Version: 2018.4
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Getting Started

Unity supports three CPU architectures when targeting Universal Windows Platform: X86, X64 and ARM.

There are three configurations (select them in Visual Studio):

  • Debug for debugging purposes
  • Release for profiling
  • Master for submission to store

The player log is located under <user>\AppData\Local\Packages\<productname>\TempState. See also log files.

Requirements when targeting Universal Windows Platform:

  • Windows 8.1
  • Visual Studio 2015 (RTM or later)
  • Windows 10 Universal SDK
  • Testing devices:
    • For basic testing of Windows SDK 10, same PC which is used for development is enough.
    • For basic testing of Phone 10, it’s advisable to acquire a real Windows Phone 10 device.

Before you can proceed you need to acquire Windows Store developer license. There are two ways you can do this:

The following are not supported:

  • Legacy Network classes (please use current Unity Networking). WWW and UnityWebRequest are supported (applies to all scripting backends).
  • GameObject.SendMessage partially works, but function which accepts the message must match the message sent, because the argument conversion doesn’t work (applies only to .NET scripting backend).
  • You cannot automatically access C# classes from JS scripts (applies only to .NET scripting backend). To do this, go to the Player settings (menu: Edit > Project Settings, then select the Player category), open the Publishing Settings panel, navigate to the Compilation section and set the Compilation Overrides to .NET Core Partially.

Helpful links


• 2017–05–16 页面已修订但未经编辑审查

通用 Windows 平台
通用 Windows 平台:部署