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Updated Unity project to allow building for PS4 and running on real hardware. The engine plugin isn't there yet, so it won't do much, but it starts and FMOD works.

console
Nico de Poel 5 years ago
parent
commit
bd28bcac6b
  1. 1
      .gitignore
  2. 8
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  3. BIN
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  15. 40
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  17. 18
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  18. 2
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  19. BIN
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  21. 3
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  22. 18
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  23. BIN
      Packages/ps4/com.unity.render-pipelines.ps4-1.4.0.tgz
  24. 20
      ProjectSettings/ProjectSettings.asset

1
.gitignore

@ -14,3 +14,4 @@ mods/
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Debug Portable/
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ConsoleTest : MonoBehaviour
{
[SerializeField]
private string mod, args;
[SerializeField]
private Camera mainCamera;
[SerializeField]
private List<VisualStyle> visualStyles = new List<VisualStyle>();
private UniQuake uq;
private void Start()
{
Debug.Log($"Running in {IntPtr.Size * 8}-bit mode");
uq = gameObject.AddComponent<UniQuake>();
uq.BaseGame = MissionPack.Quake;
uq.ModDirectory = mod;
uq.AdditionalArguments = ParseArgs();
uq.Camera = mainCamera;
uq.GameLayer = Layers.Game1;
uq.ViewModelLayer = Layers.ViewModel1;
uq.SetVisualStyle(visualStyles[0]);
}
private string[] ParseArgs()
{
if (args == null)
return new string[0];
return args.Split(new[] {' ', '\t', '\r', '\n'}, StringSplitOptions.RemoveEmptyEntries);
}
}

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Assets/Scripts/SystemLibrary.cs

@ -26,5 +26,23 @@ public static class SystemLibrary
[DllImport("kernel32")]
public static extern IntPtr GetProcAddress(IntPtr hModule, string procedureName);
#else
public static IntPtr LoadLibrary(string filename)
{
// sceKernelLoadStartModule
return IntPtr.Zero;
}
public static bool FreeLibrary(IntPtr hModule)
{
// sceKernelStopUnloadModule
return false;
}
public static IntPtr GetProcAddress(IntPtr hModule, string procedureName)
{
// sceKernelDlsym
return IntPtr.Zero;
}
#endif
}

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@ -13,6 +13,8 @@ public partial class UniQuake
#else
private const string DllPath = "Plugins/x86/uniquake.dll";
#endif
#elif UNITY_PS4 || UNITY_PS5
private const string DllPath = "Plugins/uniquake.prx";
#endif
private IntPtr libraryHandle;

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3
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"com.unity.ide.visualstudio": "2.0.9",
"com.unity.ide.vscode": "1.2.3",
"com.unity.inputsystem": "1.0.2",
"com.unity.render-pipelines.universal": "10.5.0",
"com.unity.render-pipelines.ps4": "file:ps4/com.unity.render-pipelines.ps4-1.4.0.tgz",
"com.unity.render-pipelines.universal": "10.5.1",
"com.unity.test-framework": "1.1.27",
"com.unity.textmeshpro": "3.0.6",
"com.unity.timeline": "1.4.8",

18
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@ -63,7 +63,7 @@
"url": "https://packages.unity.com"
},
"com.unity.render-pipelines.core": {
"version": "10.5.0",
"version": "10.5.1",
"depth": 1,
"source": "registry",
"dependencies": {
@ -71,14 +71,20 @@
},
"url": "https://packages.unity.com"
},
"com.unity.render-pipelines.ps4": {
"version": "file:ps4/com.unity.render-pipelines.ps4-1.4.0.tgz",
"depth": 0,
"source": "local-tarball",
"dependencies": {}
},
"com.unity.render-pipelines.universal": {
"version": "10.5.0",
"version": "10.5.1",
"depth": 0,
"source": "registry",
"dependencies": {
"com.unity.mathematics": "1.1.0",
"com.unity.render-pipelines.core": "10.5.0",
"com.unity.shadergraph": "10.5.0"
"com.unity.render-pipelines.core": "10.5.1",
"com.unity.shadergraph": "10.5.1"
},
"url": "https://packages.unity.com"
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@ -90,11 +96,11 @@
"url": "https://packages.unity.com"
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"source": "registry",
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cursorHotspot: {x: 0, y: 0}
m_SplashScreenBackgroundColor: {r: 0.13725491, g: 0.12156863, b: 0.1254902, a: 1}
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m_ShowUnitySplashScreen: 0
m_ShowUnitySplashLogo: 1
m_SplashScreenOverlayOpacity: 1
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@ -260,7 +265,14 @@ PlayerSettings:
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AndroidValidateAppBundleSize: 1
AndroidAppBundleSizeToValidate: 150
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m_BuildTargetPlatformIcons: []
m_BuildTargetBatching:
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