#freeze
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*&color(#a0a14e){カテゴリー}; [#iaafba1e]
-Legacy UI
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*&color(#458fab){コンポーネント}; [#e76ccb95]
+[[ArrowMesh>Assets/Procedural Meshes/ArrowMesh]] &new(Assets/Procedural Meshes/ArrowMesh,nolink);
~
+[[BallisticPathMesh>Assets/Procedural Meshes/BallisticPathMesh]] &new(Assets/Procedural Meshes/BallisticPathMesh,nolink);
+[[BentTubeMesh>Assets/Procedural Meshes/BentTubeMesh]] &new(Assets/Procedural Meshes/BentTubeMesh,nolink);
+[[BevelBoxMesh>Assets/Procedural Meshes/BevelBoxMesh]] &new(Assets/Procedural Meshes/BevelBoxMesh,nolink);
+BezierCurve
+BezierTubeMesh
+[[BoneWeightDiagnosticMesh>Assets/Procedural Meshes/BoneWeightDiagnosticMesh]] &new(Assets/Procedural Meshes/BoneWeightDiagnosticMesh,nolink);
+[[BoxArrayMesh>Assets/Procedural Meshes/BoxArrayMesh]] &new(Assets/Procedural Meshes/BoxArrayMesh,nolink);
+[[BoxMesh>Assets/Procedural Meshes/BoxMesh]] &new(Assets/Procedural Meshes/BoxMesh,nolink);
~
+[[CameraFrustumMesh>Assets/Procedural Meshes/CameraFrustumMesh]] &new(Assets/Procedural Meshes/CameraFrustumMesh,nolink);
+[[CapsuleMesh>Assets/Procedural Meshes/CapsuleMesh]] &new(Assets/Procedural Meshes/CapsuleMesh,nolink);
+[[CircleMesh>Assets/Procedural Meshes/CircleMesh]] &new(Assets/Procedural Meshes/CircleMesh,nolink);
+[[CircleSegmentShaderMesh>Assets/Procedural Meshes/CircleSegmentShaderMesh]] &new(Assets/Procedural Meshes/CircleSegmentShaderMesh,nolink);
+[[ColorDepthGrid>Assets/Procedural Meshes/ColorDepthGrid]] &new(Assets/Procedural Meshes/ColorDepthGrid,nolink);
+[[ColorDepthPointCloud>Assets/Procedural Meshes/ColorDepthPointCloud]] &new(Assets/Procedural Meshes/ColorDepthPointCloud,nolink);
+ColorWheelTriangleMesh
+[[ConeMesh>Assets/Procedural Meshes/ConeMesh]] &new(Assets/Procedural Meshes/ConeMesh,nolink);
+ConstrainedDelaunayMesh
+ConvexHullMesh
+[[CrossMesh>Assets/Procedural Meshes/CrossMesh]] &new(Assets/Procedural Meshes/CrossMesh,nolink);
+[[CurvedPlaneMesh>Assets/Procedural Meshes/CurvedPlaneMesh]] &new(Assets/Procedural Meshes/CurvedPlaneMesh,nolink);
+CurvePoint
+[[CylinderMesh>Assets/Procedural Meshes/CylinderMesh]] &new(Assets/Procedural Meshes/CylinderMesh,nolink);
~
+[[FrameMesh>Assets/Procedural Meshes/FrameMesh]] &new(Assets/Procedural Meshes/FrameMesh,nolink);
~
+[[GridMesh>Assets/Procedural Meshes/GridMesh]] &new(Assets/Procedural Meshes/GridMesh,nolink);
~
+[[HollowConeMesh>Assets/Procedural Meshes/HollowConeMesh]] &new(Assets/Procedural Meshes/HollowConeMesh,nolink);
~
+[[IcoSphereMesh>Assets/Procedural Meshes/IcoSphereMesh]] &new(Assets/Procedural Meshes/IcoSphereMesh,nolink);
+IcoSphereMeshSH1
+IcoSphereMeshSH2
+IcoSphereMeshSH3
+IcoSphereMeshSH4
+[[ImageColorDistributionGraph>Assets/Procedural Meshes/ImageColorDistributionGraph]] &new(Assets/Procedural Meshes/ImageColorDistributionGraph,nolink);
~
+[[LabelPointerMesh>Assets/Procedural Meshes/LabelPointerMesh]] &new(Assets/Procedural Meshes/LabelPointerMesh,nolink);
+[[LightningMesh>Assets/Procedural Meshes/LightningMesh]] &new(Assets/Procedural Meshes/LightningMesh,nolink);
~
+[[MultiLineMesh>Assets/Procedural Meshes/MultiLineMesh]] &new(Assets/Procedural Meshes/MultiLineMesh,nolink);
+[[MultiSegmentMesh>Assets/Procedural Meshes/MultiSegmentMesh]] &new(Assets/Procedural Meshes/MultiSegmentMesh,nolink);
~
+PointClusterMesh
+PointMesh
~
+[[QuadArrayMesh>Assets/Procedural Meshes/QuadArrayMesh]] &new(Assets/Procedural Meshes/QuadArrayMesh,nolink);
+[[QuadMesh>Assets/Procedural Meshes/QuadMesh]] &new(Assets/Procedural Meshes/QuadMesh,nolink);
