As of Unity 2018.1, we have been supporting two scripting backends on the Universal Windows Platform (UWP): .NET, and IL2CPP. With the release of 2018.2, we are deprecating support for the .NET scripting backend. The goals for this deprecation are twofold. The first goal of this deprecation is to make it easier for you to port games to UWP. Much of the developer pain associated with porting games to UWP in the past has been due to differences in API surface area and differences between the .NET Native and the Mono and IL2CPP runtimes Unity uses on other platforms. This change will ultimately make it easier to port games to UWP going forward for most developers. The second reason for this deprecation is to make it easier for us to support you by fixing issues efficiently. Because the .NET scripting backend is completely different than the runtimes we use for all other Unity platforms, it has been challenging for us to maintain a consistent quality-level relative to the rest of Unity. This deprecation will ultimately enable us to spend less time maintaining the .NET scripting backend, and more time working on the features and issues that are most important to you. IL2CPP has the same .NET API surface as all other Unity platforms, and IL2CPP has had support for accessing WinRT types and APIs for some time now. So with the addition of the IL2CPP managed debugger in 2018.2, the developer experience on IL2CPP is now on a par with and superior to what the .NET scripting backend provides. IL2CPP has already been the default since 2017.2, , so we expect most will have no issues with this. However, if you have not yet tried using IL2CPP and you do experience any issues, please be sure to file them. We plan for full removal of .NET scripting backend support in 2019.1. Feel free to ask questions and discuss it in this thread.