• Stars
    star
    220
  • Rank 180,422 (Top 4 %)
  • Language
    C#
  • License
    Other
  • Created over 7 years ago
  • Updated 4 months ago

Reviews

There are no reviews yet. Be the first to send feedback to the community and the maintainers!

Repository Details

Open Cubism Components for Unity.

English / ζ—₯本θͺž


Cubism Unity Components

Welcome to the open components of the Cubism SDK for Unity.

Go here if you're looking for the download page of the SDK package.

License

Please read the license before use.

Notices

Please read the notices before use.

Structure

Components

The components are grouped by their role, and this grouping is reflected in both the folder structure and namespaces.

Core Wrapper

Components and classes in this group are a shim layer for wrapping the unmanaged Cubism core library to C# and Unity and are located in ./Assets/Live2D/Cubism/Core.

Framework

Components and classes in this group provide additional functionality like lip-syncing, as well as integration of "foreign" Cubism files with Unity. Turning Cubism files into Prefabs and AnimationClips is done here. All the framework code is located in ./Assets/Live2D/Cubism/Framework.

Rendering

Components and classes in this group provide the functionality for rendering Cubism models using Unity functionality and are located in ./Assets/Live2D/Cubism/Rendering.

Editor Extensions

Unity Editor extensions are located in ./Assets/Live2D/Cubism/Editor.

Resources

Resources like shaders and other assets are located in ./Assets/Live2D/Cubism/Rendering/Resources.

Development environment

Unity Version
Tech Stream 2022.2.18f1
LTS 2021.3.24f1
LTS 2020.3.47f1
Library / Tool Version
Android SDK / NDK *1
Visual Studio 2022 17.5.5
Windows SDK 10.0.22621.0
Xcode 14.2

*1 Use libraries embedded with Unity or recommended.

C# compiler

Build using Roslyn or mcs compiler supported by Unity 2018.4 and above.

Note: The mcs compiler is deprecated and we only check the build.

Please refer to the following official documentation for the versions of C# you can use.

https://docs.unity3d.com/ja/2018.4/Manual/CSharpCompiler.html

Tested environment

Platform Version
Android 13
iOS 16.4.1
iPadOS 16.4.1
Ubuntu 20.04.6
macOS 13.3.1
Windows 10 22H2
Google Chrome 113.0.5672.93
Chrome OS 64bit (x86_64) 113.0.5672.114
Chrome OS 32bit (ARMv8) (*2) 113.0.5672.114

*2 This is a confirmation of operation with APK files for Android.

Branches

If you're looking for the latest features and/or fixes, all development takes place in the develop branch.

The master branch is brought into sync with the develop branch once for every official SDK release.

Usage

Simply copy all files under ./Assets into the folder where the Live2D Cubism SDK is located in your Unity project.

Unsafe Blocks

The Core wrapper requires unsafe code blocks to be allowed, and the C# project Unity creates is patched accordingly. If unsafe code isn't an option for you, currently the best way is to compile the components and drop that dll into your Unity project.

Contributing

There are many ways to contribute to the project: logging bugs, submitting pull requests on this GitHub, and reporting issues and making suggestions in Live2D Community.

Forking And Pull Requests

We very much appreciate your pull requests, whether they bring fixes, improvements, or even new features. Note, however, that the wrapper is designed to be as lightweight and shallow as possible and should therefore only be subject to bug fixes and memory/performance improvements. To keep the main repository as clean as possible, create a personal fork and feature branches there as needed.

Bugs

We are regularly checking issue-reports and feature requests at Live2D Community. Before filing a bug report, please do a search in Live2D Community to see if the issue-report or feature request has already been posted. If you find your issue already exists, make relevant comments and add your reaction.

Suggestions

We're also interested in your feedback for the future of the SDK. You can submit a suggestion or feature request at Live2D Community. To make this process more effective, we're asking that you include more information to help define them more clearly.

Coding Guidelines

Naming

Try to stick to the Microsoft guidelines whenever possible. We name private fields in lower-camelcase starting with an underscore.

Style

  • In Unity Editor extension, try to write expressive code with LINQ and all the other fancy stuff.
  • Stay away from LINQ and prefer for over foreach anywhere else.
  • Try to be explicit. Prefer private void Update() over void Update().

Community

If you have any questions, please join the official Live2D community and discuss with other users.