Windows Store: Getting Started
Currently if you want to build a Windows Store App player, you have to do it on Windows 8, this may change in the future. On Windows Store platform we don't use Mono, we use Microsoft's .NET together with WinRT, because of this major change comparing to other Unity platforms some of the API may not yet work, but ~95% of API does work. Also because we use Microsoft .NET, this will also allow you to debug your scripts with Visual Studio.
Unity will support three Windows Store targets X86, X64 and ARM.
The player log is located under <user>\AppData\Local\Packages\<productname>\TempState.
Things that are not yet supported:
- Network classes, WWW is supported though
- Animation on script variables
- AnimationEvent callback functions with arguments (you have 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 argument conversion doesn't work)
- Cloth
- Microphone
- You can't access C# classes from JS or Boo scripts, you should be able to access JS, Boo classes from C#
- JS and Boo scripts won't pass WACK at the moment
- Fog doesn't work on devices with feature level < 9.3, you need to implement it manually, see http://files.unity3d.com/tomas/Metro/Examples/MyCustomFog.shader
Requirements:
- Windows 8
- Visual Studio 2012 (11.0.50727.1)
Before you can proceed you need to acquire Windows 8 developer license, this can be done in two following ways:
Further reading:
Page last updated: 2013-05-20