Hello, xenux.
- I created new project by Constraints sample.
- Select windos store platform.
- Run visual studio 2013 from paradox game studio.
- change windows store project certificate, because project certificate is not exist.
- Run project on simulator on Debug mode.
- I see splashscreen.
- I see sphere and cube. Ok it worked.
- Stop process
- On my device I run Remote Debugger (configure it)
- On visual studio I selected a Remote machine target (configure connection)
- Run project on Remote machine on Debug mode.
- I see splashscreen. (5 sec)
- I see splashscreen. (30 sec)
- I see splashscreen. (1 min)
- I see splashscreen. (1 min 30 sec)
- I see splashscreen. (2 min )
- Stop process.
Output info on simulator:
Build info:
1>------ Build started: Project: Constraints2.WindowsStore, Configuration: Debug x86 ------
[BuildEngine] I: Compiling package [C:/Program Files/Silicon Studio/Paradox/GamePackages/Paradox.1.2.1-beta/Paradox.pdxpkg]
[BuildEngine] I: Compiling package [E:/MY/C#/Paradox3D/Games/Constraints2/Constraints2/Constraints2.pdxpkg]
[BuildEngine] I: Assembly Hash [SiliconStudio.Assets] => [3b7bbb271e10c4a853b94ee9126a9a2f]
[BuildEngine] I: Compression successful [texture] to (512x512,R8G8B8A8_UNorm)
[BuildEngine] I: Compression successful [ParadoxBackground] to (2048x2048,R8G8B8A8_UNorm)
[BuildEngine] I: Assembly Hash [SiliconStudio.Paradox.Assets] => [751c659defe6341493afabf70703c883]
[BuildEngine] I: Trying permutation #1 for effect [ParadoxForwardShadingEffect]:
@P CompilerParameters.DebugKey: True
@P Lighting.EnvironmentLights: mixin LightSimpleAmbient
@P Material.PixelStageStreamInitializer: mixin MaterialStream, MaterialPixelShadingStream
@P Material.HasNormalMap: False
@P Material.HasSkinningPosition: False
@P ParadoxEffectBase.ExtensionPostVertexStageShader: null
@P Material.PixelStageSurfaceShaders: mixin MaterialSurfaceArray [{layers = [mixin MaterialSurfaceDiffuse [{diffuseMap = ComputeColorTextureScaledOffsetDynamicSampler<Material.DiffuseMap,TEXCOORD0,Material.Sampler.i0,rgba,Material.TextureScale,Material.TextureOffset>}], mixin MaterialSurfaceLightingAndShading [{surfaces = [MaterialSurfaceShadingDiffuseLambert]}]]}]
@P Material.TessellationShader: null
@P Lighting.DirectLightGroups: mixin LightDirectionalGroup<1>, DirectLightGroupFixed<1>
@P CompilerParameters.GraphicsPlatformKey: Direct3D11
@P Material.PixelStageSurfaceFilter: null
@P CompilerParameters.GraphicsProfileKey: Level_9_1
@P Material.VertexStageSurfaceShaders: null
[BuildEngine] I:
[BuildEngine] I: Build finished in 578 steps. Command results: 0 succeeded, 578 up-to-date, 0 failed, 0 not triggered due to previous failure.
[BuildEngine] I: Build is successful.
[BuildEngine] I: Generate bundles: Scan assets and their dependencies…
[BuildEngine] I: Generate bundles: Assign assets to bundles…
[BuildEngine] I: Generate bundles: Compress and save bundles to HDD…
[BuildEngine] I: Generate bundles: Done
1> : info 0,032s: BuildEngine arguments: --platform=WindowsStore --graphics-platform=Direct3D11 --profile=WindowsStore --project-configuration=Debug --output-path=E:\MY\C#\Paradox3D\Games\Constraints2\Constraints2\Bin\WindowsStore-x86-Direct3D11\Debug\data --build-path=E:\MY\C#\Paradox3D\Games\Constraints2\Constraints2\Constraints2.WindowsStore…\obj\data --package-file=E:\MY\C#\Paradox3D\Games\Constraints2\Constraints2\Constraints2.WindowsStore…\Constraints2.pdxpkg --log-pipe=net.pipe://localhost/Paradox.BuildEngine.Monitor.870465b9-42e6-4401-8305-31a800620713
1> : info 0,033s: Starting builder.
