<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0">
  <channel>
    <title>코딩 공부 일기</title>
    <link>https://codingstarter.tistory.com/</link>
    <description></description>
    <language>ko</language>
    <pubDate>Sun, 2 Aug 2026 09:54:14 +0900</pubDate>
    <generator>TISTORY</generator>
    <ttl>100</ttl>
    <managingEditor>물장구질</managingEditor>
    <item>
      <title>[Unity] 카메라 절두체 그리기(Frustum of a camera in Unity)</title>
      <link>https://codingstarter.tistory.com/50</link>
      <description>&lt;pre id=&quot;code_1708484102865&quot; class=&quot;bash&quot; data-ke-language=&quot;bash&quot; data-ke-type=&quot;codeblock&quot;&gt;&lt;code&gt;//출처 : https://forum.unity.com/threads/drawfrustum-is-drawing-incorrectly.208081/

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class CameraFrustumDrawer : MonoBehaviour
{
    [SerializeField] private Camera cam;

    private void OnDrawGizmos()
    {
        DrawFrustum(cam);
    }

    private void DrawFrustum(Camera _cam)
    {
        if (null == _cam)
        {
            return;
        }

        Vector3[] nearCorners = new Vector3[4]; //Approx'd nearplane corners
        Vector3[] farCorners = new Vector3[4]; //Approx'd farplane corners
        Plane[] camPlanes = GeometryUtility.CalculateFrustumPlanes(_cam); //get planes from matrix
        Plane temp = camPlanes[1]; camPlanes[1] = camPlanes[2]; camPlanes[2] = temp; //swap [1] and [2] so the order is better for the loop

        for (int i = 0; i &amp;lt; 4; i++)
        {
            nearCorners[i] = Plane3Intersect(camPlanes[4], camPlanes[i], camPlanes[(i + 1) % 4]); //near corners on the created projection matrix
            farCorners[i] = Plane3Intersect(camPlanes[5], camPlanes[i], camPlanes[(i + 1) % 4]); //far corners on the created projection matrix
        }

        for (int i = 0; i &amp;lt; 4; i++)
        {
            Debug.DrawLine(nearCorners[i], nearCorners[(i + 1) % 4], Color.red, Time.deltaTime, true); //near corners on the created projection matrix
            Debug.DrawLine(farCorners[i], farCorners[(i + 1) % 4], Color.blue, Time.deltaTime, true); //far corners on the created projection matrix
            Debug.DrawLine(nearCorners[i], farCorners[i], Color.green, Time.deltaTime, true); //sides of the created projection matrix
        }
    }

    Vector3 Plane3Intersect(Plane p1, Plane p2, Plane p3)
    {
        //get the intersection point of 3 planes
        return ((-p1.distance * Vector3.Cross(p2.normal, p3.normal)) +
                (-p2.distance * Vector3.Cross(p3.normal, p1.normal)) +
                (-p3.distance * Vector3.Cross(p1.normal, p2.normal))) /
                (Vector3.Dot(p1.normal, Vector3.Cross(p2.normal, p3.normal)));
    }
}&lt;/code&gt;&lt;/pre&gt;
&lt;p data-ke-size=&quot;size16&quot;&gt;&lt;br /&gt;출처: &lt;a href=&quot;https://forum.unity.com/threads/drawfrustum-is-drawing-incorrectly.208081/&quot; target=&quot;_blank&quot; rel=&quot;noopener&amp;nbsp;noreferrer&quot;&gt;https://forum.unity.com/threads/drawfrustum-is-drawing-incorrectly.208081/&lt;/a&gt;&lt;/p&gt;</description>
