Both HoloLens and the Windows 10 PC powering your immersive headset run Universal Windows Platform apps. Whether you're submitting an app that supports HoloLens or PC (or both), you'll submit your app to the Windows Store through the Windows Dev Center dashboard.
If you don't already have a Windows Dev Center account, you can sign up today.
There are several image assets required by the appx building tools to build your application into an appx package to submit to the Store. You can learn more about guidelines for tile and icon assets on MSDN.
|Required Asset||Recommended Scale||Image Format||Where is this displayed?|
|Square 71x71 Logo||Any||PNG||N/A|
|Square 150x150 Logo|| 150x150 (100% scale) |
225x225 (150% scale)
|PNG|| Start pins and All Apps (if 310x310 isn't provided), Store Search Suggestions
Store Listing Page, Store Browse, Store Search
|Wide 310x150 Logo||Any||PNG||N/A|
|Store Logo||75x75 (150% scale)||PNG||Dev Center, Report App, Write a Review, My Library|
|Splash Screen||930x450 (150% scale)||PNG||2D app launcher (slate)|
There are also some recommended assets which HoloLens can take advantage of.
|Recommended Assets||Recommended Scale||Where is this displayed?|
|Square 310x310 Logo||310x310 (150% scale)||Start pins and All Apps|
The Start Menu in the HoloLens will use the largest included square tile image.
You may see that some apps published by Microsoft have a 3D launcher for their application. Developers can add a 3D launcher for their app using following the directions here.
HoloLens is part of the Universal Windows Platform, so any app package with a target device family of "Windows.Universal" is capable of running on HoloLens.
The target device family can be set in the AppxManifest but it is not visible in the Visual Studio manifest designer that is displayed when you open Package.appxmanifest.
To set this field in Visual Studio, right click on the Package.appxmanifest and select "View Code" then find the TargetDeviceFamily Name field.
<Dependencies> <TargetDeviceFamily Name="Windows.Universal" MinVersion="10.0.10240.0" MaxVersionTested="10.0.10586.0" /> </Dependencies>
If you have created an app specifically for HoloLens that is not supported on other platforms, then you can ensure that it only is installed on HoloLens by specifying a target device family of "Windows.Holographic".
<Dependencies> <TargetDeviceFamily Name="Windows.Holographic" MinVersion="10.0.10240.0" MaxVersionTested="10.0.10586.0" /> </Dependencies>
From the Project menu in your Visual Studio solution, choose "Store > Associate App with the Store". If you do this, you can test purchase and notification scenarios in your app. When you associate your app with the Store, these values are downloaded to the app manifest file for the current project on your local machine:
If you override the default package.appxmanifest file by creating a custom .xml file for the manifest, you can’t associate your app with the Store. If you try to associate a custom manifest file with the Store, you will see an error message.
Follow guidelines at Packaging Universal Windows apps for Windows 10.
The final step of creating an upload package is validating the package using the Windows App Certification Kit.
If you'll be adding a package specifically for HoloLens to an existing product that is available on other Windows 10 device families, you will also want to learn about how version numbers may impact which packages are delivered to specific customers, and how packages are distributed to different operating systems.
The general guidance is that the highest version number package that is applicable to a device will be the one distributed by the Store.
If there is a Windows.Universal package and a Windows.Holographic package and the Windows.Universal package has a higher version number, a HoloLens user will download the higher version number Windows.Universal package instead of the Windows.Holographic package. There are several solutions to this problem:
When you create app packages to submit to the Windows Dev Center through Visual Studio, the Create App Packages wizard will prompt you to run the Windows App Certification Kit against the packages that get created. In order to have a smooth submission process to the Store, it's best to verify that the Windows App Certification Kit tests pass against your app on your local machine before submitting them to the Store. Running the Windows App Certification Kit on a remote HoloLens is not currently supported.
The Windows Universal Platform allows you to create a single application that runs across all of the Windows 10 device families. However, it doesn't guarantee that Universal Windows apps will just work on all device families. Before you choose to make your app available on HoloLens or any other Windows 10 target device family, it's important that you test the app on each of those device families to ensure a good experience.
If you are submitting a mixed reality app that is based on a Unity project, please see this video first.
In general, submitting a Windows Mixed Reality app that works on HoloLens and/or immersive headsets is just like submitting any UWP app to the Windows Store. Once you've created your app by reserving its name, you should follow the UWP submission checklist.
