• Microsoft UK Faculty Connection

    FREE Unity3d Plug-in for Windows 8 and Windows Phone

    • 2 Comments

    There are three great plugin and Unity3d Asset available today

    image

    Prime 31

    Windows 8

    Check the release notes page for up to the minute information about each release.

    • Microsoft Store Plugin

      The Microsoft Store Plugin lets you offer your app as a free trial and sell in app purchases. Get full access to the available license information for your app and all of your products. Includes Windows 8 and Windows 8.1 support. This plugin requires Unity 4.5+.Download Now

    • Metro Essentials Plugin

      There is something here for everyone. The Metro Essentials Plugin exposes RoamingSettings (similar to Apples iCloud), live tiles, toasts, the settings charm, the share charm and snap events. All the goodies you need to metro-ize your game are here! This plugin requires Unity 4.5+.Download Now

    • Social Networking Plugin (Twitter and Facebook) $75

      Let word of mouth sell your game for you with this plugin! Post high score updates and achievements to the biggest social networking sites out there with just a couple lines of code. It's all here. For those who want to dig deeper into the Graph API with it's wealth of information, we support that too. Twitter integration includes all the usual suspects including posting updates, getting a users followers and full access to the entire Twitter API! This plugin requires Unity 4.5+.Buy Now

    • Microsoft Ads Plugin

      Access the Microsoft Advertising SDK to display ad banners and monetize your app. With over 15 banner variants to choose from you are guaranteed to find one that fits your game without ruining the experience for your users. This plugin requires Unity 4.5+.Download Now

    • Microsoft Azure Plugin

      The Azure web services are a powerful way to store data. Accessing them from a Unity game has never been easier. One line of code is all it takes to store any object remotely and securely on Azure. Retriving and deleting objects is just as easy.Download Now

    • Flurry Analytics Plugin

      Coming soon...

      Use Flurry to learn the habits of your users! Collect valuable data like which devices they're using, if your game levels have appropriate difficulty and if anyone's bothering to read your tutorial. Sprinkle calls to log events throughout your code and watch the statistics roll in! This plugin requires Unity 4.5+.

    Windows Phone

     Check the release notes page for up to the minute information about each release.

    • Microsoft Store Plugin

      The Microsoft Store Plugin lets you offer your app as a free trial and sell in app purchases. Get full access to the available license information for your app and all of your products.Download Now

    • Social Networking Plugin (Twitter and Facebook) $75

      Let word of mouth sell your game for you with this plugin! Post high score updates and achievements to the biggest social networking sites out there with just a couple lines of code. It's all here. For those who want to dig deeper into Facebook's Graph API with it's wealth of information, we support that too. Twitter integration includes all the usual suspects including posting updates, getting a users followers and full access to the entire Twitter API! Buy Now

    • AdMob Plugin $40

      AdMob has finally made its way to Windows Phone 8! Create and display a banner with one line of code. Full interstitial support is also included for ultra high CPM adverts. This plugin requires Unity 4.5+. Buy Now

    • Microsoft Ads Plugin

      Access the Microsoft Advertising SDK to display ad banners and monetize your app. Monetize your free apps with Microsofts high CPM ad banner solution today! This plugin requires Unity 4.5+. Download Now

    • Windows Phone Essentials Plugin

      There is something here for everyone. The Windows Phone Essentials Plugin exposes live tiles and push notifications to Unity. A host of Windows Phone sharing tasks are also exposed including the SMS composer, email composer, web browser, link sharing, status update sharing, rate this app, photo chooser and more! All the goodies you need to metro-ize your game are here! Download Now

    • Flurry Analytics Plugin $45

      Use Flurry to learn the habits of your users! Collect valuable data like which devices they're using, if your game levels have appropriate difficulty and if anyone's bothering to read your tutorial. Sprinkle calls to log events throughout your code and watch the statistics roll in! Buy Now

    image

    BitRave

    Unity Windows 8 Plugins

    Bit Rave have extensive experience working with the Windows 8 platform capabilities, and as part of that we decided to build a library for Unity to make Windows 8 integration easier for everyone.

