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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.

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.jsondependencies 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 > Open
  • toshi > VLiveKit > Test Assets > Game View Screenshot > Open
  • toshi > VLiveKit > Test Assets > Game View Screenshot > Capture Now
  • toshi > VLiveKit > Test Assets > Timecode Monitor
  • toshi > 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 Receive isolates punctual direct lighting from the HDRP Lit light loop.
  • Reflection Probe Receive isolates environment specular reflection from the HDRP Lit light loop.
  • Full Lit Forward keeps the same minimal surface inputs with opaque Lit lighting enabled.
  • Mask Map Test displays the packed Mask Map channels: Metallic, AO, Detail Mask, and Smoothness.
  • Scene Color Refraction ports the GrabPass-style refraction sample to HDRP by projecting the refracted point and sampling SampleCameraColor.
  • Sobel Rim Light ports the depth-buffer Sobel rim approach to HDRP by sampling SampleCameraDepth from 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 _Outline suffix import rule. The original LICENSE, 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, .cube LUT import, Inspector Note, and Downloader. The original LICENSE, README.md, CHANGELOG.md, and package metadata are kept with the vendored files.

HDRP Custom Post Processes

  • GT Tone Mapping adds a volume override that ports the Gran Turismo / Uchimura tone curve from yaoling1997/GT-ToneMapping to HDRP under the MIT License. The upstream notice and license text are kept in ThirdParty/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。