Tutorial How to make 3DS Games with Unity

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i have a few errors (and questions)when trying to build .cci files in unity 3ds : and here it is

1. i got two errors when building:
Code:
ApplicationName='\X86\bin\ctrload.exe', CommandLine='-n test.cci', CurrentDirectory='DIRECTORYBLAHBLAH'
  at System.Diagnostics.Process.Start_noshell (System.Diagnostics.ProcessStartInfo startInfo, System.Diagnostics.Process process) [0x00000] in <filename unknown>:0
  at System.Diagnostics.Process.Start_common (System.Diagnostics.ProcessStartInfo startInfo, System.Diagnostics.Process process) [0x00000] in <filename unknown>:0
  at System.Diagnostics.Process.Start () [0x00000] in <filename unknown>:0
  at (wrapper remoting-invoke-with-check) System.Diagnostics.Process:Start ()
  at UnityEditor.Utils.Program.Start (System.EventHandler exitCallback) [0x0006b] in C:\buildslave\unity\build\Editor\Mono\Utils\Program.cs:44
  at UnityEditor.Utils.Program.Start () [0x00003] in C:\buildslave\unity\build\Editor\Mono\Utils\Program.cs:28
  at UnityEditor.N3DS.Command.Run (System.Diagnostics.ProcessStartInfo psi, UnityEditor.N3DS.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) [0x0000a] in C:\buildslave\unity\build\PlatformDependent\N3DS\Editor\Managed\Command.cs:65
  at UnityEditor.PostProcessN3DS.Run (System.Diagnostics.ProcessStartInfo psi, UnityEditor.N3DS.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) [0x00016] in C:\buildslave\unity\build\PlatformDependent\N3DS\Editor\Managed\PostProcessN3DS.cs:1654
  at UnityEditor.PostProcessN3DS.PostProcess (BuildTarget target, BuildOptions options, System.String installPath, System.String stagingAreaData, System.String stagingArea, System.String playerPackage, System.String stagingAreaDataManaged, UnityEditor.RuntimeClassRegistry usedClassRegistry) [0x0040f] in C:\buildslave\unity\build\PlatformDependent\N3DS\Editor\Managed\PostProcessN3DS.cs:293
UnityEditor.HostView:OnGUI()


AND



Code:
Error building Player: ApplicationName='\X86\bin\ctrload.exe', CommandLine='-n test.cci', CurrentDirectory='DIRECTORYTOGAMEFOLDER'
  at System.Diagnostics.Process.Start_noshell (System.Diagnostics.ProcessStartInfo startInfo, System.Diagnostics.Process process) [0x00000] in <filename unknown>:0
  at System.Diagnostics.Process.Start_common (System.Diagnostics.ProcessStartInfo startInfo, System.Diagnostics.Process process) [0x00000] in <filename unknown>:0
  at System.Diagnostics.Process.Start () [0x00000] in <filename unknown>:0
  at (wrapper remoting-invoke-with-check) System.Diagnostics.Process:Start ()
  at UnityEditor.Utils.Program.Start (System.EventHandler exitCallback) [0x0006b] in C:\buildslave\unity\build\Editor\Mono\Utils\Program.cs:44
  at UnityEditor.Utils.Program.Start () [0x00003] in C:\buildslave\unity\build\Editor\Mono\Utils\Program.cs:28
  at UnityEditor.N3DS.Command.Run (System.Diagnostics.ProcessStartInfo psi, UnityEditor.N3DS.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) [0x0000a] in C:\buildslave\unity\build\PlatformDependent\N3DS\Editor\Managed\Command.cs:65
  at UnityEditor.PostProcessN3DS.Run (System.Diagnostics.ProcessStartInfo psi, UnityEditor.N3DS.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) [0x00016] in C:\buildslave\unity\build\PlatformDependent\N3DS\Editor\Managed\PostProcessN3DS.cs:1654
  at UnityEditor.PostProcessN3DS.PostProcess (BuildTarget target, BuildOptions options, System.String installPath, System.String stagingAreaData, System.String stagingArea, System.String playerPackage, System.String stagingAreaDataManaged, UnityEditor.RuntimeClassRegistry usedClassRegistry) [0x0040f] in C:\buildslave\unity\build\PlatformDependent\N3DS\Editor\Managed\PostProcessN3DS.cs:293


ALSO

how do I make the both screens work at the same time?

any help would be great!

I am using unity 5.6.6f2(64 bit) cracked with unihavker 4.5(for unity pro and the 3ds option)
i also have armcc 5 for nintendo and ctr sdk installed(and added to PATH)
:)
I have check for the ctrload.exe but I couldnt find it
edit: it happened during " coverting managed assemblies to C++" stage
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 spaces). You should also toggle the EULA agreement.

