Difference between revisions of "XBox One"
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On the XBox One in dev mode, you will have to add an 'XBox Live' test account. It has to be an existing 'XBox Live' account (it doesn't need to have a Gold subscription). It needs to be 'logged in'. | On the XBox One in dev mode, you will have to add an 'XBox Live' test account. It has to be an existing 'XBox Live' account (it doesn't need to have a Gold subscription). It needs to be 'logged in'. | ||
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Add controller support to your game (see the "Controllers" plugin), you can test on the Gideros player before the export. | Add controller support to your game (see the "Controllers" plugin), you can test on the Gideros player before the export. |
Revision as of 02:18, 5 June 2020
To set up an XBox One dev account you can join id@xbox : https://www.xbox.com/en-GB/developers/id
It's also possible to develop on the XBox One using the Creators programme : https://developer.microsoft.com/en-GB/games/xbox/xboxlive/creator
Normally there is a $20 (personal) $99 (business) one-off fee for publishing on the Microsoft store, there are various schemes from Microsoft to receive a voucher, for example, if you are a student: https://azureforeducation.microsoft.com/en-us/Institutions
You may need to install the 'Dev Mode Activation App' on your XBox One and the ID of the XBox One console entered into the Partner Center. For all this, see: https://docs.microsoft.com/en-us/windows/uwp/xbox-apps/devkit-activation
The actual Dev Mode Activation App can be found here: https://www.microsoft.com/store/productId/9VWGNH0VBN60
To activate, the link didn't work from the XBox One, I had to enter the code by pressing + here: https://partner.microsoft.com/en-us/xboxconfig/devices/index
Install Visual Studio 2019 (the latest Community free edition will do fine).
Make sure your XBox One is in Developer Mode by starting the 'Dev Mode Activation App', this can take a long time - you may think it's broken, it isn't!
On the XBox One in dev mode, you will have to add an 'XBox Live' test account. It has to be an existing 'XBox Live' account (it doesn't need to have a Gold subscription). It needs to be 'logged in'.
Add controller support to your game (see the "Controllers" plugin), you can test on the Gideros player before the export.
Export to UWP. Open the 'exported to' folder when asked at the end of the export.
Double-click the 'giderosgame.sin' file, if asked set the default program to Visual Studio 2019.
Once Visual Studio has finished loading your game, change the Debug dropdown item in Visual Studio to 'Release', and the output to 'x64'.
Click on the 'Debug' menu item at the top of the screen, select the project properties (bottom item) for your game.
Select the 'Debugging' property. Change the setting from 'Local Machine' to 'Remote Machine'.
Set 'Machine Name' to the hostname or IP of your XBox One (in developer mode).
Set 'Authentication Type' to 'Universal (Unencrypted Protocol)', normally this is already the default.
Click 'ok' to exit Properties.
Now click the 'Play' button in the toolbar to send the game to the Xbox One. The game will be built and installed on the console.
Sometimes Visual Studio will prompt for a pin, on the XBox One in 'Dev Home', click 'Show Visual Studio Pin' to see this pin.