We still need to document a few things.
I suspect you did a build for x86. To cut down on download size, I set the default build platform for "debug" builds to be "x86". You can specify the platform using the uwp.platforms build hint.
e.g.
uwp.platforms=x86 (build only for x86 ... should work on x64 also)
or
uwp.platforms=x86|ARM (build bundle that will run on both x86 and ARM).
or
uwp.platforms=ARM (build only for ARM)
(Note you can target x64 also -- i.e. uwp.platforms=x86|x64|ARM, but I don't think there's any benefit to the the x86 binary will run on x64 machines.... I could be wrong though).
For release builds, the default value (if you don't specify it yourself) is a universal build (i.e. uwp.platforms=x86|x64|ARM).
Here is a list of some of the build hints that you can use with the UWP build target:
uwp.build.version (default 1.0)
- UWP apps require a version number like 1.0.0.0. This build hint will optionally be appended to the app version to form a full version number. We should set up the codename one client to increment this build hint with each build. (To be clear, you should use a number like "1.0" in this build hint, and not "1.0.0.0". The 2 part number will just be appended to the codename one version number in your project properties.
uwp.appid (default XXXXX.<packageName>)
- Unique app ID for this app - used by Windows Store.
uwp.displayName (default to app's display name)
- Display name for the app as registered in windows Store. Must match windows store.
uwp.platforms (default x86)
- The platforms to build for. Allowable values x86, x64 or ARM. (You should also be able to provide pipe-concatenated values combining multiple platforms (e.g. x86|x64|ARM)
uwp.buildType (default "debug")
- Allowable values: debug, release
- debug builds will produce a zip file with a .appxbundle inside that can be sideloaded directly onto a device.
- release builds will produce a .appxupload file that can be uploaded to the windows store.
Best regards
Steve