      <category>Unity</category>
      <author>물장구질</author>
      <guid isPermaLink="true">https://codingstarter.tistory.com/50</guid>
      <comments>https://codingstarter.tistory.com/50#entry50comment</comments>
      <pubDate>Wed, 21 Feb 2024 11:55:15 +0900</pubDate>
    </item>
    <item>
      <title>[Bash] 변수에 결과값 저장하기</title>
      <link>https://codingstarter.tistory.com/49</link>
      <description>&lt;p data-ke-size=&quot;size16&quot;&gt;tmp에 date 결과값 저장&lt;/p&gt;
&lt;pre id=&quot;code_1697597733821&quot; class=&quot;mel&quot; style=&quot;background-color: #f8f8f8; color: #383a42; text-align: start;&quot; data-ke-type=&quot;codeblock&quot; data-ke-language=&quot;bash&quot;&gt;&lt;code&gt;tmp=$(date +%Y.%m.%d_%H:%M:%S)&lt;/code&gt;&lt;/pre&gt;
&lt;p data-ke-size=&quot;size16&quot;&gt;&lt;br /&gt;echo를 이용한 응용도 가능함&lt;br /&gt;현재 파일리스트 생성&lt;/p&gt;
&lt;pre id=&quot;code_1697597749977&quot; class=&quot;bash&quot; style=&quot;background-color: #f8f8f8; color: #383a42; text-align: start;&quot; data-ke-language=&quot;bash&quot; data-ke-type=&quot;codeblock&quot;&gt;&lt;code&gt;rm file_list
echo $(ls -1) &amp;gt;&amp;gt; file_list&lt;/code&gt;&lt;/pre&gt;</description>
      <category>메모</category>
      <author>물장구질</author>
      <guid isPermaLink="true">https://codingstarter.tistory.com/49</guid>
      <comments>https://codingstarter.tistory.com/49#entry49comment</comments>
      <pubDate>Wed, 18 Oct 2023 12:07:23 +0900</pubDate>
    </item>
    <item>
      <title>[Unity] Android - Unsupported version number [55.0] (maximum 54.0, Java 10)) 에러</title>
      <link>https://codingstarter.tistory.com/45</link>
      <description>&lt;p data-ke-size=&quot;size16&quot;&gt;&lt;b&gt;Error Log&lt;/b&gt;&lt;/p&gt;
&lt;p data-ke-size=&quot;size16&quot;&gt;Execution&amp;nbsp;failed&amp;nbsp;for&amp;nbsp;task&amp;nbsp;':launcher:minifyReleaseWithProguard'. &lt;br /&gt;&amp;gt;&amp;nbsp;java.io.IOException:&amp;nbsp;Can't&amp;nbsp;read&amp;nbsp;[C:\Unity\2020.3.48f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\platforms\android-33\optional\android.car.jar]&amp;nbsp;(Can't&amp;nbsp;process&amp;nbsp;class&amp;nbsp;[android/car/Car$CarServiceLifecycleListener.class]&amp;nbsp;(Unsupported&amp;nbsp;version&amp;nbsp;number&amp;nbsp;[55.0]&amp;nbsp;(maximum&amp;nbsp;54.0,&amp;nbsp;Java&amp;nbsp;10)))&lt;br /&gt;&lt;br /&gt;&lt;b&gt;유니티 버전&lt;/b&gt;: 2020.3.48f1&lt;br /&gt;&lt;b&gt;상황&lt;/b&gt;: API버전을 31에서 33으로 변경&lt;br /&gt;&lt;b&gt;원인&lt;/b&gt;: API33에서 Proguard가 정상 동작하지 않음&lt;br /&gt;&lt;b&gt;해법&lt;/b&gt;: R8을 사용해야함&lt;br /&gt;&lt;br /&gt;1. Custom Gradle Proerties Template 활성화&lt;br /&gt;위치: Project Setting -&amp;gt; Player -&amp;gt; Android -&amp;gt; Publishing Settings -&amp;gt; Build-&amp;gt; Custom Gradle Proerties Template&lt;br /&gt;2. Assets\Plugins\Android\&lt;span style=&quot;color: #333333; text-align: start;&quot;&gt;gradleTemplate.properties 에서&lt;span&gt;&amp;nbsp;&lt;/span&gt;&lt;/span&gt;android.enableR8을 true로 변경&lt;/p&gt;
