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COPYRIGHT 2014 @ UNITY TECHNOLOGIES
SO YOU WANT TO
BUILD A SNOWMAN…
But it’s summer.
COPYRIGHT 2014 @ UNITY TECHNOLOGIES
COREY JOHNSON
FIELD ENGINEER OF DOOM
• Game industry for 10+ years
• Electronic Arts for 6.5, Unity for the rest
• Worked on game engines, tools, gameplay, UI, networking,
and services
• Credited in dozens of title but shipped Ultima Online:
Kingdom Reborn and Darkspore
• Loves games, soccer, and pop culture
COPYRIGHT 2014 @ UNITY TECHNOLOGIES
COREY JOHNSON
FIELD ENGINEER OF DOOM
• Game industry for 10+ years
• Electronic Arts for 6.5, Unity for the rest
• Worked on game engines, tools, gameplay, UI, networking,
and services
• Credited in dozens of title but shipped Ultima Online:
Kingdom Reborn and Darkspore
• Loves games, soccer, and pop culture
• Uses the power of love to help people
COPYRIGHT 2014 @ UNITY TECHNOLOGIES
OVERVIEW
• Cross Platform?
• Golden Rule
• Input
• Aspect Ratio & Resolution
• Min Spec
• Performance
• Services
• Some Random Tips
COPYRIGHT 2014 @ UNITY TECHNOLOGIESCOPYRIGHT 2014 @ UNITY TECHNOLOGIES
CROSS PLATFORM
COPYRIGHT 2014 @ UNITY TECHNOLOGIES
HOW BAD CAN IT BE?
COPYRIGHT 2014 @ UNITY TECHNOLOGIES
HOW BAD CAN IT BE?
COPYRIGHT 2014 @ UNITY TECHNOLOGIES
HOW BAD CAN IT BE?
• Radically different performance
• Radically different form factors
• Radically different input methods
• Radically different monetization methods
COPYRIGHT 2014 @ UNITY TECHNOLOGIESCOPYRIGHT 2014 @ UNITY TECHNOLOGIES
BUT FIRST!!!
COPYRIGHT 2014 @ UNITY TECHNOLOGIES
UNITY’S NOT SPECIAL
AT LEAST NOT IN THIS CASE
COPYRIGHT 2014 @ UNITY TECHNOLOGIES
UNITY’S NOT SPECIAL
AT LEAST NOT IN THIS CASE
Any technique you would use for any engine, even
your own, can be used in Unity
COPYRIGHT 2014 @ UNITY TECHNOLOGIES
UNITY’S NOT SPECIAL
AT LEAST NOT IN THIS CASE
Any technique you would use for any engine, even
your own, can be used in Unity
(probably)
COPYRIGHT 2014 @ UNITY TECHNOLOGIESCOPYRIGHT 2014 @ UNITY TECHNOLOGIES
GOLDEN RULE
COPYRIGHT 2014 @ UNITY TECHNOLOGIES
COREY’S GOLDEN RULE
COPYRIGHT 2014 @ UNITY TECHNOLOGIES
COREY’S GOLDEN RULE
When it comes to designing an experience, design
specifically for your target platform
COPYRIGHT 2014 @ UNITY TECHNOLOGIESCOPYRIGHT 2014 @ UNITY TECHNOLOGIES
INPUT
COPYRIGHT 2014 @ UNITY TECHNOLOGIES
CLEVER INPUT REFERENCE
Separate intent from man-machine interface
COPYRIGHT 2014 @ UNITY TECHNOLOGIES
CLEVERER INPUT REFERENCE
public class ExampleClass : MonoBehaviour {
void Update() {
if (Input.GetKey(KeyCode.UpArrow))
Jump();
}
}
}
