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With recent Unity versions (2020, 2021 and 2022) Flutter Android builds will take a lot longer, because it also has to compile the IL2CPP code from Unity.

From the Readme:

  • Android builds takes forever to complete Unity 2022.1.*, remove these lines from unityLibrary/build.gradle filecommandLineArgs.add("--enable-debugger")
    commandLineArgs.add("--profiler-report")
    commandLineArgs.add("--profiler-output-file=" + workingDir + "/build/il2cpp_"+ abi + "_" + configuration + "/il2cpp_conv.traceevents")

Here is some testing to check how to speed things up.

Unity settings

IL2CPP Code Generation

  • Build Settings -> IL2CPP Code Generation: select Faster (smaller) builds instead of Faster runtime.
  • Or C# EditorUserBuildSettings.il2CppCodeGeneration = UnityEditor.Build.Il2CppCodeGeneration.OptimizeSize;

C++ compiler configuration

  • In Player settings -> Other settings -> configuration, select Debug.
  • Or C# PlayerSettings.SetIl2CppCompilerConfiguration(BuildTargetGroup.Android, Il2CppCompilerConfiguration.Debug);

Disable script debugging

Don't bother setting this in the Unity settings, it will be overridden by the build script.
Assets/FlutterUnityIntegration/Editor/build.cs
In the function DoBuildAndroid() remove the line enabling script debugging.
playerOptions.options = BuildOptions.AllowDebugging;
This is the same as removing commandLineArgs.add("--enable-debugger") from the build.gradle file after an export.

Measuring results

When you run a Flutter build, there are multiple IL2CPP stages that report their duration, with 2 sections taking far longer than all others.
We can compare these build durations when using different settings in Unity.

Log of the slow armv7 and arm64 sections

Starting: Z:\fuw20221.1.0+7\2021\example\android\unityLibrary\src\main\Il2CppOutputProject\IL2CPP\build\deploy\bee_backend\win-x64\bee_backend.exe --profile="Z:/fuw20221.1.0+7/2021/example/android/unityLibrary/build/il2cpp_armeabi-v7a_Release/il2cpp_cache/buildstate/backend_profiler1.traceevents" --stdin-canary --dagfile="Z:/fuw20221.1.0+7/2021/example/android/unityLibrary/build/il2cpp_armeabi-v7a_Release/il2cpp_cache/buildstate/bee.dag" --continue-on-failure --dagfilejson="Z:/fuw20221.1.0+7/2021/example/android/unityLibrary/build/il2cpp_armeabi-v7a_Release/il2cpp_cache/buildstate/bee.dag.json" FinalProgram
WorkingDir: Z:/fuw20221.1.0+7/2021/example/android/unityLibrary/build/il2cpp_armeabi-v7a_Release/il2cpp_cache/buildstate
ExitCode: 0 Duration: 2m:04s
Build succeeded with 553 successful nodes and 0 failed ones

Starting: Z:\fuw20221.1.0+7\2021\example\android\unityLibrary\src\main\Il2CppOutputProject\IL2CPP\build\deploy\bee_backend\win-x64\bee_backend.exe --profile="Z:/fuw20221.1.0+7/2021/example/android/unityLibrary/build/il2cpp_arm64-v8a_Release/il2cpp_cache/buildstate/backend_profiler1.traceevents" --stdin-canary --dagfile="Z:/fuw20221.1.0+7/2021/example/android/unityLibrary/build/il2cpp_arm64-v8a_Release/il2cpp_cache/buildstate/bee.dag" --continue-on-failure 
--dagfilejson="Z:/fuw20221.1.0+7/2021/example/android/unityLibrary/build/il2cpp_arm64-v8a_Release/il2cpp_cache/buildstate/bee.dag.json" FinalProgram
WorkingDir: Z:/fuw20221.1.0+7/2021/example/android/unityLibrary/build/il2cpp_arm64-v8a_Release/il2cpp_cache/buildstate
ExitCode: 0 Duration: 2m:03s
Build succeeded with 553 successful nodes and 0 failed ones
 

Results

The exact durations here aren't important, as this will be different of every computer and project setup.
This is after flutter clean and a fresh Unity export. Any subsequent runs will be faster because of caching.