    Azure plugins are now separate. Information can be found here: http://www.bitrave.com/azure-mobile-services-for-unity-3d/

    Find out just how easy it is for each of the Windows 8 capabilities.

    • Live Tiles - of all shapes and sizes
    • Charms - including sharing and settings
    • Settings - both local and roaming settings
    • Snap View - have your app react to orientation and view changes
    • Search - create your own search charm implementation (coming soon)
    Azure Mobile Services for Unity 3D
    Contents
    Before You Start

    The Azure Mobile Services plugin for Unity 3D is available open source at github.  That’s the place to go if you want to contribute or look at the source.  It’s on github here: https://github.com/bitrave/azure-mobile-services-for-unity3d .  However, if you don’t care about the source, and just use it, head to github as there is an example project with built binaries in it so you can just grab it and use it.

    image

    WinBridge

    The WinBridge is a plugin for Unity that enables easier command of native controls and features of WinRT (the underlying library behind Windows Store, Windows Phone and Xbox One apps). Currently implemented are:
    - Windows store (In-app-purchases, trial upgrade, receipt management, Windows store debugging)
    - Native message dialogs
    - Native and hardware-accelerated video playback
    This plugin is an open-source project by Microsoft developer evangelists, aiming to make porting to and development for Windows, Windows Phone and Xbox platforms easier. This plugin ships with compiled DLLs, but the full source is available at https://github.com/ProtossEngineering/WinBridge.

    https://www.assetstore.unity3d.com/en/#!/content/18924

  • Microsoft UK Faculty Connection

    Adding Try before you Buy to your Windows 8 Game or app

    • 0 Comments

    Windows 8 allows you to build trial functionality right into your existing app, using the LicenseInformation class. Using the methods in this class, you wrap key functionality of your app inside conditional statements. You can then decide to time-limit these features in the trial version, disable them totally, or even include advertising until the user buys the full version. This flexibility ensures you never have to write a second version of your app, or worry about in-app purchases – and your app will always be free to download from the Windows Store.

    You can also simulate the current status of your app (trial or full) by using the CurrentAppSimulator class, to test how it will appear to the user.

    Instructions

    Step 1: Pick the features you want to enable or disable during the trial period

    The current license state of your app is stored as properties of the LicenseInformation class. Typically, you put the functions that depend on the license state in a conditional block, as we describe in the next step. When considering these features, make sure you can implement them in a way that will work in all license states.

    Also, decide how you want to handle changes to the app's license while the app is running. Your trial app can be full-featured, but have in-app ad banners where the paid-for version doesn't. Or, your trial app can disable certain features, or display regular messages asking the user to buy it.

    Think about the type of app you're making and what a good trial or expiration strategy is for it. For a trial version of a game, a good strategy is to limit the amount of game content that a user can play. For a trial version of a utility, you might consider setting an expiration date, or limiting the features that a potential buyer can use.

    For most non-gaming apps, setting an expiration date works well, because users can develop a good understanding of the complete app. Here are a few common expiration scenarios and your options for handling them.

    • Trial license expires while the app is running

      If the trial expires while your app is running, your app can:

      • Do nothing.
      • Display a message to your customer.
      • Close.
      • Prompt your customer to buy the app.

      The best practice is to display a message with a prompt for buying the app, and if the customer buys it, continue with all features enabled. If the user decides not to buy the app, close it or remind them to buy the app at regular intervals.

    • Trial license expires before the app is launched

      If the trial expires before the user launches the app, your app won't launch. Instead, users see a dialog box that gives them the option to purchase your app from the Store.

    • Customer buys the app while it is running

      If the customer buys your app while it is running, here are some actions your app can take.

