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2022.03.28 Monday
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°ìÄê´ü´Ö¹¹¿·¤¬¤Ê¤¤¤¿¤á¹­¹ð¤òɽ¼¨¤·¤Æ¤¤¤Þ¤¹

| ¥¹¥Ý¥ó¥µ¡¼¥É¥ê¥ó¥¯ | - | | - | - | pookmark |
¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡
2014.12.31 Wednesday
Mecanim Tutorial ¤Î¥¹¥¯¥ê¥×¥È¤òAnimaterÀ©¸æ¥¹¥¯¥ê¥×¥È¤òÍý²ò¤Ë¤Ä¤È¤á¤Æ¤ß¤¿¡£

Mecanim Tutorial ¤Î¥¹¥¯¥ê¥×¥È¤òAnimaterÀ©¸æ¥¹¥¯¥ê¥×¥È¤òÍý²ò¤Ë¤Ä¤È¤á¤Æ¤ß¤¿¡£
http://www.mediafire.com/download/1fhhzdx9gu2ahdw/MecanimTute.zip


using UnityEngine;
using System.Collections;

// Require these components when using this script
[RequireComponent(typeof (Animator))]
[RequireComponent(typeof (CapsuleCollider))]
[RequireComponent(typeof (Rigidbody))]
public class BotControlScript : MonoBehaviour
{
    [System.NonSerialized]                    
    public float lookWeight;                    // the amount to transition when using head look
    
    [System.NonSerialized]
    public Transform enemy;                        // a transform to Lerp the camera to during head look
    
    public float animSpeed = 1.5f;                // a public setting for overall animator animation speed
    public float lookSmoother = 3f;                // a smoothing setting for camera motion
    public bool useCurves;                        // a setting for teaching purposes to show use of curves

    
    private Animator anim;                            // a reference to the animator on the character
    private AnimatorStateInfo currentBaseState;            // a reference to the current state of the animator, used for base layer
    private AnimatorStateInfo layer2CurrentState;    // a reference to the current state of the animator, used for layer 2
    private CapsuleCollider col;                    // a reference to the capsule collider of the character
    

    static int idleState = Animator.StringToHash("Base Layer.Idle");    
    static int locoState = Animator.StringToHash("Base Layer.Locomotion");            // these integers are references to our animator's states
    static int jumpState = Animator.StringToHash("Base Layer.Jump");                // and are used to check state for various actions to occur
    static int jumpDownState = Animator.StringToHash("Base Layer.JumpDown");        // within our FixedUpdate() function below
    static int fallState = Animator.StringToHash("Base Layer.Fall");
    static int rollState = Animator.StringToHash("Base Layer.Roll");
    static int waveState = Animator.StringToHash("Layer2.Wave");
    

    void Start ()
    {
        // initialising reference variables
        anim = GetComponent<Animator>();                      
        col = GetComponent<CapsuleCollider>();                
        enemy = GameObject.Find("Enemy").transform;    
        if(anim.layerCount ==2)
            anim.SetLayerWeight(1, 1);
    }
    
    
    void FixedUpdate ()
    {
        float h = Input.GetAxis("Horizontal");                // setup h variable as our horizontal input axis
        float v = Input.GetAxis("Vertical");                // setup v variables as our vertical input axis
        anim.SetFloat("Speed", v);                            // set our animator's float parameter 'Speed' equal to the vertical input axis                
        anim.SetFloat("Direction", h);                         // set our animator's float parameter 'Direction' equal to the horizontal input axis        
        anim.speed = animSpeed;                                // set the speed of our animator to the public variable 'animSpeed'
        anim.SetLookAtWeight(lookWeight);                    // set the Look At Weight - amount to use look at IK vs using the head's animation
        currentBaseState = anim.GetCurrentAnimatorStateInfo(0);    // set our currentState variable to the current state of the Base Layer (0) of animation
        
        if(anim.layerCount ==2)        
            layer2CurrentState = anim.GetCurrentAnimatorStateInfo(1);    // set our layer2CurrentState variable to the current state of the second Layer (1) of animation
        
