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A Study on Webgl Efficiency in Unity Server Deployment KCI 등재

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  • URLhttps://db.koreascholar.com/Article/Detail/427711
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한국컴퓨터게임학회 논문지 (Journal of The Korean Society for Computer Game)
한국컴퓨터게임학회 (Korean Society for Computer Game)
초록

A study on webGl efficiency in Unity servers was conducted. There are various ways to upload a build file made with Unity to a web server. In fact, to classify it that way, it would not be an exaggeration to say that there are as many developers as there are. In this paper, it is mainly classified into four types and introduced. First, there are ways to package and distribute the Unity project itself, distribute it as a standalone or mobile build, distribute it as a webplayer build, and distribute it as a WebGL build. I would like to briefly introduce each method, look at the simplest of them, the distribution method in WebGL, and study the efficiency of this method in detail. Through this study, we can use Unity for the first time to help people who are thinking of deploying servers or are interested in basic engines and server upload methods. In this paper, we will first introduce the simplest way of building WebGL, then explain and compare the four distribution methods, and finally compare them with the efficiency of the WebGL method. This will support opinions on efficiency.

목차
1. Introduction
2. Main
    2.1. many ways to distribute Unity games toservers
    2.2. Using WebGL Templates
3. Conclusion
저자
  • Wonhyung LEE(Chung-Ang University Graduate School of Advanced Imaging, 84, Heukseok-ro, Dongjak-gu, Korea) Corresponding author
  • Sanghun LEE(Chung-Ang University Graduate School of Advanced Imaging, 84, Heukseok-ro, Dongjak-gu, Korea)
  • Youna CHA(Chung-Ang University Graduate School of Advanced Imaging, 84, Heukseok-ro, Dongjak-gu, Korea)