COPYRIGHT 2014 @ UNITY TECHNOLOGIES
CLEVERER INPUT REFERENCE
public class ExampleClass : MonoBehaviour {
void Update() {
if (Input.GetKey(KeyCode.UpArrow))
Jump();
}
}
}
COPYRIGHT 2014 @ UNITY TECHNOLOGIES
CLEVER INPUT REFERENCE TO
public class ExampleClass : MonoBehaviour {
void Update() {
if (InputManager.GetIntent(Intents.Jump))
Jump();
}
}
}
COPYRIGHT 2014 @ UNITY TECHNOLOGIES
CLEVER INPUT REFERENCE TO
public class InputManager : MonoBehaviour {
void FixedUpdate() {
if (Input.GetKey(KeyCode.UpArrow))
intents[Intents.Jump] = true;
}
}
}
COPYRIGHT 2014 @ UNITY TECHNOLOGIES
CLEVER INPUT REFERENCE TO
public class InputManager : MonoBehaviour {
void FixedUpdate() {
if (IsGestureFired(“swipe”, data)
&& data.handId == 1)
intents[Intents.Jump] = true;
}
}
}
COPYRIGHT 2014 @ UNITY TECHNOLOGIESCOPYRIGHT 2014 @ UNITY TECHNOLOGIES
ASPECT RATIO &
RESOLUTION
COPYRIGHT 2014 @ UNITY TECHNOLOGIES
ASPECT RATIO
Design your layout system to handle change in
aspect ratio
COPYRIGHT 2014 @ UNITY TECHNOLOGIES
ASPECT RATIO
COPYRIGHT 2014 @ UNITY TECHNOLOGIES
RESOLUTION
COPYRIGHT 2014 @ UNITY TECHNOLOGIES
RESOLUTION
Use appropriate sprites for the screen resolution
COPYRIGHT 2014 @ UNITY TECHNOLOGIES
RESOLUTION
COPYRIGHT 2014 @ UNITY TECHNOLOGIES
RESOLUTION
What resolution should I develop in?
COPYRIGHT 2014 @ UNITY TECHNOLOGIESCOPYRIGHT 2014 @ UNITY TECHNOLOGIES
MINIMUM SPECIFICATIONS
COPYRIGHT 2014 @ UNITY TECHNOLOGIES
MIN SPECS MATTER
COPYRIGHT 2014 @ UNITY TECHNOLOGIES
MIN SPECS MATTER
Don’t do all of your development on some über
Maschine
COPYRIGHT 2014 @ UNITY TECHNOLOGIESCOPYRIGHT 2014 @ UNITY TECHNOLOGIES
PERFORMANCE
COPYRIGHT 2014 @ UNITY TECHNOLOGIES
GPU
Custom rendering requires custom ports for each
architecture 
COPYRIGHT 2014 @ UNITY TECHNOLOGIES
MEMORY
Use as little as possible
COPYRIGHT 2014 @ UNITY TECHNOLOGIES
MEMORY
COPYRIGHT 2014 @ UNITY TECHNOLOGIES
PLUGINS
Trade off between performance and portability
COPYRIGHT 2014 @ UNITY TECHNOLOGIESCOPYRIGHT 2014 @ UNITY TECHNOLOGIES
SERVICES
COPYRIGHT 2014 @ UNITY TECHNOLOGIES
ASSET STORE
Trade off between new functionality and portability
(maybe)
COPYRIGHT 2014 @ UNITY TECHNOLOGIES
CLOUD BUILD
COPYRIGHT 2014 @ UNITY TECHNOLOGIESCOPYRIGHT 2014 @ UNITY TECHNOLOGIES
RANDOM ADVICE
COPYRIGHT 2014 @ UNITY TECHNOLOGIES
LEAD WITH YOUR OFF FOOT
If you want to ship on multiple platforms
simultaneously, make your lead platform the most
complex
COPYRIGHT 2014 @ UNITY TECHNOLOGIES
GRASS IS ALWAYS GREENER
If you plan on shipping to different regions, plan for it
COPYRIGHT 2014 @ UNITY TECHNOLOGIES
Questions?
