├── .gitignore ├── Assets ├── BonePlane.fbx ├── BonePlane.fbx.meta ├── BonePlane.prefab ├── BonePlane.prefab.meta ├── MeshCount.cs ├── MeshCount.cs.meta ├── New Material.mat ├── New Material.mat.meta ├── NewSurfaceShader.shader ├── NewSurfaceShader.shader.meta ├── Scenes.meta ├── Scenes │ ├── SampleScene.unity │ └── SampleScene.unity.meta ├── Scripts.meta ├── Scripts │ ├── Mass-spring Model.meta │ └── Mass-spring Model │ │ ├── BoneMassSpringClothTest.cs │ │ ├── BoneMassSpringClothTest.cs.meta │ │ ├── Gravity.cs │ │ ├── Gravity.cs.meta │ │ ├── MassSpringCloth.cs │ │ ├── MassSpringCloth.cs.meta │ │ ├── VertexMassSpringClothTest.cs │ │ └── VertexMassSpringClothTest.cs.meta ├── split_plane.fbx └── split_plane.fbx.meta ├── LICENSE ├── Packages └── manifest.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset ├── VFXManager.asset └── XRSettings.asset └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | # This .gitignore file should be placed at the root of your Unity project directory 2 | # 3 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore 4 | # 5 | /[Ll]ibrary/ 6 | /[Tt]emp/ 7 | /[Oo]bj/ 8 | /[Bb]uild/ 9 | /[Bb]uilds/ 10 | /[Ll]ogs/ 11 | /[Mm]emoryCaptures/ 12 | 13 | # Asset meta data should only be ignored when the corresponding asset is also ignored 14 | !/[Aa]ssets/**/*.meta 15 | 16 | # Uncomment this line if you wish to ignore the asset store tools plugin 17 | # /[Aa]ssets/AssetStoreTools* 18 | 19 | # Autogenerated Jetbrains Rider plugin 20 | [Aa]ssets/Plugins/Editor/JetBrains* 21 | 22 | # Visual Studio cache directory 23 | .vs/ 24 | 25 | # Gradle cache directory 26 | .gradle/ 27 | 28 | # Autogenerated VS/MD/Consulo solution and project files 29 | ExportedObj/ 30 | .consulo/ 31 | *.csproj 32 | *.unityproj 33 | *.sln 34 | *.suo 35 | *.tmp 36 | *.user 37 | *.userprefs 38 | *.pidb 39 | *.booproj 40 | *.svd 41 | *.pdb 42 | *.mdb 43 | *.opendb 44 | *.VC.db 45 | 46 | # Unity3D generated meta files 47 | *.pidb.meta 48 | *.pdb.meta 49 | *.mdb.meta 50 | 51 | # Unity3D generated file on crash reports 52 | sysinfo.txt 53 | 54 | # Builds 55 | *.apk 56 | *.unitypackage 57 | 58 | # Crashlytics generated file 59 | crashlytics-build.properties 60 | 61 | -------------------------------------------------------------------------------- /Assets/BonePlane.fbx: -------------------------------------------------------------------------------- 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-------------------------------------------------------------------------------- /Assets/Scripts/Mass-spring Model.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 33c17516f3d8f2b4184c22d2a95c5805 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/Mass-spring Model/BoneMassSpringClothTest.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class BoneMassSpringClothTest : MonoBehaviour 6 | { 7 | MassSpringCloth massSpringCloth = default; 8 | 9 | [SerializeField] 10 | Transform rootBone = default; 11 | 12 | [SerializeField] 13 | int div = 16; 14 | 15 | MassSpringCloth.ClothPoint[] clothPoints = default; 16 | MassSpringCloth.ClothConstraint[] constraints; 17 | 18 | 19 | // Start is called before the first frame update 20 | void Start() 21 | { 22 | massSpringCloth = GetComponent(); 23 | 24 | // Initialize 25 | // 頂点 26 | clothPoints = new MassSpringCloth.ClothPoint[div * div]; 27 | 28 | int px = 0; 29 | int py = 0; 30 | foreach (Transform bone in rootBone.transform) 31 | { 32 | //Debug.Log(bone.name); 33 | var weight = py == 0 ? 