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@@ -74,3 +74,57 @@ Zip according to the target/architecture of the template::
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Move those templates to the ``templates`` folder in Godot settings path. If
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Move those templates to the ``templates`` folder in Godot settings path. If
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you don't want to replacet the templates, you can set the "Custom Package"
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you don't want to replacet the templates, you can set the "Custom Package"
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property in the export window.
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property in the export window.
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+
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+Running UWP apps with Visual Studio
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+-----------------------------------
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+
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+If you want to debug the UWP port or simply run your apps without packaging
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+and signing, you can deploy and launch them using Visual Studio. It might be
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+the easiest way if you are testing on a device such as a Windows Phone or an
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+Xbox One.
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+
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+Within the ANGLE source folder, open ``templates`` and double-click the
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+``install.bat`` script file. This will install the Visual Studio project
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+templates for ANGLE apps.
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+
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+If you have not built Godot yet, open the ``winrt/10/src/angle.sln`` solution
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+from the ANGLE source and build it to Release/Win32 target. You may also need
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+to build it for ARM if you plan to run on a device. You can also use MSBuild if
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+you're comfortable with the command line.
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+
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+Create a new Windows App project using the "App for OpenGL ES
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+(Windows Unversal)" project template, which can be found under the
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+``Visual C++/Windows/Universal`` category.
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+
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+This is a base project with the ANGLE dependencies already set up. However, by
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+default it picks the debug version of the DLLs which usually have a very poor
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+performance. So in the "Binaries" filter, click in each of the DLLs there
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+and in the "Properties" window and change the relative path from
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+``Debug_Win32`` to ``Release_Win32`` (or ``Release_ARM`` for devices).
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+
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+In the same "Binaries" filter, select "Add > Existing Item" and point to the
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+Godot executable for UWP you have. In the "Properties" window, set "Content"
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+to ``True`` so it's included in the project.
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+
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+Right-click the ``Package.appxmanifest`` file and select "Open With... > XML
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+(Text) Editor". In the ``Package/Applications/Application`` element, replace
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+the ``Executable`` attribute from ``$targetnametoken$.exe`` to
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+``godot.winrt.exe`` (or whatever your Godot executable is called). Also change
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+the ``EntryPoint`` attribute to ``GodotWinRT.App``. This will ensure that
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+the Godot executable is correctly called when the app starts.
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+
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+Create a folder (*not* a filter) called ``game`` in your Visual Studio project
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+folder and there you can put either a ``data.pck`` file or your Godot project
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+files. After that, make sure to include it all with the "Add > Existing Item"
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+command and set their "Content" property to ``True`` so they're copied to the
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+app.
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+
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+To ease the workflow, you can open the "Solution Properties" and in the
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+"Configuration" section untick the "Build" option for the app. You still have
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+to build it at least once to generate some needed files, you can do so by
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+right-clicking the project (*not* the solution) in the "Solution Explorer" and
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+selecting "Build".
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+
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+Now you can just run the project and your app should open. You can use also
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+the "Start Without Debugging" from the "Debug" menu (Ctrl+F5) to make it
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+launch faster.
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