Created page with " Resonite by itself doesn't have a concept of a user avatar and its associated behaviors, however it comes with a set of components that provide a conventional (but highly flexible) avatar system that will cover most situations. However as with anything else in Resonite, you can build entirely your own to suit your needs or omit it completely, if you don't need avatars at all. Special:MyLanguage/Resonite | Reso..." |
|||
Line 10: | Line 10: | ||
== 基本概念 == | == 基本概念 == | ||
Resoniteにあるすべての[[Special:MyLanguage/World|ワールド]]は、コンポーネントが付いたオブジェクト[[Special:MyLanguage/Slot|スロット]]の階層から構成されます。すべてのアバターシステムはこの同じ階層の一部であり、ユーザーのアバターとシーン内の他のオブジェクトとの間に明確な区別はありません。これがシステムに大きな柔軟性を与えている所以です。 | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | <div lang="en" dir="ltr" class="mw-content-ltr"> |
Revision as of 12:00, 19 June 2025
Resonite by itself doesn't have a concept of a user avatar and its associated behaviors, however it comes with a set of components that provide a conventional (but highly flexible) avatar system that will cover most situations. However as with anything else in Resonite, you can build entirely your own to suit your needs or omit it completely, if you don't need avatars at all.
Resonite 自体には、ユーザーアバターとそれに関連する行動の概念はありませんが、コンポーネント の組み合わせ次第で、結果として慣例的な(ただし、複雑に組み合わせができる)アバターシステムをカバーしたものを提供している。しかし、Resoniteでよくあるように、自分のニーズに合わせて完全に独自のものを作ることもできますし、アバターが全く必要ない場合は完全に省略することもできます。
このページでは、Resoniteのアバターシステム構築の背景にあるアイデアとコンセプト、およびさまざまな動作 (音声や動きなど) の処理方法について説明します。
基本概念
Resoniteにあるすべてのワールドは、コンポーネントが付いたオブジェクトスロットの階層から構成されます。すべてのアバターシステムはこの同じ階層の一部であり、ユーザーのアバターとシーン内の他のオブジェクトとの間に明確な区別はありません。これがシステムに大きな柔軟性を与えている所以です。
Resonite World's provide a User Joined and User Left events, which are called whenever a new user joins or leaves the session, including the local user (who joins implicitly on starting the session). User joining a session doesn't do anything on itself. There is no avatar spawned, no voice, no controls. The joined user has no way to interact with the world.
To provide such behaviors, you need to add a component to the world that listens to these events, such as the SimpleUserSpawn paired with a CommonAvatarBuilder. These components will create new objects in the world hierarchy for newly joined users, attach appropriate components that will read the user's inputs and microphone samples and apply it to the objects in the scene and attach components that provide visuals, such as 3D models or particle systems.
All parts of this process are completely up to you and your needs. Whatever you construct, Resonite will automatically replicate to all joined clients (and clients who will join in the future). It's also up to you whether you do the construction on the host or the client who joined (or some other client in the world, like on a Headless client) - for example clients can construct their own avatars locally, using their locally accessible data.
Common Avatar System
Because avatars are crucial for most applications, Resonite comes with a powerful avatar subsystem that you can use (and that's automatically utilized in its own official worlds), called the "Common Avatar System" or just "Common Avatar". This system automatically constructs typical avatars with tools and allows to load user's currently active avatar object from the cloud.
It also comes with a set of components to easily construct new avatars from arbitrary objects right within the system, allowing users to make new avatars from imported models, drawings and shapes made using tools found in Resonite and add behaviors using ProtoFlux.