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Copyright © GREE, Inc. All Rights Reserved. カジュアルゲーム・ケーススタディ Unity グリー株式会社 稲森亮亮介

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Copyright © GREE, Inc. All Rights Reserved. ⾃自⼰己紹介 PC޲͚ιʔγϟϧ ήʔϜͷΫϥΠΞϯ τϓϩάϥϚ

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Copyright © GREE, Inc. All Rights Reserved. グリーにおけるUnity

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Copyright © GREE, Inc. All Rights Reserved. “Garage”からリリースされたプロダクト

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Copyright © GREE, Inc. All Rights Reserved. Amy the Starry Archer

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Copyright © GREE, Inc. All Rights Reserved. Amy the Starry Archer Demo

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Copyright © GREE, Inc. All Rights Reserved. Amy the Starry Archer 11⽉月 Director Programer 12⽉月 1⽉月 2⽉月 3⽉月 Programer (Junior) Artist Artist (3D Designer) (Effect Designer) (Sound Designer)

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Copyright © GREE, Inc. All Rights Reserved. w J04Ҏ߱σόΠε͸J1IPOFҎ߱ w "OESPJEҎ߱σόΠε͸೥Ҏ಺ʹൃച͞Εͨػछ w ͨͩ͠2"݁ՌͰରԠίετͷߴ͍σόΠε͸੾Δ w λϒϨοτ୺຤΋ରԠ 対応デバイス

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Target Frame Rate

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Copyright © GREE, Inc. All Rights Reserved. “you don't gain that much from 60 fps and it doesn't look like the real thing.” - Nicolas Guérin(Ubisoft) IUUQXXXUFDISBEBSDPNOFXTHBNJOHWJWBMBSFTPMVDJOBTTBTTJOTDSFFEEFWUIJOLTJOEVTUSZJTESPQQJOHGQTTUBOEBSE “جຊ75FPSҎ্” ※75HzϞʔυͷ৔߹ - CEDEC2014ʮOculus Panel Discussion ʙOculus RiftΛ༻͍ͨήʔϜ੍࡞ʙʯ 30 fps? 60 fps? or...?

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Copyright © GREE, Inc. All Rights Reserved. Target Frame Rate w J1IPOFTʙɺ/FYVTʙ౳͸GQTΛλʔήοτʹ w ࠷௿ϥΠϯ͸GQT w ݟͨ໨͚ͩ͡Όͳͯ͘ɺૢ࡞ײ౓ɾ೉қ౓ʹ΋Өڹ͢Δҝ΍΍ ஫ྗ w "QQMJDBUJPOUBSHFU'SBNFSBUFΛಈతʹม͑Δ

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Copyright © GREE, Inc. All Rights Reserved.

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Copyright © GREE, Inc. All Rights Reserved. w (SBQIJDT w TUBUJDCBUDIJOHΛ༗ޮʹ w EZOBNJDCBUDIJOHΛ༗ޮʹ͢Δҝͷॾ৚݅Λຬͨ͢ w ϐΫηϧϥΠςΟϯάΛ࢖Θͳ͍ w ͦ΋ͦ΋ϦΞϧλΠϜϥΠςΟϯάΛͳΔ΂͘ݮΒ͢ w ςΫενϟѹॖ w ΞϧϑΝςετɺΞϧϑΝϒϨϯσΟϯά࠷খԽ w 4DSJQUT w 0CKFDU1PPMJOHͰ*OTUBOUJBUF Λආ͚Δ w OFXΛݮΒͯ͠($ΛݮΒ͢ w 1IZTJDT w $PMMJEFS͸ͳΔ΂͘ϓϦϛςΟϒίϥΠμΛ૊Έ߹ΘͤΔ w pYFE%FMUB5JNF͸ՄೳͳൣғͰখ͘͞ 基本のおさらい

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Clouds

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0WFSESBXଟա͗

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w ӢΛۭؒຒΊΔۙܠΦϒδΣΫτͱͯ͠࢖͏ͱ΍͔͍ͬ w جຊ൒ಁ໌ͩ͠ɺ͋Δఔ౓ࡉ͔͘ͳ͍ͱӢؒΛ௨Γൈ͚ΔΑ͏ ͳදݱΛͨ࣌͠ෆࣗવ Overdrawଟ͗͢

