Homebrew Question Trouble building for Swich with Unity3D

mcdij

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the package in question is "com.unity.inputsystem.switch"
Thanks, but its all academic as I cant get any NSP's to run on my modded switch (they seem to boot fine in YuZu), even when i extract the NSP and recompress it with retail keys. I get the "Could not start the software." error. Do you have a official devkit or are you using with the leaked one?

Thanks.

EDIT : Solved, it was the Rewired Demo causing the app to crash on actual hardware. Not sure why it sill ran in the Yuzu emulator though.
 
Last edited by mcdij,

Imancol

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Also, how do you view the HID files?

Also, whin i boot the nintendo logos stay on screen. if i go back to the home screen then swich back to the app the logo's dissapear. Any idea on this?

Thanks.
That is a packaging problem, if you are using NSPack.
 

Manurocker95

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Also, how do you view the HID files?

Also, whin i boot the nintendo logos stay on screen. if i go back to the home screen then swich back to the app the logo's dissapear. Any idea on this?

Thanks.
You need the unity plugin (that usually comes with the addon). The example scenes shows you how to get the input working with the native methods
 

mcdij

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That is a packaging problem, if you are using NSPack.

Thanks.

You need the unity plugin (that usually comes with the addon). The example scenes shows you how to get the input working with the native methods

OK, my setup is a little odd, im missing alot of files but it seems to work for me, I can use nn.hid but I dont have a list of the commands for it. I can access all the buttons fine "(GetButtonUp(NpadButton.Y))" but I do not know how to reference the analogue pads.

Thanks
 

Imancol

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Thanks.



OK, my setup is a little odd, im missing alot of files but it seems to work for me, I can use nn.hid but I dont have a list of the commands for it. I can access all the buttons fine "(GetButtonUp(NpadButton.Y))" but I do not know how to reference the analogue pads.

Thanks
I have never delved into the documentation ... but you need it.

HidSixAxisSensor

command.npadId
 

mcdij

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I have never delved into the documentation ... but you need it.

HidSixAxisSensor

command.npadId

OK, thanks for the info, ill try and take a look.

Is there any way to see/change the renderer in unity? Both the Switch and Unity support Vulcan. Is there any way to set this?

Thanks,
 

mcdij

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It should be using nvn and you wouldn’t want to change it.
Yeah, I just read about t hat.

I'm would like to play a video within my app but do not know how to set it up. It doesn't work using the regular VideoPlayer method, can you help me out? Thanks
 
Last edited by mcdij,

mcdij

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OK. managed to find the included media player example and the scripts seem to make sense but I get an error when I try to run it

MissingMethodException: Attempted to access a missing method. UnityEngine.Switch.SwitchVideoPlayer..ctor (UnityEngine.Switch.SwitchVideoPlayer+MovieEventDelegate on_movie_event, System.Boolean fire_created_event) (at C:/buildslave/unity/build/PlatformDependent/Switch/Source/ScriptBindings/SwitchFMV.bindings.cs:188) UnityEngine.Switch.SwitchVideoPlayer..ctor (UnityEngine.Switch.SwitchVideoPlayer+MovieEventDelegate on_movie_event) (at C:/buildslave/unity/build/PlatformDependent/Switch/Source/ScriptBindings/SwitchFMV.bindings.cs:182) ExampleRenderTexturePlayback.Start () (at Assets/SwitchExamples/MoviePlayerExample/ExampleRenderTexturePlayback.cs:23)

Line 23 in the ExampleRenderTexturePlayback script is

video = new UnityEngine.Switch.SwitchVideoPlayer(OnMovieEvent);

This is with using the example project included with the unity switch package, am I missing a plugin file?

Thanks
 

Imancol

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Sorry my bad English. I share my script that automates the signing process of the .nsp created in Unity.

