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๐Ÿ“Œ Patch Note ( Update V 2.0.2 / Nov 08 2023 )

  • Change namespace (PathGenerator > CurvedPathGenerator)
  • Edit asset hierarchy
  • Minor bug fixes


๐Ÿ—บ Unity Curved Path Generator V 2.0

๐Ÿ—บ ์œ ๋‹ˆํ‹ฐ ๊ณก์„  ๊ฒฝ๋กœ ์ƒ์„ฑ๊ธฐ V 2.0

์•„๋ž˜์— ํ•œ๊ตญ์–ด ๋ฒˆ์—ญ์ด ์žˆ์Šต๋‹ˆ๋‹ค. (There is an Korean translation at the bottom.)






๐Ÿ’  1. Introduction

Imagine that you make car running along curved road in Unity Scene.

You can make this car with Animator, but there are some problems.


๐Ÿ”ถ 1-1 . It is difficult to handling object between keyframes.

image

Assum the object will move from red squre to blue squre.

There are so many ways to move object.

But If you implement this with Unity Animator, the Animator will choose the shortest path (orange line).


๐Ÿ”ถ 1-2 . It is difficult to move at a constant speed

image

Suppose there is a path moving from a red square to a blue square through a green square as shown in the picture above.

When the distances of each point are not equal, if the animation keyframes are distributed as follows 1:1

image

The speed at which the object moves in the two sections is different.

So, if you want to make constant speed animation when s1 and s2 are not equal,

you should control keyframes to become S1 : S2 = ( t1 - t0 ) : ( t2 - t1 )

Of course, It's possible if you spend a lot of time.

But if the path is curved, It will be very hard to calculate the ratio.


๐Ÿ”ถ 1-3 . Bรฉzier Curve

The common issue of problems 1-1 and 1-2 is'curve'.

I was looking for how to express curves in Unity, and I found something called Bezier curves.

bezier-curve 01

First, think of a point that moves a straight line.

There is a straight line and the point M is moving at a constant speed above it.

The trajectory of this point M is drawn as a simple straight line.

At this time, t is a number indicating how far the line segment has been proportionally advanced.

Add another line here and place a point on it that moves like an M.

Then, the original point M is referred to as M0, and the new point is referred to as M1.

The rules for moving M0 and M1 are the same as before.

bezier-curve 02

Here you can draw one more line connecting M0 and M1.

The line naturally moves together when M0 and M1 move.

You can put the point on that line, and let that point be B.

And if you look at the trajectory drawn by point B, you can see that it becomes a curve drawn at a constant speed.

The trajectory drawn by point B is called a quadratic Bezier curve.

Below is the Bezier curve equation for time t.

image

As you increase the control point, you can create a 3rd, 4th, 5th order .. Bezier curve.

As the control point increases, you can create sophisticated or complex curves,

For this project, I thought that the quadratic Bezier curve was sufficient.






๐Ÿ’  2 . Environment

Unity Version : 2019.4.1f โ†‘






๐Ÿ’  3 . How to use

There are 2 scripts I will introduce.

  • PathGenerator : Script to make followable path the based on Bรฉzier curve.
  • PathFollower : Script to follow the path created by "Path Generator" class.

So let's get started.






๐Ÿ”ถ 3-1 . Package import

3-1-1 . You can download the latest released unity package or download this repo.

3-1-2. Import Unity package.

However, the following must be observed.

  • The files PathFollowerGUI.cs, PathGeneratorGUI.cs, and PathGeneratorGUILanguage.cs must be imported into the project, and they should be in Assets/Editor/PathGenerator.

  • The files PathFollower icon.PNG, PathFollowerGUI icon.PNG, PathGenerator icon.PNG, PathGeneratorGUI icon.PNG, PathGeneratorGUILanguage icon. PNG, PG_Anchor.PNG, PG_End.PNG, PG_Handler.PNG, PG_Node.PNG, and PG_Start.PNG must be imported into the project, and they should be in Assets/Gizmos/PathGenerator.

  • The files PathFollowerScriptImg.PNG and PathGeneratorScriptImg.PNG must be imported into the project, and they should be in Assets/Resources\PathGenerator\Logo






๐Ÿ”ถ 3-2 . Generate Path

๐Ÿ”น 3-2-1 . Object creation

Create an empty game object in your scene. (And rename it to "Path".)

This object becomes a curved path that can be followed.


๐Ÿ”น 3-2-2 . ์ปดํฌ๋„ŒํŠธ ์ถ”๊ฐ€

Add Path Generator component to this object.

figure8

Path Generator is largely divided into 6 parts.

Category Description
Header part Determine the nature of the path.
Node part Shows a list of nodes that determine the origin, waypoint, and destination.
Angle part Shows a list of angles that determine the shape of the curve.
Full Control Part All nodes and angles can be collectively controlled.
Rendering part Created curves can be visualized.
Editor-related parts Editor settings for easy curve control






๐Ÿ”˜ 3-2-2-1. Header part

The part that determines the nature of the Path.

figure22

3-2-2-1-1. Path Density

``Path density```` determines how accurately the curve is drawn.

figure11

The higher the number, the closer the curve is to the ideal, but too high and the object may behave erratically.

Important point, Path density must always be greater than or equal to 2!

Recommended values are 30-50.

3-2-2-1-2. Update path in runtime

If the Update path in runtime item is True, the path is updated every frame.

Through this, even if the path changes in runtime, it is applied immediately.

However, the amount of computation may increase.

3-2-2-1-3. Change to closed/opened path

Determines whether to connect the last node and the last node.


๐Ÿ”˜ 3-2-2-2. Node part

Shows a list of nodes that determine the origin, waypoint, and destination

figure23

3-2-2-2-1. Create node

Adds a node to the end of the list.

3-2-2-2-2. Delete node : [-] Button

Remove the selected node.

3-2-2-2-3. Edit node : Edit Button

Edit the selected node.


๐Ÿ”˜ 3-2-2-3. Angle part

Shows a list of angles that determine the shape of the curve.

figure24

3-2-2-3-1. Edit Angle : Edit Button

Edit the selected angle.


๐Ÿ”˜ 3-2-2-4. Full Control Part

All nodes and angles can be collectively controlled.

figure33

3-2-2-4-1. X / Y / Z to 0

Set the X / Y / Z values of all angles and nodes in this path to 0.

3-2-2-4-2. X / Y / Z equalization

Average the X / Y / Z values of all angles and nodes in this path.

3-2-2-4-3. X / Y / Z to specific value

Make the X / Y / Z values of all angles and nodes in this path a specific value.


๐Ÿ”˜ 3-2-2-5. Rendering part

You can visualize the created curve as shown in the figure below.

figure30

There is a bug where the rendering is not displayed normally when the curved path is sharply bent.

figure25

3-2-2-5-1. Generate path mesh in runtime

If Generate path mesh in runtime is set to True, create a mesh that can visualize the created curve.

