Hacking Unity with WiiU

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The issue is mainly due to AOT. if you make a simple log catcher, you will see that WiiU can't handle any generic method or type not pre-defined. This means that if you are using void TriggerEvent<T> that defines a UnityEvent<T>, for example, you need to make a definition for every type of every event you make like TriggerStringEvent that uses UnityEvent<string>.

This doesn't happen on other platforms because they can handle these things by using IL2CPP but wii u doesn't as Unity didn't support that backend. Btw, this issue also happens on platforms like PlayStation Vita and PlayStation 3. It's a pain to debug as Dictionaries, List, unity events and types need to have a defined type. You can't initialize types dynamically either, btw. I have tons of generic stuff in my game core and I spent days just fixing those AOT calls. The easiest way to debug them is having a devkit but as you are using Cemu as debugger, make a log catcher and keep saving them by input/time and use those as debugging tool.

Edit: Oh, I forgot to say that even if 2017.4 LTS works, the most stable version is 2017.1.3p3. You will save time by using that version instead as 2017.4.40LTS leads to random crashes even using latest CAFE SDK.
Good to know info. I didn't know there was a compatible unity for wiiu version higher than 2017.1.3p3. I'd like to know how to make one of these log catchers. Could be very useful.
 
Good to know info. I didn't know there was a compatible unity for wiiu version higher than 2017.1.3p3. I'd like to know how to make one of these log catchers. Could be very useful.
Anything above 2017.1.3p is pretty unstable so they are not recommended. Anyway, for that just listen to Application.logMessageReceived, store the logs in a list/array and then save them to file
 

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