Includes 2 script. Script 1 does the process from the .nsp created by Unity; script 2 does the process from the temporary folder in the project that you made the .nsp. You can edit the language of the script and Edit the title ID with which you used

Needs to:
Add environment variables that lead to the following paths:
  • %NINTENDO_SDK_ROOT% = Nintendo Switch SDK path
  • %userprofile% = is the user's path. Here it will take your prod.keys in the path "\ .switch\prod.keys". Most programs look for prod.keys and title.keys in this path.
  • You also need hacpack.exe. You can insert these scripts next to the executable or put hacpack.exe in an environment variable (patch) of your system

Other paths (Script 1 - Lower):
  • NSP_Unpack = .nsp path to unpack
  • Output_Unpack = path where the .nsp is unpacked
  • %Output_Pack% = folder where the signed .nsp will be packed.

Other paths (Script 2 - Faster):
  • %Temp_Unity% = Temporary folder created in the root folder of your project. Inside is the files needed to pack.
  • %program% = program folder path (exefs, romfs).
  • %Control% = control folder path (logo, etc...)
  • Output_Unpack (it should actually say %Output_Pack%) = folder where the signed .nsp will be packed.
  • %largefiles% & %smalledfiles% = temporary text files in% temp% of your system where it points to the correct files (control, romfs, exefs, etc ...)

Script 1
  • Run it (don't do it in administrator mode or you won't be able to move things to the window). Drag the NSP created by Unity. Press ENTER.
  • It will ask you for the folder where the NSP will be unpacked. Press ENTER and wait for it to finish.
  • It will ask you for the path of the programs, it contains files such as exefs, romfs and logo. Locate it where the NSP was unpacked. Press ENTER.
  • It will ask you for the data folder (control) in it contains the files as the data or headers. Locate it where the NSP was unpacked. Press ENTER.
  • In this process, a temporary list will be created to identify the folders.
  • It will ask you for the path where the .nsp will be packaged. There you will get the signed .nsp. Press ENTER and wait for it to finish.
  • Now you can close the program (All temporary files will be deleted)

Script 2:
  • Make sure a path equal to this = "temp \ StagingArea \ SwitchPlayer.nspd \" is found in your Unity project. If you don't successfully create an .nsp in Unity, there will be no files there. Inside there will be a folder "program0.ncd" and "control0.ncd"
  • Run it and Enter the temp folder, created in the root of your project, after packaging your .nsp in Unity. Press ENTER.
  • In this process, a temporary list will be created to identify the folders.
  • Enter the folder where you want to save the NSP. Press ENTER and wait for it to finish.
  • Press ENTER to finish

https://gist.github.com/ImanCol/0c66fecf71bc5e6dff5bc9071065264d
 
Last edited by Imancol,

TheCrossovers

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Help i got these errors when i build

Failed running C:\Program Files\Unity\Editor\Data\il2cpp/build/deploy/net471/il2cpp.exe --convert-to-cpp --emit-null-checks --enable-array-bounds-check --dotnetprofile="unityaot" --compile-cpp --platform="Switch" --architecture="ARM64" --configuration="Release" --outputpath="C:\Users\ytpre\TheCrossoversSwitch\Temp\StagingArea\Native\SwitchPlayer.nss" --cachedirectory="C:/Users/ytpre/TheCrossoversSwitch/Assets/../SwitchIL2CPPCache/il2cpp_cache" --plugin="C:/Program Files/Unity/Editor/Data/PlaybackEngines/Switch/Tools\Il2CppPlugin.dll" --additional-include-directories="C:\Program Files\Unity\Editor\Data\PlaybackEngines\Switch\Tools/il2cpp\bdwgc/include" --additional-include-directories="C:\Program Files\Unity\Editor\Data\PlaybackEngines\Switch\Tools/il2cpp\libil2cpp/include" --verbose --enable-stats --stats-output-dir="C:/Users/ytpre/TheCrossoversSwitch/Assets/../SwitchIL2CPPStats" --libil2cpp-static --additional-defines="DEBUGMODE=0,UNITY_RELEASE=1,IL2CPP_USE_SOCKET_MULTIPLEX_IO=1" --configuration="ReleasePlus" --profiler-report --map-file-parser="C:/Program Files/Unity/Editor/Data/Tools/MapFileParser/MapFileParser.exe" --directory=C:/Users/ytpre/TheCrossoversSwitch/Temp/StagingArea/Managed --generatedcppdir=C:/Users/ytpre/TheCrossoversSwitch/Temp/StagingArea/il2cppOutput

