1. Please read the rules on SDK and Recovery files for all systems. There are legal differences between direct links and links to other sites. Please read the rules to understand the difference between a download and a link. Dismissing this notice will acknowledge you are aware of the rules.
  2. File sharing rules have changed please read the rules again. Primary changes involve Xbox 360 and PlayStation 4. Dismissal of this notice is a recognition of the change of rules.

[Request] Unity for PS3, Vita, and possibly Wii (If possible)

Discussion in 'File Downloads - Share and Request' started by Fallenleader, Feb 5, 2017.

  1. Fallenleader

    Fallenleader Member

    Joined:
    Feb 5, 2017
    Messages:
    7
    Likes Received:
    4
    With a full exploitation of the PS3 allowing for self to be ran and the recent exploitation of the Vita allowing almost the same freedom, I have exhaustively been searching with no leads in the least for the Unity side of these tools.

    As an official Nintendo developer, I am actually aware that the main reason for the lack of a leak is chalked up to the simple fact that these are released not plugins, but as customized versions of Unity3D.

    I am actively developing a framework for the PC, Android, 3DS, and WiiU that basically lets the end user plug and story script their own Pokemon style Turn Based JRPG.

    Part of this is due to a project I myself am currently developing from scratch due to a lack of a decent structure for this gamestyle, but I digress.

    I am looking in specific for 3 packages.
    The requirements of they are the same for current Nintendo devices would require:
    Unity for [Consle]

    Pro key for activating them

    Compiler required to push out binarys or executables depending on how Unity compiles these. This would be a very limited set of the full SDK.

    Documentation for target device.

    The sony versions will be pulled soon if they haven't been already.

    The Wii version I can confirm is NOT obtainable.

    At minimum, I am trying to a quote the PS3 version.

    The last thing to note is that Unity for PlayStation Mobile is NOT Unity for PS Vita, and has no association with the PS3.

    Having these tools available for homebrew developers would literally be a godsend, this my desperation to get my hands on them.

    With these tools, I can promise many great homebrew games in 3D for time to come, as this was why I exploited my PS3 and Vita in the first place. The Wii version is a nice bonus as the Wii was fully exploited and could take advantage of Unity development binaries, not to mention a sick controller that would be flat out fun to implement.

    I am literally begging the community to please help.
     
  2. PixelButts

    PixelButts Site Soldier

    Joined:
    Aug 19, 2014
    Messages:
    2,665
    Likes Received:
    1,808
    So what youre asking for is the ability to build for target platforms (PS3, Vita, and Wii), and are asking for help to get any keys to unlock said support? So a crack of sorts (or generous developer) to allow building to some other platforms.

    Mind you the Vita and PS3 are still supported (PS3 might not be? i dont know but probably) but Vita for sure you must be a dev with SCE to be able to do so unless someone breaches their contract in more ways than one. I can't help, and I doubt others can as well solely because this is a rather complicated thing to deal with in a number of ways, being Unity version, SDK version, if there's even support anymore, can it even be done if the former are met, and a few more.

    As for the Wii, I couldnt say but support likely isn't available anymore. Can't say it's available in any capacity you're looking for either.

    Good luck on your search, but understand that it will not be easy, nor will it be legal to do so even if you succeed.

    Also for those who are licensed devs, do be careful with stating you are because you may find that it breaks your NDA (yes i know it takes like 5 minutes to be a nintendo licensed developer but NDA is NDA)
     
  3. ProjectAnarchy

    ProjectAnarchy Active Member

    Joined:
    Feb 1, 2017
    Messages:
    43
    Likes Received:
    5
    New 'N' Tasty was built with Unity on all platforms (the PS3, PS4 and PSVITA included) so i dont think its not supported anymore.
     
    CodeAsm likes this.
  4. udkultimate

    udkultimate Rising Member

    Joined:
    Nov 10, 2016
    Messages:
    72
    Likes Received:
    52
    Hello dude. Unfortunatelly, Unity for consoles was never leaked, never, you will not find it anywhere. As for Nintendo Wii U, you can freely download and use Unity, you just register at https://developer.nintendo.com/ and download the Nintendo Wii U SDK and Unity for Wii U. You can also register the key on Unity`s Server as soon as you install Unity for Wii U.

    As for Nintendo Wii (not Wii U), Unity is not supported on Wii, however, you can find some homebrew and free game engines to develop for wii, however don`t expect to find a so powerfull and complete game development environment you find on Unity. However, there is a complete game engine which supports Nintendo Wii, Shiva Engine (http://www.shiva-engine.com/). You can take a look.