However, there are four key areas in the submission process where you'll want to make mixed reality-specific selections:
First, you'll want to identify the device types for which your app offers a mixed reality experience. This ensures that your app is included in Windows Mixed Reality collections in the Store, and that it's surfaced to users browsing the Store after connecting an immersive headset (or when browsing the Store on HoloLens).
Next to "This experience is designed for Windows Mixed Reality on:"
Next, if you selected "PC" above, you'll want to set the "mixed reality setup" (activity level). This only applies to mixed reality experiences that run on PCs connected to immersive headsets, as mixed reality apps on HoloLens are world-scale and the user doesn't define a boundary during setup.
In this section, you'll identify minimum (required) hardware and recommended (optional) hardware for your mixed reality app.
Use the checkboxes to tell potential customers if your app supports microphone (for voice input), Xbox controller or gamepad, and/or Windows Mixed Reality motion controllers. This information will be surfaced on your app's product detail page in the Store and will help your app get included in the appropriate app/game collections (for example, a collection may exist for all games that support motion controllers).
Be thoughtful about selecting checkboxes for "minimum hardware" or "recommended hardware" for input types. For example, if your game requires motion controllers, but accepts voice input via microphone, select the "minimum hardware" checkbox next to "Windows Mixed Reality motion controllers," but the "recommended hardware" checkbox next to "Microphone." If your game can be played with either an Xbox controller/gamepad or motion controllers, you might select the "minimum hardware" checkbox next to "Xbox controller or gamepad" and select the "recommended hardware" checkbox next to "Windows Mixed Reality motion controllers" as motion controllers will likely offer a step up in experience from the gamepad.
Windows Mixed Reality immersive headset:
Indicating whether an immersive headset is required to use your app, or is optional, is critical to customer satisfaction and education.
If your app can only be used through an immersive headset, select the "minimum hardware" checkbox next to "Windows Mixed Reality immersive headset." This will be surfaced on your app's product detail page in Store as a warning above the purchase button so customers don't think they're purchasing an app that will function on their PC like a traditional desktop app.
If your app runs on the desktop like a traditional PC app, but offers a VR experience when an immersive headset is connected (whether the full content of your app is available, or only a portion), select the "recommended hardware" checkbox next to "Windows Mixed Reality immersive headset." No warning will be surfaced above the purchase button on your app's product detail page if your app functions as a traditional desktop app without an immersive headset connected.
If you want your app to reach as many Windows Mixed Reality immersive headset users as possible, you'll want to target the PC specifications for Windows Mixed Reality PCs with integrated graphics.
Whether your mixed reality app targets the minimum Windows Mixed Reality PC requirements, or requires a specific PC configuration (like the dedicated GPU of a Windows Mixed Reality Ultra PC), you should indicate that with the relevant PC specifications in the "minimum hardware" column.
If your mixed reality app is designed to perform better, or offer higher-resolution graphics, on a particular PC configuration or graphics card, you should indicate that with the relevant PC specifications in the "recommended hardware" column.
This only applies if your mixed reality app uses an immersive headset connected to a PC. If your mixed reality app only runs on HoloLens, you won't need to indicate PC specifications as HoloLens has only one hardware configuration.
If you've packaged your app correctly in Visual Studio, uploading it on the Packages page of the app submission process should produce a table identifying which device families your app will be available to.
If your mixed reality app works on immersive headsets, then at least "Windows 10 Desktop" should be selected in the table. If your mixed reality app works on HoloLens, then at least "Windows 10 Holographic" should be selected. If your app runs on both Windows Mixed Reality headset types, like the Mixed Reality Academy "island" app, both "Windows 10 Desktop" and "Windows 10 Holographic" should be selected.
Note: many developers run into errors when uploading their app's package related to mismatches between the package manifest and your app/publisher account information in Dev Center. These errors can often be avoided by signing into Visual Studio with the same account associated with your Windows developer account (the one you use to sign into Windows Dev Center). If you use the same account, you'll be able to associate your app with its identity in the Windows Store before you package it.
On the Store listing page of the app submission process, there are several places you can add useful information about your mixed reality app.
Many consumers will have limited to no experience with virtual reality before buying a Windows Mixed Reality immersive headset. They may not know what to expect from intense games, and may not be familiar with their own comfort threshold in immersive experiences. Many customers may also try a Windows Mixed Reality immersive headset on PCs that aren't badged as Windows Mixed Reality PCs. Because of these considerations, we strongly recommend you consider offering a free trial for your paid mixed reality app or game.