๐ŸŽฌ ๋ฉ€ํ‹ฐํ”Œ๋ ˆ์ด์–ด ๋ฆฌํ”Œ๋ ˆ์ด ์‹œ์Šคํ…œ ๊ตฌํ˜„ – ๊ฒŒ์ž„ ํ”Œ๋ ˆ์ด ๋…นํ™”์™€ ์žฌ์ƒ

 ๋ฉ€ํ‹ฐํ”Œ๋ ˆ์ด์–ด ๊ฒŒ์ž„์—์„œ ์ค‘์š”ํ•œ ๊ธฐ๋Šฅ ์ค‘ ํ•˜๋‚˜๋Š” ๋ฆฌํ”Œ๋ ˆ์ด(Replay) ์‹œ์Šคํ…œ์ด๋‹ค.

๊ฒŒ์ž„ ํ”Œ๋ ˆ์ด๋ฅผ ๋…นํ™”ํ•˜๊ณ  ๋‚˜์ค‘์— ์žฌ์ƒํ•˜๋ฉด, ํ”Œ๋ ˆ์ด ๋ถ„์„, ๋ฒ„๊ทธ ํ™•์ธ, ํ•˜์ด๋ผ์ดํŠธ ์˜์ƒ ์ œ์ž‘ ๋“ฑ ๋‹ค์–‘ํ•œ ํ™œ์šฉ์ด ๊ฐ€๋Šฅํ•˜๋‹ค.
์ด๋ฒˆ ๊ธ€์—์„œ๋Š” Unity๋ฅผ ๊ธฐ์ค€์œผ๋กœ ๋ฉ€ํ‹ฐํ”Œ๋ ˆ์ด์–ด ๋ฆฌํ”Œ๋ ˆ์ด ์‹œ์Šคํ…œ ๊ตฌํ˜„ ๋ฐฉ๋ฒ•์„ ์•Œ์•„๋ณด๊ฒ ๋‹ค.


1. ๋ฆฌํ”Œ๋ ˆ์ด ์‹œ์Šคํ…œ ๊ฐœ๋…

  • ๊ฒŒ์ž„ ์ง„ํ–‰ ์ค‘ ํ•„์š”ํ•œ ๋ฐ์ดํ„ฐ๋งŒ ๊ธฐ๋ก → ์œ„์น˜, ์ƒํƒœ, ์ด๋ฒคํŠธ

  • ๋‚˜์ค‘์— ๊ธฐ๋ก๋œ ๋ฐ์ดํ„ฐ๋กœ ์ˆœ์ฐจ ์žฌ์ƒ

  • ํ•ต์‹ฌ:

    • ๋ฐ์ดํ„ฐ ์ตœ์†Œํ™” → ๋ฉ”๋ชจ๋ฆฌ ์ ˆ์•ฝ

    • ์ˆœ์ฐจ/๋™๊ธฐํ™” → ๋ฉ€ํ‹ฐํ”Œ๋ ˆ์ด์–ด ์žฌํ˜„ ๊ฐ€๋Šฅ


2. ๊ธฐ๋กํ•  ๋ฐ์ดํ„ฐ

  • ํ”Œ๋ ˆ์ด์–ด ์œ„์น˜ ๋ฐ ํšŒ์ „ (Transform.position, Transform.rotation)

  • ์Šคํ‚ฌ/์•„์ดํ…œ ์‚ฌ์šฉ ์ด๋ฒคํŠธ

  • ์ฒด๋ ฅ, ์ƒํƒœ ๋ณ€ํ™” ๋“ฑ ๊ฒŒ์ž„ ์ƒํƒœ

[System.Serializable] public class ReplayFrame { public float time; public Vector3 position; public Quaternion rotation; public List<int> skillEvents; // ์Šคํ‚ฌ ์‚ฌ์šฉ ๊ธฐ๋ก }
  • ๋งค ํ”„๋ ˆ์ž„ ๋˜๋Š” ์ผ์ • ๊ฐ„๊ฒฉ(0.05~0.1์ดˆ) ์ €์žฅ


3. ๋ฆฌํ”Œ๋ ˆ์ด ๋…นํ™” ๊ตฌํ˜„

void RecordFrame() { ReplayFrame frame = new ReplayFrame(); frame.time = Time.time; frame.position = player.transform.position; frame.rotation = player.transform.rotation; frame.skillEvents = GetUsedSkills(); replayData.Add(frame); }
  • Update() ๋˜๋Š” FixedUpdate()์—์„œ ํ˜ธ์ถœ

