Универсальная платформа Windows (UWP) – это специальная платформа для создания приложений на Windows 10. Вы можете разрабатывать приложения для UWP с помощью всего одного набора API, одного пакета приложений и одного магазина для доступа ко всем устройствам Windows 10 – ПК, планшета, телефона, Xbox, HoloLens, Surface Hub и других. Легче поддерживать несколько размеров экрана, а также различные модели взаимодействия, будь то сенсор, мышь и клавиатура, игровой контроллер или ручка. В основе приложений UWP лежит идея, что пользователи хотят, чтобы их работа, их задачи были мобильными через ВСЕ устройства, чтобы можно было использовать любое устройство, наиболее удобное или производительное для конкретной задачи.
UWP является гибким: вам не нужно использовать C# и XAML, если вы этого не хотите. Вам нравится развиваться в Unity или MonoGame? Предпочитаете JavaScript? Не проблема, используйте все, что хотите. У вас есть настольное приложение C++, которое вы хотите расширить с помощью функций UWP и продавать в магазине? И тут все будет работать.
В итоге вы можете потратить свое время на работу со знакомыми языками программирования, фреймворками и API-интерфейсами, все в одном проекте, и иметь тот же самый код, который работает на огромном диапазоне оборудования Windows из существующих сегодня. После того, как вы написали свое приложение UWP, вы можете опубликовать его в магазине на обозрение всего мира.
Итак, что такое UWP-приложение?
Основа API-интерфейсов универсальной платформы Windows (UWP) одинакова для всех классов устройства Windows. Если ваше приложение использует только основные API-интерфейсы, оно будет запускаться на любом устройстве Windows 10, независимо от того, планируете ли вы использование настольного ПК, гарнитуры Xbox или наушников Mixed Reality.
Тема связана со специальностями:
Элементы пользовательского интерфейса используют эффективные пиксели, поэтому они могут отображать макет в зависимости от количества пикселей экрана, доступных на устройстве. И они хорошо работают с несколькими типами ввода, такими как клавиатура, мышь, сенсорный экран, ручка и контроллеры Xbox One. Если вам нужно дополнительно адаптировать свой пользовательский интерфейс к определенному размеру экрана или устройству, новые панели макетов и инструменты помогут вам в этом.
Используйте язык, который вы уже знаете
Приложения UWP используют Windows Runtime, собственный API, встроенный в операционную систему. Этот API реализован на C++ и поддерживается на C#, Visual Basic, C++ и JavaScript. Некоторые варианты написания приложений в UWP включают:
Видео курсы по схожей тематике:
UX/UI Design Стартовый
UX/UI Design мобильных приложений
Создаем игру типа “Pokémon Go“
Microsoft Visual Studio 2017 предоставляет шаблон приложения UWP для каждого языка, который позволяет вам создать единый проект для всех устройств. Когда ваша работа будет завершена, вы можете создать пакет приложений и отправить его в Windows Store из Visual Studio, чтобы сделать ваше приложение доступным для клиентов на любом устройстве Windows 10.
Приложения UWP оживают в Windows
Наконец, вы можете использовать данные о роуминге и Windows Credential Locker, чтобы обеспечить постоянный роуминг на всех экранах Windows, где пользователи запускают ваше приложение. Данные о роуминге дают вам простой способ сохранить пользовательские настройки и настройки в облаке, не создавая собственную инфраструктуру синхронизации. И вы можете хранить учетные данные пользователя в хранилище учетных данных, где безопасность и надежность являются главным приоритетом.
Монетизируйте ваше приложение
В Windows вы можете выбрать, как вы будете монетизировать свои приложения на телефонах, планшетах, ПК и других устройствах. Вот несколько способов заработать деньги с помощью вашего приложения и услуг, которые оно предоставляет. Все, что вам нужно сделать, это выбрать то, что лучше подходит для вас:
Бесплатные вебинары по схожей тематике:
UX дизайн и архитектура
Создание дизайна лендинга с Figma
Как начать?
