msgid "" msgstr "" "POT-Creation-Date: 2024-01-22T07:57:54.239Z\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=(n != 1);\n" "X-Generator: po-conv\n" "Language: ja\n" "Project-Id-Version: 54\n" #: Editor/Platform/OSX/EditorUtility.mm:326 Editor/Platform/Linux/EditorUtility.cpp:292 Editor/Platform/Windows/EditorUtility.cpp:1237 Editor/Src/DragAndDropForwarding.cpp:2031 Editor/Src/DragAndDropForwarding.cpp:2050 Editor/Src/DragAndDropForwarding.cpp:2071 Editor/Src/DragAndDropForwarding.cpp:2285 Editor/Src/DragAndDropForwarding.cpp:2288 Editor/Src/EditorOnlyPlayerSettings.cpp:627 Editor/Src/SceneManager/EditorSceneManager.cpp:474 Editor/Src/SceneManager/EditorSceneManager.cpp:959 Editor/Src/SceneManager/EditorSceneManager.cpp:1036 Editor/Src/SceneManager/EditorSceneManager.cpp:1493 Editor/Src/Commands/AssetsMenu.cpp:611 Editor/Src/Commands/AddComponentMenu.cpp:149 Editor/Src/Commands/AddComponentMenu.cpp:168 Editor/Src/Commands/AddComponentMenu.cpp:176 Editor/Src/Commands/AddComponentMenu.cpp:239 Editor/Src/Commands/AddComponentMenu.cpp:420 Editor/Src/Commands/AnimatorHelper.cpp:57 Editor/Src/Commands/AnimatorHelper.cpp:73 Editor/Src/Application/Application.cpp:2285 Editor/Src/Application/Application.cpp:2368 Editor/Mono/GameObjectUtility.bindings.cs:1 msgid "Cancel" msgstr "キャンセル" #: Editor/Platform/Windows/MenuControllerWin.cpp:573 Editor/Mono/GameView/GameViewSizesMenuModifyItemUI.cs:1 msgid "Edit" msgstr "編集" #: Editor/Platform/Windows/MenuControllerWin.cpp:584 Editor/Platform/Windows/MenuControllerWin.cpp:620 msgid "Window" msgstr "ウィンドウ" #: Editor/Platform/Windows/MenuControllerWin.cpp:895 Editor/Mono/Undo/UndoWindow.cs:1 msgid "Undo" msgstr "元に戻す" #: Editor/Platform/Windows/MenuControllerWin.cpp:901 msgid "Redo" msgstr "やり直し" #: Editor/Src/DragAndDropForwarding.cpp:648 msgid "Assign Material %s " msgstr "マテリアル %s を割り当てる " #: Editor/Src/DragAndDropForwarding.cpp:690 msgid "Assign Shader %s " msgstr "シェーダー %s を割り当てる " #: Editor/Src/DragAndDropForwarding.cpp:773 msgid "Failed to find default shader " msgstr "デフォルトシェーダーが見つかりません" #: Editor/Src/DragAndDropForwarding.cpp:806 msgid "Failed to find compatible Skybox shader " msgstr "互換性のあるスカイボックスシェーダーが見つかりません" #: Editor/Src/DragAndDropForwarding.cpp:816 msgid "Assign Skybox Material %s " msgstr "スカイボックスマテリアル %s を割り当てる " #: Editor/Src/DragAndDropForwarding.cpp:827 msgid "Add Director " msgstr "ディレクターを追加" #: Editor/Src/DragAndDropForwarding.cpp:840 Editor/Src/DragAndDropForwarding.cpp:919 msgid "Add Animator " msgstr "アニメーターを追加" #: Editor/Src/DragAndDropForwarding.cpp:855 Editor/Src/DragAndDropForwarding.cpp:883 msgid "Assign Controller " msgstr "コントローラーを割り当てる" #: Editor/Src/DragAndDropForwarding.cpp:908 msgid "Add Animation " msgstr "アニメーションを追加" #: Editor/Src/DragAndDropForwarding.cpp:912 msgid "Assign Animation " msgstr "アニメーションを割り当てる" #: Editor/Src/DragAndDropForwarding.cpp:921 msgid "Assign Animator " msgstr "アニメーターを割り当てる" #: Editor/Src/DragAndDropForwarding.cpp:943 Editor/Src/DragAndDropForwarding.cpp:971 Editor/Src/ComponentUtility.cpp:1363 Modules/PresetsEditor/PresetDragAndDrop.cpp:121 msgid "Can't add script" msgstr "スクリプトが追加出来ません" #: Editor/Src/DragAndDropForwarding.cpp:943 msgid "The script is an editor script." msgstr "スクリプトはエディター用スクリプトです" #: Editor/Src/DragAndDropForwarding.cpp:943 Editor/Src/DragAndDropForwarding.cpp:971 Editor/Src/EditorHelper.cpp:114 Editor/Src/EditorHelper.cpp:384 Editor/Src/ComponentUtility.cpp:1363 Editor/Src/HubClient/HubClient.cpp:316 Editor/Src/HubClient/HubClient.cpp:333 Editor/Src/Prefabs/PrefabUtility.cpp:741 Editor/Src/Commands/AddComponentMenu.cpp:196 Editor/Src/Commands/AddComponentMenu.cpp:254 Editor/Src/Commands/AddComponentMenu.cpp:318 Editor/Src/Application/Application.cpp:347 Editor/Src/Application/Application.cpp:373 Editor/Src/Application/Application.cpp:391 Editor/Src/Application/Application.cpp:1027 Editor/Src/Application/Application.cpp:2512 Editor/Src/Application/Application.cpp:2518 Editor/Src/Application/Application.cpp:2524 Modules/PresetsEditor/PresetDragAndDrop.cpp:121 Editor/Mono/SceneHierarchy.cs:1 msgid "OK" msgstr "OK" #: Editor/Src/DragAndDropForwarding.cpp:948 msgid "Drag MonoBehaviour" msgstr "MonoBehaviour をドラッグ" #: Editor/Src/DragAndDropForwarding.cpp:956 msgid "Can't add script '%s' to the GameObject '%s' " msgstr "スクリプト '%s' をゲームオブジェクト '%s' に追加できません" #: Editor/Src/DragAndDropForwarding.cpp:959 msgid " because it has destroyed itself in Awake or OnEnable." msgstr "Awake または OnEnable で破棄されているためです" #: Editor/Src/DragAndDropForwarding.cpp:963 msgid "." msgstr "." #: Editor/Src/DragAndDropForwarding.cpp:968 msgid "Can't add script component '%s' because the script class cannot be found. Make sure that there are no compile errors and that the file name and class name match." msgstr "スクリプトクラスが見つからないため、スクリプトコンポーネント「%s」を加えることができません。コンパイルエラーがなく、ファイル名とクラス名が一致していることを確認してください。" #: Editor/Src/DragAndDropForwarding.cpp:1069 Editor/Src/DragAndDropForwarding.cpp:1122 Editor/Src/DragAndDropForwarding.cpp:1201 Editor/Src/DragAndDropForwarding.cpp:1449 Editor/Src/DragAndDropForwarding.cpp:1630 Editor/Src/DragAndDropForwarding.cpp:1666 Editor/Src/DragAndDropForwarding.cpp:1692 Editor/Src/DragAndDropForwarding.cpp:1815 Editor/Src/Video/VideoClipDragAndDrop.cpp:138 Modules/VFXEditor/Public/VFXDragAndDropForwarding.cpp:53 Modules/VFXEditor/Public/VFXDragAndDropForwarding.cpp:90 msgid "%s Drag Instantiate" msgstr "ドラッグして生成 %s" #: Editor/Src/DragAndDropForwarding.cpp:1091 msgid "Assign AudioClip" msgstr "オーディオクリップを割り当てる" #: Editor/Src/DragAndDropForwarding.cpp:1132 msgid "Assign Playable" msgstr "プレイアブルを割り当てる" #: Editor/Src/DragAndDropForwarding.cpp:1251 Editor/Src/DragAndDropForwarding.cpp:1255 Editor/Src/DragAndDropForwarding.cpp:1286 Editor/Src/DragAndDropForwarding.cpp:1330 msgid "%s Parenting" msgstr "親にする %s" #: Editor/Src/DragAndDropForwarding.cpp:1367 Editor/Src/DragAndDropForwarding.cpp:1372 msgid "Move Component" msgstr "コンポーネントを移動" #: Editor/Src/DragAndDropForwarding.cpp:1484 msgid "Extract Component" msgstr "コンポーネントを抽出" #: Editor/Src/DragAndDropForwarding.cpp:1561 msgid "Create GameObject with Component" msgstr "コンポーネントでゲームオブジェクトを作成する" #: Editor/Src/DragAndDropForwarding.cpp:1996 msgid "Are you sure you want to replace the contents of the Prefab '%s' with GameObjects that are unrelated to it?" msgstr "プレハブ'%s'のコンテンツをプレハブと関連付けられていないゲームオブジェクトに置き換えてもよろしいですか?" #: Editor/Src/DragAndDropForwarding.cpp:1998 msgid "Possibly unwanted Prefab replacement" msgstr "意図しないプレハブ置き換えの可能性があります" #: Editor/Src/DragAndDropForwarding.cpp:1998 msgid "Replace Anyway" msgstr "置き換えを続行" #: Editor/Src/DragAndDropForwarding.cpp:1998 msgid "Don't Replace" msgstr "置き換えしない" #: Editor/Src/DragAndDropForwarding.cpp:2006 msgid "Create/Replace Prefab" msgstr "プレハブの作成/置き換え" #: Editor/Src/DragAndDropForwarding.cpp:2020 Editor/Src/DragAndDropForwarding.cpp:2121 msgid "Create/Replace prefab" msgstr "プレハブの作成/置換" #: Editor/Src/DragAndDropForwarding.cpp:2031 msgid "Making the root of the currently open Prefab Variant into a new Prefab of its own will change the open Prefab Variant to have the new Prefab as its base.\n\nThe new base Prefab can either keep the original base as its own base, meaning the new base is inserted into the inheritance chain, or it can replace the existing base." msgstr "現在開いているプレハブバリアントのルートをそれ自体の新しいプレハブに作成すると、新しいプレハブが現在開いているプレハブバリアントのベースになります。\n\n新しいベースプレハブでは、元のベースをベースとして維持すること (つまり、新しいベースは継承チェーンに挿入されます)、または、新しいプレハブが既存のベースに取って代わること、が可能です。" #: Editor/Src/DragAndDropForwarding.cpp:2031 msgid "Replace Base" msgstr "ベースを置き換える" #: Editor/Src/DragAndDropForwarding.cpp:2031 msgid "Insert Base" msgstr "ベースを挿入する" #: Editor/Src/DragAndDropForwarding.cpp:2050 msgid "Create Prefab" msgstr "プレハブを作成する" #: Editor/Src/DragAndDropForwarding.cpp:2050 msgid "Would you like to create a new original Prefab or a variant of this Prefab?" msgstr "新しい原型のプレハブを作成しますか、または、このプレハブのバリアントを作成しますか?" #: Editor/Src/DragAndDropForwarding.cpp:2050 msgid "Original Prefab" msgstr "原型プレハブ" #: Editor/Src/DragAndDropForwarding.cpp:2050 msgid "Prefab Variant" msgstr "プレハブバリアント" #: Editor/Src/DragAndDropForwarding.cpp:2071 msgid "Turn open Prefab into Variant with new base?" msgstr "新しいベースを使って、開いたプレハブをバリアントに変えますか?" #: Editor/Src/DragAndDropForwarding.cpp:2071 msgid "Making the root of the currently open Prefab into a new Prefab of its own will make the open Prefab a Prefab Variant with the new Prefab as its base." msgstr "現在開いているプレハブのルートをそれ自体の新しいプレハブに作成すると、開いているプレハブは新しいプレハブを基本に持つプレハブバリアントになります。" #: Editor/Src/DragAndDropForwarding.cpp:2071 msgid "Create Base" msgstr "ベースを作成する" #: Editor/Src/DragAndDropForwarding.cpp:2195 msgid "Failed importing package %s" msgstr "パッケージ%sのインポートに失敗しました" #: Editor/Src/DragAndDropForwarding.cpp:2205 msgid "%s is not a valid asset file name. Please make sure there are no slashes or other unallowed characters in the file name. The file will be ignored." msgstr "%sは有効なアセットファイル名ではありません。スラッシュ(/)やその他のファイルパスで使用できない文字がファイル名に含まれていないことを確認してください。このファイルは無視されます。" #: Editor/Src/DragAndDropForwarding.cpp:2215 Editor/Src/Commands/AssetsMenu.cpp:586 msgid "Failed copying file {0} to {1}." msgstr "ファイル{0}から{1}へのコピーに失敗しました" #: Editor/Src/DragAndDropForwarding.cpp:2277 msgid "Merging {0} with {1}. Select \"Merge into existing\" to write result into {2} (cannot be undone)." msgstr "{0}と{1}をマージしています。\"既存のファイルへマージ\"を選択すると結果を{2}に書き込みます(この操作は元に戻せません)。" #: Editor/Src/DragAndDropForwarding.cpp:2278 msgid "Merging %s with open scene %s. Select \"Merge into open\" to save open scene before merging and writing to disk (cannot be undone)." msgstr "%sを開いているシーン%sと マージします。マージしてディスクに書き込む前に開いているシーンを保存するには、'開いているシーンにマージ'を選択します(この操作は元に戻せません)。" #: Editor/Src/DragAndDropForwarding.cpp:2284 Editor/Src/DragAndDropForwarding.cpp:2287 msgid "Merge scenes" msgstr "シーンをマージ" #: Editor/Src/DragAndDropForwarding.cpp:2285 msgid "Merge into open" msgstr "開いているシーンにマージ" #: Editor/Src/DragAndDropForwarding.cpp:2285 Editor/Src/DragAndDropForwarding.cpp:2288 msgid "Merge into new" msgstr "新しいファイルへマージ" #: Editor/Src/DragAndDropForwarding.cpp:2288 msgid "Merge into existing" msgstr "既存のファイルへマージ" #: Editor/Src/DragAndDropForwarding.cpp:2316 msgid "Couldn't create merge output file" msgstr "マージ用の出力ファイルを作成できませんでした" #: Editor/Src/PackageUtility.cpp:1042 Editor/Src/Application/Application.cpp:2368 /Runtime/Shaders/ShaderImpl/ShaderErrors.h:91 msgid "Warning" msgstr "警告" #: Editor/Src/PackageUtility.cpp:1043 msgid "This Unity Package has Package Manager dependencies." msgstr "このUnityパッケージにはパッケージマネージャーへの依存関係があります。" #: Editor/Src/PackageUtility.cpp:1044 msgid "Install/Upgrade" msgstr "インストール/アップグレード " #: Editor/Src/PackageUtility.cpp:1045 msgid "Skip" msgstr "スキップ" #: Editor/Src/EditorOnlyPlayerSettings.cpp:624 msgid "Restart required" msgstr "再起動が必要です" #: Editor/Src/EditorOnlyPlayerSettings.cpp:625 msgid "Scripting runtime version has changed, this requires a restart of the Editor to take effect. Do you wish to proceed?" msgstr "スクリプティングランタイムバージョンが変更されました。それを有効にするにはエディターを再起動する必要があります。続けますか?" #: Editor/Src/EditorOnlyPlayerSettings.cpp:626 Modules/ParticleSystemEditor/ParticleEffectUI.cs:1 msgid "Restart" msgstr "再起動" #: Editor/Src/ObjectFactory.cpp:115 msgid "Add %s" msgstr "追加 %s" #: Editor/Src/ObjectFactory.cpp:139 msgid "Can't add script '%s' to the gameobject because it has destroyed itself in Awake or OnEnable" msgstr "スクリプト '%s' をゲームオブジェクトに追加できません。AwakeまたはOnEnableで破棄されているためです。" #: Editor/Src/ObjectFactory.cpp:191 msgid "Create %s" msgstr "作成 %s" #: Editor/Src/ProjectUtility.cpp:411 msgid "Failed to decompress [{0}]." msgstr "[{0}]の解凍に失敗しました" #: Editor/Src/ProjectUtility.cpp:419 msgid "[{0}] was not found." msgstr "[{0}]は見つかりませんでした" #: Editor/Src/ProjectUtility.cpp:432 msgid "[{0}] must contain a name and version." msgstr "[{0}]には名前とバージョンが含まれている必要があります" #: Editor/Src/ProjectUtility.cpp:455 msgid "The file or folder [{0}] was not found." msgstr "ファイル/フォルダー[{0}]は見つかりませんでした" #: Editor/Src/ProjectUtility.cpp:463 msgid "The package [{0}] was not found." msgstr "パッケージ[{0}]は見つかりませんでした" #: Editor/Src/ProjectUtility.cpp:479 msgid "[{0}] is not a valid project template." msgstr "[{0}]は有効なプロジェクトテンプレートではありません" #: Editor/Src/ProjectUtility.cpp:484 msgid "The file [{0}] must be omitted." msgstr "ファイル[{0}]を削除する必要があります" #: Editor/Src/ProjectUtility.cpp:496 msgid "Initializing project template..." msgstr "プロジェクトテンプレートを初期化..." #: Editor/Src/ProjectUtility.cpp:555 msgid "Failed to resolve project template: {0}" msgstr "プロジェクトテンプレートの解決に失敗しました: {0}" #: Editor/Src/EditorHelper.cpp:110 msgid "Children of a Prefab instance cannot be deleted or moved, and components cannot be reordered." msgstr "プレハブインスタンスの子は削除/移動することはできません。そして、コンポーネントは並べ替えできません。" #: Editor/Src/EditorHelper.cpp:116 msgid "Cannot restructure Prefab instance" msgstr "プレハブインスタンスを再構築することはできません" #: Editor/Src/EditorHelper.cpp:378 msgid "Need to save in the Assets folder" msgstr "Assetsフォルダー内に保存する必要があります" #: Editor/Src/EditorHelper.cpp:378 msgid "You need to save the file inside of the project's assets folder" msgstr "ファイルはプロジェクトのAssetsフォルダー内に保存される必要があります" #: Editor/Src/EditorHelper.cpp:384 Editor/Src/Application/Application.cpp:2524 msgid "Correct the file name" msgstr "ファイル名を修正する" #: Editor/Src/EditorHelper.cpp:384 Editor/Src/Application/Application.cpp:2524 msgid "Special characters and reserved names cannot be used for file names." msgstr "ファイル名には特殊文字や予約された名前を使うことはできません" #: Editor/Src/ComponentUtility.cpp:161 msgid "Replace %s" msgstr "置き換え %s" #: Editor/Src/ComponentUtility.cpp:200 Editor/Src/Commands/AddComponentMenu.cpp:158 msgid "Replacing transform" msgstr "トランスフォームを置き換え" #: Editor/Src/ComponentUtility.cpp:200 Editor/Src/ComponentUtility.cpp:287 Editor/Src/Commands/AddComponentMenu.cpp:158 msgid "Replacing a transform on a Prefab instance with a different type of transform is not allowed." msgstr "プレハブインスタンスのトランスフォームを別のタイプのトランスフォームに置き換えることはできません" #: Editor/Src/ComponentUtility.cpp:276 Editor/Src/ComponentUtility.cpp:313 msgid "Remove %s" msgstr "削除 %s" #: Editor/Src/ComponentUtility.cpp:279 msgid "Can't remove component: %s" msgstr "コンポーネント: %s を削除できません" #: Editor/Src/ComponentUtility.cpp:287 msgid "Cannot replace transform" msgstr "トランスフォームを置き換えることはできません" #: Editor/Src/ComponentUtility.cpp:295 msgid "Replacing a Transform which resides in a Prefab is disabled to prevent data corruption." msgstr "プレハブ内のトランスフォームの置き換えは、データ破損を避けるために行うことができません。" #: Editor/Src/CommandImplementation.cpp:720 msgid "Paste %s" msgstr "%s を貼り付け" #: Editor/Src/CommandImplementation.cpp:882 msgid "Delete Game Objects" msgstr "ゲームオブジェクトを削除" #: Editor/Src/CommandImplementation.cpp:1019 msgid "Paste New %s" msgstr "新しい %s を貼り付け" #: Editor/Src/CommandImplementation.cpp:1035 msgid "Paste Component" msgstr "コンポーネントを貼り付け" #: Editor/Src/CommandImplementation.cpp:1093 msgid "Paste %s Values" msgstr "%s 値を貼り付け" #: Editor/Src/Video/VideoClipDragAndDrop.cpp:62 msgid "Assign VideoClip" msgstr "ビデオクリップを割り当てる" #: Editor/Src/HubClient/HubClient.cpp:252 msgid "Launch Unity" msgstr "Unity を起動" #: Editor/Src/HubClient/HubClient.cpp:253 msgid "We recommend installing the Unity Hub for the best Unity experience.\nVisit http://unity3d.com/get-unity/download \n\nContinue launching Unity" msgstr "Unityを最大限に活用するためにUnity Hubをインストールすることをお勧めします。\n http://unity3d.com/get-unity/downloadからダウンロードししてください。\n\nそこからUnityを起動できます。" #: Editor/Src/HubClient/HubClient.cpp:254 msgid "Create empty project" msgstr "空のプロジェクトを作成" #: Editor/Src/HubClient/HubClient.cpp:254 Editor/Src/Application/Application.cpp:567 Editor/Src/Application/Application.cpp:753 Modules/PackageManager/Editor/PackageManagerErrors.cpp:59 Modules/PackageManager/Editor/PackageManagerErrors.cpp:75 Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:2462 Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:176 Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:190 Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:208 msgid "Quit" msgstr "終了" #: Editor/Src/HubClient/HubClient.cpp:254 msgid "Open project" msgstr "プロジェクトを開く" #: Editor/Src/HubClient/HubClient.cpp:258 Editor/Src/HubClient/HubClient.cpp:369 msgid "Choose project folder" msgstr "プロジェクトフォルダーを選択します" #: Editor/Src/HubClient/HubClient.cpp:315 Editor/Src/Application/Application.cpp:380 msgid "It looks like another Unity instance is running with this project open.\n\nMultiple Unity instances cannot open the same project.\n\nProject: %s" msgstr "別のUnityが起動中で、このプロジェクトを開いているようです。\n\n複数のUnityを起動して同じプロジェクトを開くことはできません。\n\nプロジェクト: %s" #: Editor/Src/HubClient/HubClient.cpp:316 Editor/Src/HubClient/HubClient.cpp:333 Editor/Src/Application/Application.cpp:391 msgid "Error!" msgstr "エラー!" #: Editor/Src/HubClient/HubClient.cpp:332 msgid "There is no project in this folder." msgstr "このフォルダーにプロジェクトはありません" #: Editor/Src/HubClient/HubClient.cpp:358 Editor/Src/HubClient/HubClient.cpp:463 Editor/Src/HubClient/HubClient.cpp:468 Editor/Src/HubClient/HubClient.cpp:473 Editor/Src/HubClient/HubClient.cpp:478 msgid "Install Unity Hub" msgstr "Unity Hub をインストール" #: Editor/Src/HubClient/HubClient.cpp:359 msgid "To access tutorials and other helpful content in a new Project, you must install the Unity Hub. Click on Later to create an empty Project without installing the Hub." msgstr "新しいプロジェクトのチュートリアルやその他の役立つコンテンツにアクセスするには、Unity Hubをインストールする必要があります。Hubをインストールせずに空のプロジェクトを作成するには、「後で」をクリックします。" #: Editor/Src/HubClient/HubClient.cpp:361 Editor/Src/HubClient/HubClient.cpp:391 Editor/Src/HubClient/HubClient.cpp:480 msgid "Install" msgstr "インストール " #: Editor/Src/HubClient/HubClient.cpp:361 Editor/Src/HubClient/HubClient.cpp:391 msgid "Later" msgstr "後で" #: Editor/Src/HubClient/HubClient.cpp:464 msgid "You must install the Unity Hub to sign in and use Unity services." msgstr "Unity Servicesにサインインして使用するには、Unity Hubをインストールする必要があります。" #: Editor/Src/HubClient/HubClient.cpp:469 msgid "You must install the Unity Hub to manage your license." msgstr "ライセンスを管理するには、Unity Hubをインストールする必要があります。" #: Editor/Src/HubClient/HubClient.cpp:473 msgid "You must install the Unity Hub for this action" msgstr "これを行うには、Unity Hubをインストールする必要があります。" #: Editor/Src/HubClient/HubClient.cpp:479 msgid "To use Unity, you must have an active license. Please download the Unity Hub and activate your license." msgstr "Unityを使用するには、有効なライセンスが必要です。Unity Hubをダウンロードしてライセンスをアクティベーションしてください。" #: Editor/Src/HubClient/HubClient.cpp:480 msgid "Quit Unity" msgstr "Unity を終了" #: Editor/Src/Scripting/APIUpdater/APIUpdaterManager.cpp:366 msgid "Finished updating scripts / assemblies" msgstr "スクリプト/アセンブリのアップデートが終了" #: Editor/Src/Scripting/APIUpdater/APIUpdaterManager.cpp:381 msgid "API updating failed. Check previous console messages." msgstr "API の更新に失敗しました。直前のコンソールメッセージを確認してください" #: Editor/Src/Scripting/APIUpdater/APIUpdaterManager.cpp:385 msgid "Some scripts have compilation errors which may prevent obsolete API usages to get updated. Obsolete API updating will continue automatically after these errors get fixed." msgstr "スクリプトは、古い非推奨の APIを更新させるために、その使用を妨げるコンパイルエラーを発することがあります。古いAPIの更新は、これらのエラーが修正された後に、自動的に続行されます。" #: Editor/Src/ScriptCompilation/ScriptCompilationPipeline.cpp:1998 Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:1677 Modules/AssetDatabase/Editor/Public/AssetDatabaseUtility.cpp:320 Modules/AssetDatabase/Editor/Public/AssetDatabaseUtility.cpp:335 msgid "Hold on..." msgstr "お待ちください..." #: Editor/Src/ScriptCompilation/ScriptCompilationPipeline.cpp:1998 msgid "Recompiling Managed Editorcode" msgstr "エディターのマネージコードを再コンパイル中" #: Editor/Src/ScriptCompilation/PrecompiledAssemblies.cpp:158 msgid "Failed to find a placeholder ('{0}') for '{1}', ensure it exists, or change plugin settings for '{2}' accordingly." msgstr "プレースホルダー '{0}' ('{1}' 用) が見つかりませんでした。それがあるかを確認し、状況に応じて '{2}' のプラグイン設定を変更してください。" #: Editor/Src/Prefabs/PrefabCreation.cpp:1113 Editor/Src/Prefabs/PrefabCreation.cpp:1571 Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:159 Modules/AssetDatabase/Editor/V2/V1Compatibility.cpp:1492 msgid "Parent directory must exist before creating asset at %s." msgstr "%s にアセットを作成する前に、親ディレクトリが存在する必要があります" #: Editor/Src/Prefabs/PrefabCreation.cpp:1123 msgid "Saving Prefab to immutable folder is not allowed: %s" msgstr "変更できないフォルダーにプレハブを保存することはできません。%s" #: Editor/Src/Prefabs/PrefabUtility.cpp:739 msgid "Cyclic Prefab nesting not supported" msgstr "プレハブの環状ネストはサポートされません" #: Editor/Src/Prefabs/PrefabUtility.cpp:740 msgid "Dropping here would result in cyclic nesting of Prefabs which is not supported." msgstr "この操作によって、サポートされていないプレハブの環状ネストが発生します" #: Editor/Src/Camera/BuiltinBakedReflectionSystem.cpp:560 Editor/Src/Camera/BuiltinBakedReflectionSystem.cpp:617 msgid "Unknown reflection probe job type: %d" msgstr "不明なリフレクションプローブジョブのタイプ: %d" #: Editor/Src/SceneManager/EditorSceneUtilities.cpp:306 msgid "Cross scene reference detected: %s in scene %s is referencing %s in scene %s. The reference will be removed when the scene is saved." msgstr "シーンをまたいだ参照が検出されました。%s (シーン %s 内) は、%s (シーン %s内) を参照しています。シーンを保存するとこの参照は削除されます。" #: Editor/Src/SceneManager/EditorSceneManager.cpp:455 msgid "Opening scene in read-only package!" msgstr "読み取り専用パッケージのシーンを開こうとしています" #: Editor/Src/SceneManager/EditorSceneManager.cpp:455 msgid "It is not allowed to open a scene in a read-only package." msgstr "読み取り専用パッケージのシーンを開くことはできません。" #: Editor/Src/SceneManager/EditorSceneManager.cpp:455 Editor/Mono/GUI/AssetSaveDialog.cs:1 msgid "Close" msgstr "閉じる" #: Editor/Src/SceneManager/EditorSceneManager.cpp:473 msgid "The scene you want to open is in another project\n%s\nDo you want to open the scene in that project?" msgstr "開こうとしたシーンは別のプロジェクトに入っています。\n%s\n別のプロジェクトをロードしてシーンを開きますか?" #: Editor/Src/SceneManager/EditorSceneManager.cpp:474 msgid "About to open another project!" msgstr "別のプロジェクトをロードします" #: Editor/Src/SceneManager/EditorSceneManager.cpp:474 /Runtime/Camera/OcclusionPortal.cpp:70 Editor/Mono/Inspector/GameObjectInspector.cs:1 msgid "Open" msgstr "開く" #: Editor/Src/SceneManager/EditorSceneManager.cpp:904 msgid "Invalid path name for saving scene %s. Make sure your path is relative to the project folder." msgstr "シーン %s を保存するパス、もしくは名前が無効です。 シーンを保存するパスはプロジェクトフォルダーの下にある必要があります" #: Editor/Src/SceneManager/EditorSceneManager.cpp:946 msgid "Do you want to save the changes you made in the scenes:\n %s\n" msgstr "シーンで行った変更を保存しますか?\n%s\n" #: Editor/Src/SceneManager/EditorSceneManager.cpp:955 msgid "%s and others...\n" msgstr "%s その他...\n" #: Editor/Src/SceneManager/EditorSceneManager.cpp:957 msgid "%s\nYour changes will be lost if you don't save them." msgstr "%s\n保存しない場合、現在の変更点が失われます" #: Editor/Src/SceneManager/EditorSceneManager.cpp:959 msgid "Scene(s) Have Been Modified" msgstr "シーンは変更されています" #: Editor/Src/SceneManager/EditorSceneManager.cpp:959 Editor/Mono/SceneView/SceneViewStageHandling.cs:1 msgid "Save" msgstr "保存" #: Editor/Src/SceneManager/EditorSceneManager.cpp:959 Editor/Mono/GUI/AssetSaveDialog.cs:1 msgid "Don't Save" msgstr "保存しない" #: Editor/Src/SceneManager/EditorSceneManager.cpp:1012 msgid "You need to save the scene before baking %s." msgstr "%s をベイクするまえにシーンを保存する必要があります" #: Editor/Src/SceneManager/EditorSceneManager.cpp:1036 msgid "The untitled scene needs saving" msgstr "シーンを保存する必要があります" #: Editor/Src/SceneManager/EditorSceneManager.cpp:1036 Editor/Src/SceneManager/EditorSceneManager.cpp:1483 Editor/Mono/SceneHierarchy.cs:1 msgid "Save Scene" msgstr "シーンを保存" #: Editor/Src/SceneManager/EditorSceneManager.cpp:1180 msgid "Failed to save scene %s." msgstr "シーン %s は保存できませんでした" #: Editor/Src/SceneManager/EditorSceneManager.cpp:1493 msgid "Save Scene has failed" msgstr "シーンの保存に失敗しました" #: Editor/Src/SceneManager/EditorSceneManager.cpp:1493 msgid "Overwriting the same path as another open scene is not allowed." msgstr "他のオープンシーンは使用できないので、同じパスを上書き" #: Editor/Src/SceneManager/EditorSceneManager.cpp:1493 Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1 msgid "Try Again" msgstr "もう一度行う" #: Editor/Src/SceneManager/EditorSceneManager.cpp:1802 msgid "The following open scene(s) have been changed on disk:" msgstr "以下のオープンのシーンはディスクで変更されています" #: Editor/Src/SceneManager/EditorSceneManager.cpp:1818 msgid "The open scene(s) have been modified externally" msgstr "編集中のシーンは外部のアプリケーションによって変更されました" #: Editor/Src/SceneManager/EditorSceneManager.cpp:1818 Editor/Mono/WebViewEditorWindow/WebViewEditorWindow.cs:1 msgid "Reload" msgstr "再ロード" #: Editor/Src/SceneManager/EditorSceneManager.cpp:1818 Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:1 msgid "Ignore" msgstr "無視する" #: Editor/Src/SpritePacker/SpritePacker.cpp:840 msgid "Texture {0} has custom settings not set to Override. Using default settings." msgstr "テクスチャ {0} には、オーバーライドに設定されないカスタム設定があります。 デフォルトの設定を使用します。" #: Editor/Src/AssetPipeline/AudioImporting/AudioTranscoder.cpp:27 msgid "Invalid input stream, could not read RIFF WAV header" msgstr "無効な入力ストリームが使用されました。RIFF WAV ヘッダーの読み込みができませんでした。" #: Editor/Src/AssetPipeline/AudioImporting/AudioTranscoder.cpp:46 msgid "Could not allocate memory for transcoder buffer" msgstr "トランスコーダーのバッファにメモリを割り当てることができませんでした" #: Editor/Src/AssetPipeline/AudioImporting/AudioTranscoder.cpp:61 msgid "Could not initialize preview generator" msgstr "プレビュージェネレーターを初期化できませんでした" #: Editor/Src/AssetPipeline/AudioImporting/AudioTranscoder.cpp:85 msgid "Transcoder failed to read input data" msgstr "トランスコーダーが入力データの読み込みに失敗しました" #: Editor/Src/AssetPipeline/AudioImporting/AudioTranscoder.cpp:131 msgid "Transcoder got unsupported input data format. Only 8, 16, 24, 32 bit integer and 32 bit float PCM are supported." msgstr "トランスコーダーがサポートされていない入力データ形式を取得しました。8ビット、16ビット、24ビット、32ビットのintと32ビットのfloatのPCMのみがサポートされます。" #: Editor/Src/AssetPipeline/AudioImporting/AudioTranscoder.cpp:156 msgid "Transcoder failed to write RIFF WAV header" msgstr "トランスコーダーが RIFF WAV ヘッダーの書き込みに失敗しました" #: Editor/Src/AssetPipeline/AudioImporting/AudioTranscoder.cpp:182 msgid "Transcoder failed to write PCM data" msgstr "トランスコーダーが PCM データの書き込みに失敗しました" #: Editor/Src/Commands/HelpMenu.cpp:116 msgid "Help/Unity Manual" msgstr "ヘルプ/マニュアル" #: Editor/Src/Commands/HelpMenu.cpp:117 msgid "Help/Scripting Reference" msgstr "ヘルプ/スクリプトリファレンス" #: Editor/Src/Commands/AssetsMenu.cpp:200 msgid "New Render Texture" msgstr "New Render Texture" #: Editor/Src/Commands/AssetsMenu.cpp:205 msgid "New Custom Render Texture" msgstr "New Custom Render Texture" #: Editor/Src/Commands/AssetsMenu.cpp:248 Editor/Mono/Sprites/SpriteUtility.cs:1 msgid "New Animation" msgstr "New Animation" #: Editor/Src/Commands/AssetsMenu.cpp:273 msgid "New Cubemap" msgstr "New Cubemap" #: Editor/Src/Commands/AssetsMenu.cpp:278 msgid "New Flare" msgstr "New Flare" #: Editor/Src/Commands/AssetsMenu.cpp:299 msgid "New LightmapParameters" msgstr "New LightmapParameters" #: Editor/Src/Commands/AssetsMenu.cpp:308 msgid "New Material" msgstr "New Material" #: Editor/Src/Commands/AssetsMenu.cpp:349 msgid "New Sprite Atlas" msgstr "New Sprite Atlas" #: Editor/Src/Commands/AssetsMenu.cpp:563 msgid "You can also import files by dragging them from the Finder into the Project view\nor manually copying them to the asset folder." msgstr "Finder からプロジェクトウィンドウへドラッグするか\nアセットフォルダーへ手動でコピーするかしてファイルをインポートすることができます" #: Editor/Src/Commands/AssetsMenu.cpp:565 msgid "Import New Asset" msgstr "新しいアセットのインポート" #: Editor/Src/Commands/AssetsMenu.cpp:565 Editor/Mono/GUI/PackageImport.cs:1 msgid "Import" msgstr "インポート" #: Editor/Src/Commands/AssetsMenu.cpp:611 msgid "Are you sure you want to reimport all assets?" msgstr "すべてのアセットを再インポートしてもよろしいですか?" #: Editor/Src/Commands/AssetsMenu.cpp:611 msgid "Rebuilding assets is only used if your project has been corrupted due to an internal Unity bug. It can take several hours to complete, depending on the size of your project. \n\nPlease submit a bug report detailing the steps leading up to here." msgstr "アセットの再構成はUnityのバグ等によってプロジェクトデータが破損した時のみ利用されます。この操作はプロジェクトのサイズにもよりますが、数時間かかる可能性があります。 \n\n詳しい手順とともにバグレポートを提出してください。" #: Editor/Src/Commands/AssetsMenu.cpp:611 msgid "Reimport" msgstr "再インポート" #: Editor/Src/Commands/AssetsMenu.cpp:656 msgid "Import package ..." msgstr "パッケージをインポート…" #: Editor/Src/Commands/AssetsMenu.cpp:882 msgid "New Font" msgstr "New Font" #: Editor/Src/Commands/AssetsMenu.cpp:888 msgid "New Physic Material" msgstr "New Physic Material" #: Editor/Src/Commands/AssetsMenu.cpp:891 msgid "New Physics Material 2D" msgstr "New Physics Material 2D" #: Editor/Src/Commands/AssetsMenu.cpp:900 msgid "New Avatar Mask" msgstr "New Avatar Mask" #: Editor/Src/Commands/AssetsMenu.cpp:903 msgid "New Animator Override Controller" msgstr "New Animator Override Controller" #: Editor/Src/Commands/AddComponentMenu.cpp:125 msgid "Script %s doesn't exist" msgstr "スクリプト %s は存在しません" #: Editor/Src/Commands/AddComponentMenu.cpp:130 msgid "Invalid operation." msgstr "無効な操作" #: Editor/Src/Commands/AddComponentMenu.cpp:147 msgid "Can't add component '{0}' to {1} because it conflicts with the existing '{2}' derived component!" msgstr "'{0}'を{1}に加えることができません。すでに存在する'{2}'コンポーネントと競合するためです。" #: Editor/Src/Commands/AddComponentMenu.cpp:149 msgid "Can't add due to a conflicting component!" msgstr "コンポーネントの競合によりアタッチできません" #: Editor/Src/Commands/AddComponentMenu.cpp:167 msgid "The component {0} can't be added because {1} already contains the same component." msgstr "{0} コンポーネントをアタッチすることができません。なぜなら、{1} には同じコンポーネントがすでにアタッチされているからです。" #: Editor/Src/Commands/AddComponentMenu.cpp:168 msgid "Can't add the same component multiple times!" msgstr "同じコンポーネントを複数アタッチすることはできません" #: Editor/Src/Commands/AddComponentMenu.cpp:175 msgid "The component %s can't be added because it is not supported by selected platform." msgstr "選択したプラットフォームによって対応されないため、コンポーネント %s を加えることはできません" #: Editor/Src/Commands/AddComponentMenu.cpp:176 msgid "Can't add component!" msgstr "コンポーネントを加えることはできません" #: Editor/Src/Commands/AddComponentMenu.cpp:196 Editor/Mono/Prefabs/PrefabUtility.cs:1 msgid "Can't add component" msgstr "コンポーネントを加えることはできません" #: Editor/Src/Commands/AddComponentMenu.cpp:238 msgid "A {0} is already added, do you want to replace it with a {1}?" msgstr "{0} はすでに加えられていますが、{1}で置き換えますか?" #: Editor/Src/Commands/AddComponentMenu.cpp:239 msgid "Replace existing component?" msgstr "既存のコンポーネントを置き換えますか?" #: Editor/Src/Commands/AddComponentMenu.cpp:239 Editor/Mono/PresetLibraries/PresetLibraryEditor.cs:1 msgid "Replace" msgstr "置き換える" #: Editor/Src/Commands/AddComponentMenu.cpp:239 Editor/Mono/GameView/GameViewSizesMenuModifyItemUI.cs:1 msgid "Add" msgstr "追加" #: Editor/Src/Commands/AddComponentMenu.cpp:254 msgid "Can't remove component" msgstr "コンポーネントを削除できません" #: Editor/Src/Commands/AddComponentMenu.cpp:419 msgid "Adding a {0} requires removing {1}" msgstr "{0}を追加するには{1}を削除する必要があります" #: Editor/Src/Commands/AddComponentMenu.cpp:420 msgid "Remove conflicting components?" msgstr "衝突するコンポーネントを削除しますか?" #: Editor/Src/Commands/AddComponentMenu.cpp:420 Editor/Mono/Audio/Mixer/GUI/AudioMixerChannelStripView.cs:1 msgid "Remove" msgstr "削除" #: Editor/Src/Commands/GOParent.cpp:72 msgid "Make Parent" msgstr "親子関係を作成" #: Editor/Src/Commands/GOParent.cpp:97 msgid "Clear Parent" msgstr "親子関係を解除" #: Editor/Src/Commands/AnimatorHelper.cpp:57 msgid "Optimize Transform Hierarchy" msgstr "トランスフォーム階層を最適化する" #: Editor/Src/Commands/AnimatorHelper.cpp:57 msgid "To optimize the transform hierarchy the Prefab instance needs to be unpacked." msgstr "トランスフォーム階層を最適化するために、プレハブインスタンスを展開する必要があります。" #: Editor/Src/Commands/AnimatorHelper.cpp:57 msgid "Unpack and Optimize" msgstr "展開して最適化" #: Editor/Src/Commands/AnimatorHelper.cpp:73 msgid "Deoptimize Transform Hierarchy" msgstr "トランスフォーム階層の最適化を解除" #: Editor/Src/Commands/AnimatorHelper.cpp:73 msgid "To deoptimize the transform hierarchy the Prefab instance needs to be unpacked." msgstr "トランスフォーム階層の最適化を解除するには、プレハブインスタンスを展開する必要があります。" #: Editor/Src/Commands/AnimatorHelper.cpp:73 msgid "Unpack and Deoptimize" msgstr "展開と最適化解除" #: Editor/Src/Application/Application.cpp:347 msgid "Project folder or disk is read only" msgstr "プロジェクトフォルダーまたはディスクが読み取り専用です" #: Editor/Src/Application/Application.cpp:347 msgid "Please move the project folder somewhere readable and writable." msgstr "プロジェクトフォルダーを読み込みと書き込みができる場所に移動してください" #: Editor/Src/Application/Application.cpp:358 msgid "The project is on case sensitive file system.\nCase sensitive file systems are not supported at the moment.\nPlease move the project folder to a case insensitive file system." msgstr "プロジェクトは大文字と小文字を区別するファイルシステム内にあります。\n大文字と小文字を区別するファイルシステムは現在サポートされていません。\nプロジェクトフォルダーを大文字と小文字を区別しないファイルシステムに移動してください。" #: Editor/Src/Application/Application.cpp:373 msgid "Graphics card not supported by Unity" msgstr "お使いのグラフィックスカードがUnityでサポートされていません" #: Editor/Src/Application/Application.cpp:441 msgid "Creating project folder failed!" msgstr "プロジェクトフォルダーの作成に失敗しました" #: Editor/Src/Application/Application.cpp:441 msgid "Creating Project folder failed!" msgstr "プロジェクトフォルダーの作成に失敗しました" #: Editor/Src/Application/Application.cpp:441 Modules/PackageManager/Editor/PackageManagerErrors.cpp:59 Modules/AssetDatabase/Editor/V1/CacheServer/CacheServerCommunicationNodeJS.cpp:266 Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:143 msgid "Continue" msgstr "続行" #: Editor/Src/Application/Application.cpp:567 msgid "License error" msgstr "ライセンスエラー" #: Editor/Src/Application/Application.cpp:567 msgid "No valid Unity Editor license found.\n\nPlease contact your administrator." msgstr "有効なUnityエディターライセンスが見つかりません。\n\n管理者に連絡してください。" #: Editor/Src/Application/Application.cpp:753 Editor/Src/Application/Application.cpp:1027 /Editor/Src/UnityConnect/UnityConnectInfo.h:34 msgid "Error" msgstr "エラー" #: Editor/Src/Application/Application.cpp:1027 msgid "Failed to load Mono. Please see Editor.log file for more information" msgstr "Monoのロードに失敗しました。詳しい情報はEditor.logファイルを参照してください" #: Editor/Src/Application/Application.cpp:1236 msgid "Code Coverage is enabled" msgstr "コードカバレッジは有効です" #: Editor/Src/Application/Application.cpp:1236 msgid "Code Coverage collection is enabled for this Unity session. Note that Code Coverage lowers Editor performance.\n\nTo disable Code Coverage, go to Preferences > General, uncheck Enable Code Coverage, and restart Unity." msgstr "このUnityのセッションでは、コードカバレッジによる修正が有効になっています。 コードカバレッジはエディターのパフォーマンスを低下させることに注意してください。\n\nコードカバレッジを無効にするには、[環境設定]>[一般]の順に進み、「コードカバレッジを有効にする」のチェックマークを外し、Unityを再起動します。" #: Editor/Src/Application/Application.cpp:1236 Editor/Mono/ProjectWindow/ProjectWindowUtil.cs:1 msgid "Ok" msgstr "OK" #: Editor/Src/Application/Application.cpp:2283 msgid "Do you want to keep this project?\n\nAny changes that you've made to it will be lost if you don't keep it." msgstr "このプロジェクトを保存しますか?\n\n保存しないと、すべての変更は失われます。" #: Editor/Src/Application/Application.cpp:2285 msgid "Keep Project?" msgstr "プロジェクトを維持しますか?" #: Editor/Src/Application/Application.cpp:2285 msgid "Keep" msgstr "維持" #: Editor/Src/Application/Application.cpp:2285 msgid "Forget" msgstr "忘れる" #: Editor/Src/Application/Application.cpp:2315 Editor/Mono/SceneHierarchy.cs:1 msgid "Load Scene" msgstr "シーンをロード" #: Editor/Src/Application/Application.cpp:2368 msgid "Do you want to remove all the current scenes in the Hierarchy Window and create a new scene or add a new scene?" msgstr "ヒエラルキーウィンドウの現在のシーンすべてを削除し、新しいシーンを作成、または追加しますか" #: Editor/Src/Application/Application.cpp:2368 msgid "New Scene" msgstr "新しいシーン" #: Editor/Src/Application/Application.cpp:2368 Editor/Mono/SceneHierarchy.cs:1 msgid "Add New Scene" msgstr "新しいシーンを追加" #: Editor/Src/Application/Application.cpp:2423 Editor/Mono/EditorApplication.cs:1 msgid "Untitled" msgstr "名称未設定" #: Editor/Src/Application/Application.cpp:2512 msgid "Save the scene in the Assets folder" msgstr "シーンを Assets フォルダー以下に保存" #: Editor/Src/Application/Application.cpp:2512 msgid "The scene needs to be saved inside the Assets folder of your project." msgstr "シーンはプロジェクトのAssetsフォルダー以下に保存する必要があります" #: Editor/Src/Application/Application.cpp:2518 msgid "Use the .unity extension" msgstr ".unity 拡張子を使用" #: Editor/Src/Application/Application.cpp:2518 msgid "The scene needs to be saved with the .unity extension." msgstr "シーン名には.unity拡張子を使用する必要があります" #: Editor/Src/Application/Application.cpp:2837 msgid "Out of memory!" msgstr "メモリが足りません" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:74 msgid "Object names must match the paths.\n" msgstr "オブジェクト名はパスと一致しなければいけません。\n" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:129 Editor/Src/BuildPipeline/BuildAssetBundle.cpp:720 msgid "Building AssetBundle" msgstr "アセットバンドルをビルドしています" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:129 msgid "Building Asset Bundle." msgstr "アセットバンドルをビルドしています" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:190 Editor/Src/BuildPipeline/BuildAssetBundle.cpp:751 msgid "Building Asset Bundle" msgstr "アセットバンドルをビルド中" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:202 msgid "Building AssetBundle was cancelled" msgstr "アセットバンドルのビルドがキャンセルされました" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:206 Editor/Src/BuildPipeline/BuildAssetBundle.cpp:597 Editor/Src/BuildPipeline/BuildAssetBundle.cpp:768 msgid "Building AssetBundle failed" msgstr "アセットバンドルのビルドに失敗しました" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:216 Editor/Src/BuildPipeline/BuildAssetBundle.cpp:777 msgid "Failed to replace file %s" msgstr "ファイル %s の置き換えに失敗しました" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:435 msgid "Script assets cannot be included in AssetBundles: \"%s\"." msgstr "スクリプトアセットをアセットバンドル \"%s\" に加えることが出来ません" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:447 msgid "Assets in StreamingAssets cannot be included in AssetBundles: \"%s\"." msgstr "StreamingAssets内のアセットはアセットバンドル \"%s\" に加えることはできません" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:449 msgid "Unrecognized assets cannot be included in AssetBundles: \"%s\"." msgstr "識別されないアセットはアセットバンドル \"%s\" に加えることはできません" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:452 msgid "Editor only objects cannot be included in AssetBundles: \"%s\" (%s)." msgstr "エディターのみのオブジェクトはアセットバンドル “%s” (%s) に加えることはできません" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:592 Editor/Src/BuildPipeline/BuildAssetBundle.cpp:763 msgid "Building AssetBundles was canceled." msgstr "アセットバンドルのビルドがキャンセルされました" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:720 msgid "Building AssetBundles." msgstr "アセットバンドルをビルドしています" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:908 msgid "AssetBundle names \"{0}\" and \"{1}\" can't exist in the same build as \"{2}\" has the variant." msgstr "アセットバンドル名 \"{0}\" と \"{1}\" は、\"{2}\" のバリアントを持つ同じビルドで存在することはできません" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:934 msgid "Building an AssetBundle for target '%s' is not allowed because the required module is not installed." msgstr "必要なモジュールがインストールされていないため、ターゲット「%s」のアセットバンドルをビルドすることはできません" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:952 msgid "Build License Error While Building Asset Bundles" msgstr "アセットバンドル作成中のビルドライセンスエラー" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:958 msgid "Asset Bundle Variant Error While Building Asset Bundles" msgstr "アセットバンドル作成中のアセットバンドルバリアントエラー" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:970 msgid "Asset Bundle Build Options Not Configured Properly" msgstr "アセットバンドルビルドオプションが適切に設定されていません" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:1046 msgid "Recompile Error While Building Asset Bundles" msgstr "アセットバンドル作成中の再コンパイルエラー" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:1080 Editor/Src/BuildPipeline/BuildAssetBundle.cpp:1128 msgid "Aborting Build Due to Errors" msgstr "エラーによるビルドの中断" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:1262 Editor/Src/BuildPipeline/BuildAssetBundle.cpp:1327 msgid "Manifest AssetBundle name \"%s\" has conflict with the user predefined AssetBundle name." msgstr "マニフェストのアセットバンドル名 \"%s\" とユーザーが事前に決めたアセットバンドル名は矛盾しています" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:1344 msgid "Asset \"%s\" has been assigned to the same Asset Bundle more than once." msgstr "アセット \"%s\" は同じアセットバンドルに複数回割り当てられています" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:1346 msgid "Asset \"%s\" has been assigned to more than one Asset Bundle." msgstr "アセット \"%s\" は複数のアセットバンドルに割り当てられています" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:1353 msgid "Script asset \"%s\" cannot be included into AssetBundle \"%s\"." msgstr "スクリプトアセット \"%s\" はアセットバンドル \"%s\" に加えることが出来ません" #: Editor/Src/BuildPipeline/BuildSerialization.cpp:224 msgid "Cross scene references are not supported: '%s' in scene %s has an invalid reference to '%s' in scene %s. This reference will not be saved in the scene." msgstr "シーンをまたいだ参照はサポートされていません。'%s' (シーン %s内) は '%s' (シーン %s内) に対して無効な参照を持っています。この参照はシーンに保存されません。" #: Editor/Src/BuildPipeline/BuildSerialization.cpp:226 msgid "'%s' in scene %s (click to ping it)" msgstr "'%s' (シーン%s内) ping するにはクリック" #: Editor/Src/BuildPipeline/BuildAssetBundleHelper.cpp:48 msgid "Cannot build AssetBundles while imports of assets are in progress.\nAre you trying to build AssetBundles from within an AssetPostprocessor?" msgstr "アセットのインポート中にアセットバンドルのビルドはできません。\nAssetPostprocessor 内でアセットバンドルをビルドしようとしていませんか?" #: Editor/Src/BuildPipeline/BuildAssetBundleHelper.cpp:56 msgid "Building an AssetBundle for target '%s' but player application is not found." msgstr "ターゲット'%s'のアセットバンドルをビルドしていますが、プレイヤーアプリケーションが見つかりません" #: Editor/Src/BuildPipeline/BuildAssetBundleHelper.cpp:63 msgid "Building an AssetBundle for target '%s' is not allowed because your license does not include it." msgstr "所有しているライセンスに含まれていないため、ターゲット '%s' のアセットバンドルをビルドすることはできません" #: Editor/Src/BuildPipeline/BuildAssetBundleHelper.cpp:75 msgid "Cannot use options DisableWriteTypeTree and IgnoreTypeTreeChanges at the same time." msgstr "同時に DisableWriteTypeTree と IgnoreTypeTreeChanges を使用することはできません" #: Editor/Src/BuildPipeline/BuildAssetBundleHelper.cpp:80 msgid "Cannot use options UncompressedAssetBundle and ChunkBasedCompression at the same time." msgstr "同時に UncompressedAssetBundle と ChunkBasedCompression を使用することはできません" #: Editor/Src/BuildPipeline/BuildAssetBundleHelper.cpp:165 msgid "Cannot mark assets and scenes in one AssetBundle. AssetBundle name is \"%s\".\n" msgstr "1つのアセットバンドルの中にアセットとシーンを両方含めることはできません。アセットバンドル名は“%s”です。\n" #: Editor/Src/BuildPipeline/BuildAssetBundleHelper.cpp:187 msgid "Cannot create folder \"%s\"" msgstr "フォルダー'%s'を作成できません" #: Editor/Src/2D/SpritePacking/SpritePackingUtilities.cpp:470 msgid "Failed to extract image data from texture during packing." msgstr "パケットインポートの間に、アセットの変換に失敗しました" #: Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:1118 msgid "Packing Error: Sprite Atlas ({0}) contain sprite(s) larger than its max texture size. It needs at least {1}." msgstr "パッキングエラー: スプライトアトラス ({0}) がその最大サイズを超えたスプライトを保持しています。少なくとも {1} である必要があります" #: Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:1157 msgid "Sprite Atlas: {0}" msgstr "スプライトアトラス: {0}" #: Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:1194 msgid "Variant's packed texture width adjusted to {0} (from {1}) to satisfy crunched format's multiple-of-4 requirement. Might affect variant's sprite UVs." msgstr "Crunch形式の倍数4の要件を満たすため、バリアントのパックテクスチャの幅を{0}({1}から)に調整しました。バリアントのスプライトUVに影響する可能性があります。" #: Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:1202 msgid "Variant's packed texture height adjusted to {0} (from {1}) to satisfy crunched format's multiple-of-4 requirement. Might affect variant's sprite UVs." msgstr "Crunch形式の倍数4の要件を満たすため、バリアントのパックテクスチャの高さを{0}({1}から)に調整しました。バリアントのスプライトUVに影響する可能性があります" #: Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:1216 msgid "Variant's packed texture size adjusted to {0}x{1} (from {2}x{3}) to satisfy iOS PVRTC format's power-of-2 and square requirements. Might affect variant's sprite UVs." msgstr "iOS PVRTC形式の2の累乗と正方形の要件を満たすため、バリアントのパックしたテクスチャの幅を{0}x{1}({2}x{3}から)に調整しました。バリアントのスプライトUVに影響する可能性があります。" #: Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:1267 msgid "Could not allocate {0} bytes for uncompressed texture buffer while packing Sprite Atlas Variant" msgstr "スプライトアトラスバリアントをパックする間に {0} バイトを非圧縮テクスチャバッファに割り当てできませんでした" #: Editor/Src/2D/SpriteAtlas/SpriteAtlasPackingUtilities.cpp:176 msgid "Wrapping up" msgstr "ラップアップ" #: Editor/Src/2D/SpriteAtlas/SpriteAtlasPackingUtilities.cpp:203 msgid "Saving Sprite Atlas Assets" msgstr "全てのアセットを書き込み" #: Editor/Src/2D/SpriteAtlas/SpriteAtlasPackingUtilities.cpp:304 msgid "Generating variants" msgstr "マテリアルの生成" #: Editor/Src/2D/SpriteAtlas/SpriteAtlasDatabase.cpp:121 msgid "Invalid sprite atlas asset encountered when matching atlas for sprite {0}. Please repack all your sprite atlases." msgstr "スプライト {0} のアトラスを一致させるときに、無効なスプライトアトラスがありました。すべてのスプライトアトラスをパックしなおしてしてください" #: Editor/Src/2D/SpriteAtlas/SpriteAtlasDatabase.cpp:139 msgid "Sprite {0} matches more than one built-in atlases. Default to use the first available atlas." msgstr "スプライト {0} は 2 つ以上のビルトインアトラスに一致します。デフォルトでは最初のアトラスを使用します。" #: Editor/Src/2D/SpriteAtlas/SpriteAtlasPackingJob.cpp:128 Editor/Src/2D/SpriteAtlas/SpriteAtlasPackingJob.cpp:184 Editor/Src/2D/SpriteAtlas/SpriteAtlasPackingJob.cpp:210 msgid "{0} [{1} of {2}]" msgstr "{0} [{1} / {2}]" #: Editor/Src/2D/SpriteAtlas/SpriteAtlasPackingJob.cpp:128 msgid "Grouping Sprites" msgstr "スプライトをグループ化" #: Editor/Src/2D/SpriteAtlas/SpriteAtlasPackingJob.cpp:184 msgid "Generating Atlas Masks" msgstr "ミップマップの生成" #: Editor/Src/2D/SpriteAtlas/SpriteAtlasPackingJob.cpp:210 msgid "Creating Atlas Textures" msgstr "アルファテクスチャ" #: Editor/Src/Utility/ObjectNames.cpp:196 Editor-Missing:Missing detected at runtime. msgid "None (%s)" msgstr "なし (%s)" #: Editor/Src/Utility/ObjectNames.cpp:206 Editor-Missing:Missing detected at runtime. msgid "Missing (%s)" msgstr "消失 (%s)" #: Modules/TextRenderingEditor/FreeType_FaceImport.cpp:195 msgid "Setting up kerning values for font %s" msgstr "フォント %s のカーニング値を設定" #: Modules/PackageManager/Editor/PackageManagerProjectManifest.cpp:86 msgid "Failed to update project manifest." msgstr "プロジェクトのマニフェストの更新に失敗しました" #: Modules/PackageManager/Editor/PackageManagerProjectManifest.cpp:90 msgid "Failed to update project manifest: {0}" msgstr "プロジェクトのマニフェストの更新に失敗しました。 {0}" #: Modules/PackageManager/Editor/PackageManagerProjectManifest.cpp:129 msgid "[Package Manager] [Version Control] Failed to check out: %s" msgstr "[パッケージマネージャ] [バージョン管理] チェックアウトに失敗しました: %s" #: Modules/PackageManager/Editor/PackageManagerProjectManifest.cpp:255 msgid "A change to the read-only file [{0}] is required to continue." msgstr "続けるには、読み取り専用ファイル[{0}]の変更が必要です。" #: Modules/PackageManager/Editor/PackageManagerProjectManifest.cpp:259 msgid "A change to the read-only file [{0}] is required to continue, would you like to make this file writable?" msgstr "続けるには、読み取り専用ファイル[{0}]の変更が必要です。このファイルを書き込み可能にしますか?" #: Modules/PackageManager/Editor/PackageManagerProjectManifest.cpp:268 msgid "Could not make the read-only file [{0}] writable." msgstr "読み取り専用ファイル[{0}]を書き込み可能にできませんでした。" #: Modules/PackageManager/Editor/PackageManagerProjectManifest.cpp:272 msgid "The read-only file [{0}] was modified while loading the project, please make sure to reconcile these changes with your Version Control System." msgstr "プロジェクトのロード中に読み取り専用ファイル[{0}]が変更されました。バージョン管理システムで変更を確認調整してください。" #: Modules/PackageManager/Editor/PackageManagerPackageAssets.cpp:120 msgid "'file:' dependency [{0}] was not registered because its location is invalid ({1}). Make sure the package is not located under the {2} directories." msgstr "'file:' 依存関係 [{0}] は、その場所が無効なため登録されませんでした ({1})。パッケージが {2} ディレクトリの下に置かれていないことを確認してください。" #: Modules/PackageManager/Editor/PackageManagerPackageAssets.cpp:201 msgid "A re-import of the project may be required to fix the issue or a manual modification of {0} file." msgstr "問題修正や{0}ファイルの手動での変更を行うには、プロジェクトの再インポートが必要です。" #: Modules/PackageManager/Editor/PackageManagerPackageAssets.cpp:229 msgid "Failed to resolve packages: operation cancelled." msgstr "パッケージの解決に失敗しました。操作はキャンセルされました。" #: Modules/PackageManager/Editor/PackageManagerPackageAssets.cpp:247 msgid "Failed to resolve packages: {0}. No packages loaded." msgstr "パッケージ:{0}の解決に失敗しました。パッケージはロードされませんでした。" #: Modules/PackageManager/Editor/PackageManagerPackageAssets.cpp:253 msgid "Checking package constraints..." msgstr "パッケージの制約を確認中..." #: Modules/PackageManager/Editor/PackageManagerPackageAssets.cpp:259 msgid "Registering packages..." msgstr "パッケージの登録中..." #: Modules/PackageManager/Editor/PackageManagerServer.cpp:75 msgid "Starting Server..." msgstr "ソート順" #: Modules/PackageManager/Editor/PackageManagerServer.cpp:77 msgid "Failed to start Unity Package Manager: operation cancelled." msgstr "Unityパッケージマネージャーを開始できませんでした。操作はキャンセルされました。" #: Modules/PackageManager/Editor/PackageManagerServer.cpp:98 msgid "Failed to start the Unity Package Manager local server process. Make sure the process [{0}] is not blocked by your anti-virus configuration." msgstr "Unityパッケージマネージャーのローカルサーバー処理を開始できませんでした。プロセス [{0}] はアンチウィルス設定によってブロックされないことを確認してください。" #: Modules/PackageManager/Editor/PackageManagerServer.cpp:100 msgid "Could not establish a connection with the Unity Package Manager local server process. This is most likely due to a proxy or firewall configuration. Make sure the process [{0}] is reachable via HTTP on the IP address 127.0.0.1." msgstr "Unityパッケージマネージャーのローカルサーバープロセスに接続できませんでした。これは、おそらくプロキシかファイアウォールの設定によるものです。プロセス [{0}] が IPアドレス 127.0.0.1 の HTTP を通してアクセス可能であることを確認してください。" #: Modules/PackageManager/Editor/PackageManagerErrors.cpp:55 msgid "Click on Retry to relaunch Unity and reopen your project." msgstr "'再試行'をクリックしてUnityを再起動し、プロジェクトを再度開きます" #: Modules/PackageManager/Editor/PackageManagerErrors.cpp:57 msgid "Click on Continue to launch Unity. Some or all packages may not be imported which may cause compilation errors." msgstr "'続行'をクリックしてUnityを起動します。コンパイルエラーの原因となる一部、または全部のパッケージはインポートされません。" #: Modules/PackageManager/Editor/PackageManagerErrors.cpp:59 Modules/PackageManager/Editor/PackageManagerErrors.cpp:75 Modules/Licensing/Module.cpp:306 msgid "Retry" msgstr "再試行" #: Modules/PackageManager/Editor/Requests/PackageManagerUpdateAsyncRequests.cpp:92 msgid "added" msgstr "追加済" #: Modules/PackageManager/Editor/Requests/PackageManagerUpdateAsyncRequests.cpp:98 msgid "updated" msgstr "更新済" #: Modules/PackageManager/Editor/Requests/PackageManagerUpdateAsyncRequests.cpp:100 msgid "{0}{1} from version {2} to {3}\n" msgstr "{0}{1} をバージョン {2} から {3} へ\n" #: Modules/PackageManager/Editor/Requests/PackageManagerUpdateAsyncRequests.cpp:104 msgid "removed" msgstr "削除済" #: Modules/PackageManager/Editor/Public/PackageManager.cpp:318 msgid "Failed to resolve project templates: operation cancelled." msgstr "プロジェクトテンプレートの解決に失敗しました。操作はキャンセルされました。" #: Modules/PackageManager/Editor/Public/PackageManager.cpp:320 msgid "Failed to resolve project templates: {0}" msgstr "プロジェクトのテンプレートの解決に失敗しました: {0}" #: Modules/AssetPipelineEditor/Public/AudioImporter.cpp:42 msgid "Cannot load sound %s for preview." msgstr "プレビュー用にサウンド %s が読み込めません" #: Modules/AssetPipelineEditor/Public/AudioImporter.cpp:203 msgid "Unsupported WebGL audio compression format: %d.\n" msgstr "サポートされない WebGL オーディオ圧縮形式 %d\n" #: Modules/AssetPipelineEditor/Public/AudioImporter.cpp:603 msgid "Unknown compression type: %d." msgstr "不明な圧縮タイプ: %d" #: Modules/AssetPipelineEditor/Public/AudioImporter.cpp:625 msgid "Unknown container type: %d." msgstr "不明なコンテナータイプ: %d" #: Modules/AssetPipelineEditor/Public/AudioImporter.cpp:686 msgid "FSBTool ERROR: Cannot find the Playback Engine directory." msgstr "FSBTool エラー: Playback Engine ディレクトリを見つけることができません" #: Modules/AssetPipelineEditor/Public/AudioImporter.cpp:819 msgid "Could not generate asset {0} from {1}.\n" msgstr "{1} からアセット {0} を生成できませんでした。\n" #: Modules/AssetPipelineEditor/Public/AudioImporter.cpp:833 Modules/AssetPipelineEditor/Public/AudioImporter.cpp:856 msgid "Errors during import of AudioClip %s:\n%s" msgstr "オーディオクリップ %s のインポート中のエラー:\n%s" #: Modules/AssetPipelineEditor/Public/AudioImporter.cpp:835 Modules/AssetPipelineEditor/Public/AudioImporter.cpp:858 msgid "Unspecified error during import of AudioClip %s" msgstr "オーディオクリップ %s のインポート中の特定できないエラー" #: Modules/AssetPipelineEditor/Public/AudioImporter.cpp:844 msgid "Warnings during import of AudioClip %s\n%s" msgstr "オーディオクリップ %s のインポート中の警告\n%s" #: Modules/AssetPipelineEditor/Public/AudioImporter.cpp:864 msgid "Warnings creating Editor representation of AudioClip %s\n%s" msgstr "オーディオクリップ %s のエディター表示の作成に関する警告\n%s" #: Modules/AssetPipelineEditor/Public/AudioImporter.cpp:900 msgid "Cannot create resource file for asset: '%s'\n" msgstr "アセット「%s」のリソースファイルを作成できません\n" #: Modules/AssetPipelineEditor/Public/AudioImporter.cpp:909 msgid "Cannot create preview for AudioClip asset: '%s'\n" msgstr "AudioClip アセット「%s」のプレビューを作成できません\n" #: Modules/AssetPipelineEditor/Public/AudioImporter.cpp:924 Modules/AssetPipelineEditor/Public/AudioImporter.cpp:933 Modules/AssetPipelineEditor/Public/AudioImporter.cpp:942 msgid "Cannot construct AudioClip for asset: '%s'\n" msgstr "アセット「%s」の AudioClip を作成できません\n" #: Modules/AssetPipelineEditor/Public/AudioImporter.cpp:950 msgid "Cannot construct AudioClip for asset: '%s' (error: %s)\n" msgstr "アセット「%s」の AudioClip を作成できません (エラー: %s)\n" #: Modules/AssetPipelineEditor/Public/AudioImporter.cpp:1013 msgid "Cannot generate preview from null sound" msgstr "null サウンドからプレビューを生成できません" #: Modules/AssetPipelineEditor/Public/AudioImporter.cpp:1026 msgid "Cannot get format of sound" msgstr "サウンドの形式が取得できません" #: Modules/AssetPipelineEditor/Public/AudioImporter.cpp:1031 msgid "Not enough memory to generate preview data." msgstr "プレビューデータを生成するための十分なメモリがありません" #: Modules/AssetPipelineEditor/Public/AudioImporter.cpp:1063 msgid "Reading FMOD data failed while generating preview" msgstr "プレビューの生成中に FMOD データの読み込みに失敗しました" #: Modules/AssetPipelineEditor/Public/AudioImporter.cpp:1142 msgid "Unlocking FMOD data failed" msgstr "FMOD データのアンロックに失敗しました" #: Modules/AssetPipelineEditor/Public/ScriptedImporter.cpp:271 msgid "Asset import failed, \"%s\" > Scripted importer instance could not be created!" msgstr "アセットインポートが失敗しました。\"%s\" > スクリプトされたインポーターのインスタンスは作成できませんでした。" #: Modules/AssetPipelineEditor/Public/ScriptedImporter.cpp:289 msgid "Asset import failed, \"%s\" > %s\n%s" msgstr "アセットインポートが失敗しました。\"%s\" > %s\n%s" #: Modules/Physics2DEditor/DragAndDrop.cpp:19 msgid "Assign Physics Material 2D %s" msgstr "2D 物理マテリアル %s を割り当てる" #: Modules/AssetDatabase/Editor/V1/AssetDatabaseV1.cpp:419 msgid "Importer '%s' deleted a persistent object that was generated by importer '%s'" msgstr "インポーター「%s」は、インポーター「%s」が生成した永続的なオブジェクトを削除しました" #: Modules/AssetDatabase/Editor/V1/AssetDatabaseV1.cpp:434 msgid "Importer '%s' altered the meta data of one of more files covered by importer '%s'\n\nFrom:\n%s\n\nInto:\n%s" msgstr "インポーター「%s」はインポーター「%s」によって処理された 1 つ以上のファイルのメタデータを変更しました。\n\nインポート元:\n%s\n\nインポート先:\n%s" #: Modules/AssetDatabase/Editor/V1/AssetDatabaseV1.cpp:442 msgid "Importer '%s' affected global state by altering one or more instances of type '%s'\n\nFrom:\n%s\n\nInto:\n%s" msgstr "インポーター'%s'はタイプ'%s'の1つ以上のインスタンスを変更してグローバルの状態に影響を与えました。\n\nインポート元:\n%s\n\nインポート先:\n%s" #: Modules/AssetDatabase/Editor/V1/AssetDatabaseV1.cpp:453 msgid "Import '%s' accessed an object whose importer gets executed AFTER this one executes: '%s' " msgstr "インポーター「%s」は、インポーター「%s」が実行された後にインポーターが実行されるオブジェクトにアクセスしました: %s " #: Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:153 Modules/AssetDatabase/Editor/V2/V1Compatibility.cpp:1486 msgid "Cannot create asset %s while serializing a scripted object. Are you creating assets from the constructor of a serialized object?" msgstr "アセット %s は、スクリプトしたオブジェクトのシリアライズ中に作成できません。