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    Getting started on Windows Store with Unity 1

    Getting started on Windows Store with

    UnityThis document is evolving constantly with new and updated information. It is still a work in progress.

    If you need answers that this document does not address, try the Unity Windows Development

    Forum:http://forum.unity3d.com/forums/50-Windows-Development

    ContentsIntroduction ........................................................................................................................................................................ 2

    Requirements to write a Windows Store game with Unity ............................................................................... 2Porting Overview............................................................................................................................................................... 3

    Design Time The Unity Editor Experience .......................................................................................................... 3Including Windows Store code in your Unity project .................................................................................... 3

    Compile Time - Building from Unity to target Windows Store ....................................................................... 4Choosing Store App Type ..................................................................................................................................... 4Choosing SDK Type................................................................................................................................................. 5Player Settings and .Net Core Compilation Override .................................................................................... 5Windows Store project and Visual Studio- Development Flow .................................................................. 6

    Run Time - Running the Generated Windows Store App ................................................................................. 7

    Hardware Differences ............................................................................................................................................. 7Graphics ...................................................................................................................................................................... 8Displays ....................................................................................................................................................................... 8Memory ...................................................................................................................................................................... 9Mouse, Keyboard and Controller Support........................................................................................................ 9Orientation Support and Window resizing ....................................................................................................... 9Beyond the port, Integrating with the platform ............................................................................................ 10

    Submitting to the store ................................................................................................................................................. 10Windows App Certification Kit ...................................................................................................................................... 11Other useful references .................................................................................................................................................. 11

    Feedback & Revision history ............................................................................................................................... 12

    http://forum.unity3d.com/forums/50-Windows-Developmenthttp://forum.unity3d.com/forums/50-Windows-Developmenthttp://forum.unity3d.com/forums/50-Windows-Developmenthttp://forum.unity3d.com/forums/50-Windows-Development
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    Getting started on Windows Store with Unity 2

    IntroductionWith the release of Unity 4.3, porting games to Windows Store has become easier than ever.

    This write up should give Unity developers all the high-level information they will need to take an

    existing Unity game and tweak it to target the Windows Store. The guidance is not all inclusive on

    technical features, but it should point you on right direction and give you the most relevant context

    and links to get further details. Make sure you click on the links, there is a lot that was not replicated

    on purpose.

    Requirements to write a Windows Store game with UnityTo develop, compile and submit a Unity game to the Windows store, you will need:

    Unity 4.3.Either the Unity free version or Unity Pro will work.The add-ons for publishing to the Windows Store and to Windows Phone are free, for basic

    and Unity Pro users.

    Visual Studio.You can use any Visual Studio SKU, including the free Visual Studio Express.To target Windows 8.1, you will need Visual Studio 2013; to target Windows 8, you can use

    Visual Studio 2012. These two editions can be installed side-by-side on the same machine.

    Windows 8.0 or later. If you do not own a Windows 8 license, you can get a90-day evaluationversion. If you are running Mac OS X or will install on Apple hardware, check different optionsfor installing usingBoot Camp,VMWare, orParallels.

    If you are targeting Windows 8.1, you must develop in Windows 8.1. Running Windows 8.1 and

    VS2013 is recommended since you can target both Windows 8.0 and 8.1 with this

    configuration. The upgrade from Windows 8.0 to Windows 8.1 is free and over the air. Microsoft account. You will need a Microsoft account to get a developer license. A Microsoft

    account is free, you can get one athttp://signup.live.com

    Windows Store developer account.This will be needed submit your game to the Windowsstore. During this process you will register and get verified as an individual or as a business

    who can submit apps and games to the store. This registration is shared with Windows Phone

    (one registration submits to both stores). Registration is $19 for individuals.

