• Title/Summary/Keyword: Unity Game Engine

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Development of 3D Escape Game Using Game Engine (게임 엔진에 기반한 3D 탈출게임 개발)

  • Cho, Seong-Min;An, Syoungog;Kim, Soo Kyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.01a
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    • pp.75-76
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    • 2019
  • 국내외로 수많은 게임개발자들이 이용하는 Unity 3D 엔진을 이용한 게임들을 제작 하였다. Unity 엔진이 많이 쓰이는 이유 중 하나는 복잡한 알고리즘을 코딩해야만 구현 할 수 있는 기능을 컴포넌트 형식으로 지원해줌으로써 개발을 좀 더 수월하게 진행할 수 있기 때문이다. 탈출 게임을 개발하려면 일단은 컨셉에 맞는 요소들을 만들어야 할 것이고 또한 탈출 게임의 기능들을 수행할 스크립트 구현을 하는 것 또한 매우 중요하다. 본 논문에서는 게임 엔진 내에 있는 기능들을 이용하여 탈출 개발 과정에 대해 소개한다.

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Development of Mobile Social Network Game by using Web Service

  • An, Syoungog;Kang, ManJe;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.10
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    • pp.81-86
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    • 2018
  • In the field of mobile games, social network games are steadily increasing in market scale and public interest every year. This paper proposes a method to design a social network game, which is one of the most successful genres in mobile games. The method uses Unity3D, the most commonly used engine for mobile game development. NGUI, a versatile developmental tool of Unity3D, is used to create shops and battle UIs. This paper particularly focuses on how to use the web hosting service to search and operate the necessary data from the database in the server. In addition, the proposed social network game is easy to implement real-time battle using Animator and Raycast, and is characterized by efficient battle implementation through time delay using Coroutine function.

A Proposal on Game Engine Behavior Tree (게임 엔진 행동 트리 제안)

  • Lee, Myoun-Jae
    • Journal of Digital Convergence
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    • v.14 no.8
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    • pp.415-421
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    • 2016
  • A behavior tree is to express the behavior of artificial intelligence. The behavior tree has a characteristic that is easy to change state transitions than FSM(Finite State Machine), see the progress of the action. For these reasons, the behavior tree is widely used in more than FSM. This paper is to analyze the advantages and disadvantages on behavior trees of game engines, proposes the improved behavior tree based on analyzed them. To achieve this, in this paper, first, examines the role of node and the behavior tree structure of the unity engine, unreal engine. Second, discusses the advantages and disadvantages based on it. Third, proposes the behavior tree to improve the disadvantages of behavior tree of unity engine and unreal engine, depth of behavior tree and search time required to select the execution node. This paper can help developers using the tree to develop the game.

Development of Arcade Mini Game using Unity 3D (Unity를 이용한 아케이드 미니 게임 개발)

  • Ryu, TaeHwan;Choi, JongWoon;Kim, Soo-Kyun;An, SyungOg;Jung, JinYoung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.01a
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    • pp.193-194
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    • 2015
  • 본 논문은 유니티 엔진을 이용하여 쉽게 접할 수 있는 아케이드 형식의 게임에 미니게임을 추가하여 사용자들에게 게임에 대한 재미를 주기 위한 목적으로 제작되었다. 유니티 엔진을 이용하며 게임을 제작하면, 다른 엔진에 비해 저렴하면서도, 게임 개발시간을 단축하여 개발 비용을 줄일 수 있다. 또한 게임의 질도 떨어지지 않고 게임으로 제작할 수 있다. 현재 시중에 선보이고 있는 게임들은 잔인함과 선정적인 것이 많은 편이나, 본 게임은 어린이부터 노약자들 까지 다양한 연령층이 즐길 수 있도록 제작하였다.

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Design of an Avatar Assembly System based on a Commercial Game Engine (상용 게임엔진 기반의 아바타 조립 시스템의 설계)

  • Kim, Byung-Cheol;Roh, Chang Hyun
    • Journal of Digital Convergence
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    • v.14 no.12
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    • pp.489-494
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    • 2016
  • Developing 3D games of quality is getting easier as commercial game engines have significantly evolved. It is still difficult, however, for entry-level developers to create various avatars which could affect the entire game because it requires expertise in 3D design and programming. We propose a design of an avatar assembly system based on a commercial game engine, Unity. It includes the assembly, customization, and management of avatars. It also provides an avatar update mechanism via the World Wide Web(WWW) provided by Unity's asset system so that various avatars can be supplied after the initial game distribution.