&lt;p&gt;&lt;figure class=&quot;imageblock alignCenter&quot; data-ke-mobileStyle=&quot;widthOrigin&quot; data-origin-width=&quot;1537&quot; data-origin-height=&quot;758&quot;&gt;&lt;span data-url=&quot;https://blog.kakaocdn.net/dn/CgCEZ/btsrYM9sK8x/jbdXRNbkUKgKgMAvnXeMN1/img.png&quot; data-phocus=&quot;https://blog.kakaocdn.net/dn/CgCEZ/btsrYM9sK8x/jbdXRNbkUKgKgMAvnXeMN1/img.png&quot; data-alt=&quot;Custom Gradle Proerties Template 위치&quot;&gt;&lt;img src=&quot;https://blog.kakaocdn.net/dn/CgCEZ/btsrYM9sK8x/jbdXRNbkUKgKgMAvnXeMN1/img.png&quot; srcset=&quot;https://img1.daumcdn.net/thumb/R1280x0/?scode=mtistory2&amp;fname=https%3A%2F%2Fblog.kakaocdn.net%2Fdn%2FCgCEZ%2FbtsrYM9sK8x%2FjbdXRNbkUKgKgMAvnXeMN1%2Fimg.png&quot; onerror=&quot;this.onerror=null; this.src='//t1.daumcdn.net/tistory_admin/static/images/no-image-v1.png'; this.srcset='//t1.daumcdn.net/tistory_admin/static/images/no-image-v1.png';&quot; loading=&quot;lazy&quot; width=&quot;860&quot; height=&quot;424&quot; data-origin-width=&quot;1537&quot; data-origin-height=&quot;758&quot;/&gt;&lt;/span&gt;&lt;figcaption&gt;Custom Gradle Proerties Template 위치&lt;/figcaption&gt;
&lt;/figure&gt;
&lt;/p&gt;
&lt;p data-ke-size=&quot;size16&quot;&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/p&gt;</description>
      <category>Unity</category>
      <category>Android</category>
      <category>build</category>
      <category>Unity</category>
      <author>물장구질</author>
      <guid isPermaLink="true">https://codingstarter.tistory.com/45</guid>
      <comments>https://codingstarter.tistory.com/45#entry45comment</comments>
      <pubDate>Thu, 24 Aug 2023 11:33:13 +0900</pubDate>
    </item>
    <item>
      <title>[Unity] 어드레서블 메모리 최적화</title>
      <link>https://codingstarter.tistory.com/44</link>
      <description>&lt;p data-ke-size=&quot;size16&quot;&gt;&lt;a href=&quot;https://blog.unity.com/kr/technology/tales-from-the-optimization-trenches-saving-memory-with-addressables&quot; target=&quot;_blank&quot; rel=&quot;noopener&quot;&gt;https://blog.unity.com/kr/technology/tales-from-the-optimization-trenches-saving-memory-with-addressables&lt;/a&gt;&lt;/p&gt;
&lt;figure id=&quot;og_1652863385070&quot; contenteditable=&quot;false&quot; data-ke-type=&quot;opengraph&quot; data-ke-align=&quot;alignCenter&quot; data-og-type=&quot;website&quot; data-og-title=&quot;어드레서블 에셋 시스템으로 메모리 최적화하기  | Unity Blog&quot; data-og-description=&quot;위에서 발생한 문제를 해결하기 위해 앞서 생성한 세 번들에 들어가는 모든 요소를 고려해 보겠습니다. 