3-2-2-5-2. Texture of line mesh

Texture of the mesh of the lines to be displayed.

If the texture has a pattern like the picture below, it is good to express the flow.

Demo textures located at /Assets/PathGenerator/DemoScene/Textures/

If you want the texture to repeat, you must set the Wrap Mode to Repeat.

figure26

Also, if you want to see the Material repeated in the Scene,

figure28

You need to turn on Animated Materials.

3-2-2-5-3. Width of line mesh

The width of the line mesh to be displayed

3-2-2-5-4. Scroll speed

Scroll speed of the line texture to render. Can be set from -100 to 100.

3-2-2-5-5. Opacity

Transparency of the line texture to be displayed.

3-2-2-5-6. Filling

Decide how far to draw the line mesh to be expressed. Can be set from 0 to 1

3-2-2-5-7. Render queue

Specifying the render queue order of materials


๐Ÿ”˜ 3-2-2-6. Editor related parts

Editor settings for easy curve control

figure29

3-2-2-6-1. Normal mode

This mode changes the Transform information (Position, Rotation, Scale) of the current object.

This mode appears when an object is selected in Unity.

3-2-2-6-2. Individual

This mode allows you to edit the position of nodes and angles, not the current object.

Each node and angle can be edited one by one.

3-2-2-6-3. Total

This mode allows you to edit the positions of nodes and angles as a whole, not the current object.

Selecting this mode allows you to control all nodes and angles at once.

This can be useful when resetting the pivot of the path.

3-2-2-6-4. Show labels

If this option is True, the label is visible in the scene.

3-2-2-6-5. Show icons

If this option is True, the icon is shown in the scene.

3-2-2-6-6. Change to top view mode

You can switch to Top view mode looking down the scene from above.

3-2-2-6-7. Guideline colors

You can specify the color of the guidelines.



๐Ÿ”น 3-2-3 . Create a path

Use the above functions appropriately to create the path you want.

figure31






๐Ÿ”ถ 3-3 . Move Object

๐Ÿ”น 3-3-1 . Create object

Add an empty object to move.

This object becomes the object following the path created in 3-2.

๐Ÿ”น 3-3-2. Add component

Add a "Path Follower" component to that object.

figure32

Path Generator is largely divided into two parts.

Category Description
movement information part determine the nature of the movement.
event part Defines an event that occurs when a path is completed.






๐Ÿ”˜ 3-3-2-1. movement information part

Define the characteristics of movement.

3-3-2-1-1. Path

Specifies the path to move. Just select PathGenerator in Scene.

If Path is empty, Path Follower cannot be moved.

3-3-2-1-2. Speed

Specifies the movement speed.

The object moves along the given path at this speed.

If you enter a value that is too fast, it may malfunction.

3-3-2-1-3. Distance threshold

When the distance between the moving object and the next node becomes less than this value,

It determines that the object has arrived at its destination and moves to the next node.

If this value is too small or too large, it may malfunction.

3-3-2-1-4. Turning Speed

is the rotational speed of the object.

3-3-2-1-5. Is Move

If this value is false, the object does not move.

3-3-2-1-6. Is Loop

If this value is true, the object will repeat its path infinitely.

It doesn't matter if the path is closed or open.


๐Ÿ”˜ 3-3-2-2. Event part

Defines a method to be executed when the route is completed.

3-3-2-2-1. Execute a method

If this value is true, the method is executed every time the route is completed.

At this time, if object's Is Loop is true, the method is not executed forever.

(Because I don't think I've completed the route.)






๐Ÿ’  4 . Examples

๐Ÿ”ถ 4-1 . Auto Driving

There may be many examples, but the best example is to create an object that runs along a given track.

figure15

I once made a car that runs on a circular track I got from the Asset Store.

figure16

With a little modification, you can implement a car that moves naturally even the wheels and steering wheel.






๐Ÿ”ถ 4-2 . Planet Movement

figure17

You can express movements between planets like the solar system.

This script also allows you to create circular paths and elliptical orbits like Comet Halley.






๐Ÿ’  5 . QnA

๐Ÿ”ถ 5-1 . My Git Blog

Thanks for read! check out my blog too !

๐Ÿ”ถ 5-2 . Contact








Logo



๐Ÿ“Œ ํŒจ์น˜๋…ธํŠธ ( ์—…๋ฐ์ดํŠธ V 2.0.2 / 2023 11 08 )

  • ๋„ค์ž„์ŠคํŽ˜์ด์Šค ๋ณ€๊ฒฝ ( PathGenerator > CurvedPathGenerator )
  • ์—์…‹ ํ•˜์ด์–ด๋ผํ‚ค ์ˆ˜์ •
  • ์ž์ž˜ํ•œ ๋ฒ„๊ทธ ์ˆ˜์ •


๐Ÿ—บ ์œ ๋‹ˆํ‹ฐ ๊ณก์„  ๊ฒฝ๋กœ ์ƒ์„ฑ๊ธฐ V 2.0

๐Ÿ—บ Unity Curved Path Generator V 2.0

There is an English translation at the top. (์ƒ๋‹จ์— ์˜์–ด ๋ฒˆ์—ญ์ด ์žˆ์Šต๋‹ˆ๋‹ค.)






๐Ÿ’  1. Introduction

์œ ๋‹ˆํ‹ฐ์—์„œ ์˜ค๋ธŒ์ ํŠธ๋ฅผ ๊ณก์„  ๋ฐ ์ง์„  ๊ฒฝ๋กœ๋ฅผ ๋”ฐ๋ผ ์›€์ง์ด๊ฒŒ ๋งŒ๋“œ๋Š” ๋ฐฉ๋ฒ•์€ ๋ฌด์—‡์ผ๊นŒ?

์•„๋งˆ ๊ฐ€์žฅ ์‰ฝ๊ณ  ์ง๊ด€์ ์ธ ๋ฐฉ๋ฒ•์€ ์• ๋‹ˆ๋ฉ”์ด์…˜์„ ์‚ฌ์šฉํ•˜๋Š” ๊ฒƒ์ผ๊ฒƒ์ด๋‹ค.

ํ•˜์ง€๋งŒ ์• ๋‹ˆ๋ฉ”์ด์…˜์„ ํ†ตํ•œ ๊ตฌํ˜„ ๋ฐฉ๋ฒ•์€ ์•„๋ž˜์™€ ๊ฐ™์€ ๋ฌธ์ œ์ ์ด ์žˆ๋‹ค.