Technological trend of VR/AR maintenance training and API Implementation Example based on Unity Engine (VR/AR 정비교육의 기술동향과 유니티 엔진기반의 API 구현사례)

  • Lee, Jee Sung;Kim, Byung Min;Choi, Kyu Hwa;Nam, Tae Hyun;Lim, Chang Joo
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.111-119
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    • 2018
  • National agencies and corporations are making a lot of efforts to educate mechanics from high school to university and enterprise training center to train as skilled mechanic. but the theoretical training using textbooks and the training using equipment not used in the field did not provide proper maintenance training. And education using special equipment or assuming dangerous situation was very dangerous, so we were carrying out education with video or photo. In recent, there have been a number of cases in which effective training simulations have been researched and developed in order to experience situations and solve problems safely through simulation from simple maintenance to special maintenance by combining VR and AR. This paper describes the comparative study of the existing APIs such as Danuri VR, DisTi Engine and Remote AR for general purpose AR/VR contents. We also proposed a AR/VR API based on Unity 3D Engine for AR/VR maintenance contents. The API can be used for maintenance contents developers efficiently.

Implementation of Target Object Tracking Method using Unity ML-Agent Toolkit (Unity ML-Agents Toolkit을 활용한 대상 객체 추적 머신러닝 구현)

  • Han, Seok Ho;Lee, Yong-Hwan
    • Journal of the Semiconductor & Display Technology
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    • v.21 no.3
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    • pp.110-113
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    • 2022
  • Non-playable game character plays an important role in improving the concentration of the game and the interest of the user, and recently implementation of NPC with reinforcement learning has been in the spotlight. In this paper, we estimate an AI target tracking method via reinforcement learning, and implement an AI-based tracking agency of specific target object with avoiding traps through Unity ML-Agents Toolkit. The implementation is built in Unity game engine, and simulations are conducted through a number of experiments. The experimental results show that outstanding performance of the tracking target with avoiding traps is shown with good enough results.

On Design of A Remote Partitioned Rendering System Using A Game Engine (게임엔진 기반 원격 분할 렌더링 시스템의 설계)

  • Lim, Choong-Gyoo
    • Journal of Korea Game Society
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    • v.19 no.5
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    • pp.5-14
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    • 2019
  • This paper proposes a remote partitioned rendering method for displaying 3D applications on large tiled displays, which were developed using the Unity game engine. With the proposed method, one can represent them without additional development or any modifications to the applications. The paper verifies its feasibility by applying to a sample Unity-based application.

Study of Scene Directing with Cinemachine

  • Park, Sung-Suk;Kim, Jae-Ho
    • International Journal of Contents
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    • v.18 no.1
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    • pp.98-104
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    • 2022
  • With Unity creating footage is possible by using 3D motion, 2D motion, particular, and sound. Even post-production video editing is possible by combining the footage. In particular, Cinemachine, a suite of camera tools for Unity, that greatly affects screen layout and the flow of video images, can implement most of the functions of a physical camera. Visual aesthetics can be achieved through it. However, as it is a part of a game engine. Thus, the understanding of the game engine should come first. Also doubts may arise as to how similar it is to a physical camera. Accordingly, the purpose of this study is to examine the advantages and cautions of virtual cameras in Cinemachine, and explore the potential for development by implementing storytelling directly.

Development of VR Multi Simulation Game for Old People using Unity Engine. (Unity 엔진을 이용한 노년층을 위한 VR 멀티 시뮬레이션 게임 개발)

  • Cha, Jooyoung;Youn, Hyewon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2020.05a
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    • pp.604-606
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    • 2020
  • 본 논문은 노인의 외로움 해소를 위해 Unity 를 이용한 VR 멀티 시뮬레이션 게임 프로그램의 설계 및 개발 내용을 다루고 있다. 본 시뮬레이션은 주 타겟층인 노년층을 고려하여 최소한의 간단한 조작법을 지향하고 있으며 따라서 3D 1 인칭 어드벤처 시점, 바라보는 방향으로 이동하는 연속 이동방식을 채택하였다. 서버를 이용하여 2 인 이상의 멀티 시뮬레이션 환경을 지원하며 텍스트 채팅이 아닌 음성 채팅을 통하여 시뮬레이션 유저들 간의 소통을 지원해준다. 다른 유저들과 함께 GameObject 의 상호작용을 보며 대화를 이어가거나, 낚시, 채집 활동을 할 수 있다. 이로 하여금 노년층의 외로움 해소를 도울 수 있도록 개발하였다.