    Windows 8.x test devices. You can develop on any device running Windows 8.x. The simulatorcan simulate multi-touch and different display resolutions; but, we do recommend you test on

    a real device with touch and ideally running Windows RT (ARM architecture). A Surface RT or

    Surface 2device would be ideal for this kind of testing.

    http://unity3d.com/unity/downloadhttp://unity3d.com/unity/downloadhttp://www.microsoft.com/visualstudio/eng/downloadshttp://msdn.microsoft.com/en-US/evalcenter/jj554510.aspx?wt.mc_id=MEC_132_1_4http://msdn.microsoft.com/en-US/evalcenter/jj554510.aspx?wt.mc_id=MEC_132_1_4http://msdn.microsoft.com/en-US/evalcenter/jj554510.aspx?wt.mc_id=MEC_132_1_4http://msdn.microsoft.com/en-US/evalcenter/jj554510.aspx?wt.mc_id=MEC_132_1_4http://msdn.microsoft.com/en-us/library/windows/apps/jj945423.aspxhttp://msdn.microsoft.com/en-us/library/windows/apps/jj945423.aspxhttp://msdn.microsoft.com/en-us/library/windows/apps/jj945423.aspxhttp://msdn.microsoft.com/en-us/library/windows/apps/jj945426.aspxhttp://msdn.microsoft.com/en-us/library/windows/apps/jj945426.aspxhttp://msdn.microsoft.com/en-us/library/windows/apps/jj945426.aspxhttp://msdn.microsoft.com/en-us/library/windows/apps/jj945424.aspxhttp://msdn.microsoft.com/en-us/library/windows/apps/jj945424.aspxhttp://msdn.microsoft.com/en-us/library/windows/apps/jj945424.aspxhttp://signup.live.com/http://signup.live.com/http://signup.live.com/http://dev.windows.com/http://microsoft.com/surfacehttp://microsoft.com/surfacehttp://microsoft.com/surfacehttp://dev.windows.com/http://signup.live.com/http://msdn.microsoft.com/en-us/library/windows/apps/jj945424.aspxhttp://msdn.microsoft.com/en-us/library/windows/apps/jj945426.aspxhttp://msdn.microsoft.com/en-us/library/windows/apps/jj945423.aspxhttp://msdn.microsoft.com/en-US/evalcenter/jj554510.aspx?wt.mc_id=MEC_132_1_4http://msdn.microsoft.com/en-US/evalcenter/jj554510.aspx?wt.mc_id=MEC_132_1_4http://www.microsoft.com/visualstudio/eng/downloadshttp://unity3d.com/unity/download
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    Getting started on Windows Store with Unity 3

    Porting OverviewTo prepare for a port, you must be familiar with Windows Store platform specific nuances in the

    following areas: Design TimeThe Unity Editor Experience Build TimeBuilding from Unity Editor to produce a Windows Store app Run TimeRunning the Windows Store App

    Design Time The Unity Editor ExperienceTo port your game to Windows Store, you will still be using the Unity Editor. This will feel very

    familiar and keep your productivity high.

    The design-time looks the same and should feel the same since within the editor Unity is running your

    game on Mono run-time. It is when you build to generate your Windows Store project that you will

    notice the difference: Unity will use the .NET compiler to build your game and it will compile using the

    .NET core profile that targets Windows Store. .NET core is a subset of .NET, so you might run into

    some compiler errors with some APIs that are in Mono and are not in .NET Core Profile. For most of

    these types, there is alternate types and functionality using .NET or WinRT APIs, but you will have to

    tweak your code to make it run. For details on porting techniques, please read ourPorting tips for

    Windows Store with Unitydocumentation.

    A positive corollary to this switch in compiler is that you can debug directly into your Unity code from

    within a generated Windows Store solution using Visual Studio.

    Another design-time difference to watch out for is the use of shaders and graphics features that are

    hardware dependent; when you are in the editor, you are running on Windows desktop and this

    follows different policies and is using your desktops hardware capabilities, which might be more than

    the capabilities on Windows RT devices. To get a high fidelity design-time experience, use Unitys

    Graphics Emulation feature (located in the Edit menu), and select the appropriate platform you want

    to target.Including Windows Store code in your Unity projectIf including script files that will run inside the Unity editor, use #if (UNITY_METRO && !UNITY_EDITOR)

    pre-processor directives to refer to code that should not run when in the editor. This will ensure that

    the code will only run within the generated actual Windows Store application. The !UNITY_EDITOR

    deals with the scenario where you are running in the editor with the platform switched to Windows

    http://aka.ms/unityWinStoreTipshttp://aka.ms/unityWinStoreTipshttp://aka.ms/unityWinStoreTipshttp://aka.ms/unityWinStoreTipshttp://aka.ms/unityWinStoreTipshttp://aka.ms/unityWinStoreTips
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    Getting started on Windows Store with Unity 4

    Store via File > Build Settings. Note that code running in the editor cant reference Windows Runtime

    (WinRT) APIs, since the editor will not know how to resolve these.

