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VRM10SpringBoneColliderGroup 改善 #2485
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return; | ||
} | ||
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UnityEditor.Undo.IncrementCurrentGroup(); |
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この辺ビルドするとエラーになりません?
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忘れてたー
@@ -25,6 +25,7 @@ string GetName() | |||
return Colliders[0].name; | |||
} | |||
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#if UNITY_EDITOR |
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本当は ifdef やめて Editor asmdef の方に Editor コードは書きたいところだけど
Gizmo や Menu の周りは結構どうしようもないときはあるんだよなあ。
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editor 側に移動しようかと思ったのだけど、
一個の GameObject に複数の同一 component がささっているときに対象を選択するには、
ContextMenu が楽なのでやむを得ない・・・。
OnDrawGizmosSelected
で配下の collider を gizmo 描画する。context menu で子オブジェクトを作って、そっちに移動する。
これは、ひとつの secondary に複数の VRM10SpringBoneColliderGroup がアタッチされていると作業しづらいことに対する対策です。よさそうであれば、後に import 時に secondry の子オブジェクトを自動で作ってもよいかもしれない。