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논문 기본 정보

자료유형
학술저널
저자정보
이준호 (상명대학교) 김석규 (상명대학교) 김성기 (상명대학교)
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한국컴퓨터게임학회 한국컴퓨터게임학회논문지 한국컴퓨터게임학회논문지 제35권 제3호
발행연도
2022.9
수록면
15 - 22 (8page)

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초록· 키워드

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There are many cases where it is necessary to ensure periodicity while implementing the game. For example, collision checks need to be handled periodically, and the game may not detect collisions when they are not handled periodically. In addition, shooting games include the function of automatically firing weapons when a specific button is pressed for the user's convenience. As a result, it is necessary to fire weapons periodically. To ensure this periodicity when implementing games using Unity, Timers.Timer of .Net, InvokeRepeating, FixedUpdate, and coroutine with WaitForSeconds, can be used. However, it was difficult to select one of the methods due to the variety, so this research was conducted to help the choice. In this study, a method was periodically executed 6000 times per minute. And, both the periodicity and the executed number of method calls were measured. We also measured them at various resolutions, with additional model rendering and without it for experiments. As a result of the experiment, the number of method calls was the closest to 6000 times when InvokeRendering was used in a low-workload case. When Timers.Timer was used, it was the closest to 6000 times in a high-workload environment, and the deviation of the execution cycle was the least. Through these experiments, we concluded that InvokeRepeating was appropriate if the workload was not high in a game. However, it was appropriate to use the Timer within .NET in the case where the workload was high. Through this study, the developers can choose one of the provided methods by Unity.

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