    WinRT APIs include most of the functionality to do integration with Windows such as access to file

    system, implementing contracts and live tiles; you will still be able to reference these APIs from Unity

    plugins, just not directly within editor compiled code.

    Compile Time - Building from Unity to target Windows StoreIn order to build you must switch your target platform in the Build Settings window to Windows Store

    Appsusing File > Build Settings

    You will see a few new options that you might not recognize, here are the details on these new

    choices:

    Choosing Store App Type

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    Getting started on Windows Store with Unity 5

    You will notice that you have a Type dropdown, where you can select between Direct3D11 and XAML

    and you can choose a target language C# or C++. The XAML option is recommended because that

    will give you the XAML UI stack for implementing splash screen, settings and other recommended UI

    components for a great game. Since Direct3D and C++ are slightly lower-level, this configuration will

    offer maximum performance but at the expense of some of the UI stack integration features.

    For more on these choices, see these references:

    Developing Windows Store Gamesblog post that outlines the DirectX platform features. Unlocking the Power of DirectX in Apps that use XAMLvideo that explains how DirectX and

    XAML can seamlessly compose a unified UI experience.

    Choosing SDK TypeIn Unity 4.3 you have the option of generating an 8.0 or 8.1 store app.

    Since Windows 8.1 is now released, it would be recommended that you choose the latest version forall new games. However, as of this writing (early Nov 2013), there is still a good percentage of

    Windows users running Windows 8.0, so consider targeting both. To target both you can either:

    Build a Windows 8.0 game without taking advantage of new 8.1 features. You will submit thisgame to the store as targeting 8.0, and users running 8.0 or 8.1 will be able to install it and

    run it. Or,

    Build your game once and then target two run-times: 8.0 and 8.1. All your game play will bethe same, so the delta on work is marginal; you would just be coding for the new 8.1 features

    you want to use. When you submit to the store, you will submit both games at once, and

    users on either version of the OS will only see the respective version for their OS.

    For more on this see here:

    Windows Store Whats new or update in 8.1 Migrating Windows Store apps to Windows 8.1

    Player Settings and .Net Core Compilation OverrideOn the Player Settings option, you will find settings to configure the generated Windows Store

    solution. These settings will go on the manifest for your file. Here, you will configure the app name,

    default icons, capabilities, etc.

    http://blogs.msdn.com/b/windowsappdev/archive/2013/03/22/developing-windows-store-games.aspxhttp://blogs.msdn.com/b/windowsappdev/archive/2013/03/22/developing-windows-store-games.aspxhttp://channel9.msdn.com/Events/Build/2013/4-065http://channel9.msdn.com/Events/Build/2013/4-065http://msdn.microsoft.com/en-us/library/windows/apps/bg182887.aspxhttp://msdn.microsoft.com/en-us/library/windows/apps/bg182887.aspxhttp://msdn.microsoft.com/en-us/library/windows/apps/bg182887.aspxhttp://msdn.microsoft.com/en-us/library/windows/apps/bg182887.aspxhttp://msdn.microsoft.com/en-us/library/windows/apps/bg182887.aspxhttp://msdn.microsoft.com/en-us/library/windows/apps/bg182887.aspxhttp://msdn.microsoft.com/en-us/library/windows/apps/dn263113.aspxhttp://msdn.microsoft.com/en-us/library/windows/apps/dn263113.aspxhttp://msdn.microsoft.com/en-us/library/windows/apps/dn263113.aspxhttp://msdn.microsoft.com/en-us/library/windows/apps/dn263113.aspxhttp://msdn.microsoft.com/en-us/library/windows/apps/bg182887.aspxhttp://channel9.msdn.com/Events/Build/2013/4-065http://blogs.msdn.com/b/windowsappdev/archive/2013/03/22/developing-windows-store-games.aspx
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    Getting started on Windows Store with Unity 6

    One important setting to understand

    is the Compilation Overrides drop

    down which defaults to Use Net

    Core.

