Skurdt
Skurdt
I swapped to use sdl3 for the opengl window. Obviously the result is exactly the same but it should allow getting it work on platforms where glfw is not supported....
n64 and psp (maybe others) run with a hacky opengl layer, that only worked on builds (and only for windows). Trying to run them in the editor wasn't working for...
A debugging session means attaching visual studio to the unity.exe, not debugging the actual C# project. Start VS -> "continue without code" -> Attach -> unity.exe mupen64plus_next and ppsspp both...
In c++, all the needed callbacks have to be global functions, either as static member functions in classes, or a free functions. You could mark the SetCallbacks() method as static,...
It should run on Android without using il2cpp though. I think the only change that was needed was to use persistentdatapath instead of streamingassetspath and load files using unitywebrequest instead...
It's probably more a hack than anything but, if running with the included classes, you might be able to use a Dictionary and look up for the data using Thread.CurrentThread....
Unity audio seems to perform rather well compared to when this project started (they changed something in the backend or something). To try that instead, you only have to enable...
The issue may come from the thread sleeping every so often. You could try removing the sleep in Bridge.cs but CPU usage for the thread will go to 100%. I'll...
The sleep is causing the issues. Besides some minor glitches, audio on my end works good enough for me without the sleep. I'll remove it for now but I still...
I replaced the NAudio backend for SDL3. With the very small amount of api calls used, the result sounds fine for me. But it does open more options for other...