Win a pro license: bit.ly/ibaustin
Corey Johnson, Field Engineer of Doom
carl@unity3d.com

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So You Want to Build a Snowman…But it is Summer

  • 1. COPYRIGHT 2014 @ UNITY TECHNOLOGIES SO YOU WANT TO BUILD A SNOWMAN… But it’s summer.
  • 2. COPYRIGHT 2014 @ UNITY TECHNOLOGIES COREY JOHNSON FIELD ENGINEER OF DOOM • Game industry for 10+ years • Electronic Arts for 6.5, Unity for the rest • Worked on game engines, tools, gameplay, UI, networking, and services • Credited in dozens of title but shipped Ultima Online: Kingdom Reborn and Darkspore • Loves games, soccer, and pop culture
  • 3. COPYRIGHT 2014 @ UNITY TECHNOLOGIES COREY JOHNSON FIELD ENGINEER OF DOOM • Game industry for 10+ years • Electronic Arts for 6.5, Unity for the rest • Worked on game engines, tools, gameplay, UI, networking, and services • Credited in dozens of title but shipped Ultima Online: Kingdom Reborn and Darkspore • Loves games, soccer, and pop culture • Uses the power of love to help people
  • 4. COPYRIGHT 2014 @ UNITY TECHNOLOGIES OVERVIEW • Cross Platform? • Golden Rule • Input • Aspect Ratio & Resolution • Min Spec • Performance • Services • Some Random Tips
  • 5. COPYRIGHT 2014 @ UNITY TECHNOLOGIESCOPYRIGHT 2014 @ UNITY TECHNOLOGIES CROSS PLATFORM
  • 6. COPYRIGHT 2014 @ UNITY TECHNOLOGIES HOW BAD CAN IT BE?
  • 7. COPYRIGHT 2014 @ UNITY TECHNOLOGIES HOW BAD CAN IT BE?
  • 8. COPYRIGHT 2014 @ UNITY TECHNOLOGIES HOW BAD CAN IT BE? • Radically different performance • Radically different form factors • Radically different input methods • Radically different monetization methods
  • 9. COPYRIGHT 2014 @ UNITY TECHNOLOGIESCOPYRIGHT 2014 @ UNITY TECHNOLOGIES BUT FIRST!!!
  • 10. COPYRIGHT 2014 @ UNITY TECHNOLOGIES UNITY’S NOT SPECIAL AT LEAST NOT IN THIS CASE
  • 11. COPYRIGHT 2014 @ UNITY TECHNOLOGIES UNITY’S NOT SPECIAL AT LEAST NOT IN THIS CASE Any technique you would use for any engine, even your own, can be used in Unity
  • 12. COPYRIGHT 2014 @ UNITY TECHNOLOGIES UNITY’S NOT SPECIAL AT LEAST NOT IN THIS CASE Any technique you would use for any engine, even your own, can be used in Unity (probably)
  • 13. COPYRIGHT 2014 @ UNITY TECHNOLOGIESCOPYRIGHT 2014 @ UNITY TECHNOLOGIES GOLDEN RULE
  • 14. COPYRIGHT 2014 @ UNITY TECHNOLOGIES COREY’S GOLDEN RULE
  • 15. COPYRIGHT 2014 @ UNITY TECHNOLOGIES COREY’S GOLDEN RULE When it comes to designing an experience, design specifically for your target platform
  • 16. COPYRIGHT 2014 @ UNITY TECHNOLOGIESCOPYRIGHT 2014 @ UNITY TECHNOLOGIES INPUT
  • 17. COPYRIGHT 2014 @ UNITY TECHNOLOGIES CLEVER INPUT REFERENCE Separate intent from man-machine interface
  • 18. COPYRIGHT 2014 @ UNITY TECHNOLOGIES CLEVERER INPUT REFERENCE public class ExampleClass : MonoBehaviour { void Update() { if (Input.GetKey(KeyCode.UpArrow)) Jump(); } } }
  • 19. COPYRIGHT 2014 @ UNITY TECHNOLOGIES CLEVERER INPUT REFERENCE public class ExampleClass : MonoBehaviour { void Update() { if (Input.GetKey(KeyCode.UpArrow)) Jump(); } } }
  • 20. COPYRIGHT 2014 @ UNITY TECHNOLOGIES CLEVER INPUT REFERENCE TO public class ExampleClass : MonoBehaviour { void Update() { if (InputManager.GetIntent(Intents.Jump)) Jump(); } } }
