f8b21af4be
10_Wiki/Topics 대규모 정리: - 오류 캡처/미완성 stub 문서 227개 제거 - 교차폴더 중복 43클러스터 병합 (63파일 → redirect) - 링크명 정규화: 깨진 링크 수정·redirect 직결·개념 매핑 ~2,400건 - 카테고리 MOC 6개 신규 생성 - Graph 섹션 미해결 related-keyword 링크 10,058건 제거 Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
163 lines
4.9 KiB
Markdown
163 lines
4.9 KiB
Markdown
---
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id: wiki-2026-0508-unity
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title: Unity
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category: 10_Wiki/Topics
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status: verified
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canonical_id: self
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aliases: [Unity Engine, Unity3D, Unity 6]
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duplicate_of: none
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source_trust_level: A
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confidence_score: 0.9
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verification_status: applied
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tags: [game-engine, c-sharp, realtime, multiplayer, dots]
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raw_sources: []
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last_reinforced: 2026-05-10
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github_commit: pending
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tech_stack:
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language: C#
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framework: Unity 6 (DOTS, Netcode for GameObjects)
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---
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# Unity
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## 매 한 줄
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> **"매 cross-platform realtime engine 의 component 기반 scene graph + 매 C# scripting 의 ECS hybrid"**. 2005 OS X-only IDE 로 출발, 2026 Unity 6 의 DOTS (Data-Oriented Tech Stack) + URP/HDRP + Netcode 가 indie ~ AAA 까지 cover. 매 backend 관점: dedicated game server, matchmaking, persistence layer 가 hot path.
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## 매 핵심
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### 매 GameObject + Component
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- `GameObject` = container, `MonoBehaviour` 매 lifecycle hook (`Awake → Start → Update → FixedUpdate → LateUpdate`).
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- 매 inheritance 보다 composition 우선 — 매 `RequireComponent` 의 사용.
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### 매 ECS / DOTS
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- `Entity` (ID) + `IComponentData` (struct) + `SystemBase` (logic). 매 Burst compiler + Job system 의 SIMD/multi-thread.
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- 100k+ entities @ 60fps 가 mobile 에서도 가능.
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### 매 Networking
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- Netcode for GameObjects (NGO) — 매 NetworkBehaviour, NetworkVariable, ClientRpc/ServerRpc.
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- DGS (Dedicated Game Server) on Unity Multiplay (Unity Cloud) 또는 self-host (k8s).
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### 매 응용
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1. 매 mobile/PC/console game (Genshin-style live ops 포함).
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2. 매 AR/VR (XR Interaction Toolkit, visionOS).
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3. 매 digital twin / BIM 시각화 (non-game enterprise).
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## 💻 패턴
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### MonoBehaviour 기본
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```csharp
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using UnityEngine;
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public class PlayerController : MonoBehaviour
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{
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[SerializeField] float speed = 5f;
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Rigidbody rb;
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void Awake() => rb = GetComponent<Rigidbody>();
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void FixedUpdate()
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{
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var input = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
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rb.MovePosition(rb.position + input * speed * Time.fixedDeltaTime);
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}
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}
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```
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### DOTS / ECS System
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```csharp
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using Unity.Burst;
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using Unity.Entities;
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using Unity.Mathematics;
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using Unity.Transforms;
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[BurstCompile]
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public partial struct MoveSystem : ISystem
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{
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public void OnUpdate(ref SystemState state)
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{
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float dt = SystemAPI.Time.DeltaTime;
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foreach (var (transform, vel) in SystemAPI.Query<RefRW<LocalTransform>, RefRO<Velocity>>())
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transform.ValueRW.Position += vel.ValueRO.Value * dt;
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}
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}
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```
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### Netcode RPC
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```csharp
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public class PlayerNet : NetworkBehaviour
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{
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[ServerRpc] public void FireServerRpc(Vector3 dir) {
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// server-authoritative damage
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SpawnProjectileClientRpc(dir);
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}
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[ClientRpc] void SpawnProjectileClientRpc(Vector3 dir) { /* visual only */ }
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}
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```
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### Addressables (async asset load)
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```csharp
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var handle = Addressables.LoadAssetAsync<GameObject>("Boss/FinalBoss");
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var prefab = await handle.Task;
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Instantiate(prefab, spawnPoint.position, Quaternion.identity);
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```
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### ScriptableObject (data-driven)
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```csharp
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[CreateAssetMenu(menuName="Game/WeaponDef")]
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public class WeaponDef : ScriptableObject {
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public int damage; public float fireRate; public AudioClip sfx;
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}
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```
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### UniTask (struct-based async)
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```csharp
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async UniTaskVoid LoadScene() {
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await SceneManager.LoadSceneAsync("Boss").ToUniTask();
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await UniTask.Delay(500);
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BossUI.Show();
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}
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```
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### Dedicated Server build
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```bash
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# Linux server build via CLI
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Unity -batchmode -nographics -quit \
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-buildTarget LinuxServer \
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-executeMethod Builder.BuildServer \
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-projectPath . -logFile build.log
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```
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## 매 결정 기준
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| 상황 | Approach |
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|---|---|
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| Indie 2D/3D, fast iteration | MonoBehaviour + URP |
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| 10k+ units (RTS, swarm) | DOTS + Burst |
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| Authoritative multiplayer | Netcode + DGS on Multiplay |
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| Cross-platform UI tool | UI Toolkit (UXML/USS) |
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| 매 cinematic | Timeline + Cinemachine |
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**기본값**: MonoBehaviour + URP + Addressables. Scale 한계 도달 시 hot path 만 DOTS 로 migrate.
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## 🔗 Graph
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## 🤖 LLM 활용
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**언제**: boilerplate MonoBehaviour, shader scaffolding, editor tool script, ECS conversion outline.
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**언제 X**: 매 performance-critical hot loop (LLM 의 GC alloc 무지) / 매 latest API breaking changes (Unity 6 → 7 transition).
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## ❌ 안티패턴
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- **Update() everywhere**: 매 frame 의 `GetComponent` / `Find` 호출. Cache in Awake.
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- **String-based GameObject.Find**: 매 fragile + slow. Use serialized refs.
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- **Coroutine for heavy work**: 매 main thread block. Use Job system or async.
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- **Resources/ folder abuse**: 매 build size bloat. Use Addressables.
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- **No object pooling**: 매 bullet/particle spam → GC spike. Pool everything reusable.
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## 🧪 검증 / 중복
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- Verified (Unity 6 docs, Unite 2025 sessions).
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- 신뢰도 A.
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## 🕓 Changelog
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| 날짜 | 변경 |
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|---|---|
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — Unity 6 + DOTS + Netcode 패턴 정리 |
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