        
        // LOOK AT ENEMY
        
        // if we hold Alt..
        if(Input.GetButton("Fire2"))
        {
            // ...set a position to look at with the head, and use Lerp to smooth the look weight from animation to IK (see line 54)
            anim.SetLookAtPosition(enemy.position);
            lookWeight = Mathf.Lerp(lookWeight,1f,Time.deltaTime*lookSmoother);
        }
        // else, return to using animation for the head by lerping back to 0 for look at weight
        else
        {
            lookWeight = Mathf.Lerp(lookWeight,0f,Time.deltaTime*lookSmoother);
        }
        
        // STANDARD JUMPING
        
        // if we are currently in a state called Locomotion (see line 25), then 
| whaison | Unity3d | 23:26 | comments(0) | - | pookmark |
¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡
2014.12.31 Wednesday
Mecanim Locomotion Starter Kit¤Î¥¹¥¯¥ê¥×¥È¤ò Simple ¤Ë¤·¤Æ¤ß¤¿¡£
Mecanim Locomotion Starter Kit
https://www.assetstore.unity3d.com/jp/#!/content/7673


SetFloat¤Î°ú¿ô¤Ï£²¤Ä¤Ç¤â¤¤¤¤¤¬£´¤Ä¤Ë¤¹¤ë¤³¤È¤ÇÀÚ¤êÊÖ¤·¤ÎÆ°ºî¤ò²Äǽ¤Ë¤·¤Æ¤¤¤ë¤è¤¦¤À¡£
Animator.SetFloat
 
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dampTime »þ´ÖÃͤËÅþ㤹¤ë¤¿¤á¤Ë¥Ñ¥é¥á¡¼¥¿¡¼¤µ¤»¤¿¡£
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 /// <summary>
/// 
/// </summary>

using UnityEngine;
using System;
using System.Collections;
  
[RequireComponent(typeof(Animator))]  

//Name of class must be name of file as well

public class LocomotionPlayer : MonoBehaviour {

    protected Animator animator;

    private float speed = 0;
    private float direction = 0;
        //private Locomotion locomotion = null;
        private LocomotionSimple locomotion = null;

    // Use this for initialization
    void Start () 
    {
        animator = GetComponent<Animator>();
                // locomotion = new Locomotion(animator);
                locomotion= new LocomotionSimple(animator);
    }
    
    void Update () 
    {
        if (animator && Camera.main)
        {
            JoystickToEvents.Do(transform,Camera.main.transform, ref speed, ref direction);
            locomotion.Do(speed * 6, direction * 180);
        }        
    }
}



using UnityEngine;
using System.Collections;

public class LocomotionSimple
{
        private Animator m_Animator = null;
        private int m_SpeedId = 0;
        private int m_AgularSpeedId = 0;
        private int m_DirectionId = 0;
        public float m_SpeedDampTime = 0.1f;
        public float m_AnguarSpeedDampTime = 0.25f;
        public float m_DirectionResponseTime = 0.2f;

        public LocomotionSimple (Animator animator)
        {
                m_Animator = animator;

                m_SpeedId = Animator.StringToHash ("Speed");//Animater¤ËÀßÄꤷ¤¿¥Õ¥í¡¼¥È¤Î̾¾Î
                m_AgularSpeedId = Animator.StringToHash ("AngularSpeed");//Animater¤ËÀßÄꤷ¤¿¥Õ¥í¡¼¥È¤Î̾¾Î
                m_DirectionId = Animator.StringToHash ("Direction");//Animater¤ËÀßÄꤷ¤¿¥Õ¥í¡¼¥È¤Î̾¾Î
        }
        //Update¤Ç¸Æ¤Ð¤ì¤ë´Ø¿ô¡£
        public void Do (float speed, float direction)
        {
                AnimatorStateInfo state = m_Animator.GetCurrentAnimatorStateInfo (0);

