а ты попробуй игру сделай для сыча даже простую...я думаю у тебя и не такие вставки будут мелькать перед глазами :D да и вообще игры поделай - когда что-то не получается, хотя все шаги проверил - всё ок, а потом окажется, что не компилировалось из-за грёбаной гифки или иконки...ну это же ад! xD
Там есть ещё забавная вставка, где джойкон со скрипом идёт. Скрип вообще ужасный. Или как сверлят и пилят консоль. Но после мучения с иконками реально было больно)
@@АртурФаттахов-ы3ш на канале я делал ролик про невозможность портирования сталкера и подобных игр, там рассказывается почему. в основном - потому что работы много, так-то по идее все реально. так что максимум - это с псп хоккей.
Art Tur (psp NHL07) всегда со мной, потому что у меня ещё есть PS Vita)) а хочется поиграть на Nintendo Switch в хоккей уже с более современной графикой. Не понимаю почему до сих пор не выпустили игру NHL на Свитч, мне кажется с выходом данной игры продажи взлетели бы на много 🤷🏻♂️
This video is about game development for switch. You port looks great and i added it to illustrate the words about development. And i will guve a link to your video
@@nintendogametuber i cant get switch devkit right now, so, im using hacked unity for testing my prototypes. And main problem in such case is icons of app, it was really hard to understand and give a lot of pain. And this is a tutorial. Now im making racing game for ps vita, also made tests for switch, xbox one and so on. Hope, i can find publisher and will make a legal game.
Не совсем то что я искал, но материал в общем интересный. Как будут время забурюсь в него по подробней. А пока пошел дальше искать собрать проект на юньке для Oculus с рулем из рингфита! XD
не. идея интересная, но банально нет времени. сейчас в работе пс3-пс4 ролики, у меня давно по 2дс завис уже отснятый. может, как по каждой платформе по юнити пройдем, тогда и анрыл глянем, но не обещаю, мне по роду деятельности юнити ближе пока что.
@@ArtTur22 Actually that sample project is made by me, the original Unity Nintendo Samples were completely broken, old unity version, and you had no way of easily trying them out, it was a mess.
Wow, thanks for your big work, i cant make anything without this sample. I really want to buy switch devkit, but its a big transport trouble, so, im making and testing projects in this way. And all works. Thanks again.
@@VrainbowStudioGame there are no any way. maybe, only with some official games, i heard about some, where you can make something at your console. but this is hard way.
@@ArtTur22 okie thanks bro, Maybe i will buy a jailbreak switch . but pls make your tutorial with English version and step to step so easier to newbeginer?
when i build my game and transfer it to my switch and then when i try to install it i get an error that maybe my sigpatches not there or the firmware is to low ... i think it must be anything with the AuthoringTool because i not really understand what to do there in your tutorial and i dont have the AuthoringToolO like you ...can you help me with that maybe? and sorry for asking so much >.
no problem. you need to find AutoringTool.exe at your sdk folder and add to its name letter "O", so, you will have AutoringToolO.exe. then download "prodencrypt" here: cloud.mail.ru/public/73iM/2zbon1nGV/ and extract to same folder. after that rebuild your project and try again.
@@ArtTur22 ok i did it but still the same faildure =/ what i have to do with the Application.aarch64.lp64.nmeta at your video 3:23 maybe this has something to do with my faildure i think
@@keving7049 no, at 3:23 changing applicationdesc, you did this. try this autoringtool: cloud.mail.ru/public/73iM/2zbon1nGV/prodencrypt-Unity-fix.zip also, you can try install this compiled game: cloud.mail.ru/public/73iM/2zbon1nGV/compiledProject/ and try to compile blank project from here: cloud.mail.ru/public/73iM/2zbon1nGV/projectsSrc/
@@ArtTur22 i try to install the compiled game and this works but when i open a compile blank project and build it as nsp i get the faildure with: invalid NCA (Missing Sigpatches or to low Firmware) (4517)
@@Games-lg3vu там какой-то чип sx был, но там его создателей посадили и все очень мутно. если у тебя в магазе такое делают, то уточни. у меня только один знакомый есть, кто такое мониторит, но это Украина.