      • Do nothing and let them continue in trial mode until they restart the app.
      • Thank them for buying or display a message.
      • Silently enable the features that are available with a full-license (or disable the trial-only notices).
    If you want to detect the license change and take some action in your app, you must add an event handler for this as described in the next step.
    Step 2: Initialize the license info

    When your app is initializing, get the LicenseInformation object for your app as shown in this example. We assume that licenseInformation is a global variable or field of type LicenseInformation.

    Initialize the CurrentApp or CurrentAppSimulator to access the app's license info. Add an event handler to receive notifications when the license changes while the app is running. The app's license could change if the trial period expires or the customer buys the app through a Store, for example.

    Step 3: Code the features in conditional blocks

    When the license change event is raised, your app must call the License API to determine if the trial status has changed. The code in this step shows how to structure your handler for this event. At this point, if a user bought the app, it is a good practice to provide feedback to the user that the licensing status has changed. You might need to ask the user to restart the app if that's how you've coded it. But make this transition as seamless and painless as possible.

    Step 4: Get an app's trial expiration date (Windows only)

    Include code to determine the app's trial expiration date.

    Step 5: Test the features using simulated calls to the License API

    Now, test your app using simulated calls to the license server. In JavaScript, C#, Visual Basic, or Visual C++, replace references to CurrentApp with CurrentAppSimulator in the app's initialization code.

    CurrentAppSimulator gets test-specific licensing info from an XML file called "WindowsStoreProxy.xml", located in <installation_folder>\Microsoft\Windows Store\ApiData. If this path and file don't exist, you must create them, either during installation or at run-time. If you try to access the CurrentAppSimulator.LicenseInformation property without WindowsStoreProxy.xml present in that specific location, you will get an error.

    You can edit WindowsStoreProxy.xml to change the simulated expiration dates for your app and for its features. Test all your possible expiration and licensing configurations to make sure everything works as intended.

    Step 7: Describe how the free trial works to your customers

    Be sure to explain how your app will behave during and after the free trial period so your customers won't be surprised by your app's behavior.

    For more info about describing your app, see Your app's description

    Step 6: Replace the simulated License API methods with the actual API

    After you test your app with the simulated license server, and before you submit your app to a Store for certification, replace CurrentAppSimulator with CurrentApp, as shown in the next code sample.

    Important  Your app must use the CurrentApp object when you submit your app to a Store or it will fail certification.

    Trial app and in-app purchase sample

    http://code.msdn.microsoft.com/windowsapps/Licensing-API-Sample-19712f1a

  • Microsoft UK Faculty Connection

    Building a App/Game for specific Windows Phone 8 device - To support >1GB or 512mb memory

    • 0 Comments

    This week I was having a discussion with Jon Wetherall  from coolgamearcade.com. Jon is one of our Greenshoot teams and wanted to ask how they could target specific windows phone devices for their next title.

    So in respect of Windows Phone the two options of devices are

    · >1GB or higher RAM based devices

    · 512MB RAM (Low memory Windows Phone 8 devices)

    Building Specific optimized version for 1Gb & 512mb

    You actually have the ability within the Windows Store to build a app specifically tailored for each version Windows Phone and have them displayed in the Windows Phone Store under same app name.

    To achieve this you need to follow the guidance below

    1. Each Store release will need the same Product ID.

    a. To get the product id login to Windows Phone store http://dev.windowsphone.com

    b. Click on Dashboard

    c. Select the app and then click on details tab

    d. Scroll down to get App ID, copy this App ID

    e. Replace your product id in WMAppmanifest.xml simply open up your project solution in Visual Studio edit the WMAppManidest.xml and under the file under Packaging Tab replace the Product ID with the copied on from the dashboard.

    Once you have both the builds, add these two XAPs you need to submit each to the store for certification and publishing.

    The store certification team will test both the XAPs and app will be available on store.

    The advantage with this approach is that you can target both low end and 1GB RAM based devices with appropriate quality of graphics content. While the disadvantage is that you will have to maintain two builds.

