In case you're curious how to add Universal Windows Platform functionalities that isn't already covered with Unity APIs or with existing plugins - here is how you can write your own plugins targeting UWP.
Edit: one little correction, instead of checking all boxes for the stub plugin, just select the "Editor" box.
Or you quickly look at the unity explanation.
- Create two folders in Unity, Plugins and Plugins\WSA
- in Visual Studio, create a project (Visual C#, Windows Universal, Class Library with .NET 4.6)
- create a new class file naming it after the contained functionality
- in the same, newly created solution: create a subproject (visual c#, classic desktop, class library with .NET 3.5). This will be a stub.
- change the build architecture to "Any CPU"
- delete both Class1.cs-files
- in the stub project, add an existing element, search for the previously created class and add it as a Link. Hit the little down-arrow next to "add" for that.
- put "using System.Threading.Tasks;" between "#if NETFX_CORE" and "#endif" as compiler directives.
- make the "class Plugin" public
now change the properties of both projects
- the build path of the original class library project should be the unity game folder\Plugins\WSA
- the stub project gets a new assembly name and standard namespace - it should be exactly the same as the other project's
- the output/build path should be unity game folder\Plugins
Build the solution to unity :)
Switch to Unity:
- the DLL in the plugins\WSA folder should be linked to the placeholder in the plugins-folder
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