0.0f : 1.0f; 34 | clothPoints[(py * div) + px] = new MassSpringCloth.ClothPoint(bone, weight); 35 | 36 | px++; 37 | if (px >= div) 38 | { 39 | px = 0; 40 | py++; 41 | } 42 | } 43 | 44 | // Constraint 45 | constraints = new MassSpringCloth.ClothConstraint[(div * div) * 6]; 46 | for (int y = 0; y < div; y++) 47 | { 48 | for (int x = 0; x < div; x++) 49 | { 50 | // 構成バネ 51 | // 左 52 | if (x > 0) 53 | { 54 | constraints[(div * y * 6) + (x * 6)] = GetConstraint(ref clothPoints[(div * y) + x], ref clothPoints[(div * y) + x - 1], MassSpringCloth.SpringType.Structual); 55 | } 56 | else 57 | { 58 | constraints[(div * y * 6) + (x * 6)] = null; 59 | } 60 | 61 | // 上 62 | if (y + 1 < div) 63 | { 64 | constraints[(div * y * 6) + ((x * 6) + 1)] = GetConstraint(ref clothPoints[(div * y) + x], ref clothPoints[(div * (y + 1)) + x], MassSpringCloth.SpringType.Structual); 65 | } 66 | else 67 | { 68 | constraints[(div * y * 6) + ((x * 6) + 1)] = null; 69 | } 70 | 71 | 72 | // せん断バネ 73 | // 左上 74 | if (x > 0 && y + 1 < div) 75 | { 76 | constraints[(div * y * 6) + ((x * 6) + 2)] = GetConstraint(ref clothPoints[(div * y) + x], ref clothPoints[(div * (y + 1)) + x - 1], MassSpringCloth.SpringType.Shear); 77 | } 78 | else 79 | { 80 | constraints[(div * y * 6) + ((x * 6) +2)] = null; 81 | } 82 | 83 | // 右上 84 | if(x + 1 < div && y + 1 < div) 85 | { 86 | constraints[(div * y * 6) + ((x * 6) + 3)] = GetConstraint(ref clothPoints[(div * y) + x], ref clothPoints[(div * (y + 1)) + x + 1], MassSpringCloth.SpringType.Shear); 87 | } 88 | else 89 | { 90 | constraints[(div * y * 6) + ((x * 6) + 3)] = null; 91 | } 92 | 93 | 94 | // 曲げバネ 95 | // 左 96 | if (x > 1) 97 | { 98 | constraints[(div * y * 6) + ((x * 6) + 4)] = GetConstraint(ref clothPoints[(div * y) + x], ref clothPoints[(div * y) + x - 2], MassSpringCloth.SpringType.Bending); 99 | } 100 | else 101 | { 102 | constraints[(div * y * 6) + ((x * 6) + 4)] = null; 103 | } 104 | 105 | // 上 106 | if (y + 1 < div - 1) 107 | { 108 | constraints[(div * y * 6) + ((x * 6) + 5)] = GetConstraint(ref clothPoints[(div * y) + x], ref clothPoints[(div * (y + 2)) + x], MassSpringCloth.SpringType.Bending); 109 | } 110 | else 111 | { 112 | constraints[(div * y * 6) + ((x * 6) + 5)] = null; 113 | } 114 | } 115 | } 116 | 117 | massSpringCloth.Initialize(clothPoints, constraints); 118 | } 119 | 120 | private MassSpringCloth.ClothConstraint GetConstraint( 121 | ref MassSpringCloth.ClothPoint p1, 122 | ref MassSpringCloth.ClothPoint p2, 123 | MassSpringCloth.SpringType type) 124 | { 125 | if (p1 == null || p2 == null) { return null; } 126 | 127 | return new MassSpringCloth.ClothConstraint( 128 | p1, 129 | p2, 130 | (p2.position - p1.position).magnitude, 131 | type); 132 | } 133 | } 134 | -------------------------------------------------------------------------------- /Assets/Scripts/Mass-spring Model/BoneMassSpringClothTest.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 90393b61f35631c4c9e8e9a3a155d74d 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Mass-spring Model/Gravity.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class Gravity : MonoBehaviour 6 | { 7 | [SerializeField] 8 | Vector3 g = new Vector3(0, -9.8f, 0); 9 | 10 | Vector3 prePosition; 11 | 12 | private void Start() 13 | { 14 | prePosition = transform.position; 15 | } 16 | 17 | private void FixedUpdate() 18 | { 19 | // 初速 20 | var v0 = (transform.position - prePosition) / Time.fixedDeltaTime; 21 | 22 | prePosition = transform.position; 23 | 24 | // 速度 25 | var v = v0 + (g * Time.fixedDeltaTime); 26 | 27 | transform.position = transform.position + (v * Time.fixedDeltaTime); 28 | 29 | } 30 | } 31 | -------------------------------------------------------------------------------- /Assets/Scripts/Mass-spring Model/Gravity.