Reading OP under target platform seems to state you can build for old models. ya just got less resources to work with.Its work on Old 3DS ?
nevermind it works just fine now this is greatcan you guys get touch input working? Ive tried using EventTriggers but it only seems to work on my computer, when I compile and put it on my O3DS it doesn't work




Turn on the console while holding Select then select developer unity@Keksfresser hello nice Tutorial but i can´t install the cia on my n3DS
Just set the lower camera culling mask to something different from the upper because the upper camera will duplicate the lower one if you don't do thisHey, so I'm glad to see this thread is still active.
I'm trying to build a super simple game for the 3DS (this issue appears on both the n3DS and o3DS through Citra. On my physical o3DS, it shows the Nintendo logo then crashes).
The top screen is being duplicated with a slight offset to the bottom screen. In unity, each camera's target is different and in unity, it renders properly.
This is what I expect:
View attachment 312346
This is what I'm getting (note: cube's rotation is intentional):
View attachment 312347
Does anyone know what could be causing this and how to fix it?

Wow, thanks! That made the lower screen stop duplicating the top, however a UI sprite that should be showing up on the bottom screen is not.Just set the lower camera culling mask to something different from the upper because the upper camera will duplicate the lower one if you don't do this
Try different shaders. Best way to do so fast is to create 5 buttons or so, and see which one shows up when you build. Make them differently colored or something so you know which shader worked. Are you able to build or this is all on unitys editorWow, thanks! That made the lower screen stop duplicating the top, however a UI sprite that should be showing up on the bottom screen is not.
Expected:
View attachment 321627
Result:
View attachment 321626

I am able to build. Play mode doesn't accurately show what would happen on the device.Try different shaders. Best way to do so fast is to create 5 buttons or so, and see which one shows up when you build. Make them differently colored or something so you know which shader worked. Are you able to build or this is all on unitys editor

I can't figure out a good shader to use with UI elements - I can get the text and button to show up using `Mobile/Particles/Alpha Blended` yet I can't change the color properly.I am able to build. Play mode doesn't accurately show what would happen on the device.
Speaking of which, I am only able to run the apps in Citra. If I try running through my homebrewed 3ds, it crashes with vague errors every time.
I will try your suggestion to play with shaders, thanks!
the UI shaders dont work? i wouldnt use a particle shader for UI i didnt have issues rendering UI on my appI can get the text and button to show up using `Mobile/Particles/Alpha Blended

If I use no material for the UI elements, they don't show up. I'm at a loss here.the UI shaders dont work? i wouldnt use a particle shader for UI i didnt have issues rendering UI on my app
how about the UI shaders? or some of the unlit ones. Alpha blended is for transparency. While it should be renderable, you could maybe use some other simpler shaderIf I use no material for the UI elements, they don't show up. I'm at a loss here.

I'm pretty sure those don't show up or don't look proper. I will try again and post results. Thanks for your help!how about the UI shaders? or some of the unlit ones. Alpha blended is for transparency. While it should be renderable, you could maybe use some other simpler shader
Maybe you could set up the bottom camera to only render UI elements, worst case scenario it saves you some processing.I'm pretty sure those don't show up or don't look proper. I will try again and post results. Thanks for your help!

The bottom camera's culling mask IS only set to UI.Maybe you could set up the bottom camera to only render UI elements, worst case scenario it saves you some processing.
Oh and give the background's material a lower render queque (or was it higher?) so you make 100% sure it's rendered below the buttons and not on top of them.