~
+[[RampMesh>Assets/Procedural Meshes/RampMesh]] &new(Assets/Procedural Meshes/RampMesh,nolink);
+RawMesh (メモ:2026.9.1.1216で追加された新メッシュ。コレクションを操作できるようになり、メッシュを編集できるようになった。issue #7051)
+RigBoneMesh (メモ:2026.5.27.1285で追加された新メッシュ。リグボーンビジュアルを生成できる。「RigTool」で使用されている。)
+[[RingMesh>Assets/Procedural Meshes/RingMesh]] &new(Assets/Procedural Meshes/RingMesh,nolink);
~
+[[SegmentMesh>Assets/Procedural Meshes/SegmentMesh]] &new(Assets/Procedural Meshes/SegmentMesh,nolink);
+[[SlotSegmentMesh>Assets/Procedural Meshes/SlotSegmentMesh]] &new(Assets/Procedural Meshes/SlotSegmentMesh,nolink);
+[[SphereMesh>Assets/Procedural Meshes/SphereMesh]] &new(Assets/Procedural Meshes/SphereMesh,nolink);
+[[StandaloneRectMesh<M>>Assets/Procedural Meshes/StandaloneRectMesh]] &new(Assets/Procedural Meshes/StandaloneRectMesh,nolink);
+StripeMesh
+[[StripeWireMesh>Assets/Procedural Meshes/StripeWireMesh]] &new(Assets/Procedural Meshes/StripeWireMesh,nolink);
~
+[[TorusMesh>Assets/Procedural Meshes/TorusMesh]] &new(Assets/Procedural Meshes/TorusMesh,nolink);
+TriangleDiagnosticMesh
+[[TriangleMesh>Assets/Procedural Meshes/TriangleMesh]] &new(Assets/Procedural Meshes/TriangleMesh,nolink);
+[[TubeBoxMesh>Assets/Procedural Meshes/TubeBoxMesh]] &new(Assets/Procedural Meshes/TubeBoxMesh,nolink);
+TubeMesh
+[[TubeSpiralMesh>Assets/Procedural Meshes/TubeSpiralMesh]] &new(Assets/Procedural Meshes/TubeSpiralMesh,nolink);
+[[TubeWireMesh>Assets/Procedural Meshes/TubeWireMesh]] &new(Assets/Procedural Meshes/TubeWireMesh,nolink);
~
+[[WrapperMesh>Assets/Procedural Meshes/WrapperMesh]] &new(Assets/Procedural Meshes/WrapperMesh,nolink);
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*&color(#ae5458){Resoniteの プロシージャルメッシュ について}; [#gc95143b]
手続き型メッシュのアセットです。
パラメータを入力する事で、特定形状のメッシュを作り出す事ができます。
&ruby(プリミティブ){基本的};な形状のメッシュを作れます。
一部のプロシージャルメッシュでは、UVや頂点カラーの編集も可能です。
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リアルタイムにメッシュを変形駆動させることも可能です。
ただし、毎フレーム変形させると計算負荷が高くなりがちなので、必要な時だけ変形させると良いでしょう。
(変形範囲が予測できるのであれば、バウンディングボックスを手動で設定しておくと良いです。)
StaticMeshと異なり、形状の計算手続きによってメッシュが生成されるので、保存容量は極僅かです。
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**デブツールの新規作成...3Dモデルから生成できるプロシージャルメッシュの一覧 [#p39ed79c]
|ボックス|[[BoxMesh>Assets/Procedural Meshes/BoxMesh]]|箱形|
|カプセル|[[CapsuleMesh>Assets/Procedural Meshes/CapsuleMesh]]|カプセル形|
|コーン|[[ConeMesh>Assets/Procedural Meshes/ConeMesh]]|円錐形|
|シリンダー|[[CylinderMesh>Assets/Procedural Meshes/CylinderMesh]]|円柱形|
|グリッド|[[GridMesh>Assets/Procedural Meshes/GridMesh]]|格子板|
|クアッド|[[QuadMesh>Assets/Procedural Meshes/QuadMesh]]|四角板|
|スフィア|[[SphereMesh>Assets/Procedural Meshes/SphereMesh]]|球形|
|トーラス|[[TorusMesh>Assets/Procedural Meshes/TorusMesh]]|環状形|
|トラインアングル|[[TriangleMesh>Assets/Procedural Meshes/TriangleMesh]]|三角板|
[[MeshRenderer>Rendering/MeshRenderer]]・[[Grabbable>Transform/Interaction/Grabbable]]・[[Collider>Physics/Colliders]]等もセットで生成されるので便利です。
これら以外のプロシージャルメッシュは、コンポーネントを一から設定する必要があります。
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**Resonite内モデリングについて [#f2f0aff7]
簡単な形状の3Dモデルであれば、プロシージャルメッシュを組み合わせて作る事が可能です。
手軽に即座に形を作る事ができるので、ワールド等のVR&ruby(モックアップ){実寸大模型};製作に便利です。
もちろん、時間をかけて拘ることで精細な3Dモデルを作る事も可能です。ベイクと凸包を活用する事で、より複雑な形状を作り出す事も可能です。
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**プロシージャル以外のMeshについて [#q8315151]
|ConvexHullMesh|凸包体(専用ペンが実装されている)|
|StaticMesh|静的メッシュ(URLで指定される)|
|[[TextRenderer>Rendering/TextRenderer]]|文字用|
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CENTER:[[Assets]]へ
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// &new(,nolink);