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Windows Phone 8.1

Windows Store: Windows SDKs

Windows Phone 8.1: Debugging

Note that that from Unity 2017.1 this documentation is out-dated. 2017–06–30

Windows Phone 8.1 is the latest edition of Microsoft’s Windows Phone mobile operating system, succeeding Windows Phone 8. Windows Phone 8.1 focuses a lot on convergence between Windows Phone and Windows Store platforms into a single developer platform that runs the same types of apps. Windows Phone 8.1 and Windows Store share a similar app model and life cycle, a shared toolset, a common XAML UI(User Interface) Allows a user to interact with your application. Unity currently supports three UI systems. More info
See in Glossary framework and CLR runtime (which replaced Silverlight, used in Windows Phone 8.0). Windows Phone 8.1 uses AppX packaging for applications, rather than the old XAP package.

Windows Phone 8.1 introduces a new notification center, along with a set of capabilities developers can use to manage toast notifications through local API calls or by using push. Through these APIs and mechanisms, an app can manage the toast notifications they send to users. Operations include add, remove, replace, and expire. All notification classes are in the Windows.UI.Notifications namespace.

Windows Phone 8.1 supports many more DirectX features when compared to Windows Phone 8. These include:

Direct2D APIs DirectWrite APIs Windows Imaging Component APIs Runtime shaderA program that runs on the GPU. More info
See in Glossary compilation and reflection GPU access to YUV shaders GPU performance counters Graphics diagnostics support Windows Phone 8.1 has adopted the SwapChainPanel XAML control in favor of BackgroundDrawingSurfaceGrid, which was used on Windows Phone 8.

Windows Phone 8.1 provides APIs that you can use to create an app that records images or videos of the phone’s screen activity. This way games can upload and share in-game activities. This feature is enabled through enhancements to the Windows.Media.Capture APIs already available to Windows Store apps.

Windows Phone 8.1 emulator adds support for SD card emulation, and multi-touch with mouse, improved networkingThe Unity system that enables multiplayer gaming across a computer network. More info
See in Glossary support to simplify setup, configuration, and access to network resources and to reduce troubleshooting.

Windows Phone 8.1 adds support for remote performance monitoring, ETW logging, and App Verifier. Existing Windows Phone 8 command-line tools – Isolated Storage Explorer, the deployment tool, and the phone registration tool – are still supported. The Simulation Dashboard is not updated for Windows Phone (code-named “Blue”).

Windows Store: Windows SDKs

Windows Phone 8.1: Debugging

Sours: https://docs.unity3d.com/Manual/WP8-1.html

Unity Game Engine Announces Xbox One Support, Goes Free For Windows Phone 8 Developers

Unity, the cross-platform 3D engine and game development tool that’s been on something of a roll lately, has a few more bits of good news today. At Microsoft’s Build 2013 conference this morning, Unity announced two new tricks: Xbox One (and Kinect!) support, and completely free support for Windows Phone 8 and Windows 8 games.

It’s been a few good months for Unity. Back in March, they announced support for Sony’s PlayStation 4. Then, after dropping support for the hot mess that is Flash, they announced that iOS and Android game developers could now build their wares on Unity free of charge — ditching their requirement that mobile developers pay a few hundred bucks for an add-on package for each platform. They’d continue to offer pro versions of both Unity ($1,500 for the Pro build) and the iOS/Android add-ons (another $1,500 per platform) for those who needed advanced functionality, but the free versions would cover the use cases for anyone just getting their feet wet.

With today’s news, Windows developers are getting a similar deal — in fact, the one they’re getting is a bit better. As with iOS and Android, developers using Unity’s basic/free product will be able to build their Windows Phone 8 and Windows 8 games for free. But that Pro add-on? The one that iOS/Android developers need to plunk down an additional $1,500 for? Unity and Microsoft have worked out a deal to eat the cost of that. If you buy (or already own) Unity Pro, the Windows Store Pro add-on and all the advanced functionality that comes with it comes free.

mobile unity

For Windows gamers, that’s pretty good news. It means that pretty much any game built on top of Unity can be ported to Windows Phone 8 or Windows 8 with minimal effort, without that developer having to drop a dime on engine licensing to do it.

Meanwhile, the company also announced that Unity would be deeply supported by the Xbox One, including gesture/skeletal recognition through the Kinect. While tying into the 360’s Kinect from Unity has been possible for a while now, it’s always been a bit of a hack; once Xbox One support makes its way into Unity 4, it’ll be official. Alas, it’s not clear if the One-specific tools will be made available to everyone — while Unity says that they’ll be free to anyone published by Microsoft Studios, there’s no word on how much they’ll cost (or if they’ll even be available) to anyone just looking to tinker. We’ve sent an email to Unity asking for more details here.

[Update: A Unity rep tells us “Unity can still be used by [Xbox] developers being published by someone other than Microsoft Games Studios, they’ll just need to pay for it. We ask developers interested in using Unity to publish to consoles to contact us directly to discuss pricing.”]

With today’s news, Unity can now claim cross-platform support for every next-gen console, as well as every popular mobile operating system.

Sours: https://techcrunch.com/2013/06/27/unity-game-engine-announces-xbox-one-support-goes-free-for-windows-phone-8-developers/
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Windows Phone 8: Deployment

Windows Phone 8: Getting Started

Windows Phone 8: Debugging

To deploy Windows Phone 8 app on your phone follow these steps:

  • Open Build Settings.
  • Optionally check Development Build if you want to profile your game.
  • Make sure phone is connected to PC and is unlocked.
  • Click Build And Run.
  • Select folder to build Visual Studio project to.
  • Once the project is built and app is deployed to your phone it should appear on the screen.

This is the fastest way to deploy your app. However you might want to modify exported Visual Studio project first. In that case do the following:

  • Click Build instead of Build and Run.
  • Select folder to build Visual Studio project to.
  • Open generated Visual Studio solution.
  • Modify project if needed.
  • Select desired build configuration.
  • Build and deploy project to your phone.

There are three build configurations you can choose from. Debug should be used to debug your scripts. Release optimizes code for better performance. Master configuration build should be used to submit your app to the Store. It has profiler support stripped out.

Unity will not overwrite changes made to Visual Studio project.

Build Settings window has Development Build checkbox that selects Release configuration instead of Master in case build and run is clicked. Otherwise configuration can be freely chosen from Visual Studio. Additionally Development Build checkbox enables development build. In that case Debug.isDebugBuild will be enabled.

Windows Phone 8: Getting Started

Windows Phone 8: Debugging

Sours: https://docs.unity3d.com/520/Documentation/Manual/wp8-deployment.html
Unity 3D tutorial - How to publish to Microsoft Store

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MOGA Android \u0026 Windows Phone 8 Unity Plugin Tutorial

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