번들에 배치한 것은 세 가지 프리팹이지만, 프리팹의 종속성으로 해당 번들에 암묵적으&quot; data-og-host=&quot;blog.unity.com&quot; data-og-source-url=&quot;https://blog.unity.com/kr/technology/tales-from-the-optimization-trenches-saving-memory-with-addressables&quot; data-og-url=&quot;https://blog.unity.com/kr/technology/tales-from-the-optimization-trenches-saving-memory-with-addressables&quot; data-og-image=&quot;https://scrap.kakaocdn.net/dn/eKmGe/hyOrcEMOmy/SoLSDWhWkAZobsnkqsNoL1/img.jpg?width=1200&amp;amp;height=675&amp;amp;face=0_0_1200_675&quot;&gt;&lt;a href=&quot;https://blog.unity.com/kr/technology/tales-from-the-optimization-trenches-saving-memory-with-addressables&quot; target=&quot;_blank&quot; rel=&quot;noopener&quot; data-source-url=&quot;https://blog.unity.com/kr/technology/tales-from-the-optimization-trenches-saving-memory-with-addressables&quot;&gt;
&lt;div class=&quot;og-image&quot; style=&quot;background-image: url('https://scrap.kakaocdn.net/dn/eKmGe/hyOrcEMOmy/SoLSDWhWkAZobsnkqsNoL1/img.jpg?width=1200&amp;amp;height=675&amp;amp;face=0_0_1200_675');&quot;&gt;&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;og-text&quot;&gt;
&lt;p class=&quot;og-title&quot; data-ke-size=&quot;size16&quot;&gt;어드레서블 에셋 시스템으로 메모리 최적화하기 | Unity Blog&lt;/p&gt;
&lt;p class=&quot;og-desc&quot; data-ke-size=&quot;size16&quot;&gt;위에서 발생한 문제를 해결하기 위해 앞서 생성한 세 번들에 들어가는 모든 요소를 고려해 보겠습니다. 번들에 배치한 것은 세 가지 프리팹이지만, 프리팹의 종속성으로 해당 번들에 암묵적으&lt;/p&gt;
&lt;p class=&quot;og-host&quot; data-ke-size=&quot;size16&quot;&gt;blog.unity.com&lt;/p&gt;
&lt;/div&gt;
&lt;/a&gt;&lt;/figure&gt;
&lt;p data-ke-size=&quot;size16&quot;&gt;&lt;br /&gt;&lt;a href=&quot;https://github.com/patrickdevarney/AddressablesMemoryOptimizations&quot; target=&quot;_blank&quot; rel=&quot;noopener&quot;&gt;https://github.com/patrickdevarney/AddressablesMemoryOptimizations&lt;/a&gt;&lt;/p&gt;</description>
      <category>메모</category>
      <author>물장구질</author>
      <guid isPermaLink="true">https://codingstarter.tistory.com/44</guid>
      <comments>https://codingstarter.tistory.com/44#entry44comment</comments>
      <pubDate>Wed, 18 May 2022 17:43:05 +0900</pubDate>
    </item>
    <item>
      <title>[Unity] Andorid 설정 화면으로 이동시키기</title>
      <link>https://codingstarter.tistory.com/43</link>
      <description>&lt;p data-ke-size=&quot;size16&quot;&gt;변경전&lt;/p&gt;
&lt;pre id=&quot;code_1651108741809&quot; class=&quot;html xml&quot; data-ke-language=&quot;html&quot; data-ke-type=&quot;codeblock&quot;&gt;&lt;code&gt;            using (var unityClass = new AndroidJavaClass(&quot;com.unity3d.player.UnityPlayer&quot;))
            using (var currentActivityObject = unityClass.GetStatic&amp;lt;AndroidJavaObject&amp;gt;(&quot;currentActivity&quot;))
            {
                var packageName = currentActivityObject.Call&amp;lt;string&amp;gt;(&quot;getPackageName&quot;);
                                    
                using (var uriClass = new AndroidJavaClass(&quot;android.net.Uri&quot;))
                using (var uriObject = uriClass.CallStatic&amp;lt;AndroidJavaObject&amp;gt;(&quot;fromParts&quot;, &quot;package&quot;, packageName, null))
                using (var intentObject = new AndroidJavaObject(&quot;android.content.Intent&quot;, &quot;android.settings.ACTION_SETTINGS&quot;, uriObject))
