I am new to UWP and I have:
a game for UWP(Windows 10 only exported from Unity)
an executable (.exe) file (configuration generator for game, simple winform builded in VS2013 .Net 4.5)
When I call my exe from game it works perfect. Launching by FullTrustProcessLauncher:(https://learn.microsoft.com/en-us/uwp/api/windows.applicationmodel.fulltrustprocesslauncher)
But when I upload my game in MS Store. It failed some checking:
"%PATH_TO_EXE%/*.exe has failed the AppContainerCheck check."
I understand what is it but I am so confused because of reading docs about UWP, AppContainerCheck and etc
I installed VS2019 and import my project but I don't understand what I have to do. I have some variants:
rebuild project as .appxupload and call it from my export-from-Unity-UWP-game
rebuild as Desktop Bridge
do something with /APPCONTAINER (https://learn.microsoft.com/en-us/cpp/build/reference/appcontainer-windows-store-app?view=vs-2019)
do something with -target:appcontainerexe (https://learn.microsoft.com/en-us/dotnet/csharp/language-reference/compiler-options/target-appcontainerexe-compiler-option)
I understand that my exe-file must be run in an app container but how to rebuild my exe from VS2013 in VS2019 to pass the AppContainerCheck check?
Related
My unity project includes an unmanaged dll that links to portaudio dll which I've built, everything is configured and built for x86_x64 architecture. My unmanaged dll uses portaudio to open an ASIO audio stream.
I want to build it as Universal Windows Build.
The problem is: a standalone build of unity project works properly on windows 10, also Unity editor works fine, but when I build a Universal Windows Build I get a working application but without sound at all. Logs show that portaudio opens stream successfully and gets all properties of the ASIO driver, which in my case is ASIO4ALL, however when I call PaAsio_ShowControlPanel() it opens ASIO4ALL's settings window, but shows that it sees no hardware devices at all, as opposed to listing them when running the same method in a standalone build.
I tried enabling mic permission in unity, visual studio and windows settings.
I also tried running everything as admin, did not work.
Debug output I got when building the generated visual studio 2019 solution included those lines:
Exception thrown at 0x00007FFDD17BD759 (KernelBase.dll) in MyApp.exe WinRT originate error - 0x80004005 'The window has already been destroyed.'.
onecoreuapdriversmobilepcsensorsconvergenceapiwinrtpublicinternalsensorserver.cpp(74)Windows.Devices.Sensors.dll!00007FFD7C3A2E23 (caller 00007FFD7C3EDA61) ReturnHr(3) tid(4a70) 80070490 Element not found.
TOOLS:
Windows 10 Pro
Visual Studio 2017 Pro
I created a VB.NET windows app GUI on my desktop computer,
published it,
copied the publish\ directory to a new target laptop,
logged into laptop and ran publish > setup.exe
it asked me to "install" and I said YES,
and app started, but hung, never displaying the GUI.
My app has two .DLL's of mine, but they are not in the publish\ directory.
I made a HELLO WORLD on original desktop, published, and it ran ok at laptop.
All of your dlls need to be distributed with your application.
Try manually move your dlls in the same folder of .exe file on target machine: if it works simply rebuild your setup incuding these dlls as dependencies.
The problem is solved. The target laptop needed installation of drivers from a vendor of some 3rd party middleware used in the app.
So, the packaging software wasn't smart enough to tell me the problem, and its error correction response was to just end without any error message.
I have a windows XP dev environment for C# application project combination with native DLL. Now I am trying to migrate to Windows7 using last visual studio 2015.
My problem is native DLL is trowing System.DllNotFoundException in windows7 dev environment, so it means I cannot create setup file with enhancements and new features.
Note: I got old windows xp setup file that will install in windows 7. same native DLL work perfectly fine, if that old setup file is installed.
I have no clue how setup file was created but it was created with wise installation studio
The same native DLL files working after old application install and native DLL are not working in dev environment and giving System.DllNotFoundException.
I tried with elevated permissions but no luck.
I am thinking of possible solutions one DLL registration I have no idea how to do that.
Any suggestion is well come
Thanks
I have a Unity project set up for Windows Store applications. I need to import that project into the VS2013 Pro edition.
So far, I have imported the project into VS, but it gives me an error
Error: DEP 0700: Registration of the app failed. Windows cannot install package Sample assets project because the package require architecture ARM, but this windows has x86.
I am not sure if my windows is wrong (I have version 8.1 ). What causes this error and how can I resolve it?
This is due to the fact that (as the error states) the development machine does not have an ARM architecture, but an x86 one. By default Unity will export a project for both configurations, and it might default to the ARM setting.
To change this, you'll have to open the Configuration Manager. In there, you will find that the Active Solution Platform is set to ARM. From the dropdown select the platform to one that works for your system, which is probably x86.
With that done you should normally be able to run your application.
I am designing a simple webBrowser with webview, in VS 2010, when I compile program, it's okay, and even when I run it in emulator it works all right and I see the window and button, but when I install on device, immediately says 'stopped' and closes the application without showing anything.
I use API 8 to compile and install unsigned version and try to install it on android 4 or higher.
Appendix: When I run project in xamarin, it doesn't create apk file, nevertheless I did all configuration said in docummention.
What should I do to run on device or when can I compile it for once?