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Unityのサービスが、わずか数クリック先でお待ちしています

, 9月 10, 2015

Unity 5.2から、新しくServicesウインドウが追加されました。これはエディターから利用可能な新しいウインドウで、Unity Ads Unity Analytics Unity Cloud Build や Unity Multiplayer といったサービスを利用するためのインターフェイスとして機能します。SDKのインストールはもう必要ありません。実際、これらUnityのサービスを有効にするために必要な作業は、わずか数回クリックだけになりました!

まず、Serviceウインドウを開きましょう。WindowメニューからServicesを選ぶか、エディターの右上にあるクラウドのアイコンを押してみてください。

windows dd

開きましたか?ウインドウが出たら、Project ID を作るように促されます。Project ID はあなたのプロジェクト- 多くはゲームだと思いますが – についての、個別のIDです。設定したら、Serviceウインドウに4つのタブが表示されるようになったはずです。Services、 Members、Age DesignationとSettingsです。

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Services(サービス)

Unity AdsとUnity Analyticsを使いたい場合は、このタブ上でトグルスイッチをクリックして短に「On」にするだけです。Unity Cloud Buildを使うためには、ここから利用条件に同意して頂くだけです。またUnity Multiplayerを使う時には、このタブから設定を行うことが出来ます。簡単ですね!

Members(メンバー)

あなたのプロジェクトを共有する時、アクセス権の設定をきちんとしておくことは大事なことです。Membersタブから他のメンバーを直接招待して、プロジェクトのオンラインダッシュボードへの権限を付与することができます。
すべてのプロジェクトはOrganization(組織)に属しており、Organizationの元にいくつものプロジェクトがある、という形で管理されます。

dashboard

Age Designation(対象年齢の設定)

米国の13歳以下の児童に向けたアプリケーションを開発する開発者は、COPPA 条例(the Children’s Online Privacy and Protection Act) に従う必要があります。もしあなたのアプリケーションがこのカテゴリに合致する場合、Age Designation設定を“under 13” に設定して下さい。この設定を行うことで、Unity Analytics および Unity Adsで収集するデータが制限され、これらのサービスを適切に利用し続けることができます。

Settings(設定)

Settingsタブからはプロジェクト名(このプロジェクトの呼び名)を変更できます。これはProject ID(プロジェクトに化体する一意なID)とは別のものです。プロジェクトIDを新しくするには、”Unlink”をクリックします。Unlinkされたプロジェクトも、いつでも再度有効化することができます。

それだけです!

Unityのサービスを有効にしたら、その先のオンラインダッシュボードからさまざまな設定をさらに行うことができます。Unity Ads Unity Analytics Unity Cloud Build とUnity Multiplayer のドキュメントがさらに役に立つはずですので、ぜひ参照してくださいね。

15 コメント

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  1. Pedro Gordinho

    10月 5, 2015 9:06 pm

    This doesn’t work with my version of unity 5.2.
    I click the cloud or go to the window menu and nothing happens on the services tab. The tab is clean and Im not prompted to create an id, nothing happens. Any Ideas?.
    Thanks

  2. why is these not working i wont i working by today

  3. There is an actual bug with 5.2. If you use the Social api’s to login with GameCenter, do not enable Unity Ads from the Unity Services panel, this will make the game crash constantly in iOS when you try to authenticate. As a workaround, use the asset store package and not the one that comes with Unity as default. Hope they can fix this quickly

    1. Rasmus Selsmark

      9月 22, 2015 10:38 pm

      Yes, we are aware, and it has also been reported on forums. We are working on a fix for this, and will hopefully have a solution soon. Until then, you can still use Ads from Asset Store, which works for this case.

      -Rasmus

  4. Sean Baggaley

    9月 16, 2015 3:44 pm

    Hi Rasmus,

    Could I include the multiplayer service in my “Tic-Tac-Tut” tutorial on the Asset Store? I’ve had a few requests for network support, but I’m trying to avoid using any “Pro” features in the tutorial. Knowing exactly what features will be available once the beta expires will help immensely.

  5. Thank you.

    I’m interested in hearing about Victor’s question too.

    I like the free tier so I can try to intergrate and learn how to use these services without needing to assume I’m going to have a game or app that makes a lot of money.

  6. Is there any way to bypass the initialization from Services for Unity Analytics and Unity Ads, and set the id’s for both from code? I have a few reasons to avoid enabling services for every project and not just because it is an extra step to take, such as:

    – on webplayer/standalone platform, I get an Unity Ads related error, because they are not supported on those platforms. Now I have to disable them manually, while with code I can just write some Preprocessor Directives and be disabled automatically
    – the Ids for ads and for analytics can be stored in a remote settings file, and can be changed after the game has been released on the stores, without an update
    – the purpose of the services was to make our job easier and have a better workflow, but I do not see any advantage over the old way with separate plugins
    – with separate plugins, we can get direct updates through the asset store for critical bugs, without the need to update the whole Unity for it (but I guess that’s a two way street)

    Please give an alternate solution to this! Let me know what you guys think.

    1. Rasmus Selsmark

      9月 10, 2015 9:28 pm

      Hi Victor,

      Yes, sorry this hasn’t been documented better, but you can use “#ifdef UNITY_ADS” as conditional around your Ads code, so it won’t get compiled on platforms currently not supported by Ads. Alternatively you can use the usual UNITY_IOS conditionals as described on http://docs.unity3d.com/Manual/PlatformDependentCompilation.html

      /Rasmus, Unity

      1. Yes, I know I can use Preprocessor Directives around the ad related code, and it worked fine before Unity 5.2
        Now when I enable ads from services on standalone, without ANY CODE FOR ADS I get the error:
        ” Error: Trying to get gameId of unsupported platform Win. UnityEditor.Advertisements.UnityAdsEditor:EditorOnLoad()”
        So I have to disable it manually for these platforms, and not to forget to enable it for Android and iOS

        1. Rasmus Selsmark

          9月 10, 2015 10:48 pm

          It should be possible to build your game for platforms where Ads is not supported (just verified I can build a project with Ads for standalone without problems). Can you please post this issue on http://forum.unity3d.com/forums/unity-ads.67 including some code to reproduce, so we can continue the conversation there?

          Thanks,
          Rasmus, Unity

      2. I have created a new thread with this error. It’s easy to reproduce, just an empty project, enable Unity Ads from services, set the platform to standalone and press play in editor. I use Unity 5.2.0f3

  7. Is there any chance that Mercurial support for Cloud Build will be available for the free tier like Git is currently?

    1. Rasmus Selsmark

      9月 10, 2015 9:54 pm

      We expect to announce more details on e.g. features included in the different service tiers at Unite Boston later this month. Until then please try the services and let us know what you think :)

      /Rasmus, Unity

  8. Interesting services but one thing that holds me back from using them in my games is will they be free after beta?

    1. Rasmus Selsmark

      9月 10, 2015 4:42 pm

      Hi John,

      The short answer is “There will always be a free tier” (has also been mentioned at Unite and GDC events). What the exact details will be, is still to be figured out. But generally the goal of course is to develop services which is valuable to our users.

      /Rasmus, Unity