Exporting for Universal Windows Platform
However, if you want to install and run the app, you need to sign it with a trusted signature. Currently, Godot does not support signing of packages, so you need to use external tools to do so.
Also, make sure the Publisher Name you set when exporting the package matches the name used on the certificate.
As described in the :
Submitted as an “App”
- available memory is 1GB
- share of 2-4 CPU cores
Submitted as a “Game” (through Xbox Live Creators Program)
- available memory is 5GB
- 4 exclusive CPU cores and 2 shared CPU cores
This requires the MakeCert.exe
and Pvk2Pfx.exe
tools, which come with the Windows SDK. If you use Visual Studio, you can open one of its Developer Prompts, since it comes with these tools and they can be located in the path.
You can get more detailed instructions from .aspx).
First, run MakeCert
to create a private key:
Where matches the Publisher Name of your package and expirationDate
is in the mm/dd/yyyy
format.
Next, create a Personal Information Exchange (.pfx) file using Pvk2Pfx.exe
:
You will also need to trust this certificate in order to be able to install your app. Open the Command Prompt as Administrator and run the following command:
Finally, use SignTool.exe
from the Windows SDK or Visual Studio:
As of the Windows 10 Anniversary Update, you are able to install packages simply by double clicking the .appx
file from Windows Explorer.
It’s also possible to install by using the Add-AppxPackage
PowerShell cmdlet.
Note