018 one (4.5.0?) but can't find it (never used 4chan before maybe i'm doing wrong? I've tryied many keywords but no chance)
Then you should ask nintendo for a devkit and sdk
Thanks for the help !
If you can't find the 4.5 (that can't be linked here either), you are out of luck. You need to fix the 9.2 application.desc with the new dependencies or ask nintendo for the official one. that's it.
That devmenu also doesn't work on retail 9.x fwiw (unless you're smart enough to figure out why/how )The SDK itself is obsolete not only for new versions of Unity, but also for the version of Horizon that it is currently on. It can be checked with .nsp samples within SDK 7.3.2. and 9.2.0.7 that are not running, or the DevMenu that no longer works in firmware 10.x.
Even so, applications made in Unity are still compatible, although there are usually many failures for the same reason. For example, lack of overclocking is not available in the documentation (only overclocking is mentioned in the DevKit).
Perhaps the most current SDK has a number greater than 10.x, there is, at the moment, no way to obtain it unofficially.
Well, with this I have been able to test the inputs of the Joy-Con (HID)That devmenu also doesn't work on retail 9.x fwiw (unless you're smart enough to figure out why/how )
Latest version publicly known to exist is 10.4.0.0 iirc, latest is newer than that.
Well, with this I have been able to test the inputs of the Joy-Con (HID)
Here is a sample of HD Vibration simulating the Majoras Mask bells
a sample of an audio player
on video players, it failed to run YouTube playback. Somehow the console blocks the streaming of videos, I'm not sure.
i don't know if im doing something wrong but when i import the incontrol package i get thi error in the console;You can also use Rewired/Incontrol that makes everything out of the box. Need to test my custom YT videoplayer but I think it's blocked for avoiding a 3ds-like exploit
As you can imagine, you need the NintendoSwitchInputDeviceManager xDi don't know if im doing something wrong but when i import the incontrol package i get thi error in the console;
Assets\InControl\Source\InputManager.cs(178,8): error CS0103: The name 'NintendoSwitchInputDeviceManager' does not exist in the current context
can you help please how to do it work ?¿?
thanks
oko thank you i'll try to find itAs you can imagine, you need the NintendoSwitchInputDeviceManager xD
You can only get it login into Nintendo's Switch developer portal or make your own. It is easy to make, just take a look at Xbox one and just port the stuff to nn.hid.oko thank you i'll try to find it
thank you for the clue¡¡You can only get it login into Nintendo's Switch developer portal or make your own. It is easy to make, just take a look at Xbox one and just port the stuff to nn.hid.