Flutter build apk, with an export from Unity 2021.3.5f1 in android/unityLibrary on Windows 10.

Settingarmv7 durationarm64 duration

example project 2m:04s 2m:03s
1 - Code generation (faster builds) 1m:41s 1m:38s
2 - Compiler configuration (debug) 45s 43s
3 - No script debugging 30s 30s
1 + 2 35s 34s
1 + 2 + 3 23s 25s

Conclusion

My advice is to add this to the build script in DoBuildAndroid() for any test or debug builds, remove it for final release builds.

//Assets/FlutterUnityIntegration/Editor/build.cs
bool isReleaseBuild = false;

#if UNITY_2022_1_OR_NEWER
    PlayerSettings.SetIl2CppCompilerConfiguration(BuildTargetGroup.Android, isReleaseBuild ? Il2CppCompilerConfiguration.Release : Il2CppCompilerConfiguration.Debug);
    PlayerSettings.SetIl2CppCodeGeneration(UnityEditor.Build.NamedBuildTarget.Android, UnityEditor.Build.Il2CppCodeGeneration.OptimizeSize);
#elif UNITY_2021_2_OR_NEWER
    PlayerSettings.SetIl2CppCompilerConfiguration(BuildTargetGroup.Android, isReleaseBuild ? Il2CppCompilerConfiguration.Release : Il2CppCompilerConfiguration.Debug);
    EditorUserBuildSettings.il2CppCodeGeneration = UnityEditor.Build.Il2CppCodeGeneration.OptimizeSize;
#endif
 

If it doesn't affect your workflow, disable script debugging.

// playerOptions.options = BuildOptions.AllowDebugging;

And if you are developing on an arm64 device anyway, temporarily remove the armv7 build target from the Unity player settings.

 

 

[출처] https://github.com/juicycleff/flutter-unity-view-widget/issues/643

 

[Android] Tips to reduce android build times. · Issue #643 · juicycleff/flutter-unity-view-widget

With recent Unity versions (2020, 2021 and 2022) Flutter Android builds will take a lot longer, because it also has to compile the IL2CPP code from Unity. From the Readme: Android builds takes fore...

github.com

 

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[링크] https://magnuxx.tistory.com/entry/jenkins-job-%EB%B3%B5%EC%82%AC%EC%83%88%EB%A1%9C%EC%9A%B4-item-%EB%B3%B5%EC%82%AC

 

jenkins job 복사(새로운 item 복사)

jenkins에서 새로운 Item을 만들때 기존에 만들어진 job 또는 템플릿이 필요하다고 느꼈다. github연동이라던지 각종 설정을 그대로 복사한 상태에서 새로만들어진 job만의 내용을 살짝 수정하길 원했

magnuxx.tistory.com

 

 

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[링크] https://recordsoflife.tistory.com/1002

 

Jenkins 작업을 복제하는 방법

1. 개요 이 사용방법(예제)에서는 Jenkins 작업을 복제하는 방법을 배웁니다. 작업 복제는 해당 구성을 부분적으로 또는 전체적으로 재사용하려는 경우에 유용합니다. 소스 트리가 다른 다양한 예

recordsoflife.tistory.com

 

 

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Unity 2021.3.23f1 이후

Unity 2022 이후

 

----

Unity 2021.3.23f1 부터 유니티 에디터가 (Unity 2021.3.23f1 버전부터) *.androidlib를 폴더가 아닌 파일로 보게 변경된 후,

(관련 이슈 : https://issuetracker.unity3d.com/issues/macos-meta-files-are-created-inside-a-bundle-when-its-imported-into-the-project)

*.androidlib나 *.dll 등의 파일을 Import 하거나 git 등에서 pull 받고 유니티를 재실행하면 제목과 같이 Rever Factory Settings 설정 팝업등이 뜨면서 무한 루프에 빠진다.