๐Ÿ”ถ 1-1 . ํ‚คํ”„๋ ˆ์ž„ ์‚ฌ์ด๋ฅผ ์›ํ•˜๋Š” ๋ฐฉ๋ฒ•๋Œ€๋กœ ์กฐ์ ˆํ•˜๊ธฐ ์–ด๋ ต๋‹ค.

image

๋นจ๊ฐ„ ๋„ค๋ชจ์—์„œ ํŒŒ๋ž€ ๋„ค๋ชจ๋กœ ์›€์ง์ด๋Š” ์• ๋‹ˆ๋ฉ”์ด์…˜,

์ฆ‰ Position์˜ ๋ณ€ํ™”๋ฅผ ์• ๋‹ˆ๋ฉ”์ด์…˜์œผ๋กœ ๋งŒ๋“ ๋‹ค๊ณ  ํ•˜๋ฉด

๊ฒฝ๋กœ๋Š” ์œ„ ๊ทธ๋ฆผ์ฒ˜๋Ÿผ ๋ฌด์ˆ˜ํžˆ ๋งŽ์ด ์กด์žฌ ํ•  ์ˆ˜ ์žˆ๋Š”๋ฐ,

์• ๋‹ˆ๋ฉ”์ด์…˜์—์„œ๋Š” ํ•ญ์ƒ ๊ฐ€์žฅ ๋นจ๋ฆฌ ๋ณ€ํ•  ์ˆ˜ ์žˆ๋Š” ๋ฐฉํ–ฅ (์ฃผํ™ฉ์ƒ‰ ํŒจ์Šค) ์œผ๋กœ๋งŒ ์ •ํ•ด์ง„๋‹ค.






๐Ÿ”ถ 1-2 . ์ผ์ •ํ•œ ์†๋„๋กœ ์›€์ง์ด๊ธฐ ์–ด๋ ต๋‹ค

image

๋งŒ์•ฝ ์œ„ ๊ทธ๋ฆผ์ฒ˜๋Ÿผ ๋นจ๊ฐ„ ๋„ค๋ชจ์—์„œ ์ดˆ๋ก์ƒ‰ ๋„ค๋ชจ๋กœ, ๊ทธ ํ›„ ํŒŒ๋ž€์ƒ‰ ๋„ค๋ชจ๋กœ ์›€์ง์ด๋Š” ํŒจ์“ฐ๊ฐ€ ์žˆ๋‹ค๊ณ  ํ•˜์ž.

์ด ๋•Œ ๊ฐ ์ง€์ ์‚ฌ์ด์˜ ๊ฑฐ๋ฆฌ๊ฐ€ ๊ฐ™์ง€ ์•Š๋‹ค๊ณ  ํ•  ๋•Œ,

์• ๋‹ˆ๋ฉ”์ด์…˜ ํ‚คํ”„๋ ˆ์ž„์ด ๋‹ค์Œ๊ณผ ๊ฐ™์ด ๋ถ„ํฌํ•œ๋‹ค๋ฉด (1:1 ๋กœ)

image

๋‘ ๋ถ€๋ถ„์—์„œ ๋ฌผ์ฒด๊ฐ€ ์›€์ง์ด๋Š” ์†๋„๋Š” ๋‹ค๋ฅผ๊ฒƒ์ด๋‹ค.

๋”ฐ๋ผ์„œ ์œ„ ์ƒํ™ฉ์ฒ˜๋Ÿผ s1๊ณผ s2๊ฐ€ ๊ฐ™์ง€ ์•Š์„ ๋•Œ ์ผ์ •ํ•œ ์†๋„์˜ ์• ๋‹ˆ๋ฉ”์ด์…˜์„ ๋งŒ๋“ค๊ณ  ์‹ถ๋‹ค๋ฉด,

S1 : S2 = ( t1 - t0 ) : ( t2 - t1 ) ์ด ๋˜๋„๋ก ํ‚คํ”„๋ ˆ์ž„์„ ์ œ์–ดํ•ด์•ผ ํ•œ๋‹ค.

๋ฌผ๋ก  ์‹œ๊ฐ„์„ ๋งŽ์ด ํˆฌ์žํ•˜๋ฉด ๊ฐ€๋Šฅํ•˜๊ฒ ์ง€๋งŒ,

๊ฒฝ๋กœ๊ฐ€ ๊ตฌ๋ถ€๋Ÿฌ์ง€๊ฑฐ๋‚˜ ๊ทธ ์ˆ˜๊ฐ€ ๋งŽ์•„ ๋น„์œจ์„ ๊ณ„์‚ฐํ•˜๊ธฐ ํž˜๋“  ์ƒํ™ฉ์—์„  ๋ถˆํŽธ ํ•  ์ˆ˜ ๋ฐ–์— ์—†๋‹ค.






๐Ÿ”ถ 1-3 . Bรฉzier ๊ณก์„ 

์œ„์—์„œ ์•Œ ์ˆ˜ ์žˆ๋Š” ๋ฌธ์ œ์  ์ค‘ ๊ณตํ†ต๋œ ์‚ฌํ•ญ์€ โ€˜๊ณก์„ โ€™์ด๋‹ค.

์–ด๋–ป๊ฒŒ ํ•˜๋ฉด ๊ณก์„ ์„ ๋‚˜ํƒ€ ๋‚ผ ์ˆ˜ ์žˆ์„๊นŒ ์ฐพ์•„๋ณด๋‹ค๊ฐ€, ๋ฒ ์ง€์–ด ๊ณก์„ (Bรฉzier curve)์ด๋ผ๋Š” ๊ฒƒ์„ ์ฐพ์•„๋‚ด์—ˆ๋‹ค.

bezier-curve 01

์ผ๋‹จ ์ง์„ ์„ ์›€์ง์ด๋Š” ์ ์„ ์ƒ๊ฐํ•ด๋ณธ๋‹ค.

ํ•˜๋‚˜์˜ ์ง์„ ์ด ์žˆ๊ณ  ๊ทธ ์œ„๋ฅผ ์  M์ด ์ผ์ • ์†๋„๋กœ ์ด๋™ํ•˜๊ณ  ์žˆ๋‹ค.

์ด ์  M์˜ ๊ถค์ ์€ ๋‹น์—ฐํ•˜์ง€๋งŒ ๋‹จ์ˆœํ•œ ์ง์„ ์œผ๋กœ ๊ทธ๋ ค์ง„๋‹ค.

์ด๋•Œ t๋Š” ์„ ๋ถ„ ์œ„๋ฅผ ๋น„์œจ์ ์œผ๋กœ ์–ผ๋งˆ๋‚˜ ๋‚˜์•„๊ฐ”๋Š”์ง€๋ฅผ ๋‚˜ํƒ€๋‚ด๋Š” ์ˆ˜์น˜๋‹ค.

์—ฌ๊ธฐ์— ์„ ์„ ํ•˜๋‚˜ ๋” ์ถ”๊ฐ€ํ•˜๊ณ  ๊ทธ ์œ„์— M์ฒ˜๋Ÿผ ์ด๋™ํ•˜๋Š” ์ ์„ ๋†“์•„๋ณธ๋‹ค.