stdout:
Building SwitchPlayer.nss with SwitchToolChain
Output directory: C:\Users\ytpre\TheCrossoversSwitch\Temp\StagingArea\Native
Cache directory: C:\Users\ytpre\TheCrossoversSwitch\SwitchIL2CPPCache\il2cpp_cache
ObjectFiles: 193 of which compiled: 35
Time Compile: 1385 milliseconds SocketImpl.cpp
Time Compile: 1122 milliseconds Directory.cpp
Time Compile: 890 milliseconds Cryptography.cpp
Time Compile: 854 milliseconds File.cpp
Time Compile: 851 milliseconds Environment.cpp
Time Compile: 850 milliseconds MultiplexIO.cpp
Time Compile: 846 milliseconds TimeZone.cpp
Time Compile: 823 milliseconds LibraryLoader.cpp
Time Compile: 677 milliseconds SwitchFileUtilities.cpp
Time Compile: 578 milliseconds Locale.cpp
Total compilation time: 3175 milliseconds.

Total link time: 20581 milliseconds.
C:\NintendoSDK\Tools\CommandLineTools\MakeNso\MakeNso.exe "C:\Users\ytpre\TheCrossoversSwitch\Temp\StagingArea\Native\SwitchPlayer.nss" "C:\Users\ytpre\TheCrossoversSwitch\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 "C:\Users\ytpre\TheCrossoversSwitch\Temp\StagingArea\Application.aarch64.lp64.nmeta" -o "C:\Users\ytpre\TheCrossoversSwitch\Temp\StagingArea\SwitchPlayer.nspd\program0.ncd\code\main.npdm" failed:

Input Desc File: 'C:\NintendoSDK\Resources\SpecFiles\Application.desc'
Input Meta File: 'C:\Users\ytpre\TheCrossoversSwitch\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)

��ġ: Unity.IL2CPP.Building.ToolChains.Switch.SwitchToolChain.RunCommand(String command, String arguments)
��ġ: Unity.IL2CPP.Building.ToolChains.Switch.SwitchToolChain.FinalizeBuild(ProgramBuildDescription programBuildDescription)
��ġ: Unity.IL2CPP.Building.BuildDescriptions.IL2CPPOutputBuildDescription.FinalizeBuild(CppToolChain toolChain)
��ġ: Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics)
��ġ: il2cpp.Program.DoRun(String[] args, List`1 foundAssemblies)
��ġ: il2cpp.Program.Run(String[] args, Boolean setInvariantCulture)
��ġ: il2cpp.Program.Main(String[] args)
stderr:

���� ���� ����: Unity.IL2CPP.Building.BuilderFailedException: C:\NintendoSDK\Tools\CommandLineTools\MakeMeta\MakeMeta.exe --desc C:\NintendoSDK\Resources\SpecFiles\Application.desc --meta "C:\Users\ytpre\TheCrossoversSwitch\Temp\StagingArea\Application.aarch64.lp64.nmeta" -o "C:\Users\ytpre\TheCrossoversSwitch\Temp\StagingArea\SwitchPlayer.nspd\program0.ncd\code\main.npdm" failed:

Input Desc File: 'C:\NintendoSDK\Resources\SpecFiles\Application.desc'
Input Meta File: 'C:\Users\ytpre\TheCrossoversSwitch\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)

��ġ: Unity.IL2CPP.Building.ToolChains.Switch.SwitchToolChain.RunCommand(String command, String arguments)
��ġ: Unity.IL2CPP.Building.ToolChains.Switch.SwitchToolChain.FinalizeBuild(ProgramBuildDescription programBuildDescription)
��ġ: Unity.IL2CPP.Building.BuildDescriptions.IL2CPPOutputBuildDescription.FinalizeBuild(CppToolChain toolChain)
��ġ: Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics)
��ġ: il2cpp.Program.DoRun(String[] args, List`1 foundAssemblies)
��ġ: il2cpp.Program.Run(String[] args, Boolean setInvariantCulture)
��ġ: 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\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 <bf679006b1b84db2a5a44842ef13dc36>: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 <bf679006b1b84db2a5a44842ef13dc36>:0
at UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1[T] arguments, System.Action`1[T] setupStartInfo, System.String workingDirectory) [0x00086] in <bf679006b1b84db2a5a44842ef13dc36>:0
at UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (UnityEditor.Il2Cpp.Il2CppBuildPipelineData data, System.String outputDirectory, System.String workingDirectory, System.Boolean platformSupportsManagedDebugging) [0x002e8] in <bf679006b1b84db2a5a44842ef13dc36>:0
at UnityEditorInternal.IL2CPPBuilder.Run () [0x000de] in <bf679006b1b84db2a5a44842ef13dc36>:0
at UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) [0x0001c] in <bf679006b1b84db2a5a44842ef13dc36>: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\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 <bf679006b1b84db2a5a44842ef13dc36>: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 <bf679006b1b84db2a5a44842ef13dc36>:0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)