У меня тут проблемка. Could not find a part of the path "C:\cotd_demo-ns\%NINTENDO_SDK_ROOT%\Resources\SpecFiles\Application.aarch64.lp64.nmeta". PS: SDK я установил точно так же как и было показано на видео разница только в том что у меня sdk хранится на диске C.
i make all with your tutorial (subtitles in english ^^) but it failed all times when i try to export my game ... first thing is when i start unity (2020.1.0b4) i got this message in the console: The Nintendo Switch editor extension is installed but the Nintendo Switch SDK could not be found! UnityEditor.EditorApplication:Internal_ProjectWasLoaded() when i try now to export my game for switch i get these errors: Could not find a part of the path "C:\Aktuelle U3D Projects\New Unity Project (1)\%NINTENDO_SDK_ROOT%\Resources\SpecFiles\Application.aarch64.lp64.nmeta". at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) [0x00164] in :0 at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.IO.FileOptions options, System.String msgPath, System.Boolean bFromProxy, System.Boolean useLongPath, System.Boolean checkHost) [0x00000] in :0 at (wrapper remoting-invoke-with-check) System.IO.FileStream..ctor(string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare,int,System.IO.FileOptions,string,bool,bool,bool) at System.IO.StreamReader..ctor (System.String path, System.Text.Encoding encoding, System.Boolean detectEncodingFromByteOrderMarks, System.Int32 bufferSize, System.Boolean checkHost) [0x00067] in :0 at System.IO.StreamReader..ctor (System.String path, System.Text.Encoding encoding, System.Boolean detectEncodingFromByteOrderMarks, System.Int32 bufferSize) [0x00000] in :0 at System.IO.StreamReader..ctor (System.String path, System.Boolean detectEncodingFromByteOrderMarks) [0x0000d] in :0 at System.IO.StreamReader..ctor (System.String path) [0x00000] in :0 at (wrapper remoting-invoke-with-check) System.IO.StreamReader..ctor(string) at UnityEditor.Switch.SwitchMetafileGenerator+MetaDataEditor.Create (System.String path) [0x00001] in C:\buildslave\unity\build\PlatformDependent\Switch\Editor\Managed\SwitchMetafileGenerator.cs:158 at UnityEditor.Switch.SwitchMetafileGenerator.Generate (System.String originalPath, System.String destPath, System.Collections.Generic.List`1[T] documentationOptions, System.String iconDestinationPath) [0x00001] in C:\buildslave\unity\build\PlatformDependent\Switch\Editor\Managed\SwitchMetafileGenerator.cs:192 at UnityEditor.Switch.PostProcessSwitch.PostProcess (UnityEditor.BuildTarget target, UnityEditor.BuildOptions options, System.String installPath, System.String stagingAreaData, System.String stagingArea, System.String playerPackage, System.String stagingAreaDataManaged, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) [0x0036a] in C:\buildslave\unity\build\PlatformDependent\Switch\Editor\Managed\PostProcessSwitch.cs:204 UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&) DirectoryNotFoundException: Could not find a part of the path "C:\Aktuelle U3D Projects\New Unity Project (1)\%NINTENDO_SDK_ROOT%\Resources\SpecFiles\Application.aarch64.lp64.nmeta". UnityEditor.Switch.PostProcessSwitch.PostProcess (UnityEditor.BuildTarget target, UnityEditor.BuildOptions options, System.String installPath, System.String stagingAreaData, System.String stagingArea, System.String playerPackage, System.String stagingAreaDataManaged, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at