    So unfortunatelly, as for Unity Engine on Consoles Platforms, you WON`T find a "Free" Edition. You would need to have access to download the platform specific unity version (PS3, Wiiu, Vita), then you would need someone to create a crack or key generator, key activator to bypass the Unity Key Activation process, which, sincerely, is almost impossible to find someone to do this for you.

    However, I have a Free Alternative to create free homebrew games (not for sale) on both Xbox360 (RGH) and Playstation 3 (CFW): UDK Ultimate Game Engine (https://www.psxhax.com/threads/udk-ultimate-the-free-multi-platform-homebrew-3d-game-engine.84/)

    This is a Heavily Modified version of UDK Engine (Unreal Engine Development Kit), which is Unreal Engine 3. I am working on this modification of Unreal Engine 3 for almost 2 years, and with help of a lot of people arround the internet (aswell from this forum), we were able to make this engine export a game for both Xbox360 and PS3!!!

    So just wait some days, because I am finishing a new release of this engine very soon, just adjusting and testing somethings here and there, so you will be able to create a free game for PS3 and Xbox360.

    Cheers.
     
    Derf likes this.
  5. Fallenleader

    Fallenleader Member

    Joined:
    Feb 5, 2017
    Messages:
    7
    Likes Received:
    4
    @PixelButts we have talked before in the past on discord IIRC.
    @here yes, one needs access to sonys dev portal.

    I remembered the Unity Pro version of 4.x series having Wii plugin support, but never looked into it as at the time becoming a Nintendo developer was just as difficult as it currently is for Sony.

    The beauty of Unity for [console] is it's install and run.
    The pro key necessary for that device is a premade one size fits all developers key and would literally be plastered on the download information. I could literally provide the pro key for Unity for N3DS and Unity for WiiU, and anyone could use that key.

    Here is where things get a bit more annoying and harder to understand.

    Unity provides their SDK to the console developer with all the necessary changes built in including the required "plugin" it needs to compile for the target [console]. The cool thing about this is I can use Unity for [Console] to develop for all other freely supported devices (pc, android, IOS, etc) but I cannot Unity for XBOX 360 to build a Unity for PS3 title as it was designed to be a standalone explicitly for XBOX 360 (in this example). These are installed as standalone versions of the regular edition of Unity3D.

    The licence side referrs to them as "plugins", but these "plugins" are not released standalone for the reason mentioned above. They are built into the special versions you obtain from the developer portal. This makes it easier for Unity to manage what regular users can get and what console developers can get. In as a side effect makes it both easier AND harder to distribute them as leaks. Easier because that version will compile for target guaranteed assuming you have the environment set up right, and harder as you have to both have access to the developer portal AND the other components necessary to compile games for that device.

    I am aware these tools are still supported.
    I would even be willing to wait as Sony will be dropping PS3 and Vita support within a year or 2 from now

    The reason I asked is in hopes someone here would either grab and retain the latest copies for then, or would be kindhearted enough to share, as once support is dropped by sony, they will be inaccessible to download to be used later. Basically grab now and leak or grab now and share later.

    The other advantage of Unity for [Console] is it's developer independence. The provided key on the dev portals are not associated with an individual abd will work on any matching copy of Unity for [console]. These keys typically never change even for version increments of the tool aside from something major like going from an editor version 4 to version 5 which would need a new key for a new algorithm.

    Each download section would have a how to set up document from unity and thebconsole manufacturer mentioning what other parts of the SDK are required to compile for the target device. General rule of thumb is that these compilers are also identity neutral so long as you are getting the bare minimal required rather than the full SDK. All one needs to share Unity for [console] is dev portal access to download the tools, and patience to download and share anonyanonymously.

    I am even able to share the Nintendo versions for 3DS and WiiU on demand, but it's actually super easy to get them yourself with Nintendo's opening of the dev portal to anyone who wants to develop making this ability pointless. I am still willing to share of anyone wishes for a copy, NDA be damned.
    I wish Sony would make this decision too as it would only benefit them financially and game wise.

    Alas, I know this is a huge and heavy request, and I hope someone would be kindhearted enough to share even if it's anonymously. The tools would be put to use for non profit games for everyone.

