Merge pull request #669 from PoChang007/update_docs

Update docs
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ousttrue 2021-01-13 18:29:53 +09:00 committed by GitHub
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6 changed files with 16 additions and 27 deletions

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@ -55,10 +55,10 @@ namespace MeshUtility
}
}
[MenuItem("Mesh Utility/MeshSeparator Docs", priority = MeshUtility.MENU_PRIORITY)]
[MenuItem("Mesh Utility/MeshUtility Docs", priority = MeshUtility.MENU_PRIORITY)]
public static void LinkToMeshSeparatorDocs()
{
Application.OpenURL("https://github.com/vrm-c/UniVRM/tree/master/Assets/MeshUtility");
Application.OpenURL("https://github.com/vrm-c/UniVRM/blob/master/Assets/UniGLTF/MeshUtility/README.md");
}
private static void SeparationProcessing(GameObject go)

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@ -35,11 +35,11 @@ You can add MeshUtility package via `UPM`. First click `Window` from menu on top
<img src="Documentation/images/installation_1.jpg" width="200">
In `Package Manager`, click `Add package from git URL` and paste `https://github.com/vrm-c/UniVRM.git?path=/Assets/MeshUtility`.
In `Package Manager`, click `Add package from git URL` and paste `https://github.com/vrm-c/UniVRM.git?path=/Assets/VRMShaders` and `https://github.com/vrm-c/UniVRM.git?path=/Assets/UniGLTF`
<img src="Documentation/images/installation_2.jpg" width="200">
Now check your project window. You shall see MeshUtility in the `Packages` folder.
Now check your project window. In `Packages`, MeshUtility should be included in the `UniGLTF` folder.
### 2. Add package name and its url in manifest.json
@ -48,11 +48,8 @@ Another way of importing MeshUtility is manually adding necessary information in
```json
{
"dependencies": {
"com.vrmc.vrmshaders": "https://github.com/vrm-c/UniVRM.git?path=/Assets/VRMShaders",
"com.vrmc.unigltf": "https://github.com/vrm-c/UniVRM.git?path=/Assets/UniGLTF",
}
}
```
Go back to the Unity project. The system will automatically load the package.
<img src="Documentation/images/installation_3.jpg" width="200">

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@ -148,6 +148,14 @@ namespace VRM
[LangMsg(Languages.en, "Redistribution / Modifications License")]
REDISTRIBUTION_MODIFICATIONS,
[LangMsg(Languages.ja, "Camera.main で画像を Render します")]
[LangMsg(Languages.en, "Create a thumbnail image by Camera.main")]
SCREENSHOT,
[LangMsg(Languages.ja, "スクリーンショット")]
[LangMsg(Languages.en, "Screenshot")]
SCREENSHOT_BUTTON,
// [LangMsg(Languages.ja, "")]
// [LangMsg(Languages.en, "")]
}
@ -183,8 +191,8 @@ namespace VRM
if (Camera.main)
{
EditorGUILayout.HelpBox("Camera.main で画像を Render します。", MessageType.Info);
if (GUILayout.Button("スクリーンショット"))
EditorGUILayout.HelpBox(MessageKeys.SCREENSHOT.Msg(), MessageType.Info);
if (GUILayout.Button(MessageKeys.SCREENSHOT_BUTTON.Msg()))
{
TakeScreenShot();
}

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@ -6,7 +6,7 @@
* [MIT License](./LICENSE.txt)
## [VRM](https://vrm.dev/)
## [VRM](https://vrm.dev/en)
"VRM" is a file format for using 3d humanoid avatars (and models) in VR applications.
VRM is based on glTF2.0. If you comply with the MIT license, you are free to use it.