                {
                    intentObject.Call&amp;lt;AndroidJavaObject&amp;gt;(&quot;addCategory&quot;, &quot;android.intent.category.DEFAULT&quot;);
                    intentObject.Call&amp;lt;AndroidJavaObject&amp;gt;(&quot;setFlags&quot;, 0x10000000);
                    currentActivityObject.Call(&quot;startActivity&quot;, intentObject);
                }
            }&lt;/code&gt;&lt;/pre&gt;
&lt;p data-ke-size=&quot;size16&quot;&gt;&amp;nbsp;&lt;/p&gt;
&lt;p data-ke-size=&quot;size16&quot;&gt;변경 후&lt;/p&gt;
&lt;pre id=&quot;code_1651109149059&quot; class=&quot;html xml&quot; data-ke-language=&quot;html&quot; data-ke-type=&quot;codeblock&quot;&gt;&lt;code&gt;            using var unityClass = new AndroidJavaClass(&quot;com.unity3d.player.UnityPlayer&quot;);
            using AndroidJavaObject currentActivityObject = unityClass.GetStatic&amp;lt;AndroidJavaObject&amp;gt;(&quot;currentActivity&quot;);
            string packageName = currentActivityObject.Call&amp;lt;string&amp;gt;(&quot;getPackageName&quot;);
            using var uriClass = new AndroidJavaClass(&quot;android.net.Uri&quot;);
            using AndroidJavaObject uriObject = uriClass.CallStatic&amp;lt;AndroidJavaObject&amp;gt;(&quot;fromParts&quot;, &quot;package&quot;, packageName, null);
            using var intentObject = new AndroidJavaObject(&quot;android.content.Intent&quot;, &quot;android.settings.APPLICATION_DETAILS_SETTINGS&quot;, uriObject);
            intentObject.Call&amp;lt;AndroidJavaObject&amp;gt;(&quot;addCategory&quot;, &quot;android.intent.category.DEFAULT&quot;);
            intentObject.Call&amp;lt;AndroidJavaObject&amp;gt;(&quot;setFlags&quot;, 0x10000000);
            currentActivityObject.Call(&quot;startActivity&quot;, intentObject);&lt;/code&gt;&lt;/pre&gt;
&lt;p data-ke-size=&quot;size16&quot;&gt;&amp;nbsp;&lt;/p&gt;
&lt;p data-ke-size=&quot;size16&quot;&gt;android.settings.ACTION_SETTINGS을 사용하면 에러 발생&lt;br /&gt;android.settings.APPLICATION_DETAILS_SETTINGS으로 변경해야함&lt;/p&gt;
&lt;p data-ke-size=&quot;size16&quot;&gt;&amp;nbsp;&lt;/p&gt;
&lt;p data-ke-size=&quot;size16&quot;&gt;&amp;nbsp;&lt;/p&gt;
&lt;p data-ke-size=&quot;size16&quot;&gt;참고&lt;/p&gt;
&lt;p data-ke-size=&quot;size16&quot;&gt;&lt;a href=&quot;https://developer.android.com/reference/android/provider/Settings#ACTION_APPLICATION_DETAILS_SETTINGS&quot; target=&quot;_blank&quot; rel=&quot;noopener&quot;&gt;https://developer.android.com/reference/android/provider/Settings#ACTION_APPLICATION_DETAILS_SETTINGS&lt;/a&gt;&lt;/p&gt;</description>
      <category>메모</category>
      <author>물장구질</author>
      <guid isPermaLink="true">https://codingstarter.tistory.com/43</guid>
      <comments>https://codingstarter.tistory.com/43#entry43comment</comments>
      <pubDate>Thu, 28 Apr 2022 10:26:02 +0900</pubDate>
    </item>
    <item>
      <title>[Batch] 파일 접두사 제거</title>