version is 2019.3.9f1
 

TheCrossovers

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i solved alone, but i got this error

Authoring .nsp ROM file failed with command C:\NintendoSDK\Tools\CommandLineTools\AuthoringTool\AuthoringTool.exe createnspmeta -o "C:\Users\ytpre\TheCrossoversSwitch\Temp\StagingArea\SwitchPlayer.nspd" --meta "C:\Users\ytpre\TheCrossoversSwitch\Temp\StagingArea\Application.aarch64.lp64.nmeta" --type Application
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) [0x00abc] in C:\buildslave\unity\build\PlatformDependent\Switch\Editor\Managed\PostProcessSwitch.cs:407
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
 

TheCrossovers

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solved again, but i got these errors

Failed running C:\Program Files\Unity\Editor\Data\il2cpp/build/deploy/net471/il2cpp.exe --convert-to-cpp --emit-null-checks --enable-array-bounds-check --dotnetprofile="unityaot" --compile-cpp --platform="Switch" --architecture="ARM64" --configuration="Release" --outputpath="C:\Users\ytpre\TheCrossoversSwitch\Temp\StagingArea\Native\SwitchPlayer.nss" --cachedirectory="C:/Users/ytpre/TheCrossoversSwitch/Assets/../SwitchIL2CPPCache/il2cpp_cache" --plugin="C:/Program Files/Unity/Editor/Data/PlaybackEngines/Switch/Tools\Il2CppPlugin.dll" --additional-include-directories="C:\Program Files\Unity\Editor\Data\PlaybackEngines\Switch\Tools/il2cpp\bdwgc/include" --additional-include-directories="C:\Program Files\Unity\Editor\Data\PlaybackEngines\Switch\Tools/il2cpp\libil2cpp/include" --verbose --enable-stats --stats-output-dir="C:/Users/ytpre/TheCrossoversSwitch/Assets/../SwitchIL2CPPStats" --libil2cpp-static --additional-defines="DEBUGMODE=0,UNITY_RELEASE=1,IL2CPP_USE_SOCKET_MULTIPLEX_IO=1" --configuration="ReleasePlus" --profiler-report --map-file-parser="C:/Program Files/Unity/Editor/Data/Tools/MapFileParser/MapFileParser.exe" --directory=C:/Users/ytpre/TheCrossoversSwitch/Temp/StagingArea/Managed --generatedcppdir=C:/Users/ytpre/TheCrossoversSwitch/Temp/StagingArea/il2cppOutput

stdout:
Building SwitchPlayer.nss with SwitchToolChain
Output directory: C:\Users\ytpre\TheCrossoversSwitch\Temp\StagingArea\Native
Cache directory: C:\Users\ytpre\TheCrossoversSwitch\SwitchIL2CPPCache\il2cpp_cache
ObjectFiles: 193 of which compiled: 35
Time Compile: 1385 milliseconds SocketImpl.cpp
Time Compile: 1122 milliseconds Directory.cpp
Time Compile: 890 milliseconds Cryptography.cpp
Time Compile: 854 milliseconds File.cpp
Time Compile: 851 milliseconds Environment.cpp
Time Compile: 850 milliseconds MultiplexIO.cpp
Time Compile: 846 milliseconds TimeZone.cpp
Time Compile: 823 milliseconds LibraryLoader.cpp
Time Compile: 677 milliseconds SwitchFileUtilities.cpp
Time Compile: 578 milliseconds Locale.cpp
Total compilation time: 3175 milliseconds.