๊ทธ๋ฆฌ๊ณ  ์›๋ž˜์˜ ์  M์„ M0๋กœ, ์ƒˆ๋กœ์šด ์ ์„ M1์œผ๋กœ ํ•œ๋‹ค.

M0์™€ M1์ด ์›€์ง์ด๋Š” ๊ทœ์น™์€ ์ด์ „๊ณผ ๊ฐ™๋‹ค.

M1์ด๋ผ๋Š” ์ ์ด ํ•˜๋‚˜ ๋” ๋Š˜์—ˆ๋‹ค ํ•˜๋”๋ผ๋„ ํŠน๋ณ„ํžˆ ๋ณต์žกํ•ด์งˆ ๊ฒƒ์€ ์—†๋‹ค.

bezier-curve 02

์—ฌ๊ธฐ์—์„œ M0์™€ M1์„ ์ž‡๋Š” ์„ ์„ ํ•˜๋‚˜ ๋” ๊ทธ์„ ์ˆ˜ ์žˆ๋‹ค.

๊ทธ ์„ ์€ M0์™€ M1์ด ์ด๋™ํ•˜๋ฉด ์ž์—ฐ์Šค๋Ÿฝ๊ฒŒ ํ•จ๊ป˜ ์›€์ง์ด๊ฒŒ ๋œ๋‹ค.

๊ทธ ์„  ์œ„์— M0๋‚˜ M1์ฒ˜๋Ÿผ ์ผ์ • ์†๋„๋กœ ์ด๋™ํ•˜๋Š” ์ ์„ ๋†“์„ ์ˆ˜ ์žˆ๋‹ค. ๊ทธ ์ ์„ B๋ผ๊ณ  ํ•˜์ž.

๊ทธ๋ฆฌ๊ณ  ์  B๊ฐ€ ๊ทธ๋ฆฌ๋Š” ๊ถค์ ์„ ์‚ดํŽด๋ณด๋ฉด, ๊ณก์„ ์ด ๋˜๋Š” ๋ชจ์Šต์„ ๋ณผ ์ˆ˜ ์žˆ๋‹ค.

์  B๊ฐ€ ๊ทธ๋ฆฌ๋Š” ๊ถค์ ์„ 2์ฐจ ๋ฒ ์ง€์–ด ๊ณก์„ (Quadratic Bezier Curve)์ด๋ผ๊ณ  ํ•œ๋‹ค.

์•„๋ž˜๋Š” ์‹œ๊ฐ„ t์— ๋Œ€ํ•œ ๋ฒ ์ง€์–ด ๊ณก์„  ์‹์ด๋‹ค.

image

์กฐ์ ˆ์ ์„ ๋Š˜๋ฆด์ˆ˜๋ก 3์ฐจ, 4์ฐจ, 5์ฐจ .. ๋ฒ ์ง€์–ด ๊ณก์„ ์„ ๋งŒ๋“ค ์ˆ˜ ์žˆ๋‹ค.

์ฐจ์ˆ˜๊ฐ€ ๋Š˜์–ด๋‚  ์ˆ˜๋ก ์ •๊ตํ•˜๊ฑฐ๋‚˜ ๋ณต์žกํ•œ ๊ณก์„ ์„ ๋งŒ๋“ค ์ˆ˜ ์žˆ์ง€๋งŒ,

์ด๋ฒˆ ํ”„๋กœ์ ํŠธ์—์„œ๋Š” 2์ฐจ ๋ฒ ์ง€์–ด ๊ณก์„ ๋งŒ์œผ๋กœ๋„ ์ถฉ๋ถ„ํ•˜๋‹ค๊ณ  ์ƒ๊ฐํ–ˆ๋‹ค.

์•„๋ž˜๋Š” 3์ฐจ ๋ฒ ์ง€์–ด ๊ณก์„ ์ด๋‹ค.






๐Ÿ’  2 . ํ™˜๊ฒฝ

Unity ๋ฒ„์ „ : 2019.4.1f ์ด์ƒ






๐Ÿ’  3 . How to use

์†Œ๊ฐœํ•  ์Šคํฌ๋ฆฝํŠธ๋Š” ๋‹ค์Œ 2๊ฐ€์ง€๋‹ค.

  • PathGenerator : ๋ฒ ์ง€์–ด ๊ณก์„ ์„ ๊ธฐ๋ฐ˜์œผ๋กœ ๋”ฐ๋ผ๊ฐˆ ์ˆ˜ ์žˆ๋Š” ๊ฒฝ๋กœ๋ฅผ ๋งŒ๋“œ๋Š” ์Šคํฌ๋ฆฝํŠธ.
  • PathFollower : "PathGenerator" ํด๋ž˜์Šค์— ์˜ํ•ด ์ƒ์„ฑ๋œ ๊ฒฝ๋กœ๋ฅผ ๋”ฐ๋ฅด๊ธฐ ์œ„ํ•œ ์Šคํฌ๋ฆฝํŠธ






๐Ÿ”ถ 3-1 . ํŒจํ‚ค์ง€ ์ž„ํฌํŠธ

3-1-1 . ์ตœ์‹ ์˜ release๋œ unity package๋ฅผ ๋‹ค์šด๋กœ๋“œ ํ•˜๊ฑฐ๋‚˜, ์ด repo๋ฅผ ๋‹ค์šด๋ฐ›์œผ๋ฉด ๋œ๋‹ค.

3-1-2. ์œ ๋‹ˆํ‹ฐ ํŒจํ‚ค์ง€๋ฅผ ์ž„ํฌํŠธํ•œ๋‹ค.

๋‹จ,๋‹ค์Œ๊ณผ ๊ฐ™์€ ์‚ฌํ•ญ์„ ๋ฐ˜๋“œ์‹œ ์ง€์ผœ์•ผํ•œ๋‹ค.

  • PathFollowerGUI.cs, PathGeneratorGUI.cs, PathGeneratorGUILanguage.cs๋ผ๋Š” ํŒŒ์ผ์€ ํ•„์ˆ˜์ ์œผ๋กœ ํ”„๋กœ์ ํŠธ์— ์ž„ํฌํŠธ ๋˜์–ด์•ผ ํ•˜๋ฉฐ, Assets/Editor/PathGenerator ๋ผ๋Š” ํด๋”์— ์žˆ์–ด์•ผ ํ•œ๋‹ค.

  • PathFollower icon.PNG, PathFollowerGUI icon.PNG, PathGenerator icon.PNG, PathGeneratorGUI icon.PNG, PathGeneratorGUILanguage icon.PNG, PG_Anchor.PNG, PG_End.PNG, PG_Handler.PNG, PG_Node.PNG, PG_Start.PNG๋ผ๋Š” ํŒŒ์ผ์€ ํ•„์ˆ˜์ ์œผ๋กœ ํ”„๋กœ์ ํŠธ์— ์ž„ํฌํŠธ ๋˜์–ด์•ผ ํ•˜๋ฉฐ, Assets/Gizmos/PathGenerator ๋ผ๋Š” ํด๋”์— ์žˆ์–ด์•ผ ํ•œ๋‹ค.