シリアライズされたオブジェクトのコンストラクターからアセットを作成していますか?" #: Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:165 Modules/AssetDatabase/Editor/V2/V1Compatibility.cpp:1498 msgid "'%s' is not a valid asset file name." msgstr "「%s」は有効なアセットファイル名ではありません" #: Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:183 Modules/AssetDatabase/Editor/V2/V1Compatibility.cpp:1514 msgid "Couldn't create asset file!" msgstr "アセットファイルを作成出来ませんでした" #: Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:885 msgid "The whole project folder has been changed externally. This is not allowed!" msgstr "プロジェクトフォルダー全体が外部から変更されました。このような変更は許可されません。" #: Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:888 msgid "The current working directory was changed from your Unity project folder located at '{0}' to '{1}'. This is not allowed! If you are setting the current working directory from script temporarily, then please make sure to set it back to the Unity project folder immediately after you are done.\n" msgstr "現在の作業ディレクトリが Unity プロジェクトフォルダーの '{0}' から '{1}' に変更されました。これは、禁止されています。現在の作業ディレクトリをスクリプトから一時的に設定している場合は、終了後に直ちに Unity プロジェクトフォルダーに設定しなおしてください。\n" #: Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:981 msgid "Renamed .meta file '{0}' to '{1}' because the .meta file had an inconsistent case." msgstr ".meta ファイルが矛盾する文字ケース (大文字小文字) をもつため、.meta ファイル名を '{0}' から'{1}' に変更しました" #: Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:985 msgid "Failed to rename .meta file '{0}' to '{1}' because the .meta file had an inconsistent case. Please rename it to: '{2}'" msgstr ".meta ファイルが矛盾する文字ケース (大文字小文字) をもつため、.meta ファイル名を「{0}」から「{1}」に変更するのに失敗しました。ファイル名を「{2}」に変更してください。" #: Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:992 msgid "Refresh case sensitivity failure. Asset: %s ; Metafile: %s" msgstr "大文字小文字の区別の失敗をクリアし初期状態にもどします。アセット: %s 、メタファイル: %s" #: Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:1311 msgid "Cancel Import?" msgstr "インポートをキャンセルしますか?" #: Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:1311 msgid "Do you want to stop asset importing and quit Unity?" msgstr "アセットのインポートを中止してUnityを終了しますか?" #: Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:1312 msgid "Continue Import" msgstr "インポートを続行" #: Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:1312 msgid "Force Quit" msgstr "強制終了" #: Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:1677 msgid "Reverting" msgstr "元に戻しています" #: Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:1967 msgid "'%s' is an absolute path, importing is skipped\nPaths to assets have to be relative to the project folder e.g 'Assets/Folder/MyAsset.asset'" msgstr "'%s'は絶対パスです。インポート処理はスキップされました。\nアセットへのパスは'Assets/Folder/MyAsset.asset'のように、プロジェクトフォルダーの相対パスである必要があります。" #: Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:2072 msgid "Rebuilding GUID cache: Deleting metadata %s because it is an invalid metadata file!\nMetaData class can't be loaded" msgstr "GUIDキャッシュの再作成: 無効なメタデータファイルなので、メタデータ %s を削除します。\nMetaData クラスはロードされません。" #: Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:2079 msgid "Rebuilding GUID cache: Deleting metadata %s because the asset doesn't exist anymore.\n MetaData path %s" msgstr "GUIDキャッシュの再作成: アセットが存在しないため、メタデータ %s を削除します。\nメタデータパス %s" #: Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:2087 msgid "Rebuilding GUID cache: Deleting metadata %s because it is an invalid meta data file.!\n%s" msgstr "GUIDキャッシュの再作成: 無効なメタデータファイルなので、メタデータ %s を削除します。\n%s" #: Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:2176 msgid "Invalid file discovered. Will be deleted: '%s'.\n" msgstr "無効なファイルが見つかりました。以下を消去します: '%s'\n" #: Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:2203 Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:2224 msgid "Invalid metadata file discovered, no '.info' file. Will be deleted: '%s' and '%s'.resource (if exists).\n" msgstr "無効なメタデータのファイルを見つけました。'.info' ファイルがありません。以下を削除します: '%s' と '%s'.resource (存在する場合)。\n" #: Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:2211 Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:2234 msgid "Invalid '.info' file discovered, no metadata file. Will be deleted: '%s.info' and '%s'.resource (if exists).\n" msgstr "無効な '.info' ファイルが見つかりました。メタデータファイルがありません。以下を削除します: '%s.info' と '%s'.resource (存在する場合)。\n" #: Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:2317 msgid "Path mapping for Asset with GUID %s is missing! Cleaning up." msgstr "アセットの GUID %s でマッピングしたパスが見つかりません。クリーンアップします" #: Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:2328 msgid "%s is missing its meta data file. Reimporting asset." msgstr "%s のメタデータファイルが見つかりませんでした。アセットを再インポートします" #: Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:2458 msgid "The project at %s contains inconsistencies in the asset database.\nYou must reimport the project in order to get the asset database into a consistent state.\nDepending on project size, rebuilding the project may take a while complete.\n" msgstr "%s のプロジェクトにアセットデータベースとの不整合を発見しました。\nプロジェクトを再インポートしてアセットデータベースとの整合させる必要があります。\nプロジェクトの規模にもよりますが、プロジェクトの再構成にはそれなりに時間がかかります。\n" #: Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:2462 msgid "Project reimport required" msgstr "プロジェクトの再インポートが必要です" #: Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:2462 msgid "Reimport Project" msgstr "プロジェクトを再インポート" #: Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:2586 Modules/AssetDatabase/Editor/V2/V1Compatibility.cpp:1164 msgid "The source asset could not be found" msgstr "ソースアセットが見つかりませんでした" #: Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:2589 Modules/AssetDatabase/Editor/V2/V1Compatibility.cpp:1169 msgid "Can't rename to empty name" msgstr "空(から)の名前に変更することはできません" #: Modules/AssetDatabase/Editor/V1/AssetInterface.cpp:2595 Modules/AssetDatabase/Editor/V2/V1Compatibility.cpp:1175 msgid "No folder in asset's path" msgstr "アセットパス内にフォルダーがありません" #: Modules/AssetDatabase/Editor/V1/CacheServer/CacheServerCommunicationNodeJS.cpp:266 msgid "Failed to Connect to CacheServer" msgstr "キャッシュサーバーへの接続に失敗しました" #: Modules/AssetDatabase/Editor/V1/CacheServer/CacheServerCommunicationNodeJS.cpp:266 msgid "Unity has failed to connect to the CacheServer. Please verify that the server is running and attempt to reconnect. \nAlternatively, you may continue without the CacheServer, but reimporting without it can take several hours to complete, depending on the size of your project." msgstr "Unityはキャッシュサーバーに接続できませんでした。サーバーが動いていることを確認し、再接続を試みてください。\n代わりに、キャッシュサーバーを使わずに続行することもできますが、キャッシュサーバーなしに再インポートすると、プロジェクトのサイズによっては終了までに数時間かかる場合があります。" #: Modules/AssetDatabase/Editor/V1/CacheServer/CacheServerCommunicationNodeJS.cpp:266 Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Reconnect" msgstr "再接続" #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:108 msgid "Rebuilding Library because the asset database could not be found!" msgstr "アセットデータベースが見つからなかったため、ライブラリを再構成します" #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:114 msgid "Rebuilding Library because the metadata folder could not be found!" msgstr "メタデータフォルダーが見つからなかったため、ライブラリを再構成します" #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:139 msgid "Your project was last saved with a different version of Unity" msgstr "このプロジェクトは前回、異なるバージョンのUnityで保存されました" #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:140 msgid "\n\nIf you proceed, some packages may be updated. For a list of any changes made to your Project’s packages, see the Logs/Packages-Upgrade.log file in your Project folder." msgstr "\n\n続行すると、一部のパッケージが更新される場合があります。プロジェクトのパッケージに加えられた変更の一覧は、プロジェクトフォルダーの Logs/Packages-Upgrade.log ファイルを参照してください。" #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:142 msgid "Opening Project in Non-Matching Editor Installation" msgstr "バージョンの異なるエディターで作成したプロジェクトを開こうとしています" #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:145 msgid "%s.\n\n %s\n\nThe saved project (%s) does not match the launched editor (%s).\n\nThis may require re-import. Please be aware that opening in an older version is unsupported.\n\nNote that if a build target installation is missing, this may also cause a re-import." msgstr "%s。\n\n %s\n\n保存したプロジェクト(%s)は起動したエディター(%s)とバージョンが一致していません。\n\n再インポートが必要である可能性があります。古いバージョンで開くことができなくなるので注意してください。\n\nプロジェクトで設定しているプラットフォームがインストールされていない場合は、もう一度再インポートが行われる可能性があります。" #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:152 msgid "Project Upgrade Required" msgstr "プロジェクトのアップグレード必要" #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:153 msgid "Upgrade" msgstr "アップグレード" #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:155 msgid "%s.\n\n %s\n\nWe need to upgrade the project (%s) to the current version (%s), which may take a few minutes.\n\nAfter upgrading, you will not be able to open the project with older versions of Unity." msgstr "%s\n\n %s\n\nこのプロジェクト (%s) を現在のバージョン (%s) にアップグレードする必要があります。この操作は数分の時間が必要です。 \n\nアップグレード後は、このプロジェクトは古いバージョンのUnityでは開けなくなります。" #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:163 Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:176 msgid "New Version of Unity Required" msgstr "新しいバージョンの Unity 必要" #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:164 msgid "Continue and Risk Data Loss" msgstr "データの消失を承知で実行" #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:165 msgid "\n\n-enableIncompatibleAssetDowngrade specified.\nWe can attempt a downgrade of the assets, but this is unsupported. There is a high risk of data loss if you continue!" msgstr "\n\n-enableIncompatibleAssetDowngrade が指定されています。\nアセットのダウングレードを試みますがこれはサポートされているわけではありません。この処理によってデータ消失が発生するリスクがあります" #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:169 msgid "%s\n\nThe saved project (%s) cannot be opened with launched editor (%s). Please upgrade.\n\n" msgstr "%s\n\n保存したプロジェクト (%s) が起動したエディター (%s) で開くことができません。アップグレードしてください。\n\n" #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:172 Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:186 msgid "before 5.0" msgstr "5.0 より前" #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:202 msgid "Your project was last opened with an incompatible version of Unity" msgstr "このプロジェクトは前回、互換性のないバージョンの Unity で開かれました" #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:206 msgid "%s.\n\n %s\n\nWe need to rebuild the project for the current version (%s), which may take a few minutes." msgstr "%s。\n\n %s\n\nこのプロジェクトは現在のバージョン (%s) で再構成する必要があります。この操作には数分かかります" #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:208 msgid "Project Rebuild Required" msgstr "プロジェクトの再構成が必要" #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:208 msgid "Rebuild" msgstr "再ビルド" #: Modules/AssetDatabase/Editor/V2/V1Compatibility.cpp:1446 msgid "CreateFolder is not supported while importing out-of-process" msgstr "別プロセスによるインポート中は、フォルダーを作成できません" #: Modules/AssetDatabase/Editor/V2/V1Compatibility.cpp:1454 Modules/AssetDatabase/Editor/Public/AssetDatabase.cpp:1047 msgid "Failed to create folder" msgstr "フォルダーの作成に失敗しました" #: Modules/AssetDatabase/Editor/V2/V1Compatibility.cpp:1480 msgid "CreateSerializedAsset is not supported while importing out-of-process" msgstr "別プロセスによるインポート中は、CreateSerializedAssetはサポートされません" #: Modules/AssetDatabase/Editor/Public/AssetDatabaseUtility.cpp:93 msgid "Couldn't add object to asset file because the {0} '{1}' is already an asset at '{2}'!" msgstr "{0} '{1}' はすでに ‘{2}’のアセットであるため、オブジェクトをアセットファイルに追加することができませんでした。" #: Modules/AssetDatabase/Editor/Public/AssetDatabaseUtility.cpp:101 msgid "Couldn't add object to asset file because '%s' is a GameObject! Use the PrefabUtility class instead." msgstr "「%s」はゲームオブジェクトであるため、オブジェクトをアセットに追加することはできませんでした。代わりに PrefabUtility クラスを使用してください" #: Modules/AssetDatabase/Editor/Public/AssetDatabaseUtility.cpp:109 msgid "Couldn't add object to asset file because '%s' is a Component that belongs to the scene object!" msgstr "「%s」はシーンオブジェクトに属するコンポーネントなため、オブジェクトをアセットに追加することはできませんでした" #: Modules/AssetDatabase/Editor/Public/AssetDatabaseUtility.cpp:180 msgid "AddAssetToSameFile failed because the other asset %s is not persistent" msgstr "AddAssetToSameFile は他のアセット %s が永続的でないため失敗しました" #: Modules/AssetDatabase/Editor/Public/AssetDatabaseUtility.cpp:320 Modules/AssetDatabase/Editor/Public/AssetDatabaseUtility.cpp:335 Modules/AssetDatabase/Editor/Public/AssetDatabaseUtility.cpp:346 msgid "Re-serializing Assets..." msgstr "アセットをシリアライズし直しています..." #: Modules/AssetDatabase/Editor/Public/AssetDatabaseUtility.cpp:346 msgid "Hold on" msgstr "お待ちください" #: Modules/AssetDatabase/Editor/Public/AssetDatabaseUtility.cpp:923 msgid "Object cannot be a GameObject" msgstr "オブジェクトはゲームオブジェクトとして使えません" #: Modules/AssetDatabase/Editor/Public/AssetDatabaseUtility.cpp:926 msgid "Object cannot be a Component" msgstr "オブジェクトはコンポーネントとして使えません" #: Modules/AssetDatabase/Editor/Public/AssetDatabaseUtility.cpp:929 msgid "Object must be persistent" msgstr "オブジェクトは永続的でなければなりません" #: Modules/AssetDatabase/Editor/Public/AssetDatabaseUtility.cpp:941 msgid "Cannot create Assets folder" msgstr "Assets フォルダーを作成できません" #: Modules/AssetDatabase/Editor/Public/AssetPreviews.cpp:122 msgid "Failed to load preview" msgstr "プレビューのロードに失敗しました" #: Modules/Licensing/Module.cpp:306 msgid "Connection Lost" msgstr "接続が切れました" #: Modules/Licensing/Module.cpp:306 msgid "The connection with the Unity Licensing Client has been lost." msgstr "Unity ライセンスクライアントとの接続が切れました" #: Modules/VFXEditor/Public/VFXDragAndDropForwarding.cpp:105 msgid "%s Drag" msgstr "%s ドラッグ" #: Modules/PresetsEditor/PresetDragAndDrop.cpp:126 msgid "Apply Preset %s" msgstr "プリセットを適用 %s" #: Modules/PresetsEditor/PresetDragAndDrop.cpp:147 Modules/PresetsEditor/PresetDragAndDrop.cpp:166 msgid "Set default Preset" msgstr "デフォルトプリセットを設定" #: /Runtime/Input/InputAxis.h:136 msgid "Descriptive Name" msgstr "正方向の通称" #: /Editor/Src/Collab/REST/CollabHandler.h:26 msgid "Publish Selection" msgstr "選択したものを公開" #: /Runtime/Graphics/Mesh/Mesh.cpp:505 Editor/Mono/ImportSettings/IHVImageFormatImporterInspector.cs:1 msgid "Is Readable" msgstr "読み込み可能にする" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2480 msgid "Best Wind Quality" msgstr "最適な風の品質" #: /Editor/Src/EditorUserSettings.cpp:173 msgid "VC Debug Com" msgstr "VC デバッグ Com" #: /Editor/Src/EditorUserBuildSettings.cpp:201 msgid "SelectedWSA Architecture" msgstr "SelectedWSA アーキテクチャ" #: /Runtime/Misc/BuildSettings.cpp:186 msgid "Has Advanced Version" msgstr "高度なバージョンあり" #: /Editor/Src/LightmapEditorSettings.cpp:381 Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "PVR Filter Type Indirect" msgstr "PVR フィルタータイプ 間接" #: /Editor/Src/LightmapEditorSettings.cpp:355 Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Final Gather" msgstr "ファイナルギャザー" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3277 msgid "Editor Only Player Settings" msgstr "エディター専用プレイヤー設定" #: /Runtime/Input/InputManager.cpp:305 msgid "Last Joy Num" msgstr "最後のジョイスティック番号" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:133 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Sprite Pivot" msgstr "スプライトピボット" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2559 msgid "Application Identifier" msgstr "アプリケーション識別子" #: /Runtime/Camera/GraphicsSettings.cpp:341 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Automatic" msgstr "自動" #: /Runtime/Shaders/GpuPrograms/ShaderVariantCollection.cpp:587 msgid "Shaders" msgstr "シェーダー" #: /Runtime/Graphics/Mesh/CompressedMesh.h:127 Editor/Mono/Inspector/LightEditor.cs:1 msgid "Range" msgstr "範囲" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2386 msgid "Device Usages" msgstr "デバイスの使い方" #: /Runtime/Camera/RenderSettings.cpp:499 Editor/Mono/SettingsWindow/OtherRenderingEditor.cs:1 msgid "Halo Strength" msgstr "ハローの強さ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2965 msgid "WebGL Modules Directory" msgstr "WebGL モジュールディレクトリ" #: /Runtime/Graphics/SpriteFrame.cpp:139 msgid "Is Polygon" msgstr "ポリゴンにする" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:47 msgid "AndroidETC2Fallback Override" msgstr "AndroidETC2Fallback オーバーライド" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:133 msgid "Lightmaps Cache Files" msgstr "ライトマップキャッシュファイル" #: /Runtime/File/StreamedResource.cpp:77 Editor/Mono/Inspector/StandardShaderGUI.cs:1 msgid "Source" msgstr "ソース" #: /Editor/Src/EditorUserBuildSettings.cpp:177 msgid "Build Scripts Only" msgstr "スクリプトのみビルド" #: /Editor/Src/EditorBuildSettings.cpp:163 msgid "Config Objects" msgstr "オブジェクトを設定" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2629 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "UI Requires Full Screen" msgstr "UI にフルスクリーンが必要" #: /Runtime/Camera/OcclusionCullingData.cpp:73 msgid "Size Renderers" msgstr "サイズ レンダラー" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2645 msgid "I Pad High Res Portrait Splash Screen" msgstr "iPad 高解像度縦型スプラッシュ画面" #: /Runtime/Camera/ReflectionProbes.cpp:56 Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Resolution" msgstr "解像度" #: /Editor/Src/LightmappingAnalyticsData.h:124 Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Indirect Samples" msgstr "間接サンプル " #: /Editor/Src/SceneVisibility/SceneVisibilityData.cpp:27 msgid "Hidden Hierarchies Isolation" msgstr "非表示の階層 単独" #: /Editor/Src/UnityConnect/UnityConnectCommon.h:133 msgid "Organization Foreign Keys" msgstr "組織外部キー" #: /Editor/Src/BuildPipeline/BuildTargetDiscovery.cpp:97 msgid "Module Name" msgstr "モジュール名" #: /Editor/Src/UnityConnect/UnityConnectCommon.h:70 msgid "Organization Foreign Key" msgstr "組織 ID" #: /Runtime/Graphics/Mesh/MeshBlendShape.h:102 msgid "Full Weights" msgstr "完全なウェイト" #: /Runtime/Misc/RuntimeInitializeOnLoadManager.cpp:564 msgid "Is Unity Class" msgstr "Unity クラスにする" #: /Runtime/Graphics/TrailRenderer.cpp:541 msgid "Start Width" msgstr "開始時の幅" #: /Runtime/Misc/PlayerSettings.cpp:663 msgid "Vulkan Enable SetSRGB Write" msgstr "Vulkan SetSRGB Write を有効にする" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3034 msgid "Metro Target Device Families" msgstr "Metro ターゲットのデバイスファミリー" #: /Editor/Src/EditorExtensionImpl.cpp:59 msgid "Data Template" msgstr "データテンプレート" #: /Runtime/2D/SpriteAtlas/SpriteAtlas.cpp:46 msgid "Is Variant" msgstr "バリアントにする" #: /Runtime/Shaders/SerializedShaderData.h:821 msgid "Culling" msgstr "カリング" #: /Runtime/Graphics/Renderer.cpp:728 msgid "AutoUV Max Distance" msgstr "自動 UV 最長距離" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2700 msgid "Apple Enable Automatic Signing" msgstr "Apple 自動署名を有効にします" #: /Runtime/Graphics/Mesh/SkinnedMeshRenderer.cpp:964 msgid "DirtyAABB" msgstr "DirtyAABB" #: /Editor/Src/AssetPipeline/TextureImporting/SpriteFrameMetaData.h:136 Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1 msgid "Sprites" msgstr "スプライト" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2754 msgid "Vuforia Enabled" msgstr "Vuforia 有効" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2742 msgid "Android App Bundle Size To Validate" msgstr "Android 検証する App Bundle サイズ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2395 msgid "Portal Folder Path" msgstr "ポータルフォルダーパス" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2679 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "IOSURL Schemes" msgstr "IOSURL スキーム" #: /Editor/Src/EditorSettings.cpp:266 msgid "Etc Texture Compressor Behavior" msgstr "ETCテクスチャ圧縮動作" #: /Editor/Src/BuildPipeline/BuildSerialization.h:99 msgid "Scene Path Names" msgstr "シーンパス名" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2481 msgid "Has Billboard" msgstr "ビルボードあり" #: /Runtime/Camera/RenderSettings.cpp:519 msgid "Generated Skybox Reflection" msgstr "生成されたスカイボックスリフレクション" #: /Runtime/Camera/ShadowSettings.h:36 msgid "Culling Matrix Override" msgstr "カリング行列のオーバーライド" #: /Editor/Src/EditorUserSettings.cpp:196 msgid "VC Show Failed Checkout" msgstr "VC 失敗したチェックアウトを表示" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:97 msgid "Border Mip Map" msgstr "ミップマップの枠線" #: /Runtime/Graphics/CustomRenderTexture.h:238 msgid "Need Swap" msgstr "スワップが必要" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2590 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Keep Loaded Shaders Alive" msgstr "ロードしたシェーダーを起動状態に維持" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2944 msgid "Splash Screen Background Source Landscape" msgstr "スプラッシュスクリーン背景ソース横向き" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2982 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Managed Stripping Level" msgstr "マネージストリッピングレベル" #: /Runtime/Misc/BuildSettings.cpp:187 msgid "Enable Dynamic Batching" msgstr "動的バッチを有効にする" #: /Runtime/Graphics/StaticBatchInfo.h:16 msgid "Sub Mesh Count" msgstr "サブメッシュ数" #: /Runtime/Mono/MonoScript.cpp:344 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Icon" msgstr "アイコン" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2772 msgid "Enable Crash ReportAPI" msgstr "CrashReport API を有効にする" #: /Runtime/Misc/PlayerSettings.cpp:590 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Use Player Log" msgstr "プレイヤーログの使用" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2945 msgid "Splash Screen Background Source Portrait" msgstr "スプラッシュスクリーン背景ソースたて向き" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:252 msgid "Platform Mask" msgstr "プラットフォームマスク" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2908 msgid "Restricted Audio Usage Rights" msgstr "制限付きオーディオ使用権" #: /Runtime/Graphics/Mesh/MeshBlendShape.h:100 msgid "Shapes" msgstr "形状" #: /Runtime/Graphics/ProbeSetTetrahedralization.h:47 msgid "Tetrahedra" msgstr "Tetrahedra" #: /Editor/Src/Animation/StateMachine.cpp:344 msgid "Speed Parameter" msgstr "速度パラメーター" #: /Runtime/Shaders/SerializedShaderData.h:586 msgid "Samplers" msgstr "サンプル" #: /Runtime/Camera/ShadowSettings.h:29 Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "Type" msgstr "タイプ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2325 msgid "Icons" msgstr "アイコン" #: /Runtime/Shaders/SerializedShaderData.h:843 Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Lighting" msgstr "ライティング" #: /Runtime/Graphics/QualitySettings.cpp:453 msgid "Streaming Mipmaps Max Level Reduction" msgstr "ストリーミングミップマップ最大レベル削減数" #: /Runtime/Utilities/DateTime.h:92 msgid "Ticks" msgstr "ティック" #: /Editor/Src/UnityConnect/UnityConnectCommon.h:72 msgid "Coppa Lock" msgstr "COPPA ロック" #: /Editor/Src/VersionControl/VCMergeTypeInfo.cpp:38 msgid "Baseid" msgstr "基本 ID" #: /Runtime/Shaders/ShaderImpl/ShaderErrors.h:88 msgid "File" msgstr "ファイル" #: /Runtime/Shaders/SerializedShaderData.h:818 msgid "Z Clip" msgstr "Z クリップ" #: /Runtime/Graphics/RenderTexture.h:312 msgid "BindMS" msgstr "マルチサンプル" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2477 Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Main Color" msgstr "メインカラー" #: /Editor/Src/Audio/Mixer/AudioMixerEffectController.cpp:55 msgid "EffectID" msgstr "エフェクトID" #: /Editor/Src/HierarchyState.cpp:22 Editor/Mono/GUI/Tools/EditorToolGUI.cs:1 msgid "Selection" msgstr "選択" #: /Runtime/Graphics/Mesh/Mesh.cpp:507 msgid "Keep Indices" msgstr "インデックスを維持" #: /Runtime/Input/InputAxis.h:137 msgid "Descriptive Negative Name" msgstr "負方向の通称" #: /Runtime/Shaders/SerializedShaderData.h:835 Editor/Mono/SettingsWindow/FogEditor.cs:1 msgid "Fog Density" msgstr "フォグの濃度" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:125 msgid "Padding Power" msgstr "パディング" #: /Runtime/Graphics/TrailRenderer.cpp:485 Editor/Mono/Inspector/TrailRendererEditor.cs:1 msgid "Time" msgstr "時間" #: /Runtime/Graphics/Mesh/MeshBlendShape.h:91 msgid "Has Normals" msgstr "法線あり" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2709 msgid "Cloned FromGUID" msgstr "Cloned FromGUID" #: /Runtime/Misc/PlayerSettings.cpp:702 msgid "UseHDR Display" msgstr "HDR 画面を使用" #: /Runtime/Graphics/Texture2D.cpp:1076 msgid "Lightmap Format" msgstr "ライトマップ形式" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2403 msgid "Sign Package" msgstr "パッケージに署名" #: /Runtime/Graphics/GISettings.h:107 msgid "Dynamic Env" msgstr "動的 Env" #: /Runtime/Input/TimeManager.cpp:645 Editor/Mono/Inspector/TimeManagerInspector.cs:1 msgid "Time Scale" msgstr "タイムスケール" #: /Runtime/Graphics/Mesh/VertexData.h:124 Editor/Mono/Inspector/MaterialEditor.cs:1 msgid "Offset" msgstr "オフセット" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3007 msgid "Metro Certificate Subject" msgstr "Metro 証明書題目" #: /Runtime/Camera/GraphicsSettings.cpp:430 msgid "Min Luminance" msgstr "最低輝度" #: /Editor/Src/Collab/REST/CollabHandler.h:80 msgid "Success" msgstr "成功" #: /Runtime/2D/Common/SpriteRenderData.cpp:449 msgid "Source Skin" msgstr "ソーススキン" #: /Runtime/Graphics/LineBuilder.h:150 msgid "Width Multiplier" msgstr "幅の乗数" #: /Runtime/Camera/RenderSettings.cpp:522 msgid "Indirect Specular Color" msgstr "間接的なスペキュラー色" #: /Runtime/Shaders/SerializedShaderData.h:579 msgid "Vector Params" msgstr "ベクトルパラメーター" #: /Runtime/Misc/BuildSettings.cpp:174 msgid "Build Tags" msgstr "ビルドタグ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2771 msgid "Log ObjC Uncaught Exceptions" msgstr "Obj-C キャッチされない例外を記録" #: /Runtime/Input/TimeManager.cpp:627 msgid "First Fixed Frame After Reset" msgstr "リセット後に最初の固定フレーム" #: /Runtime/2D/Common/SpriteRenderData.cpp:395 Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteSecondaryTexturesModule.cs:1 msgid "Secondary Textures" msgstr "補助的テクスチャ" #: /Editor/Src/EditorUserBuildSettings.cpp:173 Editor/Mono/BuildPlayerWindow.cs:1 msgid "Explicit Null Checks" msgstr "明示的な null の確認" #: /Editor/Src/EditorUserBuildSettings.cpp:171 msgid "Compress Files In Package" msgstr "パッケージにファイルを圧縮" #: /Runtime/Camera/Light.cpp:320 Editor/Mono/Inspector/LightEditor.cs:1 msgid "Flare" msgstr "フレア" #: /Runtime/Camera/GraphicsSettings.cpp:324 msgid "Use Detail Normal Map" msgstr "詳細な法線マップを使用" #: /Runtime/Camera/RenderSettings.cpp:500 Editor/Mono/SettingsWindow/OtherRenderingEditor.cs:1 msgid "Flare Strength" msgstr "フレアの強さ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3018 msgid "Metro Large Tile Show Name" msgstr "Metro 大きいタイルの名前を表示" #: /Runtime/Camera/ReflectionProbes.cpp:59 Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "Box Offset" msgstr "ボックスのオフセット" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2640 msgid "I Phone55in Portrait Splash Screen" msgstr "iPhone 5.5インチ 縦向きスプラッシュスクリーン" #: /Runtime/Graphics/Renderer.cpp:703 Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:1 msgid "Materials" msgstr "マテリアル" #: /Editor/Src/SceneVisibility/SceneVisibilityState.cpp:41 msgid "Main Stage Isolated" msgstr "メインステージ分離" #: /Runtime/Graphics/Mesh/CompressedMesh.h:161 msgid "Float Colors" msgstr "Float カラー" #: /Runtime/Graphics/EnlightenSceneMapping.h:222 msgid "Radiosity System Hash" msgstr "ラジオシティシステムハッシュ" #: /Runtime/Shaders/SerializedShaderData.h:491 msgid "Dim" msgstr "次元" #: /Editor/Src/EditorUserBuildSettings.cpp:163 msgid "Allow Debugging" msgstr "デバッグを許可" #: /Runtime/Serialize/BuildUsageTags.h:63 msgid "Stripped Prefab Object" msgstr "除去されたプレハブオブジェクト" #: /Editor/Src/EditorSettings.cpp:262 msgid "PrefabUI Environment" msgstr "プレハブ UI 環境" #: /Runtime/Misc/PlayerSettings.cpp:507 msgid "Android Enable Sustained Performance Mode" msgstr "Android 持続パフォーマンスモードを有効にする" #: /Runtime/Graphics/QualitySettings.cpp:444 msgid "V Sync Count" msgstr "V Sync 数" #: /Runtime/Camera/GraphicsSettings.cpp:327 msgid "Prefer32Bit Shadow Maps" msgstr "32ビットシャドウマップを優先する" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2674 msgid "IOS Launch Screeni Pad Custom Xib Path" msgstr "iOS 起動画面 iPad カスタム Xib パス" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2656 msgid "TvOS Large Icon Layers" msgstr "TvOS 大きなアイコンレイヤー" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2664 msgid "IOS Launch Screen Landscape" msgstr "iOS 起動画面横型" #: /Runtime/Shaders/SerializedShaderData.h:155 Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "Y" msgstr "Y" #: /Runtime/Transform/RectTransform.cpp:194 msgid "Anchor Min" msgstr "アンカー最小値" #: /Runtime/Shaders/Shader.cpp:1506 msgid "Decompressed Lengths" msgstr "解凍された長さ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3076 msgid "Vr Editor Settings" msgstr "VR エディター設定" #: /Editor/Src/Animation/AnimatorControllerLayer.cpp:49 msgid "Synced Layer Affects Timing" msgstr "同期するレイヤーとの継続時間を制御" #: /Runtime/Misc/RuntimeInitializeOnLoadManager.cpp:571 msgid "Class Index" msgstr "クラスインデックス" #: /Runtime/Director/Core/ExposedReferenceTable.h:24 msgid "References" msgstr "参照" #: /Runtime/Shaders/SerializedShaderData.h:989 msgid "Program Mask" msgstr "プログラムマスク" #: /Editor/Src/EditorExtensionImpl.cpp:65 msgid "G Flattened Type Tree" msgstr "G フラットタイプツリー" #: /Runtime/Graphics/CustomRenderTexture.cpp:674 Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Wrap Update Zones" msgstr "更新ゾーンをラップ" #: /Runtime/Misc/PlayerSettings.cpp:598 msgid "Gpu Skinning" msgstr "GPU スキニング" #: /Runtime/Shaders/SerializedShaderData.h:836 Editor/Mono/SettingsWindow/FogEditor.cs:1 msgid "Fog Color" msgstr "フォグの色" #: /Runtime/Shaders/ShaderImpl/ShaderErrors.h:92 msgid "Runtime Error" msgstr "ランタイムエラー" #: /Editor/Src/BuildPipeline/BuildTargetDiscovery.cpp:105 msgid "Name List" msgstr "名前リスト" #: /Editor/Src/UnityConnect/UnityConnectCommon.h:132 msgid "Primary Org" msgstr "主な組織" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:765 msgid "Shader Compilation Info" msgstr "シェーダー コンパイル情報" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2653 msgid "AppleTV Splash Screen2x" msgstr "AppleTV スプラッシュスクリーン2x" #: /Runtime/Shaders/SerializedShaderData.h:156 Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "Z" msgstr "Z" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:119 msgid "Cubemap Convolution" msgstr "キューブマップコンボリューション" #: /Editor/Src/Audio/Mixer/AudioMixerEffectController.cpp:57 msgid "Mix Level" msgstr "ミックスレベル" #: /Runtime/Misc/BuildSettings.cpp:190 msgid "Has Cluster Rendering" msgstr "クラスターレンダリングあり" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2745 msgid "Build Target Icons" msgstr "ビルドターゲット アイコン" #: /Runtime/Shaders/Material.cpp:188 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Shader" msgstr "シェーダー" #: /Runtime/Camera/OcclusionCullingData.cpp:134 msgid "Scenes" msgstr "シーン" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3016 msgid "Metro Tile Show Name" msgstr "Metro タイルの名前を表示" #: /Editor/Src/EditorUserBuildSettings.cpp:176 msgid "Enable Headless Mode" msgstr "ヘッドレスモードを有効にする" #: /Runtime/2D/SpriteAtlas/SpriteAtlas.cpp:42 msgid "Render Data Map" msgstr "レンダリングデータマップ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2728 Modules/VREditor/Mono/PlayerSettingsEditorVR.cs:1 msgid "Android Enable Tango" msgstr "Android Tango を有効にする" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3084 msgid "Lumin Is Channel App" msgstr "LUMIN チャンネルアプリケーションか" #: /Runtime/Shaders/ShaderImpl/ShaderErrors.h:89 msgid "Compiler Platform" msgstr "コンパイラープラットフォーム" #: /Runtime/Geometry/AABB.h:247 Editor/Mono/EditorGUI.cs:1 msgid "Center" msgstr "中心" #: /Editor/Src/EditorUserBuildSettings.cpp:170 msgid "Move Package To Disc Outer Edge" msgstr "ディスクの外周縁にパッケージを移動します" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2961 msgid "WebGL Data Caching" msgstr "WebGL データキャッシング" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2738 PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Android Gamepad Support Level" msgstr "Android ゲームパッド サポートレベル" #: /Runtime/Misc/PlayerSettings.cpp:599 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Graphics Jobs" msgstr "グラフィックス ジョブ" #: /Runtime/Shaders/SerializedShaderData.h:839 msgid "Gpu ProgramID" msgstr "GPU プログラム ID" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3003 PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Metro Package Name" msgstr "Metro パッケージ名" #: /Runtime/Camera/GraphicsSettings.cpp:479 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Deferred Reflections" msgstr "ディファードリフレクション" #: /Runtime/Graphics/SpriteFrame.cpp:133 msgid "Rect" msgstr "矩形" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2746 msgid "Build Target Platform Icons" msgstr "ビルドターゲットプラットフォームアイコン" #: /Runtime/Input/TimeManager.cpp:631 msgid "Cull Frame Count" msgstr "フレーム数を除外" #: /Runtime/Shaders/SerializedShaderData.h:1062 Editor/Mono/Inspector/TagManagerInspector.cs:1 msgid "Tags" msgstr "タグ" #: /Runtime/BaseClasses/BaseObject.cpp:846 msgid "InstanceID" msgstr "インスタンスID" #: /Runtime/Geometry/AABB.h:254 Editor/Mono/Inspector/RectTransformEditor.cs:1 msgid "Min" msgstr "最小" #: /Runtime/Misc/ResourceManager.cpp:629 Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Object" msgstr "オブジェクト" #: /Runtime/Camera/GraphicsSettings.cpp:328 msgid "EnableLPPV" msgstr "LPPVを有効にする" #: /Runtime/Mono/MonoBehaviour.cpp:63 msgid "Mono Behaviour" msgstr "Mono Behaviour" #: /Runtime/Math/Color.h:286 msgid "Rgba" msgstr "RGBA" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2460 Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Use Light Probes" msgstr "ライトプローブの使用" #: /Runtime/Camera/ShadowSettings.h:34 Editor/Mono/Inspector/LightEditor.cs:1 msgid "Normal Bias" msgstr "法線バイアス" #: /Editor/Src/EditorUserBuildSettings.cpp:187 msgid "Build App Bundle" msgstr "App Bundle をビルド" #: /Runtime/Misc/PlayerSettings.cpp:808 msgid "Target Gles Graphics" msgstr "ターゲット GLES グラフィックス" #: /Runtime/Shaders/ShaderImpl/ShaderErrors.h:87 msgid "Message Details" msgstr "メッセージの詳細" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3037 msgid "Metro Protocol Name" msgstr "Metro プロトコル名" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2681 msgid "IOS Metal Force Hard Shadows" msgstr "iOS Metal ハードシャドウを強制" #: /Runtime/Misc/RuntimeInitializeOnLoadManager.cpp:575 msgid "Order Number" msgstr "注文番号" #: /Runtime/Camera/GraphicsSettings.cpp:329 msgid "Use Dither Mask For Alpha Blended Shadows" msgstr "アルファブレンドの影のディザマスクを使用" #: /Editor/Src/Animation/Transition.cpp:245 Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:1 msgid "Can Transition To Self" msgstr "自身に遷移" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3086 msgid "Lumin Version" msgstr "LUMIN バージョン" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:138 msgid "Lightmapped Renderer Data" msgstr "ライトマップに含まれるレンダラーデータ" #: /Runtime/Graphics/QualitySettings.cpp:513 msgid "Default Standalone Quality" msgstr "スタンドアロンのデフォルト品質" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2465 Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Enable Subsurface" msgstr "サブサーフェスを有効にする" #: /Runtime/Shaders/Shader.cpp:1531 Modules/PackageManager/Editor/Managed/PackageManifestImporterEditor.cs:1 msgid "Dependencies" msgstr "依存関係" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2776 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Location Usage Description" msgstr "位置情報の使用理由" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3035 msgid "MetroFTA Name" msgstr "MetroFTA 名前" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2596 PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "I Phone Sdk Version" msgstr "iPhone SDK バージョン" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3024 msgid "Metro Tile Foreground Text" msgstr "Metro タイルの前面テキスト\n" #: /Runtime/Graphics/StaticBatchInfo.h:15 msgid "First Sub Mesh" msgstr "最初のサブメッシュ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2972 msgid "WebGL Linker Target" msgstr "WebGL リンカーターゲット" #: /Runtime/Camera/GraphicsSettings.cpp:504 msgid "Custom Render Pipeline" msgstr "カスタムレンダーパイプライン" #: /Runtime/Misc/PlayerSettings.cpp:616 msgid "D3d9Fullscreen Mode" msgstr "D3d9全画面モード" #: /Runtime/Camera/GraphicsSettings.cpp:478 Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Deferred" msgstr "ディファード" #: /Runtime/Misc/PlayerSettings.cpp:558 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Display Resolution Dialog" msgstr "ディスプレイ解像度ダイアログ" #: /Runtime/Graphics/CustomRenderTexture.h:235 msgid "Update Zone Size" msgstr "ゾーンサイズを更新" #: /Runtime/Input/InputManager.cpp:294 msgid "This Frame Key Down" msgstr "このフレーム Key Down" #: /Runtime/Graphics/Mesh/MeshTypes.h:22 msgid "Bone Index" msgstr "ボーンインデックス" #: /Editor/Src/LightmapEditorSettings.cpp:345 msgid "CompAO Exponent" msgstr "アンビエントオクルージョン指数の比較" #: /Editor/Src/UnityConnect/UnityConnectInfo.h:30 msgid "Online" msgstr "オンライン" #: /Runtime/Misc/PlayerSettings.cpp:87 Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:1 msgid "Duration" msgstr "継続時間" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:293 msgid "Builtin Keywords" msgstr "ビルトインキーワード" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2581 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Strip Engine Code" msgstr "エンジンコードを除去" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2726 msgid "AndroidTV Compatibility" msgstr "AndroidTV 互換性" #: /Editor/Src/LightmapEditorSettings.cpp:377 msgid "PVR Denoiser Type Indirect" msgstr "PVR ノイズ除去タイプ 間接光" #: /Runtime/Graphics/Texture2D.cpp:1073 msgid "Image Count" msgstr "画像数" #: /Runtime/Shaders/ComputeShaderStructs.cpp:42 msgid "Bind Point" msgstr "屈曲点" #: /Runtime/Camera/GraphicsSettings.cpp:505 Editor/Mono/Inspector/GraphicsSettingsInspector.cs:1 msgid "Transparency Sort Mode" msgstr "透明度ソートモード" #: /Runtime/Graphics/QualitySettings.cpp:435 msgid "Blend Weights" msgstr "ブレンドウェイト" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:251 msgid "Asset Path" msgstr "アセットパス" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:120 msgid "Seamless Cubemap" msgstr "継ぎ目のないキューブマップ" #: /Runtime/Mono/MonoScript.cpp:328 msgid "Properties Hash" msgstr "プロパティハッシュ" #: /Runtime/Camera/OcclusionCullingData.cpp:74 msgid "Index Portals" msgstr "インデックスポータル" #: /Editor/Src/Prefabs/PrefabInstance.cpp:83 msgid "Source Prefab" msgstr "ソースプレハブ" #: /Runtime/Camera/GraphicsSettings.cpp:457 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Lightmap Keep Plain" msgstr "ライトマップ 平面を維持" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2659 msgid "TvOS Top Shelf Image Layers2x" msgstr "TvOS 上段画像レイヤー2x" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3193 msgid "Metro Capabilities" msgstr "Metro 機能" #: /Editor/Src/Animation/BlendTree.cpp:72 Editor/Mono/Inspector/BlendTreeInspector.cs:1 msgid "Normalized Blend Values" msgstr "正規化されたブレンド値" #: /Runtime/Misc/PlayerSettings.cpp:586 msgid "Defer System Gestures Mode" msgstr "システムのジェスチャモードをデファー" #: /Runtime/Graphics/EnlightenSceneMapping.h:245 msgid "Systems" msgstr "システム" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:200 msgid "Terrain DynamicUVST" msgstr "Terrain (地形) DynamicUVST" #: /Runtime/Shaders/Material.cpp:199 msgid "Lightmap Flags" msgstr "ライトマップフラグ" #: /Runtime/Graphics/CustomRenderTexture.cpp:666 msgid "Current Update Zone Space" msgstr "現在の更新ゾーン空間" #: /Runtime/Graphics/CubemapTexture.cpp:329 msgid "Source Textures" msgstr "ソーステクスチャ" #: /Editor/Src/LightmapEditorSettings.cpp:378 msgid "PVR Denoiser TypeAO" msgstr "PVR ノイズ除去タイプ AO" #: /Editor/Src/Animation/BlendTree.h:37 Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Cycle Offset" msgstr "サイクルオフセット" #: /Runtime/Misc/PlayerSettings.cpp:686 msgid "Wsa Transparent Swapchain" msgstr "WSA 透明スワップチェーン" #: /Editor/Src/Prefabs/PrefabMerging.h:52 msgid "Transform Parent" msgstr "トランスフォーム 親" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporter.cpp:601 msgid "Texture Import Instructions" msgstr "テクスチャインポートの説明" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2428 msgid "Texture Streaming Priority" msgstr "テクスチャストリーミング優先順位" #: /Runtime/Graphics/Mesh/Mesh.cpp:608 msgid "Skin" msgstr "スキン" #: /Runtime/Transform/Transform.cpp:1476 Editor/Mono/Inspector/AvatarMaskInspector.cs:1 msgid "Transform" msgstr "トランスフォーム" #: /Runtime/Graphics/LOD/LODGroup.cpp:419 msgid "Fade Transition Width" msgstr "フェードの遷移幅" #: /Runtime/2D/SpriteAtlas/SpriteAtlas.cpp:10 msgid "Sprite Atlas" msgstr "スプライトアトラス" #: /Editor/Src/LightmappingAnalyticsData.h:123 Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Direct Samples" msgstr "直接サンプル " #: /Runtime/Shaders/ComputeShaderStructs.cpp:70 msgid "Compute Shader Variant" msgstr "コンピュートシェーダーバリアント" #: /Runtime/Camera/Flare.cpp:947 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Directional" msgstr "ディレクショナル" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:256 msgid "Includes Hash" msgstr "ハッシュを含む" #: /Runtime/Graphics/LOD/LODGroup.cpp:388 msgid "Local Reference Point" msgstr "ローカルの参照位置" #: /Runtime/Graphics/Mesh/SubMesh.h:61 msgid "Index Count" msgstr "インデックス数" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2579 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Aot Options" msgstr "AOTオプション" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2339 msgid "Variant Tag Name" msgstr "バリアント タグ名" #: /Runtime/Graphics/QualitySettings.cpp:442 Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Billboards Face Camera Position" msgstr "ビルボードの正面をカメラに向けた位置" #: /Runtime/Graphics/LOD/LODGroup.cpp:418 msgid "Screen Relative Height" msgstr "画面の相対的な高さ" #: /Editor/Src/Animation/AnimatorControllerLayer.cpp:48 Editor/Graphs/UnityEditor.Graphs/Animation/LayerSettingsWindow.cs:1 msgid "IK Pass" msgstr "IKパス" #: /Runtime/Graphics/GISettings.h:99 msgid "Enable Realtime Lightmaps" msgstr "リアルタイムライトマップを有効にする" #: /Editor/Src/LightmappingAnalyticsData.h:97 msgid "Progressive" msgstr "プログレッシブ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2402 msgid "Cert Path" msgstr "証明書パス" #: /Runtime/Shaders/ComputeShaderStructs.cpp:25 msgid "Params" msgstr "パラメーター" #: /Runtime/Camera/RenderSettings.cpp:501 Editor/Mono/SettingsWindow/OtherRenderingEditor.cs:1 msgid "Flare Fade Speed" msgstr "フレアのフェード速度" #: /Runtime/Camera/ShadowSettings.h:31 msgid "Custom Resolution" msgstr "カスタム解像度" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2367 msgid "Devices" msgstr "デバイス" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2704 msgid "IOS Automatically Detect And Add Capabilities" msgstr "iOS 自動的に機能を検知して加える" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2651 msgid "I Phone61in Landscape Splash Screen" msgstr "iPhone 6.1インチ横向きスプラッシュスクリーン" #: /Runtime/Graphics/QualitySettings.cpp:428 Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "Shadow Distance" msgstr "シャドウディスタンス" #: /Runtime/Graphics/Mesh/SpriteRenderer.cpp:192 msgid "FlipY" msgstr "Y 軸に反転" #: /Runtime/Graphics/Mesh/Mesh.cpp:545 Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 Editor-Extra:class Section at PreferencesWindow.cs msgid "Colors" msgstr "色" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2642 msgid "I Phone58in Portrait Splash Screen" msgstr "iPhone 5.8インチ 縦向きスプラッシュスクリーン" #: /Runtime/Camera/GraphicsSettings.cpp:464 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Fog Keep Exp" msgstr "フォグ 指数関数を維持" #: /Runtime/Graphics/Mesh/MeshBlendShape.h:120 msgid "Frame Count" msgstr "フレーム数" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2983 msgid "Incremental Il2cpp Build" msgstr "インクリメンタル Il2cpp ビルド" #: /Runtime/Shaders/SerializedShaderData.h:824 msgid "Alpha To Mask" msgstr "アルファをマスクに変換" #: /Runtime/Graphics/Mesh/CompressedAnimationCurve.h:38 msgid "Times" msgstr "時間" #: /Runtime/Math/Color.h:411 Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "A" msgstr "A" #: /Runtime/Misc/PlayerSettingsSplashScreen.h:187 msgid "Splash Screen Background Animation Zoom" msgstr "スプラッシュスクリーン背景アニメーションズーム" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2966 PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:1 msgid "WebGL Template" msgstr "WebGLテンプレート" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2948 msgid "Blur Splash Screen Background" msgstr "スプラッシュスクリーンの背景をぼかす" #: /Runtime/Graphics/LineBuilder.h:152 Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "Color Gradient" msgstr "カラーグラデーション" #: /Editor/Src/LightmappingAnalyticsData.h:104 msgid "Denoise" msgstr "ノイズ除去" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2699 msgid "TvOS Manual Signing Provisioning Profile Type" msgstr "TvOS プロビジョニングプロファイルタイプの手動署名" #: /Runtime/Graphics/Mesh/Mesh.cpp:499 msgid "Bone Name Hashes" msgstr "ボーン名のハッシュ" #: /Editor/Src/SceneManager/SceneManagerSetup.h:21 msgid "Is Loaded" msgstr "ロードする" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2702 msgid "IOS RequireAR Kit" msgstr "iOS AR Kitが必須" #: /Runtime/Graphics/CustomRenderTexture.cpp:667 Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Update Zones" msgstr "ゾーンを更新" #: /Runtime/Shaders/ComputeShaderStructs.cpp:63 msgid "Kernels" msgstr "カーネル" #: /Runtime/Misc/PlayerSettings.cpp:529 msgid "Holographic Tracking Loss Screen" msgstr "Holographic Tracking Loss 画面" #: /Runtime/Shaders/SerializedShaderData.h:1185 PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Description" msgstr "説明" #: /Runtime/Misc/BuildSettings.cpp:178 msgid "Is Prototyping Build" msgstr "プロトタイプビルドにする" #: /Runtime/Graphics/RenderTexture.h:313 Editor/Mono/Inspector/RenderTextureEditor.cs:1 msgid "Enable Compatible Format" msgstr "互換性のある形式を有効にする" #: /Editor/Src/UnityConnect/UnityConnectCommon.h:128 msgid "Access Token" msgstr "アクセストークン" #: /Editor/Src/InspectorExpandedState.cpp:196 msgid "Expanded Data" msgstr "拡張データ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2980 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Scripting Backend" msgstr "スクリプティングバックエンド" #: /Editor/Src/EditorUserSettings.cpp:198 msgid "VC Allow Async Update" msgstr "VC 非同期更新を可能にする" #: /Runtime/Misc/PlayerSettingsSplashScreen.h:190 msgid "Splash Screen Background Landscape Aspect" msgstr "スプラッシュスクリーン背景横向きアスペクト" #: /Editor/Src/Animation/Transition.cpp:244 Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:1 msgid "Ordered Interruption" msgstr "順序づけられた割り込み" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:134 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Sprite Pixels To Units" msgstr "スプライトピクセルを単位へ" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:142 msgid "Enlighten Scene Mapping RendererI Ds" msgstr "Enlighten シーンマッピングレンダラー ID" #: /Runtime/Graphics/EnlightenSceneMapping.h:207 msgid "Dynamic LightmapST In System" msgstr "システムの動的ライトマップST" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2644 msgid "I Pad Portrait Splash Screen" msgstr "iPad 縦型スプラッシュ画面" #: /Runtime/Misc/BuildSettings.cpp:188 msgid "Is Debug Build" msgstr "デバッグビルドにする" #: /Editor/Src/Animation/StateMachine.cpp:768 msgid "Ordered Transitions" msgstr "順序づけられた遷移" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:135 msgid "Enable Rotation" msgstr "回転を有効にする" #: /Editor/Src/SceneObjectIdentifier.h:50 msgid "Target Prefab" msgstr "ターゲットプレハブ" #: /Runtime/Graphics/EnlightenSceneMapping.h:237 Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Atlas Hash" msgstr "アトラスハッシュ" #: /Runtime/Shaders/SerializedShaderData.h:1306 msgid "Prop Info" msgstr "プロパティ情報" #: /Editor/Src/UnityConnect/UnityConnectInfo.h:35 msgid "Last Error Msg" msgstr "最後のエラーメッセージ" #: /Runtime/Shaders/ComputeShaderStructs.cpp:62 msgid "Target Level" msgstr "ターゲットレベル" #: /Editor/Src/Collab/Requests/RevisionRequests.h:70 msgid "Current RevisionID" msgstr "現在のリビジョン ID" #: /Runtime/Graphics/Mesh/SkinnedMeshRenderer.cpp:951 Editor/Mono/Inspector/RendererEditorBase.cs:1 msgid "Skinned Motion Vectors" msgstr "スキンしたモーションベクトル" #: /Editor/Src/Animation/Transition.cpp:241 Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:1 msgid "Has Fixed Duration" msgstr "固定期間あり" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2706 msgid "Apple Enable Pro Motion" msgstr "Apple Pro Motion を有効にする" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2724 msgid "Android Keyalias Name" msgstr "Android キーエイリアス名" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3094 msgid "Facebook Xfbml" msgstr "Facebook Xfbml" #: /Runtime/Camera/GraphicsSettings.cpp:506 Editor/Mono/Inspector/GraphicsSettingsInspector.cs:1 msgid "Transparency Sort Axis" msgstr "透明度ソート軸" #: /Editor/Src/Animation/StateMachine.cpp:850 msgid "Entry Position" msgstr "エントリー位置" #: /Runtime/File/StreamedResource.cpp:85 msgid "Streamed Resource" msgstr "ストリームリソース" #: /Editor/Src/LightmapEditorSettings.cpp:393 msgid "PVR Filtering Atrous Position Sigma Indirect" msgstr "PVR フィルタリング Atrous 位置シグマ間接" #: /Runtime/Graphics/RenderTexture.h:311 Editor/Mono/Inspector/RenderTextureEditor.cs:1 msgid "Use Dynamic Scale" msgstr "ダイナミックスケールの使用" #: /Runtime/Geometry/Polygon2D.h:70 msgid "Paths" msgstr "パス" #: /Runtime/Shaders/ComputeShaderStructs.cpp:65 msgid "Resources Resolved" msgstr "リソースが解決されました" #: /Runtime/Misc/RuntimeInitializeOnLoadManager.cpp:603 msgid "Subsystem Registration Method Execution Orders" msgstr "サブシステム登録メソッド実行順" #: /Runtime/Graphics/GISettings.h:98 msgid "Enable Baked Lightmaps" msgstr "ベイクしたライトマップを有効にする" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2970 msgid "WebGL Compression Format" msgstr "WebGL 圧縮形式" #: /Runtime/Graphics/Billboard/BillboardAsset.cpp:57 Editor/Mono/Inspector/SphereColliderEditor.cs:1 msgid "Material" msgstr "マテリアル" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:92 msgid "Mip Map Mode" msgstr "ミップマップモード" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:130 msgid "Sprite Extrude" msgstr "スプライト押し出し" #: /Editor/Src/ProjectUtility.h:75 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Category" msgstr "カテゴリ" #: /Runtime/Misc/PlayerSettings.cpp:707 msgid "Resolution Scaling Mode" msgstr "解像度スケーリングモード" #: /Editor/Src/Animation/StateMachine.cpp:335 msgid "Short Name" msgstr "短縮名" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:106 msgid "External Normal Map" msgstr "外部の法線マップ" #: /Runtime/Camera/LightProbeStructs.h:50 msgid "Matrix" msgstr "行列" #: /Runtime/BaseClasses/BaseObject.cpp:839 msgid "Object Hide Flags" msgstr "オブジェクト非表示フラグ" #: /Runtime/Graphics/EnlightenSceneMapping.h:208 msgid "System Id" msgstr "システム ID" #: /Runtime/Shaders/SerializedShaderData.h:827 msgid "Stencil Op Front" msgstr "ステンシル操作 表" #: /Runtime/Misc/PlayerSettings.cpp:640 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Metal Framebuffer Only" msgstr "Metal フレームデバッガーのみ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2586 msgid "ForceSD Card Permission" msgstr "SD カードパーミッションを強制" #: /Runtime/2D/SpriteTiling/TilingShapeGenerator.h:42 Editor/Mono/Inspector/SpriteFrameInspector.cs:1 msgid "Border" msgstr "枠線" #: /Editor/Src/Collab/Requests/DiffRevisionsRequests.h:44 msgid "Start RevisionID" msgstr "開始のリビジョン ID" #: /Runtime/Shaders/SerializedShaderData.h:1063 msgid "LOD" msgstr "LOD" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:43 msgid "Overridden" msgstr "オーバーライド済み" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2464 Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Enable Hue" msgstr "色相を有効にする" #: /Editor/Src/Animation/StateMachine.cpp:766 msgid "Child State Machine" msgstr "子ステートマシン" #: /Runtime/Graphics/QualitySettings.cpp:461 msgid "Resolution Scaling FixedDPI Factor" msgstr "解像度スケーリング固定 DPI ファクター" #: /Runtime/Misc/PlayerSettings.cpp:700 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Enable Frame Timing Stats" msgstr "フレームタイミング統計を有効にする" #: /Runtime/Camera/GraphicsSettings.cpp:501 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Preloaded Shaders" msgstr "プリロードシェーダー" #: /Editor/Src/LightmapEditorSettings.cpp:359 Editor/Mono/SettingsWindow/LightingEditor.cs:1 msgid "Reflection Compression" msgstr "リフレクション圧縮" #: /Runtime/Camera/OcclusionArea.cpp:52 Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:1 msgid "Is View Volume" msgstr "ビューボリュームにする" #: /Runtime/Input/TimeManager.cpp:639 msgid "Zero Time" msgstr "ゼロ時間" #: /Editor/Src/LightmapEditorSettings.cpp:373 msgid "PVR Environment Reference Point Count" msgstr "PVR 環境参照位置数" #: /Runtime/Graphics/GISettings.h:79 msgid "Indirect Output Scale" msgstr "間接的な出力スケール" #: /Runtime/BaseClasses/EditorExtension.cpp:57 Editor/Mono/Inspector/GameObjectInspector.cs:1 msgid "Prefab" msgstr "プレハブ" #: /Editor/Src/SceneVisibility/SceneVisibilityData.cpp:26 msgid "Hidden Game Objects Isolation" msgstr "非表示のゲームオブジェクト 単独" #: /Runtime/Serialize/BuildUsageTags.h:62 msgid "Force Texture Readable" msgstr "テクスチャを読み込みを強制" #: /Editor/Src/UnityConnect/UnityErrors.h:114 msgid "Code Str" msgstr "コードストリング" #: /Runtime/Misc/PlayerSettings.cpp:706 msgid "Target Pixel Density" msgstr "ターゲットのピクセル密度" #: /Editor/Src/Animation/AnimatorControllerLayer.h:43 Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Motion" msgstr "モーション" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:170 msgid "Variant Multiplier" msgstr "バリアント 乗数" #: /Runtime/Camera/GraphicsSettings.cpp:322 msgid "Use Reflection Probe Blending" msgstr "リフレクションプローブブレンドを使用" #: /Editor/Src/SceneVisibility/SceneVisibilityData.cpp:9 msgid "Scene Visibility Data" msgstr "シーン可視性のデータ" #: /Runtime/Graphics/Mesh/SkinnedMeshRenderer.cpp:956 msgid "Bones" msgstr "ボーン" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:162 msgid "Packing Parameters" msgstr "パックするパラメーター" #: /Editor/Src/EditorExtensionImpl.cpp:35 msgid "Template Father" msgstr "テンプレートファザー" #: /Runtime/Shaders/Shader.cpp:1504 msgid "Offsets" msgstr "オフセット" #: /Runtime/Graphics/Renderer.cpp:724 Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Stitch Lightmap Seams" msgstr "ライトマップの継ぎ目のステッチ" #: /Runtime/Misc/PlayerSettings.cpp:567 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Preserve Framebuffer Alpha" msgstr "フレームバッファのアルファ値を保存" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3004 PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Metro Package Version" msgstr "Metro パッケージバージョン" #: /Runtime/Shaders/ComputeShaderStructs.cpp:34 msgid "Sampler Bind Point" msgstr "サンプラー屈曲点" #: /Editor/Src/EditorUserSettings.cpp:182 msgid "VC Password" msgstr "VC パスワード" #: /Editor/Src/Prefabs/PropertyModification.h:86 msgid "Object Reference" msgstr "オブジェクト参照" #: /Editor/Src/Animation/StateMachine.cpp:319 msgid "Cycle Offset Parameter Active" msgstr "サイクルオフセットパラメーター有効" #: /Runtime/Misc/PlayerSettings.cpp:577 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Mac Retina Support" msgstr "Mac Retina サポート" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2587 msgid "Create Wallpaper" msgstr "壁紙を作成" #: /Runtime/Math/AnimationCurve.h:309 msgid "Weighted Mode" msgstr "ウェイト有効モード" #: /Runtime/Misc/PlayerSettings.cpp:86 msgid "Logo" msgstr "ロゴ" #: /Editor/Src/ProjectUtility.h:73 msgid "Default Scene" msgstr "デフォルトシーン" #: /Editor/Src/Animation/StateMachine.cpp:345 msgid "Mirror Parameter" msgstr "ミラーパラメーター" #: /Runtime/Misc/RuntimeInitializeOnLoadManager.cpp:596 msgid "Before Method Execution Orders" msgstr "メソッドの実行順の前" #: /Runtime/Shaders/SerializedShaderData.h:569 msgid "Keyword Indices" msgstr "キーワードインデックス" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2677 msgid "IOS Launch Screen Custom Storyboard Path" msgstr "iOS 起動画面 カスタムストーリーボードパス" #: /Runtime/Graphics/CustomRenderTexture.cpp:660 Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Init Material" msgstr "初期マテリアル" #: /Runtime/Graphics/Mesh/SubMesh.h:60 msgid "First Byte" msgstr "最初のバイト" #: /Runtime/Graphics/EnlightenSceneMapping.h:209 Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Instance Hash" msgstr "インスタンスハッシュ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2649 msgid "I Phone65in Landscape Splash Screen" msgstr "iPhone 6.5インチ横向きスプラッシュスクリーン" #: /Editor/Src/AssetPipeline/PrefabImporter.cpp:499 msgid "Is Prefab Variant" msgstr "プレハブバリアントにする" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3023 msgid "Metro Default Tile Size" msgstr "Metro デフォルトタイルサイズ" #: /Editor/Src/SceneVisibility/SceneVisibilityData.cpp:18 msgid "Hidden Hierarchies Persistent" msgstr "非表示の階層 永続的" #: /Runtime/Misc/RuntimeInitializeOnLoadManager.cpp:594 msgid "Before Unity Method Execution Orders" msgstr "Unity メソッドの実行順の前" #: /Editor/Src/Animation/Transition.h:51 msgid "Condition Mode" msgstr "条件モード" #: /Runtime/Misc/PlayerSettings.cpp:578 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Run In Background" msgstr "バックグラウンドで実行" #: /Runtime/Transform/RectTransform.cpp:197 msgid "Size Delta" msgstr "デルタのサイズ" #: /Editor/Src/LightmappingAnalyticsData.h:79 msgid "Compute Baked" msgstr "ベイクを計算" #: /Runtime/Graphics/Billboard/SharedBillboardData.cpp:40 msgid "Vertices" msgstr "頂点" #: /Editor/Src/Animation/AnimatorControllerLayer.cpp:38 Editor/Graphs/UnityEditor.Graphs/Animation/LayerSettingsWindow.cs:1 msgid "Mask" msgstr "マスク" #: /Runtime/Graphics/Mesh/SpriteRenderer.cpp:191 msgid "FlipX" msgstr "X 軸に反転" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2749 msgid "Build Target GraphicsAP Is" msgstr "ビルドターゲットグラフィックス API" #: /Editor/Src/BuildPipeline/AssetBundleBuildData.h:51 msgid "Class" msgstr "クラス" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:167 msgid "RendererI Ds" msgstr "レンダラー ID" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:79 msgid "Readable" msgstr "読み込み可能" #: /Editor/Src/AnnotationManager.cpp:439 msgid "World Icon Size" msgstr "ワールドアイコンサイズ" #: /Runtime/Math/Rect.h:236 msgid "Ymin" msgstr "Ymin" #: /Editor/Src/EditorUserBuildSettings.cpp:153 msgid "Android Device Socket Address" msgstr "Android デバイスソケットアドレス" #: /Runtime/Graphics/Mesh/VertexData.cpp:211 msgid "Current Channels" msgstr "現在のチャンネル" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2670 msgid "IOS Launch Screeni Pad Image" msgstr "iOS 起動画面 iPad 画像" #: /Runtime/Shaders/ComputeShaderStructs.cpp:49 msgid "Cbs" msgstr "Cbs" #: /Editor/Src/Animation/AnimatorControllerLayer.cpp:40 msgid "Motions" msgstr "モーション" #: /Runtime/Math/AnimationCurve.h:311 msgid "Out Weight" msgstr "アウトウェイト" #: /Runtime/Camera/RenderSettings.cpp:578 msgid "Mixed Shadow Color" msgstr "混合シャドウカラー" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:105 msgid "Convert To Normal Map" msgstr "法線マップに変換" #: /Editor/Src/Animation/HumanTemplate.cpp:40 msgid "Bone Template" msgstr "ボーンテンプレート" #: /Editor/Src/Animation/AnimatorControllerLayer.cpp:46 msgid "State Machine Motion Set Index" msgstr "ステートマシンモーション設定インデックス" #: /Runtime/Graphics/QualitySettings.cpp:436 msgid "Texture Quality" msgstr "テクスチャ品質" #: /Runtime/BaseClasses/BaseObject.cpp:854 msgid "Local Identfier In File" msgstr "ファイルのローカルID" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2687 msgid "IOS Render Extra Frame On Pause" msgstr "iOS 停止時に余分なフレームをレンダリング" #: /Editor/Src/Animation/StateMachine.cpp:838 msgid "State Machine Transitions" msgstr "ステートマシン遷移" #: /Runtime/Misc/PlayerSettings.cpp:765 msgid "Disable Old Input Manager Support" msgstr "古い Input Manager サポートを無効にする" #: /Runtime/Camera/ReflectionProbes.cpp:76 msgid "Custom Baked Texture" msgstr "カスタムベイクテクスチャ" #: /Runtime/Shaders/SerializedShaderData.h:1312 msgid "Disable No Subshaders Message" msgstr "'サブシェーダーなし'のメッセージを無効にする" #: /Editor/Src/EditorExtensionImpl.cpp:42 msgid "Last Template Father" msgstr "最後のテンプレートの父" #: /Runtime/Graphics/Mesh/SpriteRenderer.cpp:197 msgid "Adaptive Mode Threshold" msgstr "アダプティブモードしきい値" #: /Editor/Src/LightmappingAnalyticsData.h:87 Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Compress Lightmaps" msgstr "ライトマップを圧縮 " #: /Runtime/Geometry/AABB.h:248 Editor/Mono/EditorGUI.cs:1 msgid "Extent" msgstr "範囲" #: /Editor/Src/Animation/AnimatorControllerLayer.cpp:47 msgid "Default Weight" msgstr "デフォルトのウェイト" #: /Editor/Src/LightmapEditorSettings.cpp:388 msgid "PVR Filtering Gauss Radius Direct" msgstr "PVR フィルタリングガウス半径直接" #: /Editor/Src/EditorUserSettings.cpp:184 msgid "VC Server" msgstr "VC サーバー" #: /Runtime/Graphics/LineBuilder.h:153 Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "Num Corner Vertices" msgstr "角の頂点数" #: /Editor/Src/EditorSettings.cpp:263 msgid "Sprite Packer Mode" msgstr "スプライトパッカーモード" #: /Editor/Src/UnityConnect/UnityConnectCommon.h:65 msgid "Project Bound" msgstr "プロジェクトバウンド" #: /Editor/Src/LightmapEditorSettings.cpp:356 Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Final Gather Filtering" msgstr "ファイナルギャザーフィルタリング" #: /Editor/Src/UnityConnect/UnityConnectCommon.h:69 msgid "Organization Name" msgstr "組織名" #: /Runtime/Mono/MonoManager.cpp:2642 msgid "Assembly Names" msgstr "アセンブリ名" #: /Runtime/Shaders/SerializedShaderData.h:573 msgid "Global Keyword Indices" msgstr "グローバルキーワードインデックス" #: /Editor/Src/Animation/StateMachine.cpp:852 msgid "Parent State Machine Position" msgstr "親ステートマシン位置" #: /Runtime/Shaders/SerializedShaderData.h:684 msgid "Dest Blend Alpha" msgstr "ブレンドアルファ先" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2973 msgid "WebGL Threads Support" msgstr "WebGLスレッドサポート" #: /Runtime/Graphics/QualitySettings.cpp:424 Editor/Mono/SceneModeWindows/DefaultLightingExplorerExtension.cs:1 msgid "Shadows" msgstr "影" #: /Editor/Src/Animation/AnimatorControllerLayer.cpp:25 msgid "Animator Controller Layer" msgstr "アニメーターコントローラーレイヤー" #: /Editor/Src/LightmappingAnalyticsData.h:88 Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Lightmap Size" msgstr "ライトマップサイズ " #: /Runtime/BaseClasses/EditorExtension.cpp:53 msgid "Prefab Internal" msgstr "プレハブ内部" #: /Editor/Src/EditorSettings.cpp:260 msgid "Default Behavior Mode" msgstr "デフォルト動作モード" #: /Runtime/Shaders/Material.cpp:222 msgid "Disabled Shader Passes" msgstr "無効なシェーダーパス" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3129 msgid "Vertex Channel Compression Mask" msgstr "頂点チャンネル圧縮マスク" #: /Runtime/Camera/GraphicsSettings.cpp:483 Editor/Mono/Inspector/RendererEditorBase.cs:1 msgid "Motion Vectors" msgstr "モーションベクトル" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3010 PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Metro Application Description" msgstr "Metro アプリケーションの詳細" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3013 msgid "Wsa Images" msgstr "WSA 画像" #: /Editor/Src/VersionControl/VCMergeTypeInfo.cpp:52 msgid "Requires" msgstr "必須" #: /Runtime/Graphics/Mesh/MeshTypes.h:21 Editor/Mono/Inspector/ConstraintEditorBase.cs:1 msgid "Weight" msgstr "ウェイト" #: /Runtime/Camera/GraphicsSettings.cpp:524 msgid "Shader Defines Per Shader Compiler" msgstr "シェーダーコンパイラーごとのシェーダー定義" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2483 msgid "LOD Settings" msgstr "LOD設定" #: /Runtime/Graphics/QualitySettings.cpp:431 msgid "Shadow Cascade4Split" msgstr "シャドウカスケード 4 分割" #: /Runtime/Shaders/SerializedShaderData.h:639 msgid "Z Fail" msgstr "Z Fail" #: /Runtime/Graphics/Mesh/CompressedMesh.h:163 msgid "Triangles" msgstr "三角形" #: /Runtime/Misc/RuntimeInitializeOnLoadManager.cpp:553 msgid "Assembly Name Index" msgstr "アセンブリ名インデックス" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:178 msgid "Baked Ambient Probes In Linear" msgstr "ベイクしたリニアのアンビエントプローブ" #: /Runtime/BaseClasses/PPtr.h:356 msgid "FileID" msgstr "ファイルID" #: /Runtime/Shaders/Shader.cpp:1459 msgid "Parsed Form" msgstr "パースした形式" #: /Editor/Src/EditorUserBuildSettings.cpp:161 msgid "Dataless Player" msgstr "データレスプレイヤー" #: /Runtime/Graphics/Mesh/SubMesh.h:63 msgid "Base Vertex" msgstr "基本頂点" #: /Runtime/Graphics/CustomRenderTexture.cpp:668 Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Update Period" msgstr "更新期間" #: /Editor/Src/HierarchyState.cpp:21 msgid "Expanded" msgstr "展開" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:254 msgid "Start Line" msgstr "開始ライン" #: /Runtime/Shaders/SerializedShaderData.h:1186 msgid "Attributes" msgstr "属性" #: /Runtime/PreloadManager/PreloadData.cpp:16 msgid "Explicit Data Layout" msgstr "明示的データレイアウト" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2731 msgid "Android Use Custom Keystore" msgstr "Android カスタムキーストアを使用" #: /Runtime/Misc/PlayerSettings.cpp:534 msgid "Default Screen Height Web" msgstr "デフォルトの画面の高さ Web " #: /Runtime/Misc/PlayerSettings.cpp:760 msgid "Project Name" msgstr "プロジェクト名" #: /Editor/Src/BuildPipeline/AssetBundleBuildData.h:20 msgid "Type Tree Hash" msgstr "タイプツリーハッシュ" #: /Editor/Src/UnityConnect/UnityConnectCommon.h:129 msgid "Id" msgstr "ID" #: /Editor/Src/EditorUserBuildSettings.cpp:182 msgid "NVN Shader Debugging" msgstr "NVN Shader Debugging" #: /Runtime/Graphics/Mesh/CompressedMesh.h:156 Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Normals" msgstr "法線" #: /Editor/Src/LightmapEditorSettings.cpp:385 Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "PVR Culling" msgstr "PVR カリング" #: /Editor/Src/AssetPipeline/ComputeShaderImporter.cpp:249 msgid "CurrentAPI Mask" msgstr "CurrentAPI マスク" #: /Runtime/2D/SpriteTiling/TilingShapeGenerator.h:48 msgid "Adaptive Tiling" msgstr "アダプティブタイリング" #: /Runtime/Graphics/Billboard/SharedBillboardData.cpp:23 msgid "Image Tex Coords" msgstr "画像テクスチャ座標" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2713 msgid "Android Target Architectures" msgstr "Android ターゲットアーキテクチャ" #: /Runtime/Shaders/UnityPropertySheet.cpp:211 Editor/Mono/Inspector/RectTransformEditor.cs:1 msgid "Scale" msgstr "スケール" #: /Runtime/Camera/GraphicsSettings.cpp:503 msgid "Sprites Default Material" msgstr "スプライトデフォルトマテリアル" #: /Runtime/Shaders/UnityPropertySheet.cpp:215 msgid "Unity Property Sheet" msgstr "Unityプロパティーシート" #: /Editor/Src/Animation/StateMachine.cpp:314 msgid "IK On Feet" msgstr "足の IK" #: /Editor/Src/Animation/BlendTree.cpp:66 msgid "Childs" msgstr "子" #: /Runtime/Shaders/Material.cpp:205 msgid "Custom Render Queue" msgstr "カスタムレンダーキュー" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2356 msgid "APIs" msgstr "API" #: /Editor/Src/AssetPipeline/AssetImporterLog.cpp:7 msgid "Asset Importer Log" msgstr "アセットインポーターログ" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2479 msgid "Alpha Test Ref" msgstr "アルファテスト参照" #: /Runtime/Shaders/ComputeShaderStructs.cpp:17 msgid "Col Count" msgstr "Col 数" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2347 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Static Batching" msgstr "静的バッチ処理" #: /Editor/Src/InspectorExpandedState.cpp:189 msgid "Expanded Properties" msgstr "展開したプロパティー" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2639 msgid "I Phone47in Splash Screen" msgstr "iPhone 4.7インチスプラッシュスクリーン" #: /Editor/Src/Prefabs/PrefabMerging.h:54 msgid "Removed Components" msgstr "削除したコンポーネント" #: /Editor/Src/LightmappingAnalyticsData.h:110 Editor/Mono/Inspector/AudioReverbZoneEditor.cs:1 msgid "Max Distance" msgstr "最長距離" #: /Editor/Src/LightmapEditorSettings.cpp:392 msgid "PVR Filtering Atrous Position Sigma Direct" msgstr "PVR フィルタリング Atrous 位置シグマ直接" #: /Runtime/Graphics/QualitySettings.cpp:427 msgid "Shadow Cascades" msgstr "シャドウカスケード" #: /Runtime/Camera/OcclusionCullingSettings.cpp:141 Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:1 msgid "Smallest Occluder" msgstr "遮蔽物の最小値" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:146 msgid "Baked Reflection Probe Cubemap Cache Files" msgstr "ベイクしたリフレクションプローブキューブマップのキャッシュファイル" #: /Runtime/Misc/PlayerSettings.cpp:503 msgid "ProductGUID" msgstr "ProductGUID" #: /Runtime/Graphics/Texture3D.cpp:543 msgid "Mip Count" msgstr "ミップカウント" #: /Runtime/BaseClasses/EditorExtension.cpp:65 msgid "Extension Ptr" msgstr "拡張子 PTR" #: /Runtime/Misc/BuildSettings.cpp:177 msgid "Is No Watermark Build" msgstr "ウォーターマークなしのビルドにする" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2652 msgid "AppleTV Splash Screen" msgstr "AppleTV スプラッシュスクリーン" #: /Runtime/Graphics/Mesh/CompressedMesh.h:139 msgid "Bit Size" msgstr "ビットサイズ" #: /Runtime/Misc/PlayerSettings.cpp:593 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Use Flip Model Swapchain" msgstr "フリップモデルのスワップチェーンを使用" #: /Runtime/Shaders/SerializedShaderData.h:828 msgid "Stencil Op Back" msgstr "ステンシル操作 裏" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2711 msgid "Template Default Scene" msgstr "テンプレートデフォルトシーン" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2348 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Dynamic Batching" msgstr "動的バッチ処理" #: /Runtime/BaseClasses/EditorExtension.cpp:46 msgid "Corresponding Object From Source" msgstr "ソースからの対応オブジェクト" #: /Runtime/Graphics/CustomRenderTexture.h:234 msgid "Update Zone Center" msgstr "ゾーン中央を更新" #: /Runtime/Graphics/SpriteFrame.cpp:169 msgid "AtlasRD" msgstr "アトラス RD" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:8 msgid "Texture Importer Settings" msgstr "テクスチャインポーター設定" #: /Runtime/Graphics/CustomRenderTexture.cpp:671 msgid "Cubemap Face Mask" msgstr "キューブマップ面のマスク" #: /Runtime/Camera/OcclusionCullingData.cpp:72 msgid "Index Renderers" msgstr "インデックスレンダラー" #: /Runtime/Graphics/QualitySettings.cpp:433 Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Skin Weights" msgstr "スキンウェイト" #: /Runtime/Graphics/LOD/LODGroup.cpp:420 msgid "Renderers" msgstr "レンダラー" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2666 msgid "IOS Launch Screen Fill Pct" msgstr "iOS 起動画面 Fill パーセント" #: /Editor/Src/BuildPipeline/BuildTargetDiscovery.cpp:98 msgid "Dir Name" msgstr "ディレクトリ名" #: /Runtime/Graphics/LightmapData.h:39 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Lightmap" msgstr "ライトマップ" #: /Editor/Src/Animation/Transition.cpp:224 msgid "Atomic" msgstr "アトミック" #: /Runtime/Shaders/SerializedShaderData.h:1002 msgid "Has Procedural Instancing Variant" msgstr "プロシージャルインスタンシングバリアントあり" #: /Editor/Src/UnityConnect/UnityErrors.h:112 msgid "Msg" msgstr "メッセージ" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:94 Editor/Mono/ImportSettings/IHVImageFormatImporterInspector.cs:1 msgid "SRGB Texture" msgstr "SRGB テクスチャ" #: /Runtime/Camera/LightBakingOutput.h:61 msgid "Lightmap Bake Mask" msgstr "ライトマップベイクマスク" #: /Runtime/Graphics/QualitySettings.cpp:445 msgid "Lod Bias" msgstr "LOD バイアス" #: /Runtime/Misc/PlayerSettings.cpp:722 msgid "Unity Rebuild Library Version" msgstr "Unity でライブラリのバージョンを再ビルド" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2627 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "UI Prerendered Icon" msgstr "UI レンダリング済みのアイコン" #: /Editor/Src/EditorUserBuildSettings.cpp:164 msgid "Wait For Player Connection" msgstr "プレイヤー接続を待つ" #: /Runtime/Misc/PlayerSettings.cpp:521 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Company Name" msgstr "企業名" #: /Runtime/Math/AnimationCurve.h:296 msgid "In Slope" msgstr "傾斜" #: /Runtime/Input/InputAxis.h:154 msgid "Sensitivity" msgstr "感度" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2906 msgid "Enable Application Exit" msgstr "アプリケーション終了を有効にする" #: /Runtime/Graphics/EnlightenSceneMapping.h:217 msgid "Renderer Size" msgstr "レンダラーサイズ" #: /Runtime/Camera/LightBakingOutput.h:45 msgid "Occlusion Mask Channel" msgstr "オクルージョンマスクチャンネル" #: /Editor/Src/LightmapEditorSettings.cpp:346 msgid "CompAO Exponent Direct" msgstr "アンビエントオクルージョン指数指示" #: /Editor/Src/EditorUserBuildSettings.cpp:135 msgid "Build Location" msgstr "ビルド場所" #: /Runtime/Shaders/SerializedShaderData.h:1005 msgid "Use Name" msgstr "名前を使用" #: /Runtime/Graphics/CustomRenderTexture.cpp:665 Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Update Zone Space" msgstr "ゾーン空間を更新" #: /Runtime/Shaders/SerializedShaderData.h:1309 msgid "Custom Editor Name" msgstr "カスタム エディター名" #: /Runtime/Math/Rect.h:237 msgid "Xmax" msgstr "Xmax" #: /Runtime/Misc/PlayerSettings.cpp:552 msgid "Stack Trace Types" msgstr "スタックトレースタイプ" #: /Runtime/Misc/PlayerSettings.cpp:592 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Force Single Instance" msgstr "シングルインスタンスに限定" #: /Runtime/Camera/OcclusionCullingData.cpp:76 Editor/Mono/ObjectSelector.cs:1 msgid "Scene" msgstr "シーン" #: /Runtime/2D/SpriteAtlas/SpriteAtlasTypes.h:44 msgid "Atlas Rect Offset" msgstr "アトラス四角形オフセット" #: /Runtime/BaseClasses/GameObject.cpp:1058 msgid "Is Static" msgstr "静的にする" #: /Editor/Src/EditorUserBuildSettings.cpp:159 msgid "Facebook Access Token" msgstr "Facebook Access Token" #: /Editor/Src/BuildPipeline/BuildSerialization.h:76 msgid "Namespace Name" msgstr "名前空間名" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:93 msgid "Enable Mip Map" msgstr "ミップマップを有効にする" #: /Runtime/Graphics/LightmapSettings.cpp:55 Editor/Mono/Inspector/RendererEditorBase.cs:1 msgid "Light Probes" msgstr "ライトプローブ" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:146 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Texture Shape" msgstr "テクスチャ形状" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2610 msgid "TvOS Sdk Version" msgstr "TvOS SDK" #: /Runtime/Camera/GraphicsSettings.cpp:340 Editor/Mono/VersionControl/UI/VCWindowPending.cs:1 msgid "Settings" msgstr "設定" #: /Runtime/Camera/LightProbeProxyVolume.cpp:160 Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:1 msgid "Bounding Box Size" msgstr "バウンディングボックスサイズ" #: /Runtime/Mono/MonoScript.cpp:348 msgid "Execution Order" msgstr "実行命令" #: /Runtime/BaseClasses/BitField.h:16 msgid "Bits" msgstr "ビット" #: /Runtime/Input/InputAxis.h:152 Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "Gravity" msgstr "重力" #: /Runtime/Input/InputAxis.h:156 msgid "Invert" msgstr "反転" #: /Runtime/Shaders/ComputeShaderStructs.cpp:53 msgid "Out Buffers" msgstr "アウトバッファ" #: /Editor/Src/Animation/StateMachine.cpp:836 msgid "Any State Transitions" msgstr "任意のステート遷移" #: /Runtime/Misc/RuntimeInitializeOnLoadManager.cpp:600 msgid "Before Splash Screen Unity Method Execution Orders" msgstr "スプラッシュスクリーン時の Unity メソッド実行順の前" #: /Runtime/Camera/Light.cpp:312 msgid "Actually Lightmapped" msgstr "実際にライトマップに含む" #: /Runtime/Shaders/SerializedShaderData.h:829 msgid "Stencil Read Mask" msgstr "ステンシル 読み込み用マスク" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2560 msgid "Build Number" msgstr "ビルド番号" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3036 msgid "MetroFTA File Types" msgstr "MetroFTA ファイルタイプ" #: /Runtime/Misc/PlayerSettingsSplashScreen.h:191 msgid "Splash Screen Background Portrait Aspect" msgstr "スプラッシュスクリーン背景たて向きアスペクト" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2426 msgid "Texture Streaming Enabled" msgstr "テクスチャストリーミング有効" #: /Runtime/Transform/Transform.cpp:1219 msgid "Father" msgstr "親" #: /Runtime/Misc/PlayerSettings.cpp:571 PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Android Use Swappy" msgstr "Android Swappy を使用" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2383 msgid "Usages" msgstr "使い方" #: /Editor/Src/EditorExtensionImpl.cpp:61 msgid "Override Variable" msgstr "変数をオーバーライド" #: /Runtime/Shaders/SerializedShaderData.h:556 msgid "Name Index" msgstr "名前インデックス" #: /Editor/Src/EditorUserSettings.cpp:190 msgid "Semantic Merge Mode" msgstr "セマンティックマージモード" #: /Runtime/Graphics/QualitySettings.cpp:494 msgid "Quality Settings" msgstr "品質設定" #: /Runtime/Misc/PlayerSettings.cpp:505 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Android Profiler" msgstr "Android プロファイラー" #: /Runtime/Input/TimeManager.cpp:643 msgid "Set Time Manually" msgstr "手動で時間を設定する" #: /Editor/Src/EditorUserSettings.cpp:175 msgid "VC Debug Out" msgstr "VC デバッグ出力" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3015 PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Metro Tile Short Name" msgstr "Metro タイルの略名" #: /Editor/Src/LightmapEditorSettings.cpp:364 msgid "PVR Sampling" msgstr "PVR サンプリング" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2683 msgid "Metal Editor Support" msgstr "Metal エディターサポート" #: /Runtime/Graphics/Texture2D.cpp:1065 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Streaming Mipmaps" msgstr "ストリーミングミップマップ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2698 msgid "IOS Manual Signing Provisioning Profile Type" msgstr "iOS プロビジョニングプロファイルタイプの手動署名" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:133 msgid "Block Offset" msgstr "ブロックオフセット" #: /Runtime/Shaders/GpuPrograms/ShaderVariantCollection.cpp:573 msgid "Keywords" msgstr "キーワード" #: /Runtime/BaseClasses/BitField.h:6 msgid "Bit Field" msgstr "ビットフィールド" #: /Runtime/Graphics/Mesh/CompressedAnimationCurve.h:39 msgid "Values" msgstr "値" #: /Runtime/Shaders/ComputeShaderStructs.cpp:32 msgid "Generated Name" msgstr "生成された名前" #: /Runtime/Shaders/SerializedShaderData.h:1007 msgid "Texture Name" msgstr "テクスチャ名" #: /Editor/Src/Animation/Transition.cpp:31 msgid "Is Exit" msgstr "終了する" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:144 msgid "Light Baking Outputs" msgstr "ライトベイク出力" #: /Editor/Src/Animation/AnimatorControllerLayer.cpp:41 msgid "Behaviours" msgstr "ビヘイビア" #: /Runtime/Misc/PlayerSettings.cpp:688 PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Holographic Pause On Tracking Loss" msgstr "トラッキングロス時にホログラフィック停止" #: /Editor/Src/Animation/Transition.h:53 msgid "Event Treshold" msgstr "イベントのしきい値" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:59 msgid "Force Maximum Compression Quality_BC6H_BC7" msgstr "最高圧縮品質を BC6、HBC7 に強制" #: /Runtime/Geometry/AABB.h:255 Editor/Mono/Inspector/RectTransformEditor.cs:1 msgid "Max" msgstr "最大" #: /Runtime/Misc/PlayerSettings.cpp:561 msgid "Allowed Autorotate To Portrait" msgstr "縦向きへの自動回転を許可" #: /Runtime/Graphics/RenderTexture.h:300 Editor/Mono/Inspector/RenderTextureEditor.cs:1 msgid "Color Format" msgstr "色形式" #: /Runtime/Mono/MonoScript.cpp:374 Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "Assembly Name" msgstr "アセンブリ名" #: /Runtime/Shaders/ComputeShaderStructs.cpp:69 msgid "Compute ShaderCB" msgstr "コンピュートシェーダー CB" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2669 msgid "IOS Launch Screeni Pad Type" msgstr "iOS 起動画面 iPad タイプ" #: /Runtime/Graphics/Mesh/Mesh.cpp:606 msgid "Index Buffer" msgstr "インデックスバッファ" #: /Editor/Src/Animation/AnimatorControllerLayer.cpp:44 msgid "Synced Layer Index" msgstr "同期するレイヤーのインデックス" #: /Runtime/Misc/PlayerSettings.cpp:617 msgid "D3d11Fullscreen Mode" msgstr "D3D11全画面モード" #: /Runtime/Shaders/SerializedShaderData.h:580 msgid "Matrix Params" msgstr "行列パラメーター" #: /Editor/Src/LightmapEditorSettings.cpp:370 Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "PVR Sample Count" msgstr "PVR サンプル数" #: /Runtime/Shaders/SerializedShaderData.h:681 msgid "Src Blend" msgstr "Src ブレンド" #: /Runtime/Video/MovieTexture.cpp:90 Editor/Mono/Inspector/AudioSourceInspector.cs:1 msgid "Audio Clip" msgstr "オーディオクリップ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2657 msgid "TvOS Large Icon Layers2x" msgstr "TvOS 大きなアイコンレイヤー2x" #: /Runtime/Graphics/Mesh/VertexData.h:123 msgid "Stream" msgstr "ストリーム" #: /Runtime/Shaders/SerializedShaderData.h:1001 msgid "Has Instancing Variant" msgstr "インスタンシングバリアントあり" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2311 msgid "Sub Kind" msgstr "2 次種類" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2605 msgid "I Phone TargetOS Version" msgstr "iPhone ターゲット OS バージョン" #: /Runtime/Shaders/SerializedShaderData.h:157 msgid "W" msgstr "W" #: /Runtime/Graphics/Mesh/Mesh.cpp:542 msgid "UV1" msgstr "UV1" #: /Editor/Src/UnityConnect/UnityErrors.h:111 Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Behaviour" msgstr "ビヘイビア" #: /Runtime/Shaders/SerializedShaderData.h:686 msgid "Blend Op Alpha" msgstr "ブレンド調節 アルファ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3095 msgid "Facebook Frictionless Requests" msgstr "Facebook Frictionless Requests" #: /Editor/Src/EditorSettings.cpp:264 msgid "Sprite Packer Padding Power" msgstr "スプライトパッカーパディングパワー" #: /Runtime/Camera/Projector.cpp:383 msgid "Ignore Layers" msgstr "レイヤーを無視" #: /Editor/Src/EditorUserBuildSettings.cpp:162 msgid "Connect Profiler" msgstr "プロファイラーに接続" #: /Editor/Src/EditorUserBuildSettings.cpp:167 msgid "Symlink Trampoline" msgstr "シンボリックリンクトランポリン" #: /Runtime/Input/InputManager.cpp:306 msgid "Last Joy Axis" msgstr "最後のジョイ軸" #: /Runtime/Graphics/Renderer.cpp:723 msgid "ImportantGI" msgstr "重要な GI" #: /Editor/Src/Collab/CollabClient.h:615 msgid "Action" msgstr "アクション" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:136 msgid "Enable Tight Packing" msgstr "タイトパッキングを有効にする" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:7 msgid "Texture Importer Platform Settings" msgstr "テクスチャインポートのプラットフォーム設定" #: /Runtime/Serialize/BuildUsageTags.h:58 msgid "Shader Usage Keyword Names" msgstr "シェーダー使用キーワード" #: /Runtime/Graphics/Mesh/CompressedMesh.h:162 msgid "Bone Indices" msgstr "ボーンインデックス" #: /Editor/Src/BuildPipeline/PlatformModuleSetup.h:37 msgid "Strippable" msgstr "除去可能" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2962 msgid "WebGL Debug Symbols" msgstr "WebGL デバッグシンボル" #: /Runtime/Camera/OcclusionCullingSettings.cpp:116 msgid "Static Renderers" msgstr "静的レンダラー" #: /Runtime/Graphics/LineRenderer.cpp:353 Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "Loop" msgstr "ループ" #: /Runtime/Graphics/Mesh/VariableBoneCountWeights.h:53 msgid "Data" msgstr "データ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2643 msgid "I Phone58in Landscape Splash Screen" msgstr "iPhone 5.8インチ横向きスプラッシュスクリーン" #: /Editor/Src/EditorUserBuildSettings.cpp:174 msgid "Explicit Divide By Zero Checks" msgstr "明示的なゼロ除算の確認" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2665 msgid "IOS Launch Screen Background Color" msgstr "iOS 起動画面背景色" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2777 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Microphone Usage Description" msgstr "マイク使用説明" #: /Runtime/Camera/ReflectionProbes.cpp:63 Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Clear Flags" msgstr "フラグを消去" #: /Runtime/Camera/GraphicsSettings.cpp:462 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Lightmap Keep Subtractive" msgstr "ライトマップ 減法を維持" #: /Runtime/Misc/PlayerSettings.cpp:525 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Cursor Hotspot" msgstr "カーソルのホットスポット" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2394 msgid "Model Folder Path" msgstr "モデルフォルダーのパス" #: /Runtime/Input/TimeManager.cpp:644 msgid "Use Fixed Time Step" msgstr "固定時間ステップを使用" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2716 msgid "Android Splash Screen" msgstr "Android スプラッシュスクリーン" #: /Runtime/Graphics/TrailRenderer.cpp:493 Editor/Mono/Inspector/TrailRendererEditor.cs:1 msgid "Emitting" msgstr "放出" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2769 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Action On Dot Net Unhandled Exception" msgstr "未処理の .NET 例外へのアクション" #: /Runtime/Input/TimeManager.cpp:641 msgid "Scene Load Offset" msgstr "シーンロードオフセット" #: /Editor/Src/Animation/Transition.cpp:237 msgid "Transition Duration" msgstr "遷移間隔" #: /Editor/Src/Animation/Transition.cpp:201 msgid "User Name" msgstr "ユーザー名" #: /Runtime/Serialize/SerializationMetaFlags.h:9 msgid "Varname" msgstr "VARNAME" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2751 msgid "OpenGL RequireES31" msgstr "OpenGLがES31を必要とするか" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2744 msgid "Resolution Dialog Banner" msgstr "解像度ダイアログバナー" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2310 msgid "Kind" msgstr "種類" #: /Runtime/Camera/ReflectionProbes.cpp:68 Editor/Mono/Inspector/CameraEditor.cs:1 msgid "HDR" msgstr "HDR" #: /Runtime/Graphics/Mesh/CompressedMesh.h:157 Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Tangents" msgstr "接線" #: /Runtime/Graphics/Mesh/SkinnedMeshRenderer.cpp:950 Editor/Mono/Inspector/SkinnedMeshRendererEditor.cs:1 msgid "Update When Offscreen" msgstr "オフスクリーン時に更新" #: /Editor/Src/LightmapEditorSettings.cpp:342 msgid "AO" msgstr "AO" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:136 msgid "Baked Ambient Probe In Linear" msgstr "リニアでアンビエントプローブをベイク" #: /Runtime/Shaders/Material.cpp:202 msgid "Double SidedGI" msgstr "両面 GI" #: /Runtime/Camera/RenderSettings.cpp:523 msgid "Use Radiance Ambient Probe" msgstr "発光アンビエントプローブを使用" #: /Runtime/Graphics/QualitySettings.cpp:452 msgid "Streaming Mipmaps Renderers Per Frame" msgstr "フレームごとのストリーミングミップマップレンダラー" #: /Runtime/Graphics/Texture2D.cpp:1077 msgid "Color Space" msgstr "色空間" #: /Runtime/Serialize/BuildTarget.h:96 msgid "Sub Target" msgstr "サブターゲット" #: /Runtime/Shaders/SerializedShaderData.h:1247 msgid "From" msgstr "から" #: /Runtime/Graphics/LightmapData.h:40 msgid "Dir Lightmap" msgstr "指向性ライトマップ" #: /Runtime/Shaders/SerializedShaderData.h:1188 msgid "Flags" msgstr "フラグ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2762 msgid "Build Target Group Lightmap Encoding Quality" msgstr "ビルドターゲットグループライトマップエンコード品質" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:99 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Alpha Test Reference Value" msgstr "アルファテスト参照値" #: /Runtime/Graphics/QualitySettings.cpp:429 msgid "Shadow Near Plane Offset" msgstr "シャドウニアクリップ面オフセット" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3022 msgid "Metro Last Required Scene" msgstr "Metro 最後の必須シーン" #: /Runtime/Graphics/LOD/LODGroup.cpp:389 Editor/Mono/EditorGUI.cs:1 msgid "Size" msgstr "サイズ" #: /Runtime/Graphics/Mesh/MeshBlendShape.h:118 msgid "Name Hash" msgstr "名前のハッシュ" #: /Runtime/Camera/ReflectionProbes.cpp:71 Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "Use Occlusion Culling" msgstr "オクルージョンカリングの使用" #: /Editor/Src/UnityConnect/UnityConnectCommon.h:131 msgid "Display Name" msgstr "ディスプレイ名" #: /Runtime/Shaders/Material.cpp:201 msgid "Enable Instancing Variants" msgstr "インスタンシングバリアントを有効にする" #: /Runtime/Misc/PlayerSettings.cpp:531 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Default Screen Width" msgstr "デフォルトの画面幅" #: /Runtime/2D/SpriteTiling/TilingShapeGenerator.h:45 msgid "New Size" msgstr "新しいサイズ" #: /Runtime/Math/Rect.h:238 msgid "Ymax" msgstr "Ymax" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2484 msgid "Enable SmoothLOD Transition" msgstr "滑らかな LOD 遷移を有効にする" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:172 msgid "Total Sprite Surface Area" msgstr "スプライトサーフェス総面積" #: /Runtime/Graphics/LineRenderer.cpp:352 Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "Use World Space" msgstr "ワールド空間を使用" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2696 msgid "IOS Manual Signing Provisioning ProfileID" msgstr "iOS プロビジョニングプロファイル ID の手動署名  " #: /Runtime/Math/AnimationCurve.h:44 msgid "Keyframe" msgstr "キーフレーム" #: /Runtime/Graphics/QualitySettings.cpp:441 Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Realtime Reflection Probes" msgstr "リアルタイム リフレクションプローブ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2584 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "I Phone Script Call Optimization" msgstr "iPhone スクリプトコール最適化" #: /Editor/Src/Animation/StateMachine.h:199 msgid "State Machine" msgstr "ステートマシン" #: /Runtime/Shaders/SerializedShaderData.h:574 msgid "Local Keyword Indices" msgstr "ローカルのキーワードインデックス" #: /Editor/Src/EditorUserBuildSettings.cpp:165 msgid "Install In Build Folder" msgstr "ビルドフォルダーにインストール" #: /Editor/Src/EditorUserSettings.cpp:202 msgid "Asset Pipeline Mode" msgstr "アセットパイプラインモード" #: /Editor/Src/AssetPipeline/AssetImporter.cpp:614 msgid "Used FileI Ds" msgstr "使用済みファイル ID" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2411 msgid "Version Name" msgstr "バージョン名" #: /Runtime/Camera/GraphicsSettings.cpp:326 msgid "Use Cascaded Shadow Maps" msgstr "カスケードシャドウマップを使用" #: /Runtime/Misc/BuildSettings.cpp:184 msgid "Has Soft Shadows" msgstr "ソフトシャドウあり" #: /Editor/Src/EditorSettings.cpp:283 msgid "Collab Editor Settings" msgstr "エディター設定を共有" #: /Runtime/Misc/PlayerSettings.cpp:694 msgid "Vr Settings" msgstr "Vr 設定" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3020 msgid "Metro Support Streaming Install" msgstr "Metro ストリームインストールをサポート" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2667 msgid "IOS Launch Screen Size" msgstr "iOS 起動画面サイズ" #: /Editor/Src/InspectorExpandedState.cpp:185 msgid "Inspector Expanded" msgstr "インスペクター拡張" #: /Runtime/Camera/RenderSettings.cpp:503 Editor/Mono/SettingsWindow/OtherRenderingEditor.cs:1 msgid "Spot Cookie" msgstr "スポットのクッキー" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2697 msgid "TvOS Manual Signing Provisioning ProfileID" msgstr "TvOS プロビジョニングプロファイル ID の手動署名" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:135 msgid "Sprite Border" msgstr "スプライトの境界" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2487 msgid "Billboard Transition Cross Fade Width" msgstr "ビルボード遷移クロスフェーディング幅" #: /Runtime/Transform/RectTransform.cpp:180 msgid "Local Scale" msgstr "ローカルスケール" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2717 msgid "Android Keystore Name" msgstr "Android キーストア名" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2648 msgid "I Phone65in Portrait Splash Screen" msgstr "iPhone 6.5インチ 縦向きスプラッシュスクリーン" #: /Runtime/Shaders/SerializedShaderData.h:582 msgid "Buffer Params" msgstr "バッファパラメーター" #: /Editor/Src/SceneManager/SceneManagerSetup.h:23 msgid "Is Sub Scene" msgstr "サブシーンにする" #: /Runtime/2D/SpriteAtlas/SpriteAtlasTypes.h:47 msgid "Settings Raw" msgstr "Raw の設定" #: /Editor/Src/EditorUserBuildSettings.cpp:206 msgid "Windows Device Portal Address" msgstr "Windows Device Portal アドレス" #: /Runtime/Camera/Projector.cpp:375 msgid "Near Clip Plane" msgstr "ニアクリップ面" #: /Editor/Src/Audio/Mixer/AudioMixerController.cpp:49 msgid "Guids" msgstr "GUID" #: /Runtime/Graphics/Mesh/Mesh.cpp:504 Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Mesh Compression" msgstr "メッシュ圧縮" #: /Runtime/Shaders/ComputeShader.cpp:1012 msgid "Has Editor Only Variant" msgstr "エディター専用のバリアントあり" #: /Editor/Src/UnityConnect/UnityConnectInfo.h:28 msgid "Initialized" msgstr "初期化" #: /Runtime/Misc/PlayerSettings.cpp:755 msgid "Cloud Project Id" msgstr "クラウドプロジェクトID" #: /Runtime/Shaders/SerializedShaderData.h:831 msgid "Stencil Ref" msgstr "ステンシル 参照" #: /Editor/Src/Animation/StateMachine.cpp:347 msgid "Time Parameter" msgstr "時間パラメーター" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:258 msgid "From Other" msgstr "他から" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:96 msgid "Fade Out" msgstr "フェードアウト" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporter.cpp:648 msgid "Sprite Sheet" msgstr "スプライトシート" #: /Editor/Src/EditorSettings.cpp:288 Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Async Shader Compilation" msgstr "非同期シェーダーコンパイル" #: /Editor/Src/Collab/CollabSettingsManager.h:16 msgid "In Progress Enabled" msgstr "In Progress 有効" #: /Editor/Src/UnityConnect/UnityConnectCommon.h:64 msgid "Build Allowed" msgstr "ビルド許可" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2631 msgid "UI Exit On Suspend" msgstr "サスペンド時にUIを終了" #: /Runtime/Camera/Flare.cpp:944 msgid "Brightness" msgstr "明度" #: /Runtime/Graphics/Mesh/MeshTypes.h:42 msgid "Bone Weights4" msgstr "ボーンウェイト4" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2647 msgid "I Pad High Res Landscape Splash Screen" msgstr "iPad 高解像度横型スプラッシュ画面" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2673 msgid "IOS Launch Screeni Pad Size" msgstr "iOS 起動画面 iPad サイズ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2563 PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Android Bundle Version Code" msgstr "Android バンドルバージョンコード" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:131 msgid "Sprite Mesh Type" msgstr "スプライトメッシュタイプ" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:155 msgid "Enlighten Data Version" msgstr "Enlighten データバージョン" #: /Runtime/Misc/PlayerSettings.cpp:699 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Protect Graphics Memory" msgstr "グラフィックスメモリの保護" #: /Runtime/Misc/BuildSettings.cpp:183 msgid "Has Shadows" msgstr "影あり" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporter.cpp:649 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Sprite Packing Tag" msgstr "スプライトパッキングタグ" #: /Editor/Src/Animation/StateMachine.cpp:853 msgid "Default State" msgstr "デフォルトステート" #: /Editor/Src/Collab/Requests/DownloadRequests.h:59 msgid "Target" msgstr "ターゲット" #: Modules/ExampleEditor/ExampleComponentEditor.cs:1 msgid "Field" msgstr "フィールド" #: /Editor/Src/AssetPipeline/AssetMetaData.cpp:29 msgid "Labels" msgstr "ラベル" #: /Editor/Src/AssetPipeline/AssetImporterLog.cpp:23 Editor/Mono/Inspector/WindInspector.cs:1 msgid "Mode" msgstr "モード" #: /Runtime/Misc/PlayerSettings.cpp:510 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Default Screen Orientation" msgstr "デフォルトの画面の向き" #: /Runtime/2D/Common/SpriteRenderData.cpp:381 msgid "Pos" msgstr "位置" #: /Editor/Src/Animation/StateMachine.cpp:851 msgid "Exit Position" msgstr "終了位置" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2506 msgid "Material Version" msgstr "マテリアルバージョン" #: /Editor/Src/LightmapEditorSettings.cpp:398 Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Training Data Destination" msgstr "トレーニングデータの保存先" #: /Runtime/Misc/BuildSettings.cpp:175 msgid "BuildGUID" msgstr "ビルド GUID" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2564 msgid "Android Min Sdk Version" msgstr "Android 最低 SDK バージョン" #: /Editor/Src/SceneVisibility/SceneVisibilityData.cpp:25 msgid "Hidden Hierarchies" msgstr "非表示の階層" #: /Runtime/Camera/RenderSettings.cpp:502 Editor/Mono/SettingsWindow/OtherRenderingEditor.cs:1 msgid "Halo Texture" msgstr "ハローテクスチャ" #: /Runtime/Graphics/QualitySettings.cpp:440 msgid "Soft Vegetation" msgstr "ソフトな植生" #: /Runtime/Misc/PlayerSettingsSplashScreen.h:192 msgid "Splash Screen Background Landscape Uvs" msgstr "スプラッシュスクリーン背景横向き UV" #: /Runtime/Shaders/SerializedShaderData.h:1218 msgid "Props" msgstr "プロパティ" #: /Editor/Src/Animation/BlendTree.cpp:70 msgid "Max Threshold" msgstr "最大しきい値" #: /Editor/Src/SceneVisibility/SceneIdentifier.h:24 Editor/Mono/Inspector/Avatar/AvatarEditor.cs:1 msgid "Handle" msgstr "ハンドル" #: /Editor/Src/Audio/Mixer/AudioMixerEffectController.cpp:61 Editor/Mono/Audio/Mixer/GUI/AudioMixerChannelStripView.cs:1 msgid "Bypass" msgstr "バイパス" #: /Runtime/Camera/RenderSettings.cpp:505 Editor/Mono/SettingsWindow/LightingEditor.cs:1 msgid "Default Reflection Mode" msgstr "デフォルトリフレクションモード" #: /Runtime/Graphics/LOD/LODGroup.cpp:357 Editor/Mono/Inspector/LODGroupEditor.cs:1 msgid "Fade Mode" msgstr "フェードモード" #: /Runtime/Camera/Skybox.cpp:321 msgid "Custom Skybox" msgstr "カスタムスカイボックス" #: /Runtime/Misc/PlayerSettings.cpp:597 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Mac App Store Category" msgstr "Mac App Store カテゴリ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2905 msgid "Player Prefs Support" msgstr "PlayerPrefs サポート" #: /Runtime/Misc/BuildSettings.cpp:179 msgid "Is Educational Build" msgstr "教育機関用ビルドにする" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2662 msgid "IOS Launch Screen Type" msgstr "iOS 起動画面タイプ" #: /Runtime/Misc/RuntimeInitializeOnLoadManager.cpp:599 msgid "After Assemblies Loaded Method Execution Orders" msgstr "アセンブリロード時のメソッド実行順の後" #: /Runtime/Misc/PlayerSettings.cpp:560 msgid "Ios AllowHTTP Download" msgstr "iOS HTTP ダウンロードの許可" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2990 msgid "GcW Barrier Validation" msgstr "GcW バリア検証" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2588 PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "APK Expansion Files" msgstr "APK 拡張ファイル" #: /Runtime/Graphics/Mesh/CompressedAnimationCurve.h:40 msgid "Slopes" msgstr "スロープ" #: /Runtime/Shaders/SerializedShaderData.h:512 msgid "Multi Sampled" msgstr "複数サンプル" #: /Editor/Src/AssetPipeline/AssetMetaData.cpp:27 msgid "Path Name" msgstr "パス名" #: /Runtime/Shaders/SerializedShaderData.h:584 msgid "Constant Buffer Bindings" msgstr "コンスタントバッファバインディング" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2661 msgid "TvOS Top Shelf Image Wide Layers2x" msgstr "TvOS 上段画像幅広レイヤー2x" #: /Runtime/Graphics/EnlightenSceneMapping.h:248 msgid "Terrain Chunks" msgstr "Terrain (地形) チャンク" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:250 msgid "Code" msgstr "コード" #: /Runtime/Utilities/Hash128.cpp:71 msgid "Hash" msgstr "ハッシュ" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporter.cpp:593 msgid "Allows Alpha Splitting" msgstr "アルファ値の分離を許可" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2989 msgid "Gc Incremental" msgstr "差分 GC" #: /Runtime/Input/TimeManager.cpp:638 msgid "Capture Delta Time" msgstr "デルタ時間を取得" #: /Runtime/Misc/RuntimeInitializeOnLoadManager.cpp:591 msgid "Class Method Infos" msgstr "クラスメソッド情報" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:108 msgid "Height Scale" msgstr "スケールの高さ" #: /Runtime/Camera/GraphicsSettings.cpp:431 msgid "Max Luminance" msgstr "最大輝度" #: /Runtime/Camera/LightBakingOutput.h:44 msgid "Probe Occlusion Light Index" msgstr "プローブオクルージョンライトインデックス" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3008 msgid "Metro Certificate Issuer" msgstr "Metro 証明書発行者" #: /Runtime/Misc/PlayerSettings.cpp:535 msgid "Stereo Rendering Path" msgstr "ステレオレンダリングパス" #: /Runtime/Camera/GraphicsSettings.cpp:482 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Depth Normals" msgstr "深度法線" #: /Runtime/Shaders/SerializedShaderData.h:540 msgid "Matrix Members" msgstr "行列要素" #: /Runtime/Misc/PlayerSettings.cpp:514 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Use On Demand Resources" msgstr "オンデマンドリソースの使用" #: /Editor/Src/WebSocketClient/Response.h:15 msgid "Response" msgstr "レスポンス" #: /Runtime/Misc/RuntimeInitializeOnLoadManager.cpp:597 msgid "After Method Execution Orders" msgstr "メソッドの実行順の後" #: /Editor/Src/LightmapEditorSettings.cpp:371 msgid "PVR Bounces" msgstr "PVR バウンス" #: /Runtime/Misc/BuildSettings.cpp:182 msgid "Has Publishing Rights" msgstr "公開権限あり " #: /Runtime/Math/Color.h:408 Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "R" msgstr "R" #: /Runtime/Camera/GraphicsSettings.cpp:323 msgid "UseHDR" msgstr "HDRを使用" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2715 PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Android Splash Screen Scale" msgstr "Android スプラッシュスクリーンスケール" #: /Runtime/Shaders/SerializedShaderData.h:823 msgid "Offset Units" msgstr "オフセット単位" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2458 Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Cast Shadows" msgstr "投影" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:253 msgid "Hardware Tier Variants Mask" msgstr "ハードウェア階層のバリアントマスク" #: /Runtime/Misc/PlayerSettingsSplashScreen.h:220 msgid "Virtual Reality Splash Screen" msgstr "VR スプラッシュスクリーン" #: /Runtime/Misc/PlayerSettings.cpp:581 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Mute Other Audio Sources" msgstr "他のオーディオソースをミュートにする" #: /Runtime/Shaders/ComputeShaderStructs.cpp:51 msgid "Builtin Samplers" msgstr "ビルトインサンプラー" #: /Runtime/Graphics/Mesh/SubMesh.h:66 msgid "LocalAABB" msgstr "LocalAABB" #: /Runtime/Graphics/LineBuilder.h:154 Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "Num Cap Vertices" msgstr "頂点キャップの数" #: /Runtime/Misc/PlayerSettingsSplashScreen.h:199 msgid "Splash Screen Background Portrait" msgstr "スプラッシュスクリーン背景たて向き" #: /Editor/Src/LightmapEditorSettings.cpp:380 Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "PVR Filter Type Direct" msgstr "PVR フィルタータイプ 直接" #: /Runtime/Camera/Projector.cpp:379 msgid "Orthographic" msgstr "平行投影" #: /Editor/Src/UnityConnect/UnityConnectInfo.h:36 msgid "Maintenance" msgstr "メンテナンス" #: /Runtime/2D/SpriteAtlas/SpriteAtlasTypes.h:45 msgid "Uv Transform" msgstr "UV トランスフォーム" #: /Runtime/Misc/PlayerSettings.cpp:533 msgid "Default Screen Width Web" msgstr "デフォルトの Web 画面の幅" #: /Editor/Src/ProjectVersion.cpp:124 msgid "Editor Version" msgstr "エディターバージョン" #: /Runtime/Shaders/SerializedShaderData.h:833 msgid "Fog Start" msgstr "フォグの開始" #: /Editor/Src/Collab/Requests/RevisionRequests.h:67 msgid "Starting Head RevisionID" msgstr "開始ヘッドの RevisionID (訂正ID)" #: /Runtime/Misc/PlayerSettings.cpp:566 msgid "Use32Bit Display Buffer" msgstr "32 ビットディスプレイバッファを使用" #: /Runtime/BaseClasses/GameObject.cpp:1341 msgid "Game Object" msgstr "ゲームオブジェクト" #: /Runtime/Camera/GraphicsSettings.cpp:480 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Screen Space Shadows" msgstr "スクリーンスペースシャドウ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2907 msgid "Reset Temp Folder" msgstr "Temp フォルダーのリセット" #: /Runtime/Misc/PlayerSettingsSplashScreen.h:188 msgid "Splash Screen Logo Animation Zoom" msgstr "スプラッシュスクリーンロゴアニメーションズーム" #: /Runtime/2D/SpriteAtlas/SpriteAtlasTypes.h:40 Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Texture" msgstr "テクスチャ" #: /Editor/Src/UnityConnect/UnityErrors.h:113 msgid "Short Msg" msgstr "ソートメッセージ" #: /Runtime/2D/Sorting/SortingGroup.cpp:114 Editor/Mono/Inspector/CanvasEditor.cs:1 msgid "Sorting Order" msgstr "ソート順" #: /Editor/Src/LightmapEditorSettings.cpp:369 Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "PVR Direct Sample Count" msgstr "PVR 直接サンプル数" #: /Runtime/Shaders/SerializedShaderData.h:687 msgid "Col Mask" msgstr "Col マスク" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:38 Packages/com.unity.timeline/Editor/Window/TimelineWindow_Gui.cs:1 msgid "Frames" msgstr "フレーム" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporter.cpp:662 msgid "PSD Show Remove Matte Option" msgstr "PSD マット削除オプションを表示" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2641 msgid "I Phone55in Landscape Splash Screen" msgstr "iPhone 5.5インチ横向きスプラッシュスクリーン" #: /Runtime/Input/InputAxis.h:161 msgid "Joy Num" msgstr "ジョイスティック番号" #: /Runtime/Math/AnimationCurve.h:310 msgid "In Weight" msgstr "ウェイト内" #: /Runtime/Camera/ShadowSettings.h:32 Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "Strength" msgstr "強さ" #: /Runtime/Transform/Transform.cpp:1216 msgid "Children" msgstr "子" #: /Runtime/Shaders/Material.cpp:196 msgid "Shader Keywords" msgstr "シェーダーキーワード" #: /Runtime/2D/SpriteTiling/TilingShapeGenerator.h:44 msgid "Old Size" msgstr "古いサイズ" #: /Runtime/Camera/OcclusionCullingSettings.cpp:117 msgid "Portals" msgstr "ポータル" #: /Editor/Src/Audio/Mixer/AudioMixerEffectController.cpp:68 msgid "Parameter Name" msgstr "パラメーター名" #: /Runtime/Misc/RuntimeInitializeOnLoadManager.cpp:598 msgid "After Assemblies Loaded Unity Method Execution Orders" msgstr "アセンブリロード時の Unity メソッド実行順の後" #: /Runtime/Graphics/Mesh/SkinnedMeshRenderer.cpp:961 Editor/Mono/Inspector/SkinnedMeshRendererEditor.cs:1 msgid "Root Bone" msgstr "ルートボーン" #: /Editor/Src/UnityConnect/UnityConnectInfo.h:29 msgid "Ready" msgstr "準備完了" #: /Runtime/Input/InputManager.cpp:290 msgid "Axes" msgstr "軸" #: /Runtime/Misc/PlayerSettings.cpp:696 msgid "Is Wsa Holographic Remoting Enabled" msgstr "WSA Holographic Remoting を有効にする" #: /Runtime/BaseClasses/GameObject.cpp:1052 msgid "Static Editor Flags" msgstr "静的エディターフラグ" #: /Runtime/Camera/GraphicsSettings.cpp:481 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Legacy Deferred" msgstr "古いディファード" #: /Runtime/Graphics/Mesh/MeshBlendShape.h:119 msgid "Frame Index" msgstr "フレームインデックス" #: /Editor/Src/VersionControl/VCMergeTypeInfo.cpp:35 msgid "Ismulti" msgstr "複数か" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:157 msgid "Max Texture Size Set" msgstr "最大テクスチャサイズセット" #: /Runtime/Shaders/ComputeShaderStructs.cpp:64 msgid "Constant Buffers" msgstr "コンスタントバッファ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2583 msgid "I Phone Stripping Level" msgstr "iPhone ストリッピングレベル" #: /Runtime/Graphics/Renderer.cpp:705 msgid "Static Batch Root" msgstr "静的バッチのルート" #: /Editor/Src/Animation/StateMachine.cpp:320 msgid "Time Parameter Active" msgstr "時間パラメーター有効" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:67 msgid "Does Texture Contain Alpha" msgstr "テクスチャがアルファを含む" #: /Editor/Src/LightmapEditorSettings.cpp:389 msgid "PVR Filtering Gauss Radius Indirect" msgstr "PVR フィルタリングガウス半径間接" #: /Runtime/Camera/RenderLayers/GUITexture.cpp:382 msgid "Top Border" msgstr "上端" #: /Editor/Src/AnnotationManager.cpp:443 msgid "Show Selection Wire" msgstr "選択ワイヤーを表示" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:266 msgid "IsGLSL" msgstr "IsGLSL" #: /Runtime/Utilities/GUID.h:37 msgid "GUID" msgstr "GUID" #: /Runtime/Camera/GraphicsSettings.cpp:460 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Lightmap Keep Dynamic Dir Combined" msgstr "ライトマップ 加えた動的と指向性を維持" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:299 msgid "Snippets" msgstr "スニペット" #: /Runtime/Misc/PlayerSettings.cpp:556 msgid "Ios App In Background Behavior" msgstr "Background Behavior の iOS アプリケーション" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3025 PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Metro Tile Background Color" msgstr "Metro タイルの背景色" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2753 msgid "OpenGL RequireES32" msgstr "OpenGLがES32を必要とするか" #: /Runtime/Graphics/Mesh/MeshBlendShape.h:108 Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Vertex" msgstr "頂点" #: /Runtime/Graphics/Mesh/MeshBlendShape.h:111 msgid "Index" msgstr "インデックス" #: /Runtime/Graphics/QualitySettings.cpp:446 msgid "MaximumLOD Level" msgstr "最高 LOD レベル" #: /Editor/Src/Prefabs/PropertyModification.h:84 msgid "Property Path" msgstr "プロパティパス" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2675 msgid "IOS Use Launch Screen Storyboard" msgstr "iOS 起動画面でストーリーボードを使う" #: /Runtime/Graphics/Mesh/Mesh.cpp:506 msgid "Keep Vertices" msgstr "頂点を維持" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:73 msgid "Aniso Level" msgstr "異方性レベル" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3027 msgid "Metro Splash Screen Use Background Color" msgstr "Metro スプラッシュスクリーンは背景色を使用" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2959 msgid "WebGL Exception Support" msgstr "WebGL 例外サポート" #: /Runtime/Graphics/Renderer.cpp:727 msgid "Minimum Chart Size" msgstr "最小チャートサイズ" #: /Runtime/Graphics/Mesh/VertexData.h:125 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Format" msgstr "形式" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2899 msgid "Player Prefs Max Size" msgstr "PlayerPrefs 最大サイズ" #: /Runtime/Shaders/SerializedShaderData.h:637 msgid "Pass" msgstr "パス" #: /Runtime/Graphics/Texture3D.cpp:548 msgid "Data Size" msgstr "データサイズ" #: /Runtime/Camera/ShadowSettings.h:35 Editor/Mono/Inspector/LightEditor.cs:1 msgid "Near Plane" msgstr "ニアクリップ面" #: /Editor/Src/AssetPipeline/PrefabImporter.cpp:498 msgid "Added Object FileI Ds" msgstr "オブジェクトファイルIDを追加" #: /Runtime/Misc/RuntimeInitializeOnLoadManager.cpp:554 msgid "Namespace Index" msgstr "名前空間インデックス" #: /Runtime/Utilities/DateTime.h:45 msgid "Date Time" msgstr "日付時刻" #: /Runtime/Graphics/QualitySettings.cpp:492 msgid "Current Quality" msgstr "現在の品質" #: /Editor/Src/LightmapEditorSettings.cpp:344 Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "AO Max Distance" msgstr "AO最長距離" #: /Runtime/2D/SpriteAtlas/SpriteAtlas.cpp:45 Editor/Mono/Inspector/GameObjectInspector.cs:1 msgid "Tag" msgstr "タグ" #: /Runtime/Shaders/Shader.cpp:1553 msgid "Default Textures" msgstr "デフォルトテクスチャ" #: /Editor/Src/Collab/REST/CollabHandler.h:27 msgid "Comment" msgstr "コメント" #: /Runtime/Graphics/EnlightenSceneMapping.h:236 msgid "Atlas Size" msgstr "アトラスの大きさ" #: /Runtime/Misc/PlayerSettings.cpp:564 msgid "Allowed Autorotate To Landscape Left" msgstr "横向き (左) への自動回転を許可" #: /Editor/Src/AnnotationManager.cpp:424 msgid "Icon Enabled" msgstr "アイコン有効" #: /Runtime/Graphics/LightmapSettings.cpp:66 msgid "Use Shadowmask" msgstr "シャドウマスクを使用" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:145 msgid "Platform Settings" msgstr "プラットフォーム設定" #: /Runtime/Camera/LightProbes.cpp:36 msgid "Non Tetrahedralized Probe Set Index Map" msgstr "非4面体化プローブセットインデックスマップ" #: /Runtime/Camera/RenderSettings.cpp:487 Editor/Mono/SettingsWindow/FogEditor.cs:1 msgid "Linear Fog End" msgstr "リニアのフォグの終了" #: /Runtime/Graphics/Billboard/SharedBillboardData.cpp:19 Editor/Mono/Inspector/SpriteRendererEditor.cs:1 msgid "Width" msgstr "幅" #: /Editor/Src/SceneVisibility/SceneVisibilityData.cpp:17 msgid "Hidden Game Objects Persistent" msgstr "非表示のゲームオブジェクト 永続的" #: /Editor/Src/Audio/Mixer/AudioMixerEffectController.cpp:59 msgid "Send Target" msgstr "ターゲットを送信" #: /Editor/Src/EditorUserBuildSettings.cpp:183 msgid "NVN Draw Validation" msgstr "NVN Draw Validation" #: /Runtime/Misc/PlayerSettings.cpp:666 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Supported Aspect Ratios" msgstr "対応するアスペクト比" #: /Editor/Src/EditorUserBuildSettings.cpp:168 msgid "Need Submission Materials" msgstr "マテリアル提出が必要" #: /Editor/Src/Animation/StateMachine.cpp:765 msgid "States" msgstr "ステート" #: /Editor/Src/LightmapEditorSettings.cpp:384 msgid "PVR EnvironmentMIS" msgstr "PVR 環境 MIS" #: /Editor/Src/AnnotationManager.cpp:440 msgid "Use3d Gizmos" msgstr "3D ギズモを使用" #: /Editor/Src/LightmappingAnalyticsData.h:86 Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Lightmap Resolution" msgstr "ライトマップ解像度" #: /Runtime/2D/SpriteTiling/TilingShapeGenerator.h:46 msgid "Adaptive Tiling Threshold" msgstr "アダプティブタイリングしきい値" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2658 msgid "TvOS Top Shelf Image Layers" msgstr "TvOS 上段画像レイヤー" #: /Runtime/Graphics/Mesh/MeshFilter.cpp:100 Editor/Mono/Inspector/SkinnedMeshRendererEditor.cs:1 msgid "Mesh" msgstr "メッシュ" #: /Runtime/Shaders/ShaderImpl/ShaderErrors.h:90 msgid "Line" msgstr "ライン" #: /Runtime/Camera/OcclusionCullingData.cpp:75 msgid "Size Portals" msgstr "ポータルのサイズ" #: /Runtime/Math/AnimationCurve.h:302 msgid "Tangent Mode" msgstr "接線モード" #: /Runtime/Graphics/Renderer.cpp:721 msgid "PreserveU Vs" msgstr "UV を保存" #: /Runtime/Graphics/CustomRenderTexture.cpp:664 Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Initialization Mode" msgstr "初期化モード" #: /Runtime/BaseClasses/GameObject.cpp:999 msgid "Component" msgstr "コンポーネント" #: /Runtime/Misc/PlayerSettings.cpp:762 msgid "Cloud Enabled" msgstr "クラウド有効" #: /Editor/Src/ProjectVersion.cpp:125 msgid "Editor Version With Revision" msgstr "リビジョン付きのエディターバージョン" #: /Runtime/Camera/RenderSettings.cpp:481 Editor/Mono/SettingsWindow/FogEditor.cs:1 msgid "Fog" msgstr "フォグ" #: /Runtime/Graphics/LightmapSettings.cpp:56 Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Lightmaps" msgstr "ライトマップ" #: /Editor/Src/LightmappingAnalyticsData.h:72 Editor/Mono/SceneModeWindows/LightingWindowLightingTab.cs:1 msgid "Auto Generate" msgstr "自動生成 " #: /Runtime/2D/Sorting/SortingGroup.cpp:113 Editor/Mono/Inspector/CanvasEditor.cs:1 msgid "Sorting Layer" msgstr "ソートレイヤー" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2984 Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "Allow Unsafe Code" msgstr "アンセーフコードを許可" #: /Runtime/Math/Rect.h:235 msgid "Xmin" msgstr "Xmin" #: /Editor/Src/SceneVisibility/SceneVisibilityData.cpp:24 msgid "Hidden Game Objects" msgstr "非表示のゲームオブジェクト" #: /Editor/Src/Audio/Mixer/AudioMixerEffectController.cpp:60 msgid "Enable Wet Mix" msgstr "ウェットミックスを有効にする" #: /Editor/Src/Animation/Transition.h:52 msgid "Condition Event" msgstr "条件イベント" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:201 msgid "Terrain Chunk DynamicUVST" msgstr "Terrain (地形) チャンク DynamicUVST" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporter.cpp:626 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Texture Type" msgstr "テクスチャタイプ" #: /Runtime/Graphics/Renderer.cpp:731 Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Lightmap Parameters" msgstr "ライトマップパラメーター" #: /Runtime/Shaders/SerializedShaderData.h:564 msgid "Blob Index" msgstr "BLOB インデックス" #: /Runtime/Graphics/LightmapData.h:54 msgid "Indirect Lightmap" msgstr "間接的なライトマップ" #: /Runtime/BaseClasses/GameObject.cpp:1045 msgid "Tag String" msgstr "タグ文字列" #: /Runtime/Graphics/SpriteFrame.cpp:216 msgid "RD" msgstr "RD" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:158 msgid "Compression Quality Set" msgstr "圧縮品質セット" #: /Runtime/Misc/PlayerSettingsSplashScreen.h:164 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "Show Unity Splash Screen" msgstr "スプラッシュスクリーンを表示" #: /Editor/Src/Animation/StateMachine.cpp:315 Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateEditor.cs:1 msgid "Write Default Values" msgstr "デフォルト値を書き込む" #: /Runtime/Camera/Flare.h:72 msgid "Image Index" msgstr "画像インデックス" #: /Runtime/Graphics/Texture2D.cpp:1074 msgid "Texture Dimension" msgstr "テクスチャ寸法" #: /Editor/Src/EditorUserBuildSettings.cpp:141 msgid "Architecture Flags" msgstr "アーキテクチャフラグ" #: /Editor/Src/EditorUserBuildSettings.cpp:160 PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1 msgid "Development" msgstr "開発" #: /Runtime/Graphics/QualitySettings.cpp:451 msgid "Streaming Mipmaps Memory Budget" msgstr "ストリーミングミップマップメモリバジェット" #: /Editor/Src/LightmapEditorSettings.cpp:372 Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "PVR Environment Sample Count" msgstr "PVR 環境サンプル数" #: /Runtime/Camera/GraphicsSettings.cpp:467 msgid "Albedo Swatch Infos" msgstr "アルべドスウォッチ情報" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporter.cpp:643 msgid "Build Target Settings" msgstr "ビルドターゲット設定" #: /Runtime/Misc/RuntimeInitializeOnLoadManager.cpp:560 msgid "Num Of Methods" msgstr "メソッドの数" #: /Runtime/Graphics/EnlightenSceneMapping.h:229 msgid "Num Chunks InX" msgstr "X 内のチャンク数" #: /Editor/Src/LightmapEditorSettings.cpp:358 Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Final Gather Ray Count" msgstr "ファイナルギャザーレイカウント" #: /Editor/Src/SceneObjectIdentifier.h:49 msgid "Target Object" msgstr "ターゲットオブジェクト" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:139 msgid "Lightmapped Renderer DataI Ds" msgstr "ライトマップに含まれるレンダラーデータ ID" #: /Runtime/Camera/RenderSettings.cpp:493 Editor/Mono/SettingsWindow/LightingEditor.cs:1 msgid "Ambient Mode" msgstr "環境モード" #: /Editor/Src/EditorUserBuildSettings.cpp:203 msgid "SelectedWSA Build And Run Deploy Target" msgstr "SelectedWSA ビルドして実行デプロイターゲット" #: /Runtime/Graphics/LOD/LODGroup.cpp:391 Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Animate Cross Fading" msgstr "アニメーションをクロスフェード" #: /Editor/Src/UnityConnect/UnityConnectInfo.h:31 msgid "Logged In" msgstr "ログイン" #: /Runtime/Shaders/NameToObjectMap.h:140 msgid "Object To Name" msgstr "オブジェクトを名前に" #: /Editor/Src/LightmapEditorSettings.cpp:382 msgid "PVR Filter TypeAO" msgstr "PVR フィルタータイプ AO" #: /Runtime/Shaders/SerializedShaderData.h:802 msgid "Rt Separate Blend" msgstr "Rt 個別ブレンド" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:302 msgid "Has Fixed Function Shaders" msgstr "固定機能シェーダーを含む" #: /Runtime/Camera/RenderSettings.cpp:486 Editor/Mono/SettingsWindow/FogEditor.cs:1 msgid "Linear Fog Start" msgstr "リニアのフォグの開始" #: /Runtime/Shaders/SerializedShaderData.h:585 msgid "UAV Params" msgstr "UAV パラメーター" #: /Editor/Src/BuildPipeline/PlatformModuleSetup.h:29 msgid "Modules" msgstr "モジュール" #: /Runtime/Math/AnimationCurve.h:295 Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateEditor.cs:1 msgid "Value" msgstr "値" #: /Runtime/Mono/MonoScript.cpp:343 msgid "Default References" msgstr "デフォルトの解像度" #: /Runtime/Misc/PlayerSettings.cpp:568 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Disable Depth And Stencil Buffers" msgstr "深度とステンシルバッファを無効にする" #: /Editor/Src/Animation/BlendTree.cpp:68 msgid "Blend ParameterY" msgstr "ブレンドパラメーター Y" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2685 msgid "MetalAPI Validation" msgstr "Metal API 検証" #: /Editor/Src/LightmappingAnalyticsData.h:94 Editor-Missing:Missing detected at runtime. msgid "Enlighten" msgstr "Enlighten" #: /Runtime/Graphics/QualitySettings.cpp:423 msgid "Pixel Light Count" msgstr "ピクセルライト数" #: /Editor/Src/EditorUserSettings.cpp:204 msgid "Cache Servers" msgstr "キャッシュサーバー" #: /Editor/Src/Collab/Logging/CollabCurlRequestEventLogger.h:149 msgid "Response Headers" msgstr "レスポンスヘッダー" #: /Runtime/Graphics/Mesh/SubMesh.h:70 msgid "Is Tri Strip" msgstr "三角形ストリップにする" #: /Editor/Src/BuildPipeline/BuildTargetDiscovery.cpp:102 msgid "Nice Name" msgstr "ナイスネーム" #: /Runtime/Misc/PlayerSettings.cpp:764 msgid "Enable Native Platform Backends For New Input System" msgstr "新しい Input System のネイティブプラットフォームバックエンドを有効にする" #: /Editor/Src/Audio/Mixer/AudioMixerEffectController.cpp:56 msgid "Effect Name" msgstr "エフェクト名" #: /Runtime/BaseClasses/EditorExtension.cpp:41 msgid "Prefab Parent Object" msgstr "プレハブの親オブジェクト" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2671 msgid "IOS Launch Screeni Pad Background Color" msgstr "iOS 起動画面 iPad 背景色" #: /Runtime/Camera/OcclusionCullingSettings.cpp:110 msgid "SceneGUID" msgstr "シーン GUID" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3092 msgid "Facebook Logging" msgstr "Facebook Logging" #: /Editor/Src/Prefabs/PrefabInstance.cpp:93 msgid "Objects" msgstr "オブジェクト" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2968 msgid "WebGL Use Embedded Resources" msgstr "WebGL 埋め込みリソースの使用" #: /Runtime/Graphics/Billboard/SharedBillboardData.cpp:45 msgid "Shared Billboard Data" msgstr "共有ビルボードデータ" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2462 msgid "Reflection Probe Usage" msgstr "リフレクションプローブの使用" #: /Runtime/Graphics/LightmapData.h:41 msgid "Shadow Mask" msgstr "シャドウマスク" #: /Editor/Src/Collab/REST/CollabHandler.h:43 msgid "Update To Revision" msgstr "リビジョンへ更新" #: /Runtime/Misc/PlayerSettings.cpp:723 msgid "Unity Forward Compatible Version" msgstr "Unity 転送互換バージョン" #: /Runtime/Graphics/Mesh/VertexData.h:126 Editor/Mono/Inspector/RenderTextureEditor.cs:1 msgid "Dimension" msgstr "寸法" #: /Editor/Src/LightmapEditorSettings.cpp:340 msgid "Bake Resolution" msgstr "ベイク解像度" #: /Editor/Src/UnityConnect/UnityConnectCommon.h:73 msgid "Move Lock" msgstr "ロックの移動" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:136 msgid "Sprite Generate Fallback Physics Shape" msgstr "スプライトフォールバック物理形状生成" #: /Runtime/Geometry/BoundsInt.h:15 msgid "Bounds Int" msgstr "範囲 Int" #: /Runtime/Shaders/SerializedShaderData.h:511 msgid "Sampler Index" msgstr "サンプラーインデックス" #: /Runtime/Shaders/ComputeShaderStructs.cpp:52 msgid "In Buffers" msgstr "バッファ" #: /Runtime/Shaders/Shader.cpp:1532 msgid "Non Modifiable Textures" msgstr "変更可能なテクスチャがありません" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3019 msgid "Metro Wide Tile Show Name" msgstr "Metro ワイドタイルの名前を表示" #: /Runtime/BaseClasses/EditorExtension.cpp:138 msgid "Editor Extension" msgstr "エディター拡張" #: /Editor/Src/Animation/Transition.cpp:238 Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:1 msgid "Transition Offset" msgstr "遷移オフセット" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:138 msgid "Alpha Usage" msgstr "アルファの使用" #: /Runtime/Misc/PlayerSettings.cpp:512 PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Target Device" msgstr "ターゲットデバイス" #: /Runtime/Camera/RenderSettings.cpp:513 msgid "Ambient Probe" msgstr "アンビエントプローブ" #: /Runtime/Graphics/Mesh/MeshBlendShape.h:90 msgid "Vertex Count" msgstr "頂点数" #: /Editor/Src/AssetPipeline/AssetImporter.h:83 msgid "Assembly" msgstr "アセンブリ名" #: /Runtime/Graphics/CustomRenderTexture.cpp:670 Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Shader Pass" msgstr "シェーダーパス" #: /Runtime/Misc/PlayerSettings.cpp:565 msgid "UseOS Autorotation" msgstr "OS の自動回転を使用" #: /Editor/Src/Collab/Requests/DiffRevisionsRequests.h:47 msgid "End RevisionID" msgstr "最後のリビジョン ID" #: /Runtime/Graphics/Texture3D.cpp:538 msgid "Mip Map" msgstr "ミップマップ" #: /Runtime/Misc/PlayerSettings.cpp:582 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Prepare IOS For Recording" msgstr "録画用に iOS を準備" #: /Editor/Src/SceneVisibility/SceneIdentifier.h:23 msgid "Guid" msgstr "GUID" #: /Runtime/Input/TimeManager.cpp:625 msgid "First Frame After Reset" msgstr "リセット後の最初のフレーム" #: /Editor/Src/AssetPipeline/AssetMetaData.cpp:30 msgid "Asset Store Ref" msgstr "アセットストア参照" #: /Runtime/Shaders/SerializedShaderData.h:549 msgid "Struct Params" msgstr "Struct パラメーター" #: /Runtime/Shaders/SerializedShaderData.h:985 msgid "Name Indices" msgstr "名前インデックス" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:159 msgid "Texture Format Set" msgstr "テクスチャ形式のセット" #: /Editor/Src/Collab/REST/CollabHandler.h:94 msgid "Seat" msgstr "シート" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3236 msgid "I Phone Bundle Identifier" msgstr "iPhone のバンドル識別子" #: /Runtime/Graphics/Image.h:228 msgid "Row Bytes" msgstr "Row バイト" #: /Runtime/Shaders/SerializedShaderData.h:581 msgid "Texture Params" msgstr "テクスチャパラメーター" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:74 msgid "Compression Quality" msgstr "圧縮品質" #: /Editor/Src/UnityConnect/UnityConnectInfo.h:33 msgid "Show Login Window" msgstr "ログインウィンドウを表示" #: /Runtime/Misc/PlayerSettings.cpp:588 msgid "Submit Analytics" msgstr "分析を送信する" #: /Runtime/Graphics/Mesh/CompressedAnimationCurve.h:36 PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Path" msgstr "パス" #: /Runtime/Misc/PlayerSettings.cpp:524 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Default Cursor" msgstr "デフォルトのカーソル" #: /Runtime/Misc/PlayerSettings.cpp:538 Editor/Mono/Modules/DefaultPlayerSettingsEditorExtension.cs:1 msgid "MT Rendering" msgstr "MT レンダリング" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2680 msgid "IOS Background Modes" msgstr "iOS バックグラウンドモード" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:101 msgid "Mip Map Fade Distance End" msgstr "ミップマップのフェード距離の終了" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporter.cpp:602 msgid "Source Texture Information" msgstr "ソーステクスチャ情報" #: /Runtime/Graphics/QualitySettings.cpp:578 msgid "Stripped MaximumLOD Level" msgstr "ストリップされた MaximumLOD レベル" #: /Runtime/Misc/PlayerSettings.cpp:563 msgid "Allowed Autorotate To Landscape Right" msgstr "横向き (右) への自動回転を許可" #: /Runtime/Camera/RenderLayers/GUITexture.cpp:378 msgid "Pixel Inset" msgstr "ピクセル インセット" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2730 msgid "Android Use Low Accuracy Location" msgstr "Android 位置情報を低精度にする" #: /Editor/Src/Animation/StateMachine.cpp:317 msgid "Speed Parameter Active" msgstr "速度パラメーター有効" #: /Runtime/Transform/RectTransform.cpp:178 msgid "Local Rotation" msgstr "ローカル回転" #: /Runtime/Shaders/SerializedShaderData.h:834 msgid "Fog End" msgstr "フォグの終端" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2725 PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Android Build Apk Per Cpu Architecture" msgstr "Android Build Apk (CPU アーキテクチャごと)" #: /Runtime/Graphics/Mesh/MeshBlendShape.h:101 Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "Channels" msgstr "チャンネル" #: /Runtime/Graphics/LOD/LODGroup.cpp:403 msgid "LO Ds" msgstr "LOD" #: /Runtime/Graphics/QualitySettings.cpp:437 msgid "Anisotropic Textures" msgstr "異方性テクスチャ" #: /Runtime/Shaders/SerializedShaderData.h:640 msgid "Comp" msgstr "比較" #: /Runtime/Graphics/QualitySettings.cpp:515 msgid "Editor Quality" msgstr "エディター品質" #: /Editor/Src/SceneVisibility/SceneVisibilityState.cpp:38 msgid "Scene Data" msgstr "シーンデータ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2740 msgid "Android Validate App Bundle Size" msgstr "Android App Bundle サイズを検証" #: /Runtime/Misc/PlayerSettings.cpp:570 PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Android Render Outside Safe Area" msgstr "Android セーフエリア外を描画する" #: /Editor/Src/Animation/Transition.cpp:30 Editor/Mono/Inspector/AudioSourceInspector.cs:1 msgid "Mute" msgstr "ミュート" #: /Runtime/Camera/Flare.h:76 msgid "Use Light Color" msgstr "ライトカラーの使用" #: /Runtime/Graphics/EnlightenSceneMapping.h:221 msgid "Input System Hash" msgstr "Input System ハッシュ" #: /Runtime/Graphics/Mesh/CompressedMesh.h:159 msgid "Normal Signs" msgstr "法線サイン" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2638 msgid "I Phone Tall High Res Splash Screen" msgstr "iPhone Tall 高解像度スプラッシュ画面" #: /Editor/Src/Animation/StateMachine.cpp:837 msgid "Entry Transitions" msgstr "エントリー遷移" #: /Runtime/Misc/PlayerSettings.cpp:536 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Active Color Space" msgstr "現在の色空間" #: /Runtime/Misc/PlayerSettings.cpp:676 msgid "Metro Enable Independent Input Source" msgstr "Metro 個別入力ソースを有効にする" #: /Runtime/Input/TimeManager.cpp:630 msgid "Render Frame Count" msgstr "レンダーフレーム数" #: /Runtime/Graphics/Billboard/SharedBillboardData.cpp:20 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Bottom" msgstr "下" #: /Runtime/Camera/ReflectionProbes.cpp:64 msgid "Back Ground Color" msgstr "背景色" #: /Editor/Src/LightmapEditorSettings.cpp:390 msgid "PVR Filtering Gauss RadiusAO" msgstr "PVR フィルタリングガウス半径 AO" #: /Runtime/Graphics/Mesh/Mesh.cpp:501 msgid "BonesAABB" msgstr "ボーン AABB" #: /Runtime/Camera/RenderSettings.cpp:507 msgid "Reflection Bounces" msgstr "反射回数" #: /Runtime/2D/Common/SpriteRenderData.cpp:383 msgid "Uv" msgstr "UV" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2668 msgid "IOS Launch Screen Custom Xib Path" msgstr "iOS 起動画面カスタム Xib パス" #: /Runtime/Transform/RectTransform.cpp:196 msgid "Anchored Position" msgstr "アンカー位置" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2748 msgid "Build Target Batching" msgstr "ビルドターゲットバッチ処理" #: /Runtime/Graphics/Renderer.cpp:714 Editor/Mono/Inspector/RendererEditorBase.cs:1 msgid "Light Probe Volume Override" msgstr "ライトプローブボリュームのオーバーライド" #: /Editor/Src/EditorUserSettings.cpp:186 msgid "VC Workspace" msgstr "VC ワークスペース" #: /Runtime/Misc/BuildSettings.cpp:202 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Version" msgstr "バージョン" #: /Runtime/2D/Common/SpriteRenderData.cpp:18 Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "Name" msgstr "名前" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:117 msgid "Gray Scale To Alpha" msgstr "グレースケールをアルファに" #: /Runtime/Transform/Transform.cpp:1188 msgid "Local Position" msgstr "ローカル位置" #: /Runtime/Camera/LightProbes.cpp:34 msgid "Probe Sets" msgstr "プローブセット" #: /Runtime/Camera/GraphicsSettings.cpp:458 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Lightmap Keep Dir Combined" msgstr "ライトマップ 加えた指向性を維持" #: /Editor/Src/LightmappingAnalyticsData.h:82 Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Indirect Resolution" msgstr "間接解像度 " #: /Editor/Src/Collab/Jobs/CollabRevertFileAsyncJob.h:71 msgid "Reverts" msgstr "元に戻す" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:38 Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Texture Compression" msgstr "テクスチャ圧縮" #: /Runtime/Camera/RenderSettings.cpp:508 msgid "Reflection Intensity" msgstr "リフレクションの強さ" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:125 msgid "NPOT Scale" msgstr "2 の累乗以外のサイズ" #: /Runtime/Shaders/SerializedShaderData.h:522 msgid "Original Index" msgstr "元のインデックス" #: /Runtime/Camera/LightProbes.cpp:45 msgid "Baked Coefficients" msgstr "ベイク係数" #: /Runtime/Camera/LightProbeProxyVolume.cpp:157 msgid "ResolutionY" msgstr "解像度 Y" #: /Runtime/Graphics/CustomRenderTexture.cpp:663 Editor/Mono/Inspector/AnimatorInspector.cs:1 msgid "Update Mode" msgstr "更新モード" #: /Runtime/Shaders/SerializedShaderData.h:1248 msgid "To" msgstr "To" #: /Runtime/Shaders/SerializedShaderData.h:619 msgid "Sub Programs" msgstr "サブプログラム" #: /Runtime/Graphics/QualitySettings.cpp:425 msgid "Shadow Resolution" msgstr "影の解像度" #: /Runtime/Mono/MonoScript.cpp:342 Packages/com.unity.ugui/Editor/UI/GraphicEditor.cs:1 msgid "Script" msgstr "スクリプト" #: /Runtime/Misc/PlayerSettings.cpp:704 msgid "Color Gamuts" msgstr "色域" #: /Runtime/Misc/PlayerSettings.cpp:595 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Use Mac App Store Validation" msgstr "Mac App Store の検証を使用" #: /Runtime/Graphics/SpriteFrame.cpp:138 msgid "Extrude" msgstr "押し出し" #: /Runtime/Camera/RenderSettings.cpp:492 msgid "Ambient Intensity" msgstr "環境光の強さ" #: /Runtime/Shaders/ShaderNameRegistry.cpp:172 msgid "Preload Shaders" msgstr "プリロードシェーダー" #: /Editor/Src/Animation/Transition.h:56 Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:1 msgid "Exit Time" msgstr "終了時間" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3091 msgid "Facebook Cookies" msgstr "Facebook Cookies" #: /Runtime/Misc/PlayerSettings.cpp:555 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Android Show Activity Indicator On Loading" msgstr "Android ロード中にアクティビティインジケーターを表示" #: /Editor/Src/Animation/Transition.cpp:29 msgid "Solo" msgstr "ソロ" #: /Runtime/2D/Common/SpriteTypes.h:92 Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "Rotation" msgstr "回転" #: /Runtime/Shaders/SerializedShaderData.h:826 msgid "Stencil Op" msgstr "ステンシル操作" #: /Runtime/Camera/ReflectionProbes.cpp:87 msgid "Baked Texture" msgstr "テクスチャをベイク" #: /Runtime/Camera/LightBakingOutput.h:46 msgid "Lightmap Bake Mode" msgstr "ライトマップベイクモード" #: /Runtime/Misc/RuntimeInitializeOnLoadManager.cpp:572 msgid "Method Name" msgstr "メソッド名" #: /Runtime/Camera/RenderLayers/GUITexture.cpp:380 msgid "Left Border" msgstr "左端" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2770 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Enable Internal Profiler" msgstr "内部プロファイラーを有効にする" #: /Editor/Src/AssetPipeline/AssetImporter.cpp:612 msgid "External Objects" msgstr "外部オブジェクト" #: /Runtime/Shaders/Shader.cpp:1503 Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "Platforms" msgstr "プラットフォーム" #: /Runtime/Misc/PlayerSettings.cpp:761 msgid "Organization Id" msgstr "組織 ID" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3093 msgid "Facebook Status" msgstr "Facebook Status" #: /Editor/Src/LightmapEditorSettings.cpp:347 msgid "Extract Ambient Occlusion" msgstr "アンビエントオクルージョンを抽出" #: /Runtime/Camera/GraphicsSettings.cpp:463 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Fog Keep Linear" msgstr "フォグ リニアを維持" #: /Runtime/Input/InputAxis.h:160 msgid "Axis" msgstr "軸" #: /Runtime/Camera/GraphicsSettings.cpp:459 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Lightmap Keep Dynamic Plain" msgstr "ライトマップ 動的平面を維持" #: /Runtime/Camera/RenderSettings.cpp:498 Editor/Mono/SettingsWindow/LightingEditor.cs:1 msgid "Skybox Material" msgstr "スカイボックスマテリアル" #: /Editor/Src/Animation/StateMachine.cpp:346 msgid "Cycle Offset Parameter" msgstr "サイクルオフセット パラメーター" #: /Runtime/Input/TimeManager.cpp:649 msgid "Last Sync End" msgstr "最後の同期終了" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2660 msgid "TvOS Top Shelf Image Wide Layers" msgstr "TvOS 上段画像幅広レイヤー" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2567 msgid "Android Target Sdk Version" msgstr "Android ターゲット SDK バージョン" #: /Editor/Src/AnnotationManager.cpp:426 msgid "Gizmo Enabled" msgstr "ギズモ有効" #: /Runtime/Camera/Flare.cpp:945 msgid "Fade Speed" msgstr "フェード速度" #: /Runtime/Graphics/QualitySettings.cpp:448 msgid "Streaming Mipmaps Active" msgstr "ストリーミングミップマップ有効" #: /Runtime/Misc/PlayerSettings.cpp:591 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Bake Collision Meshes" msgstr "衝突メッシュをベイク" #: /Editor/Src/AnnotationManager.cpp:441 Editor/Mono/Annotation/AnnotationWindow.cs:1 msgid "Show Grid" msgstr "グリッドを表示" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:118 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Generate Cubemap" msgstr "キューブマップを生成" #: /Editor/Src/EditorUserBuildSettings.cpp:202 msgid "SelectedWSAUWPVS Version" msgstr "SelectedWSAUWPVS バージョン" #: /Editor/Src/BuildPipeline/BuildSerialization.h:95 msgid "Used Scripts" msgstr "使用したスクリプト" #: /Runtime/Camera/LightProbeProxyVolume.cpp:159 Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:1 msgid "Resolution Probes Per Unit" msgstr "ユニット毎の解像度プローブ" #: /Runtime/Shaders/UnityPropertySheet.cpp:201 msgid "Tex Envs" msgstr "テキスト環境" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:143 Modules/ParticleSystemEditor/ParticleSystemUI.cs:1 msgid "Lights" msgstr "ライト" #: /Editor/Src/LightmapEditorSettings.cpp:523 msgid "Lightmap Editor Settings" msgstr "ライトマップエディター設定" #: /Runtime/Input/TimeManager.cpp:640 msgid "Real Zero Time" msgstr "実質ゼロ時間" #: /Runtime/Camera/RenderSettings.cpp:489 msgid "Ambient Sky Color" msgstr "環境光 (空の色)" #: /Runtime/BaseClasses/TagManager.cpp:29 msgid "UniqueID" msgstr "固有の ID" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:132 Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "Alignment" msgstr "整列" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2373 Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:1 msgid "Content Type" msgstr "コンテンツタイプ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3026 msgid "Metro Splash Screen Background Color" msgstr "Metro スプラッシュスクリーン背景色" #: /Runtime/Misc/BuildSettings.cpp:230 msgid "GraphicsAP Is" msgstr "グラフィックスAPI" #: /Runtime/2D/Common/SpriteRenderData.cpp:13 msgid "Secondary Sprite Texture" msgstr "補助的スプライトテクスチャ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2646 msgid "I Pad Landscape Splash Screen" msgstr "iPad 横型スプラッシュ画面" #: /Runtime/Graphics/Texture3D.cpp:549 msgid "Texture Settings" msgstr "テクスチャ設定" #: /Runtime/Graphics/EnlightenSceneMapping.h:218 msgid "Atlas Index" msgstr "アトラスインデックス" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2591 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Strip Unused Mesh Components" msgstr "不使用のメッシュコンポーネントを除去" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2578 PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Android Preferred Install Location" msgstr "Android 優先インストール先" #: /Runtime/Graphics/TrailRenderer.cpp:491 Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "Min Vertex Distance" msgstr "最小頂点距離" #: /Runtime/Input/InputAxis.h:155 Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteOutlineModule.cs:1 msgid "Snap" msgstr "スナップ" #: /Runtime/Misc/PlayerSettings.cpp:669 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Preloaded Assets" msgstr "プリロードアセット" #: /Runtime/Math/Rect.h:21 msgid "Rectf" msgstr "矩形f" #: /Editor/Src/Animation/AnimatorControllerLayer.cpp:52 msgid "Controller" msgstr "コントローラー" #: /Runtime/Graphics/SpriteFrame.cpp:145 msgid "Render Data Key" msgstr "レンダリングデータキー" #: /Editor/Src/Animation/BlendTree.h:34 msgid "Threshold" msgstr "しきい値" #: /Editor/Src/Collab/REST/CollabHandler.h:44 msgid "Discard Local Changes" msgstr "ローカルの変更を破棄" #: /Runtime/Mono/MonoBehaviour.cpp:1567 msgid "Editor Hide Flags" msgstr "エディター非表示フラグ" #: /Runtime/Camera/ReflectionProbes.cpp:58 Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "Box Size" msgstr "ボックスサイズ" #: /Runtime/Input/InputManager.cpp:293 msgid "Current Key State" msgstr "現在のキーステート" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2636 msgid "I Phone Splash Screen" msgstr "iPhoneのスプラッシュ画面" #: /Editor/Src/LightmappingAnalyticsData.h:126 Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Prioritize View" msgstr "ビュー内優先 " #: /Runtime/Camera/OcclusionArea.cpp:57 msgid "Smallest Hole Size" msgstr "最小の穴のサイズ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2663 msgid "IOS Launch Screen Portrait" msgstr "iOS 起動画面縦型" #: /Runtime/Graphics/Mesh/CompressedMesh.h:164 msgid "UV Info" msgstr "UV 情報" #: /Runtime/Shaders/ComputeShaderStructs.cpp:50 Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1 msgid "Textures" msgstr "テクスチャ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3031 msgid "Platform Capabilities" msgstr "プラットフォーム性能" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:291 msgid "Non Stripped User Keywords" msgstr "除去されていないユーザーキーワード" #: /Runtime/Camera/RenderSettings.cpp:496 Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Subtractive Shadow Color" msgstr "減法シャドウカラー" #: /Runtime/Graphics/QualitySettings.cpp:456 msgid "Particle Raycast Budget" msgstr "パーティクルレイキャストバジェット" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2410 msgid "Version Code" msgstr "バージョンコード" #: /Runtime/Camera/GraphicsSettings.cpp:465 msgid "Fog Keep Exp2" msgstr "フォグ 指数 2 乗を維持" #: /Editor/Src/EditorUserSettings.cpp:172 msgid "VC Automatic Add" msgstr "VC 自動追加" #: /Editor/Src/Animation/BlendTree.cpp:71 Editor/Mono/Inspector/BlendTreeInspector.cs:1 msgid "Use Automatic Thresholds" msgstr "しきい値の自動設定を使用" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2729 PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Android Enable Banner" msgstr "Android バナーを有効" #: /Runtime/Math/AnimationCurve.h:297 msgid "Out Slope" msgstr "アウトスロープ" #: /Editor/Src/EditorUserSettings.cpp:174 msgid "VC Debug Cmd" msgstr "VC デバッグ Cmd" #: /Runtime/Input/TimeManager.cpp:542 Editor/Mono/Inspector/TimeManagerInspector.cs:1 msgid "Maximum Allowed Timestep" msgstr "最大許容時間ステップ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2727 PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Android Is Game" msgstr "Android ゲームである" #: /Editor/Src/AssetPipeline/TextureImporting/SpriteFrameMetaData.h:116 msgid "Tessellation Detail" msgstr "テッセレーションの詳細" #: /Editor/Src/SceneVisibility/SceneVisibilityData.cpp:28 msgid "Isolation Mode" msgstr "単独モード" #: /Runtime/BaseClasses/TagManager.cpp:239 Editor/Mono/Inspector/TagManagerInspector.cs:1 msgid "Layers" msgstr "レイヤー" #: /Runtime/Shaders/Shader.cpp:1505 msgid "Compressed Lengths" msgstr "圧縮した長さ" #: /Runtime/Camera/Flare.cpp:73 msgid "Texture Layout" msgstr "テクスチャレイアウト" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporter.cpp:632 msgid "Automatic Texture Format" msgstr "テクスチャ形式の自動化" #: /Editor/Src/AssetPipeline/AssetImporterLog.cpp:57 msgid "Logs" msgstr "ログ" #: /Editor/Src/AssetPipeline/TextureImporting/SpriteFrameMetaData.h:162 msgid "Edges" msgstr "エッジ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3241 msgid "I Phone Build Number" msgstr "iPhone ビルド番号" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2737 msgid "Android Banners" msgstr "Android バナー" #: /Runtime/BaseClasses/GameObject.cpp:1072 Editor/Mono/Inspector/ConstraintEditorBase.cs:1 msgid "Is Active" msgstr "有効にする" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:199 msgid "Uv Mesh" msgstr "UV メッシュ" #: /Runtime/Shaders/SerializedShaderData.h:683 msgid "Src Blend Alpha" msgstr "Src ブレンドアルファ" #: /Runtime/2D/SpriteAtlas/SpriteAtlas.cpp:29 msgid "Packed Sprite Names To Index" msgstr "パックしたスプライト名をインデックに" #: /Runtime/Graphics/Mesh/SkinnedMeshRenderer.cpp:959 Editor/Mono/Inspector/SkinnedMeshRendererEditor.cs:1 msgid "Blend Shape Weights" msgstr "ブレンドシェイプのウェイト" #: /Runtime/Camera/ShadowSettings.h:37 msgid "Use Culling Matrix Override" msgstr "カリング行列のオーバーライドを使用" #: /Editor/Src/Collab/Logging/CollabCurlRequestEventLogger.h:153 msgid "Uri" msgstr "URI" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:179 msgid "Baked Skybox Probe Cubemaps" msgstr "ベイクしたスカイボックスプローブキューブマップ" #: /Runtime/Misc/PlayerSettings.cpp:594 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Resizable Window" msgstr "リサイズ可能なウィンドウ" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:259 msgid "Force Sync Compilation" msgstr "同期コンパイルを強制" #: /Runtime/Camera/RenderSettings.cpp:509 Editor/Mono/SettingsWindow/LightingEditor.cs:1 msgid "Custom Reflection" msgstr "カスタムリフレクション" #: /Editor/Src/BuildPipeline/BuildTargetDiscovery.cpp:106 msgid "Renderer List" msgstr "レンダラーリスト" #: /Editor/Src/EditorSettings.cpp:291 Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Show Lightmap Resolution Overlay" msgstr "ライトマップ解像度オーバーレイを表示" #: /Runtime/Math/Color.h:409 Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "G" msgstr "G" #: /Runtime/Camera/OcclusionCullingSettings.cpp:142 Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:1 msgid "Smallest Hole" msgstr "最小の穴" #: /Runtime/Shaders/Material.cpp:221 msgid "String Tag Map" msgstr "文字列のタグマップ" #: /Runtime/2D/Common/SpriteTypes.h:94 msgid "Parent Id" msgstr "親のID" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2750 msgid "Build TargetVR Settings" msgstr "ビルドターゲット VR 設定" #: /Runtime/Shaders/Shader.cpp:1545 msgid "Shader Is Baked" msgstr "シェーダーはベイクされています" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:98 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Mip Maps Preserve Coverage" msgstr "ミップマップ維持範囲" #: /Runtime/Graphics/LOD/LODGroup.cpp:412 Modules/ParticleSystemEditor/ParticleSystemUI.cs:1 msgid "Renderer" msgstr "レンダラー" #: /Runtime/Shaders/GpuPrograms/ShaderVariantCollection.cpp:592 msgid "Shader Variant Collection" msgstr "シェーダーバリアントコレクション" #: /Editor/Src/EditorUserBuildSettings.cpp:155 msgid "Selected Compression Type" msgstr "選択した圧縮タイプ" #: /Runtime/Camera/Projector.cpp:376 Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:1 msgid "Far Clip Plane" msgstr "ファークリップ面" #: /Runtime/Graphics/EnlightenSceneMapping.h:238 msgid "First System Id" msgstr "最初のシステム ID" #: /Editor/Src/InspectorExpandedState.cpp:188 msgid "Script Class" msgstr "スクリプトクラス" #: /Runtime/Camera/LightBakingOutput.h:47 msgid "Is Baked" msgstr "ベイクする" #: /Runtime/Graphics/GISettings.h:78 Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Bounce Scale" msgstr "バウンスの大きさ" #: /Runtime/Misc/PlayerSettings.cpp:579 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Capture Single Screen" msgstr "1 画面をキャプチャ" #: /Runtime/Camera/OcclusionArea.cpp:53 msgid "Override Resolution" msgstr "解像度をオーバーライド" #: /Runtime/Camera/Projector.cpp:378 Editor/Mono/GameView/GameViewSizesMenuModifyItemUI.cs:1 msgid "Aspect Ratio" msgstr "アスペクト比" #: /Editor/Src/LightmapEditorSettings.cpp:375 Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "PVR Filtering Mode" msgstr "PVR フィルターモード" #: /Runtime/Graphics/QualitySettings.cpp:459 msgid "Async Upload Persistent Buffer" msgstr "非同期アップロード永続バッファ" #: /Runtime/BaseClasses/GameObject.cpp:1009 Editor/Mono/Inspector/GameObjectInspector.cs:1 msgid "Layer" msgstr "レイヤー" #: /Editor/Src/Animation/AnimatorControllerLayer.cpp:36 msgid "Human Mask" msgstr "ヒューマンマスク" #: /Runtime/Mono/MonoScript.cpp:352 msgid "Namespace" msgstr "名前空間" #: /Editor/Src/LightmapEditorSettings.cpp:376 msgid "PVR Denoiser Type Direct" msgstr "PVR ノイズ除去タイプ 直接光" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:134 msgid "Allow Alpha Splitting" msgstr "アルファ値の分離を許可" #: /Editor/Src/SceneVisibility/SceneIdentifier.h:9 msgid "Scene Identifier" msgstr "シーン識別子" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2585 msgid "Force Internet Permission" msgstr "インターネットのパーミッションを強制" #: /Runtime/Misc/ResourceManager.cpp:1769 msgid "Container" msgstr "コンテナー" #: /Runtime/Graphics/QualitySettings.cpp:439 Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Soft Particles" msgstr "ソフトパーティクル" #: /Runtime/Graphics/SpriteFrame.cpp:136 msgid "Pixels To Units" msgstr "ピクセルを単位に変換" #: /Runtime/Graphics/Mesh/CompressedMesh.h:146 msgid "Num Items" msgstr "項目の数" #: /Runtime/Camera/LightProbes.cpp:33 msgid "Tetrahedralization" msgstr "Tetrahedralization" #: /Runtime/Misc/BuildSettings.cpp:172 msgid "Preloaded Plugins" msgstr "プリロードするプラグイン" #: /Runtime/Scripting/ManagedReference/ManagedObjectHostTransferRedirect.h:336 msgid "CLASS_" msgstr "CLASS_" #: /Runtime/2D/Common/SpriteRenderData.cpp:361 msgid "Sprite Render Data" msgstr "スプライトレンダリングデータ" #: /Runtime/Graphics/LightmapSettings.cpp:43 msgid "Enlighten Scene Mapping" msgstr "Enlighten シーンマッピング" #: /Runtime/Graphics/Billboard/BillboardRenderer.cpp:234 Editor/Mono/Inspector/BillboardRendererInspector.cs:1 msgid "Billboard" msgstr "ビルボード" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:132 msgid "AO Textures" msgstr "AO テクスチャ" #: /Editor/Src/EditorSettings.cpp:267 msgid "Etc Texture Fast Compressor" msgstr "ETC テクスチャ高速圧縮" #: /Runtime/Graphics/Mesh/CompressedMesh.h:160 msgid "Tangent Signs" msgstr "接線の符号" #: /Runtime/Graphics/Mesh/CompressedMesh.h:128 Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Start" msgstr "開始" #: /Runtime/Camera/ReflectionProbes.cpp:60 msgid "Near Clip" msgstr "ニアクリップ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2655 msgid "TvOS Small Icon Layers2x" msgstr "TvOS 小さなアイコンレイヤー2x" #: /Runtime/Misc/RuntimeInitializeOnLoadManager.cpp:561 msgid "Method Index" msgstr "メソッドインデックス" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2958 msgid "WebGL Memory Size" msgstr "WebGL メモリサイズ" #: /Runtime/Misc/BuildSettings.cpp:203 msgid "Auth Token" msgstr "認証トークン" #: /Runtime/Misc/BuildSettings.cpp:176 msgid "HasPRO Version" msgstr "プロバージョンあり" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporter.cpp:703 msgid "FileID To Recycle Name" msgstr "ファイル ID で名前を再利用" #: /Runtime/Graphics/Mesh/Mesh.cpp:500 msgid "Root Bone Name Hash" msgstr "ルートボーン 名前ハッシュ" #: /Runtime/Camera/ReflectionProbes.cpp:70 Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "Render Dynamic Objects" msgstr "動的オブジェクトをレンダリング" #: /Runtime/Misc/PlayerSettings.cpp:532 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Default Screen Height" msgstr "デフォルトの画面の高さ" #: /Runtime/Camera/Flare.h:79 Editor-Missing:Missing detected at runtime. msgid "Fade" msgstr "フェード" #: /Runtime/Graphics/GISettings.h:80 Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Albedo Boost" msgstr "アルベド強化" #: /Runtime/Graphics/LineBuilder.h:151 msgid "Width Curve" msgstr "深度カーブ" #: /Runtime/Misc/PlayerSettings.cpp:710 msgid "Android Max Aspect Ratio" msgstr "Android 最大アスペクト比" #: /Runtime/Graphics/Billboard/SharedBillboardData.cpp:21 Editor/Mono/Inspector/SpriteRendererEditor.cs:1 msgid "Height" msgstr "高さ" #: /Runtime/BaseClasses/TagManager.cpp:250 Editor/Mono/Inspector/TagManagerInspector.cs:1 msgid "Sorting Layers" msgstr "ソートレイヤー" #: /Runtime/Graphics/CustomRenderTexture.cpp:662 Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Init Texture" msgstr "初期テクスチャ" #: /Editor/Src/EditorSettings.cpp:268 msgid "Etc Texture Normal Compressor" msgstr "ETC テクスチャ標準圧縮" #: /Runtime/Transform/RectTransform.cpp:198 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Pivot" msgstr "ピボット" #: /Runtime/Geometry/Plane.h:28 msgid "Plane" msgstr "平面" #: /Editor/Src/LightmappingAnalyticsData.h:76 Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Bake Backend" msgstr "バックエンドをベイク" #: /Runtime/Camera/ReflectionProbes.cpp:72 Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "Importance" msgstr "重要度" #: /Editor/Src/Collab/REST/CollabHandler.h:25 msgid "Publish All" msgstr "すべてを公開" #: /Editor/Src/AssetPipeline/TextureImporting/SpriteFrameMetaData.h:159 msgid "InternalID" msgstr "InternalID" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2974 msgid "WebGL Wasm Streaming" msgstr "WebGL wasm ストリーミング" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2463 Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Enable Bump" msgstr "バンプを有効にする" #: /Runtime/Scripting/TextAsset.cpp:47 msgid "Text Asset" msgstr "テキストアセット" #: /Runtime/Graphics/Texture3D.cpp:533 Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Depth" msgstr "深度" #: /Runtime/Graphics/EnlightenSceneMapping.h:219 msgid "Atlas OffsetX" msgstr "アトラスの X 軸オフセット" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:173 Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:1 msgid "Bind As Default" msgstr "スプライトのデフォルト" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3090 msgid "Facebook App Id" msgstr "Facebook App Id" #: /Runtime/BaseClasses/GameObject.cpp:1050 msgid "Nav Mesh Layer" msgstr "ナビメッシュレイヤー" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2630 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "UI Status Bar Hidden" msgstr "UI ステータスバーを非表示" #: /Editor/Src/BuildPipeline/AssetBundleBuildData.h:19 msgid "Asset File Hash" msgstr "アセットファイルハッシュ" #: /Editor/Src/UnityConnect/UnityConnectInfo.h:32 Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Work Offline" msgstr "オフラインモード" #: /Runtime/Graphics/TrailRenderer.cpp:492 Editor/Mono/Inspector/TrailRendererEditor.cs:1 msgid "Autodestruct" msgstr "自動破棄" #: /Editor/Src/EditorUserBuildSettings.cpp:169 msgid "Compress With Ps Arc" msgstr "Ps Arc で圧縮" #: /Runtime/Graphics/Mesh/MeshRenderer.cpp:61 msgid "Additional Vertex Streams" msgstr "追加の頂点ストリーム" #: /Editor/Src/LightmapEditorSettings.cpp:396 Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Export Training Data" msgstr "トレーニングデータをエクスポート" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2967 msgid "WebGL Analyze Build Size" msgstr "WebGL ビルドサイズを解析" #: /Runtime/Math/Gradient.cpp:246 Editor/Mono/Inspector/MinMaxGradientPropertyDrawer.cs:1 msgid "Gradient" msgstr "グラデーション" #: /Runtime/Graphics/QualitySettings.cpp:449 Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Streaming Mipmaps Add All Cameras" msgstr "ストリーミングミップマップすべてのカメラを追加" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:78 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Generate Mip Maps" msgstr "ミップマップを生成" #: /Runtime/2D/SpriteAtlas/SpriteAtlas.cpp:28 msgid "Packed Sprites" msgstr "パックしたスプライト" #: /Editor/Src/SceneManager/SceneManagerSetup.h:53 msgid "Scene Setups" msgstr "シーン設定" #: /Editor/Src/WebSocketClient/Message.h:50 msgid "Topic" msgstr "トピック" #: /Runtime/Graphics/CubemapArrayTexture.cpp:406 msgid "Cubemap Count" msgstr "キューブマップ数" #: /Runtime/Shaders/Shader.cpp:1507 msgid "Compressed Blob" msgstr "圧縮 BLOB" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:255 msgid "Types Mask" msgstr "タイプマスク" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2459 Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Receive Shadows" msgstr "影を受ける" #: /Editor/Src/UnityConnect/UnityConnectCommon.h:66 msgid "ProjectGUID" msgstr "プロジェクト GUID" #: /Runtime/Graphics/QualitySettings.cpp:458 msgid "Async Upload Buffer Size" msgstr "非同期アップロードバッファサイズ" #: /Editor/Src/Animation/StateMachine.cpp:318 msgid "Mirror Parameter Active" msgstr "ミラーパラメーター有効" #: /Editor/Src/EditorSettings.cpp:269 msgid "Etc Texture Best Compressor" msgstr "ETC テクスチャ最適圧縮" #: /Editor/Src/LightmappingAnalyticsData.h:125 Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Bounces" msgstr "バウンス " #: /Runtime/Math/Color.h:410 Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "B" msgstr "B" #: /Runtime/PreloadManager/PreloadData.cpp:14 Editor/Mono/ObjectSelector.cs:1 msgid "Assets" msgstr "アセット" #: /Runtime/2D/SpriteAtlas/SpriteAtlasTypes.h:42 msgid "Texture Rect" msgstr "テクスチャの Rect" #: /Runtime/Camera/Projector.cpp:381 Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Orthographic Size" msgstr "平行投影サイズ" #: /Runtime/Misc/PlayerSettingsSplashScreen.h:165 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "Show Unity Splash Logo" msgstr "Unity スプラッシュロゴを表示" #: /Editor/Src/BuildPipeline/BuildSerialization.h:100 msgid "Player Path" msgstr "プレイヤーパス" #: /Editor/Src/Animation/StateMachine.cpp:835 msgid "Child State Machines" msgstr "子ステートマシン" #: /Runtime/Input/TimeManager.cpp:626 msgid "First Frame After Pause" msgstr "一時停止後の最初のフレーム" #: /Runtime/Graphics/Mesh/MeshBlendShape.h:110 msgid "Tangent" msgstr "接線" #: /Editor/Src/EditorUserSettings.cpp:203 msgid "Cache Server Mode" msgstr "キャッシュサーバーモード" #: /Runtime/Shaders/ShaderImpl/ShaderErrors.h:86 msgid "Message" msgstr "メッセージ" #: /Runtime/Misc/PlayerSettings.cpp:562 msgid "Allowed Autorotate To Portrait Upside Down" msgstr "上下逆の縦向きへの自動回転を許可" #: /Runtime/Misc/PlayerSettings.cpp:554 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Ios Show Activity Indicator On Loading" msgstr "iOS ロード中にアクティビティインジケーターを表示" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3006 msgid "Metro Certificate Password" msgstr "Metro 証明書パスワード" #: /Runtime/Geometry/Plane.h:70 Editor/Mono/Inspector/PhysicsManagerInspector.cs:1 msgid "Distance" msgstr "距離" #: /Runtime/Geometry/AABB.h:122 msgid "Min MaxAABB" msgstr "Min MaxAABB" #: /Runtime/Shaders/SerializedShaderData.h:822 msgid "Offset Factor" msgstr "オフセットファクター" #: /Editor/Src/EditorSettings.cpp:281 msgid "Project Generation Root Namespace" msgstr "プロジェクト生成 ルート名前空間" #: /Runtime/Shaders/SerializedShaderData.h:682 msgid "Dest Blend" msgstr "ブレンド先" #: /Runtime/Graphics/TrailRenderer.cpp:542 msgid "End Width" msgstr "最後の幅" #: /Editor/Src/AssetPipeline/ShaderImporting/ShaderCompileRequirements.h:55 msgid "Keyword Name" msgstr "キーワード名" #: /Editor/Src/Animation/AnimatorControllerLayer.h:64 msgid "State Machine Behaviours" msgstr "ステートマシン動作" #: /Editor/Src/BuildPipeline/PlatformModuleSetup.h:38 msgid "Controlled By Builtin Package" msgstr "ビルトインパッケージによる制御" #: /Editor/Src/EditorUserBuildSettings.cpp:199 msgid "SelectedWSAUWPSDK" msgstr "SelectedWSAUWPSDK" #: /Runtime/Camera/OcclusionCullingData.cpp:125 msgid "PVS Data" msgstr "PVS データ" #: /Editor/Src/AssetPipeline/AssetMetaData.cpp:28 msgid "Original Name" msgstr "元の名前" #: /Runtime/Camera/LightProbeProxyVolume.cpp:158 msgid "ResolutionZ" msgstr "解像度 Z" #: /Editor/Src/Animation/BlendTree.cpp:67 msgid "Blend Parameter" msgstr "ブレンドパラメーター" #: /Runtime/Misc/PlayerSettingsSplashScreen.h:156 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "Splash Screen Background Color" msgstr "スプラッシュスクリーン背景色" #: /Runtime/Serialize/BuildTarget.h:97 msgid "Extended Platform" msgstr "拡張プラットフォーム" #: /Runtime/Camera/RenderSettings.cpp:490 msgid "Ambient Equator Color" msgstr "環境光 (境界の色)" #: /Runtime/Transform/RectTransform.cpp:195 msgid "Anchor Max" msgstr "アンカー最大値" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:301 msgid "Has Surface Shaders" msgstr "サーフェスシェーダーあり" #: /Runtime/Shaders/SerializedShaderData.h:830 msgid "Stencil Write Mask" msgstr "ステンシル 書き込み用マスク" #: /Runtime/Camera/GraphicsSettings.cpp:498 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Always Included Shaders" msgstr "常に含まれるシェーダー" #: /Editor/Src/EditorExtensionImpl.cpp:74 msgid "Should Display In Editor" msgstr "エディターに表示する" #: /Runtime/Camera/Flare.cpp:75 msgid "Use Fog" msgstr "フォグを使用" #: /Editor/Src/Animation/Transition.cpp:28 msgid "Dst State" msgstr "遷移先ステート" #: /Runtime/Graphics/CustomRenderTexture.cpp:672 Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Double Buffered" msgstr "ダブルバッファ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2986 msgid "Additional Il2Cpp Args" msgstr "追加の IL2CPP 引数" #: /Runtime/Graphics/Mesh/Mesh.cpp:620 msgid "Compressed Mesh" msgstr "メッシュ圧縮" #: /Runtime/Camera/ReflectionProbes.cpp:65 Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Culling Mask" msgstr "カリングマスク" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2964 msgid "WebGL Emscripten Args" msgstr "WebGL Emscripten 引数" #: /Runtime/Utilities/BitSetSerialization.h:24 msgid "Bit Count" msgstr "ビット数" #: /Runtime/Camera/ShadowSettings.h:33 Editor/Mono/Inspector/LightEditor.cs:1 msgid "Bias" msgstr "バイアス" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporter.cpp:661 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "PSD Remove Matte" msgstr "PSD マット削除" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2752 msgid "OpenGL RequireES31AEP" msgstr "OpenGLがES31AEPを必要とするか" #: /Runtime/Camera/ReflectionProbes.cpp:69 Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "Box Projection" msgstr "ボックス投影" #: /Runtime/Graphics/Billboard/SharedBillboardData.cpp:28 msgid "Rotated" msgstr "回転済み" #: /Editor/Src/WebSocketClient/Message.h:49 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Channel" msgstr "チャンネル" #: /Runtime/Graphics/LineBuilder.h:175 msgid "End Color" msgstr "終了時の色" #: /Runtime/Shaders/ComputeShaderStructs.cpp:24 msgid "Byte Size" msgstr "バイトサイズ" #: /Runtime/Graphics/Mesh/CompressedMesh.h:158 msgid "Weights" msgstr "ウェイト" #: /Editor/Src/EditorUserBuildSettings.cpp:172 msgid "Force Installation" msgstr "強制インストール" #: /Runtime/Graphics/QualitySettings.cpp:426 msgid "Shadow Projection" msgstr "影の投影" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2385 msgid "Session Requirment" msgstr "セッション要件" #: /Runtime/Misc/PlayerSettingsSplashScreen.h:198 msgid "Splash Screen Background Landscape" msgstr "スプラッシュスクリーン背景横向き" #: /Runtime/Misc/PlayerSettings.cpp:780 msgid "TargetIOS Graphics" msgstr "ターゲットになる iOS グラフィックス" #: /Runtime/Misc/PlayerSettings.cpp:606 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Allow Fullscreen Switch" msgstr "全画面表示への切り替えを許可" #: /Runtime/Graphics/EnlightenSceneMapping.h:230 msgid "Num Chunks InY" msgstr "Y のチャンク数" #: /Runtime/Shaders/SerializedShaderData.h:988 msgid "State" msgstr "ステート" #: /Runtime/Camera/GraphicsSettings.cpp:485 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Lens Flare" msgstr "レンズフレア" #: /Editor/Src/LightmappingAnalyticsData.h:90 Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Ambient Occlusion" msgstr "アンビエントオクルージョン " #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2333 msgid "Banner" msgstr "バナー" #: /Runtime/Video/MovieTexture.cpp:91 msgid "Movie Data" msgstr "動画データ" #: /Runtime/Misc/BuildSettings.cpp:227 msgid "Script Hashes" msgstr "スクリプトハッシュ" #: /Editor/Src/EditorUserSettings.cpp:139 msgid "Config Values" msgstr "設定値" #: /Runtime/Misc/PlayerSettings.cpp:517 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Accelerometer Frequency" msgstr "加速度センサーの更新速度" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2654 msgid "TvOS Small Icon Layers" msgstr "TvOS 小さなアイコンレイヤー" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2960 msgid "WebGL Name Files As Hashes" msgstr "WebGL ハッシュでファイルを命名" #: /Runtime/Graphics/Renderer.cpp:722 Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Ignore Normals For Chart Detection" msgstr "図の察知のために法線を無視" #: /Runtime/Graphics/SpriteFrame.cpp:146 msgid "Atlas Tags" msgstr "アトラスタグ" #: /Runtime/Misc/PlayerSettings.cpp:767 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Legacy Clamp Blend Shape Weights" msgstr "古いブレンドシェイプのウェイトの固定" #: /Runtime/Graphics/QualitySettings.cpp:454 msgid "Streaming Mipmaps Max FileIO Requests" msgstr "ストリーミングミップマップ最大 FileIO リクエスト" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2467 Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Wind Quality" msgstr "風の品質" #: /Runtime/Shaders/GpuPrograms/ShaderVariantCollection.cpp:580 msgid "Variants" msgstr "バリアント" #: /Runtime/Camera/LightProbeProxyVolume.cpp:156 msgid "ResolutionX" msgstr "解像度 X" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:43 msgid "Sprite Atlas Editor Data" msgstr "スプライトアトラスエディターデータ" #: /Runtime/Misc/RuntimeInitializeOnLoadManager.cpp:588 msgid "Class Infos" msgstr "クラス情報" #: /Editor/Src/AssetPipeline/TextureImporting/SpriteFrameMetaData.h:158 msgid "SpriteID" msgstr "スプライトID" #: /Runtime/Camera/Flare.h:77 msgid "Rotate" msgstr "回転" #: /Runtime/Mono/MonoScript.cpp:351 msgid "Class Name" msgstr "クラス名" #: /Runtime/Misc/BuildSettings.cpp:220 msgid "Runtime Class Hashes" msgstr "ランタイムクラス ハッシュ" #: /Editor/Src/Collab/REST/CollabHandler.h:42 msgid "Revision Id" msgstr "リビジョン ID" #: /Editor/Src/BuildPipeline/BuildTargetDiscovery.cpp:103 msgid "Icon Name" msgstr "アイコン名" #: /Editor/Src/Animation/BlendTree.h:38 msgid "Direct Blend Parameter" msgstr "ダイレクトブレンドのパラメーター" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2490 Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Scale Factor" msgstr "スケールファクター" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2488 Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Fade Out Width" msgstr "フェードアウト幅" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2382 msgid "Protocol" msgstr "プロトコル" #: /Runtime/Misc/RuntimeInitializeOnLoadManager.cpp:601 msgid "Before Splash Screen Method Execution Orders" msgstr "スプラッシュスクリーン時のメソッド実行順の前" #: /Runtime/Shaders/SerializedShaderData.h:99 msgid "Val" msgstr "値" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:109 msgid "Normal Map Filter" msgstr "法線マップフィルター" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3005 msgid "Metro Certificate Path" msgstr "Metro 証明書パス" #: /Runtime/Graphics/EnlightenSceneMapping.h:216 msgid "Renderer Index" msgstr "レンダラーインデックス" #: /Editor/Src/EditorUserSettings.cpp:155 msgid "Config Settings" msgstr "設定" #: /Editor/Src/EditorUserSettings.cpp:180 msgid "VC User Name" msgstr "VC ユーザー名" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3082 msgid "Lumin Icon" msgstr "LUMIN アイコン" #: /Runtime/Graphics/LOD/LODGroup.cpp:405 Editor/Mono/SceneModeWindows/DefaultLightingExplorerExtension.cs:1 msgid "Enabled" msgstr "有効" #: /Runtime/Camera/OcclusionCullingSettings.cpp:143 Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:1 msgid "Backface Threshold" msgstr "裏面のしきい値" #: /Runtime/Camera/GraphicsSettings.cpp:321 msgid "Use Reflection Probe Box Projection" msgstr "リフレクションプローブのボックス投影を使用" #: /Runtime/Misc/PlayerSettingsSplashScreen.h:194 msgid "Splash Screen Logos" msgstr "スプラッシュスクリーンロゴ" #: /Runtime/Shaders/SerializedShaderData.h:154 Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "X" msgstr "X" #: /Editor/Src/UnityConnect/UnityErrors.h:110 Editor/Mono/Inspector/RendererEditorBase.cs:1 msgid "Priority" msgstr "優先度" #: /Runtime/2D/Common/SpriteTypes.h:93 Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "Length" msgstr "長さ" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:131 Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Padding" msgstr "パディング" #: /Runtime/Graphics/Mesh/CompressedMesh.h:155 msgid "UV" msgstr "UV" #: /Runtime/Graphics/Renderer.cpp:713 Editor/Mono/Inspector/RendererEditorBase.cs:1 msgid "Probe Anchor" msgstr "プローブアンカー" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:147 msgid "Baked Reflection Probe Cubemaps" msgstr "ベイクしたリフレクションプローブキューブマップ" #: /Editor/Src/VersionControl/VCMergeTypeInfo.cpp:61 msgid "Conflicts" msgstr "競合" #: /Runtime/Misc/PlayerSettingsSplashScreen.h:173 msgid "Splash Screen Overlay Opacity" msgstr "スプラッシュスクリーンオーバーレイ透明度" #: /Runtime/Camera/RenderSettings.cpp:521 Editor/Mono/SettingsWindow/LightingEditor.cs:1 msgid "Sun" msgstr "太陽" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2955 msgid "Sprite Packer Policy" msgstr "スプライトパッカーポリシー" #: /Runtime/Camera/Flare.cpp:74 msgid "Elements" msgstr "要素" #: /Runtime/Shaders/Material.cpp:256 msgid "Saved Properties" msgstr "保存されたプロパティ" #: /Runtime/Misc/BuildSettings.cpp:173 msgid "EnabledVR Devices" msgstr "VRデバイスを有効にする" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3220 msgid "Bundle Identifier" msgstr "バンドル識別子" #: /Runtime/Shaders/SerializedShaderData.h:1061 msgid "Passes" msgstr "パス" #: /Runtime/Shaders/SerializedShaderData.h:820 msgid "Z Write" msgstr "Z Write" #: /Runtime/Graphics/LOD/LODGroup.cpp:392 msgid "LastLOD Is Billboard" msgstr "最後の LOD がビルボード" #: /Runtime/Math/AnimationCurve.h:320 Editor/Mono/Inspector/MinMaxCurvePropertyDrawer.cs:1 msgid "Curve" msgstr "カーブ" #: /Runtime/Graphics/LineBuilder.h:174 Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Start Color" msgstr "開始時の色" #: /Runtime/Misc/PlayerSettings.cpp:583 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Force IOS Speakers When Recording" msgstr "録画に iOS スピーカーの使用を強制" #: /Editor/Src/AssetPipeline/TextureImporting/SpriteFrameMetaData.h:137 Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteOutlineModule.cs:1 msgid "Outline" msgstr "アウトライン" #: /Editor/Src/BuildPipeline/BuildSerialization.h:97 msgid "Script Hash Data" msgstr "スクリプトハッシュデータ" #: /Runtime/Shaders/ComputeShaderStructs.cpp:15 msgid "Array Size" msgstr "配列の長さ" #: /Editor/Src/Prefabs/PrefabMerging.h:53 msgid "Modifications" msgstr "変更" #: /Runtime/Graphics/Texture2D.cpp:1043 msgid "Complete Image Size" msgstr "完全な画像サイズ" #: /Editor/Src/LightmappingAnalyticsData.h:103 Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Ray Count" msgstr "レイの数 " #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:100 msgid "Mip Map Fade Distance Start" msgstr "ミップマップのフェード距離の開始" #: /Runtime/Graphics/Mesh/MeshTypes.h:14 msgid "Bone Weight" msgstr "ボーンウェイト" #: /Runtime/Camera/ReflectionProbes.cpp:66 Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "Intensity Multiplier" msgstr "強さ乗数" #: /Runtime/Graphics/QualitySettings.cpp:514 msgid "Default Mobile Quality" msgstr "モバイルのデフォルト品質" #: /Runtime/2D/Sorting/SortingGroup.cpp:112 msgid "Sorting LayerID" msgstr "ソートレイヤーID" #: /Editor/Src/BuildPipeline/BuildSerialization.h:96 msgid "Scene Classes" msgstr "シーンクラス" #: /Editor/Src/Animation/Transition.cpp:240 Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:1 msgid "Has Exit Time" msgstr "終了時間あり" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2710 msgid "Template Package Id" msgstr "テンプレートパッケージ ID" #: /Editor/Src/Animation/BlendTree.cpp:74 Editor/Mono/Inspector/BlendTreeInspector.cs:1 msgid "Blend Type" msgstr "ブレンドタイプ" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:68 msgid "Source WasHDR" msgstr "ソースは HDR" #: /Editor/Src/Animation/StateMachine.cpp:309 msgid "Transitions" msgstr "遷移" #: /Runtime/BaseClasses/ObjectDefines.h:405 msgid "FULL_TYPENAME_" msgstr "FULL_TYPENAME_" #: /Runtime/Graphics/Texture2D.cpp:1278 msgid "Texture2D" msgstr "テクスチャ 2D" #: /Runtime/Graphics/QualitySettings.cpp:457 msgid "Async Upload Time Slice" msgstr "非同期アップロードタイムスライス" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:28 Editor/Mono/Modules/DefaultTextureImportSettingsExtension.cs:1 msgid "Resize Algorithm" msgstr "アルゴリズムをリサイズ" #: /Editor/Src/Animation/Transition.cpp:27 msgid "Dst State Machine" msgstr "遷移先ステートマシン" #: /Runtime/Camera/LightProbes.cpp:35 Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "Positions" msgstr "位置" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2981 msgid "Il2cpp Compiler Configuration" msgstr "IL2CPP コンパイラー設定" #: /Runtime/Camera/Projector.cpp:377 msgid "Field Of View" msgstr "有効視野 (FOV) " #: /Runtime/Misc/PlayerSettings.cpp:506 msgid "Android Filter Touches When Obscured" msgstr "Android あいまいな時のタッチをフィルタリングする" #: /Runtime/Misc/PlayerSettings.cpp:573 PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Android Blit Type" msgstr "Android Blit タイプ" #: /Runtime/Shaders/SerializedShaderData.h:539 msgid "Vector Members" msgstr "ベクトルメンバー" #: /Runtime/Graphics/QualitySettings.cpp:438 msgid "Anti Aliasing" msgstr "アンチエイリアス" #: /Runtime/Misc/RuntimeInitializeOnLoadManager.cpp:585 msgid "Namespace Names" msgstr "名前空間名" #: /Editor/Src/AssetPipeline/AssetImporter.cpp:57 msgid "Asset Importer" msgstr "アセットインポーター" #: /Runtime/2D/SpriteAtlas/SpriteAtlasTypes.h:46 msgid "Downscale Multiplier" msgstr "オクターブ乗数" #: /Runtime/Camera/GraphicsSettings.cpp:484 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Light Halo" msgstr "ライトハロー" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:139 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Alpha Is Transparency" msgstr "アルファ値を透明度として使用" #: /Runtime/Misc/PlayerSettings.cpp:668 msgid "Bundle Version" msgstr "バンドルバージョン" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:75 Editor/Mono/2D/Common/TexturePlatformSettingsView.cs:1 msgid "Max Texture Size" msgstr "最大テクスチャサイズ" #: /Editor/Src/Animation/StateMachine.cpp:301 Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "Speed" msgstr "速度" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:148 msgid "Baked Reflection Probes" msgstr "ベイクしたリフレクションプローブ" #: /Editor/Src/Animation/StateMachine.cpp:834 msgid "Child States" msgstr "子のステート" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2634 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "UI Status Bar Style" msgstr "UI ステータスバースタイル" #: Editor/Mono/Inspector/AimConstraintEditor.cs:1 msgid "Vector" msgstr "ベクトル" #: /Runtime/Graphics/QualitySettings.cpp:467 msgid "Sync ToVBL" msgstr "VBL に同期" #: /Runtime/Misc/PlayerSettingsSplashScreen.h:193 msgid "Splash Screen Background Portrait Uvs" msgstr "スプラッシュスクリーン背景たて向き Uvs" #: /Runtime/Misc/RuntimeInitializeOnLoadManager.cpp:595 msgid "After Unity Method Execution Orders" msgstr "Unity メソッドの実行順の後" #: /Runtime/Graphics/Renderer.cpp:719 Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Scale In Lightmap" msgstr "ライトマップスケール" #: /Editor/Src/Animation/BlendTree.h:41 msgid "Direct Blend Event" msgstr "ダイレクトブレンドのイベント" #: /Editor/Src/EditorUserBuildSettings.cpp:178 msgid "Export As Google Android Project" msgstr "Google Android プロジェクトとしてエクスポート" #: /Runtime/Graphics/Mesh/SpriteRenderer.cpp:188 Editor/Mono/Inspector/SpriteRendererEditor.cs:1 msgid "Sprite" msgstr "スプライト" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:140 msgid "Sprite Tessellation Detail" msgstr "スプライトテッセレーション詳細" #: /Runtime/Shaders/SerializedShaderData.h:1310 msgid "Fallback Name" msgstr "フォールバック名" #: /Runtime/Graphics/RenderTexture.h:310 msgid "SRGB" msgstr "SRGB" #: /Editor/Src/Animation/StateMachine.cpp:767 msgid "Child State Machine Position" msgstr "子ステートマシン位置" #: /Runtime/2D/SpriteAtlas/SpriteAtlasTypes.h:41 msgid "Alpha Texture" msgstr "アルファテクスチャ" #: /Runtime/Camera/GraphicsSettings.cpp:451 Editor/Mono/Inspector/GraphicsSettingsInspector.cs:1 msgid "Tier Settings" msgstr "階層の設定" #: /Editor/Src/UnityConnect/UnityConnectCommon.h:127 msgid "Valid" msgstr "有効" #: /Runtime/Misc/BuildSettings.cpp:181 msgid "Is Trial" msgstr "試用にする" #: /Editor/Src/EditorSettings.cpp:285 Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Enable Texture Streaming In Edit Mode" msgstr "編集モードでテクスチャストリーミングを有効にする" #: /Editor/Src/SceneVisibility/SceneVisibilityState.cpp:42 msgid "Prefab Stage Isolated" msgstr "プレハブステージ分離" #: /Runtime/Graphics/QualitySettings.cpp:430 msgid "Shadow Cascade2Split" msgstr "シャドウカスケード 2 分割" #: /Runtime/Mono/MonoManager.cpp:2643 msgid "Assembly Types" msgstr "アセンブリタイプ" #: /Runtime/Input/InputManager.cpp:291 msgid "Joystick Pos" msgstr "ジョイスティック位置" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2628 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "UI Requires Persistent Wi Fi" msgstr "UI に永続 Wifi 必要" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2637 msgid "I Phone High Res Splash Screen" msgstr "iPhone 高解像度スプラッシュ画面" #: /Editor/Src/EditorUserBuildSettings.cpp:154 msgid "Android Current Deployment Target Id" msgstr "Android 現在のデプロイメントターゲット ID" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3089 msgid "Facebook Sdk Version" msgstr "Facebook Sdk Version" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2979 msgid "Platform Architecture" msgstr "プラットフォームアーキテクチャ" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:84 msgid "AndroidETC2Fallback Downscale" msgstr "AndroidETC2Fallback ダウンスケール" #: /Runtime/Camera/Flare.cpp:72 msgid "Flare Texture" msgstr "フレアテクスチャ" #: /Runtime/Camera/RenderLayers/GUITexture.cpp:383 msgid "Bottom Border" msgstr "下端" #: /Runtime/Shaders/SerializedShaderData.h:1193 msgid "Def Texture" msgstr "Def Texture" #: /Runtime/Camera/GraphicsSettings.cpp:461 Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Lightmap Keep Shadow Mask" msgstr "ライトマップはシャドウマスクを維持" #: /Editor/Src/Animation/BlendTree.h:43 Editor/Mono/Inspector/TextureInspector.cs:1 msgid "Mirror" msgstr "ミラー" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2374 msgid "File Type" msgstr "ファイルタイプ" #: /Runtime/Camera/RenderSettings.cpp:506 msgid "Default Reflection Resolution" msgstr "デフォルトのリフレクション解像度" #: /Runtime/Camera/RenderLayers/GUITexture.cpp:381 msgid "Right Border" msgstr "右端" #: /Runtime/Graphics/Mesh/SpriteRenderer.cpp:189 Editor/Mono/Inspector/StandardShaderGUI.cs:1 msgid "Color" msgstr "色" #: /Runtime/Graphics/Texture.cpp:583 msgid "Downscale Fallback" msgstr "ダウンスケールフォールバック" #: /Runtime/Graphics/Mesh/MeshBlendShape.h:109 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Normal" msgstr "通常" #: /Runtime/Input/InputAxis.h:153 msgid "Dead" msgstr "無効" #: /Editor/Src/LightmappingAnalyticsData.h:78 msgid "Compute Realtime" msgstr "リアルタイムを計算" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3083 msgid "Lumin Cert" msgstr "LUMIN 証明書" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2695 msgid "Apple Developer TeamID" msgstr "Apple Developer TeamID" #: /Runtime/Shaders/ComputeShaderStructs.cpp:16 msgid "Row Count" msgstr "行数" #: /Editor/Src/BuildPipeline/BuildTargetDiscovery.cpp:99 msgid "Platform Define" msgstr "プラットフォーム定義" #: /Runtime/Misc/BuildSettings.cpp:180 msgid "Is Embedded" msgstr "埋め込みにする" #: /Runtime/Graphics/QualitySettings.cpp:432 msgid "Shadowmask Mode" msgstr "シャドウマスクモード" #: /Runtime/Shaders/SerializedShaderData.h:1087 msgid "Default Name" msgstr "デフォルト名" #: /Runtime/Graphics/Mesh/MeshBlendShape.h:89 msgid "First Vertex" msgstr "最初の頂点" #: /Runtime/Camera/RenderSettings.cpp:484 Editor/Mono/SettingsWindow/FogEditor.cs:1 msgid "Fog Mode" msgstr "フォグモード" #: /Runtime/Shaders/SerializedShaderData.h:638 msgid "Fail" msgstr "失敗" #: /Runtime/Graphics/GISettings.h:96 msgid "Environment Lighting Mode" msgstr "環境ライトモード" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:158 msgid "Packing Settings" msgstr "パッキング設定" #: /Runtime/Misc/PlayerSettings.cpp:569 PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Android Start In Fullscreen" msgstr "Android 全画面表示で開始" #: /Editor/Src/Audio/Mixer/AudioMixerEffectController.cpp:58 Editor/Graphs/UnityEditor.Graphs/Animation/AnimatorControllerTool.cs:1 msgid "Parameters" msgstr "パラメーター" #: /Runtime/Graphics/EnlightenSceneMapping.h:247 msgid "System Atlases" msgstr "システムアトラス" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2940 msgid "Mono Env" msgstr "Mono 環境変数" #: /Runtime/Misc/PlayerSettings.cpp:615 msgid "Mac Fullscreen Mode" msgstr "Mac 全画面モード" #: /Editor/Src/AnnotationManager.cpp:442 msgid "Show Selection Outline" msgstr "選択したアウトラインを表示" #: /Runtime/Input/TimeManager.cpp:647 Editor/Mono/Inspector/TimeManagerInspector.cs:1 msgid "Maximum Particle Timestep" msgstr "パーティクルの最大時間ステップ" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:37 msgid "Alpha Textures" msgstr "アルファテクスチャ" #: /Editor/Src/LightmapEditorSettings.cpp:394 msgid "PVR Filtering Atrous Position SigmaAO" msgstr "PVR フィルタリング Atrous 位置シグマ AO" #: /Runtime/Misc/PlayerSettings.cpp:709 msgid "Android Supported Aspect Ratio" msgstr "Android 対応アスペクト比" #: /Editor/Src/EditorUserBuildSettings.cpp:166 msgid "Symlink Libraries" msgstr "シンボリックリンクライブラリ" #: /Editor/Src/AnnotationManager.cpp:438 Editor/Mono/Annotation/AnnotationWindow.cs:1 msgid "Recently Changed" msgstr "最近の変更" #: /Runtime/Misc/PlayerSettings.cpp:587 PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Hide Home Button" msgstr "キーまたはマウスボタン" #: /Runtime/Graphics/LineBuilder.h:158 Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "Generate Lighting Data" msgstr "ライティングデータを生成" #: /Runtime/Graphics/TextureSettings.cpp:127 msgid "Aniso" msgstr "異方性" #: /Runtime/Input/InputManager.cpp:295 msgid "This Frame Key Up" msgstr "このフレーム Key Up" #: /Runtime/Shaders/SerializedShaderData.h:685 msgid "Blend Op" msgstr "ブレンド調節" #: /Runtime/Graphics/CustomRenderTexture.cpp:661 Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Init Color" msgstr "初期色" #: /Editor/Src/EditorUserBuildSettings.cpp:207 msgid "Windows Device Portal Username" msgstr "Windows Device Portal ユーザー名" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2672 msgid "IOS Launch Screeni Pad Fill Pct" msgstr "iOS 起動画面 iPad Fill パーセント" #: /Editor/Src/Animation/BlendTree.cpp:69 msgid "Min Threshold" msgstr "最小しきい値" #: /Runtime/Misc/BuildSettings.cpp:189 msgid "Uses On Mouse Events" msgstr "OnMouse イベントを使用" #: /Runtime/Graphics/LineBuilder.h:157 Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "Shadow Bias" msgstr "シャドウバイアス" #: /Editor/Src/EditorUserBuildSettings.cpp:175 msgid "Explicit Array Bounds Checks" msgstr "明示的な配列範囲の確認" #: /Runtime/Serialize/BuildUsageTags.h:64 msgid "Shader Include Instancing Variants" msgstr "シェーダーはインスタンシングバリアントを持ちます" #: /Runtime/Graphics/SpriteFrame.cpp:220 msgid "Physics Shape" msgstr "物理形状" #: /Runtime/Camera/RenderSettings.cpp:491 msgid "Ambient Ground Color" msgstr "環境光 (地面の色)" #: /Editor/Src/Collab/Requests/SubmitRequest.h:55 msgid "Transaction Id" msgstr "トランザクション ID" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporter.cpp:655 Editor/Mono/Inspector/AudioSourceInspector.cs:1 msgid "Output" msgstr "出力" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2756 msgid "Template Custom Tags" msgstr "テンプレートカスタムタグ" #: /Runtime/Camera/LightProbes.cpp:46 msgid "Baked Light Occlusion" msgstr "ベイクしたライトオクルージョン" #: /Runtime/Camera/OcclusionArea.cpp:58 msgid "Backface Culling" msgstr "裏面カリング" #: /Editor/Src/EditorSettings.cpp:249 msgid "Serialization Mode" msgstr "シリアル化モード" #: /Editor/Src/EditorSettings.cpp:286 Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Enable Texture Streaming In Play Mode" msgstr "再生モードでテクスチャストリーミングを有効にする" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:153 msgid "Enlighten Data" msgstr "Enlighten データ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2650 msgid "I Phone61in Portrait Splash Screen" msgstr "iPhone 6.1インチ 縦向きスプラッシュスクリーン" #: /Runtime/Graphics/TextureSettings.cpp:128 msgid "Mip Bias" msgstr "ミップバイアス" #: /Runtime/Camera/RenderSettings.cpp:536 msgid "Ambient Light" msgstr "環境光" #: /Editor/Src/Animation/Transition.cpp:26 msgid "Conditions" msgstr "条件" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2478 Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Hue Variation" msgstr "色相のばらつき" #: /Runtime/Misc/BuildSettings.cpp:185 msgid "Has Local Light Shadows" msgstr "ローカルライトの影あり" #: /Editor/Src/AssetPipeline/PrefabImporter.cpp:500 msgid "Unable To Import On Previous Domain Reload" msgstr "以前のドメインの再ロードでインポートできません" #: /Runtime/Graphics/Billboard/SharedBillboardData.cpp:41 msgid "Indices" msgstr "インデックス" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2775 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Camera Usage Description" msgstr "カメラの使用説明" #: /Runtime/Camera/LightProbeProxyVolume.cpp:161 Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:1 msgid "Bounding Box Origin" msgstr "バウンディングボックスの源" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3078 msgid "Cloud Services Enabled" msgstr "Cloud Services 有効" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2384 msgid "Template Name" msgstr "テンプレート名" #: /Runtime/Graphics/RenderTexture.h:299 Editor/Mono/Inspector/RenderTextureEditor.cs:1 msgid "Depth Format" msgstr "深度形式" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:80 msgid "Crunched Compression" msgstr "クランチの圧縮" #: /Runtime/2D/SpriteAtlas/SpriteAtlasTypes.h:43 msgid "Texture Rect Offset" msgstr "テクスチャのRectオフセット" #: /Runtime/Shaders/UnityPropertySheet.cpp:202 msgid "Floats" msgstr "Float" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2678 msgid "IOS Device Requirements" msgstr "iOS デバイスの要件" #: /Runtime/Graphics/Mesh/MeshBlendShape.h:92 msgid "Has Tangents" msgstr "接線あり" #: /Runtime/Camera/ReflectionProbes.cpp:61 msgid "Far Clip" msgstr "ファークリップ" #: /Runtime/Graphics/Mesh/Mesh.cpp:609 msgid "Vertex Data" msgstr "頂点データ" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:95 msgid "Linear Texture" msgstr "リニアテクスチャ" #: /Runtime/Camera/Flare.h:78 msgid "Zoom" msgstr "最大化" #: /Runtime/Graphics/RenderTexture.h:309 msgid "Generate Mips" msgstr "ミップを生成" #: /Runtime/Shaders/SerializedShaderData.h:819 msgid "Z Test" msgstr "Z テスト" #: /Runtime/Graphics/EnlightenSceneMapping.h:246 msgid "Probesets" msgstr "プローブセット" #: /Runtime/2D/Common/SpriteTypes.h:91 Editor/Mono/EditorGUI.cs:1 msgid "Position" msgstr "位置" #: /Editor/Src/EditorSettings.cpp:261 msgid "Prefab Regular Environment" msgstr "プレハブ標準環境" #: /Runtime/Graphics/CustomRenderTexture.h:237 msgid "Pass Index" msgstr "パスインデックス" #: /Runtime/Camera/OcclusionArea.cpp:56 msgid "Smallest Voxel Size" msgstr "最小のボクセルサイズ" #: /Runtime/Camera/ReflectionProbes.cpp:67 Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "Blend Distance" msgstr "ブレンド距離" #: /Runtime/Misc/ResourceManager.cpp:1773 msgid "Dependent Assets" msgstr "依存アセット" #: /Runtime/Camera/OcclusionCullingSettings.cpp:111 msgid "Occlusion Culling Data" msgstr "オクルージョンカリングデータ" #: /Runtime/Graphics/Mesh/SkinnedMeshRenderer.cpp:963 Editor/Mono/Inspector/SkinnedMeshRendererEditor.cs:1 msgid "AABB" msgstr "AABB" #: /Runtime/Graphics/Texture2D.cpp:1067 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Streaming Mipmaps Priority" msgstr "ストリームミップマップ優先順位" #: /Runtime/Input/TimeManager.cpp:646 msgid "Maximum Timestep" msgstr "最大時間ステップ" #: /Runtime/Misc/PlayerSettings.cpp:608 msgid "Graphics Job Mode" msgstr "グラフィックスジョブモード" #: /Runtime/Misc/PlayerSettings.cpp:576 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Default Is Native Resolution" msgstr "デフォルトで機器固有の解像度にする" #: /Editor/Src/EditorSettings.cpp:271 msgid "Project Generation Included Extensions" msgstr "プロジェクト生成 含まれる拡張子" #: /Editor/Src/Animation/StateMachine.cpp:849 msgid "Any State Position" msgstr "任意のステート位置" #: /Editor/Src/EditorSettings.cpp:231 msgid "External Version Control Support" msgstr "外部バージョン管理サポート" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:257 msgid "Code Hash" msgstr "コードハッシュ" #: /Runtime/Graphics/EnlightenSceneMapping.h:220 msgid "Atlas OffsetY" msgstr "アトラスの Y 軸オフセット" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporter.cpp:603 msgid "Import Inspector Warnings" msgstr "インポート インスペクターの警告" #: /Runtime/Shaders/SerializedShaderData.h:1307 msgid "Sub Shaders" msgstr "サブシェーダー" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2381 msgid "Port" msgstr "ポート" #: /Runtime/Graphics/Renderer.cpp:729 msgid "AutoUV Max Angle" msgstr "自動 UV 最大角度" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3017 msgid "Metro Medium Tile Show Name" msgstr "Metro ミディアムタイルの名前を表示" #: /Runtime/Misc/RuntimeInitializeOnLoadManager.cpp:602 msgid "Subsystem Registration Unity Method Execution Orders" msgstr "サブシステム登録 Unityメソッド実行順" #: /Runtime/Shaders/SerializedShaderData.h:538 msgid "Struct Size" msgstr "Struct サイズ" #: /Editor/Src/EditorUserBuildSettings.cpp:200 msgid "SelectedWSA MinUWPSDK" msgstr "SelectedWSA MinUWPSDK" #: /Runtime/Graphics/Texture2D.cpp:1045 msgid "Texture Format" msgstr "テクスチャ形式" #: /Runtime/Misc/PlayerSettings.cpp:522 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Product Name" msgstr "プロダクト名" #: /Runtime/Misc/PlayerSettings.cpp:605 Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Visible In Background" msgstr "背景で表示" #: /Runtime/Graphics/ProbeSetTetrahedralization.h:48 msgid "Hull Rays" msgstr "凸包法線に沿った光線" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:147 msgid "Single Channel Component" msgstr "単一チャンネルコンポーネント" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:129 Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Sprite Mode" msgstr "スプライトモード" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:2340 msgid "Variations" msgstr "ばらつき" #: /Runtime/Scripting/ManagedReference/IManagedObjectHost.h:51 msgid "Foo" msgstr "Foo" #: Editor/Mono/EditorGUI.cs:1 msgid "Clipping Planes" msgstr "クリップ面" #: Editor/Mono/EditorGUI.cs:1 msgid "The distances from the Camera where rendering starts and stops." msgstr "描画が開始し停止するカメラからの距離" #: Editor/Mono/EditorGUI.cs:1 msgid "Near" msgstr "ニア" #: Editor/Mono/EditorGUI.cs:1 msgid "The closest point to the Camera where drawing occurs." msgstr "カメラに最も近い描画が発生する位置" #: Editor/Mono/EditorGUI.cs:1 msgid "Far" msgstr "ファー" #: Editor/Mono/EditorGUI.cs:1 msgid "The furthest point from the Camera that drawing occurs." msgstr "カメラから最も遠い描画が発生する位置" #: Editor/Mono/EditorGUI.cs:1 msgid "\\u2014" msgstr "\\u2014" #: Editor/Mono/EditorGUI.cs:1 msgid "Mixed Values" msgstr "混合値" #: Editor/Mono/EditorGUI.cs:1 Editor-Missing:Missing detected at runtime. msgid "Add Tag..." msgstr "タグを追加..." #: Editor/Mono/EditorGUI.cs:1 Editor-Missing:Missing detected at runtime. msgid "Add Layer..." msgstr "レイヤーを追加..." #: Editor/Mono/EditorGUI.cs:1 msgid "[Please press a key]" msgstr "[任意のキーを押してください]" #: Editor/Mono/EditorGUI.cs:1 msgid "Cut" msgstr "切り取り" #: Editor/Mono/EditorGUI.cs:1 msgid "Copy" msgstr "コピー" #: Editor/Mono/EditorGUI.cs:1 msgid "Paste" msgstr "貼り付け" #: Editor/Mono/EditorGUI.cs:1 msgid "Duplicate Array Element" msgstr "重複配列要素" #: Editor/Mono/EditorGUI.cs:1 msgid "Delete Array Element" msgstr "配列要素を削除" #: Editor/Mono/EditorGUI.cs:1 msgid "Print Property Path" msgstr "プロパティパスを表示" #: Editor/Mono/EditorGUI.cs:1 msgid "This field cannot display arrays with more than {0} elements when multiple objects are selected." msgstr "複数オブジェクトが選択されている場合、このフィールドは{0}より多く要素をもつ配列を表示できません" #: Editor/Mono/SceneHierarchyStageHandling.cs:1 msgid "Prefab asset has been deleted" msgstr "プレハブアセットは削除されました" #: Editor/Mono/ObjectListAssetStoreGroup.cs:1 msgid "Show more" msgstr "もっと見る" #: Editor/Mono/IconSelector.cs:1 msgid "Other..." msgstr "その他..." #: Editor/Mono/Handles.cs:1 msgid "Static" msgstr "静的" #: Editor/Mono/ProjectTemplateWindow.cs:1 msgid "Save Template" msgstr "テンプレートとして保存" #: Editor/Mono/GameObjectUtility.bindings.cs:1 msgid "Yes, change children" msgstr "はい、子を変更します" #: Editor/Mono/GameObjectUtility.bindings.cs:1 msgid "No, this object only" msgstr "いいえ、このオブジェクトだけです" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "Platform" msgstr "プラットフォーム" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "Which platform to build for" msgstr "ビルドするプラットフォームを選択" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "Scenes In Build" msgstr "ビルドに含まれるシーン" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "Which scenes to include in the build" msgstr "ビルドに含まれるシーン一覧" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "Wait For Managed Debugger" msgstr "マネージデバッガーを待つ" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "Show a dialog where you can attach a managed debugger before any script execution." msgstr "スクリプトの実行前に、マネージデバッガーがアタッチできる場所のダイアログを表示します" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "Compression Method" msgstr "圧縮方法" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "Compression applied to Player data (scenes and resources).\nDefault - none or default platform compression.\nLZ4 - fast compression suitable for Development Builds.\nLZ4HC - higher compression rate variance of LZ4, causes longer build times. Works best for Release Builds." msgstr "プレイヤーデータ(シーンおよびリソース)を圧縮します。\nなし - 圧縮しません\nLZ4 - 高速な圧縮です。開発ビルドに適しています\nLZ4HC - LZ4よりも圧縮率を高めます。時間がかかります。リリースビルドに適しています" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "No {0} module loaded." msgstr "モジュール{0}はロードされていません" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "{0} is not included in your Unity Pro license. Your {0} build will include a Unity Personal Edition splash screen.\n\nYou must be eligible to use Unity Personal Edition to use this build option. Please refer to our EULA for further information." msgstr "{0}はお持ちのUnity Proライセンスには含まれていません。 {0}ビルドにはUnity Personal Editionスプラッシュ画面が含まれています。\n\nこのビルドオプションを使用するには、Unity Personal Editionを使用する資格が必要です。詳細はEULAを参照してください。" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "Add {0} to your Unity Pro license" msgstr "Unity Pro ライセンスに {0} を追加" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "{0} is not supported in this build.\nDownload a build that supports it." msgstr "{0} はこのビルドではサポートされません。\nそれをサポートするビルドをダウンロードしてください。" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "In order to publish your build to UDN, you need to sign in via the AssetStore and tick the 'Stay signed in' checkbox." msgstr "Unity Developers Networkにビルドを公開するためには、アセットストアからサインインし、「サインインしたままにする」をチェックします" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "Switch Platform" msgstr "ターゲットの切り替え" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "Build" msgstr "ビルド" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "Build And Run" msgstr "ビルドして実行" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "Check out" msgstr "チェックアウト" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "Add Open Scenes" msgstr "シーンを追加" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "Open Download Page" msgstr "ダウンロードページを開く" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "Eula" msgstr "EULA" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "Use native compilation (no Mono runtime)" msgstr "ネイティブのコンパイルを使用してください (Mono ランタイムではなく)" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "Development Build" msgstr "開発ビルド" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "Dataless Build" msgstr "データレスビルド" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "Autoconnect Profiler" msgstr "プロファイラーを自動接続" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "VR Remote Streaming" msgstr "VR リモートストリーミング" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "Script Debugging" msgstr "スクリプトデバッグ" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "Divide By Zero Checks" msgstr "ゼロ除算の確認" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "Array Bounds Checks" msgstr "配列範囲の確認" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "Learn about Unity Cloud Build" msgstr "Unity Cloud Build について" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "Default" msgstr "デフォルト" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "LZ4" msgstr "LZ4" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "LZ4HC" msgstr "LZ4HC" #: Editor/Mono/BuildPlayerWindow.cs:1 Editor-Extra:title label for BuildPlayerWindow msgid "Build Settings" msgstr "ビルド設定" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "Player Settings..." msgstr "プレイヤー設定..." #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "Unable to access Unity services. Please log in, or request membership to this project to use these services." msgstr "Unity Services にアクセスできません。ログインするか、サービスを利用するプロジェクトへのメンバーシップをリクエストしてください" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "In order to build a player, go to 'Player Settings...' to resolve the incompatibility between the Color Space and the current settings." msgstr "プレイヤーをビルドするには、[プレイヤー設定...]を選び、色空間と現在の設定との間の不一致を解決します。" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "In order to build a player, go to 'Player Settings...' to resolve the incompatibility between the selected Lightmap Encoding and the current settings." msgstr "プレイヤーをビルドするには、[プレイヤー設定...]を選び、選択したライトマップのエンコードと現在の設定との間の不一致を解決します" #: Editor/Mono/BuildPlayerWindow.cs:1 msgid "Because you are not a member of this project this build will not access Unity services." msgstr "このビルドはUnityサービスにアクセスしません。あなたがこのプロジェクトのメンバーではないためです" #: Editor/Mono/EditorApplication.cs:1 msgid "[PREVIEW PACKAGES IN USE]" msgstr "[プレビューパッケージ使用中]" #: Editor/Mono/EditorApplication.cs:1 msgid "[CODE COVERAGE]" msgstr "[コードカバレッジ]" #: Editor/Mono/ProjectBrowser.cs:1 msgid "Project" msgstr "プロジェクト" #: Editor/Mono/ProjectBrowser.cs:1 msgid "Create" msgstr "作成" #: Editor/Mono/ProjectBrowser.cs:1 msgid "This folder is empty" msgstr "このフォルダーは空(から)です" #: Editor/Mono/ProjectBrowser.cs:1 msgid "Search:" msgstr "検索:" #: Editor/Mono/ProjectBrowser.cs:1 msgid "All" msgstr "すべて" #: Editor/Mono/ProjectBrowser.cs:1 msgid "In Packages" msgstr "パッケージ" #: Editor/Mono/ProjectBrowser.cs:1 msgid "In Assets" msgstr "アセット" #: Editor/Mono/ProjectBrowser.cs:1 msgid "Asset Store" msgstr "アセットストア" #: Editor/Mono/ProjectBrowser.cs:1 msgid "One Column Layout" msgstr "1 列レイアウト" #: Editor/Mono/ProjectBrowser.cs:1 msgid "Two Column Layout" msgstr "2 列レイアウト" #: Editor/Mono/ProjectBrowser.cs:1 msgid "DEVELOPER/Open TreeView Test Window..." msgstr "開発者/ツリービューテストウィンドウを開く" #: Editor/Mono/ProjectBrowser.cs:1 msgid "DEVELOPER/Use TreeView Expansion Animation" msgstr "開発者/ツリービューの拡大アニメーションを使用" #: Editor/Mono/ProjectBrowser.cs:1 msgid "Delete" msgstr "削除" #: Editor/Mono/ProjectBrowser.cs:1 msgid "No sub folders..." msgstr "サブフォルダーはありません..." #: Editor/Mono/ProjectBrowser.cs:1 msgid "Show in Asset Store window" msgstr "アセットストアウィンドウで表示" #: Editor/Mono/ProjectBrowser.cs:1 msgid "Number of hidden packages, click to toggle hidden packages visibility" msgstr "非表示パッケージの数。パッケージの表示/非表示を切り替えるにはクリックしてください。" #: Editor/Mono/SceneHierarchyWindow.cs:1 msgid "Hierarchy" msgstr "ヒエラルキー" #: Editor/Mono/ObjectSelector.cs:1 Editor-Missing:Missing detected at runtime. msgid "Self" msgstr "Self" #: Editor/Mono/ObjectSelector.cs:1 msgid "Number of hidden packages, click to toggle packages visibility" msgstr "非表示パッケージの数。パッケージの表示/非表示を切り替えるにはクリックしてください。" #: Editor/Mono/SceneHierarchy.cs:1 msgid "Discard Changes" msgstr "変更を破棄" #: Editor/Mono/SceneHierarchy.cs:1 msgid "Are you sure you want to discard the changes in the following scenes:\n\n {0}\n\nYour changes will be lost." msgstr "以下のシーンの変更が破棄されます。よろしいですか?\n\n {0}\n\n変更は取り消されます。" #: Editor/Mono/SceneHierarchy.cs:1 msgid "Rename" msgstr "名前を変更" #: Editor/Mono/SceneHierarchy.cs:1 msgid "Duplicate" msgstr "複製" #: Editor/Mono/SceneHierarchy.cs:1 msgid "Select Children" msgstr "子を選択" #: Editor/Mono/SceneHierarchy.cs:1 msgid "Select Prefab Root" msgstr "プレハブルートを選択" #: Editor/Mono/SceneHierarchy.cs:1 msgid "Open Model" msgstr "モデルを開く" #: Editor/Mono/SceneHierarchy.cs:1 msgid "Open Prefab Asset" msgstr "プレハブアセットを開く" #: Editor/Mono/SceneHierarchy.cs:1 msgid "Select Prefab Asset" msgstr "プレハブアセットを選択" #: Editor/Mono/SceneHierarchy.cs:1 msgid "Unpack Prefab" msgstr "プレハブを解凍" #: Editor/Mono/SceneHierarchy.cs:1 msgid "Unpack Prefab Completely" msgstr "プレハブを完全に解凍" #: Editor/Mono/SceneHierarchy.cs:1 msgid "Set Active Scene" msgstr "アクティブシーンを設定" #: Editor/Mono/SceneHierarchy.cs:1 msgid "Save Scene As" msgstr "シーンを別名で保存" #: Editor/Mono/SceneHierarchy.cs:1 msgid "Save All" msgstr "すべてを保存" #: Editor/Mono/SceneHierarchy.cs:1 msgid "Unload Scene" msgstr "シーンをアンロード" #: Editor/Mono/SceneHierarchy.cs:1 msgid "Remove Scene" msgstr "シーンを削除" #: Editor/Mono/SceneHierarchy.cs:1 msgid "Discard changes" msgstr "変更を破棄" #: Editor/Mono/SceneHierarchy.cs:1 msgid "Select Scene Asset" msgstr "シーンアセットを選択" #: Editor/Mono/SceneHierarchy.cs:1 msgid "Save Untitled Scene" msgstr "無題のシーンを保存" #: Editor/Mono/SceneHierarchy.cs:1 msgid "Existing Untitled scene needs to be saved before creating a new scene. Only one untitled scene is supported at a time." msgstr "既存のタイトルなしのシーンは新しいシーンを作成する前に保存する必要があります。1度にサポートできるタイトルなしのシーンは1つだけです。" #: Editor/Mono/SceneHierarchy.cs:1 msgid "Collapse All" msgstr "すべてを折りたたむ" #: Editor/Mono/BuildPlayerSceneTreeView.cs:1 msgid "Remove Selection" msgstr "選択を削除" #: Editor/Mono/ConsoleWindow.cs:1 msgid "Console" msgstr "コンソール" #: Editor/Mono/ConsoleWindow.cs:1 msgid "Clear" msgstr "消去" #: Editor/Mono/ConsoleWindow.cs:1 msgid "Clear on Play" msgstr "再生時に消去" #: Editor/Mono/ConsoleWindow.cs:1 msgid "Error Pause" msgstr "エラーで一時停止" #: Editor/Mono/ConsoleWindow.cs:1 msgid "Collapse" msgstr "折りたたむ" #: Editor/Mono/ConsoleWindow.cs:1 msgid "Stop for Assert" msgstr "アサーションのため停止" #: Editor/Mono/ConsoleWindow.cs:1 msgid "Stop for Error" msgstr "エラーのために停止" #: Editor/Mono/ConsoleWindow.cs:1 msgid "Clear on Build" msgstr "ビルド時に消去" #: Editor/Mono/ConsoleWindow.cs:1 msgid "Player Logging" msgstr "プレイヤーログ" #: Editor/Mono/ConsoleWindow.cs:1 msgid "Full Log (Developer Mode Only)" msgstr "完全なログ (開発者モードのみ)" #: Editor/Mono/ConsoleWindow.cs:1 msgid "Open Player Log" msgstr "プレイヤーログを開く" #: Editor/Mono/ConsoleWindow.cs:1 msgid "Open Editor Log" msgstr "エディターログを開く" #: Editor/Mono/ConsoleWindow.cs:1 msgid "Show Timestamp" msgstr "タイムスタンプを表示" #: Editor/Mono/HostView.cs:1 msgid "Inspect Window" msgstr "インスペクトウィンドウ" #: Editor/Mono/HostView.cs:1 msgid "Inspect View" msgstr "インスペクトビュー" #: Editor/Mono/HostView.cs:1 msgid "Reload Window _f5" msgstr "ウィンドウを再ロード _f5" #: Editor/Mono/ObjectListArea.cs:1 msgid "The Asset Store is not available" msgstr "アセットストアは利用できません" #: Editor/Mono/GUIDebugger/BaseInspectView.cs:1 msgid "Instructions" msgstr "説明" #: Editor/Mono/GUIDebugger/BaseInspectView.cs:1 msgid "Select an Instruction on the left to see details" msgstr "詳細は、左の説明を選択してください" #: Editor/Mono/GUIDebugger/StyleDrawInspectView.cs:1 Editor-Missing:Missing detected at runtime. msgid "Property" msgstr "プロパティ" #: Editor/Mono/GUIDebugger/GUIViewDebuggerWindow.cs:1 msgid "Inspected View: " msgstr "検査するビュー:" #: Editor/Mono/GUIDebugger/GUIViewDebuggerWindow.cs:1 msgid "Pick Style" msgstr "スタイルを選択" #: Editor/Mono/GUIDebugger/GUIViewDebuggerWindow.cs:1 msgid "Picking " msgstr "選択" #: Editor/Mono/GUIDebugger/GUIViewDebuggerWindow.cs:1 msgid "IMGUI Debugger" msgstr "IMGUI デバッガー" #: Editor/Mono/GUIDebugger/GUIViewDebuggerWindow.cs:1 msgid "None" msgstr "なし" #: Editor/Mono/Settings/SettingsWindow.cs:1 msgid "Print Provider Keywords" msgstr "プロバイダーキーワードをプリント" #: Editor/Mono/Settings/SettingsWindow.cs:1 msgid "Refresh providers" msgstr "プロバイダーをリフレッシュする" #: Editor/Mono/ScriptAttributeGUI/Implementations/ExposedReferenceDrawer.cs:1 msgid "Expose Property" msgstr "プロパティーを公開する" #: Editor/Mono/ScriptAttributeGUI/Implementations/ExposedReferenceDrawer.cs:1 msgid "Unexpose Property" msgstr "プロパティを公開しない" #: Editor/Mono/ScriptAttributeGUI/Implementations/ExposedReferenceDrawer.cs:1 msgid "not found on" msgstr "見つかりません" #: Editor/Mono/ScriptAttributeGUI/Implementations/ExposedReferenceDrawer.cs:1 msgid "Overridden by " msgstr "オーバーライド元 " #: Editor/Mono/CodeEditor/DefaultExternalCodeEditor.cs:1 msgid "Reset argument" msgstr "引数をリセット" #: Editor/Mono/SceneView/SceneViewStageHandling.cs:1 msgid "Auto Save" msgstr "自動保存" #: Editor/Mono/SceneView/SceneViewStageHandling.cs:1 msgid "When Auto Save is enabled, every change you make is automatically saved to the Prefab Asset. Disable Auto Save if you experience long import times." msgstr "自動保存を有効にすると、変更するたびに自動的にプレハブアセットに保存されます。インポート時間が長い場合は自動保存を無効にしてください。" #: Editor/Mono/SceneView/SceneViewStageHandling.cs:1 msgid "Check Out" msgstr "チェックアウト" #: Editor/Mono/SceneView/SceneViewStageHandling.cs:1 msgid "Auto Saving..." msgstr "自動保存" #: Editor/Mono/SceneView/SceneViewMotion.cs:1 Editor-Missing:Missing detected at runtime. msgid "Click to lock the rotation in the current direction." msgstr "現在の方向で回転をロックするときにクリックします" #: Editor/Mono/SceneView/SceneViewMotion.cs:1 Editor-Missing:Missing detected at runtime. msgid "Click to unlock the rotation." msgstr "クリックすると回転をアンロックします" #: Editor/Mono/SceneView/SceneView.cs:1 msgid "Gizmos" msgstr "ギズモ" #: Editor/Mono/SceneView/SceneView.cs:1 msgid "Toggle visibility of all Gizmos in the Scene view" msgstr "シーンビューのすべてのギズモの表示を切り替えます" #: Editor/Mono/SceneView/SceneView.cs:1 msgid "Toggle the visibility of different Gizmos in the Scene view." msgstr "シーンビューのさまざまなギズモの表示を変更します" #: Editor/Mono/SceneView/SceneView.cs:1 msgid "Isolation View" msgstr "単独ビュー" #: Editor/Mono/SceneView/SceneView.cs:1 msgid "Exit" msgstr "終了" #: Editor/Mono/SceneView/SceneView.cs:1 msgid "Exit isolation mode" msgstr "単独モードを終了" #: Editor/Mono/SceneView/SceneView.cs:1 msgid "Check Pure Metals" msgstr "純金属を確認" #: Editor/Mono/SceneView/SceneView.cs:1 msgid "Check if albedo is black for materials with an average specular color above 0.45" msgstr "0.45以上のスペキュラカラー平均のマテリアルでアルベドが黒になるかどうか確認" #: Editor/Mono/SceneView/SceneView.cs:1 msgid "Luminance Validation:" msgstr "輝度検証:" #: Editor/Mono/SceneView/SceneView.cs:1 msgid "Select default luminance validation or validate against a configured albedo swatch" msgstr "デフォルトの輝度検証を選択するか、または、設定したアルベド見本を使った検証を行います" #: Editor/Mono/SceneView/SceneView.cs:1 msgid "Hue Tolerance:" msgstr "色相許容範囲:" #: Editor/Mono/SceneView/SceneView.cs:1 msgid "Check that the hue of the albedo value of a material is within the tolerance of the hue of the albedo swatch being validated against" msgstr "マテリアルのアルベド値の色相が、検証に用いるアルベド見本の色相に対して許容値内であることを確認" #: Editor/Mono/SceneView/SceneView.cs:1 msgid "Saturation Tolerance:" msgstr "彩度許容範囲:" #: Editor/Mono/SceneView/SceneView.cs:1 msgid "Check that the saturation of the albedo value of a material is within the tolerance of the saturation of the albedo swatch being validated against" msgstr "マテリアルのアルベド値の彩度が、検証に用いるアルベド見本の彩度に対して許容値内であることを確認" #: Editor/Mono/SceneView/SceneView.cs:1 msgid "The Draw Mode used to display the Scene." msgstr "シーン表示に使われる描画モード" #: Editor/Mono/SceneView/SceneView.cs:1 msgid "PBR Validation Settings" msgstr "PBR 検証設定" #: Editor/Mono/SceneView/SceneView.cs:1 msgid "You must exit play mode to save the scene!" msgstr "シーンを保存する前に、再生モードを終了させる必要があります" #: Editor/Mono/SceneView/SceneView.cs:1 msgid "Hide or show the Component Editor Tools panel in the Scene view." msgstr "シーンビューのコンポーネントエディターツールパネルを表示するか非表示にするか。" #: Editor/Mono/SceneView/SceneView.cs:1 Editor-Missing:Missing detected at runtime. msgid "When toggled on, the Scene lighting is used. When toggled off, a light attached to the Scene view camera is used." msgstr "シーンライティングは、オンに切り替えると使用できます。オフにすると、シーンビューカメラに取り付けられたライトが使用されます" #: Editor/Mono/SceneView/SceneView.cs:1 msgid "Toggle skybox, fog, and various other effects." msgstr "スカイボックス、フォグ、レンズフレアの効果を切り替えます" #: Editor/Mono/SceneView/SceneView.cs:1 Editor-Missing:Missing detected at runtime. msgid "Toggle audio on or off." msgstr "オーディオのオン/オフを切り替えます" #: Editor/Mono/SceneView/SceneView.cs:1 Editor-Missing:Missing detected at runtime. msgid "When toggled on, the Scene is in 2D view. When toggled off, the Scene is in 3D view." msgstr "オンにすると、シーンは2Dビューになります。オフにすると、シーンは3Dビューになります" #: Editor/Mono/SceneView/SceneView.cs:1 msgid "Number of hidden objects, click to toggle scene visibility" msgstr "非表示のオブジェクト数。シーンの表示を替えるにはクリックしてください。" #: Editor/Mono/SceneView/SceneView.cs:1 msgid "Settings for the Scene view camera." msgstr "シーンビューカメラの設定" #: Editor/Mono/Scripting/APIUpdater/APIUpdaterManager.bindings.cs:1 msgid "Update finished with {0} in {1} ms ({2}/{3} assemblie(s) updated)." msgstr "{0}の更新は{1}ミリ秒で終了しました ({2}/{3}アセンブリが更新されました)。" #: Editor/Mono/Scripting/APIUpdater/APIUpdaterManager.bindings.cs:1 msgid "success" msgstr "成功" #: Editor/Mono/Scripting/APIUpdater/APIUpdaterManager.bindings.cs:1 msgid "error" msgstr "エラー" #: Editor/Mono/Scripting/APIUpdater/APIUpdaterManager.bindings.cs:1 msgid "Timeout while checking assemblies:" msgstr "アセンブリの確認中にタイムアウトしました。" #: Editor/Mono/Scripting/APIUpdater/APIUpdaterManager.bindings.cs:1 msgid "{0}Timeout: {1} ms" msgstr "{0}タイムアウト: {1}ミリ秒" #: Editor/Mono/Scripting/APIUpdater/APIUpdaterManager.bindings.cs:1 msgid "{0}Update configurations from those assemblies may have not been applied." msgstr "これらのアセンブリからの {0} 更新設定は適用されない場合があります。" #: Editor/Mono/Scripting/APIUpdater/APIUpdaterManager.bindings.cs:1 msgid "Timeout while updating assemblies:" msgstr "アセンブリ更新中にタイムアウトしました。" #: Editor/Mono/Scripting/APIUpdater/APIUpdaterManager.bindings.cs:1 msgid "Unable to update following assemblies:" msgstr "以下のアセンブリを更新することができません。" #: Editor/Mono/Scripting/APIUpdater/APIUpdaterManager.bindings.cs:1 msgid "Following assemblies were successfully updated but due to the failed ones above they were ignored (not copied to the destination folder)." msgstr "以下のアセンブリは正常に更新されましたが、上記の失敗したアセンブリのために無視されました (ターゲットフォルダーにコピーされません)。" #: Editor/Mono/Scripting/APIUpdater/APIUpdaterManager.bindings.cs:1 msgid "User declined to run APIUpdater" msgstr "ユーザーがAPIUpdaterの実行を拒否しました" #: Editor/Mono/Scripting/APIUpdater/APIUpdaterManager.bindings.cs:1 msgid "Processing imported assemblies took {0} ms ({1}/{2} assemblie(s))." msgstr "インポートしたアセンブリの処理に {0} ミリ秒かかりました ({1}/{2} アセンブリ)。" #: Editor/Mono/Scripting/APIUpdater/APIUpdaterManager.bindings.cs:1 msgid "Failed to save assembly dependency graph ({0}). Exception: {1}" msgstr "アセンブリの依存関係グラフの保存に失敗しました ({0})。例外: {1}" #: Editor/Mono/Scripting/APIUpdater/APIUpdaterManager.bindings.cs:1 msgid "Failed to read assembly dependency graph ({0}). Exception: {1}" msgstr "アセンブリの依存関係グラフの読み込みに失敗しました ({0})。例外: {1}" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "What will this texture be used for?" msgstr "テクスチャの用途" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Texture is a normal image such as a diffuse texture or other." msgstr "テクスチャは、ディフューズテクスチャなどの通常の画像です。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Normal map" msgstr "法線マップ" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Texture is a bump or normal map." msgstr "テクスチャはバンプか法線マップです" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Editor GUI and Legacy GUI" msgstr "エディター GUI と古い GUI" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Texture is used for a GUI element." msgstr "テクスチャを GUI 要素で使用します。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Sprite (2D and UI)" msgstr "スプライト (2D と UI)" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Texture is used for a sprite." msgstr "テクスチャはスプライトとして使用されます。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Cursor" msgstr "カーソル" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Texture is used for a cursor." msgstr "テクスチャをカーソルとして使用します" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Cookie" msgstr "クッキー" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Texture is a cookie you put on a light." msgstr "テクスチャをライトに設定するクッキーとして使用します" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Texture is a lightmap." msgstr "テクスチャをライトマップとして使用します" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Single Channel" msgstr "単一チャンネル" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Texture is a one component texture." msgstr "テクスチャは単一要素で構成されます" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "What shape is this texture?" msgstr "このテクスチャの形状" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 Editor-Extra:class Section at PreferencesWindow.cs msgid "2D" msgstr "2D" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Texture is 2D." msgstr "テクスチャは 2D です" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Cube" msgstr "キューブ" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Texture is a Cubemap." msgstr "テクスチャはキューブマップです" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Create from Grayscale" msgstr "グレースケールから作成" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "The grayscale of the image is used as a heightmap for generating the normal map." msgstr "画像の階調を法線マップを生成するためのハイトマップとして使用されます" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "6 Frames Layout (Cubic Environment)" msgstr "6フレームレイアウト(キュービック環境)" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Texture contains 6 images arranged in one of the standard cubemap layouts - cross or sequence (+x, -x, +y, -y, +z, -z). Texture can be in vertical or horizontal orientation." msgstr "テクスチャは標準的なキューブマップレイアウトの1つでレイアウトされた6つのイメージを持ちます。レイアウトは十字型、もしくはシーケンス型(+x, -x, +y, -y, +z, -z)です。 テクスチャは縦横どちらの向きも可能です。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Latitude-Longitude Layout (Cylindrical)" msgstr "緯度経度レイアウト(円筒状)" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Texture contains an image of a ball unwrapped such that latitude and longitude are mapped to horizontal and vertical dimensions (as on a globe)." msgstr "テクスチャには、経度と緯度が水平と垂直方向(地球儀上で)にマッピングされたような球を開いた画像が含まれています" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Mirrored Ball (Spheremap)" msgstr "ミラーボール(球状マップ)" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Texture contains an image of a mirrored ball." msgstr "ミラーボールの画像を含むテクスチャ" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Specular (Glossy Reflection)" msgstr "スペキュラー(光沢リフレクション)" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Convolve cubemap for specular reflections with varying smoothness (Glossy Reflections)." msgstr "スムーズネスの異なるスペキュラーリフレクションのキューブマップを畳み込みます(光沢リフレクション)" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Diffuse (Irradiance)" msgstr "ディフューズ(照射)" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Convolve cubemap for diffuse-only reflection (Irradiance Cubemap)." msgstr "ディフューズのみの反射のキューブマップを畳み込みます(照射キューブマップ)" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Fixup Edge Seams" msgstr "端の継ぎ目の修正" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Enable if this texture is used for glossy reflections." msgstr "テクスチャを光沢のある反射に使用する際には有効にします" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Read/Write Enabled" msgstr "読み込み/書き込み有効" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Enable to be able to access the raw pixel data from code." msgstr "ピクセルデータをスクリプトからアクセスできるようにします" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Only load larger mipmaps as needed to render the current game cameras. Requires texture streaming to be enabled in quality settings." msgstr "現在のゲームカメラをレンダリングするために、必要に応じてより大きなミップマップのみをロードします。品質設定でテクスチャストリーミングを有効にする必要があります。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Mip Map Priority" msgstr "ミップマップ優先順位" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Mip map streaming priority when there's contention for resources. Positive numbers represent higher priority. Valid range is -128 to 127." msgstr "リソースに矛盾がある場合のミップマップのストリーミング優先順位。正の数のほうが優先順位が高い。有効範囲は-128から127。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Alpha Source" msgstr "アルファソース" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "How is the alpha generated for the imported texture." msgstr "インポートされたテクスチャのアルファがどのように生成されるか" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "No Alpha will be used." msgstr "アルファは使用されません" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Input Texture Alpha" msgstr "テクスチャアルファを入力" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Use Alpha from the input texture if one is provided." msgstr "入力テクスチャが提供されている場合は、入力テクスチャのアルファを使用します" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "From Gray Scale" msgstr "グレースケールから " #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Generate Alpha from image gray scale." msgstr "画像のグレースケールからアルファを作成" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "As which color/alpha component the single channel texture is treated." msgstr "単一チャンネルのテクスチャがどのカラー/アルファ成分として扱われるか" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Alpha" msgstr "アルファ" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Use the alpha channel (compression not supported)." msgstr "アルファチャンネルを使用します(圧縮はサポートされていません)" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Red" msgstr "赤" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Use the red color component." msgstr "赤い色のコンポーネントを使用" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "sRGB (Color Texture)" msgstr "sRGB(カラーテクスチャ)" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Texture content is stored in gamma space. Non-HDR color textures should enable this flag (except if used for IMGUI)." msgstr "テクスチャコンテンツはガンマ空間に保存されます。 非HDRカラーテクスチャはこのフラグを有効にする必要があります(IMGUIで使用される場合を除く)" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "The alpha channel of generated Mip Maps will preserve coverage during the alpha test." msgstr "生成されたミップマップのアルファチャンネルは、アルファテストの間、範囲を維持します" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Alpha Cutoff Value" msgstr "アルファカットオフ値" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "The reference value used during the alpha test. Controls Mip Map coverage." msgstr "アルファテストの間使用される参照値。ミップマップ範囲を制御します" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Non-Power of 2" msgstr "2のべき乗以外のサイズ" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "How non-power-of-two textures are scaled on import." msgstr "もしテクスチャサイズが2の累乗以外のサイズの場合、これによりインポート時のスケール動作を定義します" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Compressor Quality" msgstr "圧縮品質" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Use the slider to adjust compression quality from 0 (Fastest) to 100 (Best)" msgstr "スライダーを使って圧縮の品質を0(高速)から100(高品質)の間で選択できます" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Packing Tag" msgstr "パッキングタグ" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Tag for the Sprite Packing system." msgstr "スプライトパッキングシステムのタグ。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Pixels Per Unit" msgstr "ユニット毎のピクセル数" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "How many pixels in the sprite correspond to one unit in the world." msgstr "ワールドの 1 ユニットに当たるスプライトのピクセル数" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Extrude Edges" msgstr "押し出しエッジ" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "How much empty area to leave around the sprite in the generated mesh." msgstr "生成されたメッシュのスプライトの周囲に残す隙間の量。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Mesh Type" msgstr "メッシュタイプ" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Type of sprite mesh to generate." msgstr "生成するスプライトメッシュのタイプ" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Sprite pivot point in its localspace. May be used for syncing animation frames of different sizes." msgstr "ローカル空間でのスプライトピボットの位置。異なる大きさのアニメーションフレームを同期するときに便利です" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Generate Physics Shape" msgstr "物理形状を生成" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Generates a default physics shape from the outline of the Sprite/s when a physics shape has not been set in the Sprite Editor." msgstr "物理形状がスプライトエディターで設定されていない場合は、スプライトのアウトラインからデフォルトの物理形状を生成します" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "If the provided alpha channel is transparency, enable this to pre-filter the color to avoid texture filtering artifacts. This is not supported for HDR textures." msgstr "指定されたアルファチャンネルが透明である場合は、これを有効にして色をプリフィルタリングし、テクスチャのフィルタリングアーティファクトを回避します。 これは HDR テクスチャではサポートされていません" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Split Alpha Channel" msgstr "アルファチャンネルを分割" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Alpha for this texture will be preserved by splitting the alpha channel to another texture, and both resulting textures will be compressed using ETC1." msgstr "このテクスチャのアルファはアルファチャンネルを別のテクスチャに分割することで保存され、両方のテクスチャはETC1を使用して圧縮されます" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Use Crunch Compression" msgstr "クランチ圧縮を使用" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Texture is crunch-compressed to save space on disk when applicable." msgstr "可能な場合にディスクのスペースを節約するために、テクスチャはクランチ圧縮されています" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Advanced" msgstr "上級者向け" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Show advanced settings." msgstr "高度な設定を表示" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Remove Matte (PSD)" msgstr "マット削除 (PSD)" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Enable special processing for PSD that has transparency, as color pixels will be tweaked (blended with white color)." msgstr "カラーピクセルを調整して(白色とブレンド)、透過性のあるPSDの特別な処理を可能にします" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Filter Mode" msgstr "フィルターモード" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Point (no filter)" msgstr "ポイント (フィルターなし)" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Bilinear" msgstr "バイリニア" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Trilinear" msgstr "トライリニア" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Light Type" msgstr "ライトタイプ" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Spotlight" msgstr "スポットライト" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Point" msgstr "ポイント" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Bumpiness" msgstr "でこぼこさ" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Filtering" msgstr "フィルタリング" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Sharp" msgstr "シャープ" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Smooth" msgstr "スムーズ" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Mapping" msgstr "マッピング" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Auto" msgstr "自動" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Convolution Type" msgstr "コンボリューション型" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Fadeout Mip Maps" msgstr "フェードアウトのミップマップ" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Fade Range" msgstr "フェードの範囲" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Border Mip Maps" msgstr "ミップマップの枠線" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Mip Map Filtering" msgstr "ミップマップ フィルタリング" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Box" msgstr "ボックス" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Kaiser" msgstr "カイザー" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Fast" msgstr "高速" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Best" msgstr "最適" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Single" msgstr "単数" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Multiple" msgstr "複数" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Polygon" msgstr "ポリゴン" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Full Rect" msgstr "完全な矩形" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Tight" msgstr "タイト (きつい)" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Top Left" msgstr "左上" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Top" msgstr "上" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Top Right" msgstr "右上" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Left" msgstr "左" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Right" msgstr "右" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Bottom Left" msgstr "左下" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Bottom Right" msgstr "右下" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Custom" msgstr "カスタム" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "If you have PSD with transparency, colors will be tweaked by blending them with white color. Matte removal refers to our attempts to undo that, and this is deprecated." msgstr "透過性のあるPSDの場合、色は白色とブレンドすることによって調整できます。マット削除はその操作を元に戻そうとする試みを指し、これは非推奨です。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "How to handle PSD with alpha" msgstr "PSDに対してアルファを処理する方法" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1 msgid "Graphics device doesn't support Repeat wrap mode on NPOT textures. Falling back to Clamp." msgstr "グラフィックスデバイスでは、NPOT テクスチャの繰り返しラップモードはサポートされていません。固定に戻します。" #: Editor/Mono/ImportSettings/EditorPluginImporterExtension.cs:1 msgid "CPU" msgstr "CPU" #: Editor/Mono/ImportSettings/EditorPluginImporterExtension.cs:1 msgid "Is plugin compatible with 32bit or 64bit Editor?" msgstr "プラグインは32ビット/64ビットのエディターと互換性がありますか?" #: Editor/Mono/ImportSettings/EditorPluginImporterExtension.cs:1 msgid "OS" msgstr "OS" #: Editor/Mono/ImportSettings/EditorPluginImporterExtension.cs:1 msgid "Is plugin compatible with Windows, OS X or Linux Editor?" msgstr "プラグインはWindows、OS X、Linuxエディターと互換性がありますか?" #: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:1 msgid "Use External Materials (Legacy)" msgstr "外部マテリアルの使用 (古い機能)" #: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:1 msgid "Use external materials if found in the project." msgstr "プロジェクトに外部のマテリアルがある場合はそれを使用してください" #: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:1 msgid "Use Embedded Materials" msgstr "デフォルトマテリアルを使用" #: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:1 msgid "Embed the material inside the imported asset." msgstr "マテリアルはインポートアセットに埋め込まれています" #: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:1 msgid "Search and Remap..." msgstr "検索して再マッピング..." #: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:1 msgid "Click on this button to search and remap the materials from the project." msgstr "検索して再マッピングされたマテリアルを抽出するには、このボタンをクリックします" #: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:1 msgid "Remapped Materials" msgstr "再マッピングされたマテリアル" #: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:1 msgid "External materials to use for each embedded material." msgstr "各埋め込みマテリアルに使用される外部マテリアル" #: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:1 msgid "Extract Materials..." msgstr "マテリアルを抽出..." #: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:1 msgid "Click on this button to extract the embedded materials." msgstr "埋め込みマテリアルを抽出するには、このボタンをクリックします" #: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:1 msgid "Location" msgstr "位置" #: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:1 msgid "On Demand Remap" msgstr "オンデマンドの再マッピング" #: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:1 msgid "Re-import the asset to see the list of used materials." msgstr "使用されているマテリアルのリストを確認するために再インポートしてください" #: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:1 msgid "Materials are embedded inside the imported asset." msgstr "マテリアルはインポートアセットに埋め込まれています" #: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:1 msgid "Material assignments can be remapped below." msgstr "マテリアルの割り当ては以下のように再マッピングされます" #: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:1 msgid "Remap the imported materials to materials from the Unity project." msgstr "インポートしたマテリアルをUnityプロジェクトのマテリアルに再マッピングします" #: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:1 msgid "Select Materials Folder" msgstr "Materials フォルダーを選択" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Reset LOD to..." msgstr "LOD を... にリセット" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Unify the LOD settings for all selected assets." msgstr "すべての選択されたアセットのLOD設定を統一します" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Smooth LOD" msgstr "滑らかな LOD" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Toggles smooth LOD transitions." msgstr "滑らかな LOD 遷移を切り替えます" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Animate Cross-fading" msgstr "クロスフェードでアニメーション" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Cross-fading is animated instead of being calculated by distance." msgstr "クロスフェーディングは距離で計算されるかわりにアニメーションします" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Crossfade Width" msgstr "クロスフェードの幅" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Proportion of the last 3D mesh LOD region width which is used for cross-fading to billboard tree." msgstr "ビルボードの樹木のクロスフェードに使用する、最後の 3D メッシュの LOD 領域の幅の割合" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Proportion of the billboard LOD region width which is used for fading out the billboard." msgstr "ビルボードをフェードアウトするのに使用するビルボードの LOD 領域の幅の割合" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "How much to scale the tree model compared to what is in the .spm file." msgstr ".spm ファイル内にあるスケール値と比例させて樹木モデルの大きさをスケーリングします" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "The color modulating the diffuse lighting component." msgstr "ディフューズライティングコンポーネントを変更する色" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Hue Color" msgstr "色相" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Apply to LODs that have Hue Variation effect enabled." msgstr "色相のばらつきエフェクトが有効に設定されているLODに適用します。" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Alpha Cutoff" msgstr "アルファカットオフ" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "The alpha-test reference value." msgstr "アルファテストを行うリファレンス値です" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "The tree casts shadow." msgstr "樹木から影を落とします" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "The tree receives shadow." msgstr "樹木が影を受けます" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "The tree uses light probe for lighting." msgstr "樹木でライティングのためのライトプローブを使用します" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Use Reflection Probes" msgstr "リフレクションプローブの使用" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "The tree uses reflection probe for rendering." msgstr "樹木のレンダリングでリフレクションプローブを使用します" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Normal Map" msgstr "法線マップ" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Enable normal mapping (aka Bump mapping)." msgstr "法線マッピングを有効にします(別名バンプマッピング)" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Enable Hue Variation" msgstr "色相のばらつきを有効にする" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Enable Hue variation color (color is adjusted between Main Color and Hue Color)." msgstr "色相のばらつきがある色を有効にします (色は主な色と色相色の間で調節されます) " #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Enable subsurface scattering effects." msgstr "サブサーフェススキャタリング効果を有効にします" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Controls the wind quality." msgstr "風の品質を制御します" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Apply & Generate Materials" msgstr "適用してマテリアルを生成" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Apply current importer settings and generate materials with new settings." msgstr "現在のインポーター設定を適用し、新しい設定でマテリアルを生成" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Regenerate Materials" msgstr "マテリアルの再生成" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Regenerate materials from the current importer settings." msgstr "現在のインポーター設定からマテリアルを再生成" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "LODs" msgstr "LOD" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Meshes" msgstr "メッシュ" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "The default value of Scale Factor is 0.3048, the conversion ratio from feet to meters, as these are the most conventional measurements used in SpeedTree and Unity, respectively." msgstr "スケールファクターのデフォルト値は 0.3048、つまりフィートからメーターへの変換率です。なぜなら、フィートとメーターはそれぞれ、スピードツリーと Unity で使用される最も標準的な計測単位だからです。" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:1 msgid "Enable Smooth LOD" msgstr "滑らかな LOD を有効にする" #: Editor/Mono/ImportSettings/ExposeTransformEditor.cs:1 msgid "Use" msgstr "使用する" #: Editor/Mono/ImportSettings/ExposeTransformEditor.cs:1 msgid "Maintain Alt/Option key to enable or disable all children" msgstr "すべての子を有効、または、無効にするには Alt/Option キーを押したままにします" #: Editor/Mono/ImportSettings/ExposeTransformEditor.cs:1 msgid "Node Name" msgstr "ノード名" #: Editor/Mono/ImportSettings/ExposeTransformEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Choose to add to list" msgstr "リストに加えます" #: Editor/Mono/ImportSettings/ExposeTransformEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Remove selection from list" msgstr "選択したものをリストから削除" #: Editor/Mono/ImportSettings/SpeedTreeImporterInspector.cs:1 msgid "Regenerate the remapped materials from the current import settings." msgstr "現在のインポート設定で再マッピングしたマテリアルを再生成します" #: Editor/Mono/ImportSettings/SpeedTreeImporterInspector.cs:1 msgid "Apply current importer settings and regenerate the remapped materials with new settings." msgstr "現在のインポーター設定を適用して、再マッピングしたマテリアルを新しい設定で生成します" #: Editor/Mono/ImportSettings/DesktopPluginImporterExtension.cs:1 msgid "x86" msgstr "x86" #: Editor/Mono/ImportSettings/DesktopPluginImporterExtension.cs:1 msgid "x86_x64" msgstr "x86_x64" #: Editor/Mono/ImportSettings/DesktopPluginImporterExtension.cs:1 msgid "x64" msgstr "x64" #: Editor/Mono/ImportSettings/DesktopPluginImporterExtension.cs:1 msgid "Windows" msgstr "Windows" #: Editor/Mono/ImportSettings/DesktopPluginImporterExtension.cs:1 msgid "Linux" msgstr "Linux" #: Editor/Mono/ImportSettings/DesktopPluginImporterExtension.cs:1 msgid "Mac OS X" msgstr "Mac OS X" #: Editor/Mono/ImportSettings/IHVImageFormatImporterInspector.cs:1 msgid "Only load larger mipmaps as needed to render the current game cameras." msgstr "現在のゲームカメラをレンダリングするために、必要に応じてより大きなミップマップのみをロードします。" #: Editor/Mono/ImportSettings/IHVImageFormatImporterInspector.cs:1 msgid "Wrap Mode" msgstr "ラップモード" #: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:1 msgid "Dynamic" msgstr "動的" #: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:1 msgid "Unicode" msgstr "ユニコード" #: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:1 msgid "ASCII default set" msgstr "ASCII デフォルトセット" #: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:1 msgid "ASCII upper case" msgstr "ASCII 大文字" #: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:1 msgid "ASCII lower case" msgstr "ASCII 小文字" #: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:1 msgid "Custom set" msgstr "カスタムセット" #: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:1 msgid "Hinted Smooth" msgstr "示唆されたスムーズネス" #: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:1 msgid "Hinted Raster" msgstr "示唆されたラスター" #: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:1 msgid "OS Default" msgstr "OSデフォルト" #: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:1 msgid "Legacy version 2 mode (glyph bounding boxes)" msgstr "古い version 2 モード (グリフのバウンディングボックス)" #: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:1 msgid "Face ascender metric" msgstr "昇順の基準に対峙" #: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:1 msgid "Face bounding box metric" msgstr "バウンディングボックスの基準に対峙" #: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:1 msgid "Rendering Mode" msgstr "レンダリングモード" #: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:1 msgid "Character" msgstr "文字" #: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:1 msgid "Ascent Calculation Mode" msgstr "アセント計算モード" #: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:1 msgid "Use Legacy Bounds" msgstr "古いバウンドを使用" #: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:1 msgid "Should Round Advance Value" msgstr "Advance 値を四捨五入する" #: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:1 msgid "Incl. Font Data" msgstr "フォントデータを含む" #: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:1 msgid "Font Size" msgstr "フォントサイズ" #: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:1 msgid "Use Legacy Bounds Calculation" msgstr "古いバウンド計算を使用する" #: Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:1 msgid "Include Font Data" msgstr "フォントデータを含む" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "What to display in empty areas of this Camera's view.\n\nChoose Skybox to display a skybox in empty areas, defaulting to a background color if no skybox is found.\n\nChoose Solid Color to display a background color in empty areas.\n\nChoose Depth Only to display nothing in empty areas.\n\nChoose Don't Clear to display whatever was displayed in the previous frame in empty areas." msgstr "このカメラのビューの描画のない領域に表示します。\n\nスカイボックスを表示するにはスカイボックスを選択します。スカイボックスが見つからない場合は背景色をデフォルトにします。\n\nなにもない領域に背景色を表示するには'ソリッドカラー'を選択します。\n\n何も表示しない場合は'深度バッファのみ'を選択します。\n\n前のフレームで表示されたものを残すには、'消去しない'を選択します。" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Background" msgstr "背景" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "The Camera clears the screen to this color before rendering." msgstr "カメラはレンダリングする前にこの色で画面を塗りつぶします" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Projection" msgstr "投影方法" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "How the Camera renders perspective.\n\nChoose Perspective to render objects with perspective.\n\nChoose Orthographic to render objects uniformly, with no sense of perspective." msgstr "投影レンダリングの方式\n\n透視投影を選べば透視投影レンダリングになります\n\n平行投影を選べば平行投影レンダリングになり、透視ではなくなります" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "The vertical size of the camera view." msgstr "カメラビューの縦のサイズ" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Field of View" msgstr "有効視野 (FOV) " #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "The camera's view angle measured in degrees along the selected axis." msgstr "選択された軸に沿って測定されたカメラのビュー角度(単位は度)。" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Viewport Rect" msgstr "ビューポート矩形" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Four values that indicate where on the screen this camera view will be drawn. Measured in Viewport Coordinates (values 0-1)." msgstr "このカメラビューが画面上のどこに描画されるかを示す4つの値。ビューポート座標で示され、値は[0 - 1]。" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Sensor Size" msgstr "センサーサイズ" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "The size of the camera sensor in millimeters." msgstr "カメラセンサーのサイズ(単位はミリメートル)" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Lens Shift" msgstr "レンズシフト" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Offset from the camera sensor. Use these properties to simulate a shift lens. Measured as a multiple of the sensor size." msgstr "カメラセンサーからのオフセット。シフトレンズをシミュレーションするためにこれらのプロパティを使います。センサーサイズの倍数で測ります。" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Physical Camera" msgstr "物理カメラ" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Enables Physical camera mode. When checked, the field of view is calculated from properties for simulating physical attributes (focal length, sensor size, and lens shift)" msgstr "物理カメラモードを有効にします。チェックを入れると、物理的な属性(焦点距離、センサーサイズ、レンズシフト)のシミュレーションのために、プロパティから有効視野(FOV)が計算されます。" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Sensor Type" msgstr "センサータイプ" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Common sensor sizes. Choose an item to set Sensor Size, or edit Sensor Size for your custom settings." msgstr "一般的なセンサーサイズ。カスタム設定のセンサーサイズを設定したり編集したりするには、アイテムを選択します。" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Rendering Path" msgstr "レンダリングパス" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Choose a rendering method for this camera.\n\nUse Graphics Settings to use the rendering path specified in Player settings.\n\nUse Forward to render all objects with one pass per material.\n\nUse Deferred to draw all objects once without lighting and then draw the lighting of all objects at the end of the render queue.\n\nUse Legacy Vertex Lit to render all lights in a single pass, calculated in vertices.\n\nLegacy Deferred has been deprecated." msgstr "カメラのレンダリング方法を選択します。\n\nプレイヤー設定で指定したレンダリングパスを使用するにはグラフィックス設定を使用してください。\n\nマテリアルごとに1つのパスですべてのオブジェクトを描画するには、フォワードを使用します。\n\nいったんすべてのオブジェクトをライトなしに描画してから、レンダーキューの最後にすべてのオブジェクトのライトを描画するにはディファードを使用します。\n\n頂点で計算された1つのパスですべてのライトをレンダリングするには、古い頂点リットを使用します。\n\n古いディファードは廃止予定です。" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Focal Length" msgstr "焦点距離" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "The simulated distance between the lens and the sensor of the physical camera. Larger values give a narrower field of view." msgstr "レンズと物理カメラのセンサーとの間のシミュレーションによる距離。値が大きくなるほど有効視野(FOV)が狭くなります。" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Occlusion Culling" msgstr "オクルージョンカリング" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Occlusion Culling means that objects that are hidden behind other objects are not rendered, for example if they are behind walls." msgstr "オクルージョンカリングを使うと、他のオブジェクトの背後に隠れている(例えば、壁に隠れている)オブジェクトはレンダリングされません。" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "High Dynamic Range gives you a wider range of light intensities, so your lighting looks more realistic. With it, you can still see details and experience less saturation even with bright light." msgstr "HDR(ハイダイナミックレンジ)を使うと、ライトの強度の範囲をより広くできます。そのため、ライトがより現実的に見えます。これを使っても詳細を見ることができ、明るいライトでも彩度を低めに抑えられます。" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "MSAA" msgstr "MSAA" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Use Multi Sample Anti-aliasing to reduce aliasing." msgstr "MSAA(マルチサンプルアンチエイリアシング)を使うとエイリアシングを削減できます" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Gate Fit" msgstr "ゲートフィット" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Determines how the rendered area (resolution gate) fits into the sensor area (film gate)." msgstr "レンダリングされるエリア (解像度ゲート)をセンサーエリア (フィルムゲート)に合わせる方法を決定します" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Allow Dynamic Resolution" msgstr "動的解像度を許可" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Scales render textures to support dynamic resolution if the target platform/graphics API supports it." msgstr "ターゲットのプラットフォーム/グラフィックスAPIが適応する場合は、レンダーテクスチャをスケールして動的解像度をサポートします" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "FOV Axis" msgstr "FOV 軸" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Field of view axis." msgstr "有効視野(FOV)軸" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Use Graphics Settings" msgstr "グラフィックス設定を使用" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Forward" msgstr "フォワード" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Legacy Vertex Lit" msgstr "古い頂点ライティング" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Legacy Deferred (light prepass)" msgstr "古いディファード (ライトプレパス) " #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Both" msgstr "両方" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "None (Main Display)" msgstr "なし (メインディスプレイ)" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Camera Preview" msgstr "カメラプレビュー" #: Editor/Mono/Inspector/CameraEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Remove command buffer" msgstr "コマンドバッファを削除" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Background Color" msgstr "背景色" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Normalized View Port Rect" msgstr "正規化されたビューポート矩形" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Target Texture" msgstr "ターゲットテクスチャ" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Stereo Separation" msgstr "ステレオセパレーション" #: Editor/Mono/Inspector/CameraEditor.cs:1 msgid "Stereo Convergence" msgstr "ステレオ収束" #: Editor/Mono/Inspector/LODGroupGUI.cs:1 msgid "Upload to Importer" msgstr "インポーターにアップロード" #: Editor/Mono/Inspector/LODGroupGUI.cs:1 msgid "Upload the modified screen percentages to the model importer." msgstr "変更された画面比率をモデルインポーターにアップロード" #: Editor/Mono/Inspector/LODGroupGUI.cs:1 msgid "Number of LOD's in the scene instance differ from the number of LOD's in the imported model." msgstr "シーンインスタンスの LODの数は、インポートされたモデルのLODの数と異なります" #: Editor/Mono/Inspector/LODGroupGUI.cs:1 msgid "Recalculate Bounds" msgstr "再計算範囲" #: Editor/Mono/Inspector/LODGroupGUI.cs:1 msgid "Recalculate bounds to encapsulate all child renderers." msgstr "範囲を再計算して、すべての子レンダラーをカプセル化します" #: Editor/Mono/Inspector/LODGroupGUI.cs:1 msgid "Bounds are already up-to-date." msgstr "範囲はすでに最新です" #: Editor/Mono/Inspector/LODGroupGUI.cs:1 msgid "Recalculate Lightmap Scale" msgstr "ライトマップスケールを再計算" #: Editor/Mono/Inspector/LODGroupGUI.cs:1 msgid "Set the lightmap scale to match the LOD percentages." msgstr "LODの割合に合うようにライトマップスケールを設定します" #: Editor/Mono/Inspector/LODGroupGUI.cs:1 msgid "Animate Between Previous LOD" msgstr "前のLODからアニメーションする" #: Editor/Mono/Inspector/LODGroupGUI.cs:1 msgid "Cross-fade animation plays when transits between this LOD and the previous (lower) LOD." msgstr "このLODから(より低い)LODに対してアニメーションをクロスフェードしながら再生します" #: Editor/Mono/Inspector/LODGroupGUI.cs:1 msgid "Renderers:" msgstr "レンダラー:" #: Editor/Mono/Inspector/LODGroupGUI.cs:1 msgid "Animated cross-fading is currently disabled. Please enable \"Animate Between Next LOD\" on either the current or the previous LOD." msgstr "アニメーション化したクロスフェーディングは現在無効になっています。現在もしくは前のLODの\"次のLODとの間にアニメーション化\"を有効にしてください。" #: Editor/Mono/Inspector/LODGroupGUI.cs:1 msgid "Animated cross-fading is currently disabled. \"Animate Between Next LOD\" is enabled but the next LOD is not in Animated Cross Fade mode." msgstr "アニメーション化したクロスフェーディングは現在無効になっています。 \"次のLODとの間にアニメーション化\"は有効になっていますが、次のLODがアニメーション化したクロスフェーディングモードになっていません。" #: Editor/Mono/Inspector/LODGroupGUI.cs:1 msgid "Add New Renderers" msgstr "新しいレンダラーを追加" #: Editor/Mono/Inspector/LODGroupGUI.cs:1 msgid "Remove Renderer" msgstr "レンダラーを削除" #: Editor/Mono/Inspector/CanvasEditor.cs:1 msgid "Event Camera" msgstr "イベントカメラ" #: Editor/Mono/Inspector/CanvasEditor.cs:1 msgid "The Camera which the events are triggered through. This is used to determine clicking and hover positions if the Canvas is in World Space render mode." msgstr "このカメラを通してイベントのトリガーが発生します。キャンバスがワールド空間レンダーモードの場合、これによってクリックとマウスオーバー位置が決定されます" #: Editor/Mono/Inspector/CanvasEditor.cs:1 msgid "Render Camera" msgstr "レンダーカメラ" #: Editor/Mono/Inspector/CanvasEditor.cs:1 msgid "The Camera which will render the canvas. This is also the camera used to send events." msgstr "キャンバスをレンダリングするカメラ。このカメラはイベントの送信にも使用されます。" #: Editor/Mono/Inspector/CanvasEditor.cs:1 msgid "Sort Order" msgstr "ソート順" #: Editor/Mono/Inspector/CanvasEditor.cs:1 msgid "The order in which Screen Space - Overlay canvas will render" msgstr "スクリーンスペースでオーバーレイのキャンバスをレンダリングする順序" #: Editor/Mono/Inspector/CanvasEditor.cs:1 msgid "Name of the Renderer's sorting layer" msgstr "レンダラーのソートレイヤーの名前" #: Editor/Mono/Inspector/CanvasEditor.cs:1 msgid "Target Display" msgstr "ターゲットディスプレイ" #: Editor/Mono/Inspector/CanvasEditor.cs:1 msgid "Display on which to render the canvas when in overlay mode" msgstr "オーバーレイモードのときに、どのキャンバス上に描画するかを表示します" #: Editor/Mono/Inspector/CanvasEditor.cs:1 msgid "Order in Layer" msgstr "レイヤーの順序" #: Editor/Mono/Inspector/CanvasEditor.cs:1 msgid "Renderer's order within a sorting layer" msgstr "ソートレイヤー内のレンダラーの順序" #: Editor/Mono/Inspector/CanvasEditor.cs:1 msgid "Additional Shader Channels" msgstr "追加のシェーダーチャンネル" #: Editor/Mono/Inspector/CanvasEditor.cs:1 msgid "Render Mode" msgstr "レンダーモード" #: Editor/Mono/Inspector/CanvasEditor.cs:1 msgid "Pixel Perfect" msgstr "ピクセルバーフェクト" #: Editor/Mono/Inspector/CanvasEditor.cs:1 msgid "Camera" msgstr "カメラ" #: Editor/Mono/Inspector/CanvasEditor.cs:1 msgid "Plane Distance" msgstr "平面の距離" #: Editor/Mono/Inspector/CanvasEditor.cs:1 msgid "Override Sorting" msgstr "ソートをオーバーライド" #: Editor/Mono/Inspector/JointEditor.cs:1 msgid "Change Joint Angular Limits" msgstr "ジョイント角度制限を変更" #: Editor/Mono/Inspector/JointEditor.cs:1 msgid "Edit joint angular limits." msgstr "ジョイント角度制限を編集" #: Editor/Mono/Inspector/CompositeCollider2DEditor.cs:1 msgid "Geometry Type" msgstr "ジオメトリタイプ" #: Editor/Mono/Inspector/CompositeCollider2DEditor.cs:1 msgid "Generation Type" msgstr "生成タイプ" #: Editor/Mono/Inspector/CompositeCollider2DEditor.cs:1 msgid "Vertex Distance" msgstr "頂点距離" #: Editor/Mono/Inspector/CompositeCollider2DEditor.cs:1 msgid "Offset Distance" msgstr "オフセット距離" #: Editor/Mono/Inspector/CompositeCollider2DEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Edge Radius" msgstr "エッジの半径" #: Editor/Mono/Inspector/AreaEffector2DEditor.cs:1 msgid "Use Global Angle" msgstr "グローバル角度を使用" #: Editor/Mono/Inspector/AreaEffector2DEditor.cs:1 msgid "Force Angle" msgstr "力を加える角度" #: Editor/Mono/Inspector/AreaEffector2DEditor.cs:1 msgid "Force Magnitude" msgstr "力の大きさ" #: Editor/Mono/Inspector/AreaEffector2DEditor.cs:1 msgid "Force Variation" msgstr "力のばらつき" #: Editor/Mono/Inspector/AreaEffector2DEditor.cs:1 msgid "Force Target" msgstr "力を加えるターゲット" #: Editor/Mono/Inspector/AreaEffector2DEditor.cs:1 msgid "Drag" msgstr "抗力" #: Editor/Mono/Inspector/AreaEffector2DEditor.cs:1 msgid "Angular Drag" msgstr "回転抗力" #: Editor/Mono/Inspector/WindInspector.cs:1 msgid "The wind blows towards a direction or outwards within a sphere" msgstr "風が 1 方向にて全体に吹くか、定義したスフィア内で外に向かって吹くかのモード選択" #: Editor/Mono/Inspector/WindInspector.cs:1 msgid "Radius" msgstr "半径" #: Editor/Mono/Inspector/WindInspector.cs:1 msgid "The radius of the spherical area" msgstr "球形エリアの半径" #: Editor/Mono/Inspector/WindInspector.cs:1 msgid "Main" msgstr "メイン" #: Editor/Mono/Inspector/WindInspector.cs:1 msgid "Overall strength of the wind" msgstr "風の全体的な強さ" #: Editor/Mono/Inspector/WindInspector.cs:1 msgid "Turbulence" msgstr "乱気流" #: Editor/Mono/Inspector/WindInspector.cs:1 msgid "Randomness in strength" msgstr "強さのランダム性" #: Editor/Mono/Inspector/WindInspector.cs:1 msgid "Pulse Magnitude" msgstr "パルスの大きさ" #: Editor/Mono/Inspector/WindInspector.cs:1 msgid "Strength of the wind pulses" msgstr "風のパルスの強さ" #: Editor/Mono/Inspector/WindInspector.cs:1 msgid "Pulse Frequency" msgstr "パルスの頻度" #: Editor/Mono/Inspector/WindInspector.cs:1 msgid "Frequency of the wind pulses" msgstr "風のパルスの頻度" #: Editor/Mono/Inspector/WindInspector.cs:1 msgid "Wind Main" msgstr "基本風力" #: Editor/Mono/Inspector/WindInspector.cs:1 msgid "Wind Turbulence" msgstr "風の乱気流" #: Editor/Mono/Inspector/WindInspector.cs:1 msgid "Wind Pulse Magnitude" msgstr "風のパルスの大きさ" #: Editor/Mono/Inspector/WindInspector.cs:1 msgid "Wind Pulse Frequency" msgstr "風のパルスの頻度" #: Editor/Mono/Inspector/ScriptExecutionOrderInspector.cs:1 msgid "Default Time" msgstr "デフォルト" #: Editor/Mono/Inspector/ScriptExecutionOrderInspector.cs:1 msgid "All scripts not in the custom order are executed at the default time." msgstr "カスタム実行順設定されていないすべてのスクリプトはデフォルトの実行順にて実行されます" #: Editor/Mono/Inspector/ScriptExecutionOrderInspector.cs:1 msgid "Script Execution Order" msgstr "スクリプト実行順序" #: Editor/Mono/Inspector/ScriptExecutionOrderInspector.cs:1 msgid "Add scripts to the custom order and drag them to reorder.\n\nScripts in the custom order can execute before or after the default time and are executed from top to bottom. All other scripts execute at the default time in the order they are loaded.\n\n(Changing the order of a script may modify the meta data for more than one script.)" msgstr "スクリプトを追加して実行順序をカスタマイズできます。順番はドラッグで変更できます。\n\n実行順をカスタマイズされたスクリプトはデフォルト順の前か後に実行されます。実行順は上から下に向かって処理されます。指定のないスクリプトはデフォルト順で実行されます。デフォルト順の中ではスクリプトはロードされた順番で実行されます。\n\n(スクリプト実行順を変更すると、複数のスクリプトのメタデータが変更されることがあります)" #: Editor/Mono/Inspector/ScriptExecutionOrderInspector.cs:1 msgid "Add script to custom order" msgstr "カスタム順にスクリプトを加えます" #: Editor/Mono/Inspector/ScriptExecutionOrderInspector.cs:1 msgid "Remove script from custom order" msgstr "カスタム順からスクリプトを削除します" #: Editor/Mono/Inspector/RigidbodyEditor.cs:1 msgid "Freeze Position" msgstr "位置を固定" #: Editor/Mono/Inspector/RigidbodyEditor.cs:1 msgid "Freeze Rotation" msgstr "回転を固定" #: Editor/Mono/Inspector/InspectorHistoryGUI.cs:1 msgid "History" msgstr "履歴" #: Editor/Mono/Inspector/InspectorHistoryGUI.cs:1 msgid "Clear History" msgstr "履歴を消去" #: Editor/Mono/Inspector/InspectorHistoryGUI.cs:1 msgid "" msgstr "<名前なし>" #: Editor/Mono/Inspector/InspectorHistoryGUI.cs:1 msgid "" msgstr "<無効>" #: Editor/Mono/Inspector/InspectorHistoryGUI.cs:1 msgid "" msgstr "<記入なし>" #: Editor/Mono/Inspector/InspectorHistoryGUI.cs:1 msgid "({0} {1}s)" msgstr "({0} {1}s)" #: Editor/Mono/Inspector/MinMaxCurvePropertyDrawer.cs:1 msgid "Constant" msgstr "定数" #: Editor/Mono/Inspector/MinMaxCurvePropertyDrawer.cs:1 msgid "Random Between Two Curves" msgstr "2 つのカーブ間でランダム " #: Editor/Mono/Inspector/MinMaxCurvePropertyDrawer.cs:1 msgid "Random Between Two Constants" msgstr "2 つの値間でランダム" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "Shape" msgstr "形状" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "The bounding shape that forces are applied inside." msgstr "力が内側に加わる境界の形状" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "Start Range" msgstr "開始範囲" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "The inner extent of the bounding shape." msgstr "境界形状の内部範囲" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "End Range" msgstr "終了範囲" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "The outer extent of the bounding shape." msgstr "境界形状の外部範囲" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "The length of the cylinder." msgstr "シリンダー形状の長さ" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "The force to apply along the X axis." msgstr "X軸に適用する力" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "The force to apply along the Y axis." msgstr "Y軸に適用する力" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "The force to apply along the Z axis." msgstr "Z軸に適用する力" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "The strength of the gravity effect." msgstr "重力効果の強さ" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "Focus" msgstr "フォーカス" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "Choose a band within the volume that particles will be attracted towards." msgstr "パーティクルが引きつけられる体積内の幅を選択します" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "The speed at which particles are propelled around the vortex." msgstr "パーティクルが渦巻く速さ" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "Attraction" msgstr "吸引力" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "Controls how strongly particles are dragged into the vortex motion." msgstr "パーティクルを渦巻き状の動きに引き込む強さを制御します" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "Randomness" msgstr "ランダム性" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "Propel particles around random axes of the shape." msgstr "形状のランダムな軸の周りのパーティクルを動かします" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "The strength of the drag effect." msgstr "引き付ける効果の強さ" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "Multiply by Size" msgstr "サイズにより増加" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "Adjust the drag based on the size of the particles." msgstr "パーティクルのサイズに応じてドラッグを調節" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "Multiply by Velocity" msgstr "速度により増加" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "Adjust the drag based on the velocity of the particles." msgstr "パーティクルの速度に応じてドラッグを調節" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "Volume Texture" msgstr "ボリュームテクスチャ" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "The texture used for the vector field." msgstr "ベクトル場に使用されるテクスチャ" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "The speed multiplier applied to particles traveling through the vector field." msgstr "ベクトル場を移動するパーティクルへ適用される速度の乗数" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "Controls how strongly particles are dragged into the vector field motion." msgstr "パーティクルをベクトル場の動きに引き込む強さを制御します" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "Modify {0}" msgstr "{0} を変更" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "Sphere" msgstr "スフィア" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "Hemisphere" msgstr "半球" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "Cylinder" msgstr "シリンダー" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 Editor-Missing:Missing detected at runtime. msgid "Direction" msgstr "向き" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "Vector Field" msgstr "ベクトル場" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "Gravity Focus" msgstr "重力の中心" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "Rotation Randomness" msgstr "回転のランダム性" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "Multiply Drag By Particle Size" msgstr "パーティクルのサイズで抗力を増加させます" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:1 msgid "Multiply Drag By Particle Velocity" msgstr "パーティクル速度で抗力を増加" #: Editor/Mono/Inspector/TextureInspector.cs:1 msgid "U axis" msgstr "U 軸" #: Editor/Mono/Inspector/TextureInspector.cs:1 msgid "V axis" msgstr "V 軸" #: Editor/Mono/Inspector/TextureInspector.cs:1 msgid "W axis" msgstr "W 軸" #: Editor/Mono/Inspector/TextureInspector.cs:1 msgid "Repeat" msgstr "繰り返し" #: Editor/Mono/Inspector/TextureInspector.cs:1 msgid "Clamp" msgstr "固定" #: Editor/Mono/Inspector/TextureInspector.cs:1 msgid "Mirror Once" msgstr "1 回ミラー " #: Editor/Mono/Inspector/TextureInspector.cs:1 msgid "Per-axis" msgstr "軸ごと" #: Editor/Mono/Inspector/StandardShaderGUI.cs:1 msgid "Albedo" msgstr "アルベド" #: Editor/Mono/Inspector/StandardShaderGUI.cs:1 msgid "Albedo (RGB) and Transparency (A)" msgstr "アルベド (RGB) と透明度 (A)" #: Editor/Mono/Inspector/StandardShaderGUI.cs:1 msgid "Threshold for alpha cutoff" msgstr "アルファカットオフのしきい値" #: Editor/Mono/Inspector/StandardShaderGUI.cs:1 msgid "Specular" msgstr "スペキュラー" #: Editor/Mono/Inspector/StandardShaderGUI.cs:1 msgid "Specular (RGB) and Smoothness (A)" msgstr "スペキュラー (RGB) とスムースネス (A)" #: Editor/Mono/Inspector/StandardShaderGUI.cs:1 msgid "Metallic" msgstr "メタリック" #: Editor/Mono/Inspector/StandardShaderGUI.cs:1 msgid "Metallic (R) and Smoothness (A)" msgstr "メタリック (R) と スムースネス (A)" #: Editor/Mono/Inspector/StandardShaderGUI.cs:1 msgid "Smoothness" msgstr "スムースネス" #: Editor/Mono/Inspector/StandardShaderGUI.cs:1 msgid "Smoothness value" msgstr "スムースネスの値" #: Editor/Mono/Inspector/StandardShaderGUI.cs:1 msgid "Smoothness scale factor" msgstr "滑らかさ スケールファクター" #: Editor/Mono/Inspector/StandardShaderGUI.cs:1 msgid "Smoothness texture and channel" msgstr "スムースネスのテクスチャとチャンネル" #: Editor/Mono/Inspector/StandardShaderGUI.cs:1 msgid "Specular Highlights" msgstr "スペキュラーハイライト" #: Editor/Mono/Inspector/StandardShaderGUI.cs:1 msgid "Reflections" msgstr "リフレクション" #: Editor/Mono/Inspector/StandardShaderGUI.cs:1 msgid "Glossy Reflections" msgstr "光沢のあるリフレクション" #: Editor/Mono/Inspector/StandardShaderGUI.cs:1 msgid "Height Map" msgstr "ハイトマップ" #: Editor/Mono/Inspector/StandardShaderGUI.cs:1 msgid "Height Map (G)" msgstr "ハイトマップ (G)" #: Editor/Mono/Inspector/StandardShaderGUI.cs:1 msgid "Occlusion" msgstr "オクルージョン" #: Editor/Mono/Inspector/StandardShaderGUI.cs:1 msgid "Occlusion (G)" msgstr "オクルージョン (G)" #: Editor/Mono/Inspector/StandardShaderGUI.cs:1 msgid "Emission (RGB)" msgstr "放出 (RGB)" #: Editor/Mono/Inspector/StandardShaderGUI.cs:1 msgid "Detail Mask" msgstr "詳細マスク" #: Editor/Mono/Inspector/StandardShaderGUI.cs:1 msgid "Mask for Secondary Maps (A)" msgstr "補助的マップのマスク(A)" #: Editor/Mono/Inspector/StandardShaderGUI.cs:1 msgid "Detail Albedo x2" msgstr "詳細アルべド x 2" #: Editor/Mono/Inspector/StandardShaderGUI.cs:1 msgid "Albedo (RGB) multiplied by 2" msgstr "アルベド (RGB) の 2倍" #: Editor/Mono/Inspector/StandardShaderGUI.cs:1 msgid "UV Set" msgstr "UV セット" #: Editor/Mono/Inspector/StandardShaderGUI.cs:1 msgid "Bump scale is not supported on mobile platforms" msgstr "でこぼこの拡大縮小はモバイルプラットフォームではサポートされません" #: Editor/Mono/Inspector/StandardShaderGUI.cs:1 msgid "Fix Now" msgstr "今すぐ修正" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:1 msgid "Min Distance" msgstr "最短距離" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Reverb Preset" msgstr "リバーブプリセット" #: Editor/Mono/Inspector/PlatformEffector2DEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Rotational Offset" msgstr "回転オフセット" #: Editor/Mono/Inspector/PlatformEffector2DEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Use One Way" msgstr "1 方向の衝突判定を使用" #: Editor/Mono/Inspector/PlatformEffector2DEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Use One Way Grouping" msgstr "グループ化して衝突判定を使用" #: Editor/Mono/Inspector/PlatformEffector2DEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Surface Arc" msgstr "サーフェスの円弧角度" #: Editor/Mono/Inspector/PlatformEffector2DEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Use Side Friction" msgstr "側面の摩擦を使用" #: Editor/Mono/Inspector/PlatformEffector2DEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Use Side Bounce" msgstr "側面のバウンドを使用" #: Editor/Mono/Inspector/PlatformEffector2DEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Side Arc" msgstr "側面の円弧角度" #: Editor/Mono/Inspector/SurfaceEffector2DEditor.cs:1 msgid "Speed Variation" msgstr "速度のばらつき" #: Editor/Mono/Inspector/SurfaceEffector2DEditor.cs:1 msgid "Force Scale" msgstr "力のスケール" #: Editor/Mono/Inspector/SurfaceEffector2DEditor.cs:1 msgid "Use Contact Force" msgstr "接触力を使用" #: Editor/Mono/Inspector/SurfaceEffector2DEditor.cs:1 msgid "Use Friction" msgstr "摩擦を使用" #: Editor/Mono/Inspector/SurfaceEffector2DEditor.cs:1 msgid "Use Bounce" msgstr "バウンスを使用" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "The assembly name is used to generate a .dll file on you disk." msgstr "アセンブリ名はディスク上に <名前>.dll ファイルを生成するために使用されます" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "Define Constraints" msgstr "制約の定義" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "Specify a constraint in the assembly definition. The assembly definition only builds if this constraint returns True." msgstr "アセンブリ定義で制約を指定してください。アセンブリ定義は、この制約がTrueを返す場合にのみビルドします。" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "Version Defines" msgstr "バージョン定義" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "Specify which versions of a packages and modules to include in compilations." msgstr "コンパイルに含むパッケージとモジュールのバージョンを指定します。" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "Assembly Definition References" msgstr "アセンブリ定義参照" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "The list of assembly files that this assembly definition should reference." msgstr "このアセンブリ定義が参照するアセンブリファイルのリスト" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "Assembly References" msgstr "アセンブリ参照" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "The list of Precompiled assemblies that this assembly definition should reference." msgstr "このアセンブリ定義が参照するプリコンパイルされたアセンブリのリスト" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "Allow 'unsafe' Code" msgstr "アンセーフコードを許可" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "When enabled, the C# compiler for this assembly includes types or members that have the `unsafe` keyword." msgstr "これを有効にすると、このアセンブリのC#コンパイラーにunsafeキーワードを持つ型またはメンバーが含まれるようになります" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "Override References" msgstr "リファレンスをオーバーライド" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "When enabled, you can select which specific precompiled assemblies to refer to via a drop-down list that appears. When not enabled, this assembly definition refers to all auto-referenced precompiled assemblies." msgstr "これを有効にすると、表示されるドロップダウンを使って、参照する特定のプリコンパイルされたアセンブリを選択できます。無効の場合は、このアセンブリ定義はすべての自動参照のプリコンパイルされたアセンブリを参照します。" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "Auto Referenced" msgstr "自動参照済" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "When enabled, this assembly definition is automatically referenced in predefined assemblies." msgstr "これを有効にすると、このアセンブリ定義は事前に定義されたアセンブリで自動的に参照されます。" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "Use GUIDs" msgstr "GUID を使用" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "Use GUIDs instead of assembly names for Assembly Definition References. Allows referenced assemblies to be renamed without having to update references." msgstr "アセンブリ定義参照に、アセンブリ名でなくGUIDを使用します。参照を更新することなしに、参照されたアセンブリの名を変更することができます。" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "Select which platforms include or exclude in the build that this assembly definition file is for." msgstr "このアセンブリ定義ファイルの対象であり、ビルドに含む、または、除外するプラットフォームを選択します。" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "Expression outcome" msgstr "式の結果" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "Shows the mathematical equation that your Expression represents." msgstr "式が表す数学的な方程式を表示します。" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "(Missing)" msgstr "(欠如)" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "(Multiple Values)" msgstr "(複数の値)" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "(Missing Reference)" msgstr "(参照がありません)" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 Editor-Extra:class Section at PreferencesWindow.cs msgid "General" msgstr "一般" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "Any Platform" msgstr "任意のプラットフォーム" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "Include Platforms" msgstr "プラットフォームを加える" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "Exclude Platforms" msgstr "プラットフォームを除く" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "Select all" msgstr "すべてを選択" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "Deselect all" msgstr "すべての選択を解除" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "Load error" msgstr "ロードエラー" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "No possible references" msgstr "使用できる参照がありません" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "Use GUI Ds" msgstr "GUID を使用" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:1 msgid "Compatible With Any Platform" msgstr "すべてのプラットフォームと互換性をもたせる" #: Editor/Mono/Inspector/CubemapInspector.cs:1 msgid "Don't load image data immediately but wait till image data is requested from script." msgstr "画像データを即座にロードせず、画像データがスクリプトからリクエストされるまで待機します。" #: Editor/Mono/Inspector/ShaderVariantCollectionInspector.cs:1 msgid "Add variant" msgstr "バリアントを加えます" #: Editor/Mono/Inspector/ShaderVariantCollectionInspector.cs:1 msgid "Remove entry" msgstr "エントリーを削除します" #: Editor/Mono/Inspector/MaterialEditor.cs:1 msgid "Global Illumination" msgstr "グローバルイルミネーション" #: Editor/Mono/Inspector/MaterialEditor.cs:1 msgid "Controls if the emission is baked or realtime.\n\nBaked only has effect in scenes where baked global illumination is enabled.\n\nRealtime uses realtime global illumination if enabled in the scene. Otherwise the emission won't light up other objects." msgstr "発光をベイクかリアルタイム、どちらにするかを制御します。\n\nベイクは、ベイクしたグローバルイルミネーションを使用できるシーンでのみ有効です。\n\nリアルタイムは、シーンで使用可能な場合はリアルタイムグローバルイルミネーションを使用します。そうでない場合は、発光によって、他のオブジェクトは照明されません。" #: Editor/Mono/Inspector/MaterialEditor.cs:1 msgid "Geometry" msgstr "ジオメトリ" #: Editor/Mono/Inspector/MaterialEditor.cs:1 msgid "Queue 2000" msgstr "キュー 2000" #: Editor/Mono/Inspector/MaterialEditor.cs:1 msgid "AlphaTest" msgstr "アルファテスト" #: Editor/Mono/Inspector/MaterialEditor.cs:1 msgid "Queue 2450" msgstr "キュー 2450" #: Editor/Mono/Inspector/MaterialEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Transparent" msgstr "透明" #: Editor/Mono/Inspector/MaterialEditor.cs:1 msgid "Queue 3000" msgstr "キュー 3000" #: Editor/Mono/Inspector/MaterialEditor.cs:1 msgid "Double Sided Global Illumination" msgstr "両面 GI" #: Editor/Mono/Inspector/MaterialEditor.cs:1 msgid "When enabled, the lightmapper accounts for both sides of the geometry when calculating Global Illumination. Backfaces are not rendered or added to lightmaps, but get treated as valid when seen from other objects. When using the Progressive Lightmapper backfaces bounce light using the same emission and albedo as frontfaces." msgstr "これを有効にすると、グローバルイルミネーションを計算するときにジオメトリの両面を考慮します。裏面はライトマップに描画されたり加えたりされませんが、他のオブジェクトから見るときに有効なものとして扱われます。プログレッシブライトマッパーを使用する場合、裏面は表面と同じ発光とアルベドを使って光を反射します。" #: Editor/Mono/Inspector/MaterialEditor.cs:1 msgid "Baked" msgstr "ベイク" #: Editor/Mono/Inspector/MaterialEditor.cs:1 msgid "MaterialPropertyBlock is used to modify these values" msgstr "マテリアルプロパティブロックはこれらの値を変更するために使用されます" #: Editor/Mono/Inspector/MaterialEditor.cs:1 msgid "Render Queue" msgstr "レンダーキュー" #: Editor/Mono/Inspector/MaterialEditor.cs:1 msgid "From Shader" msgstr "シェーダーから" #: Editor/Mono/Inspector/MaterialEditor.cs:1 msgid "Enable GPU Instancing" msgstr "GPU インスタンシングを有効にする" #: Editor/Mono/Inspector/MaterialEditor.cs:1 msgid "Emission" msgstr "放出" #: Editor/Mono/Inspector/MaterialEditor.cs:1 msgid "Tiling" msgstr "タイリング" #: Editor/Mono/Inspector/MaterialEditor.cs:1 msgid "This texture is not marked as a normal map" msgstr "このテクスチャは法線マップのチェックがつけられていません" #: Editor/Mono/Inspector/SphereColliderEditor.cs:1 msgid "Is Trigger" msgstr "トリガーにする" #: Editor/Mono/Inspector/NavMeshObstacleInspector.cs:1 msgid "Carve" msgstr "くり抜く" #: Editor/Mono/Inspector/NavMeshObstacleInspector.cs:1 msgid "Move Threshold" msgstr "移動のしきい値" #: Editor/Mono/Inspector/NavMeshObstacleInspector.cs:1 msgid "Time To Stationary" msgstr "停止時間" #: Editor/Mono/Inspector/NavMeshObstacleInspector.cs:1 msgid "Carve Only Stationary" msgstr "静止時のみくり抜く" #: Editor/Mono/Inspector/PolygonCollider2DEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Points" msgstr "ポイント" #: Editor/Mono/Inspector/ClothInspector.cs:1 msgid "Edit Constraints" msgstr "制限の編集" #: Editor/Mono/Inspector/ClothInspector.cs:1 msgid "Edit Collision Particles" msgstr "衝突パーティクルを編集" #: Editor/Mono/Inspector/ClothInspector.cs:1 msgid "Visualization Color" msgstr "表示色" #: Editor/Mono/Inspector/ClothInspector.cs:1 msgid "Brush Color" msgstr "ブラシ色" #: Editor/Mono/Inspector/ClothInspector.cs:1 msgid "Cloth Self-Collision and Inter-Collision" msgstr "クロスのセルフコリジョンとインターコリジョン" #: Editor/Mono/Inspector/ClothInspector.cs:1 msgid "Paint Collision Particles" msgstr "衝突のパーティクルをペイント" #: Editor/Mono/Inspector/ClothInspector.cs:1 msgid "Select Collision Particles" msgstr "衝突のパーティクルを選択" #: Editor/Mono/Inspector/ClothInspector.cs:1 msgid "Brush Radius" msgstr "ブラシ半径" #: Editor/Mono/Inspector/ClothInspector.cs:1 msgid "Paint or Select Particles" msgstr "パーティクルを選択またはペイント" #: Editor/Mono/Inspector/ClothInspector.cs:1 msgid "Back Face Manipulation" msgstr "背面操作" #: Editor/Mono/Inspector/ClothInspector.cs:1 msgid "Manipulate Backfaces" msgstr "裏面を操作" #: Editor/Mono/Inspector/ClothInspector.cs:1 msgid "Self-Collision" msgstr "セルフコリジョン" #: Editor/Mono/Inspector/ClothInspector.cs:1 msgid "Self-Collision and Inter-Collision" msgstr "セルフコリジョンとインターコリジョン" #: Editor/Mono/Inspector/ClothInspector.cs:1 msgid "Select" msgstr "選択" #: Editor/Mono/Inspector/ClothInspector.cs:1 msgid "Paint" msgstr "ペイント" #: Editor/Mono/Inspector/ClothInspector.cs:1 msgid "Fixed" msgstr "修正済み" #: Editor/Mono/Inspector/ClothInspector.cs:1 msgid "Surface Penetration" msgstr "サーフェスの貫通" #: Editor/Mono/Inspector/ClothInspector.cs:1 msgid "Erase" msgstr "削除" #: Editor/Mono/Inspector/ClothInspector.cs:1 msgid "Inter-Collision" msgstr "インターコリジョン" #: Editor/Mono/Inspector/ClothInspector.cs:1 msgid "Self-Collision Distance" msgstr "セルフコリジョン距離" #: Editor/Mono/Inspector/ClothInspector.cs:1 msgid "Self-Collision Stiffness" msgstr "セルフコリジョン硬さ" #: Editor/Mono/Inspector/ClothInspector.cs:1 msgid "Edit cloth constraints" msgstr "クロス制限の編集" #: Editor/Mono/Inspector/ClothInspector.cs:1 msgid "Edit cloth self/inter-collision" msgstr "クロスのセルフコリジョン/インターコリジョンを編集" #: Editor/Mono/Inspector/ClothInspector.cs:1 msgid "Select cloth particles for use in self/inter-collision" msgstr "セルフコリジョン/インターコリジョンで使用するクロスのパーティクルを選択します。" #: Editor/Mono/Inspector/ClothInspector.cs:1 msgid "Paint cloth particles for use in self/inter-collision" msgstr "セルフコリジョン/インターコリジョンで使用するためにクロスのパーティクルをペイントします" #: Editor/Mono/Inspector/ClothInspector.cs:1 msgid "Select cloth particles." msgstr "クロスのパーティクルを選択" #: Editor/Mono/Inspector/ClothInspector.cs:1 msgid "Paint cloth particles." msgstr "クロスのパーティクルをペイント" #: Editor/Mono/Inspector/ClothInspector.cs:1 msgid "Erase cloth particles." msgstr "クロスのパーティクルを削除" #: Editor/Mono/Inspector/ClothInspector.cs:1 msgid "Cloth Constraints" msgstr "クロスの制限" #: Editor/Mono/Inspector/ClothInspector.cs:1 Editor-Missing:Missing detected at runtime. msgid "Change this vertex coefficient value by painting in the scene view." msgstr "シーンビューでペイントしてこの頂点係数値を変更します" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Start frame of the clip." msgstr "クリップの開始フレーム" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "End" msgstr "終了" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "End frame of the clip." msgstr "クリップの終了フレーム" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Additive Reference Pose" msgstr "加法的参照ポーズ" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Enable to define the additive reference pose frame." msgstr "加法的参照ポーズのフレームを定義できるようにします" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Pose Frame" msgstr "ポーズフレーム" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Pose Frame." msgstr "ポーズフレーム" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Loop Time" msgstr "時間をループ" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Enable to make the animation play through and then restart when the end is reached." msgstr "これを有効にすると、アニメーションクリップが再生され最後に到達するとループします。" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Loop Pose" msgstr "ポーズをループ" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Enable to make the animation loop seamlessly." msgstr "アニメーションのループをシームレスにします。" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Offset to the cycle of a looping animation, if we want to start it at a different time." msgstr "開始時間を変えたい場合に、繰り返すアニメーションのサイクルをずらします" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Bake Into Pose" msgstr "ポーズにベイク" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Enable to make root rotation be baked into the movement of the bones. Disable to make root rotation be stored as root motion." msgstr "これを有効にすると、ルートの回転をボーンの動きにベイクします。無効にすると、ルートの回転はルートモーションとして保存されます" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Offset to the root rotation (in degrees)." msgstr "ルートの度単位でのオフセット" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Based Upon" msgstr "基準" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "What the root rotation is based upon." msgstr "ルートの回転の基準になっているもの" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Based Upon (at Start)" msgstr "基準 (開始時)" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Original" msgstr "元" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Keeps the rotation as it is authored in the source file." msgstr "ソースファイルに書かれているように回転を保ちます" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Body Orientation" msgstr "ボディの向き" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Keeps the upper body pointing forward." msgstr "上半身が前方を向くよう維持します" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Root Node Rotation" msgstr "ルートノードの回転" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Enable to make vertical root motion be baked into the movement of the bones. Disable to make vertical root motion be stored as root motion." msgstr "これを有効にすると、垂直のルートモーションをボーンの動きにベイクします。無効にすると、垂直のルートモーションはルートモーションとして保存されます" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Offset to the vertical root position." msgstr "垂直のルート位置のオフセット" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "What the vertical root position is based upon." msgstr "垂直のルートの位置の基準になっているもの" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Keeps the vertical position as it is authored in the source file." msgstr "ソースファイルに書かれているように垂直位置を維持します" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Center of Mass" msgstr "質量の中心" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Keeps the center of mass aligned with root transform position." msgstr "質量の中心をルートのトランスフォーム位置に揃えて維持します" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Feet" msgstr "足" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Keeps the feet aligned with the root transform position." msgstr "足をルートのトランスフォーム位置に合わせて整列します" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Enable to make horizontal root motion be baked into the movement of the bones. Disable to make horizontal root motion be stored as root motion." msgstr "これを有効にすると、水平のルートモーションをボーンの動きにベイクします。無効にすると、水平のルートモーションはルートモーションとして保存されます" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "What the horizontal root position is based upon." msgstr "水平のルートの位置が基準にしているもの" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Keeps the horizontal position as it is authored in the source file." msgstr "ソースファイルに書かれているように水平位置を維持します" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Mirror left and right in this clip." msgstr "クリップの左右を反転します" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Curves" msgstr "カーブ" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Parameter-related curves." msgstr "パラメーターに関するカーブ" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Average Velocity: {0}\nAverage Angular Y Speed: {1} deg/s" msgstr "平均速度: {0}\n平均 Y 角速度: {1} deg/s" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Root Transform Rotation" msgstr "ルートトランスフォーム回転" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Root Transform Position (Y)" msgstr "ルートトランスフォーム位置 (Y)" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Root Transform Position (XZ)" msgstr "ルートトランスフォーム位置 (XZ)" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Root Node Position" msgstr "ルートノード位置" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Add Loop Frame" msgstr "ループフレームを追加" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Events" msgstr "イベント" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "loop match" msgstr "ループマッチ" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Delete Animation Event" msgstr "アニメーションイベントの削除" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Delete Animation Events" msgstr "アニメーションイベントの削除" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 msgid "Add Animation Event" msgstr "アニメーションイベントを追加" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Add Event." msgstr "イベントを追加" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Go to previous key frame." msgstr "前のキーフレームに戻ります" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Go to next key frame." msgstr "次のキーフレームに進みます" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Add Keyframe." msgstr "キーフレームを追加" #: Editor/Mono/Inspector/InspectorWindow.cs:1 msgid "Inspector" msgstr "インスペクター" #: Editor/Mono/Inspector/InspectorWindow.cs:1 msgid "The built-in package '{0}', which implements this component type, has been disabled in Package Manager. This object will be removed in play mode and from any builds you make." msgstr "このコンポーネントタイプを実装するビルトインパッケージ'{0}'は、パッケージマネージャーで無効になっています。 このオブジェクトはプレイモード、および、作成したすべてのビルドから削除されます。" #: Editor/Mono/Inspector/InspectorWindow.cs:1 msgid "The built-in package '{0}', which is required by the package '{1}', which implements this component type, has been disabled in Package Manager. This object will be removed in play mode and from any builds you make." msgstr "ビルトインパッケージ'{0}'はこのコンポーネントタイプを実装するパッケージ'{1}'に必要ですが、パッケージマネージャーで無効になっています。 このオブジェクトは再生モード、および、作成したすべてのビルドから削除されます。" #: Editor/Mono/Inspector/InspectorWindow.cs:1 msgid "Preview" msgstr "プレビュー" #: Editor/Mono/Inspector/InspectorWindow.cs:1 msgid "Asset Labels" msgstr "アセットラベル" #: Editor/Mono/Inspector/InspectorWindow.cs:1 msgid "Add Component" msgstr "コンポーネントを追加" #: Editor/Mono/Inspector/InspectorWindow.cs:1 msgid "VCS Plugin {0} is enabled but not connected" msgstr "VCS のプラグイン {0} は有効になっていますが、接続されていません " #: Editor/Mono/Inspector/InspectorWindow.cs:1 msgid "Debug" msgstr "デバッグ" #: Editor/Mono/Inspector/InspectorWindow.cs:1 msgid "Debug-Internal" msgstr "デバッグ 内部" #: Editor/Mono/Inspector/InspectorWindow.cs:1 msgid "Use UIElements Default Inspector" msgstr "UIElements デフォルトインスペクターを使用" #: Editor/Mono/Inspector/InspectorWindow.cs:1 msgid "Expand All Components" msgstr "すべてのコンポーネントを展開" #: Editor/Mono/Inspector/InspectorWindow.cs:1 msgid "Collapse All Components" msgstr "すべてのコンポーネントを折りたたむ" #: Editor/Mono/Inspector/InspectorWindow.cs:1 msgid "Under Version Control\nCheck out this asset in order to make changes." msgstr "バージョン管理されています\n変更を加えるにはこのアセットをチェックアウトしてください" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "Global Volume" msgstr "グローバルな音量" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "Initial volume multiplier (AudioListener.volume)" msgstr "最初の音量乗数 (AudioListener.volume)" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "Volume Rolloff Scale" msgstr "音量ロールオフスケール" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "Global volume rolloff multiplier (applies only to logarithmic volume curves)." msgstr "グローバルな音量のロールオフ乗数(対数音量カーブにのみ適用)" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "Doppler Factor" msgstr "ドップラーファクター" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "Global Doppler speed multiplier for sounds in motion." msgstr "ドップラー効果の可聴係数。0にすると、オフになります。1にすると、高速で移動するオブジェクトの場合に聞こえやすくなります。" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "Default Speaker Mode" msgstr "デフォルトスピーカーモード" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "Speaker mode at start of the game. This may be changed at runtime using the AudioSettings.Reset function." msgstr "ゲーム開始時のスピーカーモードを設定します。AudioSettings.Reset関数を使用してランタイムに変更可能です。" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "System Sample Rate" msgstr "システムサンプルレート" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "Sample rate at which the output device of the audio system runs. Individual sounds may run at different sample rates and will be slowed down/sped up accordingly to match the output rate." msgstr "オーディオシステムの出力デバイスが動作するサンプルレート。独立したサウンドが異なるサンプルレートで実行され、出力レートに合うようスピードが上下します" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "DSP Buffer Size" msgstr "DSPバッファサイズ" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "Length of mixing buffer. This determines the output latency of the game." msgstr "ミックスバッファの長さ。これにより、ゲームの出力の遅延(待ち時間)が決まります。" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "Max Virtual Voices" msgstr "最大仮想音声数" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "Maximum number of sounds managed by the system. Even though at most RealVoiceCount of the loudest sounds will be physically playing, the remaining sounds will still be updating their play position." msgstr "システムによって管理されるサウンドの最大数。実際に最大数が再生されていた場合、鳴っていない音の再生位置の更新は継続して行われます" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "Max Real Voices" msgstr "最大実音声数" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "Maximum number of actual simultaneously playing sounds." msgstr "実際の同時再生サウンドの最大数" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "Spatializer Plugin" msgstr "スペーシャライザープラグイン" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "Native audio plugin performing spatialized filtering of 3D sources." msgstr "3Dソースの空間フィルタリングを行うネイティブオーディオプラグイン" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "Ambisonic Decoder Plugin" msgstr "アンビソニックデコーダープラグイン" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "Native audio plugin performing ambisonic-to-binaural filtering of sources." msgstr "ソースをアンビソニックスからバイノーラルへフィルターするネイティブのオーディオプラグイン" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "Disable Unity Audio" msgstr "Unityのオーディオを無効にする" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "Prevent allocating the output device in the runtime. Use this if you want to use other sound systems than the built-in one." msgstr "ランタイムに出力デバイスの割り振りを回避します。ビルトイン以外の他のサウンドシステムを使用したい場合にこれを使用します" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "Virtualize Effects" msgstr "仮想化エフェクト" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "When enabled, dynamically turn off effects and spatializers on AudioSources that are culled in order to save CPU." msgstr "有効にすると、CPUを節約するために省くオーディオソース上の効果とスペーシャライザーを動的にオフにします" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "The requested buffer size ({0}) has been overridden to {1} by the operating system" msgstr "リクエストされたバッファサイズ({0})は、オペレーティングシステムによって{1}にオーバーライドされています" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "Volume" msgstr "ボリューム" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "Rolloff Scale" msgstr "ロールオフスケール" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "Sample Rate" msgstr "サンプルレート" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "Requested DSP Buffer Size" msgstr "リクエストされた DSP バッファサイズ" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "Virtual Voice Count" msgstr "仮想音声数" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "Real Voice Count" msgstr "実音声数" #: Editor/Mono/Inspector/AudioManagerInspector.cs:1 msgid "Disable Audio" msgstr "オーディオを無効にする" #: Editor/Mono/Inspector/MeshRendererEditor.cs:1 msgid "This renderer has more materials than the Mesh has submeshes. Multiple materials will be applied to the same submesh, which costs performance. Consider using multiple shader passes." msgstr "このレンダラーは、メッシュが持つサブメッシュよりも多くのマテリアルを持っています。複数のマテリアルが 1 つのサブメッシュに適用されるため、パフォーマンスが低下します。複数のシェーダーパスを使用することを検討してください。" #: Editor/Mono/Inspector/MeshRendererEditor.cs:1 msgid "This renderer is statically batched and uses an instanced shader at the same time. Instancing will be disabled in such a case. Consider disabling static batching if you want it to be instanced." msgstr "このレンダラーは静的にバッチ処理され、同時に、インスタンス化されたシェーダーを使用します。このような場合、インスタンス化は無効になります。インスタンス化したい場合は、静的バッチ処理を無効にすることを検討してください。" #: Editor/Mono/Inspector/PhysicsManagerInspector.cs:1 msgid "Cloth Inter-Collision" msgstr "クロスのインターコリジョン" #: Editor/Mono/Inspector/PhysicsManagerInspector.cs:1 msgid "Stiffness" msgstr "屈曲剛性" #: Editor/Mono/Inspector/DirectorEditor.cs:1 msgid "Initial Time" msgstr "開始時間" #: Editor/Mono/Inspector/DirectorEditor.cs:1 msgid "The time at which the Playable will begin playing" msgstr "プレイアブルが再生を始める時間" #: Editor/Mono/Inspector/DirectorEditor.cs:1 msgid "Current Time" msgstr "現在の時間" #: Editor/Mono/Inspector/DirectorEditor.cs:1 msgid "The current Playable time" msgstr "現在のプレイアブル時間" #: Editor/Mono/Inspector/DirectorEditor.cs:1 msgid "Play On Awake" msgstr "ゲーム開始時に再生" #: Editor/Mono/Inspector/DirectorEditor.cs:1 msgid "Whether the Playable should be playing after it loads" msgstr "ロード後すぐにプレイアブルを再生するかどうか" #: Editor/Mono/Inspector/DirectorEditor.cs:1 msgid "Update Method" msgstr "更新方法" #: Editor/Mono/Inspector/DirectorEditor.cs:1 msgid "Controls how the Playable updates every frame" msgstr "すべてのフレームでプレイアブルを更新する方法を制御します" #: Editor/Mono/Inspector/DirectorEditor.cs:1 msgid "Controls the behaviour of evaluating the Playable outside its duration" msgstr "存続期間を超えたプレイアブルを評価する動作を制御します" #: Editor/Mono/Inspector/DirectorEditor.cs:1 msgid "Playable" msgstr "プレイアブル" #: Editor/Mono/Inspector/DirectorEditor.cs:1 msgid "This channel will not playback because it is not currently assigned" msgstr "このチャンネルは現在指定されていないため、再生できません" #: Editor/Mono/Inspector/DirectorEditor.cs:1 msgid "Bindings" msgstr "バインディング" #: Editor/Mono/Inspector/LightProbeGroupInspector.cs:1 msgid "Show Wireframe" msgstr "ワイヤーフレームを表示" #: Editor/Mono/Inspector/LightProbeGroupInspector.cs:1 msgid "Show the tetrahedron wireframe visualizing the blending between probes." msgstr "プローブ間にブレンドを可視化する 4面体のワイヤーフレームを表示" #: Editor/Mono/Inspector/LightProbeGroupInspector.cs:1 msgid "Selected Probe Position" msgstr "プローブ位置を選択" #: Editor/Mono/Inspector/LightProbeGroupInspector.cs:1 msgid "The local position of this probe relative to the parent group." msgstr "このプローブの、親に相対的なローカル位置" #: Editor/Mono/Inspector/LightProbeGroupInspector.cs:1 msgid "Remove Ringing" msgstr "輪状アーティファクトを削除" #: Editor/Mono/Inspector/LightProbeGroupInspector.cs:1 msgid "When enabled, removes visible overshooting often observed as ringing on objects affected by intense lighting at the expense of reduced contrast." msgstr "これを有効にすると、強いライトによってオブジェクト上に輪のように見えるオーバーシューティングを取り除きます。