Total link time: 20581 milliseconds.
C:\NintendoSDK\Tools\CommandLineTools\MakeNso\MakeNso.exe "C:\Users\ytpre\TheCrossoversSwitch\Temp\StagingArea\Native\SwitchPlayer.nss" "C:\Users\ytpre\TheCrossoversSwitch\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 "C:\Users\ytpre\TheCrossoversSwitch\Temp\StagingArea\Application.aarch64.lp64.nmeta" -o "C:\Users\ytpre\TheCrossoversSwitch\Temp\StagingArea\SwitchPlayer.nspd\program0.ncd\code\main.npdm" failed:

Input Desc File: 'C:\NintendoSDK\Resources\SpecFiles\Application.desc'
Input Meta File: 'C:\Users\ytpre\TheCrossoversSwitch\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)

��ġ: Unity.IL2CPP.Building.ToolChains.Switch.SwitchToolChain.RunCommand(String command, String arguments)
��ġ: Unity.IL2CPP.Building.ToolChains.Switch.SwitchToolChain.FinalizeBuild(ProgramBuildDescription programBuildDescription)
��ġ: Unity.IL2CPP.Building.BuildDescriptions.IL2CPPOutputBuildDescription.FinalizeBuild(CppToolChain toolChain)
��ġ: Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics)
��ġ: il2cpp.Program.DoRun(String[] args, List`1 foundAssemblies)
��ġ: il2cpp.Program.Run(String[] args, Boolean setInvariantCulture)
��ġ: il2cpp.Program.Main(String[] args)
stderr:

���� ���� ����: Unity.IL2CPP.Building.BuilderFailedException: C:\NintendoSDK\Tools\CommandLineTools\MakeMeta\MakeMeta.exe --desc C:\NintendoSDK\Resources\SpecFiles\Application.desc --meta "C:\Users\ytpre\TheCrossoversSwitch\Temp\StagingArea\Application.aarch64.lp64.nmeta" -o "C:\Users\ytpre\TheCrossoversSwitch\Temp\StagingArea\SwitchPlayer.nspd\program0.ncd\code\main.npdm" failed:

Input Desc File: 'C:\NintendoSDK\Resources\SpecFiles\Application.desc'
Input Meta File: 'C:\Users\ytpre\TheCrossoversSwitch\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)

��ġ: Unity.IL2CPP.Building.ToolChains.Switch.SwitchToolChain.RunCommand(String command, String arguments)
��ġ: Unity.IL2CPP.Building.ToolChains.Switch.SwitchToolChain.FinalizeBuild(ProgramBuildDescription programBuildDescription)
��ġ: Unity.IL2CPP.Building.BuildDescriptions.IL2CPPOutputBuildDescription.FinalizeBuild(CppToolChain toolChain)
��ġ: Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics)
��ġ: il2cpp.Program.DoRun(String[] args, List`1 foundAssemblies)
��ġ: il2cpp.Program.Run(String[] args, Boolean setInvariantCulture)
��ġ: 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\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 <bf679006b1b84db2a5a44842ef13dc36>: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 <bf679006b1b84db2a5a44842ef13dc36>:0
at UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1[T] arguments, System.Action`1[T] setupStartInfo, System.String workingDirectory) [0x00086] in <bf679006b1b84db2a5a44842ef13dc36>:0
at UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (UnityEditor.Il2Cpp.Il2CppBuildPipelineData data, System.String outputDirectory, System.String workingDirectory, System.Boolean platformSupportsManagedDebugging) [0x002e8] in <bf679006b1b84db2a5a44842ef13dc36>:0
at UnityEditorInternal.IL2CPPBuilder.Run () [0x000de] in <bf679006b1b84db2a5a44842ef13dc36>:0
at UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) [0x0001c] in <bf679006b1b84db2a5a44842ef13dc36>: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\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 <bf679006b1b84db2a5a44842ef13dc36>: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 <bf679006b1b84db2a5a44842ef13dc36>:0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

same
 

mcdij

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Is the nintendo switch videoplayer plugin for unity available on the internet somewhere? (not asking for links and yes I know its available from the official nintendo portal but we are here becuase we do not have access to that :) )

Thanks
 

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