    Effectively this ensures that atcompile time, all scripts in Unity

    (excluding any within the /Plugins

    folder) will be compiled against the

    .Net core profile. This is the

    recommended setting if you are

    using C#, if you are using UnityScript

    (or Boo), you cant select use .NET

    core; Unity will use the mono

    compiler but still generate an

    assembly that will pass certificationin the Windows Store.

    This generated assembly still cant

    reference the missing types from

    Mono to .NET core; you will see the

    same missing types, the Mono

    compiler will just throw errors at

    compile-time.

    It should be noted that code within

    the plugins folder and any binaries

    referenced in the plugins folder are

    not validated by this compilation

    override, so you may still have issues

    once the solution is generated, both

    to run and validate the application

    for store (more on this later).

    To know if a third party plugin you are referencing is compatible with Windows Store you can use the

    scan tool from Xamarin, available for free, online athttp://scan.xamarin.com.

    Windows Store project and Visual Studio- Development FlowWhen you target Windows Store, you will likely run into a few of the issues we mentioned above,

    please refer to theWindows Store Porting Techniqueswhite paper, specifically the getting your app

    to compile in Unity section, for more on how to resolve API related errors during porting.

    http://scan.xamarin.com/http://scan.xamarin.com/http://scan.xamarin.com/http://aka.ms/unitywinstoretipshttp://aka.ms/unitywinstoretipshttp://aka.ms/unitywinstoretipshttp://aka.ms/unitywinstoretipshttp://scan.xamarin.com/
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    Getting started on Windows Store with Unity 7

    Once you have resolved any compile time errors, Unity will export a project that you will compile

    using Visual Studio to test, run and publish your game. This means there is two steps to creating a

    game:

    1. Generate player and project from Unity2. Compile in Visual Studio to create final binary and Windows Store solution

    Its worth noting that eachtime you build inside Unity, you can target the same folder and Unity will

    not overwrite any solution file changes that you have made in Visual Studio. Unity will update the

    following folders and files:

    1. The /Data folder in your project2. Project reference assemblies (added to project root excluded from project itself)

    This allows you to alter the Visual Studio project and add more native features or to tweak manifest

    and configuration files and not lose these Visual Studio changes if you make a change to the

    gameplay.

    One important thing to note is that if you make any changes inside Unity that would affect the project

    file (such as new plugins or references) then you will need to manually merge your Visual Studio

    project file to pick up these changes.Run Time - Running the Generated Windows Store AppCompiling your project in Visual Studio generates the binary and manifest files required to run as a

    Windows Store app. At this point you have a working binary, but it might still need tweaks to

    accommodate for the hardware and the Windows features that differentiate your games and make it

    a huge hit. Listed below, find some key platform-specific considerations for tailoring your game.

    Hardware Differences

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    Getting started on Windows Store with Unity 8

    Windows 8.x targets a very large end-user base with a myriad of devices. Microsoft does a bit of work

    in the platform to abstract hardware differences, but there is still a few details to consider to define

    the right strategy and audience for your game. It helps to think of Windows as a unified API targeting

    three distinct types of devices: tablets, laptops and desktops.

    The tablets are often designed to maximize battery life. They will have multi-touch and be lighter

    weight (keyboard will be optional); often you will see high-density displays in these tablets. Most of

    these devices will have sensors (accelerometer, compass and a camera).

    The laptops are modern, you will often see multi-touch, sensors; the deltas from tablet form factor will

    be the attached keyboard, mouse or track pad, larger displays (in size, not resolution) and often a

    slightly more powerful CPU, GPU and a bit more memory.

    Desktops have the traditional form factor, with high resolution monitors, input coming from mouse,

    keyboard and/or an attached controller.

    Some of the tablets devices will be running on Windows RT (ARM architecture), but on the softwareand the game play, the differences on targeting RT are very minor, as such we will not get deep into a

    Windows RT details. When you think of Windows RT, assume it is the same platform, on slightly less

    powerful hardware and with the requirement that you use a remote debugger; that should cover

    most of your architecture differences.

    Lets then focus on the hardware and form-differences, across the board.

