Universal Windows Platform: Deployment
Universal Windows Platform: Command line arguments
Universal Windows Platform: Profiler
You can connect Unity’s profiler to running Universal Windows Application.
Perform the following steps:
- Open the Player > window and then go to the Capabilities section on the Publishing Settings panel.
- Enable Private Networks Capability
- Enable Internet (Client & Server) Capability
- Build Universal Windows App Visual Studio solution from Unity.
- Build and run the application
- If you’ve checked Autoconnect Profiler checkbox, the profiler should connect automatically to Universal Windows App, if not, you have to explicitly pick it in Unity (Window > Analysis > ProfilerA window that helps you to optimize your game. It shows how much time is spent in the various areas of your game. For example, it can report the percentage of time spent rendering, animating or in your game logic. More info
See in Glossary > Active Profiler), for ex., MetroPlayerX86 (MyDevice)
Note: Profiler doesn’t work on Master configuration
Note: Due 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 restrictions, you won’t be able to connect the profiler if the application is running on the same machine. For ex., if you’re running Unity editor and Universal Windows Platform on the same PC, you won’t able to connect. You have to run Unity editor on one machine, and Universal Windows Platform on another machine. The only exception to this rule is “Autoconnect Profiler” build option, which makes the application connect to the editor instead.
Note: Also ensure that machine where Unity Editor is running and machine where Universal Windows App is running - are on the same subnet.
• 2017–05–16 Page amended
Universal Windows Platform: Deployment
Universal Windows Platform: Command line arguments
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