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7d4946ed307f40e49911841081f026c9 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Mass-spring Model/MassSpringCloth.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class MassSpringCloth : MonoBehaviour 6 | { 7 | #region Parameter 8 | /// 9 | /// 布の質点の定義 10 | /// 11 | public class ClothPoint 12 | { 13 | /// 動かすTransform 14 | public Transform transform; 15 | 16 | /// 現在の位置 17 | public Vector3 position { get { return transform.position; } set { transform.position = value; } } 18 | 19 | /// 前フレームの位置 /// 20 | public Vector3 prePosition; 21 | 22 | /// 運動計算の重み(0.0 - 1.0) 23 | public float weight; 24 | 25 | public ClothPoint(Transform transform, float weight) 26 | { 27 | this.transform = transform; 28 | this.prePosition = transform.position; 29 | this.weight = weight; 30 | } 31 | } 32 | 33 | /// 34 | /// バネの種類 35 | /// 36 | public enum SpringType 37 | { 38 | Structual, // 構成バネ 39 | Shear, // せん断バネ 40 | Bending, // 曲げバネ 41 | } 42 | 43 | /// 44 | /// コンストレイント 45 | /// 46 | public class ClothConstraint 47 | { 48 | /// 質点1 49 | public ClothPoint p1; 50 | 51 | /// 質点2 52 | public ClothPoint p2; 53 | 54 | /// 自然長 55 | public float restLength; // 自然長 56 | 57 | /// バネの種類 58 | public SpringType type; 59 | 60 | public ClothConstraint(ClothPoint p1, ClothPoint p2, float restLength, SpringType type) 61 | { 62 | this.p1 = p1; 63 | this.p2 = p2; 64 | this.restLength = restLength; 65 | this.type = type; 66 | } 67 | } 68 | #endregion 69 | 70 | #region クラスメンバー 71 | /// 質点の集合 72 | public ClothPoint[] clothPoints { get; private set; } 73 | 74 | /// 制約の集合 75 | public ClothConstraint[] constraints { get; private set; } 76 | 77 | /// 布の質量 78 | [Header("布の質量")] 79 | public float mass = 0.5f; 80 | 81 | /// 質点の質量 82 | float massPoint; 83 | 84 | /// 重力 85 | [Header("重力")] 86 | public Vector3 gravity = new Vector3(0, -9.8f, 0); 87 | 88 | /// 空気抵抗 89 | [Header("空気抵抗"), Range(0f, 1.0f)] 90 | public float drag = 0.1f; 91 | 92 | /// 反復処理回数 93 | [Header("反復処理回数")] 94 | public int relaxationCount = 2; 95 | 96 | /// 構造伸び抵抗 97 | [Header("構造伸び抵抗"), Range(0, 20.0f)] 98 | public float structuralShrink = 10.0f; 99 | 100 | /// 構造縮み抵抗 101 | [Header("構造縮み抵抗"), Range(0, 20.0f)] 102 | public float structuralStretch = 10.0f; 103 | 104 | /// せん断伸び抵抗 105 | [Header("せん断伸び抵抗"), Range(0, 20.0f)] 106 | public float shrinkShrink = 0.1f; 107 | 108 | /// せん断縮み抵抗 109 | [Header("せん断縮み抵抗"), Range(0, 20.0f)] 110 | public float shrinkStretch = 0.1f; 111 | 112 | /// 曲げ伸び抵抗 113 | [Header("曲げ伸び抵抗"), Range(0, 20.0f)] 114 | public float bendingShrink = 10.0f; 115 | 116 | /// 曲げ縮み抵抗 117 | [Header("曲げ縮み抵抗"), Range(0, 20.0f)] 118 | public float bendingStretch = 0.1f; 119 | #endregion 120 | 121 | /// 122 | /// 初期化 123 | /// 124 | /// 125 | /// 126 | public void Initialize(ClothPoint[] clothPoints, ClothConstraint[] constraints) 127 | { 128 | this.clothPoints = clothPoints; 129 | this.constraints = constraints; 130 | massPoint = mass / clothPoints.Length; 131 | } 132 | 133 | /// 134 | /// 積分して質点位置を求める 135 | /// 136 | /// 137 | private void Integral(float dt) 138 | { 139 | // TODO ここ並列化可能 140 | for(int i = 0; i < clothPoints.Length; i++) 141 | { 142 | var p = clothPoints[i]; 143 | 144 | // 初速を求める 145 | var v0 = (p.position - p.prePosition) / dt; 146 | 147 | // 前回位置更新 148 | p.prePosition = p.position; 149 | 150 | // 力による変位を計算する 151 | // 力 152 | var f = (gravity * massPoint) + (v0 * drag * -1.0f); 153 | 154 | // 運動量の変化より速度を求める 155 | var v = (gravity * dt) + v0; 156 | 157 | // 新しい位置を計算する 158 | p.position = p.position + ((v * dt) * p.weight); 159 | } 160 | } 161 | 162 | /// 163 | /// バネの制約を充足させる 164 | /// 165 | /// 反復回数 166 | private void SatisfyConstraint(int count, float dt) 167 | { 168 | var ddt = dt / count; 169 | 170 | for(int ite = 0; ite < count; ite++) 171 | { 172 | for(int i=0; i < constraints.Length; i++) 173 | { 174 | if(constraints[i] == null) { continue; } 175 | 176 | // 固定点の場合は無視 177 | if (constraints[i].p1.weight <= 0 && constraints[i].p2.weight <= 0) 178 | { 179 | continue; 180 | } 181 | 182 | float shrink = 0; // 伸び抵抗 183 | float stretch = 0; // 縮み抵抗 184 | 185 | // 構造バネ 186 | if (constraints[i].type == SpringType.Structual) 187 | { 188 | shrink = structuralShrink; 189 | stretch = structuralStretch; 190 | } 191 | 192 | // せん断バネ 193 | else if (constraints[i].type == SpringType.Shear) 194 | { 195 | shrink = shrinkShrink; 196 | stretch = shrinkStretch; 197 | } 198 | 199 | // 曲げバネ 200 | else 201 | { 202 | shrink = bendingShrink; 203 | stretch = bendingStretch; 204 | } 205 | 206 | // バネの力の計算 207 | // 伸びを計算 208 | var diff = (constraints[i].p2.position - constraints[i].p1.position); 209 | var mag = diff.magnitude; 210 | var f_scalar = mag - constraints[i].restLength; 211 | f_scalar = f_scalar >= 0 ? f_scalar * shrink : f_scalar * stretch; 212 | var f = f_scalar * (diff / Mathf.Abs(mag)); 213 | 214 | // 位置の変位を計算 215 | var v = (f * ddt) / massPoint; // とりあえず、初速0で計算 216 | 217 | // p1の重み 218 | var p1w = constraints[i].p1.weight / (constraints[i].p1.weight + constraints[i].p2.weight); 219 | 220 | // p2の重み 221 | var p2w = constraints[i].p2.weight / (constraints[i].p1.weight + constraints[i].p2.weight); 222 | 223 | // 位置を更新 224 | constraints[i].p1.position = constraints[i].p1.position + (p1w * v * ddt); 225 | constraints[i].p2.position = constraints[i].p2.position - (p2w * v * ddt); 226 | } 227 | } 228 | } 229 | 230 | private void FixedUpdate() 231 | { 232 | Integral(Time.deltaTime); 233 | SatisfyConstraint(relaxationCount, Time.deltaTime); 234 | } 235 | } 236 | -------------------------------------------------------------------------------- /Assets/Scripts/Mass-spring Model/MassSpringCloth.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2155b2cbd147e6a4ca83eb4435b2ca71 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Mass-spring Model/VertexMassSpringClothTest.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | [RequireComponent(typeof(MassSpringCloth))] 6 | public class VertexMassSpringClothTest : MonoBehaviour 7 | { 8 | //MassSpringCloth massSpringCloth = default; 9 | 10 | //[SerializeField] 11 | //float scale = 1.0f; 12 | 13 | //[SerializeField] 14 | //int div = 16; 15 | 16 | //MassSpringCloth.ClothPoint[] clothPoints = default; 17 | //MassSpringCloth.ClothConstraint[] constraints; 18 | 19 | //// Start is called before the first frame update 20 | //void Start() 21 | // { 22 | // massSpringCloth = GetComponent(); 23 | 24 | // // Initialize 25 | // // 頂点 26 | // clothPoints = new MassSpringCloth.ClothPoint[(div + 1) * (div + 1)]; 27 | 28 | // for(int y = 0; y < div + 1; y++) 29 | // { 30 | // for(int x = 0; x < div + 1; x++) 31 | // { 32 | // var pos = new Vector3( 33 | // x / (float)div * 2.0f - 1.0f, 34 | // 1.0f, 35 | // y / (float)div * 2.0f) * scale; 36 | 37 | // var weight = y == 0 ? 