Before you develop for 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 (UWP), you can find out more about the following topics:
|Use deep linking on UWP||Use deep linking on UWP devices.|
|Connect the profiler to UWP||Connect Unity’s 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 to your UWP application.
|UWP scripting symbols||Learn what scripting symbols are available for UWP.|
|IL2CPP scripting backend for UWP||Use plug-insA set of code created outside of Unity that creates functionality in Unity. There are two kinds of plug-ins you can use in Unity: Managed plug-ins (managed .NET assemblies created with tools like Visual Studio) and Native plug-ins (platform-specific native code libraries). More info
See in Glossary and debug your UWP applications with 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.
|WinRT API in C# scripts for UWP||Use WinRT API directly in Unity 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 for UWP.
|AppCallbacks class reference||Call the AppCallbacks class in your UWP application.|
|Command line arguments for UWP||Use command line arguments in your UWP application.|
|Association launching for UWP||Launch the user’s default app for file type or a protocol.|