using System.Threading.Tasks; using UniGLTF; using UniGLTF.SpringBoneJobs.Blittables; using UnityEngine; namespace UniVRM10 { /// /// SpcriptedImporter 経由の import 向け。 /// NativeArray の確保や DontDestroyOnLoad を回避。 /// public class Vrm10NopSpringboneRuntime : IVrm10SpringBoneRuntime { public void Dispose() { } public Task InitializeAsync(Vrm10Instance instance, IAwaitCaller awaitCaller) { return Task.CompletedTask; } public void Process() { } public bool ReconstructSpringBone() { return false; } public void RestoreInitialTransform() { } public void SetJointLevel(Transform joint, BlittableJointMutable jointSettings) { } public void SetModelLevel(Transform modelRoot, BlittableModelLevel modelSettings) { } } }