BUT…I don’t really need to test it on Mac using windows phone emulators, just need the project and will build it using another PC through NET DISK shared from Mac or just copy it to the PC.
But I can not switch platform to “Windows Phone” on the Mac, seems some package will be needed.
You need Windows 8 to publish WP8 builds. It can’t be done on a Mac or earlier versions of Windows. (BTW, VMWare doesn’t simulate anything; you buy Windows 8 and run it in a VM, so it’s the real thing.)
Yes, I have a PC installed Win 8.1, and I don’t want to publish anything on the MAC.
What I asked was, just edit things on the MAC and using “Build” function to export a project only for PC to build app for WP8 or any execution files. NOT need to publish on MAC.
The build function does not export projects; it makes a build, which runs on people’s computers and devices and can’t be edited in Unity. If you want to transfer the project from a Mac to a PC, just copy the project folder.
In official document, it said we can design game in editor, using “build” but not “build and run” function to get a PURE visual studio project. (Why can’t it be saved out a VS project by U3D of the Mac?)
Just like iOS, using “build” function even doesn’t launch XCODE.
I wonder why nobody understand what I said?
I just do NOT want to copy full Unity3D project, but like XCODE project for iOS, and VS project for WINDOWS needed.
VS project just text file and source code only, similar to the .sln files could be read and write on the Mac by the source code editor of Unity3D.
This is the same setting on the Mac version. I don’t really think the button of “Module Manager” was just made for fun or some kind of joke, but it indeed is a dead end except that I can find any way to feed it with the unknown module:
Right, it’s made so you can use the Windows Phone 8 publishing module. Which is only available on Windows. I’m sorry but you won’t get any other answer; that’s just the way it is. Maybe your confusion is the result of the WP8 option existing in the platform list on the Mac, but that’s because the list is just data, which is universal between Windows and Mac. It’s not hard-coded into the Mac version of the editor.
I won’t never know how will it act for Unity3D Windows version, because I had installed Visual Studio 2013 whole package in my Win 8.1 on the PC at first, then install the Unity3D later.
So there is just a “Development Build” check box only when I started the U3D first time, never see any module manager needed.
Just take a guess, maybe U3D team will support some modules for Mac to develop the WP8 project.
You must have the relevant Windows Phone (or Windows Store) SDK installed for Unity to build a Windows Phone or Windows Store project. You can’t install those SDKs on a Mac, and there’s nothing Unity can do about that (Microsoft would have to support Mac with Visual Studio).
If you have Windows 8.1 installed in a VM why don’t you just install Unity in the VM along with Visual Studio and the relevant SDK(s)? You can either copy the Unity project to the VM or give the VM access to the Unity project’s location on your Mac.
Actually, I was just evaluating the VMWare in my mind only, not prepared everything.
I have a PC with fully function can develop WP8 project but love the environment of Mac, so just took a look to try it.
Seen official article talking about they will have some plans about this, so took a guess maybe they are working out with Microsoft to find the way out in the future, even seems too hard to do it. (Perhaps VMWare will be considered by them, too.)