com.toshi.vlivekit.testassetscontainer
v0.1.6
Published
Container for temporary, test, and proxy assets used during virtual live production. Includes rough models, validation textures, debug materials, and non-production resources.
Maintainers
Readme
VLiveKit Test Assets Container
VLiveKit の検証、仮組み、デバッグに使う test asset と utility をまとめた package です。
Package
- Package name:
com.toshi.vlivekit.testassetscontainer - Version:
0.1.6 - Unity: 2022.3
- Repository: https://github.com/toshi-kundesu/VLiveKit_TestAssetsContainer
- Package root:
Assets/toshi.VLiveKit/TestAssetsContainer
主な内容
- FPS / frame time / memory / GC などの debug overlay
- Timeline、shader parameter、camera 向けの検証 component
- HDRI、UV checker、sample UI、third-party 検証 asset
依存・同梱 asset
- HDRP 14.0.8
- TextMesh Pro 3.0.6
- Timeline 1.7.5
インストール
Unity の Packages/manifest.json の dependencies に追加します。
{
"dependencies": {
"com.toshi.vlivekit.testassetscontainer": "0.1.6"
}
}VLiveKit sandbox では submodule として Packages/VLiveKit_TestAssetsContainer に配置し、file: 参照で読み込んでいます。
注意
- 本番配布 asset ではなく、開発・検証・仮組み向けの container です。
Editor Windows
Open the package utility windows from:
toshi > VLiveKit > Project > Recommended Settings > Opentoshi > VLiveKit > Test Assets > Game View Screenshot > Opentoshi > VLiveKit > Test Assets > Game View Screenshot > Capture Nowtoshi > VLiveKit > Test Assets > Timecode Monitortoshi > VLiveKit > Test Assets > Scene Description > Show Current Scene Description
Recommended Settings shows the current project status before applying changes. The camera layer section previews which existing layers will be kept and which empty user layers will receive cam01 through cam08.
Timecode Monitor can read LTC from a microphone/input device, receive OSC timecode, and send OSC timecode directly from the editor window without entering Play Mode. It also lists active LTC readers and OSC timecode receivers in the current scene for checking runtime rigs.
Game View Screenshot captures the current Game View to a PNG from the Unity
Editor without entering Play Mode. It writes timestamped files under
Captures/GameView, optionally includes the active scene name in the filename,
and restores the Game View display and resolution selection after the capture
request.
Use Resolution to keep the current Game View size or resize the saved PNG to
Full HD, 4K UHD, or a custom pixel size. Fit Mode controls whether different
aspect ratios are padded, cropped, or stretched. Resizing is applied after the
Game View capture and before the selected frame style, so it does not change the
Unity Game View settings.
Use Capture Style to choose a saved-image treatment. Cinemascope burns
black bars into the top and bottom of the PNG. Photo adds a white print-style
matte around the image with a black inner border. Enable Show Metadata to add
the active scene name and camera metadata such as camera name, sensor size,
focal length in millimeters, field of view, and whether the value comes from
Physical Camera settings or FOV-derived conversion.
Scene Descriptions
Add VLiveKitSceneDescription to any GameObject in a test scene to show scene
notes when the scene is opened in the Unity Editor. Use the Title and
Description fields to explain what the scene demonstrates, required package
setup, expected inputs, and useful controls.
The component has a Show On Scene Open toggle for automatic popups and a
Show Only Once Per Editor Session toggle for scenes that should avoid repeated
prompts. The same description can be opened manually from
toshi > VLiveKit > Test Assets > Scene Description > Show Current Scene Description.
Perlin Noise Motion
Add PerlinNoiseMotion to a GameObject when a test scene needs simple organic
motion without writing a one-off script. By default it offsets the object's
local position with Perlin noise during Play Mode. You can also drive rotation
or scale by setting their amplitude fields.
Use Capture Current As Base after placing the object to make the current
transform the rest pose. Enable Animate In Edit Mode only when you want the
object to move while authoring a scene.
Timeline Motion Settings Checker
Add TimelineMotionSettingsChecker to a scene utility GameObject and assign
the main Timeline PlayableDirector to Root Director. Use the context menu
Check Timeline Motion Settings or leave Check On Awake enabled to scan
Timeline animation clips before playback.
The checker reports Timeline AnimationPlayableAsset clips whose Remove Start
Offset option is enabled. In the Unity Editor it also checks imported model
motion clips and reports any ModelImporter whose Anim. Compression setting
is not Off. Enable Include Sub Timelines to follow nested Timeline
directors referenced by Control Tracks.
HDRP Sample Scene
The HDRPSampleScene folder contains the imported Unity 3D Sample Scene
(HDRP) assets used for sandbox validation. It is kept inside this package
instead of the project-level Assets/TestAssets folder so the sample scene
travels with the Test Assets Container submodule.
The large imported Unity sample folders are kept in the Git repository for
sandbox/submodule validation and are intentionally excluded from the npm
tarball so com.toshi.vlivekit.testassetscontainer stays publishable through
the npm registry.
This sample relies on HDRP, VFX Graph, Shader Graph, Cinemachine, Timeline,
and Input System package support. See ThirdPartyNotices/HDRPSampleScene.md
for the source and Unity Companion License note.
HDRP Lit Feature Test Shaders
The HDRPLitFeatureTests folder contains small HDRP shader probes for learning
and validating individual parts of the HDRP Lit path before building custom
Lit-based materials.
Point Light Receiveisolates punctual direct lighting from the HDRP Lit light loop.Reflection Probe Receiveisolates environment specular reflection from the HDRP Lit light loop.Full Lit Forwardkeeps the same minimal surface inputs with opaque Lit lighting enabled.Mask Map Testdisplays the packed Mask Map channels: Metallic, AO, Detail Mask, and Smoothness.Scene Color Refractionports the GrabPass-style refraction sample to HDRP by projecting the refracted point and samplingSampleCameraColor.Sobel Rim Lightports the depth-buffer Sobel rim approach to HDRP by samplingSampleCameraDepthfrom view-space offsets around the object.
Third-party Test Utilities
ThirdParty/[email protected]vendors OutlineNormalSmoother by Jason Ma under the MIT License. It bakes smoothed outline normals for imported models, using the upstream_Outlinesuffix import rule. The originalLICENSE,README.md, and package metadata are kept with the vendored files.ThirdParty/[email protected]vendors KlutterTools by Keijiro Takahashi under the Unlicense. It provides miscellaneous Unity Editor helpers such as FPS capping, VFX Graph editor tweaks,.cubeLUT import, Inspector Note, and Downloader. The originalLICENSE,README.md,CHANGELOG.md, and package metadata are kept with the vendored files.
HDRP Custom Post Processes
GT Tone Mappingadds a volume override that ports the Gran Turismo / Uchimura tone curve fromyaoling1997/GT-ToneMappingto HDRP under the MIT License. The upstream notice and license text are kept inThirdParty/yaoling1997.gt-tonemapping.
To test it, add toshi.VLiveKit.TestAssetsContainer.GTToneMapping to HDRP
Global Settings > Custom Post Process Orders > After Post Process Blurs, then
add the Volume Override from Post-processing > VLiveKit > GT Tone Mapping.
Set HDRP's built-in Tonemapping override to None when using this as the final
tone mapping curve.
License
この package 独自のコードと asset は repository の LICENSE に従います。third-party asset を含む場合は、それぞれの license / README を確認してください。
