【Unite 2017 Tokyo】Unity UI最適化ガイド 〜ベストプラクティスと新機能

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May 08, 17

スライド概要

講演者:アンディ・タッチ(Unity Technologies)

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・UIデザイナー
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受講者が得られる知見
・Unity UIで作られたUIの最適化に関する様々なテクニック

講演動画:https://youtu.be/13Qwh2UkFmU

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リアルタイム3Dコンテンツを制作・運用するための世界的にリードするプラットフォームである「Unity」の日本国内における販売、サポート、コミュニティ活動、研究開発、教育支援を行っています。ゲーム開発者からアーティスト、建築家、自動車デザイナー、映画製作者など、さまざまなクリエイターがUnityを使い想像力を発揮しています。

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…However, This Button Does Not Exist!

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Optimising UI is Case-By-Case Dependent • Range of Platforms: Mobile, to Console, to VR. • Range of Styles: 2D, 3D, Mixed • Range of Genres: Racing, FPS, 2D Platformer, etc • Not all advice will work in all use-cases! • Always best to Profile and Test on target device.

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The Balance of UI Systems Flexibility Performance

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UI Batching

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UI Batching Rules A UI Batch Happens When 2 or more Visual Components… • • • • • Are on the same Canvas. Share the same Material. Share the same Sprite Asset. Have RectTransforms that are Co-Planar to each other (Same Z Pos) Are clipped by the same Mask.

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Frame Debugger and UI Profiler Demo!

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Sprite Atlas Demo!

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UI Shaders • All Visual Elements: ‘UI/Default Shader’. • Supports Masking, Clipping, Vertex Coloring etc • Built-In Unity Shader Source Code: Unity Archive Page • All Shader Source Code can be customised! • Demo Time!

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Text Mesh Pro • Advanced Text Customisation and Rendering System • Very Popular Unity Asset Store Package • Acquired by Unity Technologies in February 2017 • Free to Download Today! • Demo Time!

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The Rebuild Process • UI Element Layout changes -> Element is set to ‘Dirty’. • UI Element Graphic changes -> Element is set to ‘Dirty’. • Rebuild Process: Recalculates the ‘Dirty’ components/objects. • This can be seen in the Profiler as ‘Canvas.SendWillRenderCanvases’

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Unity UI - Source Code bitbucket.org/Unity-Technologies/ui

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UI Source Code – ‘Graphic.cs’

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UI Source Code – ‘Graphic.cs’

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UI Source Code – ‘Graphic.cs’

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UI Source Code – ‘Graphic.cs’

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Layout Components • Vertical, Horizontal, Grid, Layout Element, etc • Very useful for structuring UI and setting up UI elements in order. • Child Order determines how the Layout is structured. • Related RectTransform Changes -> Layout is set to ‘Dirty’. • Layout is ‘Dirty’ -> Added to Rebuild Process

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UI Source Code – ‘LayoutGroup.cs’

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UI Source Code – ‘LayoutGroup.cs’

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UI Source Code – ‘LayoutGroup.cs’

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Layout Components • • • • • Suggestions: Enable Layout when needed to be rebuilt. Disable when not needed. Smaller number of child elements being rebuilt; combine UI elements. Create own Layout Manager Script; Control ‘when’ Layout is updated. Object-Pooled Scroll List; Reuse elements as they are scrolled.

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Rebuild Process – Pixel Perfect • When RectTransform’s move, they will snap to exact pixel edges. • Pro: ‘Pixel Perfect’ visuals. • Con: Very expensive for many moving elements.

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Rebuild Process – Animator • ‘Animator’ on UI – for Buttons, Transitions, etc • In ‘Graphic.cs’:

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Sub Canvases • It is possible to add a ‘Canvas’ component to child UI of a Canvas. • This will create a ‘Sub-Canvas’. • Can be used to isolate Canvas rebuilds. • A Sub-Canvas will: - Have its own independent settings (Such as Pixel Perfect) - Rebuild its child batches, when required. - Can enable and disable visibility of all child elements. • Demo Time!

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Unity UI - Source Code bitbucket.org/Unity-Technologies/ui

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Unity UI – Best Practices Guide unity3d.com/learn/tutorials/topics/best-practices

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Thank You! Any Questions? @andytouch