    @udkultimate
    I actually saw that last night. I definitely plan to check that out, but have been shy about transitioning to Unreal because of having to learn a new engine and scripting language. The PS3 support is enticing enough to make me grab a copy now and update as soon as you release it.
    Once I have something functional, I would love to assist in testing future developments of I like it.
    The only other features I want to see immediately is 3DS, Android, and Vita support at the minimum. Wii support is a super bonus as a Wii is easy to obtain, easy to hack, and has full freedom for unsigned code.
     
    Last edited: Feb 6, 2017
  6. udkultimate

    udkultimate Rising Member

    Joined:
    Nov 10, 2016
    Messages:
    72
    Likes Received:
    52
    Yeah bro, I aswell would love to add support for PS Vita and Wii U, however, this will be hard for me to add, except if i would be able to find the Source Code of Unreal Engine 3 for PS Vita (NGP) and WiiU. So long as I only found PS3 and Xbox360, because this I was able to add only these platforms. As for Nintendo 3DS or Nintendo Wii Unreal Engine 3 never supported these platforms, they don`t have power to run Unreal Engine 3.

    Anyway, good luck for you.

    P.S: Unreal Engine 3 is not that hard, I know both Unity and UDK are very good game engines, you can never say one is better than other, it all comes to a personal option.

    As I began with game development by creating maps for Quake, Unreal Tournament, Counter Strike, I prefeer Unreal Engine. Anyway, you could try UDK Ultimate, is very cool whenever I model a character on 3dsmax, whenever I model my map, my scenery and see it all running smoothly on PS3 and Xbox360. :D
     
    Derf and Fallenleader like this.
  7. Voxel Studios

    Voxel Studios Scavenging for dev stuff

    Joined:
    Nov 10, 2016
    Messages:
    18
    Likes Received:
    9
    Even if you could obtain Unity for PS Vita, the builds do not seem to work at all on the actual hardware.
    Although I do not actually have Unity for PS Vita myself, I work closely with someone who does have it, so I can help him out occasionally with the Unity side of things, however we hit a barrier where actually getting the game to run on the Vita was concerned. I even had a quick scan through the eboot and suprx files, but I couldn't really find anything that made the game broken in any way... He only built a small sample as well! :confused:

    I hope Unity for PS3 doen't suffer the same thing, although I can't really imagine it would do... Admittedly I'm probably as adamant on finding Unity for PS3 as the OP is, nowadays. ;)

    Looking back at when I first installed Unity for N3DS and Wii U, I only needed their respective SDKs, compilers, the installer for Unity, and the activation license for that specific console edition of Unity. As far as I'm aware, You only need those 4 things, plus an internet connection just for the activation part, and you're all set to go.
    Also as far as I'm aware, I don't believe you need anything like a crack/key generator lol, there's only one activation key for each edition of Unity, so there shouldn't be any trouble at all surrounding that.

    Just thought I'd throw my two cents in before it's too late.
     
    Fallenleader likes this.
  8. udkultimate

    udkultimate Rising Member

    Joined:
    Nov 10, 2016
    Messages:
    72
    Likes Received:
    52
    Hello there, as for PS VITA, no one can get unity for PS Vita before being an approved Playstation Developer, and the process for being a playstation developer is very hard. I have got a lot of friends who are official playstation developers, licensed, and they say is a painfull and long process untill you get approved, if you ever get their approval.

    But if you want a free alternative for homebrew game development on PS Vita, I have a very good idea, I did not try yet, but I am sure this will work.

    You can use Quake Engine to create a game for PS Vita. Now that one very smart psvita dev ported quake to psvita and it supports mod, (https://github.com/Rinnegatamante/vitaQuake), you can create a complete Total Conversion MOD (a entire new game) over Quake, and if you see arround the web, with a basic knowledge of C programming (quakeC), you can create pretty anything, even a racing game over Quake Engine.

    And as the guy who ported quake to vita gave the source code, you can change a bit the source to make the game automatically load your custom mod upon booting, so this way you will have a complete "standalone" psvita game running over Quake Engine.

    About the graphics, you can use High-resolution textures and even good low poly models that will not look blocky as original quake models.

    So I think is worth a try, I will try it as soon as I finish UDK Ultimate.

    :D
     
  9. Fallenleader

    Fallenleader Member

    Joined:
    Feb 5, 2017
    Messages:
    7
    Likes Received:
    4
    I know your feels. The reason getting the vita version is a good idea is the work on the f00d going on. Once that's exploited, we can run all arbitrary code in theory, even possibly a dex for vita type thing.

    The biggest need right now though is Unity for PS3, as it can neither be traced to the leaker, and any PS3 with CFW can easily become a dex unit just by installing rebug and using the toolbox to do a quick conversion. This is how I will currently be testing builds from UDK Ultimate.