Более подробный обзор UWP читайте в официальном Руководстве по приложениям для универсальной платформы Windows. Затем ознакомьтесь с настройкой Get set up, чтобы загрузить инструменты, необходимые для начала создания приложений, и напишите свое первое приложение!
Note: Universal Windows Platform only shows in the Platform list if you’re using Unity on a Windows computer.
Unity doesn’t support Windows Phone development.
Building UWP applications with Unity
The main workflow when building a game or application for UWP using Unity is as follows:
When you click Build in the Build Settings window:
Unity generates and exports a Visual Studio Project.
Open the generated Project’s .sln file in Visual Studio.
Use Visual Studio to build your final application.
When you click Build And Run, Unity builds an app executable that can run independently.
UWP Build Settings
Use these settings to configure how Unity builds your application.
Setting
Function
Target Device
Choose from the following options to build your app for any device, or select a specific device: Any device, PC, Mobile, or HoloLens.
Architecture
Select the type of CPU to build for (only applies to Build And Run).
x64
64-bit CPU.
x86
32-bit CPU.
ARM
32-bit ARM CPU.
ARM64
64-bit ARM CPU.
Build Type
Select the type of Visual Studio project or build to generate.
XAML Project
Visual Studio project that integrates Unity within a full XAML environment. This results in some performance loss, but lets you use XAML elements in your application.
D3D Project
Visual Studio project that integrates Unity in a basic app window. This results in the best performance.
Executable Only
Hosts the project in a pre-built executable for rapid iteration. This setting has the quickest iteration speed because it doesn’t require you to build the generated project in Visual Studio. It offers the same performance as D3D Project builds.
Target SDK Version
The Windows 10 SDK installed on the local PC to build the application against. This setting is only relevant when calling Windows 10 APIs directly from scripts.
Note: Unity requires the base Windows 10 SDK version 10.0.10240.0 or higher for building UWP apps, and doesn’t support Windows 8/8.1 SDKs.
Minimum Platform Version
Minimum Windows 10 release version required to run the app.
Note: This setting is only relevant if you’re using Windows features or APIs that aren’t available in the base Windows 10 version (10.0.10240).
Visual Studio Version
Target a specific Visual Studio release if you have multiple versions installed.
Build and Run on
Select the target device or transport to deploy and launch the app during Build And Run.
Local Machine
Deploys and launches the app on the local PC.
Remote Device (via Device Portal)
Deploys and launches the app to a connected device over the Device Portal transport.
To deploy over the Device Portal, you must enter the connection and authentication information in these additional fields:
For more information, see documentation on Windows Device Portal deployment.
Build Configuration
Select the build type (only applies to Build And Run). Note: These build configurations are the same as those available in the Visual Studio project that Unity generates.
Debug
Produces a build that contains additional code you can use for debugging, and enables the Profiler A window that helps you to optimize your game. It shows how much time is spent in the various areas of your game. For example, it can report the percentage of time spent rendering, animating, or in your game logic. More info See in Glossary for your build.
Release
Produces a build that has debug code stripped out, and enables the Profiler for your build.
Master
Produces a build that is fully optimized for release.
Copy References
Disable this setting to allow the generated solution to reference Unity files from Unity’s installation folder instead of copying them to the build folder. This can save up to 10 GB of disk space, but you can’t copy the build folder to another PC. Unity also builds your application faster when you disable this setting.
Copy PDB files
Enable this setting to include Microsoft program database (PDB) files in the built Standalone Player. PDB files contain debugging information for your application, but might increase the size of your Player. For more information, see documentation on Windows debugging.
Development Build A development build includes debug symbols and enables the Profiler. More info See in Glossary
A development build includes scripting debug symbols. When you select the Development Build setting, you can also select the Autoconnect Profiler, Script Debugging, and Scripts Only Build setting. It also enables the DEVELOPMENT_BUILD #define.
Once enabled, Unity only rebuilds the scripts in your application, and leaves data files from a previously executed build intact. It significantly improves iteration times if you only change the code in your application.
To create a build for UWP, go to Build Settings (menu: File > Build Settings). In the Platform list, select Universal Windows Platform, then select the Switch Platform button.
