Please READ: Known issues in Unity 4.3 when deploying for Windows 8.1

Hi,

Unity 4.3 is out, but it seems there are two faulty features present when deploying Windows Store Apps for Windows 8.1.

If you’re experiencing input lag, please do the following:
appCallbacks.AddCommandLineArg(“-disable-low-latency-presentation-api”)

If you’re experiencing touches returning incorrect positions, please do the following:
appCallbacks.AddCommandLineArg(“-disable-independent-input-source”)

We’re looking into this, and will try to fix those as soon as possible.

Thank you for your patience.

This fix also fixed my problem where the Unity window was not regaining focus correctly when the App is in a split window. Cheers.

I seem to have another issue in 4.3 where I can’t get Unity to build a release build. Even if I choose Release in the build configuration it still puts the ‘development build’ watermark in the bottom right and Debug.IsDebugBuild returns true.

Any ideas?

Edit:

Never mind. Apparently we should use the ‘Master’ configuration instead of ‘Release’ when building a release build. :slight_smile:

Select Master configuration.

Where do I add the line:

appCallbacks.AddCommandLineArg(“-disable-low-latency-presentation-api”)

?

In App.xaml.cs in your Windows solution.

appCallbacks.AddCommandLineArg(“-disable-independent-input-source”) doesn’t work for me at all. Stops clicks and touch input from working on Surface Pro 2 totally.

I have a problem where touch and click input is returning incorrect positions when I start the game on one screen, but then move it to my secondary screen. Moving back to the first screen resolves the problem, but it comes back again if I move back to the secondary screen.

appCallbacks.AddCommandLineArg(“-disable-independent-input-source”) does not seem to make any difference.

Thanks,
Allen

Hi Unity Team, im not sure if this is known, but I find on a WP culling/drawing off screen has a huge impact on performance unlike iOS and Android, Im not sure why. I thought it may of been some bad code on my behalf but seems other people are also experiencing the bug.

http://forum.unity3d.com/threads/237865-My-game-runs-incredibly-bad-on-Lumia-820-but-perfectly-on-Samsung-S2

Is this a bug and if so is it known to the team?

Cheers,
Simon

It might also be similar to Windows Phone build, set to 8.1 Silverlight. I’ve reported it here https://fogbugz.unity3d.com/default.asp?633183_g3kcdd9ivabip437 . Easily replicated.

Why would do you want to build to Silverlight 8.1? Unity doesn’t officially support this scenario. If you want to target Windows Phone 8.1, select this option from the Unity Editor.

Bonus: you get increased performance with it.

Hm, You mean building to Windows Store and selecting from there Phone 8.1? I tried building to Universal but the Plug ins from Prime31 for Purchases didn’t work, so I stuck with the Windows Phone 8 build, and because I wanted Consubables from 8.1 I changed it to 8.1 Silverlight.

If this is what you meant I’ll try it. I didn’t know you didn’t support that scenario.

Hmm, did you try using Windows Store plugins for Phone 8.1? There’s a reason why Phone 8.1 is under Windows Store platform: it is mostly compatible to that, instead of Windows Phone 8.0 API.

Also, what Silverlight 8.1 consumables were you interested in?

I thought Silverlight was my only option for 8.1 . I just wanted to use consumambles which are available only in 8.1 . Couldn’t use the universal build due to these plug ins not being compatible with Windows Universal builds. Thus I discovered the “bug” when a user reported it to me that Nokia Lumia 1520 didn’t work correctly.

Thanks. That seems to work.

Also, I’m not quite sure if it’s relevant but I’ve reported this one too.

Hi, I have the same problem on my Surface Pro, but instead of using “windows app build”, I build a normal “exe desktop application”. So I haven’t got an App.xaml.cs file!!! Where do I have to put that code line???

Thanks.

is Application.OpenUrl is now supported for window phone? If yes then how to go to app in window store like more games and how to make a rate us button? I am using Unity 4.5

Hey prismpeppe, did you ever find a solution?

That solution is not applicable for standalone windows applications. Furthermore, it has been fixed long time ago anyway for Windows Store too. What problem are you having?

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Both touch and stylus touches have about a 5% recognition rate on the Surface Pro 3. We’re using Unity 4.6.1f1.

No, nothing.