제 글을 검색하실 때 helioptile 을 검색해주시길 바랍니다.
01_0. 유니티 설치하시기 전에 윈도우 로컬 계정이 영문이 아니신 분은 05_1을 먼저 제글에서 검색하셔서 확인해주세요.
01_1. 유니티 게임엔진 설치할 때, 사전에 준비할 것
윈도우 10에서 바탕화면에서 제어판 들어가는 방법
윈도우 로고키 + i (소문자 i) 누르고 제어판 검색
01_2. 프로그램
01_3. Windows 기능 켜기/끄기
01_4. .NET Framework 3.5(.NET 2.0 및 3.0 포함) 필수적으로 설치하기
이게 설치 안되면 100% 윈도우 문제입니다.
02_1. 구글에 유니티 다운로드 아카이브라고 검색합니다.
02_2. Unity 2019.x를 누르셔서 릴리스 정보를 눌러줍니다.
여러분이 받고자 하는 버전을 선택해서 릴리스 정보를 클릭해주면 다운로드 링크가 뜹니다.
02_3. 저는 유니티 2019.4.25f1 버전을 다운 받겠습니다.
IL2CPP는 습관적으로 설치해주고 있습니다 안드로이드에서 IL2CPP로 빌드하기 위해서. 글쎄요 왠지 안되는것 같해서 그냥 저는 설치합니다.
02_4. 다운로드 완료했습니다.
릴리스 정보
Asset Bundles: Crash on vk::DecompressShader when loading an AssetBundle with AssetBundle.LoadFromFile() and using Vulkan Graphics API (1308947)
Asset Import Pipeline: Prefab script field reference is lost when project is upgraded (1328724)
Asset Bundles: [macOS] Editor crashes when trying to build Asset bundles in InitializeOnLoad or InitializeOnLoadMethod time (1328463)
AI: Crash with ComputeTileMeshJob when generating Navmesh (1329346)
Package Manager: Package resolution error when using a Git dependency referencing an annotated tag in its Git URL (1325920)
Package Manager: PackageManager.Client.SearchAll(offlineMode: true) returns an error if user offline (1319585)
Metal: Performance in Game View is significantly impacted by Gfx.WaitForPresentOnGfxThread when a second monitor is connected (1327408)
Scene Management: Crash on BuildPrefabInstanceCorrespondingObjectMap when overriding nested prefab inside AssetDatabase.StartAssetEditing() block (1324978)
WebGL: "SharedArrayBuffer will require cross-origin isolation as of M91" warning is thrown when launching Player on Chrome (1323832)
Windows: "WindowsVideoMedia error 0xc00d36b4" error is thrown when loading a video with the VideoPlayer in Windows 7 (1306350)
Linux: Editor crashes at "_XFreeX11XCBStructure" when loading tutorials (1323204)
WebGL: [iOS] video is not playing (1288692)
Package Manager: User can't easily configure location of both UPM and Asset Store package local cache (1317232)
Terrain: Lit Opacity as Density option causes alpha'd areas on the 5th layer or greater to appear with artifacts (1283124)
Shadows/Lights: Crash on ProgressiveRuntimeManager::GetGBufferChartTexture when entering UV Charts mode before baking lights (1309632)
Linux: InputSystem's Mouse delta values do not change when the Cursor lockState is set to Locked (1248389)
Global Illumination: gi::InitializeManagers() takes 0.6s during Editor startup (1162775)
Global Illumination: [macOS] BugReporter doesn't get invoked when the project crashes (1219458)
Mono: Crash on System.Net.Sockets.Socket:QueueIOSelectorJob when using a VPN and opening a project that uses Visual Studio (1308797)
Asset Import Pipeline: Editor crashes while exiting play mode (1328667)
Windows: The Cursor is visible when Cursor.visible is set to false and new InputSystem package is used (1273522)
macOS: "Build is damaged and cannot be opened" error when downloading Unity build from internet (1323501)
Polybrush: [PolyBrush] Something went wrong saving brush settings Warning is thrown when Saving a Brush after opening the PolyBrush Window (1315475)
Editor: Updated HelpBox information in Enable Code Coverage preference and added button to install the code coverage package.