1> : info 2,697s: Compiling package [C:/Program Files/Silicon Studio/Paradox/GamePackages/Paradox.1.2.1-beta/Paradox.pdxpkg]
1> : info 2,794s: Compiling package [E:/MY/C#/Paradox3D/Games/Constraints2/Constraints2/Constraints2.pdxpkg]
1> AssemblyHash: info 2,989s: Assembly Hash [SiliconStudio.Assets] => [3b7bbb271e10c4a853b94ee9126a9a2f]
1> : info 3,152s: Compression successful [texture] to (512x512,R8G8B8A8_UNorm)
1> : info 3,153s: Compression successful [ParadoxBackground] to (2048x2048,R8G8B8A8_UNorm)
1> AssemblyHash: info 3,173s: Assembly Hash [SiliconStudio.Paradox.Assets] => [751c659defe6341493afabf70703c883]
1> : info 3,332s: Trying permutation #1 for effect [ParadoxForwardShadingEffect]:
1> @P CompilerParameters.DebugKey: True
1> @P Lighting.EnvironmentLights: mixin LightSimpleAmbient
1> @P Material.PixelStageStreamInitializer: mixin MaterialStream, MaterialPixelShadingStream
1> @P Material.HasNormalMap: False
1> @P Material.HasSkinningPosition: False
1> @P ParadoxEffectBase.ExtensionPostVertexStageShader: null
1> @P Material.PixelStageSurfaceShaders: mixin MaterialSurfaceArray [{layers = [mixin MaterialSurfaceDiffuse [{diffuseMap = ComputeColorTextureScaledOffsetDynamicSampler<Material.DiffuseMap,TEXCOORD0,Material.Sampler.i0,rgba,Material.TextureScale,Material.TextureOffset>}], mixin MaterialSurfaceLightingAndShading [{surfaces = [MaterialSurfaceShadingDiffuseLambert]}]]}]
1> @P Material.TessellationShader: null
1> @P Lighting.DirectLightGroups: mixin LightDirectionalGroup<1>, DirectLightGroupFixed<1>
1> @P CompilerParameters.GraphicsPlatformKey: Direct3D11
1> @P Material.PixelStageSurfaceFilter: null
1> @P CompilerParameters.GraphicsProfileKey: Level_9_1
1> @P Material.VertexStageSurfaceShaders: null
1>
1> : info 4,234s:
1> : info 4,235s: Build finished in 578 steps. Command results: 0 succeeded, 578 up-to-date, 0 failed, 0 not triggered due to previous failure.
1> : info 4,235s: Build is successful.
1> : info 4,315s: Generate bundles: Scan assets and their dependencies…
1> : info 4,320s: Generate bundles: Assign assets to bundles…
1> : info 4,445s: Generate bundles: Compress and save bundles to HDD…
1> : info 4,537s: Generate bundles: Done
1> Constraints2.WindowsStore -> E:\MY\C#\Paradox3D\Games\Constraints2\Constraints2\Bin\WindowsStore-x86-Direct3D11\Debug\Constraints2.exe
1> SiliconStudio AssemblyProcessor: “C:\Program Files\Silicon Studio\Paradox\GamePackages\Paradox.1.2.1-beta\Bin\Windows-Direct3D11\SiliconStudio.AssemblyProcessor.exe” --platform=WindowsStore --targetFramework=v4.5.1 --auto-notify-property --parameter-key --auto-module-initializer --serialization --serializationProjectReferencePaths=“E:\MY\C#\Paradox3D\Games\Constraints2\Constraints2\Bin\Windows-Direct3D11\Debug\Constraints2.Game.dll” "E:\MY\C#\Paradox3D\Games\Constraints2\Constraints2\Bin\WindowsStore-x86-Direct3D11\Debug\Constraints2.exe"
1> Assembly has already been processed, skip it.