 

이를 해결하기 위해서는 Library 폴더를 삭제 후 유니티를 켜서 Library를 새로 생성하게 하면 되는데

전체를 다시 생성하려면 시간이 너무 오래걸린다.

 

확인해보니 아래 파일 2개만 삭제하면 된다고 한다.

에디터 종료 후, 아래 파일 2개를 삭제하고 에디터를 다시 실행해보자.

 

[Library에서 삭제할 파일]

- ./Library/SourceAssetDB

- ./Library/SourceAssetDB-lock

 

 

 

 

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[요약]

1) Tags { "Queue"="Transparent" "RenderType" = "Opaque" }

2) #pragma surface surf Lambert alpha

 

----------------------------------------------------------------------------

Three steps:

Add objects rendered with this shader to the Transparent queue by adding “Queue”=“Transparent” to the subshader’s Tags list.
Add “alpha” to the surface function declaration, after the lighting function declaration, so the line becomes “#pragma surface surf Lambert alpha”
Actually set the alpha to something in the surface function, i.e. set o.Alpha = whatever you want.
I have done these modifications and used the _ColorTint’s alpha channel in the example. Then the shader becomes this:

 

Shader "-smn-/GlowingBorder" {
    Properties {
       _ColorTint("ColorTint", Color) = (1,1,1,1)
       _MainTex("Main Texture", 2D) = "white" {}
       _BumpMap("Normal Map", 2D) = "bump" {}
       _RimColorOuter("Rim Color Outer", Color) = (1,1,1,1)
       _RimColorInner("Rim Color Inner", Color) = (1,1,1,1)
       _RimPowerOuter("Rim Power Outer", Range(0.0, 7.0)) = 3.0
       _RimPowerInner("Rim Power Inner", Range(0.0, 20.0)) = 3.0
    }
    SubShader {
       Tags { "Queue"="Transparent" "RenderType" = "Opaque" }
 
 
       CGPROGRAM
       #pragma surface surf Lambert alpha
 
       struct Input {
         float4 color : COLOR;
         float2 uv_MainTex;
         float2 uv_BumpMap;
         float3 viewDir;
       };
 
       float4 _ColorTint;
       sampler2D _MainTex;
       sampler2D _BumpMap;
       float4 _RimColorOuter;
       float4 _RimColorInner;
       float _RimPowerOuter;
       float _RimPowerInner;
 
       void surf (Input IN, inout SurfaceOutput o) {
         IN.color = _ColorTint;
         o.Albedo = tex2D(_MainTex, IN.uv_MainTex).rgb * IN.color;
         o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
 		 o.Alpha = _ColorTint.a; // For example. Could also be the alpha channel on the interpolated vertex color (IN.color.a), or the one from the texture.
		
         half rimOuter = 1.0 -saturate(dot(normalize(IN.viewDir), o.Normal));
         half rimInner = saturate(dot(normalize(IN.viewDir), o.Normal));
         o.Emission = (_RimColorOuter.rgb * pow(rimOuter, _RimPowerOuter)) + (_RimColorInner.rgb * pow(rimInner, _RimPowerInner)) ;
       }
       ENDCG
    } 
    FallBack "Diffuse"
}

 

 

[출처] https://discussions.unity.com/t/how-can-i-add-alpha-channel-to-this-shader/100942

 

How can I add alpha-channel to this shader?

Hello, I have this shader that does not support alpha map. How can I modify it so I can adjust the alpha channel so as to be transparent? Thanks! Shader "-smn-/GlowingBorder" { Properties { _ColorTint("ColorTint", Color) = (1,1,1,1) _MainTex("Main Texture"

discussions.unity.com

 

 

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[링크] https://liveupdate.tistory.com/308

 

[unity3d] 서피스 쉐이더 정리

ShaderLab : http://liveupdate.tistory.com/336 Unity3D 쉐이더 레퍼런스 : https://docs.unity3d.com/kr/530/Manual/SL-Reference.html 서피스 쉐이더 Shader "이름" {Properties {_프로퍼티("이름", 타입) = 값} Subshaders {Tags {// 유니티

liveupdate.tistory.com

 

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유니티 (Unity)에서 멀티 키 딕셔너리 (Multi Key Dictionary)를 사용하는 방법에 대해 검색 결과를 제공해드리겠습니다.

