Thank you for troubleshooting the fowarder issue for me lol.
Also do you have any crashes booting the game in docked?
Also do you have any crashes booting the game in docked?
I don’t know, handheld only.Thank you for troubleshooting the fowarder issue for me lol.
Also do you have any crashes booting the game in docked?

Is this in handheld or docked with or without forwarder can you send me AMS crash log and crash dump please?Game have many crash at launch, just keep re-open it and wait for about 2 or 3 minutes. Game will run normally. Any, tysm for the port, could you consider porting mini dayz and Six-Guns?
Download a new nro forwarder I just posted, and create a new link.Game have many crash at launch, just keep re-open it and wait for about 2 or 3 minutes. Game will run normally.

i only test in on handheld, with forwarder created by DBI, i mean not AMS crash, it showing up unable to start message, then i just keep trying to re-open the game, it will load but need to take 2 or 3 minutes to actually get into the game.Is this in handheld or docked with or without forwarder can you send me AMS crash log and crash dump please?
i already did brother, and yes your method worked. Ty.Download a new nro forwarder I just posted, and create a new link.
That's weird official Pro Controller was supported on my other ports and it uses the same codebase I'll have to take a look.Thank you! FYI-make sure you name the folder as required as it seems to crash if it's not named correctly.
Pro controller support possible in docked mode? I know USB mouse is supported, but not sure if it's possible to add support for bluetooth controllers like the Wii U Pro Controller or the official switch pro controller.
thank you! I am trying your other ports(can you confirm one that definitely works?)That's weird official Pro Controller was supported on my other ports and it uses the same codebase I'll have to take a look.
Can you give me source code or send a pull request to repo so I can merge the fix?I patched it! Switch controller now works fully in docked mode...
Just testing a V2 fix (V1 had to limit docked mode to 720p) so will post the source here(small fix inside main.c), thanks for all your work btwCan you give me source code or send a pull request to repo so I can merge the fix?
I need to update game to 3.8.1.Just testing a V2 fix (V1 had to limit docked mode to 720p) so will post the source here(small fix inside main.c), thanks for all your work btw
Edit: attached, V2 works,
Info below,
Scroll all the way down to around line 527, right before the while (appletMainLoop() && !jni_quit_requested) render loop starts.
You need to add a tracker for the console's docking state, and trigger the Unity_nativeSendSurfaceChanged event whenever it changes.
/* Watchdog re-enabled (fbstub88) with the snapshot-ordering fix: stacks are
* now walked while the target thread is PAUSED (the fbstub86 self-crash came
* from resuming first and walking a live stack). 6s thresholds. Its job now:
* catch the first-present hang and dump the thread blocked in eglSwapBuffers. */
diag_watchdog_start();
int frame = 0;
/* --- TRUE 1080p FIX: Track dock state --- */
AppletOperationMode current_op_mode = appletGetOperationMode();
while (appletMainLoop() && !jni_quit_requested) {
diag_frame(frame); // heartbeat: lets the watchdog see progress (or its absence)
nx_time_tick(); // advance our managed-Time clock once per frame
android_native_update_mode();
/* --- TRUE 1080p FIX: Alert Unity when you dock/undock --- */
AppletOperationMode new_op_mode = appletGetOperationMode();
if (new_op_mode != current_op_mode) {
current_op_mode = new_op_mode;
// This forces Unity to update its UI boundaries to 1920x1080 mid-game!
Unity_nativeSendSurfaceChanged(fake_env, fake_unityplayer_thiz);
}
/* -------------------------------------------------------- */
android_native_feed_hid((uint8_t (*)(void*,void*,void*,int))Unity_nativeInjectEvent,
fake_env, fake_unityplayer_thiz);
if (!Unity_nativeRender(fake_env, fake_unityplayer_thiz)) break;