?

Should I add some Demo Projects?

Poll closed Feb 16, 2018.
  1. yes

    94.4%
  2. no

    5.6%
  3. 54 voter(s)
  1. lyokohack

    lyokohack GBAtemp Regular
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    Hello IsaiahAngnakak

    did you try to define an icon or a cursor in your build?
     
    npx likes this.
  2. huckleberrypie

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    Anyone know how to get a skybox to show up ingame?

    EDIT: NVM about the skybox, I managed to fix it. Right now I was wondering if the skinned mesh renderer on Unity is really that slow, or if any further optimisations can be done.
     
    Last edited by huckleberrypie, Feb 5, 2020
  3. RobE2

    RobE2 Newbie
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    Anyone know why when i install the cia (I've tried converting multiple ways), I always get a ARM11 crash when I run the application on my N3DS?

    I have a 3dsbanner in my unity project
     
  4. placebo_yue

    placebo_yue GBAtemp Regular
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    did you by any chance manage to make changes to said skybox? i'm trying to have it change tints to simulate sunset/night. On the editor it works like a charm but on the console (and CITRA) nothing happens.
     
  5. AlexGames

    AlexGames Newbie
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    Ya I'm also having an arm 11 error and citra just shows a blank screen saying 0fps I'm trying to make a 2d game
     
  6. AlexGames

    AlexGames Newbie
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    Do you know what shaders i should use on unity for N3ds because i think that's why it's constantly crashing
     
  7. placebo_yue

    placebo_yue GBAtemp Regular
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    im using vertexlit blended.
    It's a default unity shader, im not sure if it's under mobile/particles or where, but you'll find it.

    It's the only one that reacts to the light's color (although no shadows still) and it allows transparency, which i guess you'll agree it's super important.

    For the skybox i made a sphere with inversed normals and also used that shader, because the 3DSskybox shader gives me issues when i use vertexlit blended on more than a handful elements. It's like it can't handle all that light information or whatever. I wish i knew more about shaders..

    Good luck bro, let us know if you discover anything useful too.
     
  8. lyokohack

    lyokohack GBAtemp Regular
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    Hi everyone

    i have a problem when i build my .cci or convert it to .3ds or .cia

    I tried to make it work under citra on android I have at the beginning a black screen and when I wait a littlea little I have two screens in blue

    I also try the shaders which is available in the Developer Portal , which are there to work for the shaders existing by default under Unity , but still the same problem

    I have a blank scene, I wait until I see the default skybox in my game .
     
  9. npx

    npx Newbie
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    I have problemy with building in unity 5.6.6f2.
    It deys always ctr_root not found, ctr new 3ds sdk isn't correctly installed. how i can fix tbis?
     
  10. MG4M3R

    MG4M3R GBAtemp Fan
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    I can't say exactly what your problem is, but:

    1. Install the Nintendo Developer Interface and run it to setup the environment.
    2. Follow the step by step guide at the beginning of the topic ignoring the steps already covered by the Nintendo Developer Interface
    3. Download the N3DS_ShaderDemo_5.6 from the Nintendo forum and use it as the basis for your project, don't use any shaders other than those used in the demo.

    Everything should work fine if you follow the above.
     
  11. placebo_yue

    placebo_yue GBAtemp Regular
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    where exactly is that shader demo? I found a forum entry mentioning every built-in shader that does work in the console (mostly all the mobile/vertexlit and unlit ones) but i didn't find that demo yet.
    You can download demo scenes from Unity tho, i got the 3ds_skybox material and shader that way, but i ended up replacing it too because it got glitchy when i combined it with vertexlit blended anywhere in the scene.
     
  12. E1ite007

    E1ite007 Weird avatar guy
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    Is interesting this thread was never closed although OP never made the translation himself and he dissapeared from GBAtemp. Maybe thanks to @Voxel rough translation.
     
  13. placebo_yue

    placebo_yue GBAtemp Regular
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    No reason to close it!
    Many of us are still messing around with Unity for development. I'm not as skilled as most people here but in my ignorance i come across ways or workarounds to get stuff done and sharing those with others as non-skilled as me so they can get a game running on their console could have it's merit. Same for everyone else discussing and sharing their discoveries here besides the long gone OP
     
  14. E1ite007

    E1ite007 Weird avatar guy
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    Yeah, the thing is that the rules specify that threads have to be in english or have a translation in english, and OP never translated the thread and one other user did it... maybe that's why this wasn't deleted.
     
