using System; using System.IO; using System.Linq; using UniGLTF; using UnityEngine; using UnityEngine.UI; using VRM; using VRMShaders; namespace VRM.RuntimeExporterSample { public class VRMRuntimeExporter : MonoBehaviour { [SerializeField] Button m_loadButton = default; [SerializeField] Button m_exportButton = default; [SerializeField] public bool UseNormalize = true; GameObject m_model; private void Awake() { m_loadButton.onClick.AddListener(OnLoadClicked); m_exportButton.onClick.AddListener(OnExportClicked); } private void Update() { m_exportButton.interactable = (m_model != null); } #region Load async void OnLoadClicked() { #if UNITY_STANDALONE_WIN var path = FileDialogForWindows.FileDialog("open VRM", ".vrm"); #elif UNITY_EDITOR var path = UnityEditor.EditorUtility.OpenFilePanel("Open VRM", "", "vrm"); #else var path = Application.dataPath + "/default.vrm"; #endif if (string.IsNullOrEmpty(path)) { return; } var loaded = await VrmUtility.LoadAsync(path); loaded.ShowMeshes(); loaded.EnableUpdateWhenOffscreen(); OnLoaded(loaded.gameObject); } void OnLoaded(GameObject go) { if (m_model != null) { GameObject.Destroy(m_model.gameObject); } m_model = go; m_model.transform.rotation = Quaternion.Euler(0, 180, 0); } #endregion #region Export void OnExportClicked() { //#if UNITY_STANDALONE_WIN #if false var path = FileDialogForWindows.SaveDialog("save VRM", Application.dataPath + "/export.vrm"); #else var path = Application.dataPath + "/../export.vrm"; #endif if (string.IsNullOrEmpty(path)) { return; } var bytes = UseNormalize ? ExportCustom(m_model) : ExportSimple(m_model); File.WriteAllBytes(path, bytes); Debug.LogFormat("export to {0}", path); } static byte[] ExportSimple(GameObject model) { var vrm = VRMExporter.Export(new UniGLTF.GltfExportSettings(), model, new RuntimeTextureSerializer()); var bytes = vrm.ToGlbBytes(); return bytes; } static byte[] ExportCustom(GameObject exportRoot, bool forceTPose = false) { // normalize var target = VRMBoneNormalizer.Execute(exportRoot, forceTPose); try { return ExportSimple(target); } finally { // cleanup GameObject.Destroy(target); } } void OnExported(UniGLTF.glTF vrm) { Debug.LogFormat("exported"); } #endregion } }