
unity 游戏优化
On March 23rd, we announced Unity Game Simulation at the Google for Games Developer Summit. Unity Game Simulation is a cloud service that enables game studios to complement their pre-launch playtests through the power of simulation. Supported by Google Cloud’s infrastructure, Unity Game Simulation helps you evaluate your game balance at scale. Unity Game Simulation is now available in beta. To get started for free, sign up here.
3月23日,我们在Google for Games Developer Summit上宣布了Unity Game Simulation。 Unity Game Simulation是一项云服务,使游戏工作室可以通过模拟的功能补充其发布前的游戏测试。 在Google Cloud基础架构的支持下,Unity Game Simulation可帮助您大规模评估游戏平衡。 Unity游戏模拟现已提供Beta版。 要免费开始使用,请在此处注册。
A highly engaging and captivating game is all about making sure the gameplay is balanced. Every game, whether mobile or PC, hyper-casual or open-world, online or offline, requires thorough balancing. Launching an imbalanced game could negatively impact the player’s perception of the game.
高度引人入胜且引人入胜的游戏就是要确保游戏平衡。 每个游戏,无论是手机游戏还是PC游戏,无论是超级休闲游戏还是开放世界游戏,无论在线还是离线,都需要彻底的平衡。 发行不平衡的游戏可能会对玩家对游戏的感知产生负面影响。
Spreadsheets are one solution that many game designers use to model elements of the game. However, these spreadsheets oversimplify and inaccurately represent real gameplay. Human playtesting is another solution for testing and balancing, especially for highly subjective elements of a game. However, playtesting can quickly become expensive and run into scaling limitations.
电子表格是许多游戏设计师用来建模游戏元素的一种解决方案。 但是,这些电子表格过于简单化并不能准确代表真实的游戏玩法。 人工游戏测试是测试和平衡的另一种解决方案,尤其是对于游戏的高度主观元素。 但是,游戏测试很快就会变得昂贵,并且会遇到扩展限制。
At Unity, we envisioned a solution that leverages thousands of gameplay simulations in the cloud to provide more accurate results and to allow playtesters to focus on the subjective aspects of the game.
在Unity,我们设想了一种解决方案,该解决方案可以利用云中的数千个游戏模拟来提供更准确的结果,并使游戏测试人员可以专注于游戏的主观方面。
“Even well-developed games fail when they are not properly balanced. Traditional methods to balance a game rely heavily on human playtesting and countless, manual redeploys. The entire process is costly, slow and inefficient,” said Danny Lange, VP of AI and Machine Learning, Unity Technologies. “A better way to balance your game is with Unity Game Simulation, where you can run thousands of gameplay simulations in the cloud that can provide more accurate results to leave playtesters to focus on subjective criteria like game feel and the fun factor.”
“即使开发得当的游戏,如果没有达到适当的平衡,也会失败。 平衡游戏的传统方法严重依赖于人类的游戏测试和无数的手动重新部署。 整个过程昂贵,缓慢且效率低下,” Unity Technologies的AI和机器学习副总裁Danny Lange说。 “更好地平衡游戏的方法是使用Unity游戏模拟,您可以在云中运行成千上万的游戏模拟,从而提供更准确的结果,让游戏测试者专注于主观标准,例如游戏感觉和趣味性。”
平衡游戏的更好方法 (A better way to balance your game)
We are excited to announce Unity Game Simulation, a solution that complements playtesting by using the scale of the cloud. Unity Game Simulation allows game developers and designers to test more and iterate often over changes in the game. Simulations happen on actual game code, generating accurate data, not just approximations. And since we are leveraging the power of the cloud, studios can speed up testing, achieve massive scale, and obtain results in a matter of hours or even minutes. All of this is available on-demand at just a fraction of the testing budget.
我们很高兴宣布推出Unity Game Simulation,该解决方案通过利用云的规模来补充游戏测试。 Unity Game Simulation允许游戏开发人员和设计人员进行更多测试,并经常对游戏中的更改进行迭代。 模拟是在实际的游戏代码上进行的,生成准确的数据,而不仅仅是近似值。 而且由于我们正在利用云的功能,工作室可以在数小时甚至数分钟内加快测试速度,实现大规模扩展并获得结果。 所有这些仅需测试预算的一小部分即可按需提供。
游戏模拟的工作原理 (How Game Simulation works)

