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[추가] AppName / iOS Privacy 관련 Description 로컬라이징 할 때 사용

 

 

[링크] https://geojun.tistory.com/77

 

유니티 (Unity) - 게임에 다중 언어 (Localization) 적용하기

유니티에서 제공해 주는 다중언어 시스템을 이용한 게임 적용 방법을 알아보겠습니다. "사용된 유니티 버전은 2021.3 입니다. 버전에 따라 조금씩 차이가 있을 수 있습니다." 우선 Package Manager에서

geojun.tistory.com

 

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[링크] https://toconakis.tech/ios-sign-in-with-apple/

 

【Unity】iOSでSign in with Appleの実装を解説|toconakis.tech

UnityでiOS向けのSing in with Appleを実装し、FirebaseAuthと連携していく方法を解説し

toconakis.tech

 

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[링크] https://toconakis.tech/glassmorphism/

 

【Unity】すりガラス風UIの作り方を解説 -グラスモーフィズム-|toconakis.tech

現在開発中の個人開発ゲーム「EUREKA5」で使っている「すりガラス風UI」の作り方を解説します。   EUR

toconakis.tech

 

Shader "glassShader"
{
    Properties
    {
        _MainTex("Texture", 2D) = "white" {}
        _Blur("Blur", Float) = 10
    }
    SubShader
    {

        Tags{ "Queue" = "Transparent" }

        GrabPass
        {   
        }

        Pass
        {
            CGPROGRAM

            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
                fixed4 color : COLOR;
            };

            struct v2f
            {
                float4 grabPos : TEXCOORD0;
                float4 pos : SV_POSITION;
                float4 vertColor : COLOR;
            };

            v2f vert(appdata v)
            {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);
                o.grabPos = ComputeGrabScreenPos(o.pos);
                o.vertColor = v.color;
                return o;
            }

            sampler2D _GrabTexture;
            fixed4 _GrabTexture_TexelSize;

            float _Blur;

            half4 frag(v2f i) : SV_Target
            {
                float blur = _Blur;
                blur = max(1, blur);

                fixed4 col = (0, 0, 0, 0);
                float weight_total = 0;

                [loop]
                for (float x = -blur; x <= blur; x += 1)
                {
                    float distance_normalized = abs(x / blur);
                    float weight = exp(-0.5 * pow(distance_normalized, 2) * 5.0);
                    weight_total += weight;
                    col += tex2Dproj(_GrabTexture, i.grabPos + float4(x * _GrabTexture_TexelSize.x, 0, 0, 0)) * weight;
                }

                col /= weight_total;
                return col;
            }
            ENDCG
        }
        GrabPass
        {   
        }

        Pass
        {
            CGPROGRAM

            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
                fixed4 color : COLOR;
            };

            struct v2f
            {
                float4 grabPos : TEXCOORD0;
                float4 pos : SV_POSITION;
                float4 vertColor : COLOR;
            };

            v2f vert(appdata v)
            {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);
                o.grabPos = ComputeGrabScreenPos(o.pos);
                o.vertColor = v.color;
                return o;
            }

            sampler2D _GrabTexture;
            fixed4 _GrabTexture_TexelSize;

            float _Blur;

            half4 frag(v2f i) : SV_Target
            {
                float blur = _Blur;
                blur = max(1, blur);

                fixed4 col = (0, 0, 0, 0);
                float weight_total = 0;

                [loop]
                for (float y = -blur; y <= blur; y += 1)
                {
                    float distance_normalized = abs(y / blur);
                    float weight = exp(-0.5 * pow(distance_normalized, 2) * 5.0);
                    weight_total += weight;
                    col += tex2Dproj(_GrabTexture, i.grabPos + float4(0, y * _GrabTexture_TexelSize.y, 0, 0)) * weight;
                }

                col /= weight_total;
                return col;
            }
            ENDCG
        }

    }
}
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[링크] https://toconakis.tech/unity-ios-google-sign-in/

 

【Unity】iOSネイティブ連携でGoogle Sign Inを実装する方法|toconakis.tech

UnityでGoogle Sign Inを実装する場合、Google公式のライブラリを利用するのが一般的です。 [blo

toconakis.tech

 

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[Unity] JDK 11 support

Unity3D/Tips / 2024. 6. 4. 10:50

Unity 2021.3.38f1

Unity 2021.3.40f1

----

 

[추가] 2024-07-11

Unity 2021에서 Android Target API 34 적용(https://blueasa.tistory.com/2838)하고, Firebase 12 이상 버전을 업뎃해서 빌드 테스트 해보니 잘된다.

