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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
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
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)
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
It should be Princess Anna, but I’m blonde so…
Platform owners try to differentiate themselves functionally, unusually leads to practical diffs
We will have a strong Unity slant though. ;)
This rule is my golden rule, not, like, a general golden rule
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
Niave approach
Don’t do it
Total simplified BS code. DO NOT SHIP
No fixed or absolute distances, eg 200px from the left
Unity’s UI system handles this for you
Build your container classes to expand based on children
Whoops, I mean…
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
Asset Bundles can help with new variants feature
As long as assets have same name, they will get the same ID and loaded appropriately
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)
Who here is a “computer person”?
Probably have the latest and greatest dev machine
You’re all terrible people
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))
WebGL is single threaded
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
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
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).
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
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)
Android vs iOS
Non-prime markets often have lower performance devices
Localization
- Not just Text, cultural changes as well (Ski Safari)
Cloud build
Asset store purchases should be source or support many platforms