  • PathFollowerScriptImg.PNG, PathGeneratorScriptImg.PNG ๋ผ๋Š” ํŒŒ์ผ์€ ํ•„์ˆ˜์ ์œผ๋กœ ํ”„๋กœ์ ํŠธ์— ์ž„ํฌํŠธ ๋˜์–ด์•ผ ํ•˜๋ฉฐ, Assets/Resources\PathGenerator\Logo ๋ผ๋Š” ํด๋”์— ์žˆ์–ด์•ผ ํ•œ๋‹ค.






๐Ÿ”ถ 3-2 . Generate Path

๐Ÿ”น 3-2-1 . ๊ฐ์ฒด ์ƒ์„ฑ

Scene์— ๋นˆ ๊ฒŒ์ž„ ๊ฐœ์ฒด๋ฅผ ๋งŒ๋“ ๋‹ค. (๊ทธ๋ฆฌ๊ณ  "Path"๋กœ ์ด๋ฆ„์„ ๋ฐ”๊พผ๋‹ค.)

์ด ๊ฐœ์ฒด๋Š” ๋”ฐ๋ผ๊ฐˆ ์ˆ˜ ์žˆ๋Š” ๊ณก์„  ๊ฒฝ๋กœ๊ฐ€ ๋œ๋‹ค.


๐Ÿ”น 3-2-2 . ์ปดํฌ๋„ŒํŠธ ์ถ”๊ฐ€

์ด ๊ฐœ์ฒด์— Path Generator ์ปดํฌ๋„ŒํŠธ ์ถ”๊ฐ€ํ•œ๋‹ค.

figure8

Path Generator๋Š” ํฌ๊ฒŒ 6๊ฐ€์ง€ ๋ถ€๋ถ„์œผ๋กœ ๋‚˜๋‰œ๋‹ค.

๋ถ„๋ฅ˜ ์„ค๋ช…
ํ—ค๋” ํŒŒํŠธ Path์˜ ์„ฑ์งˆ์„ ๊ฒฐ์ •ํ•œ๋‹ค.
๋…ธ๋“œ ํŒŒํŠธ ์ถœ๋ฐœ์ง€, ๊ฒฝ์œ ์ง€, ๋„์ฐฉ์ง€๋ฅผ ๊ฒฐ์ •ํ•˜๋Š” ๋…ธ๋“œ ๋ฆฌ์ŠคํŠธ๋ฅผ ๋ณด์—ฌ์ค€๋‹ค.
์•ต๊ธ€ ํŒŒํŠธ ๊ณก์„ ์˜ ๋ชจ์–‘์„ ๊ฒฐ์ •ํ•˜๋Š” ์•ต๊ธ€ ๋ฆฌ์ŠคํŠธ๋ฅผ ๋ณด์—ฌ์ค€๋‹ค.
์ „์ฒด ์ œ์–ด ํŒŒํŠธ ๋ชจ๋“  ๋…ธ๋“œ์™€ ์•ต๊ธ€์„ ์ผ๊ด„์ ์œผ๋กœ ์ œ์–ด ํ•  ์ˆ˜ ์žˆ๋‹ค.
๋ Œ๋”๋ง ํŒŒํŠธ ๋งŒ๋“  ๊ณก์„ ์„ ๊ฐ€์‹œํ™” ํ•  ์ˆ˜ ์žˆ๋‹ค.
์—๋””ํ„ฐ ๊ด€๋ จ ํŒŒํŠธ ๊ณก์„ ์„ ์‰ฝ๊ฒŒ ์ œ์–ด ํ•  ์ˆ˜ ์žˆ๋Š” ์—๋””ํ„ฐ ์„ค์ •






๐Ÿ”˜ 3-2-2-1. ํ—ค๋” ํŒŒํŠธ

Path์˜โ€‹ ์„ฑ์งˆ์„ ๊ฒฐ์ •ํ•˜๋Š” ๋ถ€๋ถ„.

figure22

3-2-2-1-1. Path Density

Path density๋Š” ๊ณก์„ ์„ ์–ผ๋งˆ๋‚˜ ์ •ํ™•ํ•˜๊ฒŒ ๊ทธ๋ฆด์ง€ ๊ฒฐ์ •ํ•œ๋‹ค.

figure11

์ˆซ์ž๊ฐ€ ๋†’์„์ˆ˜๋ก ์ด์ƒ์ ์ธ ๊ณก์„ ์— ๊ฐ€๊น์ง€๋งŒ ๋„ˆ๋ฌด ๋†’์œผ๋ฉด ๊ฐœ์ฒด๊ฐ€ ๋น„์ •์ƒ์ ์œผ๋กœ ์ž‘๋™ํ•  ์ˆ˜ ์žˆ๋‹ค.

์ค‘์š”ํ•œ ์ ์€, Path density๋Š” ํ•ญ์ƒ 2 ์ด์ƒ์ด์–ด์•ผ ํ•œ๋‹ค!

๊ถŒ์žฅ ๊ฐ’์€ 30~50.

3-2-2-1-2. Update path in runtime

Update path in runtimeํ•ญ๋ชฉ์ด True์ด๋ฉด, ๊ฒฝ๋กœ๊ฐ€ ๋งค frame๋งˆ๋‹ค ๊ฐฑ์‹ ๋œ๋‹ค.

์ด๋ฅผ ํ†ตํ•ด ๋Ÿฐํƒ€์ž„์—์„œ ๊ฒฝ๋กœ๊ฐ€ ๋ฐ”๋€Œ์–ด๋„, ์ฆ‰์‹œ ๋ฐ˜์˜๋œ๋‹ค.

ํ•˜์ง€๋งŒ ์—ฐ์‚ฐ๋Ÿ‰์ด ์ฆ๊ฐ€ ํ•  ์ˆ˜ ์žˆ๋‹ค.

3-2-2-1-3. Change to closed/opened path

๊ฐ€์žฅ ๋งˆ์ง€๋ง‰ Node์™€ ๋ Node๋ฅผ ์—ฐ๊ฒฐํ• ์ง€ ๊ฒฐ์ •ํ•œ๋‹ค.


๐Ÿ”˜ 3-2-2-2. ๋…ธ๋“œ ํŒŒํŠธ

์ถœ๋ฐœ์ง€, ๊ฒฝ์œ ์ง€, ๋„์ฐฉ์ง€๋ฅผ ๊ฒฐ์ •ํ•˜๋Š” ๋…ธ๋“œ ๋ฆฌ์ŠคํŠธ๋ฅผ ๋ณด์—ฌ์ค€๋‹ค

figure23

3-2-2-2-1. Create node

๋ฆฌ์ŠคํŠธ์˜ ๋์— ๋…ธ๋“œ๋ฅผ ์ถ”๊ฐ€ํ•œ๋‹ค.