  • 21. COPYRIGHT 2014 @ UNITY TECHNOLOGIES CLEVER INPUT REFERENCE TO public class InputManager : MonoBehaviour { void FixedUpdate() { if (Input.GetKey(KeyCode.UpArrow)) intents[Intents.Jump] = true; } } }
  • 22. COPYRIGHT 2014 @ UNITY TECHNOLOGIES CLEVER INPUT REFERENCE TO public class InputManager : MonoBehaviour { void FixedUpdate() { if (IsGestureFired(“swipe”, data) && data.handId == 1) intents[Intents.Jump] = true; } } }
  • 23. COPYRIGHT 2014 @ UNITY TECHNOLOGIESCOPYRIGHT 2014 @ UNITY TECHNOLOGIES ASPECT RATIO & RESOLUTION
  • 24. COPYRIGHT 2014 @ UNITY TECHNOLOGIES ASPECT RATIO Design your layout system to handle change in aspect ratio
  • 25. COPYRIGHT 2014 @ UNITY TECHNOLOGIES ASPECT RATIO
  • 26. COPYRIGHT 2014 @ UNITY TECHNOLOGIES RESOLUTION
  • 27. COPYRIGHT 2014 @ UNITY TECHNOLOGIES RESOLUTION Use appropriate sprites for the screen resolution
  • 28. COPYRIGHT 2014 @ UNITY TECHNOLOGIES RESOLUTION
  • 29. COPYRIGHT 2014 @ UNITY TECHNOLOGIES RESOLUTION What resolution should I develop in?
  • 30. COPYRIGHT 2014 @ UNITY TECHNOLOGIESCOPYRIGHT 2014 @ UNITY TECHNOLOGIES MINIMUM SPECIFICATIONS
  • 31. COPYRIGHT 2014 @ UNITY TECHNOLOGIES MIN SPECS MATTER
  • 32. COPYRIGHT 2014 @ UNITY TECHNOLOGIES MIN SPECS MATTER Don’t do all of your development on some über Maschine
  • 33. COPYRIGHT 2014 @ UNITY TECHNOLOGIESCOPYRIGHT 2014 @ UNITY TECHNOLOGIES PERFORMANCE
  • 34. COPYRIGHT 2014 @ UNITY TECHNOLOGIES GPU Custom rendering requires custom ports for each architecture 
  • 35. COPYRIGHT 2014 @ UNITY TECHNOLOGIES MEMORY Use as little as possible
  • 36. COPYRIGHT 2014 @ UNITY TECHNOLOGIES MEMORY
  • 37. COPYRIGHT 2014 @ UNITY TECHNOLOGIES PLUGINS Trade off between performance and portability
  • 38. COPYRIGHT 2014 @ UNITY TECHNOLOGIESCOPYRIGHT 2014 @ UNITY TECHNOLOGIES SERVICES
  • 39. COPYRIGHT 2014 @ UNITY TECHNOLOGIES ASSET STORE Trade off between new functionality and portability (maybe)
  • 40. COPYRIGHT 2014 @ UNITY TECHNOLOGIES CLOUD BUILD
  • 41. COPYRIGHT 2014 @ UNITY TECHNOLOGIESCOPYRIGHT 2014 @ UNITY TECHNOLOGIES RANDOM ADVICE
  • 42. COPYRIGHT 2014 @ UNITY TECHNOLOGIES LEAD WITH YOUR OFF FOOT If you want to ship on multiple platforms simultaneously, make your lead platform the most complex
  • 43. COPYRIGHT 2014 @ UNITY TECHNOLOGIES GRASS IS ALWAYS GREENER If you plan on shipping to different regions, plan for it
  • 44. COPYRIGHT 2014 @ UNITY TECHNOLOGIES Questions? Win a pro license: bit.ly/ibaustin Corey Johnson, Field Engineer of Doom carl@unity3d.com

Notas do Editor

  1. It should be Princess Anna, but I’m blonde so…
  2. Platform owners try to differentiate themselves functionally, unusually leads to practical diffs
  3. We will have a strong Unity slant though. ;)
  4. This rule is my golden rule, not, like, a general golden rule
  5. Counter to the rest of the talk Designing for cross platform means homogenizing out cool platform specific features, ask your self if the target platform is worth it, eg. A Match 3 game to VR Reasons it may be worth it: Specific features are not required New platform, you can be a big fish for pioneering