    In this case your app customers will get the appropriate quality of graphics content based on their devices.

    Optimising your app/game for support on 512mb devices

    To get the maximum performance out of the 512MB RAM based device you can increase the peek memory usage cap from 150MB to 180MB by adding Functional Capability to the WMAppMainfest.xml file

    Add the following tag by editing WMAppManifest.xml in Visual Studio

    ID_FUNCCAP_EXTEND_MEM

    This increases the usage cap from 15mb to 180mb.

    Example

       1: <FunctionalCapabilities>
       2:  
       3: <FunctionalCapability Name="ID_FUNCCAP_EXTEND_MEM"/>
       4:  
       5: </FunctionalCapabilities>

    You can refer to How to modify the app manifest file for Windows Phone 8 for further information.

    Supporting only 1GB devices

    If your game is pretty intensive on memory you can choose to simply target  >1G devices (remember this will limit your downloads as your targeting a specific set of devices which are generally premium in terms of costs to consumers)

    2. To build app targeting only 1GB RAM based device, you will need to opt out low memory device

    This can be achieved by forcing memory cap requirements in WMAppManifest.xml

    Add the following tag by editing WMAppManifest.xml in Visual Studio

    ID_REQ_MEMORY_300

    This completely opts out of availability for lower-memory phones.

    The app won’t appear in the Windows Phone Store for lower-memory phones and it can’t be installed on lower-memory phones.

    Example

       1: <App>
       2:  
       3:
       4:  
       5:   <Requirements>
       6:  
       7: <Requirement Name="ID_REQ_MEMORY_300" />
       8:  
       9:   </Requirements>
      10:  
      11: </App>

    You can refer to How to modify the app manifest file for Windows Phone 8 for further information.

    You can now publish the complied  .XAP file to the Windows Phone Store. When users visit the store and search for your game or app it will not be visible to consumers with low memory 512MB RAM based devices.

    Some Useful Links

    App capabilities and hardware requirements for Windows Phone 8 http://msdn.microsoft.com/en-US/library/windows/apps/jj206936(v=vs.105).aspx

    App memory limits for Windows Phone 8 http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj681682(v=vs.105).aspx

    Developing apps for lower-memory phones for Windows Phone 8 http://msdn.microsoft.com/en-us/library/windowsphone/develop/hh855081(v=vs.105).aspx

  • Microsoft UK Faculty Connection

    Debugging Shaders in Visual Studio with Graphics Debugger and not with PIX

    • 1 Comments

    vs_editor_2012_3

    The latest tool for debugging shaders now ships as a feature in Microsoft Visual Studio, called Visual Studio Graphics Debugger.

    This new tool is a replacement for the PIX for Windows tool. Visual Studio Graphics Debugger has greatly improved usability, support for Windows 8 and Direct3D 11.1, and integration with traditional Visual Studio features such as call stacks and debugging windows for HLSL debugging.

    For more info about this new feature, see Debugging DirectX Graphics.

  • Microsoft UK Faculty Connection

    Visual Studio Tools for Unity add-on (formerly known as UnityVS). It is now available for download on the Visual Studio Gallery for FREE

    • 0 Comments

    Download NOW!

    Visual Studio Tool for Unity are Microsoft’s FREE Visual Studio add-on that enables a rich programming and debugging experience for working with the Unity3d gaming tools and platform.

    Visual Studio Tools for Unity 1.9

    Here are the highlights in today’s 1.9 release:

    • Faster debugger. Attaching and detaching the debugger as well as expanding local variables is now faster.
    • Faster startup. Opening VSTU projects is now faster.
    • Better handling of C# constructs. The local variables window is now properly populated when debugging iterators or when variables are accessed inside closures.
    • Start your game and your debugging session in one click. This feature is one of our most-requested: you can now attach the debugger and start the game by simply changing the debug target. This is only available in Visual Studio 2012 and 2013.