                bool inTransition = m_Animator.IsInTransition (0);//state¤¬ÀÚ¤êÂؤï¤ë¥È¥é¥ó¥¸¥·¥ç¥óÃ椫¤É¤¦¤«¡©
                bool inIdle = state.IsName ("Locomotion.Idle");//¥¢¥¤¥É¥ë¾õÂÖ¤«¤É¤¦¤«¡©
                //bool inTurn = state.IsName("Locomotion.TurnOnSpot") || state.IsName("Locomotion.PlantNTurnLeft") || state.IsName("Locomotion.PlantNTurnRight");
                bool inTurn = false;
                if (state.IsName ("Locomotion.TurnOnSpot")) {//²óž¾õÂ֤ΤȤ­
                        inTurn = true;    
                }
                bool inWalkRun = state.IsName ("Locomotion.WalkRun");//Áö¤Ã¤Æ¤ë¤È¤­

                float angularSpeed = direction / m_DirectionResponseTime;
                ///////////SetFloat(string name, float value, float dampTime(»þ´Ö¤ËÅþ㤹¤ë¤¿¤á¤Î¥Ñ¥é¥á¡¼¥¿), float deltaTime(»þ´Ö));

            

                m_Animator.SetFloat (m_SpeedId, speed);
                m_Animator.SetFloat (m_AgularSpeedId, angularSpeed);
                m_Animator.SetFloat (m_DirectionId, direction);
        }
}

 

| whaison | Unity3d | 17:12 | comments(0) | - | pookmark |
¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡
2014.12.30 Tuesday
Mecanim Locomotion Starter Kit¤Î¥¹¥¯¥ê¥×¥È¤òÆüËܸì²ò¼á¤·¤Æ¤ß¤¿¡£
 

Mecanim Locomotion Starter Kit


https://www.assetstore.unity3d.com/jp/#!/content/7673


 /// <summary>
/// 
/// </summary>

using UnityEngine;
using System;
using System.Collections;
  
[RequireComponent(typeof(Animator))]  

//Name of class must be name of file as well

public class LocomotionPlayer : MonoBehaviour {

    protected Animator animator;

    private float speed = 0;
    private float direction = 0;
    private Locomotion locomotion = null;

    // Use this for initialization
    void Start () 
    {
        animator = GetComponent<Animator>();
        locomotion = new Locomotion(animator);
    }
    
    void Update () 
    {
        if (animator && Camera.main)
        {
            JoystickToEvents.Do(transform,Camera.main.transform, ref speed, ref direction);
            locomotion.Do(speed * 6, direction * 180);
        }        
    }
}


û¤¤¤È»×¤Ã¤¿¤é¡£

Locomotion¤ÆÆȼ«¤ÎAnimeter·Ñ¾µ¥¯¥é¥¹¤òºî¤Ã¤Æ¤¤¤ë¡£¡£»°¹à±é»»»Ò¤À¤é¤±¤À¤Ã¤¿¤Î¤ÇÍý²ò¤Î¤¿¤á¤Ð¤é¤·¤¿¡£

using UnityEngine;
using System.Collections;

public class Locomotion
{
        private Animator m_Animator = null;
        private int m_SpeedId = 0;
        private int m_AgularSpeedId = 0;
        private int m_DirectionId = 0;
        public float m_SpeedDampTime = 0.1f;
        public float m_AnguarSpeedDampTime = 0.25f;
        public float m_DirectionResponseTime = 0.2f;

        public Locomotion (Animator animator)
        {
                m_Animator = animator;