    Last edited by E1ite007, Jun 11, 2020
  15. npx

    npx Newbie
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    I have the same problem and I don't know how to fix this.
     
  16. placebo_yue

    placebo_yue GBAtemp Regular
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    you gotta follow the folder structure perfectly or it won't work. Mine looks like this:

    "Unity Project Folder">Assets>3dsBanner>
    ____Audio>Hello.wav
    ____Model>Common>
    ________Common.cmdl
    ________Textures>Common.ctex

    Hope it's understandable. I also have a shitload of folders inside "model" but the only one that i modified is the common and that's the one that shows up in console, the others are the default that comes with the 3dsBanner package from NDS unity SDK thingy

    I made my banner using the tool provided by the NDS SDK thingy, the one that looks like a very 1999 3D software. And Autodesk Maya with the plugin to export files in whatever format this previous software needs, and it's this software the one that exports CMDL and CTEX files. You can also create CTEX with photoshop and it's plugin.
    I didn't have to use command line at all
     
    MG4M3R and Awesomeaustin316 like this.
  17. npx

    npx Newbie
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    I fixed this error but now it says "unable to create rom cci". How i can fix this?

    — Posts automatically merged - Please don't double post! —

    I fixed it.
    But now i dont know how to fix this
    "Unable to create rom cci"
     
  18. Awesomeaustin316

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    Thanks! I was wondering what to do and so far this forum post is really the only way to get information like this.
    I think something a lot of people don't realize is now the NDI will download everything you need and install it.This is even including the version of Unity needed. When loading that up you can import packages exclusive to 3ds development like the 3dsBanner folder templates and even save data examples.

    I just got back into this and while I'm use to the convenience of Unity 2019, I think I can get by with Unity 5.
     
    placebo_yue likes this.
  19. placebo_yue

    placebo_yue GBAtemp Regular
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    i started with unity 5.5 and i never really got around updating to 2019 (most of my important projects are on 2018.2.2) so it didn't bother me so much. But yes, the NDI downloads unity for you, and comes with examples for most stuff you'll need.

    Using the 3dsBanner example you could easily create a 2D banner replacing the default texture with your own, but i wanted a 3D banner so i took the trouble of finding exactly how to do that. I'm sure all the data is in the documentation but it's quite hard to actually get it to work, any extra folder, any missing, misplaced or not properly named file, and it stops compiling. So now that i've got the process narrowed down and working i follow that recipe, and share it as it is with people

    — Posts automatically merged - Please don't double post! —

    if you delete the whole banner folder from Assets folder, does it compile? im just checking if the error is related.
    Also, share the actual error information from console please
     
  20. hatoving

    hatoving Member
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    Hey can anyone help me? I tried to build one of Unity's Tutorial Projects, Roll A Ball.
    But instead of getting the cci file, i got 4 errors (I suing Unity 5.6):
    Error 1:
    IL2CPP compile failed.
    at NativeCompiler.RunProgram (System.Diagnostics.ProcessStartInfo startInfo) [0x000e6] in C:\buildslave\unity\build\Editor\Mono\BuildPipeline\Il2Cpp\NativeCompiler.cs:59
    at NativeCompiler.Execute (System.String arguments, System.String compilerPath) [0x00012] in C:\buildslave\unity\build\Editor\Mono\BuildPipeline\Il2Cpp\NativeCompiler.cs:24
    at ArmccCompiler.Compile (System.String file, System.String includePaths, Boolean force) [0x0016e] in C:\buildslave\unity\build\PlatformDependent\N3DS\Editor\Managed\ArmccCompiler.cs:195
    at ArmccCompiler.CreateLinkInfo (System.String[] sources, System.String includePaths) [0x00230] in C:\buildslave\unity\build\PlatformDependent\N3DS\Editor\Managed\ArmccCompiler.cs:307
    at ArmccCompiler.CompileDynamicLibrary (System.String outputFile, IEnumerable`1 sources, IEnumerable`1 includePaths, IEnumerable`1 libraries, IEnumerable`1 libraryPaths) [0x001af] in C:\buildslave\unity\build\PlatformDependent\N3DS\Editor\Managed\ArmccCompiler.cs:103
    at UnityEditorInternal.IL2CPPBuilder.Run () [0x00105] in C:\buildslave\unity\build\Editor\Mono\BuildPipeline\Il2Cpp\IL2CPPUtils.cs:161
    at UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String stagingAreaData, IIl2CppPlatformProvider platformProvider, System.Action`1 modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry, Boolean debugBuild) [0x0000f] in C:\buildslave\unity\build\Editor\Mono\BuildPipeline\Il2Cpp\IL2CPPUtils.cs:41
    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) [0x00153] in C:\buildslave\unity\build\PlatformDependent\N3DS\Editor\Managed\PostProcessN3DS.cs:202
    UnityEditor.HostView:OnGUI()


