UWP XboxOne and xboxlive integration

Hi everyone,
i’ve a (newbie) question but i didn’t find the answer on internet…
I’ve finished a game and i want to publish it withCreators Program. All is good, the game is compiled and uploaded on my partner space (Package), passing the test ok after Visual studio compilation and i’ve tested it on Xbox One with the dev mode. All ok.
But i see on Microsoft website that the publishing of a game with Creators Program need that the xbox live was integrated on it. In the functionnalities page of my partner space, the xbox live capability is not checked and all seems ok anyway.
So, my question is:
if i don’t use xbox live functionnality, can i publish a game for xbox/Win10 anyway?
Thanks in advance for the help.

Hey,

I don’t know the answer for sure, but this is what I think it means: you have to enable Xbox Live Integration on your development PC in order to join the program and publish a game. I don’t think Microsoft requires your game to use Xbox Live services, but you do have to enable it (for your MS account) in order to develop/publish through the Creators Program.

See if this thread from the Microsoft developer forums answers your question.

If this doesn’t answer your question, try posting on the MS forums.

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Thanks for the answer.
The package seems to be accepted on upload (and verified); I’ve activate Xbox Live on the Partner Account but not in the game. I will see if certification fail or not.
Thanks for the link too.

Hello, when I had first publish my volleyball videogame on Microsoft Store, as part of xbox live creator program, the rule from Microsoft was to add xbox live sign-in in the game, the player can’t play the videogame without sign-in, I don’t know if in the mean time the rule is changed, i believe not changed, Cheers…

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Hello and thanks a lot for the answer :slight_smile:
Just to understand:
When I test the game on my Xbox, I’m sign in and I can play, in dev mode or not (on the home of the Xbox). Is it normal?
I’ve activated Xbox live on my account partner. And what’s happening when the player is offline?
So I will try to include sign in in my project. I hope it’s not so hard :frowning:

Hello, on XBOX ONE you are in a sandbox, dev mode, it’s normal that you can play videogame, as happen on my XBOX ONEX.

Check that your game on xbox one works as game, not as app, to has the maximum performance, that anyway are below the full xbox one performance due to the limits of xbox live creator program.

I have experienced that is possible to play the videogame offline a provided that you already had connected to xbox live in a previous internet connection.

I’m using xboxlive plugin made by Microsoft to add xboxlive feature to my videogame, you can download the plugin at Release 1804 QFE 3 Release · microsoft/xbox-live-unity-plugin · GitHub , to be honest I’m using version QFE2, for me it’s very useful to have a leaderboard on my videogame to see the scores of the players.

if you like to see how I’m use the xboxlive plugin try my videogame on Microsoft Store at Get uVolley | Xbox

Cheers…

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Thanks for the answer :slight_smile:
But if you don’t want to use leader boards and other Xbox live things, you need to sign in player anyway to be published?
And I don’t understand, how can I see if my game turn like a game instead an app?
I deploy it like uwp on Xbox one and it seems to run at 60fps.
But for the Xbox live, in the properties of my game in partner center, all features are unchecked but the game run and the package is OK. Will the certification failed?
I will take a look for sure :wink:

Not at all, yes, you can add sign in feature without leaderboard but I remember to have read that xbox live creator program must have sign in, please check on details Microsoft Store Policies - Windows apps | Microsoft Learn

To see if your game turn like a game check XBOX ONE DevMode UWP memory leak

You can try anyway the certification, you can try again if it fails, sometimes is not easy to pass but it’s very useful to have your game bugs free before publish, remember that when you are in the store you are in front of million of people…

Cheers…

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Thanks a lot.
I’m testing since days now and it runs quite good :wink:
I hope it will be not too harder to implement signin feature :frowning:
I’m asking me if I test certification without or not.
I will see. Thanks a lot again for your time and well done for your game :slight_smile:

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Thank you very much to you, good luck…

Hello… i’m in panic…
I’ve imported the xbox live plugin and it show a lot of errors… i’ve checked (in the xbox live plugin files through unity editor) .NET46 editor for the Dlls and unchecked .NET35… Nothing works…
I can’t integrate it :frowning:

I’ve read on another forum that Unity 2019 is not compatible with the xbox live plugin… Only the 2017 is…
is it real? :(:eyes:
Every time I have a hundred errors when I import the plugin.
I’ll see if just activate the live xbox on the developer profile enough and send the game to validation. If that doesn’t pass, I think I’m giving up, too complicated and discouraging. I’m all the more disgusted that the game works great and is pretty nice in testing on the xbox. I’ve already released on Android without too much hassle yet… It’s this game: https://www.lethal-ex.com.
Sad… :frowning:

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Hello, I’m using the latest version of Unity, at this time Unity 2019.3.13, your project in the editor must be switched to Universal Windows Platform, check your .Net version and align dll, please try to use QF2 version of plugin, I believe that QF3 has some conflict to solve and is the reason why I’m using QF2 version of plugin, Cheers…

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Hello and thanks again for your answer…
i’ve tested with QD2 and always 66 errors… I’m with 4.x framework on Unity (try to reinstall the latest and it say that i’ve already install it);
what do you mean with align dll?
I’ve another problem but impossible to find the solution… In the Partner Center, in submission, under “Xbox live creators Program”, i’ve a message “We can’t display your product’s Xbox Live configuration right now. Please try again later.”… And nothing to skip that…

Hello, please attach a screenshot with your errors on this thread, we need to proceed step by step, thank you…

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I was ready to make a screenshot when the last import of the package has send me only 1 error…
(i’ve used QF2)…
here is the error:
Library\PackageCache\com.unity.textmeshpro@2.0.1\Scripts\Editor\TMP_PackageUtilities.cs(310,17): error CS0433: The type ‘Task’ exists in both ‘Unity.Tasks, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null’ and 'mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089’”

Thanks a lot!!!

ps: for the submission problem, here is the warning: (i’ve disabled xbox live for my app for now to test and perhaps solve this warning, but same…)

Hello, there is a conflict between textmesh pro and the plugin, I think that is not easy to solve, can you use the standard text UI instead of textmesh pro ? If you don’t use textmesh pro you can remove it from package manager…

For the submission you must fill all the required step, Cheers…

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When i pull ou the textmesh pro plugin here’s the error message:

Assets\Xbox Live\Scripts\UnityTaskExtensions.cs(42,37): error CS0433: The type ‘Task’ exists in both ‘Unity.Tasks, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null’ and ‘mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089’

:frowning:

for the submission it’s just the red message that appeared. It was not here yesterday…

Please, try to start again with your project without plugin, keep a safe copy of the original, remove all unused package and try again to import QF2 plugin. For submission wait… Cheers…

Restarting from start, delete all package except 2D Sprite/2DTile/Unity UI/Custom nunit/Test Framework and visual studio code editor and import QF2 plugin…
6 errors:
Assets\Xbox Live\Scripts\UnityTaskExtensions.cs(93,20): error CS0433: The type ‘Task’ exists in both ‘Unity.Tasks, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null’ and ‘mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089’

It seems Unity core is in conflict with xbox live plugin…I’m exhausted…