我们宣布了打算在Unite Tokyo支持Nintendo最近发布的New Nintendo 3DS平台的准备,与此同时,我们一直非常忙。 现在,我们很高兴地宣布它已经可以使用了! (We announced our intention to support Nintendo’s recently released New Nintendo 3DS platform at Unite Tokyo and we’ve been very busy in the meantime getting it ready. Now we’re pleased to announce it’s available for use today!)
The first question people usually ask is “do you support the original Nintendo 3DS too?” To which the answer is a qualified “yes”. We can generate ROM images which are compatible with the original Nintendo 3DS, and there are certainly some types of game which will run perfectly well on it, but for the majority of games we strongly recommend targeting the New Nintendo 3DS for maximum gorgeousness.
人们通常会问的第一个问题是“您也支持原始的Nintendo 3DS吗?” 答案是合格的“是”。 我们可以生成与原始Nintendo 3DS兼容的ROM映像,并且肯定有某些类型的游戏可以在其上完美运行,但是对于大多数游戏,我们强烈建议您针对New Nintendo 3DS以获得最大的华丽度。
We’ve been working very closely with select developers to port a few of their existing games to New Nintendo 3DS. We’ve been busy profiling, optimizing, and ironing out the niggles using real-world projects, so you can be confident your games will run as smoothly as possible. In fact, one game has already successfully passed through Nintendo’s exacting mastering system; Wind Up Knight 2 went on sale at the end of last year!
我们一直与精选开发人员密切合作,以将其现有的一些游戏移植到New Nintendo 3DS。 我们一直在使用真实世界的项目进行性能分析,优化和修复,因此您可以确信您的游戏将尽可能平稳地运行。 实际上,一款游戏已经成功通过了任天堂的严格母带系统。 Wind Up Knight 2于去年年底开始销售!
Wind Up Knight 2 – Japanese Version. (c) 2016 Robot Invader
Wind Up Knight 2 –日语版。 (c)2016年机器人入侵者
Unity’s internal shader code underwent a number of significant changes in the transition from version 5.1 to 5.2. This brought many benefits, including cleaner and more performant code, and also fixed a number of issues we had on console platforms. We’re not able retrofit those fixes to the 5.1 based version, so we shall only be actively developing our shader support from version 5.2 onwards.
Unity的内部着色器代码经历了许多 重要的过程 从5.1版过渡到5.2版的 更改 。 这带来了许多好处,包括更干净,性能更高的代码,还解决了控制台平台上的许多问题。 我们无法将这些修补程序改造为基于5.1的版本,因此我们将仅从5.2版开始积极开发对着色器的支持 。
We’ve been putting Unity for New Nintendo 3DS version 5.2 through its paces for a few months, and it’ll be made available once it’s proved itself by getting a game through Nintendo’s mastering system too. That should be in the near future, but it’s not something that’s easy to put a date on.
几个月来,我们一直在努力开发Unity for New Nintendo 3DS 5.2版,并且一旦通过Nintendo的母带系统获得了游戏的证明,便可以使用它。 那应该是在不久的将来,但这并不是一件容易的事 。
So far, we’ve been in development with a Nintendo 3DS-specific version of the Unity editor, but now we’ve switched our focus towards upgrading to the latest version, with a view to shipping as a plug-in extension to the regular editor. We have a 5.3 based version running internally, and we’re working hard to get it merged into our mainline code-base.
到目前为止,我们一直在开发特定于Nintendo 3DS的Unity编辑器版本,但是现在我们已将重点转移到升级到最新版本,以期将其作为常规版本的插件扩展发布编辑。 我们有一个基于5.3的版本在内部运行,并且我们正在努力将其合并到我们的主线代码库中。
It should be mentioned that some features are not yet implemented in this first public release, notably UNet and Shadow Maps (although Light-Maps are supported). We’re prioritising new features according to customer demand, but right now our main goal is to get into the regular editor.
应该提到的是,此第一个公开发行版中尚未实现某些功能,特别是UNet和Shadow Maps(尽管支持Light-Maps)。 我们正在根据客户需求确定新功能的优先级,但是现在我们的主要目标是进入常规编辑器。
In common with other mobile platforms, there are some limitations as to what can be achieved with the hardware. For instance, Unity’s Standard Shader requires desktop-class graphics hardware so it’s not something we can support on Nintendo 3DS. However, as with other platforms, if you try to use a shader which is unsupported then Unity will fall-back to a less complex shader that gives the best possible results.