    Why not ask your friend for a copy. It is literally not traceable with the way Unity is designed, though a leaked key will be changed quickly after multiple activations. The easy solution for the lucky few is to keep the standalone editor offline after activation, and for those unfortunate, it could be hacked for offline activation once necessary or a new key can be leaked.

    I have no problems hanging right for a EOL leak. I would be extremely hyped.

    @udkultimate that's actually interesting. Was not aware you could adapt an engine in this manor. The only flaw I see here is how it's rendered, which would require an overhaul. Another reason I am so partial to Unity is cross linking for multiplayer which I was designing to be platform independent. Idea was you could trade and battle pokemon in my gen 1 remake regardless of the device. Using multiple engines would break this compatibility without investing some studio level coding time inside these engines, which I do not wish to do for unpaid homebrew.
     
    Voxel Studios likes this.
  10. Voxel Studios

    Voxel Studios Scavenging for dev stuff

    Joined:
    Nov 10, 2016
    Messages:
    18
    Likes Received:
    9
    Yeah, I've used UDK Ultimate before on my own Rebug DEX PS3 as well; really sweet game enigne to say the least!

    Regarding asking my friend for the Vita edition of Unity, I think that's out of the question now lol, as I have already obtained from him the Vita SDK 3.550, VSI 2015 Integration installer, and PhyreEngine for PS3/Vita. Unfortunately he soon stated P.E. was the last thing he was going to give me in case anything would ever get leaked (even though I currently haven't even sent a single byte of data from the stuff he gave me to anyone else anyway...)

    Truth be told, I'm a little uncertain about how the activation key works still. I just say that it's unlikely the key will be changed due to leaked versions on the internet, as Unity for N3DS and Wii U have been leaked in the past, yet their keys have never been changed over their lifetime by Nintendo or Unity themselves, or anything of the sort...
     
  11. Fallenleader

    Fallenleader Member

    Joined:
    Feb 5, 2017
    Messages:
    7
    Likes Received:
    4
    I said that about the key in theory as I know how Sony is with their stuff.
    Personally, IDGAS about the Vita, as I would be limited even further than the PS3, which already suffers from 256MB of ram.
    Granted if we were able to run unity builds on henkaku, I might have fun tinkering around, but I really have no desire to support the Vita mainly due to limitations. It would be fun to push out fun little homebrews for personal use, but the only platforms I would target openly are PC, Android, Linux, and PS3.

    I DO know that the key they provide is literally independent of the developer. Unity for [Console] would be the least thing a leaker has to worry about.
    I could leak you Unity for 3DS or WiiU right now and sleep easy knowing I am not at risk in any way (I just find it useless to do so knowing anyone who takes 5 seconds to sign up can easily access it legally).

    Personally if he can get access to the PS3 version, I would suggest you have him grab and retain those versions and retain them until they are discontinued so the community can have access to them without worries of risk.
    Worse case scenario, the activation will fail due to Unity dropping support on their activation servers, and someone will need to do a patch on that version of the editor so it will take the key without needing an internet connection.

    The whole point of this thread was to at minimum get a copy archived to be shared later, so it isn't lost to time, as Unity is as powerful in it's own way to UDK Ultimate, and IMO has more potential since C# is quite powerful and easy to learn, moderate to master.
    Mechanim makes animation setup a breeze, and I could go on for days about how Unity is a game maker's best friend, especially for homebrew.
    I will even point out that you can take your homebrew and release it for profit on the PC because Unity has a free version for the PC among other systems you can target for profit as well.

    Not too sure how you could do so porting it from UDK Ultimate.

    There are other reasons for choosing Unity over UDK, such as physics handle differently, UDK seems to build off a template whereas Unity projects are always bare bones minimal and don't require you to inherit from it if you know what you are doing (kinda hard to drop monobehaviour entirely though, but you can literally minimize the need for it if you please).
     
  12. andoba

    andoba Site Supporter 2014

    Joined:
    Sep 13, 2006
    Messages:
    1,256
    Likes Received:
    4
    Since you're saying you're a registerd Nintendo developer you should already know that you're not supposed to ask for these things publicly. It's unlikely you're going to get builds of Unity for the Wii or the PS3, since most of the studios who got to work with them are still around and probably don't want to get trouble with Nintendo. You'd have more luck asking one of your developer friends directly, since they may keep a copy around.