    Error 2:

    Failed running C:\Unity3DS\ARMCC\bin\../bin64\armcc.exe -c -I "C:/Unity5/Editor/Data/PlaybackEngines/N3DS/Tools\il2cpp\bdwgc\include" -I "C:/Unity5/Editor/Data/PlaybackEngines/N3DS/Tools\il2cpp\libil2cpp\include" -I "Temp\StagingArea\il2cppOutput" -I "C:\Nintendo\3DSUGPorts\SDK\ctr_sdk\include" --gnu --cpu "MPCore" --split_sections --apcs=/interwork --littleend --arm --vfe --signed_chars --no_rtti --wchar --wchar16 --multibyte_chars --dollar --exceptions --remove_unneeded_entities --diag_style=ide --data_reorder --fpmode=fast -O2 "-Otime" --no_debug --no_debug_macros --diag_suppress=1,68,186,368,177,550 -D "NN_COMPILER_RVCT" -D "NN_COMPILER_RVCT_VERSION_MAJOR=4" -D "NN_COMPILER_RVCT_VERSION_MINOR=1" -D "NN_PROCESSOR_ARM" -D "NN_PROCESSOR_ARM11MPCORE" -D "NN_PROCESSOR_ARM_V6" -D "NN_PROCESSOR_ARM_VFP_V2" -D "NN_HARDWARE_CTR" -D "NN_PLATFORM_CTR" -D "NN_HARDWARE_CTR_TS" -D "NN_SYSTEM_PROCESS" -D "NN_DEBUGGER_KMC_PARTNER" -D "NN_COMPILER_OPTION_ARM" -D "NN_EFFORT_FAST" -D "__STDC_LIMIT_MACROS" Temp\Il2CppCache\__N3DS_AssemblyLinkInfo.cpp -o Temp\Il2CppCache\__N3DS_AssemblyLinkInfo.o


    Error 3:

    Failed running C:\Unity3DS\ARMCC\bin\../bin64\armcc.exe -c -I "C:/Unity5/Editor/Data/PlaybackEngines/N3DS/Tools\il2cpp\bdwgc\include" -I "C:/Unity5/Editor/Data/PlaybackEngines/N3DS/Tools\il2cpp\libil2cpp\include" -I "Temp\StagingArea\il2cppOutput" -I "C:\Nintendo\3DSUGPorts\SDK\ctr_sdk\include" --gnu --cpu "MPCore" --split_sections --apcs=/interwork --littleend --arm --vfe --signed_chars --no_rtti --wchar --wchar16 --multibyte_chars --dollar --exceptions --remove_unneeded_entities --diag_style=ide --data_reorder --fpmode=fast -O2 "-Otime" --no_debug --no_debug_macros --diag_suppress=1,68,186,368,177,550 -D "NN_COMPILER_RVCT" -D "NN_COMPILER_RVCT_VERSION_MAJOR=4" -D "NN_COMPILER_RVCT_VERSION_MINOR=1" -D "NN_PROCESSOR_ARM" -D "NN_PROCESSOR_ARM11MPCORE" -D "NN_PROCESSOR_ARM_V6" -D "NN_PROCESSOR_ARM_VFP_V2" -D "NN_HARDWARE_CTR" -D "NN_PLATFORM_CTR" -D "NN_HARDWARE_CTR_TS" -D "NN_SYSTEM_PROCESS" -D "NN_DEBUGGER_KMC_PARTNER" -D "NN_COMPILER_OPTION_ARM" -D "NN_EFFORT_FAST" -D "__STDC_LIMIT_MACROS" Temp\StagingArea\il2cppOutput\Bulk_Generics_0.cpp -o Temp\Il2CppCache\Bulk_Generics_0.o