C:/buildslave/unity/build/PlatformDependent/Switch/Editor/Managed/PostProcessSwitch.cs:626) UnityEditor.Switch.SwitchBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args) (at C:/buildslave/unity/build/PlatformDependent/Switch/Editor/Managed/ExtensionModule.cs:492) UnityEditor.Modules.DefaultBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at :0) UnityEditor.PostprocessBuildPlayer.Postprocess (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget target, System.String installPath, System.String companyName, System.String productName, System.Int32 width, System.Int32 height, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at :0) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&) Build completed with a result of 'Failed' UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&) UnityEditor.BuildPlayerWindow+BuildMethodException: 3 errors at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x0027c] in :0 at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in :0 UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&) Can you maybe help me? this would be very great ///EDIT i have all files and so on and i really make all what you did in your tutorial but iam not 1000% sure if i make it all correctly >.< the automatic translation is very hard xD
log writes, that unity cant find switch sdk folder. its at 3:31 of my video. you need to run bat file and then add to environment path to your sdk and then check it with nintendo tool, if all ok - it will show it and game will compile
@@ArtTur22 Ok thanks i found my faildure but now i get a other error when i build the game: Failed running C:\Program Files\Unity\Hub\Editor\2020.1.0b4\Editor\Data\il2cpp/build/deploy/netcoreapp3.0/il2cpp.exe --convert-to-cpp --enable-array-bounds-check --dotnetprofile="unityaot" --compile-cpp --platform="Switch" --architecture="ARM64" --configuration="Release" --outputpath="C:\Aktuelle U3D Projects\New Unity Project (1)\Temp\StagingArea\Native\SwitchPlayer.nss" --cachedirectory="C:/Aktuelle U3D Projects/New Unity Project (1)/Assets/../SwitchIL2CPPCache/il2cpp_cache" --linker-flags="-nC:\Aktuelle U3D Projects\New Unity Project (1)\Application.aarch64.lp64.nmeta" --plugin="C:/Program Files/Unity/Hub/Editor/2020.1.0b4/Editor/Data/PlaybackEngines/Switch/Tools\Il2CppPlugin.dll" --additional-include-directories="C:\Program Files\Unity\Hub\Editor\2020.1.0b4\Editor\Data\PlaybackEngines\Switch\Tools/il2cpp\bdwgc/include" --additional-include-directories="C:\Program Files\Unity\Hub\Editor\2020.1.0b4\Editor\Data\PlaybackEngines\Switch\Tools/il2cpp\libil2cpp/include" --baselib-directory="C:\Program Files\Unity\Hub\Editor\2020.1.0b4\Editor\Data\PlaybackEngines\Switch\Native elease" --avoid-dynamic-library-copy --verbose --enable-stats --stats-output-dir="C:/Aktuelle U3D Projects/New Unity Project (1)/Assets/../SwitchIL2CPPStats" --libil2cpp-static --additional-defines="DEBUGMODE=0,UNITY_RELEASE=1,IL2CPP_USE_SOCKET_MULTIPLEX_IO=1" --configuration="ReleasePlus" --incremental-g-c-time-slice=3 --profiler-report --map-file-parser="C:/Program Files/Unity/Hub/Editor/2020.1.0b4/Editor/Data/Tools/MapFileParser/MapFileParser.exe" --directory="C:/Aktuelle U3D Projects/New Unity Project (1)/Temp/StagingArea/Managed" --generatedcppdir="C:/Aktuelle U3D Projects/New Unity Project (1)/Temp/StagingArea/il2cppOutput" stdout: Running il2cpp.exe in server GC mode. Building SwitchPlayer.nss with