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Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 23:52:15 +09:00

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---
id: wiki-2026-0508-이동-속도-movement-speed
title: 이동 속도 (Movement Speed)
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [Movement Speed, Locomotion Tuning, Avatar Speed]
duplicate_of: none
source_trust_level: B
confidence_score: 0.85
verification_status: applied
tags: [game-architecture, simulation, physics, ux]
raw_sources: []
last_reinforced: 2026-05-10
github_commit: pending
tech_stack:
language: csharp
framework: unity
---
# 이동 속도 (Movement Speed)
## 매 한 줄
> **"매 속도는 단순 숫자가 아니라 시스템"**. 게임·시뮬레이션·로보틱스의 avatar/agent movement speed는 input → physics → animation → network sync까지 가로지르는 cross-cutting 값. 잘못 설정하면 motion sickness (VR), input lag, 서버 보정 폭주, balance 붕괴를 일으킨다 — architecture-level 결정.
## 매 핵심
### 매 layered model
- **Logical speed** (units/s): 게임 규칙·서버 검증의 단위.
- **Physics speed**: 충돌·중력 step과 통합되는 값 (rigidbody.velocity).
- **Animation speed**: 발 미끄러짐(foot sliding) 방지 위해 logical에 동기화.
- **Camera/feel speed**: 체감용 오프셋 (FOV, head bob).
### 매 핵심 트레이드오프
- **빠를수록 즐거움 ↑** (Doom-feel) but **레벨 design density ↓** (필요 공간 ↑).
- **Network sync 비용**: 빠른 client = 더 자주 보정. lag compensation 부담 ↑.
- **VR/모션**: 1.4 m/s (보행)을 넘으면 vection-induced motion sickness ↑.
### 매 응용
1. **FPS**: walk/run/sprint/crouch 4-tier + lateral penalty.
2. **MMO**: rubber-banding 방지를 위한 server reconciliation.
3. **VR**: teleport 또는 snap-turn 옵션, continuous는 vignette + 저속 default.
4. **자율주행 시뮬레이션**: scenario별 speed parameterization.
## 💻 패턴
### Unity character controller — 4-tier movement
```csharp
public sealed class PlayerLocomotion : MonoBehaviour {
[SerializeField] float walkSpeed = 2.5f;
[SerializeField] float runSpeed = 5.0f;
[SerializeField] float sprintSpeed = 7.5f;
[SerializeField] float lateralPenalty = 0.85f;
[SerializeField] float acceleration = 30f;
CharacterController cc;
Vector3 velocity;
void Awake() => cc = GetComponent<CharacterController>();
void Update() {
var input = new Vector2(Input.GetAxis("Horizontal"),
Input.GetAxis("Vertical"));
var target = ComputeTargetSpeed(input);
velocity = Vector3.MoveTowards(velocity, target,
acceleration * Time.deltaTime);
cc.Move(velocity * Time.deltaTime);
}
Vector3 ComputeTargetSpeed(Vector2 input) {
if (input.sqrMagnitude < 0.01f) return Vector3.zero;
var dir = transform.TransformDirection(new Vector3(input.x, 0, input.y));
var tier = Input.GetKey(KeyCode.LeftShift) ? sprintSpeed
: Input.GetKey(KeyCode.LeftControl) ? walkSpeed
: runSpeed;
var sideMod = Mathf.Lerp(1f, lateralPenalty, Mathf.Abs(input.x));
return dir.normalized * tier * sideMod;
}
}
```
### Animation speed sync (foot-sliding 방지)
```csharp
void LateUpdate() {
var horizontal = new Vector3(velocity.x, 0, velocity.z).magnitude;
animator.SetFloat("Speed", horizontal);
animator.speed = Mathf.Clamp(horizontal / runSpeed, 0.5f, 1.5f);
}
```
### Server-authoritative movement (FPS/MMO)
```typescript
// Client: input prediction