Graphics: NvnDebugHud uses a different layout to display memory labels, allowing all labels to be displayed on screen.
Graphics: Switch shader compiler did not report correct error lines when compilation failed from included files. It is now fixed.
XR: Updated Windows MR Package to 2.7.0.
Graphics: Updated SRP packages to 7.6.0.
Package Manager: com.unity.purchasing updated with missing documentation.
WebGL: Changed behavior of Application.OpenURL() for the WebGL platform to open an URL in a new browser tab instead of opening the URL in the current browser tab and thus navigating away. (1320393)
Android: Fixed a freeze when using blend shapes with compute skinning on some devices with Mali G78 GPU. (1298373)
Asset Import: Fixed rare unstable asset hash for assets with large metadata. (1285620)
Burst: Fixed a macOS hang that could occur when a native hardware exception was thrown from Burst code while a dylib was being loaded from disk. (1307691)
Global Illumination: Fixed an issue that was causing a null pointer bug in graphics bindings. (1310875)
Global Illumination: Fixed an issue where Wintermute::Geometry::Verify errors are spammed when baking a Mesh with Mesh Compression set to Medium/High. (1319133)
Graphics: Fixed an issue pertaining to async texture deletion to ensure graphics commands have completed first. (1280073)
Graphics: Fixed an issue so that GraphicsFormat.R8G8B8A8_SNorm is now a blendable render-target format on Metal. (1318364)
Graphics: Fixed an issue that would cause the import of 16 bit cubemaps with spherical or cylindrical mapping to fail. (1284767)
Graphics: Fixed an issue where first Material data was not used for Shadowmap rendering when using multiple Materials with the same Shader and different properties. (1304644)
Graphics: Fixed an issue where scissor test was automatically disabled when changing render-targets and the behaviour is now consistent with other platforms.
Graphics: Fixed an issue which would cause object culling to take place for shadows even if the project had shadows disabled. (1313540)
iOS: Fixed an issue where leaderboards now return the non deprecated player ID on appropriate OS versions. (1312882)
macOS: Fixed an issue where assembly had engine references even though No Engine References has been selected. (1297957)
macOS: Fixed an issue with code signing of native plugins in Xcode projects. (1276317)
Physics: Fixed an issue with setting Surface Penetration to 0 on objects that were authored on one scale but used with another. This would manifest itself as incorrect particle separation behavior. (1319488)
Services: Fixed a bug where the crash reporting symbol uploader process would crash on Apple M1 hardware. (1312498)
Services: Fixed a bug where the crash reporting symbol uploader process would crash on parsing certain dSYM files.
Shaders: Fixed a regression that was dropping some shader errors from the inspector after restarting the editor. (1325521)
Shaders: Fixed Editor crashing when trying to render non-existent shader properties. (1304931)
Timeline: Fixed an issue that occurred when Audio track was missing samples and was started at the first frame of a Timeline in Player. (1215183)
Timeline: Fixed an issue when AudioClipPlayable was played and the first couple of frames were skipped. (1302398)
UI: Fixed an issue where a camera with a render target setup that was targeting a disabled display wouldn't render UI. (1316603)
UI Elements: Fixed the inability to launch the editor in clamped GLES 3.0 and 3.1 mode. Also, it is now possible to use UIToolkit on GLES 3.0 and 3.1 devices that do not support float render textures. (1311845)
Universal Windows Platform: Fixed a deadlock that occurred when rapidly typing text into an InputField.