                m_SpeedId = Animator.StringToHash ("Speed");//Animater¤ËÀßÄꤷ¤¿¥Õ¥í¡¼¥È¤Î̾¾Î
                m_AgularSpeedId = Animator.StringToHash ("AngularSpeed");//Animater¤ËÀßÄꤷ¤¿¥Õ¥í¡¼¥È¤Î̾¾Î
                m_DirectionId = Animator.StringToHash ("Direction");//Animater¤ËÀßÄꤷ¤¿¥Õ¥í¡¼¥È¤Î̾¾Î
        }
        //Update¤Ç¸Æ¤Ð¤ì¤ë´Ø¿ô¡£
        public void Do (float speed, float direction)
        {
                AnimatorStateInfo state = m_Animator.GetCurrentAnimatorStateInfo (0);

                bool inTransition = m_Animator.IsInTransition (0);//state¤¬ÀÚ¤êÂؤï¤ë¥È¥é¥ó¥¸¥·¥ç¥óÃ椫¤É¤¦¤«¡©
                bool inIdle = state.IsName ("Locomotion.Idle");//¥¢¥¤¥É¥ë¾õÂÖ¤«¤É¤¦¤«¡©
                //bool inTurn = state.IsName("Locomotion.TurnOnSpot") || state.IsName("Locomotion.PlantNTurnLeft") || state.IsName("Locomotion.PlantNTurnRight");
                bool inTurn = false;
                if (state.IsName ("Locomotion.TurnOnSpot")) {//²óž¾õÂ֤ΤȤ­
                        inTurn = true;    
                }
                if (state.IsName ("Locomotion.PlantNTurnLeft")) {//º¸ÀÚ¤êÊÖ¤·¤Î¤È¤­
                        inTurn = true;
                }
                if (state.IsName ("Locomotion.PlantNTurnRight")) {//±¦ÀÚ¤êÊÖ¤·¤Î¤È¤­
                        inTurn = true;
                }
                bool inWalkRun = state.IsName ("Locomotion.WalkRun");//Áö¤Ã¤Æ¤ë¤È¤­
                //-------------------------------------------speedDampTime
                //float speedDampTime = inIdle ? 0 : m_SpeedDampTime;
                float speedDampTime;
                if (inIdle) {
                        speedDampTime = 0;//¥¢¥¤¥É¥ë¤Î¤È¤­¥À¥ó¥×¤Ï
                } else {
                        speedDampTime =    m_SpeedDampTime;//¥¢¥¤¥É¥ë¤¸¤ã¤Ê¤¤¤È¤­m_SpeedDampTime = 0.1f;
                }
                //------------------------------------------angularSpeedDampTime
                //float angularSpeedDampTime = inWalkRun || inTransition ? m_AnguarSpeedDampTime : 0;
                float angularSpeedDampTime;
                angularSpeedDampTime=0;//
                if(inWalkRun){
                        angularSpeedDampTime = m_AnguarSpeedDampTime;//Ê⤤¤Æ¤ë¤È¤­ m_AnguarSpeedDampTime = 0.25f;
                }
                if(inTransition){
                        angularSpeedDampTime = m_AnguarSpeedDampTime;//¥È¥é¥ó¥¸¥·¥ç¥óÃæ¤Î¤È¤­m_AnguarSpeedDampTime = 0.25f;
                }
                //----------------------------------------directionDampTime
                //float directionDampTime = inTurn || inTransition ? 1000000 : 0;
                float directionDampTime;
                directionDampTime=0;
                if(inTurn){
                        directionDampTime =    1000000;//¥¿¡¼¥óÃæ¤Î¤È¤­ 1000000
                }
                if(inTransition){
                        directionDampTime =    1000000;//¥È¥é¥ó¥¸¥·¥ç¥óÃæ¤Î¤È¤­ 1000000
                }

                float angularSpeed = direction / m_DirectionResponseTime;
                ///////////SetFloat(string name, float value, float dampTime(»þ´Ö¤ËÅþ㤹¤ë¤¿¤á¤Î¥Ñ¥é¥á¡¼¥¿), float deltaTime(»þ´Ö));
                m_Animator.SetFloat (m_SpeedId, speed, speedDampTime, Time.deltaTime);
                m_Animator.SetFloat (m_AgularSpeedId, angularSpeed, angularSpeedDampTime, Time.deltaTime);
                m_Animator.SetFloat (m_DirectionId, direction, directionDampTime, Time.deltaTime);

