I'm getting issues with the button examples in Unity, I get this error:
"The type or namespace "N3DS" does not exist in the namespace "UnityEngine". Are you missing an assembly reference?"
It seems like the libraries aren't linked right, is there anything I can do?
I'm getting issues with the button examples in Unity, I get this error:
"The type or namespace "N3DS" does not exist in the namespace "UnityEngine". Are you missing an assembly reference?"
It seems like the libraries aren't linked right, is there anything I can do?
Environment variable 'CTRSDK_ROOT' is not set indicating N3DS SDK is not properly installed.
at ArmccCompilerSettings..ctor () [0x00020] in C:\buildslave\unity\build\PlatformDependent\N3DS\Editor\Managed\ArmccCompilerSettings.cs:13
at UnityEditor.N3DS.Il2CppPlatformProvider.CreateNativeCompiler () [0x00001] in C:\buildslave\unity\build\PlatformDependent\N3DS\Editor\Managed\Il2CppPlatformProvider.cs:85
at UnityEditorInternal.IL2CPPBuilder.Run () [0x0009e] in C:\buildslave\unity\build\Editor\Mono\BuildPipeline\Il2Cpp\IL2CPPUtils.cs:153
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) [0x00146] in C:\buildslave\unity\build\PlatformDependent\N3DS\Editor\Managed\PostProcessN3DS.cs:200
UnityEditor.HostViewnGUI()
and also:-
Error building Player: Environment variable 'CTRSDK_ROOT' is not set indicating N3DS SDK is not properly installed.
at ArmccCompilerSettings..ctor () [0x00020] in C:\buildslave\unity\build\PlatformDependent\N3DS\Editor\Managed\ArmccCompilerSettings.cs:13
at UnityEditor.N3DS.Il2CppPlatformProvider.CreateNativeCompiler () [0x00001] in C:\buildslave\unity\build\PlatformDependent\N3DS\Editor\Managed\Il2CppPlatformProvider.cs:85
at UnityEditorInternal.IL2CPPBuilder.Run () [0x0009e] in C:\buildslave\unity\build\Editor\Mono\BuildPipeline\Il2Cpp\IL2CPPUtils.cs:153
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) [0x00146] in C:\buildslave\unity\build\PlatformDependent\N3DS\Editor\Managed\PostProcessN3DS.cs:200
Does anyone know how to get gyro input? The manual page says it's supported (version 5.6, Help>Manual N3DS, Input section), but in the scripting reference (page is in the same spot) I can't find anything about it. All the other input modes have documentation, just not this.
realtime shadows are too expensive for 3DS. Bake your scene lights, use reflection probes, and such. If you insist on having realtime shadows, try different shaders, some will give you shadows, at the cost of the game running very slow
Touchscreen should work with normal buttons as if the stylus were a mouse clicking. Nothing to configure, code, or do.
If you want some more complex mechanic with swiping or whatever that might be a different thing.. although i don't think it'd be hard to code. It does seem to pick up on normal mouse events, so it should be nearly as doing a swipe for mobile, or a mouse drag for PC
Touchscreen should work with normal buttons as if the stylus were a mouse clicking. Nothing to configure, code, or do.
If you want some more complex mechanic with swiping or whatever that might be a different thing.. although i don't think it'd be hard to code. It does seem to pick up on normal mouse events, so it should be nearly as doing a swipe for mobile, or a mouse drag for PC
so, is developing with unity on the 3ds still really taboo? because i have been beating my head onto it for a bit and it wouldn't make sense to create a game without the ability to share anything about it
Ok i somehow managed to fix it. I don't even know how. But now a cube that i placed is rendered black instead of white. Any idea as to why that happens?
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