SDK和Unity编辑器界面 (SDK and Unity Editor interface)
We provide an easy to install Unity package that includes all the tools necessary to set up your game for Unity Game Simulation. The package allows you to configure parameters, instrument metrics, and upload your build. Instrument what you want to measure in the game with metrics. For example, one metric could be how long it takes a player to play through the game.
我们提供了易于安装的Unity软件包,其中包括为Unity Game Simulation设置游戏所需的所有工具。 该软件包允许您配置参数,仪器指标并上传构建。 使用指标来衡量您要在游戏中衡量的内容。 例如,一个度量标准可能是玩家玩游戏需要多长时间。
Configure parameters in your game that you want to adjust for each simulation. For example, you may want to try various combinations of speed boosts and power-ups.
在游戏中配置要针对每个模拟调整的参数。 例如,您可能想尝试各种提速和加电组合。
After instrumenting and configuring, upload your game build directly from the Unity Editor and begin creating simulations in the Unity Game Simulation dashboard.
进行测试和配置后,直接从Unity编辑器上载游戏版本,然后开始在Unity Game Simulation仪表板中创建模拟。

Setting up game parameters for Unity Game Simulation in the Editor
在编辑器中为Unity Game Simulation设置游戏参数
游戏模拟仪表板 (Game Simulation Dashboard)
To help you easily create and manage your simulations, we provide an intuitive dashboard. Here, you can specify the parameter combinations you’d like to simulate in order to achieve your desired metrics. The UI is accessible by any user in your organization.
为了帮助您轻松创建和管理仿真,我们提供了直观的仪表板。 在这里,您可以指定要模拟的参数组合,以实现所需的指标。 该组织的任何用户均可访问该UI。

The data from simulations is available as raw data for individual simulations and as summary statistics for aggregations. All of this is accessible from the dashboard.
来自模拟的数据可以作为单个模拟的原始数据,也可以作为聚合的摘要统计信息。 所有这些都可以从仪表板访问。

平衡自上而下的街机射击游戏的数千种武器组合 (Balancing thousands of weapon combinations for a top-down arcade shooter)

Furyion Games, a Toronto game development studio, created Death Carnival, a fast-paced top-down shooter with extreme weapons and online multiplayer mayhem. One of the features of the game is the weapon socket system. Each weapon allows players to select a base weapon, ammo, weapon module, and temporary power-ups. Each of these combinations is made up of many variables that control the playstyle and efficiency of the weapon.
多伦多游戏开发工作室Furyion Games创建了 Death Carnival ,这是一款快节奏的自上而下的射击游戏,具有极限武器和在线多人在线混乱状态。 游戏的功能之一是武器插座系统。 每种武器都允许玩家选择基本武器,弹药,武器模块和临时道具。 这些组合中的每一个都由许多控制武器的游戏风格和效率的变量组成。
Furyion used Unity Game Simulation to run thousands of simulations, helping them identify the right combinations of base weapon, ammo, weapon module, and power up for their desired survivability and level completion time. This allowed them to ensure the weapons were balanced for maximum enjoyment.
Furyion使用Unity Game Simulation运行了数千个模拟,帮助他们确定基本武器,弹药,武器模块的正确组合,并为所需的生存能力和关卡完成时间加电。 这使他们能够确保武器得到最大享受的平衡。
“Unity Game Simulation helped us find the right parameters to create the best experience for our players,” said Herbert Yung, Studio Director at Furyion Games. “By hand, the process would have taken many more human balancing hours and downtime between reconfigurations. Going forward, we’re excited to use Unity Game Simulation to help solve level design problems and find ideal gameplay settings.”
“团结游戏模拟帮助我们找到了合适的参数,为我们的玩家创造了最佳体验,” Furyion Games的工作室总监Herbert Yung说。 通过手工,该过程将花费更多的人力平衡时间和重新配置之间的停机时间。 展望未来,我们很高兴使用Unity Game Simulation帮助解决关卡设计问题并找到理想的游戏设置。”
正确的赛车游戏橡皮筋设置 (Correct rubberbanding settings for a racing game)

