Hacking Unity with WiiU

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As I wrote, I searched there and didn't find anything. Do you remember the title of the thread or at least something that was discussed there?
I have the exact links from a Nintendo representative, though I'm not sure if I'm supposed to share it here.
You'll need a Nintendo Developer account with Wii u checked off. So it's probably fine. But I'd rather know for sure.
 
Last edited by SjorsMaster,
I have the exact links from a Nintendo representative, though I'm not sure if I'm supposed to share it here.
You'll need a Nintendo Developer account with Wii u checked off. So it's probably fine. But I'd rather know for sure.
I don't get it. Weren't these docs in a public attachment in the forums?
Also all downloads require authentication anyway. Even if you shared a link publicly, a person without an account wouldn't be able to download it.
 
I don't get it. Weren't these docs in a public attachment in the forums?
Also all downloads require authentication anyway. Even if you shared a link publicly, a person without an account wouldn't be able to download it.
Well alright, you can look here, look for the reply by Eric Hill, with an attachment (zip)
 
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I´m coming late to the party but where can i find the latest Unity for Wii U along with its documentation ?
Same question for Havok.
It seems like both softwares are not distributed anymore.
 
Last edited by haliway,
Well the thing is you can't get it anymore that's why getting a ZIP or RAR download would be appreciated.
 

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Does anyone have "Unity for Wii U 4.0.2" which is compatible Unity 2017.1.3p3, if so please PM me,
Currently working on an outdated version "UnityforWiiU-3_3_3" which is for Unity 5.5.4p3, and thus I'm missing certain features.
(Animator doesn't seem to work, nor tiling sprites on stretched object.)
Thanks in advance!

Nevermind, obtained it.
Thanks!



Head to C:\Nintendo\WiiU(Or wherever you installed CAFE SDK), and run "SetupEnvironment.wsf". It's stated in the Wii U Unity Docs at the section "Setup".
If anyone needs the docs, check the WiiU forums through the developer portal, Look for the zip posted by Erik.
can you share it, i hate my wii u version, theres no tile palette and audio bugs
 
hi everyone

I'm about to buy a real wiiu under cfw

which firmware or cfw is compatible with my .rpx of this topic

and how to have cryptography offline
 
Hi WiiU community,

I have installed Unity 2017.4.15f1 with support for WiiU the same version, cafe_sdk-2_13_01-20150728b_en.7z and MULTI-5_3_27-20170829.7z

When I make the build for WiiU I have this error:

Exception: Failed to compile C into .o (C:/Users/Administrateur/Documents/Unity/WiiU Project/CopyToSD\_Intermediate\WiiUStartupConfig.cpp)
UnityEditor.WiiU.PostProcessCafePlayer+CafeUtils.CompileCC (UnityEditor.WiiU.CafeSdkEnv sdkEnv, UnityEditor.WiiU.ProcessEnv procEnv, UnityEditor.WiiU.ToolchainEnv toolchain, System.String input, System.String outName) (at C:/buildslave/unity/build/PlatformDependent/WiiU/Editor/Managed/PostProcessWiiUPlayer.cs:846)
UnityEditor.WiiU.PostProcessCafePlayer+CafeUtils.BuildElf (UnityEditor.WiiU.CafeSdkEnv cafeSdk, UnityEditor.WiiU.ToolchainEnv toolchain, UnityEditor.WiiU.ProcessEnv buildProc, System.String elfFileName, System.Collections.Generic.List`1 sources, System.Collections.Generic.List`1 unityLibs, StartupConfig startup, Boolean enableNetAPI) (at C:/buildslave/unity/build/PlatformDependent/WiiU/Editor/Managed/PostProcessWiiUPlayer.cs:926)
UnityEditor.WiiU.PostProcessCafePlayer.BuildRPX (UnityEditor.WiiU.CafeSdkEnv cafeSdk, System.String intermediate, System.String playerPackage, System.Collections.Generic.List`1 linkerInput, System.String targetDir, StartupConfig startup, Boolean installInBuildsFolder, System.String elf, Boolean enableNetAPI) (at C:/buildslave/unity/build/PlatformDependent/WiiU/Editor/Managed/PostProcessWiiUPlayer.cs:1365)

The 3 folders "code content meta" are empty but I have the message "Build completed with a result of 'Succeeded'"

Someone can tell me what I have missed ?

Thank in advance.
 
