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Android 환경에서의 Unity 다중 사용자 환경 구현

Implementation of Unity Multi-user Scheme in Android Environments

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초록

We propose a technique to implement multi-user game environment based on Android platform using Unity™ without relying on conventional Unity network plug-ins, which are often on a commercial basis. Since our proposed method utilize own native Android™ codes based on the Android SDK to facilitate network communication among game players, the proposed technique provides with higher flexibility and more transparency than general Unity network plug-ins, which are almost impossible to customize. One of our main ideas for implementation is to deploy the Unity binary code and the native Android network implementation as a layer respectively on the Android platform. Based on our method, we have implemented a mobile multi-user game on Android devices. Also, we discuss our technique according to the Unity’s design philosophy, “one code for multi-platforms.”

Abstract

We propose a technique to implement multi-user game environment based on Android platform using Unity™ without relying on conventional Unity network plug-ins, which are often on a commercial basis. Since our proposed method utilize own native Android™ codes based on the Android SDK to facilitate network communication among game players, the proposed technique provides with higher flexibility and more transparency than general Unity network plug-ins, which are almost impossible to customize. One of our main ideas for implementation is to deploy the Unity binary code and the native Android network implementation as a layer respectively on the Android platform. Based on our method, we have implemented a mobile multi-user game on Android devices. Also, we discuss our technique according to the Unity’s design philosophy, “one code for multi-platforms.”

참고문헌 (10)

  1. "Unity Engine"[URL]
  2. "Android SDK"[URL]
  3. "Unity Network Class"[URL]
  4. "Unity Networking Servers"[URL]
  5. "Nettention site"[URL]
  6. "MuchDifferent site", http:, www.muchdifferent.co.kr, pp.Journal Articles
  7. 심형섭, "일인칭 슈팅게임에서 저속 발사체의 네트워크 지연 보정방법", 한국컴퓨터게임학회논문지, 73(15), pp.73~82 (2008), (사)한국컴퓨터게임학회
  8. 배재환, "리눅스 네트워크 게임 서버를 위한 프로세스간 통신 모델에 대한 연구", 한국컴퓨터게임학회논문지, 5(10), pp.3~10 (2007), (사)한국컴퓨터게임학회
  9. 서기영, "스마트폰을 인터페이스로 활용한 다중 사용자 타일드 디스플레이 게임 설계 및 구현", 한국컴퓨터게임학회논문지, (23), pp.253~261 (2010), (사)한국컴퓨터게임학회
  10. Erich Gamma., "Design Patterns : Elements of Reusable Object-Oriented Software" (1994), Addison-Wesley Professional

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