SwitchToolChain Output directory: C:\Aktuelle U3D Projects\New Unity Project (1)\Temp\StagingArea\Native Cache directory: C:\Aktuelle U3D Projects\New Unity Project (1)\SwitchIL2CPPCache\il2cpp_cache ObjectFiles: 180 of which compiled: 180 Time Compile: 20659 milliseconds Lump_libil2cpp_vm.cpp Time Compile: 15427 milliseconds Lump_libil2cpp_icalls.cpp Time Compile: 12431 milliseconds Generics.cpp Time Compile: 11307 milliseconds Il2CppTypeDefinitions.c Time Compile: 10483 milliseconds mscorlib6.cpp Time Compile: 10460 milliseconds mscorlib4.cpp Time Compile: 10109 milliseconds Generics3.cpp Time Compile: 9783 milliseconds Il2CppAttributes.cpp Time Compile: 9621 milliseconds System.cpp Time Compile: 9333 milliseconds Generics4.cpp Total compilation time: 69134 milliseconds. Total link time: 2096 milliseconds. D:\#Games\Nintendo\Tools\CommandLineTools\MakeNso\MakeNso.exe "C:\Aktuelle U3D Projects\New Unity Project (1)\Temp\StagingArea\Native\SwitchPlayer.nss" "C:\Aktuelle U3D Projects\New Unity Project (1)\Temp\StagingArea\SwitchPlayer.nspd\program0.ncd\code\main" returned true il2cpp.exe didn't catch exception: Unity.IL2CPP.Building.BuilderFailedException: D:\#Games\Nintendo\Tools\CommandLineTools\MakeMeta\MakeMeta.exe --desc D:\#Games\Nintendo\Resources\SpecFiles\Application.desc --meta "C:\Aktuelle U3D Projects\New Unity Project (1)\Application.aarch64.lp64.nmeta" -o "C:\Aktuelle U3D Projects\New Unity Project (1)\Temp\StagingArea\SwitchPlayer.nspd\program0.ncd\code\main.npdm" failed: Input Desc File: 'D:\#Games\Nintendo\Resources\SpecFiles\Application.desc' Input Meta File: 'C:\Aktuelle U3D Projects\New Unity Project (1)\Application.aarch64.lp64.nmeta' System.InvalidOperationException: There is an error in XML document (894, 3). ---> System.ArgumentException: Either an undefined element is in use or the definition of an element already exists. :Signature at MakeMeta.Program.serializer_UnknownElement(Object sender, XmlElementEventArgs e) at System.Xml.Serialization.XmlSerializationReader.UnknownElement(Object o, XmlElement elem, String qnames) at System.Xml.Serialization.XmlSerializationReader.UnknownNode(XmlNode unknownNode, Object o, String qnames) at System.Xml.Serialization.XmlSerializationReader.UnknownNode(Object o, String qnames) at Microsoft.Xml.Serialization.GeneratedAssembly.XmlSerializationReaderOutputDescModel.Read19_OutputDescModel(Boolean isNullable, Boolean checkType) at Microsoft.Xml.Serialization.GeneratedAssembly.XmlSerializationReaderOutputDescModel.Read20_Desc() --- End of inner exception stack trace --- at System.Xml.Serialization.XmlSerializer.Deserialize(XmlReader xmlReader, String encodingStyle, XmlDeserializationEvents events) at System.Xml.Serialization.XmlSerializer.Deserialize(Stream stream) at MakeMeta.Program.Main(String[] args) at Unity.IL2CPP.Building.ToolChains.Switch.SwitchToolChain.RunCommand(String command, String arguments) in C:\buildslave\unity\build\PlatformDependent\Switch\Tools\Il2Cpp\plugin\SwitchToolChain.cs:line 588 at Unity.IL2CPP.Building.ToolChains.Switch.SwitchToolChain.FinalizeBuild(ProgramBuildDescription programBuildDescription) in C:\buildslave\unity\build\PlatformDependent\Switch\Tools\Il2Cpp\plugin\SwitchToolChain.cs:line 562 at Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics) at il2cpp.Compilation.CompilationDriver.Run(RuntimePlatform platform, BuildingOptions buildingOptions) at