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OverdrawΛݮΒ͢

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OverdrawΛݮΒ͢

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• 全体的に雲をカメラから遠くに置き、スプライトを⼤大きく • 中景⽤用、遠景⽤用の雲に分け、遠景の雲はより⼤大きくして画⾯面を埋める before after OverdrawΛݮΒ͢

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Copyright © GREE, Inc. All Rights Reserved. Sprites/Default • Sprite⽤用シェーダの不不要な処 理理を削ってみたりもしたもの の、フラグメントシェーダは 削れなかったのでほぼ効果無 し • 検証環境: SC-‐‑‒04E/Android4.4.2 • フラグメントシェーダのColor 処理理も削りたかったが、雲出 現時にフェードインさせる必 要があった為削れず

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Copyright © GREE, Inc. All Rights Reserved. まとめ w ӢͷΑ͏ʹɺΞϧϑΝϒϨϯσΟϯά͕ൃੜ͢Δ4QSJUF 1BSUJDMF ؚΉʣͰը໘ΛຒΊΔ৔߹ɺ0WFSESBXΛ͍͔ʹݮΒ͔͢޻෉͢ Δ w ֆ͕νʔϓʹͳΒͳ͍ൣғͰຕ͋ͨΓͷ4QSJUFΛେ͖͘͠ɺຕ ਺ΛݮΒ͢

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Lighting

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Copyright © GREE, Inc. All Rights Reserved. ライトマップを直接編集 w "TTFU4UPSFͷ%എܠૉࡐ͸ɺϥΠ τϚοϓʹ࢖ΘΕͨ-JHIU͕࡟আ͞Ε ͍ͯΔࣄ͕͋Δ w ͔Β-JHIUΛ഑ஔ͠௚͢ͷ͸͠ΜͲ ͍ͷͰɺϥΠτϚοϓςΫενϟࣗମ Λௐ੔͢Δͱָ

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Copyright © GREE, Inc. All Rights Reserved. ライトマップを直接編集 w FYSϑΝΠϧ 0QFO&93 ͸Ұ෦ͷը ૾ฤूιϑτͰฤूՄೳ

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Copyright © GREE, Inc. All Rights Reserved. ライトマップテクスチャ解像度度 QY ,#

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Copyright © GREE, Inc. All Rights Reserved. ライトマップテクスチャ解像度度 QY ,#

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Copyright © GREE, Inc. All Rights Reserved. ライトマップテクスチャ解像度度 QY ,#

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Copyright © GREE, Inc. All Rights Reserved. ライトマップテクスチャ解像度度 QY ,# QY ,# QY ,#

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Copyright © GREE, Inc. All Rights Reserved. 動的にライトマップ解除 • lightmapIndexはLightmapSettings.lightmapsのインデックスだが、-‐‑‒1は ライトマップが割り当てられていない事を表す初期値 • どこかのバージョンで1バイトから2バイトに変更更された模様

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Copyright © GREE, Inc. All Rights Reserved. その他Lightingについて w ఢΩϟϥΫλʔ͸௖఺ϥΠςΟϯάͷΈ w ৗʹಈ͖·Θͬͯͯɺ͔͠΋ԕ໨ͳͷͰͦ͜·ͰؾʹͳΒͳ͍ w Ͱ΋·͙ͬ͢%JSFDUJPOBM-JHIUΛ౰ͯΔ͚ͩͩͱ҆ͬΆ͍ͷͰɺ 1PJOU-JHIUΛෳ਺࢖͏ w -JHIU1SPCFT͸࢖Θͣ w ϥΠτϚοϓ͸QY ,# ºຕલޙºγʔϯ਺ w ͋Μ·ΓഎܠͷҰՕॴΛݟͭΊΔػձͷແ͍ήʔϜͳͷͰ

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Scripting

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Copyright © GREE, Inc. All Rights Reserved. 検証

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Copyright © GREE, Inc. All Rights Reserved. 検証 w (BMBYZ4 4$& "OESPJE w 6OJUZ w ສճϧʔϓͤͯ͞ܭଌ w JGจͷΦʔόϔου͸ແࢹͰ͖Δఔ౓

