Universal Windows Platform
Universal Windows Platform: Deployment
Getting Started
Unity supports three CPU architectures when targeting Universal Windows PlatformAn IAP feature that supports Microsoft’s In App Purchase simulator, which allows you to test IAP purchase flows on devices before publishing your application. More info
See in Glossary: 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 the Player settings (menu: Edit > Project SettingsA broad collection of settings which allow you to configure how Physics, Audio, Networking, Graphics, Input and many other areas of your Project behave. More info
See in Glossary, then select the Player category), open the Publishing Settings panel, 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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