멀티 키 딕셔너리는 두 개 이상의 키로 값을 저장하고 검색할 수 있는 자료구조입니다. 유니티에서는 기본적으로 이러한 기능을 제공하지 않지만, 다음과 같은 방법을 사용하여 멀티 키 딕셔너리를 구현할 수 있습니다:

Tuple을 사용한 멀티 키 딕셔너리 구현: Tuple을 이용하여 여러 키를 하나의 키로 묶고, 해당 키에 대한 값을 딕셔너리에 저장하는 방식입니다. 이렇게 하면 여러 키로 값을 조회하거나 저장할 수 있습니다.

using System;
using System.Collections.Generic;

public class MultiKeyDictionary<TKeyTuple, TValue>
{
    private Dictionary<TKeyTuple, TValue> dictionary = new Dictionary<TKeyTuple, TValue>();

    public void Add(TKeyTuple keys, TValue value)
    {
        dictionary[keys] = value;
    }

    public bool TryGetValue(TKeyTuple keys, out TValue value)
    {
        return dictionary.TryGetValue(keys, out value);
    }
}

// 사용 예시
var multiKeyDict = new MultiKeyDictionary<(int, string), int>();
multiKeyDict.Add((1, "key1"), 100);
multiKeyDict.Add((2, "key2"), 200);

if (multiKeyDict.TryGetValue((1, "key1"), out int result))
{
    Debug.Log("Value found: " + result);
}


C# 9의 init-only 프로퍼티와 튜플 사용: C# 9부터 init-only 프로퍼티를 사용하여 딕셔너리의 값을 읽기 전용으로 설정하고, 튜플을 활용하여 멀티 키를 표현할 수 있습니다.

using System;
using System.Collections.Generic;

public class MultiKeyDictionary<TValue>
{
    private Dictionary<(int, string), TValue> dictionary = new Dictionary<(int, string), TValue>();

    public void Add(int key1, string key2, TValue value)
    {
        dictionary[(key1, key2)] = value;
    }

    public IReadOnlyDictionary<(int, string), TValue> Dictionary => dictionary;
}

// 사용 예시
var multiKeyDict = new MultiKeyDictionary<int>();
multiKeyDict.Add(1, "key1", 100);
multiKeyDict.Add(2, "key2", 200);

if (multiKeyDict.Dictionary.TryGetValue((1, "key1"), out int result))
{
    Debug.Log("Value found: " + result);
}

이렇게 유니티에서 멀티 키 딕셔너리를 구현할 수 있습니다. 코드는 예시일 뿐이며, 실제 프로젝트에서 적절한 방식으로 적용하셔야 합니다.

 

[출처] ChatGPT

 

[참조] https://stackoverflow.com/questions/1171812/multi-key-dictionary-in-c

 

Multi-key dictionary in c#?

I know there isn't one in the BCL but can anyone point me to a good opensource one? By Multi I mean 2 keys. ;-)

stackoverflow.com

 

 

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[링크] https://github.com/agens-no/iMessageStickerUnity

 

GitHub - agens-no/iMessageStickerUnity: An iMessage Sticker plugin for Unity3d that adds a Sticker extension target to an xCode

An iMessage Sticker plugin for Unity3d that adds a Sticker extension target to an xCode project created by Unity3d - GitHub - agens-no/iMessageStickerUnity: An iMessage Sticker plugin for Unity3d t...

github.com

 

 

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[링크] https://hanamoni.tistory.com/31

 

Unity - Dictionary 를 Inspector 에 간단하게..

유니티에서 사용하는 Dictionary 는 Inspector 에서 보이지 않아서 데이터 확인해야 할때 불편하다. 그래서 이미 사용하고 있는 Dictionary 데이터들을 간단하게 인스펙터에 표시하기 위해서 만든 클래

hanamoni.tistory.com

 

 

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