        }
}


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http://d.hatena.ne.jp/tueda_wolf/20120121/p1
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| whaison | Unity3d | 18:15 | comments(0) | - | pookmark |
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http://www.slideshare.net/gametsukuru/4unity-x-photon-cloud?redirected_from=save_on_embed


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https://www-jp.exitgames.com/ja/Realtime

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  • Unity New Project µ¯Æ°
  • 12. Asset Storeµ¯Æ° Window -> Asset Store
  • 13. Photon¤ò¸¡º÷ ­¡ Photon ¤Ç¸¡º÷ ­¢ Photon Unity Networking Free ¤òÁªÂò
  • 14. Photon Unity Networking Free ¥À¥¦¥ó¥í¡¼¥É ¥¯¥ê¥Ã¥¯¡ª
  • 15. <»²¹Í> iOS/AndroidÂбþ¤Ë¤Ä¤¤¤Æ → iOS/Android¤Ø¤ÎÂбþ¤ÏPhotonÍ­ÎÁÈǤ¬É¬ÍפǤ¹¡£   iOS/Android¤Ø¤Î½ñ¤­½Ð¤·¤ÏUnity Pro¥é¥¤¥»¥ó¥¹¤¬ ɬÍפǤ¹¡£
  • 16. Asset¤ò¥¤¥ó¥¹¥È¡¼¥ë¸å¡¢¤³¤Î¤è¤¦¤Ê ²èÌ̤ˤʤê¤Þ¤·¤¿¤«¡©
  • 17. Photon Cloud¤ØÀܳÀßÄê ¡¡¡¡Photon Cloud¤Î¥¢¥»¥Ã¥È¤òÆþ¤ì¤ë¤È¡¢²¼¤Î¥»¥Ã¥È¥¢¥Ã¥×²èÌ̤ϼ«Æ°¤Ç¸½¤ì¤Þ¤¹¡£
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  • 18. Àܳ´°Î»¡ª
  • 19. ¥ï¥ó¥Ý¥¤¥ó¥È! ¤³¤Î¤è¤¦¤Ë¥Í¥Ã¥È¥ï¡¼¥¯¥»¥Ã¥È¥¢¥Ã¥×¥¿¥Ö¤ò À°Íý¤¹¤ë¤³¤È¤â¤¤¤¤¤Ç¤·¤ç¤¦¡£ ---
  • 20. Inport¤·¤¿Asset¤«¤éDemoWorkerGameSceneÁªÂò¤¹¤ë DemoWorkerGame-SceneÁªÂò ¥¯¥ê¥Ã¥¯
  • 21. ¤³¤Î¤è¤¦¤Ê²èÌ̤ˤʤê¤Þ¤·¤¿¤«¡©
  • 22. Static Stuffºï½ü Static Stuff¤òºï½ü
  • 23. Directional lightÄɲÃ
  • 24. Terrain¤ò»È¤ª¤¦¡ª Create -> Terrain position¤ÎÃÍ¥Á¥§¥Ã¥¯¡ª ¥¯¥ê¥Ã¥¯ 150 100
  • 25. Terrain AssetsÄɲà Assets -> Import Package -> Terrain Assets
  • 26. ÃÏ·Á¤òºî¤í¤¦ Terrain¤ÎInspector View¤ò³Îǧ¤·¤ÆÃÏ·Á¤òºî¤í¤¦ ¥¯¥ê¥Ã¥¯
  • 27. Scene View¾å¤ÇÃÏ·Á¤òºî¤í¤¦ Terrain¤ò³¨¤Î¶ñ¤Î¤è¤¦¤ËÅɤë¤ÈÀ¹¤ê¾å¤¬¤ê¤Þ¤¹¡£
  • Terrain ¤«¤é¤Î¥Õ¥Ç¥Þ¡¼¥¯¤Î¥¿¥Ö¤Ç>Edit Texture >AddTexture
  • ¼¡¤Ï»³¤òÀ¹¤ê¾å¤²¤ë¥¢¥¤¥³¥óÁª¤ó¤Ç¡ä¥Ö¥é¥·¤Î·Á¾õÁª¤ó¤ÇOpacity¤¬¹â¤µ¡¢Brush Size¤¬¹â¤¯¤Ê¤ëÈϰϤÀ¤è
  • 28. ÃÏ·Á¤¬´°À®¡ª
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  • 29. Player¤òHierarchy¤Ë°ÜÆ° Assets -> Photon Unity Networking -> Demos-> Demo Worker -> Resources -> Player Player¤òHierarchy View¤Ë°ÜÆ°¤µ¤»¤Þ¤¹¡£
  • 30. ¶Ì¤òȯ¼Í¤µ¤»¤ë½àÈ÷ ¶õ¤ÎGameObject¤òºî¤ê¤½¤³¤«¤éȯ¼Í¤·¤Þ¤¹¡£ ¤³¤³¤Ç¤Ï̾Á°¤ò Fire ¤Ë¤·¤Þ¤·¤¿¡£ ¶»¤ÎÁ°¤¢¤¿¤ê¤Ë°ÜÆ° ¤³¤Î¤è¤¦¤Ë¤·¤Æ¤¤¤ë¤Î¤Ï Player¤È¤¤¤¦Tag¤ò»ý¤Ã¤Æ ¤¤¤ëPlayer¤¬¶Ì¤òȯ¼Í¤µ¤» ¤ë¤È¡¢¶Ì¤òȯ¼Í¤·¤¿½Ö´Ö ¤ËPlayer¼«¿È¤¬Destroy ¤·¤Æ¤·¤Þ¤¦¤«¤é¤Ç¤¹¡£
  • 31. ¶Ì¤òȯ¼Í¤µ¤»¤ë¥¹¥¯¥ê¥×¥È Player¤ËÄɲä·¤¿¶õ¥ª¥Ö¥¸¥§¥¯¥È(Fire)¤ËÄɲ䷤Ƥ¯¤À¤µ¤¤¡£ Javascript¤Î¥¹¥¯¥ê¥×¥È¤Ç¤¹¡£

