c24165b8bc
에이전트 8종(대화형/프로그래머 C·S/디자이너/설계자/기획자/QA/PD/PM)에게 [공통 기본 능력 + 롤별 Specialty] 2층으로 지식을 주입하기 위한 재분류. 문서 내용·포맷은 무수정, 폴더 이동만 (6,372개 문서 수 보존 확인). - Topic_Programming → Domain_Programming (내부 구조 보존) - Topic_Graphic → Domain_Design - Topic_Business → Domain_Product - Topic_General → Domain_General - _Common 신설: Math(구 Topic_Math_Specialty), Reasoning(구 General/From_Thinking & Reasoning), Reasoning_Creativity(구 General/From_창의성), Communication(Poetic_Blog_Writing + From_writing) - 타 도메인의 From_* 폴더는 유지 (출처 표기일 뿐, 이미 도메인에 맞게 분류된 문서) - 빈 폴더 정리 (memory/procedures) - 에이전트→폴더 매핑은 workspace의 .astra/agent-knowledge-map.json (9개 에이전트) Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
4.9 KiB
4.9 KiB
id, title, category, status, canonical_id, aliases, duplicate_of, source_trust_level, confidence_score, verification_status, tags, raw_sources, last_reinforced, github_commit, tech_stack
| id | title | category | status | canonical_id | aliases | duplicate_of | source_trust_level | confidence_score | verification_status | tags | raw_sources | last_reinforced | github_commit | tech_stack | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| wiki-2026-0508-unity | Unity | 10_Wiki/Topics | verified | self |
|
none | A | 0.9 | applied |
|
2026-05-10 | pending |
|
Unity
매 한 줄
"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.
매 핵심
매 GameObject + Component
GameObject= container,MonoBehaviour매 lifecycle hook (Awake → Start → Update → FixedUpdate → LateUpdate).- 매 inheritance 보다 composition 우선 — 매
RequireComponent의 사용.
매 ECS / DOTS
Entity(ID) +IComponentData(struct) +SystemBase(logic). 매 Burst compiler + Job system 의 SIMD/multi-thread.- 100k+ entities @ 60fps 가 mobile 에서도 가능.
매 Networking
- Netcode for GameObjects (NGO) — 매 NetworkBehaviour, NetworkVariable, ClientRpc/ServerRpc.
- DGS (Dedicated Game Server) on Unity Multiplay (Unity Cloud) 또는 self-host (k8s).
매 응용
- 매 mobile/PC/console game (Genshin-style live ops 포함).
- 매 AR/VR (XR Interaction Toolkit, visionOS).
- 매 digital twin / BIM 시각화 (non-game enterprise).
💻 패턴
MonoBehaviour 기본
using UnityEngine;
public class PlayerController : MonoBehaviour
{
[SerializeField] float speed = 5f;
Rigidbody rb;
void Awake() => rb = GetComponent<Rigidbody>();
void FixedUpdate()
{
var input = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
rb.MovePosition(rb.position + input * speed * Time.fixedDeltaTime);
}
}
DOTS / ECS System
using Unity.Burst;
using Unity.Entities;
using Unity.Mathematics;
using Unity.Transforms;
[BurstCompile]
public partial struct MoveSystem : ISystem
{
public void OnUpdate(ref SystemState state)
{
float dt = SystemAPI.Time.DeltaTime;
foreach (var (transform, vel) in SystemAPI.Query<RefRW<LocalTransform>, RefRO<Velocity>>())
transform.ValueRW.Position += vel.ValueRO.Value * dt;
}
}
Netcode RPC
public class PlayerNet : NetworkBehaviour
{
[ServerRpc] public void FireServerRpc(Vector3 dir) {
// server-authoritative damage
SpawnProjectileClientRpc(dir);
}
[ClientRpc] void SpawnProjectileClientRpc(Vector3 dir) { /* visual only */ }
}
Addressables (async asset load)
var handle = Addressables.LoadAssetAsync<GameObject>("Boss/FinalBoss");
var prefab = await handle.Task;
Instantiate(prefab, spawnPoint.position, Quaternion.identity);
ScriptableObject (data-driven)
[CreateAssetMenu(menuName="Game/WeaponDef")]
public class WeaponDef : ScriptableObject {
public int damage; public float fireRate; public AudioClip sfx;
}
UniTask (struct-based async)
async UniTaskVoid LoadScene() {
await SceneManager.LoadSceneAsync("Boss").ToUniTask();
await UniTask.Delay(500);
BossUI.Show();
}
Dedicated Server build
# Linux server build via CLI
Unity -batchmode -nographics -quit \
-buildTarget LinuxServer \
-executeMethod Builder.BuildServer \
-projectPath . -logFile build.log
매 결정 기준
| 상황 | Approach |
|---|---|
| Indie 2D/3D, fast iteration | MonoBehaviour + URP |
| 10k+ units (RTS, swarm) | DOTS + Burst |
| Authoritative multiplayer | Netcode + DGS on Multiplay |
| Cross-platform UI tool | UI Toolkit (UXML/USS) |
| 매 cinematic | Timeline + Cinemachine |
기본값: MonoBehaviour + URP + Addressables. Scale 한계 도달 시 hot path 만 DOTS 로 migrate.
🔗 Graph
🤖 LLM 활용
언제: boilerplate MonoBehaviour, shader scaffolding, editor tool script, ECS conversion outline. 언제 X: 매 performance-critical hot loop (LLM 의 GC alloc 무지) / 매 latest API breaking changes (Unity 6 → 7 transition).
❌ 안티패턴
- Update() everywhere: 매 frame 의
GetComponent/Find호출. Cache in Awake. - String-based GameObject.Find: 매 fragile + slow. Use serialized refs.
- Coroutine for heavy work: 매 main thread block. Use Job system or async.
- Resources/ folder abuse: 매 build size bloat. Use Addressables.
- No object pooling: 매 bullet/particle spam → GC spike. Pool everything reusable.
🧪 검증 / 중복
- Verified (Unity 6 docs, Unite 2025 sessions).
- 신뢰도 A.
🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — Unity 6 + DOTS + Netcode 패턴 정리 |