- プレゼンスとは「そこにあるように感じられる」こと
- https://youtu.be/nWR816af2dU?t=459
- プレゼンスを保つには、以下のことが大事
- PS2くらいまではリソース不足のため、テクスチャにハイライトを書き込んでいた
- ライトの色を変えたら、目のハイライトまでそのまま変わってしまい、イキイキ感が減る
using UnityEngine; | |
public class Trail : MonoBehaviour { | |
ParticleSystem system; | |
public Transform anchor; | |
private Vector3 anchorPosition; | |
private void Awake() | |
{ | |
system = GetComponent<ParticleSystem>(); |
public class Hi : Conditional | |
{ | |
public override void OnTriggerEnter(Collider other) | |
{ | |
Debug.Log("enter"); | |
} | |
public override TaskStatus OnUpdate() | |
{ | |
return TaskStatus.Running; |
using System.Collections; | |
using System.Linq; | |
using System.Reflection; | |
using BehaviorDesigner.Runtime.Tasks; | |
using UnityEngine; | |
internal class DamageAction : Action | |
{ | |
private Animator animator; | |
private bool isCoroutineRunning; |
using System.Collections; | |
using BehaviorDesigner.Runtime.Tasks; | |
using UnityEngine; | |
internal class AsyncAction : Action | |
{ | |
private bool isCoroutineRunning; | |
public override void OnStart() | |
{ |
using System; | |
using System.Linq; | |
using UnityEditor; | |
using UnityEditor.Animations; | |
using UnityEngine; | |
namespace OnionMk2 | |
{ | |
/// <summary> | |
/// Load AnimationClip from Resources folder and |
using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.IO; | |
using System.Linq; | |
using System.Text.RegularExpressions; | |
using UnityEngine; | |
namespace AnimatorLikeAnimation.Style5 | |
{ |
using System; | |
using System.Collections.Generic; | |
using System.IO; | |
using Newtonsoft.Json; | |
using UnityEngine; | |
public class UsingJsonDotNetInUnity : MonoBehaviour | |
{ | |
private void Awake() | |
{ |
using System.Collections; | |
using UnityEngine; | |
public class CoLearn : MonoBehaviour | |
{ | |
private IEnumerator Log() | |
{ | |
print("Time.frameCount" + Time.frameCount); | |
yield return null; // 中断して次のフレームで再開 |
var animator = GetComponent<Animator>(); | |
var layer = animator.GetLayerIndex("Face"); | |
// 戻り値がコレクションなのと、型がAnimatorClipInfoである(AnimationClipInfoではない)のに注意 | |
AnimatorClipInfo[] clips = animator.GetCurrentAnimatorClipInfo(layer); | |
foreach (var c in clips) | |
{ | |
print(c.clip.name + " : weight " + c.weight); | |
} |