2>------ Deploy started: Project: Constraints2.WindowsStore, Configuration: Debug x86 ------
2>Updating the layout…
2>Deployment complete (127ms). Full package name: “210df08f-eede-4e21-b9da-f8188651ec45_1.0.0.0_x86__y9fvqd0sn86gc”
========== Build: 1 succeeded, 0 failed, 1 up-to-date, 0 skipped ==========
========== Deploy: 1 succeeded, 0 failed, 0 skipped ==========
Output info on remote machine:
Build info:
1>------ Build started: Project: Constraints2.WindowsStore, Configuration: Debug x86 ------
[BuildEngine] I: Compiling package [C:/Program Files/Silicon Studio/Paradox/GamePackages/Paradox.1.2.1-beta/Paradox.pdxpkg]
[BuildEngine] I: Compiling package [E:/MY/C#/Paradox3D/Games/Constraints2/Constraints2/Constraints2.pdxpkg]
[BuildEngine] I: Assembly Hash [SiliconStudio.Assets] => [3b7bbb271e10c4a853b94ee9126a9a2f]
[BuildEngine] I: Compression successful [ParadoxBackground] to (2048x2048,R8G8B8A8_UNorm)
[BuildEngine] I: Compression successful [texture] to (512x512,R8G8B8A8_UNorm)
[BuildEngine] I: Assembly Hash [SiliconStudio.Paradox.Assets] => [751c659defe6341493afabf70703c883]
[BuildEngine] I: Trying permutation #1 for effect [ParadoxForwardShadingEffect]:
@P CompilerParameters.DebugKey: True
@P Lighting.EnvironmentLights: mixin LightSimpleAmbient
@P Material.PixelStageStreamInitializer: mixin MaterialStream, MaterialPixelShadingStream
@P Material.HasNormalMap: False
@P Material.HasSkinningPosition: False
@P ParadoxEffectBase.ExtensionPostVertexStageShader: null
@P Material.PixelStageSurfaceShaders: mixin MaterialSurfaceArray [{layers = [mixin MaterialSurfaceDiffuse [{diffuseMap = ComputeColorTextureScaledOffsetDynamicSampler<Material.DiffuseMap,TEXCOORD0,Material.Sampler.i0,rgba,Material.TextureScale,Material.TextureOffset>}], mixin MaterialSurfaceLightingAndShading [{surfaces = [MaterialSurfaceShadingDiffuseLambert]}]]}]
@P Material.TessellationShader: null
@P Lighting.DirectLightGroups: mixin LightDirectionalGroup<1>, DirectLightGroupFixed<1>
@P CompilerParameters.GraphicsPlatformKey: Direct3D11
@P Material.PixelStageSurfaceFilter: null
@P CompilerParameters.GraphicsProfileKey: Level_9_1
@P Material.VertexStageSurfaceShaders: null
[BuildEngine] I:
[BuildEngine] I: Build finished in 578 steps. Command results: 0 succeeded, 578 up-to-date, 0 failed, 0 not triggered due to previous failure.
[BuildEngine] I: Build is successful.
[BuildEngine] I: Generate bundles: Scan assets and their dependencies…
[BuildEngine] I: Generate bundles: Assign assets to bundles…
[BuildEngine] I: Generate bundles: Compress and save bundles to HDD…
[BuildEngine] I: Generate bundles: Done
1> : info 0,025s: BuildEngine arguments: --platform=WindowsStore --graphics-platform=Direct3D11 --profile=WindowsStore --project-configuration=Debug --output-path=E:\MY\C#\Paradox3D\Games\Constraints2\Constraints2\Bin\WindowsStore-x86-Direct3D11\Debug\data --build-path=E:\MY\C#\Paradox3D\Games\Constraints2\Constraints2\Constraints2.WindowsStore…\obj\data --package-file=E:\MY\C#\Paradox3D\Games\Constraints2\Constraints2\Constraints2.WindowsStore…\Constraints2.pdxpkg --log-pipe=net.pipe://localhost/Paradox.BuildEngine.Monitor.870465b9-42e6-4401-8305-31a800620713
1> : info 0,026s: Starting builder.