      <link>https://codingstarter.tistory.com/42</link>
      <description>&lt;pre id=&quot;code_1646617157454&quot; class=&quot;html xml&quot; data-ke-language=&quot;html&quot; data-ke-type=&quot;codeblock&quot;&gt;&lt;code&gt;@echo off 
rename &quot;Temp_*.json&quot; &quot;/////*.json&quot;&lt;/code&gt;&lt;/pre&gt;
&lt;p data-ke-size=&quot;size16&quot;&gt;Json파일의 Temp_ 접두사 제거&lt;br /&gt;접두사와 뒤의 '/'의 수가 같아야함&lt;/p&gt;</description>
      <category>메모</category>
      <author>물장구질</author>
      <guid isPermaLink="true">https://codingstarter.tistory.com/42</guid>
      <comments>https://codingstarter.tistory.com/42#entry42comment</comments>
      <pubDate>Mon, 7 Mar 2022 10:43:13 +0900</pubDate>
    </item>
    <item>
      <title>[Unity] 특정 UI 블러처리 하기 - 방법 찾는 중</title>
      <link>https://codingstarter.tistory.com/41</link>
      <description>&lt;p data-ke-size=&quot;size16&quot;&gt;01 - Render to texture를 이용한 방법&lt;/p&gt;
&lt;p data-ke-size=&quot;size16&quot;&gt;매우 잘 동작했으나, Canvas의 Reder Mode가 Screen Space - Overlay라서 실패.&lt;br /&gt;UI를 카메라에 담을 방법을 못찾음&lt;br /&gt;&lt;a href=&quot;https://github.com/zephyo/UI-Blur-LWRP-2020&quot; target=&quot;_blank&quot; rel=&quot;noopener&quot;&gt;https://github.com/zephyo/UI-Blur-LWRP-2020&lt;/a&gt;&lt;/p&gt;</description>
      <category>메모</category>
      <author>물장구질</author>
      <guid isPermaLink="true">https://codingstarter.tistory.com/41</guid>
      <comments>https://codingstarter.tistory.com/41#entry41comment</comments>
      <pubDate>Fri, 18 Feb 2022 15:12:42 +0900</pubDate>
    </item>
    <item>
      <title>[Unity] Adaptive Performance</title>
      <link>https://codingstarter.tistory.com/40</link>
      <description>&lt;p data-ke-size=&quot;size16&quot;&gt;유니티 최적화 툴&lt;/p&gt;
&lt;p data-ke-size=&quot;size16&quot;&gt;&amp;nbsp;&lt;/p&gt;
&lt;p data-ke-size=&quot;size16&quot;&gt;&lt;a href=&quot;https://blog.unity.com/kr/games/build-stunning-mobile-games-that-run-smoothly-with-adaptive-performance&quot;&gt;https://blog.unity.com/kr/games/build-stunning-mobile-games-that-run-smoothly-with-adaptive-performance&lt;/a&gt;&lt;/p&gt;
&lt;p data-ke-size=&quot;size16&quot;&gt;&amp;nbsp;&lt;/p&gt;</description>
      <category>메모</category>
      <author>물장구질</author>
      <guid isPermaLink="true">https://codingstarter.tistory.com/40</guid>
      <comments>https://codingstarter.tistory.com/40#entry40comment</comments>
      <pubDate>Thu, 17 Feb 2022 17:41:05 +0900</pubDate>
    </item>
    <item>
      <title>[Unity] 온디맨드 렌더링</title>
      <link>https://codingstarter.tistory.com/39</link>
      <description>&lt;p data-ke-size=&quot;size16&quot;&gt;랜더링 주기를 조절 해주는 방법.&lt;br /&gt;글로벌로 적용됨.&lt;br /&gt;아마 안되겠지만 각 객체마다 하는방법이 있는지 궁금, 아니면 거리나 카메라라도&lt;br /&gt;&lt;br /&gt;&lt;/p&gt;
&lt;p data-ke-size=&quot;size16&quot;&gt;&lt;a href=&quot;https://blog.unity.com/kr/technology/how-on-demand-rendering-can-improve-mobile-performance&quot;&gt;https://blog.unity.com/kr/technology/how-on-demand-rendering-can-improve-mobile-performance&lt;/a&gt;&lt;/p&gt;