    GraphicsYou will see a very wide-range of graphics capabilities in Windows.Since you are running on Direct3D, the myriad of video cards will be neatly grouped into well-defined

    feature levels that guarantee you a specific set of graphics capabilities.

    Refer to thefeature level documentationto get every detail on the different levels.

    We recommend you target the broadest set of feature levels, so going down to feature level 9_1

    might still be a good option; that is the hardware you will see in first generation Surface RT tablets.

    You can find more details on the graphics APIs on the porting documents.

    DisplaysAfter graphics cards capabilities, it is also important that you deal with pixel densities. A commonconfiguration on Windows is a high resolution display such as 1080p- on a tablet device that is 12 to

    13. The devices densityshould affect your touch target sizes. Unity will give your game the native

    resolution of the device, and the WinRT APIs will have recommended system-defined scale factors

    that you will need to keep in mind as you use assets outside of your gameplay - such as icons, or

    XAML UI used for settings, dialogs, etc. You should get more familiar with theguidelines for scaling

    http://msdn.microsoft.com/en-us/library/windows/desktop/ff476876(v=vs.85).aspxhttp://msdn.microsoft.com/en-us/library/windows/desktop/ff476876(v=vs.85).aspxhttp://msdn.microsoft.com/en-us/library/windows/desktop/ff476876(v=vs.85).aspxhttp://msdn.microsoft.com/en-us/library/windows/apps/hh465362.aspxhttp://msdn.microsoft.com/en-us/library/windows/apps/hh465362.aspxhttp://msdn.microsoft.com/en-us/library/windows/apps/hh465362.aspxhttp://msdn.microsoft.com/en-us/library/windows/desktop/ff476876(v=vs.85).aspx
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    Getting started on Windows Store with Unity 9

    to pixel densityin Windows Store apps, and will also find details on dealing with high-density displays

    on the porting guide.

    MemoryMemory and disk storage will likely not be a factor for your game; you are running on systems with

    >1GB RAM, and the system takes care of managing the resources so that most resources are going to

    the app (or apps) in the foreground. On storage, your only limitation will be the deployment size. The

    Windows 8 store allows you to deploy packages up to 2 GB. Windows 8.1 increases this limit to 8GB.

    Mouse, Keyboard and Controller SupportGames ported from other mobile platforms such as iOS/Android are focused on touch-scenarios.

    Besides touch, Windows 8 supports mouse, keyboard and it is a certification requirement that all

    games be playable using mouse/keyboard.

    Consider adding mouse/keyboard equivalents for all touch input. For example:

    Properly localized text for scenarios where touch only tap or swipe messaging is includedon screen. For example, maybe replace Tap with Tap/Click.

    Alternatives to accelerometer and sensors; for example, using arrow keys or wasd Ensure than on-screen keyboards for input (if your game has them) also work with a hardware

    keyboard.

    To ensure your game works well, fully test your game on a laptop or desktop computer without touch

    support; make sure you can get to all screens and can perform all critical input. If you still have a

    game that is designed and best experienced with touch, consider adding this information in your

    applications description page when you submit to the store; this way users who dont have touch can

    decide if they want to install; this type of proactive communication leads to less bad reviews, and

    more satisfied users .

    Another alternative, if your game is very touch centric is to provide gamepad controller support; this

    should be optional, but it can be a great differentiator and in some cases it makes touch-centric

    games easier and more fun to play. Unity has controller support in their APIs.

    Orientation Support and Window resizingThe Windows device ecosystem very broad when it comes do display size. Most modern tablets will

    have a 16:9 aspect ratio and a resolution > 1366x768, but you will also see displays with 4:3 aspect

    ratios and in the newest Windows devices you can see smaller portrait devices. Also, Windows has a

    lot of flexibility for users to resize their Windows to do multi-tasking showing two or more active apps

    http://msdn.microsoft.com/en-us/library/windows/apps/hh465362.aspxhttp://msdn.microsoft.com/en-us/library/windows/apps/hh465362.aspxhttp://msdn.microsoft.com/en-us/library/windows/apps/hh465362.aspx
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    Getting started on Windows Store with Unity 10

    at a time on the screen, so you have to be creative and decide how your game will react to different

    screen sizes and resolutions. Here are the most important scenarios to consider:

    If you are targeting Windows 8, you will run into snapped mode. This is when a user snapsyour application to a side of the screen so they can have multiple apps at a time; in snapped

    mode, your game will be 320 pixels wide, and take the full height of the screen. Whensnapped you can just pause your game, show a meaningful teaser for the user to resume

    gameplay.

