This is a Cubism SDK plugin for using the motion-sync function on the Cubism SDK for Unity.
Please read the license before use.
Please read the notices before use.
This plugin is a Cubism SDK plugin for the Cubism SDK for Unity.
The Cubism SDK for Unity package is required for use.
If you are looking for the download page of the SDK package, please go to the download page.
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.
Unity | Version |
---|---|
Latest | 6000.0.27f1 |
LTS | 2022.3.52f1 |
Library / Tool | Version |
---|---|
Android SDK / NDK | *1 |
Visual Studio 2022 | 17.12.1 |
Windows SDK | 10.0.26100.0 |
Xcode | 16.1 |
*1 Use libraries embedded with Unity or the recommended libraries.
Build using Roslyn or mcs compiler supported by Unity 2018.4 and above.
Note: The mcs compiler is deprecated, and only builds are checked.
Please refer to the following official documentation for the versions of C# you can use.
https://docs.unity3d.com/2018.4/Documentation/Manual/CSharpCompiler.html
Platform | Version |
---|---|
Android | 15 |
iOS | 18.1.1 |
iPadOS | 18.1.1 |
macOS | 15.1 |
Windows 11 | 23H2 |
Google Chrome | 131.0.6778.86 |
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.
Unity builds with the assembly information of the Microphone sample even if the UnityEngine.Microphone
class is not used in the scene. Microphone Usage Description
must be included in Player Settings
for MacOS and iOS builds.
If you do not use the Microphone class when building for MacOS and iOS, please delete the Assets/Live2D/CubismMotionSyncPlugin/Samples/Microphone
directory.
If you are looking for the latest features and/or fixes, please check the develop
branch.
The master
branch is brought into sync with the develop
branch once for every official plugin release.
Copy all files under ./Assets
into the folder where this plugin is located in your Unity project.
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.