&lt;figure id=&quot;og_1645082356655&quot; contenteditable=&quot;false&quot; data-ke-type=&quot;opengraph&quot; data-ke-align=&quot;alignCenter&quot; data-og-type=&quot;website&quot; data-og-title=&quot;온디맨드 렌더링을 이용한 모바일 성능 개선 | Unity Blog&quot; data-og-description=&quot;포럼에서&amp;nbsp;온디맨드 렌더링을 어떻게 활용하고 있는지 알려주세요. Windows, macOS, WebGL, iOS, Android에서&amp;nbsp;Unity 에디터와&amp;nbsp;스탠드얼론 플레이어를 대상으로 테스트를 완료했으나, 피드백은 언제든지 &quot; data-og-host=&quot;blog.unity.com&quot; data-og-source-url=&quot;https://blog.unity.com/kr/technology/how-on-demand-rendering-can-improve-mobile-performance&quot; data-og-url=&quot;https://blog.unity.com/kr/technology/how-on-demand-rendering-can-improve-mobile-performance&quot; data-og-image=&quot;https://scrap.kakaocdn.net/dn/HJ5Ai/hyNqAmrko4/6H605nS8heCe4Z0qs1Dgk0/img.jpg?width=1200&amp;amp;height=675&amp;amp;face=0_0_1200_675&quot;&gt;&lt;a href=&quot;https://blog.unity.com/kr/technology/how-on-demand-rendering-can-improve-mobile-performance&quot; target=&quot;_blank&quot; rel=&quot;noopener&quot; data-source-url=&quot;https://blog.unity.com/kr/technology/how-on-demand-rendering-can-improve-mobile-performance&quot;&gt;
&lt;div class=&quot;og-image&quot; style=&quot;background-image: url('https://scrap.kakaocdn.net/dn/HJ5Ai/hyNqAmrko4/6H605nS8heCe4Z0qs1Dgk0/img.jpg?width=1200&amp;amp;height=675&amp;amp;face=0_0_1200_675');&quot;&gt;&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;og-text&quot;&gt;
&lt;p class=&quot;og-title&quot; data-ke-size=&quot;size16&quot;&gt;온디맨드 렌더링을 이용한 모바일 성능 개선 | Unity Blog&lt;/p&gt;
&lt;p class=&quot;og-desc&quot; data-ke-size=&quot;size16&quot;&gt;포럼에서&amp;nbsp;온디맨드 렌더링을 어떻게 활용하고 있는지 알려주세요. Windows, macOS, WebGL, iOS, Android에서&amp;nbsp;Unity 에디터와&amp;nbsp;스탠드얼론 플레이어를 대상으로 테스트를 완료했으나, 피드백은 언제든지&lt;/p&gt;
&lt;p class=&quot;og-host&quot; data-ke-size=&quot;size16&quot;&gt;blog.unity.com&lt;/p&gt;
&lt;/div&gt;
&lt;/a&gt;&lt;/figure&gt;
&lt;p data-ke-size=&quot;size16&quot;&gt;&amp;nbsp;&lt;/p&gt;</description>
      <category>메모</category>
      <author>물장구질</author>
      <guid isPermaLink="true">https://codingstarter.tistory.com/39</guid>
      <comments>https://codingstarter.tistory.com/39#entry39comment</comments>
      <pubDate>Thu, 17 Feb 2022 16:21:13 +0900</pubDate>
    </item>
    <item>
      <title>[Unity] Font의 Include Font Data를 script로 수정하기.</title>
      <link>https://codingstarter.tistory.com/38</link>
      <description>&lt;p data-ke-size=&quot;size16&quot;&gt;&lt;a href=&quot;https://docs.unity3d.com/ScriptReference/TrueTypeFontImporter.html&quot; target=&quot;_blank&quot; rel=&quot;noopener&quot;&gt;https://docs.unity3d.com/ScriptReference/TrueTypeFontImporter.html&lt;/a&gt;&lt;/p&gt;