    Product: ARM Compiler 5.04 for Nintendo
    Component: ARM Compiler 5.04 update 5 Extended Maintenance (build 231)
    Tool: armcc [4ce830]armcc : error C9555: License checkout for feature bsp_compiler5 with version 5.0201509 has been denied by Flex back-end. Error code: -10
    Feature has expired.
    Feature: bsp_compiler5
    Expire date: 25-may-2016
    License path: C:\Unity3DS\ARMCC\sw\info\nintendo-anyhost.lic;c:\program files\arm\licenses\license.dat;
    FlexNet Licensing error:-10,32
    For further information, refer to the FlexNet Licensing documentation,
    available at "www.flexerasoftware.com".
    UnityEngine.Debug:LogError(Object)
    NativeCompiler:RunProgram(ProcessStartInfo) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/NativeCompiler.cs:57)
    NativeCompiler:Execute(String, String) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/NativeCompiler.cs:24)
    ArmccCompiler:Compile(String, String, Boolean) (at C:/buildslave/unity/build/PlatformDependent/N3DS/Editor/Managed/ArmccCompiler.cs:195)
    <CompileDynamicLibrary>c__AnonStorey0:<>m__1(String) (at C:/buildslave/unity/build/PlatformDependent/N3DS/Editor/Managed/ArmccCompiler.cs:101)
    <ParallelFor>c__AnonStorey1`1:<>m__0(Object) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/NativeCompiler.cs:86)


    Error 4:

    Failed running C:\Unity3DS\ARMCC\bin\../bin64\armcc.exe -c -I "C:/Unity5/Editor/Data/PlaybackEngines/N3DS/Tools\il2cpp\bdwgc\include" -I "C:/Unity5/Editor/Data/PlaybackEngines/N3DS/Tools\il2cpp\libil2cpp\include" -I "Temp\StagingArea\il2cppOutput" -I "C:\Nintendo\3DSUGPorts\SDK\ctr_sdk\include" --gnu --cpu "MPCore" --split_sections --apcs=/interwork --littleend --arm --vfe --signed_chars --no_rtti --wchar --wchar16 --multibyte_chars --dollar --exceptions --remove_unneeded_entities --diag_style=ide --data_reorder --fpmode=fast -O2 "-Otime" --no_debug --no_debug_macros --diag_suppress=1,68,186,368,177,550 -D "NN_COMPILER_RVCT" -D "NN_COMPILER_RVCT_VERSION_MAJOR=4" -D "NN_COMPILER_RVCT_VERSION_MINOR=1" -D "NN_PROCESSOR_ARM" -D "NN_PROCESSOR_ARM11MPCORE" -D "NN_PROCESSOR_ARM_V6" -D "NN_PROCESSOR_ARM_VFP_V2" -D "NN_HARDWARE_CTR" -D "NN_PLATFORM_CTR" -D "NN_HARDWARE_CTR_TS" -D "NN_SYSTEM_PROCESS" -D "NN_DEBUGGER_KMC_PARTNER" -D "NN_COMPILER_OPTION_ARM" -D "NN_EFFORT_FAST" -D "__STDC_LIMIT_MACROS" Temp\StagingArea\il2cppOutput\Bulk_Assembly-CSharp_0.cpp -o Temp\Il2CppCache\Bulk_Assembly-CSharp_0.o

    Product: ARM Compiler 5.04 for Nintendo
    Component: ARM Compiler 5.04 update 5 Extended Maintenance (build 231)
    Tool: armcc [4ce830]armcc : error C9555: License checkout for feature bsp_compiler5 with version 5.0201509 has been denied by Flex back-end. Error code: -10
    Feature has expired.
    Feature: bsp_compiler5
    Expire date: 25-may-2016
    License path: C:\Unity3DS\ARMCC\sw\info\nintendo-anyhost.lic;c:\program files\arm\licenses\license.dat;
    FlexNet Licensing error:-10,32
    For further information, refer to the FlexNet Licensing documentation,
    available at "www.flexerasoftware.com".
    UnityEngine.Debug:LogError(Object)
    NativeCompiler:RunProgram(ProcessStartInfo) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/NativeCompiler.cs:57)
    NativeCompiler:Execute(String, String) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/NativeCompiler.cs:24)
    ArmccCompiler:Compile(String, String, Boolean) (at C:/buildslave/unity/build/PlatformDependent/N3DS/Editor/Managed/ArmccCompiler.cs:195)
    <CompileDynamicLibrary>c__AnonStorey0:<>m__1(String) (at C:/buildslave/unity/build/PlatformDependent/N3DS/Editor/Managed/ArmccCompiler.cs:101)
    <ParallelFor>c__AnonStorey1`1:<>m__0(Object) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/NativeCompiler.cs:86)


    Can someone please help me? Thanks!

    -hat
     
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