Universal Windows Platform: Debugging on IL2CPP Scripting Backend
Universal Windows Platform: Examples
FAQ
How to create AppX package from Visual Studio ?
- After building the project from Unity Editor open it with Visual Studio
- In the solution explorer, right click on the project
-
Store -> Create App Packages
- Do you want to build packages to upload to the Windows Store? Choose No, then Next
- Pick appropriate platform, for ex., ARM Release
- Don’t include public symbol files, this will make package smaller
- Create
- Locate folder which is named something like YourApp_1.0.0.0_ARM_Test, check that it has Add-AppDevPackage.ps1 file
- Copy the folder contents to the target machine, then on the target machine right click on Add-AppDevPackage.ps1 -> Run with PowerShell
- Follow the steps, you might need an internet connection to install Developper License, this will require for you to have Microsoft account
- If everything is okay, your app should appear on the start menu
How to install an appx file on your machine?
- Open Windows PowerShell from start menu, navigate to your appx file, execute Add-AppxPackage <yourappx>.appx, if the appx was signed, it will be installed on your machine. Note: if you’re installing appx file again, you have to uninstall the previous one, simply right-click on the icon, and click Uninstall.
I am getting an error “DEP0600: incorrect parameter” while deploying an application.
- Something is wrong with your certificate, try creating a new by clicking on Package.appxmanifest -> Packaging -> Choose Certificate -> Configure Certificate -> Create Test Certificate
How to use Visual Studio’s graphical debugger on ARM?
How to deploy a project on a tablet PC?
Getting more information about Windows App Certification Kit (WACK) failure?
You can find a log in <user>\AppData\Local\Microsoft\AppCertKit
which might contain additional information about the failure.
Help! There’s too many defines! Which are defined when?
No worries. Here’s all of them:
UNITY_WINRT |
Defined on all scriptsA piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More info See in Glossary |
UNITY_WSA |
Defined on all scripts |
UNITY_WINRT_10_0 |
Defined on all scripts |
UNITY_WSA_10_0 |
Defined on all scripts |
ENABLE_IL2CPP |
Defined on all scripts when using IL2CPPA Unity-developed scripting back-end which you can use as an alternative to Mono when building Projects for some platforms. More info See in Glossary scripting backendA framework that powers scripting in Unity. Unity supports three different scripting backends depending on target platform: Mono, .NET and IL2CPP. Universal Windows Platform, however, supports only two: .NET and IL2CPP. More info See in Glossary |
NETFX_CORE |
Defined on C# scripts that are compiled using Microsoft C# compiler when using .NET scripting backend |
WINDOWS_UWP |
Defined on C# scripts when using .NET 4.6 or .NET Standard 2.0 compatibility level |
ENABLE_WINMD_SUPPORT |
Defined on C# scripts when using .NET 4.6 or .NET Standard 2.0 compatibility level |
See also platform dependent compilation.
• 2017–05–16 Page amended
Universal Windows Platform: Debugging on IL2CPP Scripting Backend
Universal Windows Platform: Examples