결국 Android Target API 34에 물린 문제인가 싶다.

 

----

Firebase 12.0.0을 업뎃하려고 보니 Authentication쪽에서 JDK 11을 요구한다.

Unity 2021에서 JDK 11을 사용하려고 별도로 다운받아서 연결해서 빌드해보니, Unity 2021에서는 JDK 1.8만 사용가능하다면서 에러가 뜬다.

 

그래서 찾아보니 JDK 11은 Unity 2022.3 이후 버전부터 지원하는 것 같다.

결국 Firebase 12.0.0(정확히는 Authentication)를 사용하려면. JDK 11을 지원하는 Unity 2022.3 이후 버전으로 올려야 될 것 같다.

 

Unity 2021 버전은 Firebase 11.9.0이 마지막 버전인가.. 싶다.

 

 

[링크] https://forum.unity.com/threads/jdk-11-support.1261301/

 

Question - JDK 11 support

Starting API 31, JDK 11 is a requirement due to addition of new annotations used by some of the dependencies. If I try to target api 31, it fails with...

forum.unity.com

 

[참조]

  • Unity Editor 2022.2 미만 버전은 JDK 8만 지원한다. 해당 버전의 Unity Editor를 쓴다고 해서 Android Studio도 반드시 JDK 8을 써야 하는 건 아니지만, 혹시나 JDK 관련 에러가 다른 방법으로 고쳐지지 않을 경우 스튜디오 버전을 4.1.x로 내리는 것을 시도해보면 좋을 것 같다. 참고 공식문서

[참조링크] https://velog.io/@maratangsoft/Android%EC%99%80-Unity-%EA%B0%84-Gradle-%EB%B2%84%EC%A0%84-%EA%B4%80%EB%A6%AC#unity--jdk

 

Android와 Unity 간 버전 호환성 관리

유니티 에디터로 만든 안드로이드 앱에 안드로이드 라이브러리 통합시

velog.io

 

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[링크] https://github.com/danielshervheim/unity-stylized-water

 

GitHub - danielshervheim/unity-stylized-water: A stylized water shader (and material presets) for Unity.

A stylized water shader (and material presets) for Unity. - GitHub - danielshervheim/unity-stylized-water: A stylized water shader (and material presets) for Unity.

github.com

 

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[Github] https://github.com/Unity-Technologies/com.unity.editoriterationprofiler

 

GitHub - Unity-Technologies/com.unity.editoriterationprofiler: Assists in capturing frames from the Profiler of Domain Reloads i

Assists in capturing frames from the Profiler of Domain Reloads in the Unity Editor. Compatible with Unity 2019.3+. - Unity-Technologies/com.unity.editoriterationprofiler

github.com

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

 

Editor Iteration Profiler (EIP)
Before diving into the details, I will start by defining what an iteration is. An iteration is a process that contains instructions that are repeated until a condition is met. Unity relies on different types of iterations.

The Editor Iteration Profiler monitors iterations that are related to the scripting side of Unity, specifically entering and exiting playmode, assembly compilation, and assembly reload.

The tool is an attempt to empower you, our users, to understand and help you solve the common question “Why does it take so long to compile my scripts/enter playmode?”. EIP accomplishes this by monitoring profiler frames and saving them in a window where you can more easily navigate through the data the profiler produces. Additionally, the data persists for the whole lifetime of the Editor (or until it’s cleared), as opposed to the Profiler, which has a limit to the number of previously stored frames.

Disclaimer: This tool is still under development and anything could change on the API side.

High-level features summary

  • Monitor and capture profiling data from assembly reload, assembly compilation, and enter playmode.

  • Export captured data or Profiler data to a number of formats such as HTML, JSON (for chrome://tracing, which is a fast flame-graph style data visualizer), CSV, and Plaintext.

  • Export to a special type of HTML (HTML Performance Report), which attempts to minimize the number of clicks needed to get to the important areas of the profiled data, as well as aggregate possible areas of interest which could be optimized (e.g. OnEnable calls)

How to use
Compatible with 2019.3 and later. It might work with earlier versions, but it is not tested.

