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Merge pull request #102 from kirurobo/dev_patch
Fixed README and InputProxy.cs
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README-ja.md

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@@ -3,6 +3,8 @@ Unified window controller for macOS and Windows
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略称:UniWinC(ユニウィンク)
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[![license](https://img.shields.io/badge/license-MIT-green.svg?style=flat)](https://github.com/kirurobo/UniWindowController/blob/master/LICENSE)
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<a href="https://flatt.tech/oss/gmo/trampoline" target="_blank"><img src="https://flatt.tech/assets/images/badges/gmo-oss.svg" height="20px"/></a>
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### README
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- [Japanese (日本語での説明)](README-ja.md)
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## デモ
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[Release のページ](https://github.com/kirurobo/UniWindowController/releases) にビルドしたサンプルを置いてあります
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[UniWinC_VRM](https://github.com/kirurobo/UniWinC_VRM) にはビルドしたVRMファイルビューアーのサンプルを置いてあります
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## インストール
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そのためにいくつかの条件があります。
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- HDR は無効にする [参考](https://github.com/kirurobo/UniWindowController/issues/42#issuecomment-2507577260)
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- Main Camera (GameObject) > Camera (Component) > Output > HDR: Off
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- AlphaProcessing は有効にする [](https://github.com/kirurobo/UniWindowController/issues/42#issuecomment-250757726)
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- AlphaProcessing は有効にする [](https://github.com/kirurobo/UniWindowController/issues/42#issuecomment-2601063168)
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## 制限事項
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- Scripting Runtime: .NET 4.x or later
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- OS: Windows 10, Windows 11 or macOS
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開発は Unity 2020.4.30f1, Windows 11 / macOS 13.3 で行っています
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開発は Unity 2022.3.22f1, Windows 11 / macOS 15.3 で行っています
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## 補足情報

README.md

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Abbreviation:UniWinC
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[![license](https://img.shields.io/badge/license-MIT-green.svg?style=flat)](https://github.com/kirurobo/UniWindowController/blob/master/LICENSE)
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<a href="https://flatt.tech/oss/gmo/trampoline" target="_blank"><img src="https://flatt.tech/assets/images/badges/gmo-oss.svg" height="20px"/></a>
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### README
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- [Japanese (日本語での説明)](README-ja.md)
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## Demo
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You can find some sample builts on the [Release page](https://github.com/kirurobo/UniWindowController/releases).
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You can find a sample VRM viewer via [UniWinC_VRM](https://github.com/kirurobo/UniWinC_VRM).
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## Installation
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There are some conditions for this.
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- HDR must be disabled [Reference](https://github.com/kirurobo/UniWindowController/issues/42#issuecomment-2507577260)
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- Main Camera (GameObject) > Camera (Component) > Output > HDR: Off
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- AlphaProcessing must be enabled [Figure](https://github.com/kirurobo/UniWindowController/issues/42#issuecomment-250757726)
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- AlphaProcessing must be enabled [Figure](https://github.com/kirurobo/UniWindowController/issues/42#issuecomment-2601063168)
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## Limitations
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- Scripting Runtime: .NET 4.x or later
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- OS: Windows 10, Windows 11 or macOS
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Development environment is Unity 2020.4.30f1, Windows 11 / macOS 13.3
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Development environment is Unity 2022.3.22f1, Windows 11 / macOS 15.3
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## Additional information

UniWinC/Assets/Kirurobo/UniWindowController/README-ja.md

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5. ビルドしたものを起動
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### URP 利用時の設定
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背景を透明にするためには、アルファチャンネルを維持する必要があります。
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そのためにいくつかの条件があります。
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- HDR は無効にする [参考](https://github.com/kirurobo/UniWindowController/issues/42#issuecomment-2507577260)
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- Main Camera (GameObject) > Camera (Component) > Output > HDR: Off
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- AlphaProcessing は有効にする [](https://github.com/kirurobo/UniWindowController/issues/42#issuecomment-2601063168)
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## 制限事項
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- Direct3D12 では背景透過が有効となりません。Direct3D11 では `Use DXGI flip model swapchain for D3D11` を無効にすることで透過が可能です。
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- Unityエディタ上では透過はできません。ビルドをしてお試しください。
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- 常に最前面やウィンドウ移動等は動作しますが、実行中にゲームビューを閉じたりドッキングの配置を変えることはお勧めしません。一応、ゲームビューにフォーカスを移すとウィンドウを再取得はします。
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- マウスでは良いのですが、タッチ操作には適切な対応がまだ定まっていません。

UniWinC/Assets/Kirurobo/UniWindowController/README.md

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5. Launch the build
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### Settings when using URP
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To make the background transparent, the alpha channel must be maintained.
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There are some conditions for this.
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- HDR must be disabled [Reference](https://github.com/kirurobo/UniWindowController/issues/42#issuecomment-2507577260)
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- Main Camera (GameObject) > Camera (Component) > Output > HDR: Off
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- AlphaProcessing must be enabled [Figure](https://github.com/kirurobo/UniWindowController/issues/42#issuecomment-2601063168)
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## Limitations
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- Background transparency is not enabled in Direct3D12; in Direct3D11, transparency can be enabled by disabling `Use DXGI flip model swapchain for D3D11`.
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- Transparency is not available on the Unity Editor. Please build and try it.
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- It works for topmost, moving windows, etc., but I do not recommend closing the game view or changing the docking arrangement while it is running. In the meantime, the window will reacquire when the focus is shifted to the game view.
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- The proper support for touch operations has not yet been determined.

UniWinC/Assets/Kirurobo/UniWindowController/Samples/Common/InputProxy.cs

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if (Keyboard.current[k].wasReleasedThisFrame) return true;
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}
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if ((c >= 'A' && c <= 'Z') || (c >= 'a' && c <= 'z')) {
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// アルファベットの場合は大文字・小文字ともに反応{
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// アルファベットの場合は大文字・小文字どちらでも可とする
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k = (Key)Enum.ToObject(typeof(Key), (int)Key.A + (int)(Char.ToUpper(c) - 'A'));
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if (Keyboard.current[k].wasReleasedThisFrame) return true;
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k = (Key)Enum.ToObject(typeof(Key), (int)Key.A + (int)(Char.ToLower(c) - 'a'));
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if (Keyboard.current[k].wasReleasedThisFrame) return true;
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}
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} else if (key == "escape") {
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return Keyboard.current.escapeKey.wasReleasedThisFrame;

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