Windows Store Build Process

Does anyone know if there’s an official process documented anywhere for building to the Windows Store? I’ve been trying all day, with dozens of combinations of settings, and I can’t get it to work. It either won’t build, or won’t pass the certification, or…

Majorly frustrated at this point :frowning:

Hi, this might help - http://docs.unity3d.com/Documentation/Manual/windowsstore-gettingstarted.html

Thanks for the link. Looks like pretty much what I’m doing though. I’ve also found that when the application DOES run in the simulator, Application.LoadLevel doesn’t appear to work. When I select the option to play the game from my main menu, I can hear the in-game music playing but the screen stays on the main menu and freezes. It’s a bit of a mess.

I’ll try again tomorrow. Maybe some sleep will help…

Try running with Debug configuration, if you’re not already doing that, also check UnityPlayer.log.

Cheers

I’m finding that I can’t get the projects to build at all unless I manually remove the Boo and UnityScript references from the VS project. Is that meant to be that case?

Even once it builds, it still doesn’t work, but just trying to eliminate one thing at a time.

Boo And UnityScript are only included if you’re using JS in your project. But in 4.2, JS is not supported…

I realised I had a couple of post processing effects tacked onto my camera that were UnityScript files. I removed those, but it still put the references into the project. After a LOT of mucking around, I discovered that:

  • D3D11 C# works. None of the other 3 would let me build a working project (e.g. the Application.LoadLevel problems, project won’t build, etc).
  • If I manually removed the Boo and UnityScript references (from the D3D11 C# project), the project would even build, run perfectly, and pass the WACK tests.

So, I managed to get everything packaged and uploaded to the store… but, I woke up this morning and found an email from Microsoft letting me know my app failed Certification and was rejected, even though it passes it in Visual Studio.

This is all the report tells me on my Dashboard.

Okay - looks like my issue is the same one other devs are facing:

http://forum.unity3d.com/threads/201528-x86-apps-failing

Good to know I’m not alone. I’ll keep an eye on that other thread for updates.