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.