    When you are not snapped, your game is taking all other available space in the screen; this is

    guaranteed to be more than 1024 pixels wide (in landscape orientation).

    If you are targeting Windows 8.1, the smallest 320 pixels becomes optional. The defaultminimum width you should support is 500 pixels you can again choose to just pause your

    game at this width. As you define when to pause your game for minimum size, keep in mind

    that Windows 8.1 allows dynamic resizing, so your game might be displayed at any width over

    500 pixels, you get to decide at what width is your game playable. On the sizes where you

    pause your game, keep it as functional as possible. You can display scores, teasers, tips, etc.take advantage of the screen real-estate.

    Portrait orientation should also play a factor. Try to support portrait orientations, but do not assume

    that all devices will have sensors and support portrait. If you have a portrait game, do your best to

    take advantage of the landscape orientation and remember that most Windows devices will be wide

    aspect ratios.

    Beyond the port, Integrating with the platformOnce you are done with the basic port for your game, you should enhance your game with some ofthe platform features that delight Windows Store users. You will probably also want to add some of

    the Windows Store APIs to monetize your game. Such as:

    Live Tiles and Push Notifications Monetization including Trial and In App Purchase Support. Windows 8 Charms

    More information will be added on these topics in a later document.

    Submitting to the storeTo submit to the store, you will need your Windows Store developer account and a licensed version

    of Unity. The trial version of Unity Pro, will produce a water mark in the build that says development

    build on the bottom right of your game, and this will not pass certification. Remember that the Unity

    add-ons to target Windows are free; you can also use the free version of Unity basic to submit to the

    store, it just has to be registered.

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    Getting started on Windows Store with Unity 11

    When you are ready to submit to the store, follow these steps. Especially 3.1. Check out theApp certification requirementsfor Windows Store and read through the most

    common reasons for certification failuresso you can avoid these.

    2. Become familiar with Windows Store Apps product submission process.3. Run your app throughWACKto ensure your game is fit for certification. See below for details

    on the WACK tool.

    4. Submit your master configuration. Unity 4.3 will create a debug, release, and masterconfiguration for your visual Studio project. Make sure you submit the master, not the release

    one.

    Windows pp Certification KitTheWindows App Certification Kit(WACK) is a static analysis tool that will check the performance andsuitability of your app for store certification.

    WACK will:

    Check binary dependencies to ensure that you are not calling any unsupported APIs. This isimportant because there may be dependencies (such as plugins and other binary references)

    which will fail if your binaries are referencing unsupported or private APIs.

    Test performance around startup and suspend/resume for your app. For this test, we highlyrecommend you test on a Windows RT device. If you do not have one available, test on the

    lowest-end x86 machines that you can find. Windows Store does not have a beta submission

    process, but the requirements to deploy to a PC are just a Microsoft account, so you can

    share binaries with your friends and have them run the WACK test for you.

    Validate assets to make sure you meet the minimum required icons (or tiles) for submission.When porting a game its very important to run this tool against the master build of your Windows

    Store app. You should run this tool often, dont wait until the end of your porting project to try it.

    Other useful referencesUnitysWindows Store: Getting Started guideis a must read.

    Thegetting started with Windows Store guidewill walk you through downloading the tools,

    registering your phone for development (aka unlocking the phone) and writing a basic app that walks

    you through the Visual studio project structure.