    This will be continual updated so check out the  changelog.

    If you have any suggestion for Visual Studio Tools for Unity, please post them on UserVoice, and if you encounter any issue please report them through the Visual Studio Connect site.

  • Microsoft UK Faculty Connection

    Can the UK be the winners of the Imagine Cup.. again..

    • 0 Comments

    Last year was amazing! we all watch Colinked (SoundSynk) from the University of Exeter pick up the top prize in the WW finals.

    This year, why not finish your week watching live to see if the UK team Vanguard with Ripple - with our very own UK Microsoft Student Partner Danny Brown as the lead developer can win it again for the UK!

    It will be broadcast live here at 4pm 1st August 2014 https://www.imaginecup.com/custom/index/worldfinals#?fbid=l1izHbXZVIX on Friday so lets wish the UK team the best of luck!!

    For more details on this year finalist see https://www.imaginecup.com/Blog/Details/meet-the-imagine-cup-2014-world-finals-teams#?fbid=W37Oxxp64Ps

  • Microsoft UK Faculty Connection

    Project Siena Beta 3 building an app without programming skills

    • 0 Comments

    Beta3 release of Project Siena. This new release makes it even easier for business experts, business analysts and other app imagineers to create powerful custom mobile apps that are connected to enterprise services, major SaaS, and popular web and social services.

    Siena Beta 3

    The Beta3 release is a major addition to Project Siena’s empowerment of business experts and analysts. Key new functionality includes:

    • One-click read/write connection to Yammer, Facebook, Twitter, Instagram, YouTube, Coursera, Bing Search, and Bing Translate.
    • Connections to more types of RESTful services with OAuth 1 and OAuth 2 support.
    • A WADL accelerator for the ecosystem to rapidly create connections to RESTful services – this will be released over the next four weeks.
    • Write back to SharePoint lists.
    • Data visualization through interactive charts.
    • International languages support throughout the UI and in formulas and functions – this will be released over the next four weeks.
    • Across the board improvements, including more control over interactivity and design.

    In Beta2, we introduced the concept, illustrated below, that non-programmers could consume services as easily as using an Excel function. And composing multiple services was just like linking two Excel functions.

    Beta3 takes the ability to work with services to another level, where getting started with key services is now as easy as adding a PowerPoint slide layout to a deck. 

    Please install the latest release of Project Siena from the Windows Store, check out http://microsoft.com/ProjectSiena , watch a tutorial video, download a sample app for inspiration, and then bring your own ideas to life in a Siena

  • Microsoft UK Faculty Connection

    CMake for Windows Store and Windows Phone apps

    • 0 Comments

    CMake is a cross-platform project files generator that enables re-use of shared C++ code across multiple IDEs or project systems. An early build of CMake that allows you to target Windows Store and Windows Phone apps is available on CodePlex here.

    The Microsoft Open Technologies have been  working with Kitware and CMake community to incorporate feedback and integrate it soon in the public CMake repository.

    To learn more on using CMake for Windows Store and Windows Phone apps, the team has created a short quick-start exercise (with sample code and installer) that you can try out here. If you are interested, feel free to check out all the labs in the Code2Win Challenge.

    Here is a list of those you can use today to build your Windows Store and Phone apps:

    WinJS
    jQuery
    CMake
    OpenCV
    Cocos2d-x
    ANGLE
    Cordova
    Xamarin
    Boost C++ Libraries
    openFrameworks
    Kinect SDK
    Box2d

    Here are the latest announcements from Microsoft Open Technologies

     

     

  • Microsoft UK Faculty Connection

    YoYo GameMaker Studio Resources

    • 0 Comments

     

  • Microsoft UK Faculty Connection

    Windows Phone Key Resources

    • 0 Comments

    Icon of devices and checkbox.

    Here a set of quick links for some of the most common asked questions I get re Windows Phone

Page 2 of 92 (918 items) 12345»