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Merge Skinned Mesh Enablement Animation #1173
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This reverts commit 9c8676b.
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このチェックボックスがオンの場合、統合対象のSkinnedMeshRendererの有効無効状態に関するアニメーションが統合先のSkinnedMeshRendererにコピーされます。 | ||
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この機能は、統合先のSkinnedMeshRendererの`enabled`プロパティや、そのGameObjectや祖先のGameObjectの`activeSelf`プロパティのアニメーションをコピーします。 |
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この機能は、統合先のSkinnedMeshRendererの`enabled`プロパティや、そのGameObjectや祖先のGameObjectの`activeSelf`プロパティのアニメーションをコピーします。 | |
この機能は、統合先のSkinnedMeshRendererの`enabled`プロパティ(コンポーネントの有効無効)や、そのGameObjectや祖先のGameObjectの`activeSelf`プロパティ(GameObjectの有効無効)のアニメーションをコピーします。 |
丁寧説明ver
お好みで
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referenceはどっちかというとある程度分かる人想定なんですよね難しいところ
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改変出来る程度に分かることと、Unityの変数が分かる(スクリプトが読める/書ける)のとはちょっと別だからにゃ…
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animatorでenabledとかactiveとかは出てくるのよね...うーむ
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まあ、"SkinnedMeshRendererの"とか"GameObjectの"とか書いてあるので比較的分かりやすい方ではあると思われ
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このチェックボックスがオンの場合、統合対象のSkinnedMeshRendererの有効無効状態に関するアニメーションが統合先のSkinnedMeshRendererにコピーされます。 | ||
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この機能は、統合先のSkinnedMeshRendererの`enabled`プロパティや、そのGameObjectや祖先のGameObjectの`activeSelf`プロパティのアニメーションをコピーします。 |
There was a problem hiding this comment.
Choose a reason for hiding this comment
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改変出来る程度に分かることと、Unityの変数が分かる(スクリプトが読める/書ける)のとはちょっと別だからにゃ…
Co-authored-by: Sayamame-beans <[email protected]>
Co-authored-by: Sayamame-beans <[email protected]>
the others are ok |
Fixes #894