    By the way, I haven't worked with the Wii version but I've been told it works like a pig, so I wouldn't bother. Native is where it's at for the Wii. For the PS3 I don't know but since the PS Vita build works well I guess the PS3 version should work well too.
     
  13. Fallenleader

    Fallenleader Member

    Joined:
    Feb 5, 2017
    Messages:
    7
    Likes Received:
    4
    I am well aware about the NDA.

    I still have copies of Unity for 3DS/WiiU archived for release AFTER the consoles official EOL, mainly so people who wish to can tinker with these tools, and maybe even produce homebrew.
    I also am retaining a full copy of the SDKs and tools, because once Nintendo drops those devices, the SDKs go poof (which is why I asked for the Wii one as I cannot access it even as a reg dev, and the fact the Wii is officially EOL).

    For some people, it's simply for the fun of it. A certain website has a few SDKs available for retro/EOL devices, and I have tinkered with these as well.

    Ultimately, I started this thread to see if it was possible someone could get their hands on these things, even if it means having to wait a couple of years or so to get them. Once they are gone, that's it. it's over. lost to time.

    Obviously if I had the ability to obtain them myself, I would do so, and probably even share as I KNOW they are not traceable, and I think homebrew enthusiasts should have the ability to not only target devices they wish to, but also work in what they are most comfortable with.

    UDK Ultimate is awesome. I like the fact I can target my PS3. That being said, it is NOT Unity. I am having to drop almost 3 years of learning on a system that I can make both homebrew AND paid content for another engine I know little about and cannot release on specific devices, much less try to earn funds to pursue other devices officially. Look at Minecraft. Started as a simple indie project, was not completed, and still became a hit. Personally, if I make a game, reach a big audience, and people like it, I know I have a winner and can push further forward. My methodology is to target as large a base as possible, and even provide solutions for people to enjoy the experience I provide them in ways they may only have access to.

    My PC is a joke. My PS3 runs circles around it graphically, but suffers on the CPU and RAM side compared to my PC. I can push a game that will work on it and look better than my PC. This is what sparked that ideology. If I have to play a game I create at lower quality on a device that should exceed my console easily, imagine how others would be affected. I realize a good chunk of my target would be on a pc they got from Walmart (a shopping center) for about $400 that is not meant to be gaming, but they might have a 3DS/Wii/WiiU/PS3, and might even have it exploited. Unfortunately, I am not versed in C or C++, compiling binaries, writing a 3D rendering engine from scratch, etc. There is also the issue of cross compatible multiplayer, which with Unity I can achieve simply by making my struct the same for all devices, and making my net code communicate independent of the system, mainly because Unity uses .net sockets which makes this process much easier to do (at least in theory).

    Ultimately, I am hoping the right person sees this thread, thinks "Hey, I like this guys mindset, he is right about making this easier for less knowledgeable people, lemme help out".

    I love exploiting my devices. The sheer ingenuity that people come up with truly impresses me. Eventually I will be able to do what I currently cannot as I am going for a degree in CompSci, which C++ is HEAVILY taught in.

    I eventually could even register as a Sony developer alongside Nintendo, and maybe even Microsoft to where I look back at this thread and laugh at my request because I don't have a need for it anymoer, but I wouldn't regret asking for the generation that follows and went with a Unity solution to get their feet wet and have the same dreams I do now. At least for them, they might have a chance to target ther dusty hacked PS3, and get a better feeling and understanding of how to approach more limited devices and learn skills that will benifit them for years to come.

    My primary project has literally been a 3D Pokemon clone of the first Pokemon games made. I have learned so much by going after this project, and the experience is invaluable. for a short time, I was even able to get a kinda working port to the 3DS using Unity, which excited me even more. I was using Unity which I have become familiar with on a device that I wouldn't have dreamed of being able to target.

    Unfortunately, the 3DS is a beach to target because of it's limitations. The only reason Pokemon 3DS games exist (I am confident saying this), is because they used C++ and the native tools to make it from scratch with a huge team of people who know HOW to make a 3D rendering engine from scratch. Unity saps enough resources on an O3DS to where I was getting OOM crashes just by adding in movement code because the models (my assets are being ripped from Sun/Moon for this project) are that high poly, and unity greedily saps ram on the get go, leaving no working room for the O3DS, and even N3DS users were getting trouble with that. Needless to say, I learned that my approach wouldn't work with that engine, and am having to work out a different solution, which is something I wouldn't have learned had I not had access to Unity for N3DS. I do not have a WiiU and I don't think it is in a state yet where we can resign developer executables to work on retail, but without that device to find out, I am kinda dead in the water on that for now.
    I have access to the SDK though, so maybe in the future.