&lt;figure id=&quot;og_1643359598070&quot; contenteditable=&quot;false&quot; data-ke-type=&quot;opengraph&quot; data-ke-align=&quot;alignCenter&quot; data-og-type=&quot;website&quot; data-og-title=&quot;Unity - Scripting API: TrueTypeFontImporter&quot; data-og-description=&quot;Success! Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable. Close&quot; data-og-host=&quot;docs.unity3d.com&quot; data-og-source-url=&quot;https://docs.unity3d.com/ScriptReference/TrueTypeFontImporter.html&quot; data-og-url=&quot;https://docs.unity3d.com/ScriptReference/TrueTypeFontImporter.html&quot; data-og-image=&quot;https://scrap.kakaocdn.net/dn/TdHJH/hyNeHYU2OP/8VC3iCOYIrmCNf6JtoZFWk/img.jpg?width=1200&amp;amp;height=630&amp;amp;face=0_0_1200_630&quot;&gt;&lt;a href=&quot;https://docs.unity3d.com/ScriptReference/TrueTypeFontImporter.html&quot; target=&quot;_blank&quot; rel=&quot;noopener&quot; data-source-url=&quot;https://docs.unity3d.com/ScriptReference/TrueTypeFontImporter.html&quot;&gt;
&lt;div class=&quot;og-image&quot; style=&quot;background-image: url('https://scrap.kakaocdn.net/dn/TdHJH/hyNeHYU2OP/8VC3iCOYIrmCNf6JtoZFWk/img.jpg?width=1200&amp;amp;height=630&amp;amp;face=0_0_1200_630');&quot;&gt;&amp;nbsp;&lt;/div&gt;
&lt;div class=&quot;og-text&quot;&gt;
&lt;p class=&quot;og-title&quot; data-ke-size=&quot;size16&quot;&gt;Unity - Scripting API: TrueTypeFontImporter&lt;/p&gt;
&lt;p class=&quot;og-desc&quot; data-ke-size=&quot;size16&quot;&gt;Success! Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable. Close&lt;/p&gt;
&lt;p class=&quot;og-host&quot; data-ke-size=&quot;size16&quot;&gt;docs.unity3d.com&lt;/p&gt;
&lt;/div&gt;
&lt;/a&gt;&lt;/figure&gt;
&lt;p data-ke-size=&quot;size16&quot;&gt;&amp;nbsp;&lt;/p&gt;
&lt;pre id=&quot;code_1643359687654&quot; class=&quot;cs&quot; data-ke-language=&quot;cs&quot; data-ke-type=&quot;codeblock&quot;&gt;&lt;code&gt;using System.Collections;
using System.Collections.Generic;
using UnityEngine;

#if UNITY_EDITOR
using UnityEditor;
public class FontIncludeTester : MonoBehaviour
{
    public Font font;

    public void Do()
    {    	
        var _path    = AssetDatabase.GetAssetPath(font);
        var _impoter = AssetImporter.GetAtPath(_path) as TrueTypeFontImporter;

        if (null == _impoter) return;

        _impoter.includeFontData = !_impoter.includeFontData;
        _impoter.SaveAndReimport();
    }
	
    // 버튼 생성 에디터 코드
    [CustomEditor(typeof(FontIncludeTester))]
    public class FontIncludeTesterEditor : Editor
    {
        public override void OnInspectorGUI()
        {
            base.OnInspectorGUI();

            if (true == GUILayout.Button(&quot;테스트&quot;))
            {
                (target as FontIncludeTester).Do();
            }
        }
    }
}
#endif&lt;/code&gt;&lt;/pre&gt;</description>
      <category>메모</category>
      <author>물장구질</author>
      <guid isPermaLink="true">https://codingstarter.tistory.com/38</guid>
      <comments>https://codingstarter.tistory.com/38#entry38comment</comments>
      <pubDate>Fri, 28 Jan 2022 17:48:46 +0900</pubDate>
    </item>
  </channel>
</rss>