iLLOGIKA, a sixty person Montreal game studio, created Rogue Racers, a racing game in which heroes compete in multiplayer races across the world in gorgeous 3D environments. In Rogue Racers, when a skilled player plays against an unskilled player, the skilled player should finish no more than five seconds ahead of the unskilled player in almost all cases. This concept is called rubberbanding. If the skilled player pulls too far ahead of the unskilled player, then the unskilled player might think the game is too hard. Conversely, if the race is too close, then the unskilled player might think the game is too easy. Finding the right settings to achieve this can be challenging.
蒙特利尔的游戏工作室 iLLOGIKA 是一家拥有60名 员工的 工作室,它创建了Rogue Racers,这是一款赛车游戏,英雄们可以在华丽的3D环境中参加世界各地的多人游戏。 在《 Rogue Racers》中,当熟练的选手与不熟练的选手对抗时,熟练的选手在几乎所有情况下都应比不熟练的选手领先不超过5秒。 这个概念称为橡皮筋。 如果熟练的玩家在非熟练玩家的位置上拉得太远,那么非熟练玩家可能会认为游戏太难了。 相反,如果比赛太接近了,那么非熟练的玩家可能会认为比赛太容易了。 找到正确的设置来实现这一目标可能是具有挑战性的。
To solve this, iLLOGIKA implemented a catch-up mechanism that grants the losing player a speed boost. The boost is determined by three parameters: a speed multiplier, a frequency, and a duration. However, these parameters generate thousands of potential combinations. After running through these combinations through simulations, iLLOGIKA was able to identify the ideal settings for keeping 95% of finishing times close to 5 seconds.
为了解决这个问题,iLLOGIKA实施了追赶机制,使失败的玩家获得了提速。 升压由三个参数确定:速度倍增器,频率和持续时间。 但是,这些参数会生成数千种潜在组合。 通过模拟完成这些组合之后,iLLOGIKA能够确定理想的设置,以使95%的精加工时间保持接近5秒。
“By leveraging Unity Game Simulation, our team was able to run different combinations of in-game scenarios to find imbalances early in the development process. We believe Unity Game Simulation will play a big part in improving player experience in the future as well as help shorten the time it takes to soft launch a new title successfully,” said Régis Geoffrion, Studio Director at iLLOGIKA.
“通过使用Unity Game Simulation,我们的团队能够运行不同的游戏场景组合,以在开发过程的早期发现失衡。 我们相信Unity游戏模拟将在改善未来玩家体验中扮演重要角色,并有助于缩短成功成功推出新游戏所需的时间,” iLLOGIKA的工作室总监RégisGeoffrion说。
现在免费试用 (Try now for free)
Unity Game Simulation is currently available in beta. To get started for free, sign up here.
Unity游戏模拟目前在beta中可用。 要免费开始使用,请在 此处 注册 。
Have feature requests, want to discuss your use case, or have general feedback for us? Please reach out to us at gamesimulation@unity3d.com or visit our Unity forum.
有功能要求,想讨论您的用例或对我们有一般反馈吗? 请通过 gameimulation@unity3d.com 与我们联系, 或访问我们的 Unity论坛 。
翻译自: https://blogs.unity3d.com/2020/03/24/optimize-your-game-balance-with-unity-game-simulation/
unity 游戏优化