    Sorry for the long past, but hopefully this makes a bit more sense in perspective. I am purely doing this as an enthusiast at the moment, as situation prevents me from starting my college tuition at the moment, and eventually, these tools would be pointless to me anyhow, but not necessarily pointless to Joe or Sue. You actually learn C# (a real language), work in an engine that can target devices where an enthusiast can actually have a shot at a career, etc, where UDK and UnrealScript is useful for learning, but isn't a real language you can use daily in the real world. Just as with my Pokemon Project which was aimed at making rom hacking obsolete for pokemon fan game enthusiasts (it's being made as an independent Pokemon style JRPG framework for the Unity engine) and intended to teach them USEFUL skills you don't get from changing a few sprites and text with some hacking tools, Having these applications on archive would give people the same chance I wish I had when I got interested. I couldn't grasp C or C++ at first, C# was actually easy for me to pick up thanks to Unity, and due to that, I am already at a point where I am asking for tools I could put to use and learning UnrealScript (which I actually dislike already) and another engine, something I wouldn't have dreamed of when I first started.
     
    udkultimate, Voxel Studios and pool7 like this.
  14. WorldGenesis

    WorldGenesis irc.worldgenesis.net

    Joined:
    May 12, 2007
    Messages:
    127
    Likes Received:
    29
    I mean, Unity3D probably uses alot of memory on the 3DS/Vita for managing MonoVMs, and initializes utilities that are most likely not going to be used. I mean, Unity3D on the PSVita (PlayStation Mobile) was horrible running on it, anything I did on it slowed the system down, the platform was ending and my projects moved onto the PS4.

    Most native engines (C, C++, and COBOL) work because they're targeting a single platform (or more, but different builds) rather than Unity3D which is catered towards 10+ platforms. :p
     
  15. Fallenleader

    Fallenleader Member

    Joined:
    Feb 5, 2017
    Messages:
    7
    Likes Received:
    4
    It's actually due to unity's voodoo magic unicorn poop.
    Jokes aside, Unity does compile necessary resources as you mentioned, but not in the way you are thinking for consoles.

    Lets clarify a few misconceptions with what you experienced.

    Unity for PSM was in no shape or form Unity for Vita.
    PSM was basically a tailored version of mono from what I understand, which was literally used later in the hack rejuvenate (check it out, it was the first vita hack and led to henkaku and modern vita homebrew, but they literally exploited the CLR or something like that, it's been a while since I read, and it was actually pretty crafty).

    The first and foremost flaw with Unity for PSM is it was interpreting, not native code. Next flaw was limited resources, and the final flaw was attempted super tight security as it posed a risk to their device. Sony was actually pretty crafty for this little handheld, and it was very impressive IMO.

    As for the versions of Unity you cannot get without those dev accounts or a leak, they are compiled a bit differently.
    Before I go into detail, I should mention that there is an experimental version of this for Android, and they are pushing it further. This should improve resource usage on Android devices as well (not to mention a massive speed improvement, as native execution is always faster than interpretation and emulation.

    So what is this magical thing I am talking about?
    IL2CPP. In case the letters are not a giveaway, it stands for Intermediate Language to C++.

    Unity basically makes a middleware that works with the target devices SDK and actually converts your scripts along with it's core engine from C# into native C++ code to be compiled for the target device. All one typically needs is the compiler from the SDK along with any critical dependencies (such as audio converters, image converters, whatever the compiler might need to compile a traditional project from source).

    As for my point on Unity for some devices though, this is a critical point one has to know about targeting the 3DS with Unity:

    A default empty Unity project on the original 3DS has about 2.5MB left of free System Memory. This can be raised by lowing the Device Memory in the Player > Other Settings > Device Memory which is defaulted to 32 MiB. Doing so is untested and unsupported.
    We highly recommend only using the New Nintendo 3DS for Unity. With double the available memory, the New Nintendo 3DS can handle the overhead of Unity.
    And in my case, even double the memory was still insufficient. Still, I go back to my last post. I wouldn't know this had I not had the chance to try, and I wouldn't be reworking how I approach my project for that device had I not known. I would have considered it loss not knowing how to C++.

    This whole thread may be futile, but I still feel it was worth the time it took to make it :)
     
sonicdude10
Draft saved Draft deleted
Insert every image as a...
  1.  0%

Share This Page