3-2-2-2-2. Delete node : [-] ๋ฒ„ํŠผ

์„ ํƒํ•œ ๋…ธ๋“œ๋ฅผ ์ œ๊ฑฐํ•œ๋‹ค.

3-2-2-2-3. Edit node : Edit ๋ฒ„ํŠผ

์„ ํƒํ•œ ๋…ธ๋“œ์˜ ๊ฐ’์„ ๋ณ€๊ฒฝํ•œ๋‹ค.


๐Ÿ”˜ 3-2-2-3. ์•ต๊ธ€ ํŒŒํŠธ

๊ณก์„ ์˜ ๋ชจ์–‘์„ ๊ฒฐ์ •ํ•˜๋Š” ์•ต๊ธ€ ๋ฆฌ์ŠคํŠธ๋ฅผ ๋ณด์—ฌ์ค€๋‹ค.

figure24

3-2-2-3-1. Edit Angle : Edit ๋ฒ„ํŠผ

์„ ํƒํ•œ ์•ต๊ธ€์˜ ๊ฐ’์„ ๋ณ€๊ฒฝํ•œ๋‹ค.


๐Ÿ”˜ 3-2-2-4. ์ „์ฒด ์ œ์–ด ํŒŒํŠธ

๋ชจ๋“  ๋…ธ๋“œ์™€ ์•ต๊ธ€์„ ์ผ๊ด„์ ์œผ๋กœ ์ œ์–ด ํ•  ์ˆ˜ ์žˆ๋‹ค.

figure33

3-2-2-4-1. X/Y/Z to 0

์ด ๊ฒฝ๋กœ์˜ ๋ชจ๋“  ์•ต๊ธ€๊ณผ ๋…ธ๋“œ์˜ X/Y/Z๊ฐ’์„ 0์œผ๋กœ ๋งŒ๋“ ๋‹ค.

3-2-2-4-2. X/Y/Z equalization

์ด ๊ฒฝ๋กœ์˜ ๋ชจ๋“  ์•ต๊ธ€๊ณผ ๋…ธ๋“œ์˜ X/Y/Z๊ฐ’์„ ํ‰๊ท ๊ฐ’์œผ๋กœ ๋งŒ๋“ ๋‹ค.

3-2-2-4-3. X/Y/Z to specific value

์ด ๊ฒฝ๋กœ์˜ ๋ชจ๋“  ์•ต๊ธ€๊ณผ ๋…ธ๋“œ์˜ X/Y/Z๊ฐ’์„ ํŠน์ •๊ฐ’์œผ๋กœ ๋งŒ๋“ ๋‹ค.


๐Ÿ”˜ 3-2-2-5. ๋ Œ๋”๋ง ํŒŒํŠธ

์•„๋ž˜ ๊ทธ๋ฆผ์ฒ˜๋Ÿผ ๋งŒ๋“  ๊ณก์„ ์„ ๊ฐ€์‹œํ™” ํ•  ์ˆ˜ ์žˆ๋‹ค.

figure30

๊ณก์„  ๊ฒฝ๋กœ๊ฐ€ ๊ธ‰๊ฒฉํžˆ ๊บพ์ผ ๊ฒฝ์šฐ, ๋ Œ๋”๋ง์ด ์ •์ƒ์ ์œผ๋กœ ํ‘œํ˜„๋˜์ง€ ์•Š๋Š” ๋ฒ„๊ทธ๊ฐ€ ์žˆ๋‹ค.

figure25

3-2-2-5-1. Generate path mesh in runtime

Generate path mesh in runtime์ด True์ผ ๊ฒฝ์šฐ, ๋งŒ๋“  ๊ณก์„ ์„ ๊ฐ€์‹œํ™” ํ•  ์ˆ˜ ์žˆ๋Š” mesh๋ฅผ ๋งŒ๋“ ๋‹ค.

3-2-2-5-2. Texture of line mesh

ํ‘œํ˜„ํ•  ๋ผ์ธ์˜ mesh์˜ Texture.

Texture๊ฐ€ ์•„๋ž˜ ๊ทธ๋ฆผ์ฒ˜๋Ÿผ ํŒจํ„ด์„ ๊ฐ€์ง€๊ณ  ์žˆ์„ ๊ฒฝ์šฐ, ํ๋ฆ„์„ ํ‘œํ˜„ํ•˜๊ธฐ ์ข‹๋‹ค.

/Assets/PathGenerator/DemoScene/Textures/์— ์œ„์น˜ํ•œ ๋ฐ๋ชจ์šฉ ํ…์Šค์ฒ˜

ํ…์Šค์ฒ˜๊ฐ€ ๋ฐ˜๋ณต๋˜๊ธธ ์›ํ•œ๋‹ค๋ฉด, ๋ฐ˜๋“œ์‹œ Wrap Mode๋ฅผ Repeat๋กœ ์„ค์ •ํ•ด์•ผํ•œ๋‹ค.

figure26

๋˜ํ•œ, Scene์—์„œ๋„ ํ•ด๋‹น Material์ด ๋ฐ˜๋ณต๋˜๋Š”๊ฒƒ์„ ๋ณด๊ณ ์‹ถ๋‹ค๋ฉด

figure28

Animated Materials๋ฅผ ์ผœ์ฃผ์–ด์•ผ ํ•œ๋‹ค.

3-2-2-5-3. Width of line mesh

ํ‘œํ˜„ํ•  ๋ผ์ธ mesh์˜ ๋„ˆ๋น„

3-2-2-5-4. Scroll speed

ํ‘œํ˜„ํ•  ๋ผ์ธ texture์˜ ์Šคํฌ๋กค ์†๋„. -100 ~ 100๊นŒ์ง€ ์„ค์ • ๊ฐ€๋Šฅ.

3-2-2-5-5. Opacity

ํ‘œํ˜„ํ•  ๋ผ์ธ texture์˜ ํˆฌ๋ช…๋„.

3-2-2-5-6. Filling

ํ‘œํ˜„ํ•  ๋ผ์ธ mesh๋ฅผ ์–ด๋””๊นŒ์ง€ ๊ทธ๋ฆด์ง€ ๊ฒฐ์ •. 0 ~ 1๊นŒ์ง€ ์„ค์ • ๊ฐ€๋Šฅ

3-2-2-5-7. Render queue

Material์˜ render queue ์ˆœ์„œ ์ง€์ •


๐Ÿ”˜ 3-2-2-6. ์—๋””ํ„ฐ ๊ด€๋ จ ํŒŒํŠธ

๊ณก์„ ์„ ์‰ฝ๊ฒŒ ์ œ์–ด ํ•  ์ˆ˜ ์žˆ๋Š” ์—๋””ํ„ฐ ์„ค์ •

figure29

3-2-2-6-1. Normal mode

ํ˜„์žฌ ์˜ค๋ธŒ์ ํŠธ์˜ Transform ์ •๋ณด(Position, Rotation, Scale)๋ฅผ ๋ณ€๊ฒฝ ํ•˜๋Š” ๋ชจ๋“œ์ด๋‹ค.

