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Deploying big games UWP to Xbox One

Discussion in 'General Discussion' started by Invent4, Sep 21, 2016.

  1. Invent4

    Invent4

    Joined:
    Aug 20, 2012
    Posts:
    15
    Ok, it is possible to run our Unity games in the Xbox One, using the hints present on this forum.

    Mainly this post from schmosef has all main tricks needed to do this (http://forum.unity3d.com/threads/ti...ing-for-uwp-and-deploying-to-xbox-one.395150/)

    We did it. We have build a few small projects as UWP and they are running okay in the Xbox, but the question and the problem is the follow:

    Did someone deployed and run a big Unity project using the Xbox developer mode ?

    I meant, with our project of about 1GB, we could not get it running in the Xbox in no way. With other smaller projects, everything goes right. The built UWP runs okay in the PC side.

    I read about the memory limitations using Xbox developer mode, but do I will need a Xbox devkit to get big games running okay? or did someone found a small breach or build options to have more access to the machine?

    Thanks.
     
  2. kaiyum

    kaiyum

    Joined:
    Nov 25, 2012
    Posts:
    686
    I guess for big games you would want to make an impressive demo and present it to ID@xbox team. UWP should not really be for big games. Apps, small games, these are good candidates for UWP.
     
  3. angrypenguin

    angrypenguin

    Joined:
    Dec 29, 2011
    Posts:
    15,495
    1GB of what? Project files on the HDD? Build size? Memory usage?

    Indeed. I've deployed a bunch of games to my Xbox using UWP, but you do need to keep in mind that it's not "Xbox" you're deploying to, it's "Universal Windows Platform" that happens to support running on an Xbox. It also has to be able to target stuff like mobile devices.

    From memory the official documentation says that while you can use it to test games on devices you can't use it to release games, and that those should go to ID@Xbox.
     
    kaiyum likes this.