Is it possible to "quick launch" after building visual studio solution?

I’m just getting started with Windows 10 Store development and I’m porting our existing Steam game (Windows, Mac & Linux) so forgive me for my lack of understanding.

Is there a way to run the output build (I think appx?) without having to run from visual studio every time? Each time I hit F5 or CTRL+F5 to run the VS project, the build takes several minutes and it seems to be rebuilding everything. Is there a quicker way to test changes?

Also each time I do this, it seems to be wiping the persisted data? Is that common or is something else happening here?

I’m referring to the data stored here: C:\Users\Paul\AppData\Local\Packages\PolyKid.Poi-3DPlatformer_j07nca3rz3abg\LocalState

NOT the data stored when running from the editor normally – that data seems to persist just fine.

Hey,

let’s first figure out the basics.

Which scripting backend are you using: .NET or IL2CPP?
Which config (debug/release/master) are you building in VS?
Are you building VS project to a new place every time, or on top of the old project?

Just running from VS should definitely not take several minutes. Local app data shouldn’t be cleaned out every time either, so something is causing it to rebuild/cleanup between the runs. Not sure what yet - the answers to my 3 questions will allow me to ask follow up ones :).

Thanks for the quick reply.

  1. Currently .NET (haven’t tried IL2CPP yet)
  2. Currently set to Master, although I believe the slowness was experienced in Debug as well
  3. I had been building on top of the old project, but recently started a fresh folder (I’m not sure what happens when you build on top, but it seems to keep some of my changes… so i played it safe with a new folder for now)

On that note, when I did a new folder build, it seemed my pfx cert got reverted? I’m unfamiliar with how those work, so some clarification on that would be great.

For example, I’ve been using a WSATestCertificate.pfx for a while, but at some point a Poi_StoreKey.pfx and Package.StoreAssocation.xml files were generated (I don’t know how? Was this after I ran WACK?), and it seems like I must use those specific ones (not WSATestCert), otherwise I’m unable to sign in correctly (I get some “app is not configured” correctly, even when running on the correct Sandbox, etc.) I’m using XboxLive SDK as well for Achievements.

EDIT: Also, if I want to test a master build on another Windows 10 desktop machine, how do I do that? Is there an “exe” equivalent file I can send to somebody?

EDIT 2: If it helps, this is the VS output log when hitting the green triangle:

Failed to resolve all project references for ‘Poi’. The package restore result for ‘C:\Users\Paul\Desktop\Poi Win10 Build TEMP\Poi\Poi.csproj’ may be incomplete.
Restoring NuGet packages…
To prevent NuGet from restoring packages during build, open the Visual Studio Options dialog, click on the Package Manager node and uncheck ‘Allow NuGet to download missing packages during build.’
1>------ Build started: Project: Poi, Configuration: Master x86 ------

I believe the reason why it takes so long to build is because you’re using Master configuration. In it, .NET native is enabled by default, which means it compiles your managed assemblies to native code every time you try to run the project. Switching to Release configuration should make the iteration process much faster.

Building to a new folder will definitely reset the application data, because the OS thinks it’s a new application. If it’s getting reset when you build on top of the old VS project, is there any chance you checked this checkbox in VS project properties?

2960452--219774--upload_2017-2-15_12-52-57.png

Those files are created when you associate the VS project with an application on the store. You can do it in VS by clicking on “PROJECT” → “Store” → “Associate App with the Store…”

You can create an application package (“.appx”) by clicking on “PROJECT” → “Store” → “Create App Packages…”. It will generate a package, which you can send to another machine.

I didn’t have that checkbox checked, but release builds seem to be running a LOT quicker. I’m also seeing persisted save data across sessions, so it must’ve been when building to new folders. On that note:

  1. Is it safe to build to the same folder each time? Even for master submit builds? Sometimes I worry not knowing what exactly has changed…

Also, it would be a massive help if you knew or could find someone/point me where I can find answers to the following questions related to the Xbox Live SDK. I know this is the Windows forum, but I have access to the Xbox One dev forums as well, but it seems that Xbox Live SDK is in an unfortunate limbo state and there is very little online knowledge and documentation about it. It’s also difficult to search for, because there are so many keywords; is it: WSA, UWP, Xbox Live SDK, XDP, Windows 10 Store, etc.

  1. The achievement icons are required to be 1920x1080 on XDP, but the popup I’m seeing at runtime in-game is a square in the bottom right corner of the screen with half the image cutoff… is that an unfortunate oversight? Do all Win 10 games suffer from this?
  2. How does one load a gamerpic using the Xbox Live SDK? The only examples I have are for XB1.
  3. Is there a general purpose/std “Achievements UI” for Windows 10 games that we could be letting the user open?
  4. Is there an equivalent C# method to view a gamer profile (like on XB1, ie: ConsoleUtilsManager.ShowProfileCardUIAsync)?

We’re in the home stretch of submitting (I hope) so any help here would be great. It has been quite an ordeal getting to this point over the past week.

Thanks!!

EDIT: Also, is there some way to fix the mouse acceleration on windows 10 builds? We’re using Input.GetAxisRaw(“mouse x”); but the faster I move the mouse, the less of a delta it seems to produce.

EDIT2: While we’re here, if we want a Windows Store only build for PCs (not tablets or machines without at least a keyboard/mouse) what should we be uploading to the store? Only x86 and x64 and NOT ARM, correct?

When you use the existing folder, it doesn’t overwrite your project file, your App.xaml.cs/App.cs/MainPage.xaml.cs files, the manifest and the icons of the application. It overwrites all the data Unity cares about - that is DLLs and data files.It should theoretically be safe to build on top each time - we specifically have logic to not overwrite certain files which are commonly changed within visual studio so you could iterate quicker.

I’ll PM you the link regarding Xbox Live SDK - I’m not qualified enough to answer those questions.

I’m not exactly sure I’ve heard about the mouse issue before, but acceleration is usually the opposite of what you’re seeing - the quicker you move the mouse, the more it would move. Does that only happen with Input.GetAxisRaw, or also when using Input.mousePosition?

If you only want to support PC, yes, you can do only x86 and x64 builds. Furthermore, when it comes to uploading to the store, you’ll be able to choose what kind of devices your application is targeting and is allowed to run on.

Apologies, I stand corrected regarding the mouse – it was a local bug introduced during the port.