๊ธฐ์กด Unity์—์„œ ์˜ค๋ธŒ์ ํŠธ๋ฅผ ์„ ํƒํ–ˆ์„ ๋•Œ ๋‚˜ํƒ€๋‚˜๋Š” ๋ชจ๋“œ์ด๋‹ค.

3-2-2-6-2. Individual

ํ˜„์žฌ ์˜ค๋ธŒ์ ํŠธ๊ฐ€ ์•„๋‹Œ, ๋…ธ๋“œ์™€ ์•ต๊ธ€๋“ค์˜ ์œ„์น˜๋ฅผ ํŽธ์ง‘ ํ•  ์ˆ˜ ์žˆ๋Š” ๋ชจ๋“œ์ด๋‹ค.

๊ฐ ๋…ธ๋“œ์™€ ์•ต๊ธ€์„ ํ•˜๋‚˜์”ฉ ํŽธ์ง‘ ํ•  ์ˆ˜ ์žˆ๋‹ค.

3-2-2-6-3. Total

ํ˜„์žฌ ์˜ค๋ธŒ์ ํŠธ๊ฐ€ ์•„๋‹Œ, ๋…ธ๋“œ์™€ ์•ต๊ธ€๋“ค์˜ ์œ„์น˜๋ฅผ ์ „์ฒด์ ์œผ๋กœ ํŽธ์ง‘ ํ•  ์ˆ˜ ์žˆ๋Š” ๋ชจ๋“œ์ด๋‹ค.

์ด ๋ชจ๋“œ๋ฅผ ์„ ํƒํ•˜๋ฉด ์ „์ฒด ๋…ธ๋“œ์™€ ์•ต๊ธ€์„ ํ•œ ๋ฒˆ์— ์ œ์–ด ํ•  ์ˆ˜ ์žˆ๋‹ค.

path์˜ pivot์„ ์žฌ์„ค์ • ํ•  ๋•Œ ์œ ์šฉํ•˜๊ฒŒ ์‚ฌ์šฉ ํ•  ์ˆ˜ ์žˆ๋‹ค.

3-2-2-6-4. Show labels

์ด ์˜ต์…˜์ด True์ด๋ฉด, Scene์—์„œ Label์ด ๋ณด์—ฌ์ง„๋‹ค.

3-2-2-6-5. Show icons

์ด ์˜ต์…˜์ด True์ด๋ฉด, Scene์—์„œ icon์ด ๋ณด์—ฌ์ง„๋‹ค.

3-2-2-6-6. Change to top view mode

Scene์„ ์œ„์—์„œ ๋‚ด๋ ค๋‹ค๋ณด๋Š” Top view ๋ชจ๋“œ๋กœ ์ „ํ™˜ ํ•  ์ˆ˜ ์žˆ๋‹ค.

3-2-2-6-7. Guideline colors

๊ฐ€์ด๋“œ๋ผ์ธ์˜ ์ƒ‰์ƒ์„ ์ง€์ • ํ•  ์ˆ˜ ์žˆ๋‹ค.



๐Ÿ”น 3-2-3 . ๊ฒฝ๋กœ๋ฅผ ๋งŒ๋“ค๊ธฐ

์œ„ ๊ธฐ๋Šฅ๋“ค์„ ์ ์ ˆํžˆ ์‚ฌ์šฉํ•˜์—ฌ ์›ํ•˜๋Š” path๋ฅผ ๋งŒ๋“ค๋ฉด ๋œ๋‹ค.

figure31






๐Ÿ”ถ 3-3 . Move Object

๐Ÿ”น 3-3-1 . ๊ฐ์ฒด ๋งŒ๋“ค๊ธฐ

์›€์ง์ผ ๋นˆ ์˜ค๋ธŒ์ ํŠธ๋ฅผ ์ถ”๊ฐ€ํ•œ๋‹ค.

์ด ๊ฐ์ฒด๋Š” 3-2์—์„œ ๋งŒ๋“  ๊ฒฝ๋กœ๋ฅผ ๋”ฐ๋ผ๊ฐ€๋Š” ์˜ค๋ธŒ์ ํŠธ๊ฐ€ ๋œ๋‹ค.

๐Ÿ”น 3-3-2. ์ปดํฌ๋„ŒํŠธ ์ถ”๊ฐ€

๊ทธ ๊ฐ์ฒด์— "Path Follower" ์ปดํฌ๋„ŒํŠธ๋ฅผ ์ถ”๊ฐ€ํ•œ๋‹ค.

figure32

Path Generator๋Š” ํฌ๊ฒŒ 2๊ฐ€์ง€ ๋ถ€๋ถ„์œผ๋กœ ๋‚˜๋‰œ๋‹ค.

๋ถ„๋ฅ˜ ์„ค๋ช…
์›€์ง์ž„ ์ •๋ณด ํŒŒํŠธ ์›€์ง์ž„์˜ ์„ฑ์งˆ์„ ๊ฒฐ์ •ํ•œ๋‹ค.
์ด๋ฒคํŠธ ํŒŒํŠธ path๋ฅผ ์™„์ฃผํ–ˆ์„ ๋•Œ ๋ฐœ์ƒํ•˜๋Š” ์ด๋ฒคํŠธ๋ฅผ ์ •์˜ํ•œ๋‹ค.






๐Ÿ”˜ 3-3-2-1. ์›€์ง์ž„ ์ •๋ณด ํŒŒํŠธ

์›€์ง์ž„์˜ ํŠน์„ฑ์„ ์ •์˜ํ•œ๋‹ค.

3-3-2-1-1. Path

์›€์ง์ผ path๋ฅผ ์ง€์ •ํ•œ๋‹ค. Scene์— ์žˆ๋Š” PathGenerator๋ฅผ ์„ ํƒํ•˜๋ฉด ๋œ๋‹ค.

Path๊ฐ€ ๋น„์–ด์žˆ์„ ๊ฒฝ์šฐ, Path Follower๋Š” ์›€์ง์ผ ์ˆ˜ ์—†๋‹ค.

3-3-2-1-2. Speed

์›€์ง์ผ ์†๋„๋ฅผ ์ง€์ •ํ•œ๋‹ค.

๋ฌผ์ฒด๋Š” ์ด ์†๋„๋กœ ์ฃผ์–ด์ง„ path๋ฅผ ๋”ฐ๋ผ ์›€์ง์ธ๋‹ค.