Note: Universal Windows Platform only shows in the Platform list if you’re using Unity on a Windows computer.
Unity doesn’t support Windows Phone development.
Building UWP applications with Unity
The main workflow when building a game or application for UWP using Unity is as follows:
When you click Build in the Build Settings window:
Unity generates and exports a Visual Studio Project.
Open the generated Project’s .sln file in Visual Studio.
Use Visual Studio to build your final application.
When you click Build And Run, Unity builds an app executable that can run independently.
UWP Build Settings
Use these settings to configure how Unity builds your application.
Setting
Function
Target Device
Choose from the following options to build your app for any device, or select a specific device: Any device, PC, Mobile, or HoloLens.
Architecture
Select the type of CPU to build for (only applies to Build And Run).
x64
64-bit CPU.
x86
32-bit CPU.
ARM
32-bit ARM CPU.
ARM64
64-bit ARM CPU.
Build Type
Select the type of Visual Studio project or build to generate.
XAML Project
Visual Studio project that integrates Unity within a full XAML environment. This results in some performance loss, but lets you use XAML elements in your application.
D3D Project
Visual Studio project that integrates Unity in a basic app window. This results in the best performance.
Executable Only
Hosts the project in a pre-built executable for rapid iteration. This setting has the quickest iteration speed because it doesn’t require you to build the generated project in Visual Studio. It offers the same performance as D3D Project builds.
Target SDK Version
The Windows 10 SDK installed on the local PC to build the application against. This setting is only relevant when calling Windows 10 APIs directly from scripts.
Note: Unity requires the base Windows 10 SDK version 10.0.10240.0 or higher for building UWP apps, and doesn’t support Windows 8/8.1 SDKs.
Minimum Platform Version
Minimum Windows 10 release version required to run the app.
Note: This setting is only relevant if you’re using Windows features or APIs that aren’t available in the base Windows 10 version (10.0.10240).
Visual Studio Version
Target a specific Visual Studio release if you have multiple versions installed.
Build and Run on
Select the target device or transport to deploy and launch the app during Build And Run.
Local Machine
Deploys and launches the app on the local PC.
Remote Device (via Device Portal)
Deploys and launches the app to a connected device over the Device Portal transport.
To deploy over the Device Portal, you must enter the connection and authentication information in these additional fields:
For more information, see documentation on Windows Device Portal deployment.
Build Configuration
Select the build type (only applies to Build And Run). Note: These build configurations are the same as those available in the Visual Studio project that Unity generates.
Debug
Produces a build that contains additional code you can use for debugging, and enables the Profiler for your build.
Release
Produces a build that has debug code stripped out, and enables the Profiler for your build.
Master
Produces a build that is fully optimized for release.
Copy References
Disable this setting to allow the generated solution to reference Unity files from Unity’s installation folder instead of copying them to the build folder. This can save up to 10 GB of disk space, but you can’t copy the build folder to another PC. Unity also builds your application faster when you disable this setting.
Copy PDB files
Enable this setting to include Microsoft program database (PDB) files in the built Standalone Player. PDB files contain debugging information for your application, but might increase the size of your Player. For more information, see documentation on Windows debugging.
Development Build
A development build includes scripting debug symbols. When you select the Development Build setting, you can also select the Autoconnect Profiler, Script Debugging, and Scripts Only Build setting. It also enables the DEVELOPMENT_BUILD #define.
For more information about #define directives, see documentation on Platform dependent compilation.
Autoconnect Profiler
Automatically connect the Profiler to the build. Only available if you enable the Development Build setting. For more information on the Profiler, see Profiler overview.
Deep Profiling
When you enable Deep Profiling, Unity profiles all of your script code and records all function calls. This is useful to pinpoint performance issues with your game code. However, it uses a lot of memory and might not work with very complex scripts. For more information, see documentation on deep profiling.
Script Debugging
Attach script debuggers to the Player remotely. Only available if you enable the Development Build setting.