  1. Download the repository from GitHub - https://github.com/Unity-Technologies/com.unity.editoriterationprofiler. Alternatively, you can get it through OpenUPM: https://openupm.com/packages/com.unity.editoriterationprofiler/

  2. Place the contents in a folder in your Project’s Packages folder

  3. Open up the project and open the window from Windows → Analysis → Editor Iteration Profiler → Show Window

  4. You should see a window very similar to this


The basics
To enable the tool, you just need to click the Enable button in the window. The window doesn’t need to be open afterward: it will run in the background.


After an iteration happens, it will show up in the window as follows:





UI
Please note that the UI might change/have changed slightly, however, the functionality should be the same.



  • Enable - enables the Profiler and sets it to run in Editor mode.

  • Deep Profile - useful to get all information about managed calls. (https://docs.unity3d.com/Manual/ProfilerWindow.html#deep-profiling)

  • Flattening - attempts to reduce the number of clicks needed to get to the place that is of interest. Works by ‘collapsing’ levels which contain multiple parented items with 1 child. Useful for GUI code and Deep Profiling.

  • User Code - is an attempt to filter out engine code and only show code the User might be interested in.

  • Clear - removes recorded events and events which the EIP is looking for.

  • Collapse All - recursively collapses every item.

  • Print to Console - logs the captured data into plaintext into the console/log file.

  • Export… - dropdown to export captured data in various formats.

  • Export Profiler Data… - dropdown to choose between exporting the selected frame in the Profiler Window or exporting multiple frames, frame by frame, between 2 ranges. It will automatically export the data to a selected folder.



  • Search Bar - works as you would expect. Selecting an item and either pressing the F key or clearing the search will automatically expand the tree view to that item.

Exporters

After you have captured some data, you might want to export it. You can do this by clicking the Export… dropdown and choosing a format.





Here you can get the samples exported above for you to test out.

The Formats

Opening the HTML, you will see something similar to this:



It mostly contains the same data as the EIP Window, with the addition of the percentages. Items in square brackets “[ ]” are leaf items without any children.


The JSON format is meant to be used within Google Chrome's chrome://tracing, which works on chromium-based browsers like Google Chrome, Microsoft Edge Chromium (edge://tracing - chrome://tracing will be replaced by it if typed), Opera, etc.. It is a fast, lightweight and Editor-agnostic way to view the captured data in the flame-graph style. In this gif, we show how to load and use the file into chrome://tracing.


CSV can be used to load the data into other programs, for example. It is pretty difficult for humans to make sense of it. Also, please be aware of the ‘header’ which contains environment information in case you plan to do further processing.


Exporting Plaintext is the same as the one it is printed in the console with the “Print to Console” button. Using this, you have the option to isolate the data and not have other information which is in the Editor.log file.


The HTML Performance Report is based on the same structure as the regular HTML report, however, functionally it is different. The purpose of it is to distill the information into something humans would more easily understand. It basically does this by reducing the number of levels you have to click through to get to the areas of interest, where code diverges more.




The items in curly brackets “{ }” represent items that have more children, which were hidden due to the parents being under the minimum set threshold (currently a hard-coded value of 1%).

The colored items represent ‘buckets’ of similar data, which is grouped in one place for convenience. The total time of these items is not added to the original time, it’s only there to give an estimate for that iteration.


Known Bugs/Limitations (must read this before using it)

  • Data might overlap on chrome://tracing because timestamp mismatches between the EIP's timestamp and the Profiler timestamp (to be fixed in the future)

  • Sorting data doesn't work in-window

  • In order to get the most accurate data (especially with DeepProfile enabled), close as many Editor Windows as possible, including the EIP Window itself (it will keep working even when closed if it's Enabled). The reason is that rebuilding the Tree Hierarchy view and repainting the GUI takes time, and it will "pollute" the data you might be looking for. The more data, the more it will be polluted (Deep Profile will naturally lead to this faster). This has been mostly mitigated in 0.1.2-preview (cost is still there, just delayed so it doesn't pollute the data).

  • When clicking the Profiler Window after clicking Enable in the EIP Window, the EIP's state will be overridden to whatever the original setting in the Profiler was

  • May cause unity to crash when closing it while the EIP is Enabled

Feedback
In terms of feedback, we're especially looking for:

  • Are there any useful use-cases not covered?

  • Are there any workflows that are unclear or missing?

  • Is there anything that is unclear or that you don’t understand?