๋„ˆ๋ฌด ๋น ๋ฅธ ๊ฐ’์„ ์ž…๋ ฅํ•˜๋ฉด, ์˜ค์ž‘๋™ํ•  ์ˆ˜ ์žˆ๋‹ค.

3-3-2-1-3. Distance threshold

์›€์ง์ด๋Š” ๋ฌผ์ฒด์™€ ๋‹ค์Œ ๋…ธ๋“œ ์‚ฌ์ด์˜ ๊ฑฐ๋ฆฌ๊ฐ€ ์ด ๊ฐ’ ์ดํ•˜๋กœ ๋  ๊ฒฝ์šฐ,

๋ฌผ์ฒด๊ฐ€ ๋ชฉ์ ์ง€์— ๋„์ฐฉํ–ˆ๋‹ค๊ณ  ํŒ๋‹จํ•˜์—ฌ ๋‹ค์Œ ๋…ธ๋“œ๋กœ ์›€์ง์ธ๋‹ค.

์ด ๊ฐ’์ด ๋„ˆ๋ฌด ์ž‘๊ฑฐ๋‚˜ ํด ๊ฒฝ์šฐ, ์˜ค์ž‘๋™ ํ•  ์ˆ˜ ์žˆ๋‹ค.

3-3-2-1-4. Turning Speed

๋ฌผ์ฒด์˜ ํšŒ์ „ ์†๋„์ด๋‹ค.

3-3-2-1-5. Is Move

์ด ๊ฐ’์ด false์ด๋ฉด, ๋ฌผ์ฒด๊ฐ€ ์›€์ง์ด์ง€ ์•Š๋Š”๋‹ค.

3-3-2-1-6. Is Loop

์ด ๊ฐ’์ด true์ด๋ฉด, ๋ฌผ์ฒด๊ฐ€ ๊ฒฝ๋กœ๋ฅผ ๋ฌดํ•œํžˆ ๋ฐ˜๋ณตํ•ด์„œ ์›€์ง์ž…๋‹ˆ๋‹ค.

๊ฒฝ๋กœ๊ฐ€ ๋‹ซํžŒ๊ฒฝ๋กœ์ธ์ง€, ์—ด๋ฆฐ๊ฒฝ๋กœ์ธ์ง€์™€๋Š” ์ƒ๊ด€์—†์Šต๋‹ˆ๋‹ค.


๐Ÿ”˜ 3-3-2-2. ์ด๋ฒคํŠธ ํŒŒํŠธ

๊ฒฝ๋กœ๋ฅผ ์™„์ฃผํ–ˆ์„ ๋•Œ, ์‹คํ–‰์‹œํ‚ฌ ๋ฉ”์†Œ๋“œ๋ฅผ ์ •์˜ํ•œ๋‹ค.

3-3-2-2-1. Execute a methods

์ด ๊ฐ’์ด true์ด๋ฉด, ๊ฒฝ๋กœ๋ฅผ ์™„์ฃผํ–ˆ์„ ๋•Œ ๋งˆ๋‹ค ๋ฉ”์†Œ๋“œ๋ฅผ ์‹คํ–‰์‹œํ‚จ๋‹ค.

์ด๋•Œ, ๋ฌผ์ฒด์˜ Is Loop๊ฐ€ true์ผ ๊ฒฝ์šฐ, ํ•ด๋‹น ๋ฉ”์†Œ๋“œ๊ฐ€ ์˜์›ํžˆ ์‹คํ–‰๋˜์ง€ ์•Š๋Š”๋‹ค.

(๊ฒฝ๋กœ๋ฅผ ์™„์ฃผํ–ˆ๋‹ค๊ณ  ์ƒ๊ฐํ•˜์ง€ ์•Š๊ธฐ ๋•Œ๋ฌธ์ด๋‹ค.)






๐Ÿ’  4 . ์˜ˆ์ œ

๐Ÿ”ถ 4-1 . ์ž๋™์ฐจ ์ฃผํ–‰

๋งŽ์€ ์˜ˆ๊ฐ€ ์žˆ์„ ์ˆ˜ ์žˆ์ง€๋งŒ ๊ฐ€์žฅ ์ข‹์€ ์˜ˆ๋Š” ์ฃผ์–ด์ง„ ํŠธ๋ž™์„ ๋”ฐ๋ผ ๋‹ฌ๋ฆฌ๋Š” ๊ฐ์ฒด๋ฅผ ๋งŒ๋“œ๋Š” ๊ฒƒ์ด๋‹ค.

figure15

์—์…‹์Šคํ† ์–ด์—์„œ ๋ฐ›์€ ์›ํ˜• ํŠธ๋ž™์„ ๋‹ฌ๋ฆฌ๋Š” ์ž๋™์ฐจ๋ฅผ ๋งŒ๋“  ์ ์ด ์žˆ๋‹ค.

figure16

๋ณธ ์Šคํฌ๋ฆฝํŠธ๋ฅผ ์•ฝ๊ฐ„ ์ˆ˜์ •ํ•˜๊ณ  ์‘์šฉํ•˜์—ฌ ๋ฐ”ํ€ด์™€ ํ•ธ๋“ค๊นŒ์ง€ ์ž์—ฐ์Šค๋Ÿฝ๊ฒŒ ์›€์ง์ด๋Š” ์ž๋™์ฐจ๋ฅผ ๊ตฌํ˜„ํ•  ์ˆ˜ ์žˆ๋‹ค.






๐Ÿ”ถ 4-2 . ํ–‰์„ฑ ๊ถค๋„

figure17

ํƒœ์–‘๊ณ„์™€ ๊ฐ™์€ ํ–‰์„ฑ ๊ฐ„์˜ ์›€์ง์ž„์„ ํ‘œํ˜„ํ•  ์ˆ˜ ์žˆ๋‹ค.

์ด ์Šคํฌ๋ฆฝํŠธ๋ฅผ ์‚ฌ์šฉํ•˜๋ฉด ํ•ผ๋ฆฌ ํ˜œ์„ฑ๊ณผ ๊ฐ™์€ ํƒ€์› ๊ถค๋„๋ฅผ ์ƒ์„ฑํ•  ์ˆ˜ ๋„ ์žˆ๋‹ค.






๐Ÿ’  5 . QnA

๐Ÿ”ถ 5-1 . ๊นƒ ๋ธ”๋กœ๊ทธ

์ฝ์–ด์ฃผ์…”์„œ ๊ฐ์‚ฌํ•ฉ๋‹ˆ๋‹ค. ์ œ ๋ธ”๋กœ๊ทธ๋„ ํ™•์ธํ•ด๋ณด์„ธ์š”!

๐Ÿ”ถ 5-2 . ์ปจํƒํŠธ




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