Universal Windows Platform: Fixed IME composition text not displaying correctly within the focused InputField. (1298881)
Universal Windows Platform: Fixed TouchScreenKeyboard incorrectly selecting text when using the left/right arrows. (1312317)
Universal Windows Platform: Fixed TouchScreenKeyboard not showing specified input layout. (1281771)
Video: Fixed an issue where video started playing from an arbitrary frame when VideoPlayer.Pause was called before VideoPlayer.Play. (1297648)
XR: Fixed a depth buffer sharing support issue. (1242142)
XR: Fixed an issue where Sprite Mask was not working as expected in URP XR. (1195098)
XR: Fixed an issue with rect that is used by scissor test on Vulkan. (1203183)
XR: Fixed Windows player window resizing artifacts when XR enabled and VR device running on 2019.4 branch. (1288886)
XR: [Lumin] Fixed some improper temp string usage that was causing the allocator to spam the system logs (1284830)
OS: Windows 7 SP1+, 8, 10, 64-bit versions only; macOS 10.12+. (Server versions of Windows & OS X are not tested.)
CPU: SSE2 instruction set support.
GPU: Graphics card with DX10 (shader model 4.0) capabilities.
The rest mostly depends on the complexity of your projects.
Additional platform development requirements:iOS: mac computer running minimum macOS 10.12.6 and Xcode 9.4 or higher.
Android: Android SDK and Java Development Kit (JDK); IL2CPP scripting backend requires Android NDK.
Universal Windows Platform: Windows 10 (64-bit), Visual Studio 2015 with C++ Tools component or later and Windows 10 SDK
Generally content developed with Unity can run pretty much everywhere. How well it runs is dependent on the complexity of your project. More detailed requirements:
Desktop:
- OS: Windows 7 SP1+, macOS 10.12+, Ubuntu 16.04+
- Graphics card with DX10 (shader model 4.0) capabilities.
- CPU: SSE2 instruction set support.
iOS player requires iOS 10.0 or higher.
Android: OS 4.4 or later; ARMv7 CPU with NEON support; OpenGL ES 2.0 or later.
WebGL: Any recent desktop version of Firefox, Chrome, Edge or Safari.
Universal Windows Platform: Windows 10 and a graphics card with DX10 (shader model 4.0) capabilities
Exported Android Gradle projects require Android Studio 3.4 and later to build
체인지셋: 01a0494af254
02_5. 유니티를 설치하기 전에 Visual Studio를 설치해야 합니다.
그전에 Visual Studio 개발자 계정에 가입하는 방법에 대해
한 번 다루겠습니다.
02_6. 우선 microsoft 계정을 검색합니다.
02_7. 계정을 가입하는 페이지가 나옵니다.
02_8. 네이버 메일 또는 구글 이메일 다른 이메일 계정으로 가입해줍니다.
02_9. 암호를 만듭니다.
02_10. 생년월일을 입력합니다.
02_11. 인증코드를 이메일로 받습니다. 네이버 계정으로 받았습니다.
02_12. 인증코드를 메모해서 입력 후에 인증을 해줍니다.
02_13. 계정이 만들어졌습니다. 임시로 사용자 이름을 추가하겠습니다. 이 부분은 임의로 진행하고 다음에 진행합니다.
03_1. msdn을 검색합니다.
03_2. 이거 아니고, 밑에 거 https://visualstudio.microsoft.com/ko/msdn-platforms/ - api
03_3. 무료 Visual Studio ㄱ ㄱ Go Go
03_4. 로그인ㄱㄱ
03_5. 로그인 후
03_6. 혜택 사용
03_7. 확인 구독정도만
03.8. Free 자격 얻음.
04_1. Visual Studio 2019 Community를 설치하게 되면, 내장된 microsoft[마이크로소프트] OpenJDK를 설치해주도록 합시다.
OpenJDK (1.8 사용) 는 나중에 안드로이드 Preview Studio 설치를 할 때 실행하는데 반드시 필요합니다
필수 글자는 나눔고딕 Bold 폰트를 사용하였습니다. 주로 Noto Sans CJK KR Black Black 폰트를 사용하였습니다.
설치하고 잠시후에 캡처화면 만들어서 돌아오겠습니다. 그 전에 OpenJDK도 다루겠습니다.
Noto Sans CJK KR Regular Regular 폰트를 추가로 사용하였습니다.
멀...어쩌라는거야... - whatever we can do it