  • Are there any issues or unclear parts in the documentation or this post?


Please feel free to post any feedback in this sub-forum.

How to report bugs
Please open bugs/suggestions at https://github.com/Unity-Technologies/com.unity.editoriterationprofiler/issues.
Please describe the steps as well as include any relevant files necessary for reproduction.

Troubleshooting
If you encounter any problems, the simplest fix is usually to use the Clear button for the window. Another option you can try is through Window → Analysis → Editor Iteration Profiler → Purge Caches.

 

 

[출처] https://forum.unity.com/threads/introducing-the-editor-iteration-profiler.908390/

 

Official - Introducing the Editor Iteration Profiler

Editor Iteration Profiler (EIP) Before diving into the details, I will start by defining what an iteration is. An iteration is a process that contains...

forum.unity.com

 

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Android Gradle Plugin 버전과, Gradle 버전 매칭 확인이 힘들어서 찾다가 해당 링크 참조하면 될 것 같아서 올려 둠.

----

 

 

[링크] https://developer.android.com/build/releases/past-releases

 

이전 Android Gradle 플러그인 출시  |  Android Studio  |  Android Developers

Android 스튜디오의 이전 버전에 도입된 새로운 기능을 알아보세요.

developer.android.com

 

[참조] https://gradle.org/releases/

 

Gradle | Releases

Find binaries and reference documentation for current and past versions of Gradle.

gradle.org

 

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Unity 2021.3.37f1

----

 

기존에 Custom Debug.cs를 만들어서 Plugins 폴더에 넣고 Debug.Log 사용 유무를 제어했었는데,

스토어 둘러보다보니 Disable Logs Easy라는게 보여서 살펴보니 좋아보인다.

게다가 Free..

기존의 Debug.cs를 제거하고 이걸로 교체 함.

 

 

[링크] https://assetstore.unity.com/packages/tools/utilities/disable-logs-easy-206473

 

Disable Logs Easy | 유틸리티 도구 | Unity Asset Store

Use the Disable Logs Easy from Dev Dunk Studio on your next project. Find this utility tool & more on the Unity Asset Store.

assetstore.unity.com

 

[참조] https://blueasa.tistory.com/1024

 

디바이스에서 Debug.Log 메시지 출력하지 않도록 하기

[추가] 2024-04-17 #define으로 Editor, Device등 원하는 곳에 띄울 수 있게 약간 변형함 #if UNITY_EDITOR #define MY_DEBUG #endif using UnityEngine; using System.Collections; using System; using UnityEngine.Internal; /// /// It overrides Uni

blueasa.tistory.com

 

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Unity 2021.3.37f1

Lunar Mobile Console - Pro v1.8.5

----

Lunar Mobile Console - Pro에서 Actions and Variables를 사용할 수 있는데,

이번에 enum 넣으면서 참조 링크를 다시 봤는데 enum 관련 작성을 제대로 안해놔서 좀 헤메서..

변수 타입별 사용방법 정리 겸 샘플 작성해서 올려 둠.

 

 

using UnityEngine;
using System.Collections;
using LunarConsolePlugin;

public class AnLunarConsole_Actions_Variables_Manager : MonoBehaviour
{
    public enum eVariablesType
    {
        One,
        Two,
        Three
    }

    [CVarContainer]
    public static class Variables
    {
        public static readonly CVar myBool = new CVar("My boolean value", true);
        public static CVarChangedDelegate CVarChangedDelegate_myBool = null;
        public static readonly CVar myFloat = new CVar("My float value", 3.14f);
        public static CVarChangedDelegate CVarChangedDelegate_myFloat = null;
        public static readonly CVar myInt = new CVar("My integer value", 10);
        public static CVarChangedDelegate CVarChangedDelegate_myInt = null;
        public static readonly CVar myString = new CVar("My string value", "Test");
        public static CVarChangedDelegate CVarChangedDelegate_myString = null;
        public static readonly CEnumVar<eVariablesType> myEnum = new CEnumVar<eVariablesType>("My enum value", eVariablesType.Two);
        public static CVarChangedDelegate CVarChangedDelegate_myEnum = null;
    }

    IEnumerator Start()
    {
        yield return null;

        InitActions();
        InitVariables();

