Find the type of connection you want to use to connect the Editor to the remote device. To get the Device Portal address, go to the Windows Developer settings and navigate to Connect using (see the screenshot below). For security reasons, Unity doesn’t save your Device Portal password, so you might sometimes need to re-enter it (usually when you restart the Editor or load a new Project). Unity saves the Device Portal Address and Device Portal Username fields in the Project settings. This is optional if you enable WDP authentication. This is optional if you enable WDP authentication.Įnter the password for the Device Portal. You can get this from the Windows Developer settings (see Obtaining the Device Portal Address, below).Įnter the username for the Device Portal. You can now enter these Device Portal parameters: SettingĮnter the IP address and port number for the Device Portal. This makes iteration times faster on devices like HoloLens. Note: You can use the Executable Only build type with Device Portal deployment. Navigate to the Build and Run on property, and from the drop-down, select Remote Device (via Device Portal). In the Platform list, select Universal Windows Platform. Open the Build Settings (menu: File > Build Settings). Set up Device Portal Universal Windows Platform Build settings For more information, see Microsoft’s documentation on the Windows Device Portal. To use the Windows Device Portal Deployment, you need some understanding of the Windows Device Portal. This feature is only available for UWP you cannot use it with Windows Standalone player. This means you can make faster iterations when you test your Unity Project. The Unity Device Portal allows you to build and run Universal Windows Platform (UWP) apps to a remote Windows 10 device (such as HoloLens) directly from the Unity Editor, without the need to generate a Visual Studio project.
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