Welcome to the open components of the Cubism SDK For Unity.
Go here if you're looking for the official Live2D hoempage, and here if you're looking for the download page of the SDK package.
The components are grouped by their role, and this grouping is reflected in both folder structure and namespaces.
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
.
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 framework code is located in ./Assets/Live2D/Cubism/Framework
.
Components and classes in this group provide the functionality for rendering Cubism models using Unity functionality and
are located in are located in ./Assets/Live2D/Cubism/Rendering
.
Unity Editor extensions are located in ./Assets/Live2D/Cubism/Editor
.
Resources like shaders and other assets are located in ./Assets/Live2D/Cubism/Rendering/Resources
.
If you're looking for the latest features and/or fixes, all development takes place in the develop
branch.
The master
branch is brought in sync with the develop
branch once every official SDK release.
Simply copy all files under ./Assets
into the folder the Live2D Cubism SDK is located in your Unity project.
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.
There are many ways to contribute to the project: logging bugs, submitting pull requests, reporting issues, and creating suggestions.
We very 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.
All issues and feature requests are tracked using the GitHub issue tracker for this repository. Before filing a bug report, please do a search in open issues to see if the issue or feature request has already been filed. If you find your issue already exists, make relevant comments and add your reaction.
We're also interested in your feedback for the future of the SDK. You can submit a suggestion or feature request through the issue tracker. To make this process more effective, we're asking that these include more information to help define them more clearly.
Please limit the discussion to English and keep it professional and things on topic.
Try to stick to the Microsoft guidelines whenever possible. We name private fields in lower-camelcase starting with an underscore.
- In Unity Editor extension, try to write expressive code with LINQ and all the other fancy stuff.
- Stay away from LINQ and prefer
for
overforeach
anywhere else. - Try to be explicit. Prefer
private void Update()
overvoid Update()
.
The license that applies to the source code in this project allows you modify all sources without the need to submit any changes you made. Whenever releasing a product using source code from this project, you just have to make sure that you link your product with the Core distributed with the SDK package. Refer to this license for the gritty details.