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To survive in today's ultra fast paced game development ecosystem, you can no longer develop native code stuck to one platform. This presentation walks through all of the major cross-platform development tools and explains why I chose Unity3D and how I used it to build games on multiple platforms simultaneously. This is the GDC Taipei Summit version of my GDC China talk. Pretty much the same.
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Native Code is DeadAKACross Platform Development with Unity3D
Ralph BarbagalloFounder, FLARB LLC
2001
2007
2008
The Platform Problem
20XX…
Choosing A Solution• Most Platforms With Least Code
• Licensing Model That Won’t Eat Margins
• Broad Community Support
HTML5• HTML5 Frameworks• PhoneGap• GameSalad• Game Closure, AppMobi, Ludei
• HTML5 Still Sucks• Horrible Performance• Gated by mobile browsers
Cocos2d• Cocos2d-X• Straight C++ version of Cocos2d• Great 2D library, widely used• Amazing updates and support• No web support
Flash / Adobe AIR• Flash isn’t dead!• Use Flash, FlashBuilder, etc.• AIR Native Extensions• Flash game engines• Starling
• Stage3D
Unreal Developer’s Kit• Don’t need a Mac!• Top of the line renderer• 25% of revenue to Epic• Weak platform-specific support
Other Options• Titanium Studio• Corona• GameMaker• Stencyl• Marmalade
Why I Chose Unity3D: Tech• Best support for critical platforms• Mobile (iOS, Android, etc.)• Web (NaCL, Web Player, Flash)• Desktop (Steam, Mac App Store,
Win8)• Console
Tech• Native Plug-ins• Can support any platform-specific
functionality• Amazon App Store• Google Play Game Services• Write your own native plug-in
Support• Awesome forums• Awesome feedback from support• Twitter!
Asset Store
Business Model• Flat fee per-seat (‘perpetual’)• Monthly Subscription• No rev-share
Brick Buddies
Camera Birds
iOS to Android with Unity3D
Plug-ins• Used mostly cross-platform plug-ins
• Access platform specific features (IAP, etc.)
Platform Specific Code• Only spent a few days of re-factoring
• Swapped out iOS plug-ins for Android
• Runtime platform checks and #IF compiler directives
• AndroidJavaClass!
AndroidJavaClassAndroidJavaObject activity = new AndroidJavaClass("com.unity3d.player.UnityPlayer").GetStatic<AndroidJavaObject>("currentActivity”) mWindowManager = activity.Call<AndroidJavaObject>("getSystemService","window");
mConfig = activity.Call<AndroidJavaObject>("getResources").Call<AndroidJavaObject>("getConfiguration");
Screen Sizes• iOS has 3 aspect ratios to deal with
• Made interface work in “safe zone”
• For Android’s common 16:10 ratio, scaled NGUI interface to fit
Android Fragmentation
Performance and Testing
Cross Platform Export Tools• Per-Platform Asset Settings• Compression settings• Filtering
• Cache Server
• Multi-Platform Toolkit• Build-time asset changes
In Summary• Best Business Model
• Widest Platform Support
• Best Community Support
• Dead Simple Porting Process
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Thanks!Email: [email protected]
Twitter: @flarb
Blog: www.ralphbarbagallo.com
Site: www.flarb.com
WeChat: ralphbarbagallo