Windows Store Apps: Debugging on IL2CPP Scripting Backend
Windows Store Apps: Examples

FAQ

Unsupported classes and functions when using .NET Scripting Backend

How to create AppX package from Visual Studio ?

  • After building the project from Unity Editor
  • Open it with VS2012, VS2013 or VS2015
  • In the solution explorer, right click on the project
  • Store -> Create App Packages
  • Do you want to build packages to upload to the Windows Store? Choose No, then Next
  • Pick appropriate platform, for ex., ARM Release
  • Don’t include public symbol files, this will make package smaller
  • Create
  • Locate folder which is named something like YourApp_1.0.0.0_ARM_Test, check that it has Add-AppDevPackage.ps1 file
  • Copy the folder contents to the target machine, then on the target machine right click on Add-AppDevPackage.ps1 -> Run with PowerShell
  • Follow the steps, you might need an internet connection to install Developper License, this will require for you to have Microsoft account
  • If everything is okay, your app should appear on the start menu

How to install an appx file on your machine?

  • Open Windows PowerShell from start menu, navigate to your appx file, execute Add-AppxPackage <yourappx>.appx, if the appx was signed, it will be installed on your machine. Note: if you’re installing appx file again, you have to uninstall the previous one, simply right-click on the icon, and click Uninstall.

I am getting an error “DEP0600: incorrect parameter” while deploying an application.

  • Something is wrong with your certificate, try creating a new by clicking on Package.appxmanifest -> Packaging -> Choose Certificate -> Configure Certificate -> Create Test Certificate

How to use Visual Studio’s graphical debugger on ARM?

If you have Windows 8 N version (the one for Europe) and even the empty project doesn’t compile

How to deploy a project on a tablet PC?

How do I choose which compiler to use for my C# scripts?

Under publishing settings on Windows Store player settings, there’s a drop down menu called “Compilation overrides”. There are 3 settings:

1. None. All C# scripts will get compiled with Mono C# compiler;
2. Use Net Core Partially. Scripts that are in folders “Assets/Plugins”, “Assets/Standard Assets” and “Assets/Pro Standard Assets” will get compiled with Mono C# compiler, while the rest will be compiled with Microsoft C# compiler;
3. Use Net Core. All scripts will get compiled with Microsoft C# compiler.

Both compilers have their ups and downs. Compiling scripts with the Mono C# compiler will allow them to be referenced by JavaScript scripts, which, for example, is needed for Angry Bots (hence you have to set it to none). However, using the Microsoft C# compiler will allow you to use Microsoft specific APIs without the need for plugins - just wrap the code in #if NETFX_CORE/#endif, and it will compile and work just fine.

Help! There’s too many defines! Which are defined for which platform?

No worries. Here’s all of them:

NETFX_CORE defined on Windows Store 8.0, Windows Store 8.1, Windows Phone 8.1 and Universal 8.1 scripts that are compiled using Microsoft C# compiler.
WINDOWS_UWP defined on Universal Windows 10 scripts that are compiled using Microsoft C# compiler.

See also platform dependent compilation.

Windows Store Apps: Debugging on IL2CPP Scripting Backend
Windows Store Apps: Examples