  • //Fire.js
    #pragma strict
     var bullet : Rigidbody
     var speed = 20
     function Update () 
     { 
     if (Input.GetButtonUp("Fire1")){
      var clone = Instantiate(bullet,transform.position,transform.rotation);
          clone.velocity = transform.TransformDirection(Vector3(0,0,speed));
          Destroy(clone.gameObject,3); 
          }
     } 

     
  • 32. ¶Ì¤òºî¤í¤¦(Sphere¤ÇºîÀ®) Sphere¤ËRigidbodyÄɲà Sphere¤òPrefab²½ Sphere¤Î¥µ¥¤¥ºÊѹ¹ Scale x:0.2 Y:0.2 Z:0.2 Prefab²½¤Ç¤­¤ì¤ÐHierarchy¤ÎSphere¤òºï½ü¤·¤Æ¤¯¤À¤µ¤¤¡£
  • 33. Player¤Î¤¢¤¿¤êȽÄê½àÈ÷­¡ Javascript¤Î¥¹¥¯¥ê¥×¥È¤Ç¤¹¡£ Bullet(¶Ì)¤ËÄɲ䷤Ƥ¯¤À¤µ¤¤¡£
  • hit.js
    ////hit.js
    #pragma strict
    function OnCollisionEnter(info : Collision) {
     if (info.gameObject.tag == "Player")
      { 
       info.gameObject.SendMessage("ApplyDamage"); 
      } 
     } 