1> : info 2,651s: Compiling package [C:/Program Files/Silicon Studio/Paradox/GamePackages/Paradox.1.2.1-beta/Paradox.pdxpkg]
1> : info 2,662s: Compiling package [E:/MY/C#/Paradox3D/Games/Constraints2/Constraints2/Constraints2.pdxpkg]
1> AssemblyHash: info 2,836s: Assembly Hash [SiliconStudio.Assets] => [3b7bbb271e10c4a853b94ee9126a9a2f]
1> : info 2,993s: Compression successful [ParadoxBackground] to (2048x2048,R8G8B8A8_UNorm)
1> : info 2,994s: Compression successful [texture] to (512x512,R8G8B8A8_UNorm)
1> AssemblyHash: info 3,014s: Assembly Hash [SiliconStudio.Paradox.Assets] => [751c659defe6341493afabf70703c883]
1> : info 3,164s: Trying permutation #1 for effect [ParadoxForwardShadingEffect]:
1> @P CompilerParameters.DebugKey: True
1> @P Lighting.EnvironmentLights: mixin LightSimpleAmbient
1> @P Material.PixelStageStreamInitializer: mixin MaterialStream, MaterialPixelShadingStream
1> @P Material.HasNormalMap: False
1> @P Material.HasSkinningPosition: False
1> @P ParadoxEffectBase.ExtensionPostVertexStageShader: null
1> @P Material.PixelStageSurfaceShaders: mixin MaterialSurfaceArray [{layers = [mixin MaterialSurfaceDiffuse [{diffuseMap = ComputeColorTextureScaledOffsetDynamicSampler<Material.DiffuseMap,TEXCOORD0,Material.Sampler.i0,rgba,Material.TextureScale,Material.TextureOffset>}], mixin MaterialSurfaceLightingAndShading [{surfaces = [MaterialSurfaceShadingDiffuseLambert]}]]}]
1> @P Material.TessellationShader: null
1> @P Lighting.DirectLightGroups: mixin LightDirectionalGroup<1>, DirectLightGroupFixed<1>
1> @P CompilerParameters.GraphicsPlatformKey: Direct3D11
1> @P Material.PixelStageSurfaceFilter: null
1> @P CompilerParameters.GraphicsProfileKey: Level_9_1
1> @P Material.VertexStageSurfaceShaders: null
1>
1> : info 4,100s:
1> : info 4,102s: Build finished in 578 steps. Command results: 0 succeeded, 578 up-to-date, 0 failed, 0 not triggered due to previous failure.
1> : info 4,102s: Build is successful.
1> : info 4,223s: Generate bundles: Scan assets and their dependencies…
1> : info 4,229s: Generate bundles: Assign assets to bundles…
1> : info 4,402s: Generate bundles: Compress and save bundles to HDD…
1> : info 4,507s: Generate bundles: Done
1> Constraints2.WindowsStore -> E:\MY\C#\Paradox3D\Games\Constraints2\Constraints2\Bin\WindowsStore-x86-Direct3D11\Debug\Constraints2.exe
1> SiliconStudio AssemblyProcessor: “C:\Program Files\Silicon Studio\Paradox\GamePackages\Paradox.1.2.1-beta\Bin\Windows-Direct3D11\SiliconStudio.AssemblyProcessor.exe” --platform=WindowsStore --targetFramework=v4.5.1 --auto-notify-property --parameter-key --auto-module-initializer --serialization --serializationProjectReferencePaths=“E:\MY\C#\Paradox3D\Games\Constraints2\Constraints2\Bin\Windows-Direct3D11\Debug\Constraints2.Game.dll” "E:\MY\C#\Paradox3D\Games\Constraints2\Constraints2\Bin\WindowsStore-x86-Direct3D11\Debug\Constraints2.exe"
1> Patch for assembly [Constraints2, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]
1> INFO: Adding assembly for merge: E:\MY\C#\Paradox3D\Games\Constraints2\Constraints2\Bin\WindowsStore-x86-Direct3D11\Debug\Constraints2.Serializers.dll
1> INFO: Processing references
1> INFO: Processing types
1> INFO: Merging
1> INFO: Merging
1> INFO: Processing types
1> INFO: Processing resources
1> WARN: [System.Runtime.CompilerServices.CompilationRelaxationsAttribute] attribute wasn’t merged because of inconsistency across merged assemblies
1> INFO: Fixing references
2>------ Deploy started: Project: Constraints2.WindowsStore, Configuration: Debug x86 ------
2>Creating a new clean layout…
2>Copying files: Total 8 mb to layout…
2>Checking whether required frameworks are installed…
2>Registering the application to run from layout…
2>Deployment complete (9985ms). Full package name: “210df08f-eede-4e21-b9da-f8188651ec45_1.0.0.0_x86__y9fvqd0sn86gc”
========== Build: 1 succeeded, 0 failed, 1 up-to-date, 0 skipped ==========
========== Deploy: 1 succeeded, 0 failed, 0 skipped ==========
I can show you video if you want. Or i can run some test on my device for you.