    TheWindows Store app samples collectionhas hundreds of coding samples to accomplish specific

    tasks.

    http://msdn.microsoft.com/en-us/library/windows/apps/hh694083.aspxhttp://msdn.microsoft.com/en-us/library/windows/apps/hh694083.aspxhttp://msdn.microsoft.com/en-us/library/windows/apps/hh694083.aspxhttp://msdn.microsoft.com/en-us/library/windows/apps/hh921583.aspxhttp://msdn.microsoft.com/en-us/library/windows/apps/hh921583.aspxhttp://msdn.microsoft.com/en-us/library/windows/apps/hh694081.aspxhttp://msdn.microsoft.com/en-us/library/windows/apps/hh694081.aspxhttp://msdn.microsoft.com/en-us/library/windows/apps/hh694081.aspxhttp://msdn.microsoft.com/en-us/library/windows/apps/hh694081.aspxhttp://msdn.microsoft.com/en-us/library/windows/apps/hh694081.aspxhttp://msdn.microsoft.com/en-us/library/windows/apps/hh694081.aspxhttps://docs.unity3d.com/Documentation/Manual/windowsstore-gettingstarted.htmlhttps://docs.unity3d.com/Documentation/Manual/windowsstore-gettingstarted.htmlhttps://docs.unity3d.com/Documentation/Manual/windowsstore-gettingstarted.htmlhttp://msdn.microsoft.com/library/windowsphone/develop/ff402529(v=vs.105).aspxhttp://msdn.microsoft.com/library/windowsphone/develop/ff402529(v=vs.105).aspxhttp://code.msdn.microsoft.com/windowsapps/http://code.msdn.microsoft.com/windowsapps/http://code.msdn.microsoft.com/windowsapps/http://msdn.microsoft.com/library/windowsphone/develop/ff402529(v=vs.105).aspxhttps://docs.unity3d.com/Documentation/Manual/windowsstore-gettingstarted.htmlhttp://msdn.microsoft.com/en-us/library/windows/apps/hh694081.aspxhttp://msdn.microsoft.com/en-us/library/windows/apps/hh694081.aspxhttp://msdn.microsoft.com/en-us/library/windows/apps/hh921583.aspxhttp://msdn.microsoft.com/en-us/library/windows/apps/hh694083.aspx
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    Getting started on Windows Store with Unity 12

    This Developing Windows Store gameshas very useful design considerations and links for game

    developers. It is not Unity specific but all advise applies to Unity games.

    Other white papers and resources in this series include

    Getting started on Windows Phone with Unity Porting tips for Windows Phone with Unity Getting started on Windows Store with Unity Porting tips for Windows Store with Unity Sample Unity Project Github Repository

    Feedback & Revision historyThere is a lot more to cover. Check out the rest of the series and out suggested references.

    Let us know what missed or you want to hear more about, drop an email [email protected].

    Revision Date Changes Contributors1.0 11/15/2013 Seeding this conversation with a big

    brain dump. Sharing for comments.

    Jaime Rodriguez (Microsoft),

    Keith Patton (Marker Metro),

    the MarkerMetro team.

    http://blogs.msdn.com/b/windowsappdev/archive/2013/03/22/developing-windows-store-games.aspxhttp://blogs.msdn.com/b/windowsappdev/archive/2013/03/22/developing-windows-store-games.aspxhttp://blogs.msdn.com/b/windowsappdev/archive/2013/03/22/developing-windows-store-games.aspxhttp://aka.ms/unitywpstarthttp://aka.ms/unitywpstarthttp://aka.ms/unityWPTipshttp://aka.ms/unityWPTipshttp://aka.ms/unityWinStoreStarthttp://aka.ms/unityWinStoreStarthttp://aka.ms/unityWinStoreTipshttp://aka.ms/unityWinStoreTipshttp://aka.ms/UnityPortingSampleshttp://aka.ms/UnityPortingSamplesmailto:[email protected]:[email protected]:[email protected]://www.markermetro.com/2013/11/technical/getting-even-more-games-to-windows-our-partnership-with-microsoft-and-unity/http://www.markermetro.com/2013/11/technical/getting-even-more-games-to-windows-our-partnership-with-microsoft-and-unity/http://www.markermetro.com/2013/11/technical/getting-even-more-games-to-windows-our-partnership-with-microsoft-and-unity/http://www.markermetro.com/2013/11/technical/getting-even-more-games-to-windows-our-partnership-with-microsoft-and-unity/mailto:[email protected]://aka.ms/UnityPortingSampleshttp://aka.ms/unityWinStoreTipshttp://aka.ms/unityWinStoreStarthttp://aka.ms/unityWPTipshttp://aka.ms/unitywpstarthttp://blogs.msdn.com/b/windowsappdev/archive/2013/03/22/developing-windows-store-games.aspx