diff --git a/Assets/UniGLTF/MeshUtility/Editor/MeshUtility.cs b/Assets/UniGLTF/MeshUtility/Editor/MeshUtility.cs index 045879c61..a3be198c5 100644 --- a/Assets/UniGLTF/MeshUtility/Editor/MeshUtility.cs +++ b/Assets/UniGLTF/MeshUtility/Editor/MeshUtility.cs @@ -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) diff --git a/Assets/UniGLTF/MeshUtility/README.md b/Assets/UniGLTF/MeshUtility/README.md index 744a5fc4c..8b434fb3d 100644 --- a/Assets/UniGLTF/MeshUtility/README.md +++ b/Assets/UniGLTF/MeshUtility/README.md @@ -35,11 +35,11 @@ You can add MeshUtility package via `UPM`. First click `Window` from menu on top -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` -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. - - diff --git a/Assets/VRM/Editor/Meta/VRMMetaObjectEditor.cs b/Assets/VRM/Editor/Meta/VRMMetaObjectEditor.cs index 3b8c614e9..5825cb55b 100644 --- a/Assets/VRM/Editor/Meta/VRMMetaObjectEditor.cs +++ b/Assets/VRM/Editor/Meta/VRMMetaObjectEditor.cs @@ -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(); } diff --git a/Assets/VRM10/Editor/ScriptedImporter.meta b/Assets/VRM10/Editor/ScriptedImporter.meta deleted file mode 100644 index f502f1ee0..000000000 --- a/Assets/VRM10/Editor/ScriptedImporter.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: d8ff621b39332124aa9ebb273ff09a89 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/VRM10/Runtime/Components/Editor.meta b/Assets/VRM10/Runtime/Components/Editor.meta deleted file mode 100644 index e164de119..000000000 --- a/Assets/VRM10/Runtime/Components/Editor.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 457e5f19c7a1c124fa7752b246052bb9 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/README.md b/README.md index b987077b0..48d0ef60f 100644 --- a/README.md +++ b/README.md @@ -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.