        AddAction();
        AddDelegate();
    }

    void OnDestroy()
    {
        RemoveAction();
        RemoveDelegate();
    }

    #region Actions
    void InitActions()
    {

    }

    void AddAction()
    {
        LunarConsole.RegisterAction("[Common] Action Common 1", Action_Common_1);
        LunarConsole.RegisterAction("[Common] Action Common 2_1", () => Action_Common_2(1));
        LunarConsole.RegisterAction("[Common] Action Common 2_2", () => Action_Common_2(2));
        LunarConsole.RegisterAction("[InGame] Action InGame", Action_InGame);
        LunarConsole.RegisterAction("[OutGame] Action OutGame", Action_OutGame);
    }

    void RemoveAction()
    {
        LunarConsole.UnregisterAllActions(this); // don't forget to unregister!
    }

    void Action_Common_1()
    {
        // do something..
    }

    void Action_Common_2(int _iValue)
    {
        // do something..
    }

    void Action_InGame()
    {
        // do something..
    }

    void Action_OutGame()
    {
        // do something..
    }
    #endregion

    #region Variables
    void InitVariables()
    {
        Variables.myBool.BoolValue = true;
        Variables.myFloat.FloatValue = 3.14f;
        Variables.myInt.IntValue = 10;
        Variables.myString.Value = "Test";
        //Variables.myEnum.EnumValue = eVariablesType.Two;  // Can't
    }

    void AddDelegate()
    {
        // myBool
        Variables.CVarChangedDelegate_myBool = (value) =>
        {
            UnityEngine.Debug.Log("[myBool is] " + value);
            OnCVarChangedDelegate_myBool(value);
        };
        Variables.myBool.AddDelegate(Variables.CVarChangedDelegate_myBool);

        // myFloat
        Variables.CVarChangedDelegate_myFloat = (value) =>
        {
            UnityEngine.Debug.Log("[myFloat is] " + value);
            OnCVarChangedDelegate_myFloat(value);
        };
        Variables.myFloat.AddDelegate(Variables.CVarChangedDelegate_myFloat);

        // myInt
        Variables.CVarChangedDelegate_myInt = (value) =>
        {
            UnityEngine.Debug.Log("[myInt is] " + value);
            OnCVarChangedDelegate_myInt(value);
        };
        Variables.myInt.AddDelegate(Variables.CVarChangedDelegate_myInt);

        // myString
        Variables.CVarChangedDelegate_myString = (value) =>
        {
            UnityEngine.Debug.Log("[myString is] " + value);
            OnCVarChangedDelegate_myString(value);
        };
        Variables.myString.AddDelegate(Variables.CVarChangedDelegate_myBool);

        // myEnum
        Variables.CVarChangedDelegate_myEnum = (value) =>
        {
            UnityEngine.Debug.Log("[myEnum is] " + value);
            CEnumVar<eVariablesType> cEnumVar = (CEnumVar<eVariablesType>)value;
            eVariablesType eEnumValue = cEnumVar.EnumValue;
            OnCVarChangedDelegate_myEnum(eEnumValue);
        };
        Variables.myEnum.AddDelegate(Variables.CVarChangedDelegate_myEnum);
    }

    void RemoveDelegate()
    {
        Variables.myBool.RemoveDelegate(Variables.CVarChangedDelegate_myBool);
        Variables.myFloat.RemoveDelegate(Variables.CVarChangedDelegate_myFloat);
        Variables.myInt.RemoveDelegate(Variables.CVarChangedDelegate_myInt);
        Variables.myString.RemoveDelegate(Variables.CVarChangedDelegate_myString);
        Variables.myEnum.RemoveDelegate(Variables.CVarChangedDelegate_myEnum);
    }

    void OnCVarChangedDelegate_myBool(bool _bValue)
    {
        // do something..
    }

    void OnCVarChangedDelegate_myFloat(float _fValue)
    {
        // do something..
    }

    void OnCVarChangedDelegate_myInt(int _iValue)
    {
        // do something..
    }

    void OnCVarChangedDelegate_myString(string _strValue)
    {
        // do something..
    }

    void OnCVarChangedDelegate_myEnum(eVariablesType _eVariablesType)
    {
        // do something..
    }
    #endregion
}

 

 

[참조] https://github.com/SpaceMadness/lunar-unity-console/wiki/Actions-and-Variables#listening-for-variable-changes

 

Actions and Variables

High-performance Unity iOS/Android logger built with native platform UI - SpaceMadness/lunar-unity-console

github.com

 

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