Btw, in case someone is interested in porting the EditorWindow itself, I backported Unity's Timeline Playables (basically runtime stuff) to 5.6.6 after using DNSpy to decompile UnityEngine.Sequence.dll. They work in runtime but we would need to...
One more goal, even if it's a way worse way than default:
Linear fog for N3DS
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Thanks to @PabloMK7 I could finally see logs being redirected to Azahar's console from Unity. So we can actually debug in real time without devkit nor...
If there's anyone interested in fighting with Native Plugins in cpp + Unity, I can share my code :) But it was not an easy task. Btw, I also got Augmented Reality working :D
Regarding your build it looks like either the path is too long/has special characters or the SDK is not correctly installed. In addition, remember to fill in Project Settings > Player, the Long Names, short name, and title (title can't have...
Also got the microphone working + speech recognition. The default microphone doesn't work because audioclip.SetData doesn't work on N3DS and Microphone.Start always return null clip. However, making a custom nn::mic native microphone, you can...
Btw, just fyi (in case someone gets interest about it), you can modify the native plugins vxproj to compile it on VS2017+ (currently using VS2022). No need to use VS2015.
In addition, I’m trying to expose on emulator the debug logs. Does anyone...
Btw, made a quick editor tab that uses @PabloMK7's EveryFileExplorer executable to make the 3D Banner directly from Unity.
Mixed with a modified version of @CooingMaxito's CiaForgeX, I can export the banner without touching anything :D
As it's not commented here, @katboi01 got the SD to be usable directly from unity skipping the absurd development limitation. No more 1MB limit for saving stuff.
Sorry, I didn't see it. My bad. <3
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Persistent saves from SD works like a charm now. I added a few functions for Seek and GetPosition for chunk loading in the same binary stream and now it can subdivide the bin data to not overload the...