0.0f : 1.0f; 38 | // clothPoints[(div * y) + x] = new MassSpringCloth.ClothPoint(pos, weight); 39 | // } 40 | // } 41 | 42 | // // Constraint 43 | // constraints = new MassSpringCloth.ClothConstraint[((div + 1) * (div + 1)) * 6]; 44 | // for(int y = 0; y < div + 1; y++) 45 | // { 46 | // for(int x = 0; x < div; x++) 47 | // { 48 | // // 構成バネ 49 | // constraints[(div * y) + x] = GetConstraint(x, y, -1, 0, MassSpringCloth.SpringType.Structual); //左 50 | // constraints[(div * y) + x + 1] = GetConstraint(x, y, 0, -1, MassSpringCloth.SpringType.Structual); //上 51 | 52 | // // せん断バネ 53 | // constraints[(div * y) + x + 2] = GetConstraint(x, y, -1, -1, MassSpringCloth.SpringType.Shear); //左上 54 | // constraints[(div * y) + x + 3] = GetConstraint(x, y, 1, -1, MassSpringCloth.SpringType.Shear); //右上 55 | 56 | // // 曲げバネ 57 | // constraints[(div * y) + x + 4] = GetConstraint(x, y, -2, 0, MassSpringCloth.SpringType.Bending); //左上 58 | // constraints[(div * y) + x + 5] = GetConstraint(x, y, 0, -2, MassSpringCloth.SpringType.Bending); //右上 59 | // } 60 | // } 61 | 62 | // massSpringCloth.Initialize(clothPoints, constraints); 63 | // } 64 | 65 | //private MassSpringCloth.ClothConstraint GetConstraint(int x, int y, int offsetX, int offsetY, MassSpringCloth.SpringType type) 66 | //{ 67 | // int targetX = x + offsetX; 68 | // int targetY = y + offsetY; 69 | 70 | // if(targetX >= 0 && targetX < div + 1 && targetY >= 0 && targetY < div + 1) 71 | // { 72 | // return new MassSpringCloth.ClothConstraint( 73 | // clothPoints[y * (div + 1) + x], 74 | // clothPoints[targetY * (div + 1) + targetX], 75 | // scale * 2.0f / div * Mathf.Sqrt(offsetX * offsetX + offsetY * offsetY), 76 | // type); 77 | // } 78 | 79 | // return default; 80 | //} 81 | 82 | //private int[] GetTriangles() 83 | //{ 84 | // var triangles = new int[(div + 1) * (div + 1) * 3]; 85 | // for(int y = 0; y < div; y++) 86 | // { 87 | // for (int x = 0; x < div; x++) 88 | // { 89 | // triangles[y * (div + 1) + x] = y * (div + 1) + x; 90 | // triangles[y * (div + 1) + x + 1] = y * (div + 1) + x + 1; 91 | // triangles[y * (div + 1) + x + 2] = (y+1) * (div+1) + x; 92 | // } 93 | // } 94 | 95 | // return triangles; 96 | //} 97 | 98 | //// Update is called once per frame 99 | //void Update() 100 | // { 101 | 102 | // } 103 | } 104 | -------------------------------------------------------------------------------- /Assets/Scripts/Mass-spring Model/VertexMassSpringClothTest.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 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copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.2d.sprite": "1.0.0", 4 | "com.unity.2d.tilemap": "1.0.0", 5 | "com.unity.ads": "2.0.8", 6 | "com.unity.analytics": "3.3.5", 7 | "com.unity.collab-proxy": "1.2.16", 8 | "com.unity.ide.rider": "1.1.4", 9 | "com.unity.ide.vscode": "1.1.4", 10 | "com.unity.multiplayer-hlapi": "1.0.4", 11 | "com.unity.purchasing": "2.0.6", 12 | "com.unity.test-framework": "1.1.11", 13 | "com.unity.textmeshpro": "2.0.1", 14 | "com.unity.timeline": "1.2.6", 15 | "com.unity.ugui": "1.0.0", 16 | 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-------------------------------------------------------------------------------- 1 | # ClothSimulation_Unity 2 | Unityでクロスシミュレーションを実装する 3 | 4 | # 参考文献 5 | [WebGLで布シミュレーションを実装してみる](https://qiita.com/yunta_robo/items/0b468b65f3412554400a) 6 | --------------------------------------------------------------------------------