[GREE Tech Talk #07] Unityカジュアルゲーム・ケーススタディ
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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 PC͚ιʔγϟϧ 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 J04Ҏ߱σόΠεJ1IPOFҎ߱ w "OESPJEҎ߱σόΠεҎʹൃച͞Εͨػछ w ͨͩ͠2"݁ՌͰରԠίετͷߴ͍σόΠεΔ w λϒϨοτରԠ 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/FYVTʙGQTΛλʔήοτʹ w ࠷ϥΠϯGQT w ݟ͚ͨͩ͡Όͳͯ͘ɺૢ࡞ײɾқʹӨڹ͢Δҝ ྗ 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༗ޮʹ͢Δҝͷॾ݅Λຬͨ͢ w ϐΫηϧϥΠςΟϯάΛΘͳ͍ w ͦͦϦΞϧλΠϜϥΠςΟϯάΛͳΔ͘ݮΒ͢ w ςΫενϟѹॖ w ΞϧϑΝςετɺΞϧϑΝϒϨϯσΟϯά࠷খԽ w 4DSJQUT w 0CKFDU1PPMJOHͰ*OTUBOUJBUF Λආ͚Δ w OFXΛݮΒͯ͠($ΛݮΒ͢ w 1IZTJDT w $PMMJEFSͳΔ͘ϓϦϛςΟϒίϥΠμΛΈ߹ΘͤΔ w pYFE%FMUB5JNFՄೳͳൣғͰখ͘͞ 基本のおさらい
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Clouds
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0WFSESBXଟա͗
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w ӢΛۭؒຒΊΔۙܠΦϒδΣΫτͱͯ͠͏ͱ͔͍ͬ w جຊಁ໌ͩ͠ɺ͋Δఔࡉ͔͘ͳ͍ͱӢؒΛ௨Γൈ͚ΔΑ͏ 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߹ɺ0WFSESBXΛ͍͔ʹݮΒ͔͢͢ 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%എܠૉࡐɺϥΠ τϚοϓʹΘΕͨ-JHIU͕আ͞Ε ͍ͯΔࣄ͕͋Δ w ͔Β-JHIUΛஔ͢͠ͷ͠ΜͲ ͍ͷͰɺϥΠτϚοϓςΫενϟࣗମ Λௐ͢Δͱָ
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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 ఢΩϟϥΫλʔϥΠςΟϯάͷΈ w ৗʹಈ͖·Θͬͯͯɺ͔͠ԕͳͷͰͦ͜·ͰؾʹͳΒͳ͍ w Ͱ·͙ͬ͢%JSFDUJPOBM-JHIUΛͯΔ͚ͩͩͱ҆ͬΆ͍ͷͰɺ 1PJOU-JHIUΛෳ͏ w -JHIU1SPCFTΘͣ w ϥΠτϚοϓQY ,# 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 JGจͷΦʔόϔουແࢹͰ͖Δఔ
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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 ٷ6OJUZͷিಥఆΛΘͣɺ ຖϑϨʔϜ3BZDBTU Ͱॲཧ w 3BZDBTU"MMܥɺিಥ͢Δॱʹฦ ͯ͘͠ΕΔΘ͚Ͱͳ͍ʹҙ w ήʔϜͰ্༷ɺ3BZDBTU)JU<>Λ ιʔτͰेʹϫʔΫ
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Copyright © GREE, Inc. All Rights Reserved. 検証 w ॏ͍ͨͱ͞ΕΔ'JOE ܥͷதͰɺ'JOE0CKFDUT0G5ZQF ͕ஈ ҧ͍ʹॏ͔ͬͨʢdNTDBMM w 3BZDBTU $PMMJEFSͷɺ'JOE ܥώΤϥϧΩʔʹӨڹ͞Ε ΔͣͳͷͰɺ࣮ࡍʹ͏4DFOF্Ͱ࣮ଌͯ͠ΈΔ
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Enemy Move
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Copyright © GREE, Inc. All Rights Reserved. Enemy Move w ఢͷಈ͖͕੩తͳ߹ͬͯͲΜͳ࣮͕ϝδϟʔͳΜͰ͠ΐ͏ Ͷʁ w ͱΓ͋͑ͣख͚Ͱ੍ޚஔ͍ͯ͘Α͏ͳ࡞ۀͨ͘͠ͳ͔ͬ ͨ w Ͱқઃܭ্ɺগ͠ෳࡶͳಈ͖͍ͤͨ͞
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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 গͷύϥϝʔλͰ༷ʑͳಈ͖Λ࣮ݱ
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Copyright © GREE, Inc. All Rights Reserved. Enemy Move w ϑΥʔϝʔγϣϯΛΜͰΔΑ͏ͳಈ͖ɺಉ͡يಓͷఢͰग़ ݱ࠲ඪΛͣΒͤ0, w ಉ͡يಓͱಉ͡ग़ݱҐஔͰɺग़ݱ࣌ؒΛͣΒͤɺͭͷيಓ্ Λ࿈ͳͬͯಈ͘දݱ w ิॿػೳΛ༻ҙͯ͠ੜ࢈ੑ্͕͕ͬͨɺײతʹઃఆͮ͠Β ͍ͷͰɺ׳ΕΔͷʹ͕͔͔࣌ؒΔ
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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.