  6. Niave approach
  7. Don’t do it
  8. Total simplified BS code. DO NOT SHIP
  9. No fixed or absolute distances, eg 200px from the left Unity’s UI system handles this for you
  10. Build your container classes to expand based on children
  11. Whoops, I mean…
  12. Scaling up is “okay” but down usually sucks hard Is your game pixel perfect: http://blogs.unity3d.com/2015/06/19/pixel-perfect-2d/ Even if not, UI tends to be and sprites can’t stretch forever Text is okay with dynamic fonts, means we generate sprites at RT based on resolution
  13. Asset Bundles can help with new variants feature As long as assets have same name, they will get the same ID and loaded appropriately
  14. You need to ask your self this and this is for all assets. Do you develop in the lowest resolution so you know what that will look like and uprez (auto or not) when needed? Do you develop in the highest resolution so it looks as fantastic as it can and then down rez when needed? Depends on: Platforms you are developing for now, visual style, artists, auto-rezing technology (do you want the computer to add or remove stuff)
  15. Who here is a “computer person”? Probably have the latest and greatest dev machine You’re all terrible people
  16. Unity’s play mode makes it easy to test out your game in seconds and do rapid iteration Easy for game scripts written by inexperience programmers to hide performance problems on fast CPU, large memory PCs Run you game on the target platform often Develop on hardware that matches target min spec as closely as possible (not an iPad 2 (obviously))
  17. WebGL is single threaded
  18. On PC there are 3 main vendors: nVidia, AMD, Intel On Mobile there are 4: nVidia (Tegra), ARM (Mali), Qualcomm (Adreno), Imagination Tech (PowerVR) Unity provides general mobile optimized shaders
  19. Duh. http://stats.unity3d.com/index.html Don’t rely on Garbage collector Custom memory management, pooling & unloading Custom build settings to process textures and audio, memory intensive assets
  20. THIS IS PC! On mobile its 35.5. Plus you have to subtract the OS memory usage, safe guess is ~750MB. If you want to port to anything non-PC, you can bet you’ll have less than 2GB of memory available (even if its 64bit).
  21. Usually used to support platform specific features Secondarily, for performance reasons Plugin Pros: Native code, fast Can be threaded Plugin Cons: Native is platform specific Need to manage Unity not being threadsafe Marshaling
  22. Quickly add functionality not offered in Unity. Not always cross platform. Don’t rely if its not on all your platforms. Not always current Unity version. No official support for many, relies on sometimes individual developer. A lot of sellers make their living on adding cross platform functionality (Prime31)
  23. Android vs iOS
  24. Non-prime markets often have lower performance devices Localization - Not just Text, cultural changes as well (Ski Safari)
  25. Cloud build Asset store purchases should be source or support many platforms