  • ํ•„์š” ์—†๋Š” ๋ฐ์ดํ„ฐ๋Š” ์ œ์™ธ → ์„ฑ๋Šฅ ์ตœ์ ํ™”


4. ๋ฆฌํ”Œ๋ ˆ์ด ์žฌ์ƒ ๊ตฌํ˜„

IEnumerator PlayReplay() { foreach(var frame in replayData) { player.transform.position = frame.position; player.transform.rotation = frame.rotation; PlaySkills(frame.skillEvents); yield return new WaitForSeconds(frameInterval); } }
  • ๊ธฐ๋ก๋œ ์‹œ๊ฐ„ ๊ฐ„๊ฒฉ๋Œ€๋กœ ์žฌ์ƒ

  • RPC ์—†์ด ํด๋ผ์ด์–ธํŠธ ๋‹จ์—์„œ ์žฌ์ƒ ๊ฐ€๋Šฅ


5. ์‹ค์ „ ํŒ

  • ๋ฐ์ดํ„ฐ ์••์ถ•: Vector3 → short/int ๋ณ€ํ™˜ ๊ฐ€๋Šฅ

  • ๋ฉ€ํ‹ฐํ”Œ๋ ˆ์ด์–ด ๋™๊ธฐํ™”: ์„œ๋ฒ„ ์ด๋ฒคํŠธ ๊ธฐ๋ก → ๋ชจ๋“  ํด๋ผ์ด์–ธํŠธ ๋™์ผ ์žฌ์ƒ

  • ์‹œ์  ๋ณ€๊ฒฝ: ์นด๋ฉ”๋ผ๋ฅผ ์ž์œ ๋กญ๊ฒŒ ์ด๋™์‹œํ‚ค๋ฉด์„œ ์žฌ์ƒ ๊ฐ€๋Šฅ


6. ๋งˆ๋ฌด๋ฆฌ

๋ฉ€ํ‹ฐํ”Œ๋ ˆ์ด์–ด ๋ฆฌํ”Œ๋ ˆ์ด ์‹œ์Šคํ…œ์œผ๋กœ,

  • ๊ฒŒ์ž„ ํ”Œ๋ ˆ์ด ๋ถ„์„ ๊ฐ€๋Šฅ

  • ๋ฒ„๊ทธ ํ™•์ธ, ํŠœํ† ๋ฆฌ์–ผ, ํ•˜์ด๋ผ์ดํŠธ ์˜์ƒ ์ œ์ž‘ ๊ฐ€๋Šฅ

  • ๋ฉ€ํ‹ฐํ”Œ๋ ˆ์ด์–ด ํ™˜๊ฒฝ์—์„œ๋„ ์žฌํ˜„ ๊ฐ€๋Šฅ

๐Ÿ‘‰ ๋‹ค์Œ ๊ธ€์—์„œ๋Š” ๊ฒŒ์ž„ ์„œ๋ฒ„ ๊ตฌ์กฐ์™€ ํด๋ผ์šฐ๋“œ ๋ฐฐํฌ ์ „๋žต์„ ๋‹ค๋ค„, ๋ฉ€ํ‹ฐํ”Œ๋ ˆ์ด์–ด ๊ฒŒ์ž„์„ ์•ˆ์ •์ ์œผ๋กœ ์šด์˜ํ•˜๋Š” ๋ฐฉ๋ฒ•์„ ์•Œ์•„๋ณด๊ฒ ๋‹ค.

๋Œ“๊ธ€

์ด ๋ธ”๋กœ๊ทธ์˜ ์ธ๊ธฐ ๊ฒŒ์‹œ๋ฌผ

⚔️ ๊ฒŒ์ž„ ์ถฉ๋Œ ํŒ์ • ์•Œ๊ณ ๋ฆฌ์ฆ˜ ์™„์ „ ์ •๋ฆฌ – AABB, Circle, Polygon

๐Ÿ—„️ ๊ฒŒ์ž„ ๋ฐ์ดํ„ฐ๋ฒ ์ด์Šค ์„ค๊ณ„ – ์ธ๋ฒคํ† ๋ฆฌ, ๋žญํ‚น, ์„ธ์ด๋ธŒ ์‹œ์Šคํ…œ

๐ŸŽฎ ๊ฒŒ์ž„ ๋„คํŠธ์›Œํฌ ๋™๊ธฐํ™” ๋ฐฉ์‹ ๋น„๊ต – ํด๋ผ์ด์–ธํŠธ ์˜ˆ์ธก vs ์„œ๋ฒ„ ๋ณด์ •