const pendingInputs: Input[] = [];
function tick(input: Input, dt: number) {
pendingInputs.push(input);
predictedPos = simulate(predictedPos, input, dt);
socket.send({ seq: input.seq, dx: input.dx, dy: input.dy, dt });
}
// Server: validate speed
function applyInput(state: PlayerState, input: ClientInput) {
const distance = Math.hypot(input.dx, input.dy);
const maxAllowed = MAX_SPEED * input.dt * SPEED_TOLERANCE; // 1.05x
if (distance > maxAllowed) {
metrics.inc('speedhack.suspect', { player: state.id });
return state; // 거부
}
state.x += input.dx; state.y += input.dy;
state.lastSeq = input.seq;
return state;
}
// Client: reconciliation on server snapshot
function onSnapshot(snap: ServerSnapshot) {
authoritativePos = snap.pos;
pendingInputs.splice(0, pendingInputs.findIndex(i => i.seq > snap.lastSeq));
predictedPos = pendingInputs.reduce(
(p, i) => simulate(p, i, i.dt), authoritativePos);
}
```
### VR motion sickness mitigation
```csharp
// Unity XR Interaction Toolkit
public sealed class VrComfortLocomotion : MonoBehaviour {
[SerializeField] float comfortSpeed = 1.4f; // human walking
[SerializeField] float vignetteThreshold = 0.7f;
[SerializeField] CanvasGroup vignette;
void Update() {
var v = controller.velocity.magnitude;
// 빠를수록 vignette 깊게
vignette.alpha = Mathf.Clamp01(v / comfortSpeed - vignetteThreshold);
}
}
```
### Difficulty/scenario-based parameterization
```yaml
# scenarios/highway-merge.yaml — 자율주행 sim
ego:
max_speed: 30 # m/s = 108 km/h
comfort_accel: 2.0
npcs:
- kind: car
behavior: aggressive
max_speed: 35
target_gap_s: 0.8
- kind: car
behavior: cautious
max_speed: 25
target_gap_s: 2.0
```
### Speed curve (acceleration profile)
```python
# 선형 가속은 부자연 — easing 적용
def smooth_accel(current: float, target: float, dt: float, tau: float = 0.15):
"""exponential approach — feels organic"""
alpha = 1 - math.exp(-dt / tau)
return current + (target - current) * alpha
```
## 매 결정 기준
| 상황 | Default speed | 비고 |
|---|---|---|
| Realistic FPS (Tarkov-like) | walk 1.5 / run 4.5 / sprint 6 m/s | server tick 30Hz |
| Arcade FPS (Doom Eternal) | run 12 m/s + dash | server-authoritative 약식 |
| VR continuous | 1.4 m/s + vignette | 또는 teleport |
| MMO open world | mount 8-15 m/s, 기본 5 m/s | LOD 반경 ∝ speed |
| 자율주행 sim | 시나리오별 parameter file | per-scenario override |
**기본값**: walk 1.5 / run 5 / sprint 7.5 m/s. VR은 1.4 m/s. 모두 server-authoritative validation.
## 🔗 Graph
## 🤖 LLM 활용
**언제**: 새 게임 prototyping 시 baseline tuning, VR comfort 검토.
**언제 X**: 정밀 물리 시뮬레이션 (CFD, FEM) — 별도 도메인.
## ❌ 안티패턴
- **Animation speed = `Time.deltaTime` 미곱**: 프레임률에 따라 속도 변동.
- **Client-authoritative speed**: speedhack 무방비.
- **단일 speed value**: walk/run/sprint 구분 없으면 UX 빈약.
- **VR에서 5 m/s 연속 이동**: 멀미 보장.
- **가속 0 (instant)**: 캐릭터가 미끄러지는 느낌.
## 🧪 검증 / 중복
- Verified (Unity XR Toolkit docs 2026; Valve Source SDK movement; Oculus VR comfort guidelines).
- 신뢰도 B (도메인이 architecture 가장자리).
## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — layered speed model·server validation·VR comfort |