This is a Cubism SDK plugin for using the motion-sync function on the Cubism SDK for Native.
Please read the license before use.
Please read the notices before use.
This plugin is a Cubism SDK plugin for the latest Cubism SDK for Native.
The Cubism SDK for Native package is required for use.
If you are looking for the download page of the SDK package, please go to the download page.
Please place the Cubism SDK for Native package at the same level as this repository.
This library provides the motion-sync function. Live2D Cubism MotionSync Core is not included in this repository.
To download the plugin package that includes Live2D Cubism MotionSync Core, please refer to this page.
.
├─ Core # Directory containing Live2D Cubism Motion Sync Core
├─ Framework # Directory containing source code for rendering and animation functions for motion-sync
└─ Samples
└─ OpenGL # Directory containing the OpenGL sample project
The build method depends on the sample project.
Please refer to the README.md
included with each sample project.
In this sample, the deliverables of CMake projects except Android are generated in the bin
directory.
E.g. When building a macOS project of the OpenGL sample using the make_gcc
script
Demo
└─ proj.mac.cmake
└─ build
└─ make_gcc
└─ bin
└─ Demo
├─ Resources # Same as Samples/Resources
└─ Demo # Executable applications
Please refer to CHANGELOG.md for the changelog of this repository.
Development Tool | Version |
---|---|
Android Studio | Jellyfish 2023.3.1 |
CMake | 3.29.3 |
Visual Studio 2013 | Update 5 |
Visual Studio 2015 | Update 3 |
Visual Studio 2017 | 15.9.62 |
Visual Studio 2019 | 16.11.34 |
Visual Studio 2022 | 17.9.7 |
Xcode | 15.4 |
Android SDK tools | Version |
---|---|
Android NDK | 25.2.9519653 |
Android SDK | 34.0.0 |
CMake | 3.22.1 |
Platform | Version |
---|---|
iOS / iPadOS | 17.5.1 |
macOS | 14.5 |
Windows 10 | 22H2 |
Windows 11 | 23H2 |
Version | Device | Tegra |
---|---|---|
14 | Pixel 7a | |
7.1.1 | Nexus 9 | ✔︎ |
The sound device for input/output is a specification whereby the default device is used.
In this sample, the input sound is played directly through the device's sound playback system. Depending on your environment, feedback may occur. To prevent this, please mute the sample application and the device's sound playback, or move the microphone and speaker away from each other.
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 Forum.
We very much appreciate your pull requests, whether they bring fixes, improvements, or even new features. To keep the main repository as clean as possible, create a personal fork and feature branches there as needed.
We are regularly checking bug reports and feature requests at Live2D Forum. Before submitting a bug report, please search the Live2D Forum to see if the bug report or feature request has already been submitted. Add your comment to the relevant issue if it already exists.
We're also interested in your feedback for the future of the SDK. You can submit a suggestion or feature request at Live2D Forum. To make this process more effective, we're asking that you include more information to help define them more clearly.
Try to stick to the Microsoft guidelines whenever possible. Private fields are named in lowercase, starting with an underscore.
- In the Unity Editor extension, try to write expressive code with LINQ and all the other fancy stuff.
- Otherwise, do not use LINQ and prefer
for
toforeach
. - Try to make the access modifier explicit. Use
private void Update()
instead ofvoid Update()
.
If you have any questions, please join the official Live2D forum and discuss with other users.