与其他移动平台一样,在使用硬件可以实现的功能方面存在一些限制。 例如,Unity的Standard Shader需要桌面级图形硬件,因此我们在Nintendo 3DS上不支持此功能。 但是,与其他平台一样,如果您尝试使用不受支持的着色器,则Unity将回退到较不复杂的着色器,以提供最佳效果。
为新任天堂3DS准备游戏 (Preparing your game for New Nintendo 3DS)
This platform is unique in several ways, so games will need some modification to make best use of its features.
该平台在几种方面都是独一无二的,因此游戏将需要进行一些修改以充分利用其功能。
-
There are two screens, so you will need to redesign your user interface to accommodate the additional display. The lower screen is touch sensitive, so it makes sense to put menus and other interactive UI items there.
有两个屏幕,因此您将需要重新设计用户界面以适应其他显示。 下部屏幕是触摸感应的,因此在其中放置菜单和其他交互式UI项很有意义 。
The device’s coolest feature is that the picture is 3D, without needing glasses! However, this does mean that the distance of objects is visible to the player in a way that it isn’t on other platforms. So graphical effects which “cheat” to simulate distance won’t work. For example, 2½-D games which use an orthographic projection and parallax layers will show up as completely flat.
该设备最酷的功能是图片是3D的,不需要戴眼镜! 但是,这确实意味着对象的距离对于播放器是可见的,而在其他平台上则不可见。 因此,“欺骗”模拟距离的图形效果将不起作用。 例如,使用正投影和视差图层的2½-D游戏将显示为完全平坦 。
- There is less memory available than on other platforms, but that’s not as big an issue as it might seem at first. Textures can be down-sized drastically since the screen resolution is much lower than typically found on smartphones and tablets. 与其他平台上相比,可用内存更少,但这并不是最初看起来那么大的问题。 由于屏幕分辨率远远低于智能手机和平板电脑上通常的分辨率,因此可以大幅缩小纹理的大小。
- Unity for New Nintendo 3DS was one of the first platforms to use our in-house IL2CPP technology exclusively; we don’t use Mono at all. This brings substantial performance benefits, but there are a couple of downsides: Unity for New Nintendo 3DS是最早专门使用我们内部的IL2CPP技术的平台之一。 我们根本不使用Mono。 这带来了显着的性能优势,但是有两个缺点:
All compilation is done AOT (when the project is built). We don’t support JIT compilation (at runtime).
所有编译均由AOT完成(在构建项目时)。 我们不支持JIT编译(在运行时)。
Various other platforms are also AOT-only, so if you’re porting a game from one of those platforms then you won’t have any problems. However, if you’re porting from a platform which does allow JIT compilation, then you might run into issues. In particular, some middleware JSON parsers which use introspection can be problematic. The good news is that Unity now comes with its own high-performance JSON parser, which doesn’t suffer from such issues.
其他各种平台也仅适用于AOT,因此,如果您要从其中一个平台移植游戏,则不会有任何问题。 但是,如果从允许JIT编译的平台进行移植,则可能会遇到问题。 特别是,某些使用自省的中间件JSON解析器可能会出现问题。 好消息是,Unity现在带有其自己的高性能JSON解析器,而不会遇到此类问题。
Opening a celebratory barrel of sake, at Unite Tokyo.
在东京联合艺术节上庆贺一桶清酒。
如何参与 (How to Get Involved)
Unity for New Nintendo 3DS is available at no charge. Just like with Nintendo’s Wii U, if you sign up to develop games for the platform, you get to use Unity for free!
新版Nintendo 3DS的Unity是免费提供的。 就像任天堂的Wii U一样,如果您注册开发该平台的游戏,就可以免费使用Unity!
Simply visit Nintendo’s Developer Portal and enrol in the Nintendo Developer Program*, then you’ll be able to download Unity for New Nintendo 3DS.
只需访问Nintendo的开发人员门户并注册Nintendo开发人员计划 *,您就可以下载Unity for New Nintendo 3DS 。
Of course, you will need some development hardware too. Devkits and testing units can also be purchased via Nintendo’s Developer Portal.
当然,您还将需要一些开发硬件。 Devkit和测试单元也可以通过Nintendo的Developer Portal购买。
* Conditions apply, see site for details.
*适用条件,详情请参阅网站。
翻译自: https://blogs.unity3d.com/2016/01/29/unity-comes-to-new-nintendo-3ds/