Universal Windows Apps don’t accept command line arguments by default, so to specify them you have to pass them to an AppCallbacks constructor in App.xaml.cpp or App.cpp. For example:
m_AppCallbacks =
ref new AppCallbacks
(
ref new Platform::Array<Platform::String\^>
{
L"-force-gfx-direct"
}
);
-nolog - Don’t produce UnityPlayer.log.
-force-driver-type-warp - Force DirectX 11.0 WARP device (More info http://msdn.microsoft.com/en-us/library/gg615082.aspx)
-force-gfx-direct - Force single threaded renderingThe process of drawing graphics to the screen (or to a render texture). By default, the main camera in Unity renders its view to the screen. More info
See in Glossary.
-force-d3d11-no-singlethreaded - Force DirectX 11.0 to be created without D3D11_CREATE_DEVICE_SINGLETHREADED flag.
-dontConnectAcceleratorEvent - Disable connecting to AcceleratorKeyEvent
. This may help if you have issues with input in XAML elements. The downside is that Unity cannot handle some keys (for example, the keyboard keys F10, Ctrl, Alt, Tab may have issues in Unity).
-forceTextBoxBasedKeyboard - Use TextBox-based implementation for TouchScreenKeyboard
. Only has an effect on UWP XAML applications. Allows switching to different implementations, in case there are issues with the default one.
For further information about DirectX feature levels, see http://msdn.microsoft.com/en-us/library/windows/desktop/ff476876(v=vs.85).aspx)
-force-feature-level–10–0 - Force DirectX 11.0 feature level 10.0.
-force-feature-level–10–1 - Force DirectX 11.0 feature level 10.1.
-force-feature-level–11–0 - Force DirectX 11.0 feature level 11.0.
• 2017–05–16 Page amended