September 8, 2015 2:26 pm

Unity Support for Windows 10

Today, Unity announced the release of Unity 5.2 which includes support for Windows 10 and the Universal Windows Platform (UWP).

With UWP support in Unity 5.2, developers can build a single game for Windows 10 that targets multiple devices ranging from phones to tablets to PCs to Xbox.  This means that multiple screen sizes and resolutions, different device capabilities, and a wide range of aspect ratios are all supported within a single game.

To learn more about Unity support for Windows 10, please check out the video below.  This talk, from the Build 2015 conference in April, provides information and demos showing how to write Unity games that use the Universal Windows Platform and target multiple devices.

Also, starting Unity 5.2, Visual Studio becomes the new default Unity scripting editor on Windows. The Unity installer on Windows offers to install by default the free Visual Studio Community 2015 and the Visual Studio 2015 Tools for Unity. Unity will automatically pick up VSTU where it is installed. Scripts will open directly into Visual Studio where you’ll be able to write and debug your Unity game. More on Visual Studio blog and check out these new Visual Studio tools and reading the documentation.

Updated September 8, 2015 3:14 pm

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  1. This is a exceptionally poor lame exposure to their product from a Windows developer perspective.

    Why does Windows Store App show up ‘missing module’ in Unity build settings? How come Touch doesn’t work with the Surface in Unity (touch service unavailable)? How do I even add a freaking button? That little lesson will take you an hour and the end result is unmaintainable code. Scalable MSft fonts? Nope. Hope you like Ariel or get your wallet out to license them. Where is data binding, or thread timers, and how does it affect my existing MVVM structure? Let me save you some time, there isn’t any. Where is the xaml. How does it work with Visual Studio? There is a Nuget for it with no documentation that you can use.

    That line about Unity support being good. It isn’t. And oh yeah, they hate Microsoft in there, Their Windows 10 support is a placeholder.

    So yeah.. nice long paid speech.
    If you are just going to make legacy x32 apps, (where exactly do you think you are going to market those, SteamOS maybe?) or you develop for Android of iPhone, then Unity is the tool for you.

    For Windows UWP dev’s, you are wasting your time.

    • Hi Chris,
      Windows Store app does require you install the support for it. If you are seeing missing module you likely did not install it during setup.
      I am surprised you feel that Unity and Microsoft don’t have a strong partnership. Most of us working w/ Unity feel we have a good working relationship and are making progress. Unity is now shipping Visual studio as an option to their installer, and we continue to do work to make sure developers can target all Windows platforms (UWP, Xbox, Win32) in Windows.

      Windows Store apps do not run on Mono and this approach in some cases it does make some things easier (like native integration) and in other it does make porting titles a bit more work.. but both Microsoft and Unity are working as fast as we can to get rid of these small differences; adding IL2CPP support to UWP is a great example of such efforts.

      With regards to your MVVM, binding, etc.. those are app related constructs, and this post and our relationship revolves around games so I don’t have the expertise to help you.. For those types of questions/comments, feel free to try the Unity forums; both Microsoft and Unity have people there who can help.

      Thanks for the feedback.. Again, please engage in the forums if you are getting stuck… or have suggestions, that is the best place to get your voice heard with right folks (both at Unity and Microsoft). I doubt they are looking at this thread anymore, since it is an old post. That said, of course I sent them your feedback already