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Copyright © GREE, Inc. All Rights Reserved. DBDIFE5SBOTGPSN USBOTGPSN (FU$PNQPOFOU UZQFPG 5SBOTGPSN 0.0005000 0.0002500 0.0007500 0.0010000 sec (loop:100k)

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Copyright © GREE, Inc. All Rights Reserved. (FU$PNQPOFOU UZQFPG 5SBOTGPSN 'VODUJPO 'JOE 3BZDBTU 0.0005000 0.0002500 0.0007500 0.0010000 sec (loop:100k) (無視できるレベル)

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Copyright © GREE, Inc. All Rights Reserved. Raycast() w ٷ͸6OJUZͷিಥ൑ఆΛ࢖Θͣɺ ຖϑϨʔϜ3BZDBTU Ͱॲཧ w 3BZDBTU"MMܥ͸ɺিಥ͢Δॱʹฦ ͯ͘͠ΕΔΘ͚Ͱ͸ͳ͍఺ʹ஫ҙ w ౰ήʔϜͰ͸࢓্༷ɺ౎౓3BZDBTU)JU<>Λ ιʔτͰे෼ʹϫʔΫ

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Copyright © GREE, Inc. All Rights Reserved. 検証 w ॏ͍ͨͱ͞ΕΔ'JOE ܥͷதͰ΋ɺ'JOE0CKFDUT0G5ZQF ͕ஈ ҧ͍ʹॏ͔ͬͨʢdNTDBMM w 3BZDBTU ͸$PMMJEFSͷ਺ɺ'JOE ܥ͸ώΤϥϧΩʔʹӨڹ͞Ε Δ͸ͣͳͷͰɺ࣮ࡍʹ࢖͏4DFOF্Ͱ࣮ଌͯ͠ΈΔ

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Enemy Move

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Copyright © GREE, Inc. All Rights Reserved. Enemy Move w ఢͷಈ͖͕੩తͳ৔߹ͬͯͲΜͳ࣮૷͕ϝδϟʔͳΜͰ͠ΐ͏ Ͷʁ w ͱΓ͋͑ͣख෇͚Ͱ੍ޚ఺ஔ͍ͯ͘Α͏ͳ࡞ۀ͸ͨ͘͠ͳ͔ͬ ͨ w Ͱ΋೉қ౓ઃܭ্ɺগ͠ෳࡶͳಈ͖΋͍ͤͨ͞

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Copyright © GREE, Inc. All Rights Reserved. Enemy Move 線分(-‐‑‒5,0,10)(5,0,10) + = 中⼼心(5,0,10)の円 Player(Camera) Player(Camera) Player(Camera)

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Copyright © GREE, Inc. All Rights Reserved. Enemy Move 中⼼心(0,0,50), 半径10の円 + 中⼼心(0,0,10), 半径1の円 (θ:0→1080°) = Player(Camera)

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Copyright © GREE, Inc. All Rights Reserved. Enemy Move さらに⼩小さな円運動を合成 Player(Camera)

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Copyright © GREE, Inc. All Rights Reserved. Enemy Move

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Copyright © GREE, Inc. All Rights Reserved. Enemy Move গ਺ͷύϥϝʔλͰ༷ʑͳಈ͖Λ࣮ݱ

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Copyright © GREE, Inc. All Rights Reserved. Enemy Move w ϑΥʔϝʔγϣϯΛ૊ΜͰΔΑ͏ͳಈ͖͸ɺಉ͡يಓͷఢͰग़ ݱ࠲ඪΛͣΒͤ͹0, w ಉ͡يಓͱಉ͡ग़ݱҐஔͰɺग़ݱ࣌ؒΛͣΒͤ͹ɺͭͷيಓ্ Λ࿈ͳͬͯಈ͘දݱ w ิॿػೳΛ༻ҙͯ͠ੜ࢈ੑ͸্͕͕ͬͨɺ௚ײతʹઃఆͮ͠Β ͍ͷͰɺ׳ΕΔͷʹ͸͕͔͔࣌ؒΔ

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Copyright © GREE, Inc. All Rights Reserved. Happy Tuning!

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Copyright © GREE, Inc. All Rights Reserved. インターネットを通じて、
 世界をより良良くする。

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Copyright © GREE, Inc. All Rights Reserved.