Unity3d developing Windows Store application considerations

Source: Internet
Author: User

Original address: http://blog.csdn.net/jbjwpzyl3611421/article/details/12704491

In response to a recent problem with the porting window store project, I've compiled an official note

Share this with your developers to avoid detours during the transplant process!

Platform status

Platform Status

Currently if you want to build a Windows Store apps player that has to do it on Windows 8, this could change in th E future.

Currently if you want to publish a Windows store application, you need to develop it on WINDOWS8, which may change in the future.

On the Windows Store platform we don t use Mono, we use Microsoft's. NET together with WinRT, because of this major change COM Paring to other Unity platforms

On the Windows Store platform, we cannot use mono, so we use. NET and WINRT, some APIs are not working properly because of this huge change.

Some of the API may not be yet work, but ~95% of API does work. Please note this can change in the future.

However, about 95% of API execution is not a problem.

Also because we use Microsoft. NET, this would Also allow you to debug your scripts with Visual Studio (currently this only Works if you write your code with C #),

It is also because we use. NET, which requires developers to use vs to debug code, but requires you to use C # development.

Currently Unity supports Windows Store apps targets x86 and ARM (x64 'll be supported in T He future)

Currently, Unity releases applications that only support X86 and arm.

The player log is located under <user>\appdata\local\packages\<productname>\tempstate.

The log file location of the program is <user>\appdata\local\packages\<productname>\tempstatehere.

Things that is not yet supported:

Content that is not currently supported

  • Network classes, WWW does work though
  • Animation on script variables
  • Animationevent callback functions with arguments (you has to provide a function with no arguments or with animationevent Argument
  • Gameobject.sendmessage (partially works, but function which accepts the message must match the message sent, because the A Rgument conversion doesn ' t work)
  • You can ' t access C # classes from JS or Boo scripts, you should is able to access JS, Boo classes from C #
  • JS and Boo scripts won ' t pass WACK at the moment
  • Fog on device with feature level < 9.3 doesn ' t work, you have to implement it yourself, for ex., HTTP://FILES.UNITY3D.C Om/tomas/metro/examples/mycustomfog.shader
  • www class does not work yet
  • Animation script variables
  • Animationevent callback function parameters (you must provide a function without any parameters or with the animationevent parameter)
  • Gameobject.sendmessage (only partially works, but the method accepts that the message must match the message sent because the parameter conversion does not work)
  • C # classes cannot be accessed through a JS or boo script, but JS and Boo can be accessed through C #
  • JS and Boo scripts will not be able to pass the Windows app certification Kit test, which also means you can't submit apps to the App Store and only share them with your friends.
  • Fog function at D3D functional level <9.3 device does not work properly, if you must implement it yourself, here: Http://files.unity3d.com/tomas/Metro/Examples/MyCustomFog.shader
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