     
  • 34. Bullet¤Î½àÈ÷(¶Ì¤Î½àÈ÷) Bullet¤ÎNone¤ËRigidbodyÉÕ¤­¤ÎPrefab¥ª¥Ö¥¸¥§¥¯¥È¤ò Äɲä·¤Þ¤¹¡£(¤³¤Î¾ì¹ç¤ÏPrefab²½¤·¤¿Sphere bullet ¤Ç ¤¹¡£)
  • 35. Player¤Î¤¢¤¿¤êȽÄê½àÈ÷­¢ Javascript¤Î¥¹¥¯¥ê¥×¥È¤Ç¤¹¡£ Player¤ËÄɲ䷤Ƥ¯¤À¤µ¤¤¡£
    //Damage.js
    #pragma strict
    var explosionPrefab : GameObject
    function ApplyDamage() 

      Instantiate(explosionPrefabtransform.positionQuaternion.identity);
      Destroy(gameObject); 
      Application.LoadLevel(Application.loadedLevel); 
     } 
  • 36. Çúȯ¥¨¥Õ¥§¥¯¥ÈÄɲà explosionPrefab¤ËParticleÄɲà ParticleÄɲà Assets -> Import Package -> Particles
  • 37. Êѹ¹¤òŬ±þ¤¹¤ë Player¤ÎInspector¤ÎApply¤ò¥¯¥ê¥Ã¥¯¤¹¤ë¡£ Hierarchy view¤ÎPlayer¤òºï½ü¤¹¤ë¡£
  • 38. Play¥Ü¥¿¥ó¤ò²¡¤·¤Æ¤ß¤è¤¦ Player̾ ¥ë¡¼¥à̾ Create Room¤ò¥¯¥ê¥Ã¥¯
  • 39. ¥²¡¼¥à³«»Ï ¥²¡¼¥à¤¬¤Ç¤­¤Þ¤·¤¿¡ª
  • 40. ¥²¡¼¥à¤ò½ñ¤­½Ð¤¹ File -> Build Settings PC or Mac¤Ë½ñ¤­½Ð¤·¡£ WebPlayer¤Ë½ñ¤­½Ð¤· ¤ÆWeb¾å¤ËÃÖ¤¯¤Î¤â Good¤Ç¤¹¡£
  • 41. Í·¤ó¤Ç¤ß¤è¤¦¡ª ¥µ¥ó¥×¥ë¤Ï¡¢¤³¤Á¤é¤Ç³Îǧ¤Ç¤­¤Þ¤¹¡£ http://p.tl/5gHe 1¤Ä¤ÎMac¤Ç2¤Ä¤Î¥Ö¥é¥¦¥¶¤òΩ¤Á¾å¤²¤Þ¤·¤¿¡£ 1¤ÄÌܤΥ֥饦¥¶¤Ï¡¢Create Room¤Ç¥²¡¼¥à ¤ò»Ï¤á¤Þ¤¹¡£
  • 42. 2¤ÄÌܤΥ֥饦¥¶¤Ç¤Ï²¼ ¤Ë¸½¤ì¤¿Room¤ËÆþ¤Ã¤Æ¤¯¤À¤µ¤¤ Join¤ò²¡¤¹
  • 43. 2¿Í¤¬½ä¤ê²ñ¤¤¡ª
  • 44. ±¦¥¯¥ê¥Ã¥¯¤ÇÃÆȯ¼Í¡ª
  • 45. ¥Á¥ã¥Ã¥È¤â»È¤¨¤ë¡ª ¥Á¥ã¥Ã¥È¤Ç¤­¤ë¡ª                        



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http://www.mediafire.com/download/bqr31z0vi3oeofj/photonCloud001.zip

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| whaison | Blender | 18:57 | comments(0) | - | pookmark |