On the other hand, both screens work (always). For different rendering between cameras, you just need a camera per screen and that's it. Remember to set the Target Display to Lower LCD in the bottom camera.
 
Last edited by Manurocker95,
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 capture the mic and use the bytes to create a PCM with them.

View attachment 580904
Post automatically merged:

Reworked the camera plugin


That's an amazing set of progress - i wish there was a tutorial series for us less code inclined. Still its cool too see all these options are available for Unity!
 
That's an amazing set of progress - i wish there was a tutorial series for us less code inclined. Still its cool too see all these options are available for Unity!

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

 
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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 spaces). You should also toggle the EULA agreement.

On the other hand, both screens work (always). For different rendering between cameras, you just need a camera per screen and that's it. Remember to set the Target Display to Lower LCD in the bottom camera.
interestingly, when I builded the unity project, it successfully builded a cci file, though the error still exists
 
One more goal, even if it's a way worse way than default:

Linear fog for N3DS

fog-3ds2.gif

Post automatically merged:

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 catching logs from Unity (at least when the emulator doesn't crash).

1783459054610.png
 
Last edited by Manurocker95,
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 port the editor window.

These playables work with SLATE editor.

 
Last edited by Manurocker95,
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 port the editor window.

These playables work with SLATE editor.


its like my entire dream list of tools and feature sets. I don't suppose you could make a unity package for 5.6.6 that could install and set this stuff up - like the unity 3DS packages? Probably more complicated than that I'm sure :lol:
 
its like my entire dream list of tools and feature sets. I don't suppose you could make a unity package for 5.6.6 that could install and set this stuff up - like the unity 3DS packages? Probably more complicated than that I'm sure :lol:
I can make a public repo but SLATE is a 120$ asset so someone would need to make the editor window backporting unity’s internal classes.
 
That would be great! anything that can be freely of course! The easier it is to install and setup the better. :yay:
This is my backport of playables. it still has the DNSpy decomp comments and stuff but it works on runtime and editor. Again, someone needs to actually make the Timeline editor window (the one with the timeline), but you can test the playables through a simple script like the one I provide on the repo. You should be able to see the timeline data (tracks, animation and stuff) is actually parsed and working.

https://github.com/Manurocker95/Unity-Timeline-Playables-for-Unity-5
 
Last edited by Manurocker95,
Diese Leute sind geistig offensichtlich nicht ganz bei Trost, und obendrein sind sie völlig analphabetisch. Nintendos Rechtsabteilung wird sich dabei köstlich amüsieren.

Das alles soll legal sein?
Post automatically merged:

but you need a nda to get that sdk and have an application accepted by nintendo, which they probably no longer offer because look cant trust em


the nda now allows them to sue gbatemp


so totally not distributing stolen code
Post automatically merged:


Post automatically merged:

... weil es sich hierbei definitiv nicht um urheberrechtlich geschütztes Material oder Unternehmenscode handelt.
Ich bin ein echter Nintendo-Entwickler. Im Gegensatz zu dir.
 
Diese Leute sind geistig offensichtlich nicht ganz bei Trost, und obendrein sind sie völlig analphabetisch. Nintendos Rechtsabteilung wird sich dabei köstlich amüsieren.

Das alles soll legal sein?
Post automatically merged:

but you need a nda to get that sdk and have an application accepted by nintendo, which they probably no longer offer because look cant trust em


the nda now allows them to sue gbatemp


so totally not distributing stolen code
Post automatically merged:


Post automatically merged:

... weil es sich hierbei definitiv nicht um urheberrechtlich geschütztes Material oder Unternehmenscode handelt.
Ich bin ein echter Nintendo-Entwickler. Im Gegensatz zu dir.


There's no need to insult, tbh. No Nintendo SDK code nor copyrighted material from them is shared here, only Unity 5 scripting (not even modern one). In addition, nobody here uses anything here to gain any profit. These are non-profit projects just made to learn and have fun. On the other hand, the SDK got deprecated on 2020 and people using it can't sign it to obtain it anymore.

Finally, if you are a developer signed in the NDP (I guess working on games or apps for Ounce), what exactly are you doing in a Unity for Nintendo 3DS post...
 
Last edited by Manurocker95,
There's no need to insult, tbh. No Nintendo SDK code nor copyrighted material from them is shared here, only Unity 5 scripting (not even modern one). In addition, nobody here uses anything here to gain any profit. These are non-profit projects just made to learn and have fun. On the other hand, the SDK got deprecated on 2020 and people using it can't sign it to obtain it anymore.

Finally, if you are a developer signed in the NDP (I guess working on games or apps for Ounce), what exactly are you doing in a Unity for Nintendo 3DS post...
i will insult who ever i want, stop me

cry to the pedophile staff

faggot boi


im not gonna stare at a loss of income and do nothing
 

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