Scripts Only Build
Enable this setting to build just the scripts in the current Project. Only available if you enable the Development Build setting.
Once enabled, Unity only rebuilds the scripts in your application, and leaves data files from a previously executed build intact. It significantly improves iteration times if you only change the code in your application.
Note: Universal Windows Platform only shows in the Platform list if you’re using Unity on a Windows computer.
Unity doesn’t support Windows Phone development.
Building UWP applications with Unity
The main workflow when building a game or application for UWP using Unity is as follows:
When you click Build in the Build Settings window:
Unity generates and exports a Visual Studio Project.
Open the generated Project’s .sln file in Visual Studio.
Use Visual Studio to build your final application.
When you click Build And Run, Unity builds an app executable that can run independently.
UWP Build Settings
Use these settings to configure how Unity builds your application.
Setting
Function
Target Device
Choose from the following options to build your app for any device, or select a specific device: Any device, PC, Mobile, or HoloLens.
Architecture
Select the type of CPU to build for (only applies to Build And Run).
x64
64-bit CPU.
x86
32-bit CPU.
ARM
32-bit ARM CPU.
ARM64
64-bit ARM CPU.
Build Type
Select the type of Visual Studio project or build to generate.
XAML Project
Visual Studio project that integrates Unity within a full XAML environment. This results in some performance loss, but lets you use XAML elements in your application.
D3D Project
Visual Studio project that integrates Unity in a basic app window. This results in the best performance.
Executable Only
Hosts the project in a pre-built executable for rapid iteration. This setting has the quickest iteration speed because it doesn’t require you to build the generated project in Visual Studio. It offers the same performance as D3D Project builds.
Target SDK Version
The Windows 10 SDK installed on the local PC to build the application against. This setting is only relevant when calling Windows 10 APIs directly from scripts.
Note: Unity requires the base Windows 10 SDK version 10.0.10240.0 or higher for building UWP apps, and doesn’t support Windows 8/8.1 SDKs.
Minimum Platform Version
Minimum Windows 10 release version required to run the app.
Note: This setting is only relevant if you’re using Windows features or APIs that aren’t available in the base Windows 10 version (10.0.10240).
Visual Studio Version
Target a specific Visual Studio release if you have multiple versions installed.
Build and Run on
Select the target device or transport to deploy and launch the app during Build And Run.
Local Machine
Deploys and launches the app on the local PC.
USB Device
Deploys and launches the app on a remote device over a USB connection.
Remote Device (via Device Portal)
Deploys and launches the app to a connected device over the Device Portal transport.
To deploy over the Device Portal, you must enter the connection and authentication information in these additional fields:
For more information, see documentation on Windows Device Portal deployment.
Build Configuration
Select the build type (only applies to Build And Run). Note: These build configurations are the same as those available in the Visual Studio project that Unity generates.
Debug
Produces a build that contains additional code you can use for debugging, and enables the Profiler A window that helps you to optimize your game. It shows how much time is spent in the various areas of your game. For example, it can report the percentage of time spent rendering, animating, or in your game logic. More info See in Glossary for your build.
Release
Produces a build that has debug code stripped out, and enables the Profiler for your build.
Master
Produces a build that is fully optimized for release.
Copy References
Disable this setting to allow the generated solution to reference Unity files from Unity’s installation folder instead of copying them to the build folder. This can save up to 10 GB of disk space, but you can’t copy the build folder to another PC. Unity also builds your application faster when you disable this setting.
Copy PDB files
Enable this setting to include Microsoft program database (PDB) files in the built Standalone Player. PDB files contain debugging information for your application, but might increase the size of your Player. For more information, see documentation on Windows debugging.
Development Build A development build includes debug symbols and enables the Profiler. More info See in Glossary
A development build includes scripting debug symbols. When you select the Development Build setting, you can also select the Autoconnect Profiler, Script Debugging, and Scripts Only Build setting. It also enables the DEVELOPMENT_BUILD #define.
Once enabled, Unity only rebuilds the scripts in your application, and leaves data files from a previously executed build intact. It significantly improves iteration times if you only change the code in your application.