Universal Windows Platform
Universal Windows Platform: Deployment
Getting Started
Unity supports three CPU architectures when targeting Universal Windows Platform: X86, X64 and ARM.
There are three configurations (select them in Visual Studio):
-
Debug for debugging purposes
-
Release for profiling
-
Master for submission to store
The player log is located under <user>\AppData\Local\Packages\<productname>\TempState. See also log files.
Requirements when targeting Universal Windows Platform:
- Windows 8.1
- Visual Studio 2015 (RTM or later)
- Windows 10 Universal SDK
- Testing devices:
- For basic testing of Windows SDK 10, same PC which is used for development is enough.
- For basic testing of Phone 10, it’s advisable to acquire a real Windows Phone 10 device.
Before you can proceed you need to acquire Windows Store developer license. There are two ways you can do this:
The following are not supported:
- Legacy Network classes (please use current Unity Networking). WWW and UnityWebRequest are supported (applies to all scripting backends).
-
GameObject.SendMessage
partially works, but function which accepts the message must match the message sent, because the argument conversion doesn’t work (applies only to .NET scripting backend).
- You cannot automatically access C# classes from JS scripts (applies only to .NET scripting backend). To do this, go to PlayerSettings (menu: File > Project Settings > Player), open the Publishing Settings, navigate to the Compilation section and set the Compilation Overrides to .NET Core Partially.
Helpful links
• 2017–05–16 Page amended with no editorial review
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