You need to install python first, then run a command prompt and type
Code:
python -m pip install cryptography

Then you copy the 2 .py files to that "copyToSDCard" folder.
Double click decrypt.py first, then extract.py.
Thanks for that, worked like a charm!

Now, I can play my builds fine on Cemu, but everytime I try installing it on Wii U, Wup Installer GX2 gives me an "Not a Game title" error...

I think that it has something to do with Nuspacker or the TitleId on my project is invalid somehow...


Edit: Nevermind, just fixed it!
Had something wrong on both my meta.xml and app.xml, now it installs and plays fine on actual hardware.
 
Last edited by MG4M3R,
I have a problem with the icon not being created like this

Icone.PNG


I have an icon of 128 by 128 pixels, and I have the tv and the drc


and I dragged it into the player settings, but it doesn't create anymore
 
Let me see your code. Maybe I can help.

It's a simple wrapper for Wii U gamepad inputs (expect similar thing for waspressed this frame using IsTrigger and Released:
Code:
        public static bool IsInputPressedThisFrameWiiU(GAMEPAD_INPUTS input)
        {
#if UNITY_WIIU          
            switch (input)
            {
                case GAMEPAD_INPUTS.A:
                    return GamePad.access.state.IsPressed(GamePadButton.A);
                case GAMEPAD_INPUTS.B:
                    return GamePad.access.state.IsPressed(GamePadButton.B);
                case GAMEPAD_INPUTS.X:
                    return GamePad.access.state.IsPressed(GamePadButton.X);
                case GAMEPAD_INPUTS.Y:
                    return GamePad.access.state.IsPressed(GamePadButton.Y);
                case GAMEPAD_INPUTS.R:
                    return GamePad.access.state.IsPressed(GamePadButton.R);
                case GAMEPAD_INPUTS.L:
                    return GamePad.access.state.IsPressed(GamePadButton.L);
                case GAMEPAD_INPUTS.ZR:
                    return GamePad.access.state.IsPressed(GamePadButton.ZR);
                case GAMEPAD_INPUTS.ZL:
                    return GamePad.access.state.IsPressed(GamePadButton.ZL);
                case GAMEPAD_INPUTS.START:
                    return GamePad.access.state.IsPressed(GamePadButton.Plus);
                case GAMEPAD_INPUTS.SELECT:
                    return GamePad.access.state.IsPressed(GamePadButton.Minus);
                case GAMEPAD_INPUTS.DPAD_UP:
                    return GamePad.access.state.IsPressed(GamePadButton.Up);
                case GAMEPAD_INPUTS.DPAD_DOWN:
                    return GamePad.access.state.IsPressed(GamePadButton.Down);
                case GAMEPAD_INPUTS.DPAD_RIGHT:
                    return GamePad.access.state.IsPressed(GamePadButton.Right);
                case GAMEPAD_INPUTS.DPAD_LEFT:
                    return GamePad.access.state.IsPressed(GamePadButton.Left);
                case GAMEPAD_INPUTS.LSTICK_UP:
                    return GamePad.access.state.lStick.y > 0;
                case GAMEPAD_INPUTS.LSTICK_DOWN:
                    return GamePad.access.state.lStick.y < 0;
                case GAMEPAD_INPUTS.LSTICK_RIGHT:
                    return GamePad.access.state.lStick.x > 0;
                case GAMEPAD_INPUTS.LSTICK_LEFT:
                    return GamePad.access.state.lStick.x < 0;
                case GAMEPAD_INPUTS.RSTICK_UP:
                    return GamePad.access.state.rStick.y > 0;
                case GAMEPAD_INPUTS.RSTICK_DOWN:
                    return GamePad.access.state.rStick.y < 0;
                case GAMEPAD_INPUTS.RSTICK_RIGHT:
                    return GamePad.access.state.rStick.x > 0;
                case GAMEPAD_INPUTS.RSTICK_LEFT:
                    return GamePad.access.state.rStick.x < 0;
                case GAMEPAD_INPUTS.TOUCH:
                    return Input.GetMouseButton(0);
            }
#endif

            return false;
        }

Using

Code:
if (MyInputManager.IsInputPressedThisFrameWiiU(GAMEPAD_INPUTS.A))
{
   // Do something
}

doesn't seem to work. (this is part of a whole wrapper that if is in editor, it takes regular inputs. But you can get an idea of what I mean.
 

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