il2cpp.Program.DoRun(String[] args, RuntimePlatform platform, BuildingOptions buildingOptions) at il2cpp.Program.Run(String[] args, Boolean setInvariantCulture) at il2cpp.Program.Main(String[] args) stderr: Unhandled exception. Unity.IL2CPP.Building.BuilderFailedException: D:\#Games\Nintendo\Tools\CommandLineTools\MakeMeta\MakeMeta.exe --desc D:\#Games\Nintendo\Resources\SpecFiles\Application.desc --meta "C:\Aktuelle U3D Projects\New Unity Project (1)\Application.aarch64.lp64.nmeta" -o "C:\Aktuelle U3D Projects\New Unity Project (1)\Temp\StagingArea\SwitchPlayer.nspd\program0.ncd\code\main.npdm" failed: Input Desc File: 'D:\#Games\Nintendo\Resources\SpecFiles\Application.desc' Input Meta File: 'C:\Aktuelle U3D Projects\New Unity Project (1)\Application.aarch64.lp64.nmeta' System.InvalidOperationException: There is an error in XML document (894, 3). ---> System.ArgumentException: Either an undefined element is in use or the definition of an element already exists. :Signature at MakeMeta.Program.serializer_UnknownElement(Object sender, XmlElementEventArgs e) at System.Xml.Serialization.XmlSerializationReader.UnknownElement(Object o, XmlElement elem, String qnames) at System.Xml.Serialization.XmlSerializationReader.UnknownNode(XmlNode unknownNode, Object o, String qnames) at System.Xml.Serialization.XmlSerializationReader.UnknownNode(Object o, String qnames) at Microsoft.Xml.Serialization.GeneratedAssembly.XmlSerializationReaderOutputDescModel.Read19_OutputDescModel(Boolean isNullable, Boolean checkType) at Microsoft.Xml.Serialization.GeneratedAssembly.XmlSerializationReaderOutputDescModel.Read20_Desc() --- End of inner exception stack trace --- at System.Xml.Serialization.XmlSerializer.Deserialize(XmlReader xmlReader, String encodingStyle, XmlDeserializationEvents events) at System.Xml.Serialization.XmlSerializer.Deserialize(Stream stream) at MakeMeta.Program.Main(String[] args) at Unity.IL2CPP.Building.ToolChains.Switch.SwitchToolChain.RunCommand(String command, String arguments) in C:\buildslave\unity\build\PlatformDependent\Switch\Tools\Il2Cpp\plugin\SwitchToolChain.cs:line 588 at Unity.IL2CPP.Building.ToolChains.Switch.SwitchToolChain.FinalizeBuild(ProgramBuildDescription programBuildDescription) in C:\buildslave\unity\build\PlatformDependent\Switch\Tools\Il2Cpp\plugin\SwitchToolChain.cs:line 562 at Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics) at il2cpp.Compilation.CompilationDriver.Run(RuntimePlatform platform, BuildingOptions buildingOptions) at il2cpp.Program.DoRun(String[] args, RuntimePlatform platform, BuildingOptions buildingOptions) at il2cpp.Program.Run(String[] args, Boolean setInvariantCulture) at il2cpp.Program.Main(String[] args) UnityEngine.Debug:LogError(Object) UnityEditorInternal.Runner:RunProgram(Program, String, String, String, CompilerOutputParserBase) UnityEditorInternal.Runner:RunNetCoreProgram(String, String, String, CompilerOutputParserBase, Action`1) UnityEditorInternal.IL2CPPBuilder:RunIl2CppWithArguments(List`1, Action`1, String) UnityEditorInternal.IL2CPPBuilder:ConvertPlayerDlltoCpp(Il2CppBuildPipelineData, String, String, Boolean) UnityEditorInternal.IL2CPPBuilder:Run() UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&) can you maybe help me to solve this problem ?
@@ArtTur22 no what you mean exactly with "Application.desc to hacked" ? i saw in your video that something have to do with application.desc but i dont know what =/