コントラストの低下というコストと引き換えになります。" #: Editor/Mono/Inspector/LightProbeGroupInspector.cs:1 msgid "Add Probe" msgstr "プローブを追加" #: Editor/Mono/Inspector/LightProbeGroupInspector.cs:1 msgid "Delete Selected" msgstr "選択したものを削除" #: Editor/Mono/Inspector/LightProbeGroupInspector.cs:1 msgid "Select All" msgstr "すべて選択" #: Editor/Mono/Inspector/LightProbeGroupInspector.cs:1 msgid "Duplicate Selected" msgstr "選択したものを複製" #: Editor/Mono/Inspector/TimeManagerInspector.cs:1 Editor-Missing:Missing detected at runtime. msgid "Fixed Timestep" msgstr "固定時間ステップ" #: Editor/Mono/Inspector/TimeManagerInspector.cs:1 msgid "A framerate-independent interval that dictates when physics calculations and FixedUpdate() events are performed." msgstr "物理計算とFixedUpdate()が実行されるタイミングを指定する、フレームレートに依存しない間隔" #: Editor/Mono/Inspector/TimeManagerInspector.cs:1 msgid "A framerate-independent interval that caps the worst-case scenario when framerate is low. Physics calculations and FixedUpdate() events will not be performed for longer time than specified." msgstr "フレームレートに依存しない間隔。フレームレートが低い場合に最悪のシナリオを制限します。物理演算とFixedUpdate()は指定された時間より長く実行されません。" #: Editor/Mono/Inspector/TimeManagerInspector.cs:1 msgid "The speed at which time progresses. Change this value to simulate bullet-time effects. A value of 1 means real-time. A value of .5 means half speed; a value of 2 is double speed." msgstr "時間の進み具合。弾丸のスローモーション効果を実現するには、この値を変更します。1はリアルタイムを意味します。0.5は半分の速度を意味します。2は倍速です。" #: Editor/Mono/Inspector/TimeManagerInspector.cs:1 msgid "The maximum time that should be allowed to process particles for a frame." msgstr "フレーム毎のパーティクルを処理する時間の上限" #: Editor/Mono/Inspector/TimeManagerInspector.cs:1 msgid "Fixed Timestep Property" msgstr "固定時間ステッププロパティ" #: Editor/Mono/Inspector/TimeManagerInspector.cs:1 msgid "Max Allowed Timestep Property" msgstr "最大許容時間ステッププロパティ" #: Editor/Mono/Inspector/TimeManagerInspector.cs:1 msgid "Time Scale Property" msgstr "タイムスケールプロパティ" #: Editor/Mono/Inspector/TimeManagerInspector.cs:1 msgid "Max Particle Timestep Property" msgstr "最大パーティクル時間ステッププロパティ" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Allow quality setting on platform" msgstr "プラットフォームの品質設定を許可" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Texture Streaming" msgstr "テクスチャストリーミング" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Enable to use texture mipmap streaming." msgstr "テクスチャミップマップストリーミングを有効にします" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Memory Budget" msgstr "メモリバジェット" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Texture Streaming Budget in MB." msgstr "テクスチャストリーミングバジェット(単位 MB)" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Renderers Per Frame" msgstr "フレームごとのレンダラー" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Number of renderers to process each frame. A lower number will decrease the CPU load at the cost of delaying the mipmap loading." msgstr "各フレームを処理するレンダラー数。数が小さいとCPUロードを減少しますが、ミップマップロードを遅くするコストがかかります。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Add All Cameras" msgstr "すべてのカメラを追加" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Adds all cameras to texture streaming system even if it lacks a StreamingController component. If a camera has the StreamingController component, that will control whether it is processed or not." msgstr "ストリーミングコントローラーコンポーネントがない場合でも、すべてのカメラをテクスチャストリーミングシステムに追加します。カメラにストリーミングコントローラーコンポーネントがある場合は、それが処理されるかどうかを制御します。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Max Level Reduction" msgstr "最大レベル削減削減数" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "This is the maximum number of mipmap levels a texture should drop." msgstr "これは、テクスチャのミップマップレベルの最大数です" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Max IO Requests" msgstr "最大 IO リクエスト" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Maximum number of texture file IO calls active from the texture streaming system at any time." msgstr "いつでも、テクスチャストリーミングシステムからの最大数のテクスチャファイル IO 呼び出しが有効です" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Make billboards face towards camera position. Otherwise they face towards camera plane. This makes billboards look nicer when camera rotates but is more expensive to render." msgstr "ビルボードをカメラ位置の方向に向けます。そうでない場合は、ビルボードはカメラ平面を向きます。これにより、カメラが回転するときビルボードの見た目がよくなりますが、レンダーの負荷が高くなります" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Add Quality Level" msgstr "品質レベルを追加" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Soft Particles require using Deferred Lighting or making camera render the depth texture." msgstr "ソフトパーティクルにはディファードライティングを使うか、カメラが深度テクスチャをレンダリングするよう設定する必要があります" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "VSync Count" msgstr "VSync 数" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "LOD Bias" msgstr "LOD バイアス" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Delete Level" msgstr "レベルを削除" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Name Property" msgstr "名前プロパティ" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Pixel Light Count Property" msgstr "ピクセルライト数プロパティ" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Texture Quality Property" msgstr "テクスチャ品質プロパティ" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Anisotropic Textures Property" msgstr "異方性テクスチャプロパティ" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Anti Aliasing Property" msgstr "アンチエイリアスプロパティ" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Soft Particles Property" msgstr "ソフトパーティクルプロパティ" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Resolution Scaling Fixed DPI Factor Property" msgstr "解像度スケーリング固定 DPI ファクタープロパティー" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Streaming Mipmaps Active Property" msgstr "ストリーミングミップマップアクティブプロパティー" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Streaming Mipmaps Budget Property" msgstr "ストリーミングミップマップバジェットプロパティ" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Streaming Mipmaps Renderers Per Frame Property" msgstr "フレームごとのストリーミングミップマップレンダラープロパティ" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Streaming Mipmaps Max Level Reduction Property" msgstr "ストリーミングミップマップ最大レベル削減数プロパティ" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Streaming Mipmaps Max File IO Requests Property" msgstr "ストリーミングミップマップ最大 FileIO リクエストプロパティー" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Shadow Mask Usage Property" msgstr "シャドウマスク使用法プロパティ" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Shadows Property" msgstr "影のプロパティ" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Shadow Resolution Property" msgstr "影の解像度プロパティ" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Shadow Projection Property" msgstr "シャドウ投影プロパティ" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Shadow Distance Property" msgstr "シャドウディスタンスプロパティ" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Shadow Near Plane Offset Property" msgstr "シャドウニアクリップ面オフセットプロパティー" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Shadow Cascades Property" msgstr "シャドウカスケードプロパティ" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Skin Weights Property" msgstr "スキンウェイトプロパティ" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "V Sync Count Property" msgstr "V Sync カウントプロパティ" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Lod Bias Property" msgstr "LOD バイアスプロパティー" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Maximum LOD Level Property" msgstr "最高 LOD レベルプロパティー" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Particle Raycast Budget Property" msgstr "パーティクルレイキャストバジェットプロパティ" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Async Upload Time Slice Property" msgstr "非同期アップロードタイムスライスプロパティ" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Async Upload Buffer Size Property" msgstr "非同期アップロードバッファサイズプロパティ" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1 msgid "Async Upload Persistent Buffer Property" msgstr "非同期アップロード永続バッファプロパティ" #: Editor/Mono/Inspector/HingeJointEditor.cs:1 msgid "Min and max limits must be within the range [-180, 180]." msgstr "最小および最大は[-180, 180]の範囲内である必要があります。" #: Editor/Mono/Inspector/GenericInspector.cs:1 msgid "The associated script can not be loaded.\nPlease fix any compile errors\nand assign a valid script." msgstr "該当するスクリプトをロードできません。\nコンパイルエラーがある場合は修正し、\n有効なスクリプトを指定してください。" #: Editor/Mono/Inspector/GenericInspector.cs:1 msgid "Script Property" msgstr "スクリプトプロパティ" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:1 msgid "Flip" msgstr "反転" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:1 msgid "Sprite flipping" msgstr "スプライトを反転します" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:1 msgid "Sprite horizontal flipping" msgstr "スプライトの平行方向への反転" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:1 msgid "Sprite vertical flipping" msgstr "スプライトの垂直方向への反転" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:1 msgid "Tile Mode" msgstr "タイルモード" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:1 msgid "Specify the 9-slice tiling behaviour" msgstr "9スライスのタイリングの動作を設定します" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:1 msgid "Stretch Value" msgstr "伸縮値 " #: Editor/Mono/Inspector/SpriteRendererEditor.cs:1 msgid "This value defines how much the center portion will stretch before it tiles." msgstr "この値は、タイル状になる前に中央部分がどれだけ伸びるかを定義します" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:1 msgid "Draw Mode" msgstr "描画モード" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:1 msgid "Specify the draw mode for the sprite" msgstr "スプライトの描画モードを指定します" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:1 msgid "The width dimension value for the sprite" msgstr "スプライトの幅の大きさ" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:1 msgid "The height dimension value for the sprite" msgstr "スプライトの高さ" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:1 msgid "The rendering dimension for the sprite" msgstr "スプライトのレンダリングのサイズ" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:1 msgid "Material to be used by SpriteRenderer" msgstr "スプライトレンダラーで使用されるマテリアル" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:1 msgid "The Sprite to render" msgstr "描画するスプライト" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:1 msgid "Rendering color for the Sprite graphic" msgstr "スプライトグラフィックスのレンダリングの色" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Mask Interaction" msgstr "マスクインタラクション" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:1 msgid "SpriteRenderer's interaction with a Sprite Mask" msgstr "スプライトレンダラーのスプライトマスクとの相互作用" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:1 msgid "Sprite Sort Point" msgstr "スプライトソートポイント" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:1 msgid "Determines which position of the Sprite which is used for sorting" msgstr "ソートに使われるスプライトの位置を決定" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:1 msgid "Sprite Tiling might not appear correctly because the Sprite used is not generated with Full Rect or Sprite Mode is set to Polygon mode. To fix this, change the Mesh Type in the Sprite's import setting to Full Rect and Sprite Mode is either Single or Multiple" msgstr "使用されているスプライトが完全な矩形で生成されていないか、スプライトモードがポリゴンモードに設定されているため、スプライトのタイリングが正しく表示されないことがあります。 これを修正するには、スプライトのインポート設定のメッシュタイプを矩形に変更し、スプライトモードを単数か複数にします" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:1 msgid "Sprite Tiling might not appear correctly because some of the Sprites used are not generated with Full Rect. To fix this, change the Mesh Type in the Sprite's import setting to Full Rect" msgstr "スプライトの一部が完全な矩形で生成されていないため、スプライトのタイリングが正しく表示されないことがあります。 これを修正するには、スプライトのインポート設定のメッシュタイプを完全な矩形に変更します" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:1 msgid "Sprite Tile Mode" msgstr "スプライトタイルモード" #: Editor/Mono/Inspector/OffMeshLinkInspector.cs:1 msgid "Cost Override" msgstr "コストオーバーライド" #: Editor/Mono/Inspector/OffMeshLinkInspector.cs:1 msgid "Bi Directional" msgstr "双方向" #: Editor/Mono/Inspector/OffMeshLinkInspector.cs:1 msgid "Activated" msgstr "有効" #: Editor/Mono/Inspector/OffMeshLinkInspector.cs:1 msgid "Auto Update Positions" msgstr "位置の更新を自動化" #: Editor/Mono/Inspector/GameObjectInspector.cs:1 msgid "Enable the checkbox to mark this GameObject as static for all systems.\n\nDisable the checkbox to mark this GameObject as not static for all systems.\n\nUse the drop-down menu to mark as this GameObject as static or not static for individual systems." msgstr "これを有効にすると全てのシステムでこのゲームオブジェクトを静的として扱います。\n\n無効にすると全てのシステムでこのゲームオブジェクトを動的として扱います。\n\nそれぞれのシステムで静的と動的を使い分けるには、ドロップダウンメニューを使用してください" #: Editor/Mono/Inspector/GameObjectInspector.cs:1 msgid "The layer that this GameObject is in.\n\nChoose Add Layer... to edit the list of available layers." msgstr "ゲームオブジェクトがあるレイヤーです。\n\nレイヤーの追加を選ぶことで、使用できるレイヤーを編集できます。" #: Editor/Mono/Inspector/GameObjectInspector.cs:1 msgid "The tag that this GameObject has.\n\nChoose Untagged to remove the current tag.\n\nChoose Add Tag... to edit the list of available tags." msgstr "このゲームオブジェクトがもつタグ。\n\n現在のタグを削除するには、なしを選択します。\n\n[タグを追加...]を選択すると、使用可能なタグのリストを編集できます。" #: Editor/Mono/Inspector/GameObjectInspector.cs:1 msgid "You have broken the prefab connection. Changes to the prefab will not be applied to this object before you Apply or Revert." msgstr "プレハブとの接続が壊れています。プレハブの状態を更新や元の状態に戻す前に値を変更してもオブジェクトには適用されません" #: Editor/Mono/Inspector/GameObjectInspector.cs:1 msgid "Model" msgstr "モデル" #: Editor/Mono/Inspector/GameObjectInspector.cs:1 msgid "You have broken the prefab connection. Changes to the model will not be applied to this object before you Revert." msgstr "プレハブとの接続が壊れています。接続を元に戻す前に、モデルへの変更は、このオブジェクトには適用されません" #: Editor/Mono/Inspector/GameObjectInspector.cs:1 msgid "Variant" msgstr "バリアント" #: Editor/Mono/Inspector/GameObjectInspector.cs:1 msgid "Missing" msgstr "消失" #: Editor/Mono/Inspector/GameObjectInspector.cs:1 msgid "The source Prefab or Model has been deleted." msgstr "元のプレハブかモデルが削除されています" #: Editor/Mono/Inspector/GameObjectInspector.cs:1 msgid "Change Layer" msgstr "レイヤーを変更" #: Editor/Mono/Inspector/GameObjectInspector.cs:1 msgid "Do you want to set layer to {0} for all child objects as well?" msgstr "すべての子オブジェクトに対してもレイヤーを {0} に設定しますか?" #: Editor/Mono/Inspector/GameObjectInspector.cs:1 msgid "Overrides" msgstr "オーバーライド" #: Editor/Mono/Inspector/AimConstraintEditor.cs:1 msgid "Rotation At Rest" msgstr "静止時の回転" #: Editor/Mono/Inspector/AimConstraintEditor.cs:1 msgid "The orientation of the constrained object when the weights of the sources add up to zero or when all the rotation axes are disabled." msgstr "ソースのウェイトが合計で0 、または、すべての回転軸が無効の場合の、制約されたオブジェクトの方向" #: Editor/Mono/Inspector/AimConstraintEditor.cs:1 msgid "Rotation Offset" msgstr "回転オフセット" #: Editor/Mono/Inspector/AimConstraintEditor.cs:1 msgid "The offset from the constrained orientation." msgstr "限定された方向からのオフセット" #: Editor/Mono/Inspector/AimConstraintEditor.cs:1 msgid "Freeze Rotation Axes" msgstr "回転軸を固定" #: Editor/Mono/Inspector/AimConstraintEditor.cs:1 msgid "The axes along which the constraint is applied." msgstr "この軸に沿ってコンストレイントが適用されます。" #: Editor/Mono/Inspector/AimConstraintEditor.cs:1 msgid "Aim Vector" msgstr "照準ベクトル" #: Editor/Mono/Inspector/AimConstraintEditor.cs:1 msgid "Specifies which axis of the constrained object should aim at the target." msgstr "コンストレイントされたオブジェクトのどの軸をターゲットに合わせるかを指定します。" #: Editor/Mono/Inspector/AimConstraintEditor.cs:1 msgid "Up Vector" msgstr "アップベクトル" #: Editor/Mono/Inspector/AimConstraintEditor.cs:1 msgid "Specifies the direction of the up vector in local space." msgstr "ローカル空間のアップベクトルの方向を指定します。" #: Editor/Mono/Inspector/AimConstraintEditor.cs:1 msgid "World Up Vector" msgstr "ワールドアップベクトル" #: Editor/Mono/Inspector/AimConstraintEditor.cs:1 msgid "Specifies the direction of the global up vector." msgstr "グローバルのアップベクトルの方向を指定します。" #: Editor/Mono/Inspector/AimConstraintEditor.cs:1 msgid "World Up Object" msgstr "ワールドアップオブジェクト" #: Editor/Mono/Inspector/AimConstraintEditor.cs:1 msgid "The reference object when the World Up Type is either Object Up or Object Rotation Up." msgstr "ワールドアップタイプがオブジェクトアップ、または、オブジェクト回転アップのいずれかの場合の参照オブジェクト" #: Editor/Mono/Inspector/AimConstraintEditor.cs:1 msgid "World Up Type" msgstr "ワールドアップタイプ" #: Editor/Mono/Inspector/AimConstraintEditor.cs:1 msgid "Specifies how the world up vector should be computed." msgstr "ワールドアップベクトルを計算する方法を指定します。" #: Editor/Mono/Inspector/AimConstraintEditor.cs:1 msgid "Scene Up" msgstr "シーンアップ" #: Editor/Mono/Inspector/AimConstraintEditor.cs:1 msgid "Use the Y axis as the world up vector." msgstr "Y軸をワールドアップベクトルとして使います。" #: Editor/Mono/Inspector/AimConstraintEditor.cs:1 msgid "Object Up" msgstr "オブジェクトアップ" #: Editor/Mono/Inspector/AimConstraintEditor.cs:1 msgid "Use a vector that points to the reference object as the world up vector." msgstr "参照オブジェクトを指すベクトルをワールドアップベクトルとして使います。" #: Editor/Mono/Inspector/AimConstraintEditor.cs:1 msgid "Object Rotation Up" msgstr "オブジェクト回転アップ" #: Editor/Mono/Inspector/AimConstraintEditor.cs:1 msgid "Use a vector defined in the reference object's local space as the world up vector." msgstr "参照オブジェクトのローカル空間で定義したベクトルをワールドアップベクトルとして使います" #: Editor/Mono/Inspector/AimConstraintEditor.cs:1 msgid "The world up vector is user defined." msgstr "ワールドアップベクトルはユーザーに定義されたものです。" #: Editor/Mono/Inspector/AimConstraintEditor.cs:1 msgid "The world up vector is ignored." msgstr "ワールドアップベクトルは無視されます。" #: Editor/Mono/Inspector/Joint2DEditor.cs:1 msgid "Break Force" msgstr "限界応力" #: Editor/Mono/Inspector/Joint2DEditor.cs:1 msgid "Break Torque" msgstr "トルク限界値" #: Editor/Mono/Inspector/Collider3DEditorBase.cs:1 msgid "Reference to the Physic Material that determines how this Collider interacts with others." msgstr "コライダーが他とどのように相互作用するかを決める物理マテリアルへの参照" #: Editor/Mono/Inspector/Collider3DEditorBase.cs:1 msgid "If enabled, this Collider is used for triggering events and is ignored by the physics engine." msgstr "これを有効にすると、コライダーはトリガーイベントに反応し、物理エンジンからは無視されます" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Texture Streaming must be enabled in Quality Settings for mipmap streaming to function in Play Mode" msgstr "ミップマップストリーミングが再生モードで機能するためには、品質設定でテクスチャストリーミングを有効にする必要があります。" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Texture Streaming must be enabled in Quality Settings for mipmap streaming to function in Edit Mode" msgstr "ミップマップストリーミングが編集モードで機能するためには、品質設定でテクスチャストリーミングを有効にする必要があります。" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Asynchronous Shader Compilation" msgstr "非同期シェーダーコンパイル" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Enables async shader compilation in Game and Scene view. Async compilation for custom editor tools can be achieved via script API and is not affected by this option." msgstr "ゲームビューとシーンビューで非同期シェーダーコンパイルを有効にします。カスタムエディターツールの非同期コンパイルは、スクリプト API を通して実行でき、このオプションの影響を受けません。" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Unity Remote" msgstr "Unity Remote" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Device" msgstr "デバイス" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Compression" msgstr "圧縮" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Joystick Source" msgstr "ジョイスティック情報元" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Version Control" msgstr "バージョン管理" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 Editor-Missing:Missing detected at runtime. msgid "Log Level" msgstr "ログレベル" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Status" msgstr "ステータス" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Automatic add" msgstr "自動追加" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Smart merge" msgstr "スマートマージ" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Allow Async Update" msgstr "非同期更新を許可" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Show Failed Checkouts" msgstr "失敗したチェックアウトを表示" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Asset Pipeline (experimental)" msgstr "アセットパイプライン(実験的)" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 Editor-Extra:PreferencesWindow msgid "Cache Server" msgstr "キャッシュサーバー" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Asset Serialization" msgstr "アセットシリアル化" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Default Behaviour Mode" msgstr "デフォルトの動作モード" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Graphics" msgstr "グラフィックス" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Sprite Packer" msgstr "スプライトパッカー" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "C# Project Generation" msgstr "C# プロジェクト生成" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Additional extensions to include" msgstr "追加する拡張子" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Root namespace" msgstr "ルート名前空間" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "ETC Texture Compressor" msgstr "ETC テクスチャ圧縮" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Internal Settings" msgstr "内部設定" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Internals visible in user scripts" msgstr "ユーザースクリプトで見ることができる内部" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Line Endings For New Scripts" msgstr "新規スクリプトの改行コード" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Streaming Settings" msgstr "ストリーミングの設定" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Shader Compilation" msgstr "シェーダーコンパイル" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1 msgid "Active version" msgstr "アクティブバージョン" #: Editor/Mono/Inspector/MinMaxGradientPropertyDrawer.cs:1 msgid "Random Between Two Colors" msgstr "2 つの色間でランダム" #: Editor/Mono/Inspector/MinMaxGradientPropertyDrawer.cs:1 msgid "Random Between Two Gradients" msgstr "2 つのグラデーション間でランダム" #: Editor/Mono/Inspector/MinMaxGradientPropertyDrawer.cs:1 msgid "Random Color" msgstr "ランダムな色" #: Editor/Mono/Inspector/StreamingControllerInspector.cs:1 msgid "Mip Map Bias" msgstr "ミップマップバイアス" #: Editor/Mono/Inspector/StreamingControllerInspector.cs:1 msgid "When texture streaming is active, Unity loads mipmap levels for textures based on their distance from all active cameras. This bias is added to all textures visible from this camera and allows you to force smaller or larger mipmap levels to be loaded for textures visible from this camera." msgstr "テクスチャストリーミングが有効な場合、Unityはすべてのアクティブなカメラからの距離に基づいてテクスチャのミップマップレベルをロードします。 このバイアスはこのカメラから見えるすべてのテクスチャに加えられ、このカメラから見えるテクスチャに対して、より小さいまたはより大きなミップマップレベルを強制的にロードできるようにします。" #: Editor/Mono/Inspector/StreamingControllerInspector.cs:1 msgid "Streaming Mipmap Bias" msgstr "ストリーミングミップマップバイアス" #: Editor/Mono/Inspector/AutodeskInteractiveShaderGUI.cs:1 msgid "Roughness" msgstr "粗さ" #: Editor/Mono/Inspector/AutodeskInteractiveShaderGUI.cs:1 msgid "Roughness value" msgstr "粗さの値" #: Editor/Mono/Inspector/AnimationEditor.cs:1 msgid "Clip Property" msgstr "クリッププロパティ" #: Editor/Mono/Inspector/CharacterControllerEditor.cs:1 msgid "Slope Limit" msgstr "スロープ制限" #: Editor/Mono/Inspector/CharacterControllerEditor.cs:1 msgid "Step Offset" msgstr "ステップオフセット" #: Editor/Mono/Inspector/CharacterControllerEditor.cs:1 msgid "Skin Width" msgstr "スキン幅" #: Editor/Mono/Inspector/CharacterControllerEditor.cs:1 msgid "Min Move Distance" msgstr "最小移動距離" #: Editor/Mono/Inspector/TransformRotationGUI.cs:1 msgid "The local rotation of this Game Object relative to the parent." msgstr "このゲームオブジェクトの、親に相対的なローカルの回転" #: Editor/Mono/Inspector/ParentConstraintEditor.cs:1 msgid "Position At Rest" msgstr "静止時の位置" #: Editor/Mono/Inspector/ParentConstraintEditor.cs:1 msgid "Position Offset" msgstr "遷移オフセット" #: Editor/Mono/Inspector/ParentConstraintEditor.cs:1 msgid "Freeze Position Axes" msgstr "位置軸を固定" #: Editor/Mono/Inspector/ParentConstraintEditor.cs:1 msgid "Source Offsets" msgstr "ソースオフセット" #: Editor/Mono/Inspector/ParentConstraintEditor.cs:1 msgid "Translation At Rest" msgstr "静止時の移動" #: Editor/Mono/Inspector/LODGroupEditor.cs:1 msgid "Insert Before" msgstr "前に挿入" #: Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "Lines can rotate to face their transform component or the camera. When using Local mode, lines face the XY plane of the Transform." msgstr "ラインは、回転してトランスフォームコンポーネントまたはカメラに対面可能です。ローカルモードを使用する場合は、ラインはトランスフォームのXY平面を向きます。" #: Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "The gradient describing the color along the line." msgstr "線に沿った色を表すグラデーション" #: Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "Input" msgstr "入力" #: Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "Use mouse position or physics raycast to determine where to create points." msgstr "マウス位置か物理レイキャストを使用してポイントを作る位置を決定します" #: Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "Layer Mask" msgstr "レイヤーマスク" #: Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "The layer mask to use when performing raycasts." msgstr "レイキャストを行う場合に使うレイヤーマスク" #: Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "The offset applied to created points either from the scene camera or raycast normal, when using physics." msgstr "物理演算を使用する場合に、シーンカメラかレイキャストの法線から作成されたポイントに適用されるオフセット" #: Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "End Cap Vertices" msgstr "先端の頂点" #: Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "How many vertices to add at each end." msgstr "各端に加える頂点の数" #: Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "Corner Vertices" msgstr "角の頂点" #: Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "How many vertices to add for each corner." msgstr "各角に追加する頂点の数" #: Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "When dragging the mouse, a new point will be created after the distance has been exceeded." msgstr "マウスをドラッグすると、その距離を超えた後に新しいポイントが作成されます。" #: Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "Show the wireframe visualizing the line." msgstr "線を可視化するワイヤーフレームを表示します" #: Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "Simplify" msgstr "簡略化" #: Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "Generates a simplified version of the original line by removing points that fall within the specified tolerance." msgstr "指定された許容範囲内のポイントを削除して、元の線を簡略化したものを生成します。" #: Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "Simplify Preview" msgstr "プレビューを簡略化" #: Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "Show a preview of the simplified version of the line." msgstr "線を簡略化したプレビューを表示します" #: Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "Subdivide Selected" msgstr "選択したものを分割" #: Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "Inserts a new point in between selected adjacent points." msgstr "選択した隣接するポイントの間に新しいポイントを追加します" #: Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "Texture Mode" msgstr "テクスチャモード" #: Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "Should the U coordinate be stretched or tiled?" msgstr "U 座標を引き伸ばすか、タイルにするか" #: Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "Tolerance" msgstr "許容範囲" #: Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "Used to evaluate which points should be removed from the line. A higher value results in a simpler line (fewer points). A value of 0 results in the exact same line with little to no reduction." msgstr "ラインからどのポイントを削除するかを評価するために使用されます。 値が大きいほど、線が単純になります (ポイントが少なくなります)。 値を0に指定すると、ほとんど、またはまったくポイントを削除せず、正確に同じ線になります。" #: Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "Apply a shadow bias to prevent self-shadowing artifacts. The specified value is the proportion of the line width at each segment." msgstr "自己投影で発生するアーティファクトを回避するためにシャドウバイアスを適用します。指定した値は、各セグメントでの線幅の比率です。" #: Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "Toggle generation of normal and tangent data, for use in lit shaders." msgstr "Lit シェーダーで使用するために、法線と接線データの世代を切り替えます" #: Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "Editing is only available when editing a single LineRenderer" msgstr "1つのラインレンダラーを編集するときのみ編集が可能です" #: Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "Delete Selected Array Elements" msgstr "選択した配列要素を削除" #: Editor/Mono/Inspector/LineRendererEditor.cs:1 msgid "Positions Size" msgstr "位置サイズ" #: Editor/Mono/Inspector/BoxColliderEditor.cs:1 msgid "The position of the Collider in the object's local space." msgstr "オブジェクトのローカル空間でのコライダーの位置" #: Editor/Mono/Inspector/BoxColliderEditor.cs:1 msgid "The size of the Collider in the X, Y, Z directions." msgstr "XYZ方向におけるコライダーのサイズ" #: Editor/Mono/Inspector/AssetBundleNameGUI.cs:1 msgid "AssetBundle" msgstr "アセットバンドル" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:1 msgid "Color (RGB) and Opacity (A)" msgstr "色 (RGB) と透明度(A)" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:1 msgid "Normal (RGB)" msgstr "法線 (RGB)" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:1 msgid "Extra" msgstr "追加情報" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:1 msgid "Smoothness (R), Metallic (G), AO (B)" msgstr "滑らかさ (R)、メタリック (G)、AO (B)" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:1 msgid "Subsurface" msgstr "サブサーフェス" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:1 msgid "Subsurface (RGB)" msgstr "サブサーフェス(RGB)" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:1 msgid "Metallic value" msgstr "メタリック値" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:1 msgid "Two-Sided" msgstr "両面" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:1 msgid "Set this material to render as two-sided" msgstr "両面にレンダリングするようにマテリアルを設定" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:1 msgid "Wind quality setting" msgstr "風の品質の設定" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:1 msgid "Hue variation Color (RGB) and Amount (A)" msgstr "カラーバリエーションの色あい (RGB) と量 (A)" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:1 msgid "Enable normal mapping" msgstr "法線マッピングを有効にします" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:1 msgid "Enable subsurface scattering" msgstr "サブサーフェススキャタリングを有効にします" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:1 msgid "Indirect Subsurface" msgstr "間接サブサーフェス" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:1 msgid "Scalar on subsurface from indirect light" msgstr "間接ライトによるサブサーフェスのスカラー" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:1 msgid "Enable billboard features (crossfading, etc.)" msgstr "ビルボード機能 (クロスフェードなど) を有効にします" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:1 msgid "Shadow Fade" msgstr "影のフェード" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:1 msgid "Fade shadow effect on billboards" msgstr "ビルボードで影のエフェクトをフェードします" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:1 msgid "Maps" msgstr "マップ" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:1 Editor-Missing:Missing detected at runtime. msgid "Options" msgstr "オプション" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:1 msgid "Advanced Options" msgstr "より細かいオプション" #: Editor/Mono/Inspector/Collider2DEditorBase.cs:1 msgid "Auto Tiling " msgstr "自動タイリング" #: Editor/Mono/Inspector/Collider2DEditorBase.cs:1 msgid " When enabled, the collider's shape will update automatically based on the SpriteRenderer's tiling properties" msgstr " これを有効にすると、コライダーの形状はスプライトレンダラーのタイリングプロパティーに基づいて、自動的に更新されます" #: Editor/Mono/Inspector/Collider2DEditorBase.cs:1 msgid "Collider cannot be edited because it is driven by SpriteRenderer's tiling properties." msgstr "スプライトレンダラーのタイリングプロパティによって制御されているため、コライダーを編集できません" #: Editor/Mono/Inspector/Collider2DEditorBase.cs:1 msgid "Density" msgstr "密度" #: Editor/Mono/Inspector/Collider2DEditorBase.cs:1 Editor-Missing:Missing detected at runtime. msgid "Used By Effector" msgstr "エフェクターで使用" #: Editor/Mono/Inspector/Collider2DEditorBase.cs:1 Editor-Missing:Missing detected at runtime. msgid "Used By Composite" msgstr "複合で使用" #: Editor/Mono/Inspector/Collider2DEditorBase.cs:1 msgid "Auto Tiling" msgstr "自動タイリング" #: Editor/Mono/Inspector/LayoutDropdownWindow.cs:1 msgid "Anchor Presets" msgstr "アンカープリセット" #: Editor/Mono/Inspector/LayoutDropdownWindow.cs:1 msgid "Shift: Also set pivot Alt: Also set position" msgstr "Shift: ピボットも設定します Alt:位置も設定します" #: Editor/Mono/Inspector/ComputeShaderInspector.cs:1 msgid "Show compiled code" msgstr "コンパイルしたコードを表示" #: Editor/Mono/Inspector/ComputeShaderInspector.cs:1 msgid "Kernels:" msgstr "カーネル:" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "Bake" msgstr "ベイク" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "Bakes Reflection Probe's cubemap, overwriting the existing cubemap texture asset (if any)." msgstr "リフレクションプローブのキューブマップをベイクし、既存のキューブマップテクスチャアセット(存在する場合)を上書きします。" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "Runtime settings" msgstr "ランタイム設定" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "These settings are used by objects when they render with the cubemap of this probe" msgstr "これらの設定は、オブジェクトがこのプローブのキューブマップでレンダリングするときに使用されます" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "Camera clears the screen to this color before rendering." msgstr "カメラはレンダリングする前にこの色で画面を塗りつぶします" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "Box projection causes reflections to appear to change based on the object's position within the probe's box, while still using a single probe as the source of the reflection. This works well for reflections on objects that are moving through enclosed spaces such as corridors and rooms. Setting box projection to False and the cubemap reflection will be treated as coming from infinitely far away. Note that this feature can be globally disabled from Graphics Settings -> Tier Settings" msgstr "ボックス投影では、リフレクションのソースとして単一のプローブを使用しながら、プローブのボックス内のオブジェクトの位置に基づいてリフレクションが変化するように見えます。 これは、廊下や部屋などの囲まれた空間を移動しているオブジェクトの反射に適しています。ボックス投影をFalseに設定すると、キューブマップのリフレクションは無限に遠くから来るものとして扱われます。なお、この機能はGraphics Settings->Tier Settingsで全体を無効にすることができます" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "Area around the probe where it is blended with other probes. Only used in deferred probes." msgstr "別のプローブとブレンドされる、プローブのまわりのエリアです。ディファードシェーディングでのみ使用されます" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "The size of the box in which the reflections will be applied to objects. The value is not affected by the Transform of the Game Object." msgstr "オブジェクトにリフレクションが適用されるボックスのサイズ。 値は、ゲームオブジェクトのTransformによって影響を受けません。" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "The center of the box in which the reflections will be applied to objects. The value is relative to the position of the Game Object." msgstr "オブジェクトに反射が適用されるボックスの中心。 この値は、ゲームオブジェクトの位置に相対的です。" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "Dynamic Objects" msgstr "動的オブジェクト" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "If enabled dynamic objects are also rendered into the cubemap" msgstr "これを有効にすると、動的オブジェクトもキューブマップにレンダリングされます" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "Time Slicing" msgstr "タイムスライス" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "If enabled this probe will update over several frames, to help reduce the impact on the frame rate" msgstr "これを有効にすると、プローブがいくつかのフレームにわたって更新され、フレームレートへのインパクトを軽減します" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "Refresh Mode" msgstr "リフレッシュモード" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "Controls how this probe refreshes in the Player" msgstr "このプローブがプレイヤーでどのように最新の状態に更新されるかを制御します" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "'Baked Cubemap' uses the 'Auto Baking' mode from the Lighting window. If it is enabled, then baking is automatic otherwise manual bake is needed (use the bake button below). \n'Custom' can be used if a custom cubemap is wanted. \n'Realtime' can be used to dynamically re-render the cubemap during runtime (via scripting)." msgstr "「ベイクしたキューブマップ」はライティングウィンドウの自動ベイクモードを参照します。この機能が有効になっている時は自動的にベイクを行い、そうでなければマニュアルで行われます。(下のベイクボタンを利用して下さい)\n「カスタム」はカスタムキューブマップを使用したいときに利用します。 \n「リアルタイム」は、ランタイムに(スクリプトを通して)キューブマップを動的に再度描画したいときに利用します。" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "Intensity" msgstr "強さ" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "Cubemap capture settings" msgstr "キューブマップキャプチャ設定" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "Cubemap" msgstr "キューブマップ" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "Realtime" msgstr "リアルタイム" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "Skybox" msgstr "スカイボックス" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "Solid Color" msgstr "ソリッドカラー" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Move the selected objects." msgstr "選択したオブジェクトを動かします" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:1 msgid "Time Slicing Mode" msgstr "タイムスライシングモード" #: Editor/Mono/Inspector/AudioClipInspector.cs:1 Editor-Missing:Missing detected at runtime. msgid "Turn Auto Play on" msgstr "自動再生オン" #: Editor/Mono/Inspector/AudioClipInspector.cs:1 Editor-Missing:Missing detected at runtime. msgid "Turn Auto Play off" msgstr "自動再生オフ" #: Editor/Mono/Inspector/AudioClipInspector.cs:1 msgid "Play" msgstr "再生" #: Editor/Mono/Inspector/AudioClipInspector.cs:1 msgid "Stop" msgstr "停止" #: Editor/Mono/Inspector/AudioClipInspector.cs:1 Editor-Missing:Missing detected at runtime. msgid "Loop on" msgstr "ループオン" #: Editor/Mono/Inspector/AudioClipInspector.cs:1 Editor-Missing:Missing detected at runtime. msgid "Loop off" msgstr "ループオフ" #: Editor/Mono/Inspector/WheelColliderEditor.cs:1 msgid "Mass" msgstr "質量" #: Editor/Mono/Inspector/WheelColliderEditor.cs:1 msgid "Wheel Damping Rate" msgstr "ホイール減衰レート" #: Editor/Mono/Inspector/WheelColliderEditor.cs:1 msgid "Suspension Distance" msgstr "サスペンション距離" #: Editor/Mono/Inspector/WheelColliderEditor.cs:1 msgid "Force App Point Distance" msgstr "停止距離" #: Editor/Mono/Inspector/RendererEditorBase.cs:1 msgid "Specifies how Light Probes will handle the interpolation of lighting and occlusion. Disabled if the object is set to receive Global Illumination from lightmaps." msgstr "ライトプローブがライトとオクルージョンの補間を処理する方法を指定します。オブジェクトがライトマップからグローバルイルミネーションを受けるように設定されている場合は使用できません。" #: Editor/Mono/Inspector/RendererEditorBase.cs:1 msgid "Proxy Volume Override" msgstr "プロキシボリュームのオーバーライド" #: Editor/Mono/Inspector/RendererEditorBase.cs:1 msgid "If set, the Renderer will use the Light Probe Proxy Volume component from another GameObject." msgstr "設定すると、レンダラーは他のゲームオブジェクトからライトプローブプロキシボリュームコンポーネントを使用します" #: Editor/Mono/Inspector/RendererEditorBase.cs:1 msgid "Reflection Probes" msgstr "リフレクションプローブ" #: Editor/Mono/Inspector/RendererEditorBase.cs:1 msgid "Specifies if or how the object is affected by reflections in the Scene. This property cannot be disabled in deferred rendering modes." msgstr "シーン内の反射によってオブジェクトが影響を受けるか、また、どのように影響を受けるかを指定します。 このプロパティは、ディファードレンダリングモードでは無効にすることはできません" #: Editor/Mono/Inspector/RendererEditorBase.cs:1 msgid "Anchor Override" msgstr "アンカーオーバーライド" #: Editor/Mono/Inspector/RendererEditorBase.cs:1 msgid "Specifies the Transform position that will be used for sampling the light probes and reflection probes." msgstr "ライトプローブとリフレクションプローブのサンプリングに使用されるTransformの位置を指定します。" #: Editor/Mono/Inspector/RendererEditorBase.cs:1 msgid "Dynamic Occlusion" msgstr "動的オクルージョン" #: Editor/Mono/Inspector/RendererEditorBase.cs:1 msgid "Controls if dynamic occlusion culling should be performed for this renderer." msgstr "このレンダラーに対して動的オクルージョンカリングを行うかを制御します" #: Editor/Mono/Inspector/RendererEditorBase.cs:1 msgid "Specifies whether the Mesh Renders 'Per Object Motion', 'Camera Motion', or 'No Motion' vectors to the Camera Motion Vector Texture." msgstr "メッシュが「オブジェクトモーションごと」、 「カメラモーション」、「モーションなし」のどのベクトルでカメラモーションベクトルテクスチャに描画するかを指定します。" #: Editor/Mono/Inspector/RendererEditorBase.cs:1 msgid "Enabling skinned motion vectors will use double precision motion vectors for the skinned mesh. This increases accuracy of motion vectors at the cost of additional memory usage." msgstr "スキンしたモーションベクトルを有効にすると、スキンメッシュに倍精度のモーションベクトルが使用されます。 これは、追加のメモリ使用量と引き換えにモーションベクトルの精度を高めます。" #: Editor/Mono/Inspector/RendererEditorBase.cs:1 msgid "Rendering Layer Mask" msgstr "レンダリングレイヤーマスクの使用" #: Editor/Mono/Inspector/RendererEditorBase.cs:1 msgid "Mask that can be used with SRP DrawRenderers command to filter renderers outside of the normal layering system." msgstr "通常のレイヤーシステム外のレンダラーをフィルタリングするために、スクリプタブルレンダーパイプライン (SRP) の DrawRenderers コマンドで使用するマスク" #: Editor/Mono/Inspector/RendererEditorBase.cs:1 msgid "Sets the priority value that the render pipeline uses to calculate the rendering order." msgstr "レンダリングパイプラインがレンダリングの順序を算出するために使用する優先度の値を設定します。" #: Editor/Mono/Inspector/RendererEditorBase.cs:1 msgid "In Deferred Shading, all objects receive shadows and get per-pixel reflection probes." msgstr "ディファードシェーディングで、すべてのオブジェクトはシャドウを受け、ピクセルごとのリフレクションプローブを得ます。" #: Editor/Mono/Inspector/RendererEditorBase.cs:1 msgid "A valid Light Probe Proxy Volume component could not be found." msgstr "有効なライトプローブプロキシボリュームコンポーネントが見つかりませんでした。" #: Editor/Mono/Inspector/RendererEditorBase.cs:1 msgid "The Light Probe Proxy Volume feature is unsupported by the current graphics hardware or API configuration. Simple 'Blend Probes' mode will be used instead." msgstr "ライトプローブプロキシボリューム機能は、現在使用しているグラフィックスハードウェア、または API 設定ではサポートされません。代わりに、単純な「ブレンドプローブ」モードが使用されます。" #: Editor/Mono/Inspector/RendererEditorBase.cs:1 msgid "The Light Probe Proxy Volume feature is not supported on tree rendering. Simple 'Blend Probes' mode will be used instead." msgstr "ライトプローブプロキシボリューム機能は、樹木のレンダリングではサポートされません。代わりに、単純な「ブレンドプローブ」モードが使用されます" #: Editor/Mono/Inspector/RendererEditorBase.cs:1 msgid "The Custom Provided mode requires SH properties to be sent via MaterialPropertyBlock." msgstr "カスタムモードでは、MaterialPropertyBlock を通して SH プロパティーを送信する必要があります。" #: Editor/Mono/Inspector/RendererEditorBase.cs:1 msgid "Probes" msgstr "プローブ" #: Editor/Mono/Inspector/RendererEditorBase.cs:1 msgid "Additional Settings" msgstr "追加設定" #: Editor/Mono/Inspector/RendererEditorBase.cs:1 Editor-Missing:Missing detected at runtime. msgid "Dynamic Occludee" msgstr "動的被遮蔽物" #: Editor/Mono/Inspector/RendererEditorBase.cs:1 msgid "Materials Size" msgstr "マテリアルサイズ" #: Editor/Mono/Inspector/RendererEditorBase.cs:1 msgid "Renderer Prority" msgstr "レンダラー優先度" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Albedo (RGB) and Transparency (A)." msgstr "アルベド (RGB) と透明度 (A)" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Threshold for alpha cutoff." msgstr "アルファカットオフのしきい値" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Metallic (R) and Smoothness (A)." msgstr "メタリック (R) と スムースネス (A)" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Smoothness value." msgstr "スムースネスの値" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Smoothness scale factor." msgstr "滑らかさのスケールファクター" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Normal Map." msgstr "法線マップ" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Emission (RGB)." msgstr "放出 (RGB)" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Determines the transparency and blending method for drawing the object to the screen." msgstr "画面にオブジェクトを描画する透明度とブレンド方法を決定します" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Color Mode" msgstr "カラーモード" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Determines the blending mode between the particle color and the texture albedo." msgstr "パーティクルの色とテクスチャアルべドのブレンドモードを決定します" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Flip-Book Frame Blending" msgstr "フリップブックフレームブレンド" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Enables blending between the frames of animated texture sheets." msgstr "アニメーションにしたテクスチャシートのフレーム間のブレンドを有効にします。" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 Editor-Missing:Missing detected at runtime. msgid "Two Sided" msgstr "両面" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Render both front and back faces of the particle geometry." msgstr "パーティクルジオメトリの表面と裏面の両方を描画します。" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Distortion" msgstr "ディストーション" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Use a grab pass and normal map to simulate refraction." msgstr "GrabPass と法線マップを使用して屈折をシミュレーションします" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Distortion Strength." msgstr "ディストーションの強さ" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Blend" msgstr "ブレンド" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Weighting between albedo and grab pass." msgstr "アルべドと GrabPass 間のウェイト設定" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Fade out particle geometry when it gets close to the surface of objects written into the depth buffer." msgstr "パーティクルジオメトリが、深度バッファに描画されたオブジェクトの表面に接近するときフェードアウト" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Near fade" msgstr "至近フェード" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Soft Particles near fade distance." msgstr "ソフトパーティクル至近フェード距離" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Far fade" msgstr "遠方フェード" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Soft Particles far fade distance." msgstr "ソフトパーティクル遠方フェード距離" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Camera Fading" msgstr "カメラフェード" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Fade out particle geometry when it gets close to the camera." msgstr "パーティクルジオメトリがカメラに接近するときフェードアウト" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Camera near fade distance." msgstr "カメラ至近フェード距離" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Camera far fade distance." msgstr "カメラ遠方フェード距離" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Apply to Systems" msgstr "システムに適用" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Apply the vertex stream layout to all Particle Systems using this material" msgstr "マテリアルを使用して、頂点ストリームレイアウトをすべてのパーティクルシステムに適用" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Apply custom vertex streams from material" msgstr "マテリアルからカスタム頂点ストリームを適用" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Blending Options" msgstr "ブレンドオプション" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Main Options" msgstr "メインオプション" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Required Vertex Streams" msgstr "必須の頂点ストリーム" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Position (POSITION.xyz)" msgstr "位置 (POSITION.xyz)" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Normal (NORMAL.xyz)" msgstr "法線 (NORMAL.xyz)" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Color (COLOR.xyzw)" msgstr "色 (COLOR.xyzw)" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Color (INSTANCED0.xyzw)" msgstr "色 (INSTANCED0.xyzw)" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "UV (TEXCOORD0.xy)" msgstr "UV (TEXCOORD0.xy)" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "UV2 (TEXCOORD0.zw)" msgstr "UV2 (TEXCOORD0.zw)" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "AnimBlend (TEXCOORD1.x)" msgstr "AnimBlend (TEXCOORD1.x)" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "AnimFrame (INSTANCED1.x)" msgstr "AnimFrame (INSTANCED1.x)" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:1 msgid "Tangent (TANGENT.xyzw)" msgstr "接線 (TANGENT.xyzw)" #: Editor/Mono/Inspector/BuoyancyEffector2DEditor.cs:1 msgid "Surface Level" msgstr "サーフェスレベル" #: Editor/Mono/Inspector/BuoyancyEffector2DEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Linear Drag" msgstr "リニアの抗力" #: Editor/Mono/Inspector/BuoyancyEffector2DEditor.cs:1 msgid "Flow Angle" msgstr "流動する角度" #: Editor/Mono/Inspector/BuoyancyEffector2DEditor.cs:1 msgid "Flow Magnitude" msgstr "流動力の大きさ" #: Editor/Mono/Inspector/BuoyancyEffector2DEditor.cs:1 msgid "Flow Variation" msgstr "流動力のばらつき" #: Editor/Mono/Inspector/ColliderEditorUtility.cs:1 msgid "Edit Collider" msgstr "コライダーの編集" #: Editor/Mono/Inspector/Texture2DArrayInspector.cs:1 msgid "Go to previous slice in the array." msgstr "配列の前のスライスに移動します" #: Editor/Mono/Inspector/Texture2DArrayInspector.cs:1 msgid "Go to next slice in the array." msgstr "配列の後ろのスライスに移動します" #: Editor/Mono/Inspector/RectTransformEditor.cs:1 msgid "The normalized position in the parent rectangle that the lower left corner is anchored to." msgstr "左下隅が固定されている親矩形の正規化された位置" #: Editor/Mono/Inspector/RectTransformEditor.cs:1 msgid "The normalized position in the parent rectangle that the upper right corner is anchored to." msgstr "右上の角が固定されている親矩形の正規化された位置" #: Editor/Mono/Inspector/RectTransformEditor.cs:1 msgid "The pivot point specified in normalized values between 0 and 1. The pivot point is the origin of this rectangle. Rotation and scaling are around this point." msgstr "0 と1の間の正規化した値で指定されたピボットポイント。ピボットポイントは、この矩形の起点です。回転とスケーリングはこの点を中心に行われます。" #: Editor/Mono/Inspector/RectTransformEditor.cs:1 msgid "The local scaling of this Game Object relative to the parent. This scales everything including image borders and text." msgstr "このゲームオブジェクトの親との相対的なローカルスケール。画像の境界やテキストを含むすべてを測ります" #: Editor/Mono/Inspector/RectTransformEditor.cs:1 msgid "Anchors" msgstr "アンカー" #: Editor/Mono/Inspector/RectTransformEditor.cs:1 msgid "Pos X" msgstr "位置 X" #: Editor/Mono/Inspector/RectTransformEditor.cs:1 msgid "Pos Y" msgstr "位置 Y" #: Editor/Mono/Inspector/RectTransformEditor.cs:1 msgid "Pos Z" msgstr "位置 Z " #: Editor/Mono/Inspector/RectTransformEditor.cs:1 msgid "W Delta" msgstr "W デルタ" #: Editor/Mono/Inspector/RectTransformEditor.cs:1 msgid "H Delta" msgstr "H デルタ" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:1 msgid "Steering" msgstr "操縦" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:1 msgid "Obstacle Avoidance" msgstr "障害物の回避" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:1 msgid "Path Finding" msgstr "パス検索" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:1 msgid "Base Offset" msgstr "ベースオフセット" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:1 msgid "Angular Speed" msgstr "角速度" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:1 msgid "Acceleration" msgstr "加速度" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:1 msgid "Stopping Distance" msgstr "停止距離" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:1 msgid "Auto Braking" msgstr "自動ブレーキ" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:1 msgid "Obstacle Avoidance Type" msgstr "障害物の回避タイプ" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:1 msgid "Avoidance Priority" msgstr "回避優先度" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:1 msgid "Auto Traverse Off Mesh Link" msgstr "オフメッシュリンクの移動を自動化" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:1 msgid "Auto Repath" msgstr "パスの再取得を自動化" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Specifies the current type of light. Possible types are Directional, Spot, Point, and Area lights." msgstr "ライトの種類です。ディレクショナル(方向性)、スポットライト、ポイントライト、エリアライトから選びます。" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Specifies the shape of the Area light. Possible types are Rectangle and Disc." msgstr "エリアライトの形状を指定します。可能なタイプは矩形か円形です。" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Controls how far the light is emitted from the center of the object." msgstr "オブジェクトの中心からの放出距離を制御します" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Spot Angle" msgstr "スポット角度" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Controls the angle in degrees at the base of a Spot light's cone." msgstr "スポットライトの円錐の底部の角度(単位は度)を設定します。" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Inner / Outer Spot Angle" msgstr "スポットライトの内側/外側角度" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Controls the inner and outer angle in degrees, at the base of a Spot light's cone." msgstr "スポットライト円錐の底部で、内側と外側の角度(単位は度)を設定します。" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Controls the color being emitted by the light." msgstr "光が放出する色を制御します。" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Use color temperature mode" msgstr "色温度モードを使用する" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Choose between RGB and temperature mode for light's color." msgstr "ライトの色に関して、RGBと色温度モードどちらかを選択します。" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Filter" msgstr "フィルター" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "A colored gel can be put in front of the light source to tint the light." msgstr "光に色をつけるために、色のついたゲルを光源の正面に置くことができます" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Temperature" msgstr "温度" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Also known as CCT (Correlated color temperature). The color temperature of the electromagnetic radiation emitted from an ideal black body is defined as its surface temperature in Kelvin. White is 6500K" msgstr "相関色温度(correlated color temperature)とも呼ばれます。理想的な黒体から放射される電磁波の色温度はケルビン単位の表面温度として定義されます。白は 6500K です。" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Controls the brightness of the light. Light color is multiplied by this value." msgstr "光の明るさを制御します。光の色はこの値で乗じられます" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Specifies the light mode used to determine if and how a light will be baked. Possible modes are Baked, Mixed, and Realtime." msgstr "ライトをベイクするか、どのようにベイクするか、を決めるために使用するライトモードを指定します。可能なモードは、ベイク、混合、リアルタイムです。" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Indirect Multiplier" msgstr "間接の乗数" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Controls the intensity of indirect light being contributed to the scene. A value of 0 will cause Realtime lights to be removed from realtime global illumination and Baked and Mixed lights to no longer emit indirect lighting. Has no effect when both Realtime and Baked Global Illumination are disabled." msgstr "シーンに寄与する間接光の強さを設定します。0はリアルタイムグローバルイルミネーションからリアルタイムライトを取り除き、ベイクしたライトと混合ライトから間接光が放射されなくなります。リアルタイムとベイクの両方のグローバルイルミネーションが無効の場合はこの設定は効力がありません" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Shadow Type" msgstr "シャドウタイプ" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Specifies whether Hard Shadows, Soft Shadows, or No Shadows will be cast by the light." msgstr "ハード、ソフト、あるいは影なしを設定します" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Specifies whether Soft Shadows or No Shadows will be cast by the light." msgstr "ライトがソフトシャドウを投影するか、あるいはまったく影を作らないかを設定します" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Realtime Shadows" msgstr "リアルタイムシャドウ" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Settings for realtime direct shadows." msgstr "リアルタイムのダイレクトシャドウを設定します" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Controls how dark the shadows cast by the light will be." msgstr "ライトから投じられる影の濃さを設定します" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Controls the rendered resolution of the shadow maps. A higher resolution will increase the fidelity of shadows at the cost of GPU performance and memory usage." msgstr "シャドウマップの解像度を設定します。値を大きくするとGPUやメモリを消費して影の精度が高くなります" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Controls the distance at which the shadows will be pushed away from the light. Useful for avoiding false self-shadowing artifacts." msgstr "ライトから離れる方向にずらす距離を設定します。自己投影で発生するアーティファクトの回避に有効です" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Controls distance at which the shadow casting surfaces will be shrunk along the surface normal. Useful for avoiding false self-shadowing artifacts." msgstr "影を投影するサーフェスが、サーフェスの法線にしたがって縮む距離を制御します。適切でない自己投影のアーティファクトを避けるのに有効です。" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Controls the value for the near clip plane when rendering shadows. Currently clamped to 0.1 units or 1% of the lights range property, whichever is lower." msgstr "影を描画する際のニアクリップ面の設定をします。現在、0.1ユニット、またはライトの範囲プロパティーの1%のうち、より小さな値に設定されています。" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Baked Shadow Radius" msgstr "ベイクした影の半径" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Controls the amount of artificial softening applied to the edges of shadows cast by the Point or Spot light." msgstr "ポイントライトやスポットライトによる影の淵をぼかす量を設定します" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Baked Shadow Angle" msgstr "ベイクした影の角度" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Controls the amount of artificial softening applied to the edges of shadows cast by directional lights." msgstr "ディレクショナルライトの影の縁をぼかす量を設定します" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Specifies the Texture mask to cast shadows, create silhouettes, or patterned illumination for the light." msgstr "ライトへのシルエットやパターン投影に使用するテクスチャマスクを設定します" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Cookie Size" msgstr "クッキーのサイズ" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Controls the size of the cookie mask currently assigned to the light." msgstr "現在ライトに割り当てられているクッキーマスクのサイズを設定します" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Draw Halo" msgstr "ハローの描画" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "When enabled, draws a spherical halo of light with a radius equal to the lights range value." msgstr "これを有効にすると、ライトの範囲の値と同じ半径の丸いハローを描画します" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Specifies the flare object to be used by the light to render lens flares in the scene." msgstr "シーンのレンズフレアに使用されるものを設定します" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Specifies the importance of the light which impacts lighting fidelity and performance. Options are Auto, Important, and Not Important. This only affects Forward Rendering." msgstr "ライトの重要度を設定します。精度とパフォーマンスのトレードオフになります。オプションは自動、重要、重要でない、のいずれかです。フォワードレンダリングのみで有効です。" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Specifies which layers will be affected or excluded from the light's effect on objects in the scene." msgstr "シーンにあるどのレイヤーのオブジェクトがライトの影響を受けるか、または、除外されるかを設定します" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Mask that can be used with SRP when drawing shadows to filter renderers outside of the normal layering system." msgstr "通常のレイヤーシステム外のレンダラーをフィルターするために、シャドウを描画するときにスクリプタブルレンダーパイプラインとともに使用するマスク" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Controls the width in units of the area light." msgstr "エリアライトの幅を単位で制御します" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Controls the height in units of the area light." msgstr "エリアライトのユニットの高さを制御します" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Controls the radius in units of the disc area light." msgstr "円形のエリアライトのユニットの半径を制御します" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Light mode is currently overridden to Realtime mode. Enable Baked Global Illumination to use Mixed or Baked light modes." msgstr "ライトモードは、現在、リアルタイムモードにオーバーライドされています。ベイクしたグローバルイルミネーションを有効にすると、混合とベイクのライトモードを使用できます。" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Realtime indirect bounce shadowing is not supported for Spot and Point lights." msgstr "スポットライトやポイントライトでは、リアルタイムの間接反射による影はサポートされません" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Cookie textures for spot lights should be set to clamp, not repeat, to avoid artifacts." msgstr "スポットライトのクッキーテクスチャは、アーティファクトを避けるために、繰り返しではなく固定に設定してください。" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Light mode is currently overridden to Realtime mode. The current render pipeline doesn't support Mixed mode and/or any of the lighting modes." msgstr "ライトモードは、現在、リアルタイムモードにオーバーライドされています。現在のレンダーパイプラインは混合モードとすべてのライティングモードをサポートしません。" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Light mode is currently overridden to Realtime mode. The current render pipeline doesn't support Baked mode." msgstr "ライトモードは、現在、リアルタイムモードにオーバーライドされています。現在のレンダーパイプラインはベイクモードをサポートしません。" #: Editor/Mono/Inspector/LightEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Mixed" msgstr "混合" #: Editor/Mono/Inspector/LightEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Spot" msgstr "スポット" #: Editor/Mono/Inspector/LightEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Area (baked only)" msgstr "エリア (ベイクのみ)" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Rectangle" msgstr "矩形" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Disc" msgstr "円形" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Lighting has been disabled in at least one Scene view. Any changes applied to lights in the Scene will not be updated in these views until Lighting has been enabled again." msgstr "ライティングが、少なくとも1つのシーンビューで無効になっています。ライトを有効にするまでは、シーンのライトに加えた変更は、これらのビューで更新されません。" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Only the Progressive lightmapper supports Disc lights. The Enlighten lightmapper doesn't so please consider using a different light shape instead or switch to Progressive in the Lighting window." msgstr "プログレッシブライトマッパーのみが円形ライトをサポートします。Enlighten ライトマッパーは円形のライトをサポートしません。ですから、違う形状のライトを使用するようにしてください。または、ライティングウィンドウでプログレッシブライトマッパーに変更してください。" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Area Size X" msgstr "エリアサイズ X" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Area Size Y" msgstr "エリアサイズ Y" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Use Color Temperature" msgstr "色温度を使用" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Bounce Intensity" msgstr "バウンスの強さ" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Cookie Prop" msgstr "クッキープロパティ" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Halo" msgstr "ハロー" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Shadows Type" msgstr "シャドウタイプ" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Baked Shadow Radius Prop" msgstr "ベイクした影の半径プロパティ" #: Editor/Mono/Inspector/LightEditor.cs:1 msgid "Shadows Resolution" msgstr "シャドウ解像度" #: Editor/Mono/Inspector/SkinnedMeshRendererEditor.cs:1 msgid "Quality" msgstr "品質" #: Editor/Mono/Inspector/SkinnedMeshRendererEditor.cs:1 msgid "Number of bones to use per vertex during skinning." msgstr "スキニングの頂点ごとの骨の数" #: Editor/Mono/Inspector/SkinnedMeshRendererEditor.cs:1 msgid "If an accurate bounding volume representation should be calculated every frame. " msgstr "正確なバウンディングボリュームの形状をすべてのフレームで計算すべきかどうか " #: Editor/Mono/Inspector/SkinnedMeshRendererEditor.cs:1 msgid "Note that BlendShape weight range is clamped. This can be disabled in Player Settings." msgstr "ブレンドシェイプのウェイト範囲は固定されていることに注意してください。これはプレイヤー設定で無効にすることができます。" #: Editor/Mono/Inspector/SkinnedMeshRendererEditor.cs:1 msgid "Bounds" msgstr "範囲" #: Editor/Mono/Inspector/Rigidbody2DEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Body Type" msgstr "ボディタイプ" #: Editor/Mono/Inspector/Rigidbody2DEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Simulated" msgstr "シミュレーションする" #: Editor/Mono/Inspector/Rigidbody2DEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Use Auto Mass" msgstr "重量の自動設定を使用" #: Editor/Mono/Inspector/Rigidbody2DEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Gravity Scale" msgstr "重力スケール" #: Editor/Mono/Inspector/Rigidbody2DEditor.cs:1 msgid "Use Full Kinematic Contacts" msgstr "完全なキネマティックコンタクトの使用" #: Editor/Mono/Inspector/Rigidbody2DEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Collision Detection" msgstr "衝突検出" #: Editor/Mono/Inspector/Rigidbody2DEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Sleeping Mode" msgstr "スリープモード" #: Editor/Mono/Inspector/Rigidbody2DEditor.cs:1 msgid "Interpolate" msgstr "補間" #: Editor/Mono/Inspector/TerrainColliderEditor.cs:1 msgid "Terrain Data" msgstr "Terrain (地形) データ" #: Editor/Mono/Inspector/TerrainColliderEditor.cs:1 msgid "The TerrainData asset that stores heightmaps, terrain textures, detail meshes and trees." msgstr "ハイトマップ、Terrain(地形)のテクスチャ、ディテールメッシュ、樹木を格納するTerrainDataアセット" #: Editor/Mono/Inspector/TerrainColliderEditor.cs:1 msgid "Enable Tree Colliders" msgstr "樹木コライダーを有効にする" #: Editor/Mono/Inspector/TerrainColliderEditor.cs:1 msgid "When selected, Tree Colliders will be enabled." msgstr "これを選択すると、樹木コライダーが有効になります" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Optimize Realtime UVs" msgstr "リアルタイム UV を最適化する" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Specifies whether the authored mesh UVs get optimized for Realtime Global Illumination or not. When enabled, the authored UVs can get merged, and are scaled and packed for optimization purposes. When disabled, the authored UVs are scaled and packed, but not merged." msgstr "オーサリングしたメッシュUVをリアルタイムグローバルイルミネーション用に最適化するかどうかを指定します。これを有効にすると、オーサリングしたUVは最適化のためにマージされ、スケールされ、パックされます。無効にすると、オーサリングしたUVはスケールされパックされますが、マージされません。" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Ignore Normals" msgstr "法線を無視" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "When enabled, prevents the UV charts from being split during the precompute process for Realtime Global Illumination lighting." msgstr "これを有効にすると、リアルタイムグローバルイルミネーションライトの事前計算中に、UVチャートが分割されるのを防ぎます。" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Min Chart Size" msgstr "最小チャートサイズ" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Specifies the minimum texel size used for a UV chart. If stitching is required, a value of 4 will create a chart of 4x4 texels to store lighting and directionality. If stitching is not required, a value of 2 will reduce the texel density and provide better lighting build times and run time performance." msgstr "UVチャートに使用する最小テクセルサイズを指定します。ステッチが必要な場合は、値を4にすると4x4テクセルのチャートを作り、ライティングと指向性を格納します。ステッチが不要な場合は、値を2にするとテクセルの密度を減らし、ライティングのビルドとランタイム時のパフォーマンスを向上させます" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Prioritize Illumination" msgstr "イルミネーションを優先する" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "When enabled, the object will be marked as a priority object and always included in lighting calculations. Useful for objects that will be strongly emissive to make sure that other objects will be illuminated by this object." msgstr "これを有効にすると、オブジェクトは優先オブジェクトとされ、常にライティングの計算に含まれます。強く発光するオブジェクトにとって、他のオブジェクトを照らしていることを確認するために有用です" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Stitch Seams" msgstr "継ぎ目をステッチ" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "When enabled, seams in baked lightmaps will get smoothed." msgstr "これを有効にすると、ベイクされたライトマップの継ぎ目が滑らかになります" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Specifies the maximum worldspace distance to be used for UV chart simplification. If charts are within this distance, they will be simplified for optimization purposes." msgstr "UVチャートの簡略化に使用される最大ワールド空間距離を指定します。チャートがこの距離内の場合は、最適化の目的でチャートは簡略化されます。" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Max Angle" msgstr "最大角度" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Specifies the maximum angle in degrees between faces sharing a UV edge. If the angle between the faces is below this value, the UV charts will be simplified." msgstr "UVエッジを共有する面の間の最大角を'度'で指定します。面の間の角がこの値より小さい時は、UVチャートは簡略化されます。" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Allows the adjustment of advanced parameters that affect the process of generating a lightmap for an object using global illumination." msgstr "グローバルイルミネーションを使用してオブジェクトのライトマップを生成するプロセスに影響する高度なパラメーターの調節を可能にします" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Object's size in lightmap has reached the max atlas size." msgstr "ライトマップのオブジェクトサイズが最大アトラスサイズに達しました" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "If you need higher resolution for this object, divide it into smaller meshes or set higher max atlas size via the LightmapEditorSettings class." msgstr "このオブジェクトにより高い解像度が必要な場合は、オブジェクトを小さいメッシュに分けるか、LightmapEditorSettings クラスを使用してより大きな最大アトラスサイズを設定してください" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Specifies the relative size of object's UVs within a lightmap. A value of 0 will result in the object not being lightmapped, but still contribute lighting to other objects in the Scene." msgstr "ライトマップ内のオブジェクトのUVの相対サイズを指定します。0にすると、オブジェクトはライトマップに含まれません。ただし、シーンの他のオブジェクトへのライティングには影響します。" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Albedo Scale" msgstr "アルベドスケール" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Specifies the relative size of object's UVs within its albedo texture that is used when calculating the influence on surrounding objects." msgstr "アルベドテクスチャ内のオブジェクトの UV の相対サイズを指定します。この値は、周囲のオブジェクトへの影響を計算するときに使用されます。" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "The hash of the baked GI instance." msgstr "ベイクした GI インスタンスのハッシュ" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "The hash of the atlas this baked GI instance is a part of." msgstr "アトラスのハッシュ。ベイクしたGIインスタンスを含みます" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Atlas Instance Offset" msgstr "アトラスインスタンスオフセット" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "The offset into the transform array instances of this atlas start at." msgstr "アトラスが開始するトランスフォーム配列インスタンスのオフセット" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "System Resolution" msgstr "システム解像度" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "The resolution in texels of the realtime lightmap that this renderer belongs to." msgstr "レンダラーが属するリアルタイムのライトマップの解像度 (単位はテクセル)" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Instance Resolution" msgstr "インスタンス解像度" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "The resolution in texels of the realtime lightmap packed instance." msgstr "リアルタイムのライトマップにパックされたインスタンスの解像度 (単位はテクセル)" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "System Hash" msgstr "システムハッシュ" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "The hash of the realtime system that the renderer belongs to." msgstr "レンダラーが属するリアルタイムシステムのハッシュ" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "The hash of the realtime GI instance." msgstr "リアルタイムのGIインスタンスのハッシュ" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Geometry Hash" msgstr "ジオメトリハッシュ" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "The hash of the realtime GI geometry that the renderer is using." msgstr "レンダラーが使用しているリアルタイムのGIジオメトリのハッシュ" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Specifies whether a geometry creates shadows or not when a shadow-casting Light shines on it." msgstr "ジオメトリに影を落とす照明があるときに、ジオメトリに影を作るかどうかを指定します" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "When enabled, any shadows cast from other objects are drawn on the geometry." msgstr "これを有効にすると、他のオブジェクトからの投影がこのジオメトリ上に描画されます" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Apply a shadow bias to prevent self-shadowing artifacts. The specified value is the proportion of the trail width at each segment." msgstr "自己投影で発生するアーティファクトを回避するためにシャドウバイアスを適用します。指定した値は、各セグメントでのトレイル幅の比率です。" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Contribute Global Illumination" msgstr "グローバルイルミネーションに影響" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "When enabled, this GameObject influences lightmaps and Light Probes. If you want this object itself to be lightmapped, you must enable this property." msgstr "これを有効にすると、このゲームオブジェクトはライトマップとライトプローブに影響を与えます。このオブジェクト自体をライトマップに含む場合は、このプロパティーを有効にする必要があります。" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Receive Global Illumination" msgstr "グローバルイルミネーションを受ける" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "If enabled, this GameObject receives global illumination from lightmaps or Light Probes. To use lightmaps, Contribute Global Illumination must be enabled." msgstr "これを有効にすると、このゲームオブジェクトはライトマップかライトプローブからグローバルイルミネーションを受けます。 ライトマップを使用するには、「グローバルイルミネーションに影響」を有効にする必要があります。" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 Editor-Missing:Missing detected at runtime. msgid "Terrain is chunked up into {0} instances for baking." msgstr "ベイク時まとめられるTerrain(地形)のインスタンスの数は{0}と算出されています。" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "2 (Minimum)" msgstr "2 (最小値)" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "4 (Stitchable)" msgstr "4(ステッチ可能)" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Tiling X" msgstr "タイリング X" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Tiling Y" msgstr "タイリング Y" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Offset X" msgstr "オフセット X" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Offset Y" msgstr "オフセット Y" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Object's size in the realtime lightmap has reached the maximum size. If you need higher resolution for this object, divide it into smaller meshes." msgstr "リアルタイムのライトマップのオブジェクトサイズが最大サイズに達しました。このオブジェクトにより高い解像度が必要な場合は、オブジェクトを小さいメッシュに分けてください" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Mesh used by the renderer has zero UV or surface area. Non zero area is required for lightmapping." msgstr "レンダラーに使用されるメッシュはUVが0かサーフェス領域です。0でない領域にはライトマッピングが必要です。" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Mesh used by the renderer doesn't have normals. Normals are needed for lightmapping." msgstr "レンダラーに使用されるメッシュには法線がありません。法線はライトマッピングに必要です" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Mesh used by the renderer doesn't have vertices. Vertices are needed for lightmapping." msgstr "レンダラーに使用されるメッシュには頂点がありません。頂点はライトマッピングに必要です。" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Mesh with point, strip or line topology is not supported by lightmapping." msgstr "点、線分、線のトポロジーによるメッシュは、ライトマップではサポートされていません。" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "This GameObject has overlapping UVs. Please enable 'Generate Lightmap UVs' on the Asset or fix in your modelling package." msgstr "ゲームオブジェクトには重複するUVがあります。アセットの'ライトマップUVの生成'を有効にするか、モデルパッケージで修正してください。" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Baked Lightmap" msgstr "ベイクしたライトマップ" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Realtime Lightmap" msgstr "リアルタイムのライトマップ" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Lightmap Index" msgstr "ライトマップインデックス" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Realtime UVs" msgstr "リアルタイムの UV" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Lightmapping" msgstr "ライトマップを作成" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Precompute/indirect resolution for this terrain is probably too high. Use a lower realtime/indirect resolution setting in the Lighting window or assign LightmapParameters that use a lower resolution setting. Otherwise it may take a very long time to bake and memory consumption during and after the bake may be very high." msgstr "おそらく、このTerrain(地形)の事前計算/間接解像度は高すぎます。ライティングウィンドウでもっと低い事前計算/間接解像度を設定するか、または、もっと低い解像度を設定したLightmapParameterを指定してください。そうでないと、ベイクにとても長い時間がかかり、ベイク中とベイク後のメモリ消費がとても高くなる場合があります。" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Precompute/indirect resolution for this terrain is probably too low. If the Clustering stage takes a long time, try using a higher realtime/indirect resolution setting in the Lighting window or assign LightmapParameters that use a higher resolution setting." msgstr "おそらく、このTerrain(地形)の事前計算/間接解像度は低すぎます。クラスターステージが長時間かかる場合は、ライティングウィンドウでもっと高い事前計算/間接解像度を設定するか、または、もっと高い解像度を設定したLightmapParameterを指定してください。" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Lightmapping settings are currently disabled. Enable Baked Global Illumination or Realtime Global Illumination to display these settings." msgstr "ライトマップ設定は現在無効です。この設定を表示するには、ベイクしたグローバルイルミネーションかリアルタイムのグローバルイルミネーションを有効にしてください" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 Editor-Missing:Missing detected at runtime. msgid "Open Preview" msgstr "プレビューを開く" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Important GI" msgstr "重要な GI" #: Editor/Mono/Inspector/LightingSettingsInspector.cs:1 msgid "Auto UV Max Distance" msgstr "自動 UV 生成最大距離" #: Editor/Mono/Inspector/ConstraintEditorBase.cs:1 msgid "Activate" msgstr "有効" #: Editor/Mono/Inspector/ConstraintEditorBase.cs:1 msgid "Activate the constraint at the current offset from the sources." msgstr "ソースから現在のオフセットでコンストレイントを有効にします。" #: Editor/Mono/Inspector/ConstraintEditorBase.cs:1 msgid "Zero" msgstr "ゼロ" #: Editor/Mono/Inspector/ConstraintEditorBase.cs:1 msgid "Activate the constraint at zero offset from the sources." msgstr "ソースからオフセット0でコンストレイントを有効にします。" #: Editor/Mono/Inspector/ConstraintEditorBase.cs:1 msgid "When set, the constraint is being evaluated." msgstr "これを設定すると、コンストレイントが評価されます。" #: Editor/Mono/Inspector/ConstraintEditorBase.cs:1 msgid "Lock" msgstr "ロック" #: Editor/Mono/Inspector/ConstraintEditorBase.cs:1 msgid "When set, evaluate with the current offset. When not set, update the offset based on the current transform." msgstr "これを設定すると、現在のオフセットで評価されます。設定しない場合、現在のトランスフォームに基づいたオフセットで更新されます。" #: Editor/Mono/Inspector/ConstraintEditorBase.cs:1 msgid "Sources" msgstr "ソース" #: Editor/Mono/Inspector/ConstraintEditorBase.cs:1 msgid "Constraint Settings" msgstr "コンストレイント設定" #: Editor/Mono/Inspector/ConstraintEditorBase.cs:1 msgid "Is Contraint Active" msgstr "コンストレイントを有効にする" #: Editor/Mono/Inspector/ConstraintEditorBase.cs:1 msgid "Is Locked" msgstr "ロックする" #: Editor/Mono/Inspector/ConstraintEditorBase.cs:1 msgid "At Rest" msgstr "静止" #: Editor/Mono/Inspector/TrailRendererEditor.cs:1 msgid "The gradient describing the color along the trail." msgstr "トレイルに沿った色を表すグラデーション" #: Editor/Mono/Inspector/TrailRendererEditor.cs:1 msgid "Trails can rotate to face their transform component or the camera. When using TransformZ mode, lines extrude along the XY plane of the Transform." msgstr "トレイルは、回転してトランスフォームコンポーネントまたはカメラに対面可能です。トランスフォームZモードを使用する場合は、ラインはトランスフォームのXY平面に沿って出ます。" #: Editor/Mono/Inspector/Physics2DSettingsInspector.cs:1 msgid "Job Options (Experimental)" msgstr "ジョブオプション (実験的)" #: Editor/Mono/Inspector/Physics2DSettingsInspector.cs:1 msgid "Allows the configuration of multi-threaded physics using the job system." msgstr "ジョブシステムを使ってマルチスレッドの物理演算の設定を可能にします。" #: Editor/Mono/Inspector/Physics2DSettingsInspector.cs:1 msgid "Job Options" msgstr "ジョブオプション" #: Editor/Mono/Inspector/Physics2DSettingsInspector.cs:1 msgid "Always Show Colliders" msgstr "常にコライダーを表示する" #: Editor/Mono/Inspector/Physics2DSettingsInspector.cs:1 msgid "Show Collider Sleep" msgstr "スリープ状態のコライダーを表示" #: Editor/Mono/Inspector/Physics2DSettingsInspector.cs:1 msgid "Collider Awake Color" msgstr "コライダーアクティブ状態の色" #: Editor/Mono/Inspector/Physics2DSettingsInspector.cs:1 msgid "Collider Asleep Color" msgstr "コライダースリープ状態の色" #: Editor/Mono/Inspector/Physics2DSettingsInspector.cs:1 msgid "Show Collider Contacts" msgstr "接触しているコライダーを表示" #: Editor/Mono/Inspector/Physics2DSettingsInspector.cs:1 msgid "Collider Contact Color" msgstr "コライダー 接触時の色" #: Editor/Mono/Inspector/Physics2DSettingsInspector.cs:1 msgid "Show Collider AABB" msgstr "コライダー AABB を表示" #: Editor/Mono/Inspector/Physics2DSettingsInspector.cs:1 msgid "Collider AABB Color" msgstr "コライダー AABB 色" #: Editor/Mono/Inspector/GenericPresetLibraryInspector.cs:1 msgid "Preset libraries should be placed in an 'Editor' folder." msgstr "プリセットライブラリは、Editorフォルダーに置く必要があります。" #: Editor/Mono/Inspector/RenderTextureEditor.cs:1 msgid "Size of the render texture in pixels." msgstr "レンダーテクスチャのサイズ(ピクセル)" #: Editor/Mono/Inspector/RenderTextureEditor.cs:1 msgid "Anti-aliasing" msgstr "アンチエイリアス" #: Editor/Mono/Inspector/RenderTextureEditor.cs:1 msgid "Number of anti-aliasing samples." msgstr "アンチエイリアスのサンプル数" #: Editor/Mono/Inspector/RenderTextureEditor.cs:1 msgid "Format of the color buffer." msgstr "カラーバッファの形式" #: Editor/Mono/Inspector/RenderTextureEditor.cs:1 msgid "Depth Buffer" msgstr "深度バッファ" #: Editor/Mono/Inspector/RenderTextureEditor.cs:1 msgid "Format of the depth buffer." msgstr "深度バッファの形式" #: Editor/Mono/Inspector/RenderTextureEditor.cs:1 msgid "Enable Compatible Color Format" msgstr "互換性のある色形式を有効にする" #: Editor/Mono/Inspector/RenderTextureEditor.cs:1 msgid "Lets the color format be changed to compatible and supported formats for the target platform automatically, if the target platform doesn't support the input format." msgstr "ターゲットプラットフォームが入力した色形式をサポートしない場合は、色形式をターゲットプラットフォームと互換性がありサポートされているものに自動的に変更します。" #: Editor/Mono/Inspector/RenderTextureEditor.cs:1 msgid "Is the texture 2D, Cube or 3D?" msgstr "テクスチャが 2D、Cube、3D のいずれかであるか。" #: Editor/Mono/Inspector/RenderTextureEditor.cs:1 msgid "Enable Mip Maps" msgstr "ミップマップを有効にする" #: Editor/Mono/Inspector/RenderTextureEditor.cs:1 msgid "This render texture will have Mip Maps." msgstr "このレンダーテクスチャにミップマップが備わります" #: Editor/Mono/Inspector/RenderTextureEditor.cs:1 msgid "Bind multisampled" msgstr "マルチサンプルバインド" #: Editor/Mono/Inspector/RenderTextureEditor.cs:1 msgid "If enabled, the texture will not go through an AA resolve if bound to a shader." msgstr "これを有効にすると、テクスチャはシェーダーにバウンドされている場合に AA リゾルブを施されません" #: Editor/Mono/Inspector/RenderTextureEditor.cs:1 msgid "Auto generate Mip Maps" msgstr "ミップマップを自動生成" #: Editor/Mono/Inspector/RenderTextureEditor.cs:1 msgid "This render texture automatically generates its Mip Maps." msgstr "このレンダーテクスチャは自動的にミップマップを生成します。" #: Editor/Mono/Inspector/RenderTextureEditor.cs:1 msgid "sRGB (Color RenderTexture)" msgstr "sRGB(カラーレンダーテクスチャ)" #: Editor/Mono/Inspector/RenderTextureEditor.cs:1 msgid "RenderTexture content is stored in gamma space. Non-HDR color textures should enable this flag." msgstr "レンダーテクスチャのコンテンツはガンマ空間に格納されます。 非HDRカラーテクスチャはこのフラグを有効にする必要があります" #: Editor/Mono/Inspector/RenderTextureEditor.cs:1 msgid "Dynamic Scaling" msgstr "動的スケーリング" #: Editor/Mono/Inspector/RenderTextureEditor.cs:1 msgid "Allow the texture to be automatically resized by ScalableBufferManager, to support dynamic resolution." msgstr "ScalableBufferManagerによる自動リサイズを許可し、動的解像度をサポートします" #: Editor/Mono/Inspector/RenderTextureEditor.cs:1 msgid "2 samples" msgstr "2サンプル" #: Editor/Mono/Inspector/RenderTextureEditor.cs:1 msgid "4 samples" msgstr "4 サンプル" #: Editor/Mono/Inspector/RenderTextureEditor.cs:1 msgid "8 samples" msgstr "8 サンプル" #: Editor/Mono/Inspector/RenderTextureEditor.cs:1 msgid "3D" msgstr "3D" #: Editor/Mono/Inspector/RenderTextureEditor.cs:1 msgid "Enable Mipmaps" msgstr "ミップマップを有効にします" #: Editor/Mono/Inspector/RenderTextureEditor.cs:1 msgid "Auto Generates Mipmaps" msgstr "ミップマップの自動生成" #: Editor/Mono/Inspector/AnimatorInspector.cs:1 msgid "Apply Root Motion" msgstr "ルートモーションを適用" #: Editor/Mono/Inspector/AnimatorInspector.cs:1 msgid "Culling Mode" msgstr "カリングモード" #: Editor/Mono/Inspector/AnimatorInspector.cs:1 msgid "Avatar" msgstr "アバター" #: Editor/Mono/Inspector/Effector2DEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Use Collider Mask" msgstr "コライダーマスクを使用" #: Editor/Mono/Inspector/Effector2DEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Collider Mask" msgstr "コライダーマスク" #: Editor/Mono/Inspector/GraphicsSettingsInspector.cs:1 msgid "Open Editor..." msgstr "エディターを開く..." #: Editor/Mono/Inspector/GraphicsSettingsInspector.cs:1 msgid "Close Editor" msgstr "エディターを閉じる" #: Editor/Mono/Inspector/GraphicsSettingsInspector.cs:1 msgid "Built-in Shader Settings" msgstr "ビルトインシェーダー設定" #: Editor/Mono/Inspector/GraphicsSettingsInspector.cs:1 msgid "Shader Stripping" msgstr "シェーダーストリッピング" #: Editor/Mono/Inspector/GraphicsSettingsInspector.cs:1 msgid "Shader Preloading" msgstr "シェーダーのプリロード" #: Editor/Mono/Inspector/GraphicsSettingsInspector.cs:1 msgid "Camera Settings" msgstr "カメラ設定" #: Editor/Mono/Inspector/GraphicsSettingsInspector.cs:1 msgid "Scriptable Render Pipeline Settings" msgstr "スクリプタブルレンダーパイプライン設定" #: Editor/Mono/Inspector/GraphicsSettingsInspector.cs:1 msgid "Scriptable Render Pipeline" msgstr "スクリプタブルレンダーパイプライン" #: Editor/Mono/Inspector/TransformInspector.cs:1 msgid "Due to floating-point precision limitations, it is recommended to bring the world coordinates of the GameObject within a smaller range." msgstr "浮動小数点精度の制限のため、小さな範囲でゲームオブジェクトのワールド座標を使用することを推奨します" #: Editor/Mono/Inspector/TransformInspector.cs:1 msgid "The local position of this GameObject relative to the parent." msgstr "このゲームオブジェクトの、親に相対的なローカル位置" #: Editor/Mono/Inspector/TransformInspector.cs:1 msgid "The local scaling of this GameObject relative to the parent." msgstr "このゲームオブジェクトの、親に相対的なローカルの拡大縮小" #: Editor/Mono/Inspector/TransformInspector.cs:1 msgid "The local rotation of this GameObject relative to the parent." msgstr "このゲームオブジェクトの、親に相対的なローカルの回転" #: Editor/Mono/Inspector/AssemblyDefinitionReferenceImporterInspector.cs:1 msgid "Use GUID" msgstr "GUID を使用" #: Editor/Mono/Inspector/AssemblyDefinitionReferenceImporterInspector.cs:1 msgid "Use the Assembly Definition asset GUID instead of name for referencing. Allows the referenced assembly to be renamed without having to update references." msgstr "参照に、アセンブリ名でなくアセンブリ定義アセットの GUID を使用します。参照されたアセンブリは参照を更新しなくても名前を変更できます。" #: Editor/Mono/Inspector/AssemblyDefinitionReferenceImporterInspector.cs:1 Editor-Missing:Missing detected at runtime. msgid "Assembly Definition" msgstr "アセンブリ定義" #: Editor/Mono/Inspector/LineRendererPositionsView.cs:1 msgid "Moving an array element will copy the complete array to all other selected objects." msgstr "配列要素の移動は、配列すべてをその他の選択したオブジェクトにコピーします。" #: Editor/Mono/Inspector/LineRendererPositionsView.cs:1 msgid "Unique values in the different selected objects will be lost" msgstr "選択された異なるオブジェクトの固有の値は失われます" #: Editor/Mono/Inspector/LineRendererCurveEditor.cs:1 msgid "The multiplier applied to the curve, describing the width (in world space) along the line." msgstr "カーブに適用される乗数。線に沿った幅(ワールド空間)を表します。" #: Editor/Mono/Inspector/AudioSourceInspector.cs:1 msgid "Volume Rolloff" msgstr "ボリュームロールオフ" #: Editor/Mono/Inspector/AudioSourceInspector.cs:1 msgid "Which type of rolloff curve to use" msgstr "どのタイプのロールオフカーブを使用するか" #: Editor/Mono/Inspector/AudioSourceInspector.cs:1 msgid "AudioClip" msgstr "オーディオクリップ" #: Editor/Mono/Inspector/AudioSourceInspector.cs:1 msgid "The AudioClip asset played by the AudioSource. Can be undefined if the AudioSource is generating a live stream of audio via OnAudioFilterRead." msgstr "オーディオクリップアセットはオーディオソースによって再生されます。オーディオソースがOnAudioFilterReadを通してオーディオのライブストリームを生成している場合、未定義となっていることがあります" #: Editor/Mono/Inspector/AudioSourceInspector.cs:1 msgid "Stereo Pan" msgstr "ステレオパン" #: Editor/Mono/Inspector/AudioSourceInspector.cs:1 msgid "Only valid for Mono and Stereo AudioClips. Mono sounds will be panned at constant power left and right. Stereo sounds will have each left/right value faded up and down according to the specified pan value." msgstr "モノラルとステレオのオーディオクリップにのみ有効です。モノラルのサウンドは左右に一定のパワーでパンされます。ステレオサウンドは、指定したパンの値に応じて左右の値がそれぞれ変化します。" #: Editor/Mono/Inspector/AudioSourceInspector.cs:1 msgid "Spatial Blend" msgstr "立体音響ブレンド" #: Editor/Mono/Inspector/AudioSourceInspector.cs:1 msgid "Sets how much this AudioSource is treated as a 3D source. 3D sources are affected by spatial position and spread. If 3D Pan Level is 0, all spatial attenuation is ignored." msgstr "このオーディオソースをどれだけ3Dソースとして処理するかを設定します。3Dソースは空間の位置と広がりによって影響されます。3Dパンレベルが0の場合、空間の減衰のすべては無視されます。" #: Editor/Mono/Inspector/AudioSourceInspector.cs:1 msgid "Reverb Zone Mix" msgstr "リバーブゾーンミックス" #: Editor/Mono/Inspector/AudioSourceInspector.cs:1 msgid "Sets how much of the signal this AudioSource is mixing into the global reverb associated with the zones. [0, 1] is a linear range (like volume) while [1, 1.1] lets you boost the reverb mix by 10 dB." msgstr "オーディオソースがそのゾーンに関連するグローバルリバーブにミキシングする信号の量を設定します。[0, 1]はリニア範囲(音量など)で、[1, 1.1]はリバーブミックスを10デシベルで増幅できます。" #: Editor/Mono/Inspector/AudioSourceInspector.cs:1 msgid "Doppler Level" msgstr "ドップラーレベル" #: Editor/Mono/Inspector/AudioSourceInspector.cs:1 msgid "Specifies how much the pitch is changed based on the relative velocity between AudioListener and AudioSource." msgstr "オーディオリスナーとオーディオソース間の相対速度に基づいてピッチの変化を指定します" #: Editor/Mono/Inspector/AudioSourceInspector.cs:1 msgid "Spread" msgstr "スプレッド" #: Editor/Mono/Inspector/AudioSourceInspector.cs:1 msgid "Sets the spread of a 3d sound in speaker space" msgstr "スピーカー空間で 3D サウンドの広がりを設定します" #: Editor/Mono/Inspector/AudioSourceInspector.cs:1 msgid "Set whether the sound should play through an Audio Mixer first or directly to the Audio Listener" msgstr "サウンドを最初にオーディオミキサーを通して再生するか、直接オーディオリスナーに送るかを設定します" #: Editor/Mono/Inspector/AudioSourceInspector.cs:1 msgid "Sets the overall volume of the sound." msgstr "音全体の音量を設定" #: Editor/Mono/Inspector/AudioSourceInspector.cs:1 msgid "Pitch" msgstr "ピッチ" #: Editor/Mono/Inspector/AudioSourceInspector.cs:1 msgid "Sets the frequency of the sound. Use this to slow down or speed up the sound." msgstr "サウンドの周波数を設定します。サウンドを遅くしたり速くしたりするときに使用します。" #: Editor/Mono/Inspector/AudioSourceInspector.cs:1 msgid "Sets the priority of the source. Note that a sound with a larger priority value will more likely be stolen by sounds with smaller priority values." msgstr "ソースの優先度を設定します。優先度の値が大きなサウンドは優先度の値が小さなサウンドに打ち消される傾向があるので注意してください" #: Editor/Mono/Inspector/AudioSourceInspector.cs:1 msgid "Spatialize" msgstr "立体化する" #: Editor/Mono/Inspector/AudioSourceInspector.cs:1 msgid "Enables or disables custom spatialization for the AudioSource." msgstr "AudioSourceのカスタム立体化を有効または無効にします" #: Editor/Mono/Inspector/AudioSourceInspector.cs:1 msgid "Spatialize Post Effects" msgstr "ポストエフェクトを立体化" #: Editor/Mono/Inspector/AudioSourceInspector.cs:1 msgid "Determines if the custom spatializer is applied before or after the effect filters attached to the AudioSource. This flag only has an effect if the spatialize flag is enabled on the AudioSource." msgstr "AudioSourceにアタッチされたエフェクトフィルターの前または後にカスタムスペーシャライザーを適用するかどうかを決定します。 このフラグは、AudioSourceでspatializeフラグが有効な場合にのみ有効です" #: Editor/Mono/Inspector/AudioSourceInspector.cs:1 msgid "High" msgstr "高" #: Editor/Mono/Inspector/AudioSourceInspector.cs:1 msgid "Low" msgstr "低" #: Editor/Mono/Inspector/AudioSourceInspector.cs:1 msgid "Output Audio Mixer Group" msgstr "オーディオミキサーグループの出力" #: Editor/Mono/Inspector/AudioSourceInspector.cs:1 Editor-Missing:Missing detected at runtime. msgid "Bypass Effects" msgstr "バイパスエフェクト" #: Editor/Mono/Inspector/AudioSourceInspector.cs:1 Editor-Missing:Missing detected at runtime. msgid "Bypass Listener Effects" msgstr "バイパスリスナーエフェクト" #: Editor/Mono/Inspector/AudioSourceInspector.cs:1 Editor-Missing:Missing detected at runtime. msgid "Bypass Reverb Zones" msgstr "バイパスリバーブゾーン" #: Editor/Mono/Inspector/AudioSourceInspector.cs:1 msgid "Rolloff Mode" msgstr "ロールオフモード" #: Editor/Mono/Inspector/ShaderInspector.cs:1 msgid "Show generated code" msgstr "生成されたコードを表示" #: Editor/Mono/Inspector/ShaderInspector.cs:1 msgid "Show generated code of a surface shader" msgstr "サーフェスシェーダーの生成されたコードを表示" #: Editor/Mono/Inspector/ShaderInspector.cs:1 msgid "Show generated code of a fixed function shader" msgstr "固定機能シェーダーの生成されたコードを表示" #: Editor/Mono/Inspector/ShaderInspector.cs:1 msgid "Compile and show code \\u007C \\u25BE" msgstr "コード \\u007C \\u25BE をコンパイルして表示" #: Editor/Mono/Inspector/ShaderInspector.cs:1 msgid "no" msgstr "no" #: Editor/Mono/Inspector/ShaderInspector.cs:1 msgid "Built-in shader" msgstr "ビルトインシェーダー" #: Editor/Mono/Inspector/ShaderInspector.cs:1 msgid "..." msgstr "..." #: Editor/Mono/Inspector/ShaderInspector.cs:1 msgid "Copy error text" msgstr "エラーテキストをコピー" #: Editor/Mono/Inspector/AudioLowPassFilterInspector.cs:1 msgid "Cutoff Frequency" msgstr "カットオフ周波数" #: Editor/Mono/Inspector/AudioLowPassFilterInspector.cs:1 msgid "Lowpass Resonance Q" msgstr "ローパス共鳴 Q" #: Editor/Mono/Inspector/PointEffector2DEditor.cs:1 msgid "Distance Scale" msgstr "距離のスケール" #: Editor/Mono/Inspector/PointEffector2DEditor.cs:1 msgid "Force Source" msgstr "力のソース" #: Editor/Mono/Inspector/PointEffector2DEditor.cs:1 msgid "Force Mode" msgstr "力モード" #: Editor/Mono/Inspector/AudioHighPassFIlterInspector.cs:1 msgid "CutOffFrequency" msgstr "カットオフ周波数" #: Editor/Mono/Inspector/AudioHighPassFIlterInspector.cs:1 msgid "Sets the cut off frequency of High Pass filter" msgstr "ハイパスフィルターのカットオフ周波数を設定" #: Editor/Mono/Inspector/AudioHighPassFIlterInspector.cs:1 msgid "Highpass Resonance Q" msgstr "ハイパス共鳴 Q" #: Editor/Mono/Inspector/AvatarPreview.cs:1 msgid "IK" msgstr "IK" #: Editor/Mono/Inspector/AvatarPreview.cs:1 msgid "Toggles feet IK preview" msgstr "足 IK のプレビューを切り替える" #: Editor/Mono/Inspector/AvatarPreview.cs:1 msgid "Toggles 2D preview mode" msgstr "2D プレビューモードを切り替える" #: Editor/Mono/Inspector/AvatarPreview.cs:1 msgid "Unity Model" msgstr "Unity モデル" #: Editor/Mono/Inspector/AvatarPreview.cs:1 Editor-Missing:Missing detected at runtime. msgid "Changes animation preview speed" msgstr "アニメーションプレビュー速度を変更" #: Editor/Mono/Inspector/AvatarPreview.cs:1 Editor-Missing:Missing detected at runtime. msgid "Displays avatar's pivot and mass center" msgstr "アバターのピボットと重心を表示します" #: Editor/Mono/Inspector/LookAtConstraintEditor.cs:1 msgid "Roll" msgstr "回転" #: Editor/Mono/Inspector/LookAtConstraintEditor.cs:1 msgid "Specifies the roll angle in degrees." msgstr "回転角度を指定します" #: Editor/Mono/Inspector/LookAtConstraintEditor.cs:1 msgid "Use Up Object" msgstr "アップオブジェクトを使用" #: Editor/Mono/Inspector/LookAtConstraintEditor.cs:1 msgid "Specifies how the world up vector should be computed. Either use the World Up Object or the Roll value" msgstr "ワールドアップベクトルを計算する方法を指定します。ワールドアップオブジェクトか回転の値を使用してください。" #: Editor/Mono/Inspector/CanvasRendererEditor.cs:1 msgid "Cull Transparent Mesh" msgstr "透明メッシュをカリング" #: Editor/Mono/Inspector/CanvasRendererEditor.cs:1 msgid "Cull if the vertex color alpha is close to zero for every vertex of the mesh." msgstr "メッシュのすべての頂点について、頂点カラーのアルファがゼロに近い場合はカリングします。" #: Editor/Mono/Inspector/CanvasRendererEditor.cs:1 msgid "Cull Transparent Mesh Property" msgstr "透明メッシュカリングプロパティ" #: Editor/Mono/Inspector/ScaleConstraintEditor.cs:1 msgid "Scale At Rest" msgstr "静止時のスケール" #: Editor/Mono/Inspector/ScaleConstraintEditor.cs:1 msgid "Scale Offset" msgstr "スケールオフセット" #: Editor/Mono/Inspector/ScaleConstraintEditor.cs:1 msgid "Freeze Scaling Axes" msgstr "スケーリング軸を固定" #: Editor/Mono/Inspector/AudioMixerControllerInspector.cs:1 msgid "Auto Mixer Suspend" msgstr "ミキサー自動サスペンド" #: Editor/Mono/Inspector/AudioMixerControllerInspector.cs:1 msgid "Enables/disables suspending of processing in order to save CPU when the RMS signal level falls under the defined threshold (in dB). Mixers resume processing when an AudioSource referencing them starts playing again." msgstr "RMS信号のレベルが定義されたしきい値 (単位はデシベル) より低い場合、CPU を節約するために処理の保留を有効、または無効にします。ミキサーは、オーディオソースが再生を再び開始するよう指示すると、処理を再開します" #: Editor/Mono/Inspector/AudioMixerControllerInspector.cs:1 msgid " Threshold Volume" msgstr " しきい値音量" #: Editor/Mono/Inspector/AudioMixerControllerInspector.cs:1 msgid "The level of the Master Group at which the mixer suspends processing in order to save CPU. Mixers resume processing when an AudioSource referencing them starts playing again." msgstr "CPUを節約するために、ミキサーが処理をサスペンドするマスターグループのレベルです。オーディオソースが再び再生するように指示すると、ミキサーは処理を再開します。" #: Editor/Mono/Inspector/AudioMixerControllerInspector.cs:1 msgid "Update AudioMixer transitions with game time or unscaled realtime." msgstr "オーディオミキサーのトランジションをリアルタイムで更新します" #: Editor/Mono/Inspector/AudioMixerControllerInspector.cs:1 msgid "Enable Suspend" msgstr "サスペンドを有効にする" #: Editor/Mono/Inspector/MeshColliderEditor.cs:1 msgid "Is this collider a trigger? Triggers are only supported on convex colliders." msgstr "このコライダーはトリガーか。凸状コライダーのときのみ、トリガーにすることができます。" #: Editor/Mono/Inspector/MeshColliderEditor.cs:1 msgid "Convex" msgstr "凸状にする" #: Editor/Mono/Inspector/MeshColliderEditor.cs:1 msgid "Is this collider convex?" msgstr "このコライダーは凸状か" #: Editor/Mono/Inspector/MeshColliderEditor.cs:1 msgid "Cooking Options" msgstr "クッキングオプション" #: Editor/Mono/Inspector/MeshColliderEditor.cs:1 msgid "Options affecting the result of the mesh processing by the physics engine." msgstr "物理エンジンによるメッシュ処理の結果に影響を与えるオプション" #: Editor/Mono/Inspector/SpriteFrameInspector.cs:1 msgid "The name for the Sprite." msgstr "スプライトの名前" #: Editor/Mono/Inspector/SpriteFrameInspector.cs:1 msgid "The value is normalized to the Sprite's size where (0, 0) is the lower left and (1, 1) is the upper right. May be used for syncing animation frames of different sizes." msgstr "値は、(0,0) が左下で (1,1) が右上というスプライトのサイズに正規化されます。これは、異なるサイズのアニメーションフレームを同期するために使用できます。" #: Editor/Mono/Inspector/SpriteFrameInspector.cs:1 msgid "Border values for the Sprite set in Sprite Editor window. May be useful for 9-Slicing Sprites." msgstr "スプライトエディターウィンドウで設定されるスプライトの境界の値。9 スライススプライトに利用できます。" #: Editor/Mono/Inspector/SpriteFrameInspector.cs:1 msgid "X:{0:0.##}, Y:{1:0.##}" msgstr "X:{0:0.##}, Y:{1:0.##}" #: Editor/Mono/Inspector/SpriteFrameInspector.cs:1 msgid "L:{0:0.##} B:{1:0.##} R:{2:0.##} T:{3:0.##}" msgstr "L:{0:0.##} B:{1:0.##} R:{2:0.##} T:{3:0.##}" #: Editor/Mono/Inspector/SpriteFrameInspector.cs:1 msgid "-" msgstr "-" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Shader Pass used to update the Custom Render Texture." msgstr "カスタムレンダーテクスチャを更新するために使用されるシェーダーパス" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Swap (Double Buffer)" msgstr "スワップ (ダブルバッファ)" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "If ticked, and if the texture is double buffered, a request is made to swap the buffers before the next update. If this is not ticked, the buffers will not be swapped." msgstr "これが有効でテクスチャがダブルバッファの場合、次の更新の前にバッファをスワップするリクエストが送信されます。これが有効でない場合は、バッファはスワップされません。" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Specify how the texture should be updated." msgstr "テクスチャを更新する方法を指定します" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Period" msgstr "周期" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Period in seconds at which real-time textures are updated (0.0 will update every frame)." msgstr "リアルタイムテクスチャが更新される秒周期 (0.0 の場合は、すべてのフレームを更新)" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "If ticked, the Custom Render Texture is double buffered so that you can access it during its own update. If unticked, the Custom Render Texture will be not be double buffered." msgstr "これを有効にするとカスタムレンダーテクスチャはダブルバッファになり、更新中でもアクセスできます。無効の場合はダブルバッファになりません" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Specify how the texture should be initialized." msgstr "どのようにテクスチャを初期化するかを指定します" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Specify if the texture is initialized by a Material or by a Texture and a Color." msgstr "テクスチャをマテリアルによって、または、テクスチャと色によって初期化するかどうかを指定します" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Color with which the Custom Render Texture is initialized." msgstr "カスタムレンダーテクスチャが初期化される色" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Texture with which the Custom Render Texture is initialized (multiplied by the initialization color)." msgstr "カスタムレンダーテクスチャを初期化するときに使用するテクスチャ (初期化の色によって乗算されます)" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Material with which the Custom Render Texture is initialized." msgstr "カスタムレンダーテクスチャが初期化されるときのマテリアル" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Space in which the update zones are expressed (Normalized or Pixel space)." msgstr "更新ゾーンが表示される空間 (正規化、または、ピクセル空間)" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "List of partial update zones." msgstr "部分的な更新ゾーンのリスト" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Cubemap Faces" msgstr "キューブマップ面" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Enable or disable rendering on each face of the cubemap." msgstr "キューブマップの各面のレンダリングを有効/無効にします" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Center of the partial update zone." msgstr "部分的な更新ゾーンの中心" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Size of the partial update zone." msgstr "部分的な更新ゾーンのサイズ" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Rotation of the update zone." msgstr "更新ゾーンの回転" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "If ticked, Update zones will wrap around the border of the Custom Render Texture. If unticked, Update zones will be clamped at the border of the Custom Render Texture." msgstr "これを有効にすると、更新ゾーンはカスタムレンダーテクスチャの境界で繰り返されます (ラップアラウンド)。無効の場合は、更新ゾーンはカスタムレンダーテクスチャの境界でクランプされます (境界外は無視されます)。" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Save Texture" msgstr "テクスチャを保存する" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Save the content of the Custom Render Texture to an EXR or PNG file." msgstr "カスタムレンダーテクスチャのコンテンツを EXR または PNG ファイルに保存します" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "OnDemand" msgstr "OnDemand" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Texture and Color" msgstr "テクスチャと色" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Normalized" msgstr "正規化" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "Pixel" msgstr "ピクセル" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "+Z" msgstr "+Z" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:1 msgid "-Z" msgstr "-Z" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:1 msgid "Definition" msgstr "定義" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:1 msgid "Choose between Create From This Model, Copy From Other Avatar. The first one creates a Mask for this file and the second one uses a Mask from another file to import animation." msgstr "「このモデルから作成」か「他のアバターをコピー」のどちらかを選択します。前者を選ぶとこのファイルのマスクを作成し、後者の場合は他のファイルのマスクを使用してアニメーションをインポートします。" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:1 msgid "Create From This Model" msgstr "このモデルから作成" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:1 msgid "Create a Mask based on the model from this file. For Humanoid rig all the human transforms are always imported and converted to muscle curve, thus they cannot be unchecked." msgstr "このモデルのファイルからマスクを作成します。ヒューマノイドリグではすべての人体用トランスフォームは必ずインポートされ、マッスルカーブに変換されるため、チェックを外すことはできません。" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:1 msgid "Copy From Other Mask" msgstr "他のマスクからコピー" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:1 msgid "Copy a Mask from another file to import animation clip." msgstr "マスクを他のファイルからコピーしてアニメーションクリップのインポートを行います。" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:1 msgid "None " msgstr "なし" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:1 msgid " Import Everything" msgstr " すべてをインポート" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:1 msgid "Select from which AvatarMask the animation should take the mask information" msgstr "アニメーションがマスク情報を得るアバターマスクを選択します" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:1 msgid "Create Mask" msgstr "マスクを作成" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:1 msgid "Create a new mask from this model avatar." msgstr "このモデルアバターから新しいマスクを作成します" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:1 msgid "Use skeleton from" msgstr "使用するスケルトン" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:1 msgid "The selected avatar is never linked here and only used to populate the list of transform." msgstr "選択したアバターはここでは全くリンクされず、トランスフォームのリストとして使用するためだけに使用されます。" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:1 msgid "Import skeleton" msgstr "スケルトンをインポート" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:1 msgid "Generates new transform data based on the selected avatar skeleton" msgstr "選択されたアバタースケルトンに基づく新しいトランスフォームデータを生成します" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:1 msgid "Humanoid" msgstr "ヒューマノイド" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:1 msgid "Define which body part are active. Also define which animation curves will be imported for an Animation Clip." msgstr "アクティブのボディパーツを定義します。また、アニメーションカーブの定義はアニメーションクリップをインポートすることで行われます" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:1 msgid "Define which transform are active. Also define which animation curves will be imported for an Animation Clip." msgstr "アクティブなトランスフォームを定義します。また、アニメーションカーブの定義はアニメーションクリップのインポートで行われます" #: Editor/Mono/Inspector/BillboardAssetInspector.cs:1 msgid "Shaded" msgstr "シェード" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:1 msgid "Proxy Volume Resolution" msgstr "プロキシボリューム解像度" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:1 msgid "Specifies the resolution of the 3D grid of interpolated light probes. Higher resolution/density means better lighting, but the CPU cost will increase." msgstr "補間したライトプローブの3Dグリッドの解像度を指定します。解像度/密度が高くなるほど、ライティングが良くなりますが、CPUの負担は高くなります。" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:1 msgid "Bounding Box Mode" msgstr "バウンディングボックスモード" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:1 msgid "The mode in which the bounding box is computed. A 3D grid of interpolated light probes will be generated inside this bounding box.\n\nAutomatic Local - the local-space bounding box of the Renderer is used.\n\nAutomatic Global - a bounding box is computed which encloses the current Renderer and all the Renderers down the hierarchy that have the Light Probes property set to Use Proxy Volume. The bounding box will be world-space aligned.\n\nCustom - a custom bounding box is used. The bounding box is specified in the local-space of the game object." msgstr "バウンディングボックスを計算する際のモード。補間ライトプローブの3Dグリッドがこのバウンディングボックス内で生成されます。\n\n自動ローカル - レンダラーのローカル空間のバウンディングボックスを使用します。\n\n自動グローバル - バウンディングボックスは、プロキシボリュームを使用するためにライトプローブプロパティーが設定されている現レンダラーとその階層以下のすべてのレンダラーを含むすべてを計算します。\n\nカスタム - カスタムバウンディングボックスを使用します。バウンディングボックスはゲームオブジェクトのローカル空間で指定されます。" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:1 msgid "Resolution Mode" msgstr "解像度モード" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:1 msgid "The mode in which the resolution of the 3D grid of interpolated light probes is specified:\n\nAutomatic - the resolution on each axis is computed using a user-specified number of interpolated light probes per unit area (Density).\n\nCustom - the user can specify a different resolution on each axis." msgstr "補間されたライトプローブの3Dグリッドの解像度を指定するモード。\n自動 - ユーザーが指定したユニットエリアごとの補間されたライトプローブの数(密度)を使用して、各軸の解像度を計算します\nカスタム - ユーザーが各軸に異なる解像度を指定できます。" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:1 msgid "Probe Position Mode" msgstr "プローブ位置モード" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:1 msgid "The mode in which the interpolated probe positions are generated.\n\nCellCorner - divide the volume in cells and generate interpolated probe positions in the corner/edge of the cells.\n\nCellCenter - divide the volume in cells and generate interpolated probe positions in the center of the cells." msgstr "補間されるプローブ位置を選択するモード。\n\nCellCorner - セルのボリュームを分割し、プローブがセルの角(端)に位置するように補間します。\n\nCellCenter-セルのボリュームを分割し、プローブがセルの中央に位置するるように補間します。" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:1 msgid "Affects the total number of evaluated Spherical Harmonics(SH) bands for Renderers that use a Light Probe Proxy Volume:\n\nLow Quality - uses only 2 bands (L0 and L1) sampled from a LPPV texture. This option might improve the performance by not breaking batching.\n\nNormal Quality - uses all the bands to evaluate the SH. L0 and L1 are sampled from a LPPV texture and L2 is constant per Renderer." msgstr "ライトプローブプロキシボリュームを使用するレンダラー用に見積もられる球面調和関数(SH)バンドの総数に影響します。\n\n低品質 - LPPVテクスチャからサンプリングされた2つのバンド(L0 と L1)のみを使用します。このオプションは、バッチ処理を中断しないことでパフォーマンスを向上させる場合があります。\n\n標準品質 - すべてのバンドを使用してSHを見積ります。L0とL1はLPPVテクスチャからサンプリングされ、L2は各レンダラーで一定です。" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:1 msgid "Density in probes per world unit." msgstr "ワールド単位あたりのプローブの密度" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:1 msgid "Bounding Box Settings" msgstr "バウンディングボックス設定" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:1 msgid "Origin" msgstr "原点" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:1 msgid "In order to use the component on this game object, the Light Probes property should be set to 'Use Proxy Volume' in Renderer." msgstr "このゲームオブジェクトでコンポーネントを使用するために、ライトプローブプロパティーではレンダラーの'プロキシボリュームを使用'に設定します。" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:1 msgid "The component is unused by this game object because there is no Renderer component attached." msgstr "レンダラーコンポーネントがまったくアタッチされていないため、コンポーネントはこのゲームオブジェクトによって使用されていません。" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:1 msgid "The scene doesn't contain any light probes. Add light probes using Light Probe Group components (menu: Component->Rendering->Light Probe Group)." msgstr "このシーンにはライトプローブが含まれていません。ライトプローブグループコンポーネント (メニュー: コンポーネント->レンダリング->ライトプローブグループ) を使用して、ライトプローブを加えてください" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:1 msgid "Tree rendering doesn't support Light Probe Proxy Volume components." msgstr "樹木のレンダリングはライトプローブプロキシボリュームコンポーネントをサポートしません" #: Editor/Mono/Inspector/BlendTreeInspector.cs:1 msgid "Add Motion Field" msgstr "モーションフィールドを追加" #: Editor/Mono/Inspector/BlendTreeInspector.cs:1 msgid "Velocity XZ" msgstr "速度 XZ" #: Editor/Mono/Inspector/BlendTreeInspector.cs:1 msgid "Speed And Angular Speed" msgstr "速度と角速度" #: Editor/Mono/Inspector/BlendTreeInspector.cs:1 msgid "Homogeneous Speed" msgstr "均一速度" #: Editor/Mono/Inspector/BlendTreeInspector.cs:1 msgid "Reset Time Scale" msgstr "タイムスケールのリセット" #: Editor/Mono/Inspector/AddComponent/NewScriptDropdownItem.cs:1 Editor-Missing:Missing detected at runtime. msgid "New Script" msgstr "新しいスクリプト" #: Editor/Mono/Inspector/AddComponent/AddComponentGUI.cs:1 msgid "Create and Add" msgstr "作成して追加" #: Editor/Mono/Inspector/AddComponent/AddComponentDataSource.cs:1 Editor-Missing:Missing detected at runtime. msgid "Search" msgstr "検索" #: Editor/Mono/Inspector/AddComponent/AddComponentDataSource.cs:1 msgid "New script" msgstr "新しいスクリプト" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "General GI" msgstr "GI 全般" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "Settings used in both Precomputed Realtime Global Illumination and Baked Global Illumination." msgstr "事前計算リアルタイムあるいはベイクされたグローバルイルミネーションの設定" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "Realtime GI" msgstr "リアルタイム GI" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "Settings used in Precomputed Realtime Global Illumination where it is precomputed how indirect light can bounce between static objects, but the final lighting is done at runtime. Lights, ambient lighting in addition to the materials and emission of static objects can still be changed at runtime. Only static objects can affect GI by blocking and bouncing light, but non-static objects can receive bounced light via light probes." msgstr "事前計算されたリアルタイムグローバルイルミネーションで使用される設定。どのように間接光が静的オブジェクトの間で反射するかが事前に計算されます。ただし、最終的なライティングはランタイムに行われます。マテリアルに加えられたライト、環境光、静的オブジェクトの発光は、ランタイムでもまだ変更が可能です。静的オブジェクトのみがライトを妨げたり反射したりして GI に影響を与えます。非静的オブジェクトはライトプローブを通して反射したライトを受けます。" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "Realtime lightmap resolution in texels per world unit. This value is multiplied by the realtime resolution in the Lighting window to give the output lightmap resolution. This should generally be an order of magnitude less than what is common for baked lightmaps to keep the precompute time manageable and the performance at runtime acceptable. Note that if this is made more fine-grained, then the Irradiance Budget will often need to be increased too, to fully take advantage of this increased detail." msgstr "ワールドユニット毎のリアルタイムライトマップ解像度 (テクセル)。この値は、出力ライトマップ解像度を算出するために、ライティングウィンドウでリアルタイムの解像度によって乗じられます。通常、この値は、事前計算時間を管理可能にしランタイムのパフォーマンスを許容程度に保つために、ベイクしたライトマップの一般的な値より1桁小さくする必要があります。粒度を上げて作成すると、増加した詳細の効果を十分に発揮するために、放射照度量の増加がしばしば必要になることに注意してください。" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "Cluster Resolution" msgstr "クラスター解像度" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "The ratio between the resolution of the clusters with which light bounce is calculated and the resolution of the output lightmaps that sample from these." msgstr "ライトバウンスの計算に使用されるクラスターの解像度と、これらからサンプリングされた出力ライトマップの解像度との比" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "Irradiance Budget" msgstr "放射照度量" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "The amount of data used by each texel in the output lightmap. Specifies how fine-grained a view of the scene an output texel has. Small values mean more averaged out lighting, since the light contributions from more clusters are treated as one. Affects runtime memory usage and to a lesser degree runtime CPU usage." msgstr "出力されたライトマップで、テクセルごとの使用データ量。出力されたテクセルに含まれるシーンのビューをどれだけきめ細かくするかを指定します。値を小さくするほど、平均化されたライトになります。なぜなら、より多くのクラスターからのライトが1つとして扱われるためです。ランタイムのメモリ使用に影響し、ランタイムのCPU使用率をより低くします。" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "Irradiance Quality" msgstr "放射照度品質" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "The number of rays to cast to compute which clusters affect a given output lightmap texel - the granularity of how this is saved is defined by the Irradiance Budget. Affects the speed of the precomputation but has no influence on runtime performance." msgstr "どのクラスターが指定された出力ライトマップテクセルに影響するかを計算するためにキャストするレイの数 - 保存の粒度は放射照度量によって決定されます。事前計算の速さに影響しますが、ランタイムのパフォーマンスには影響しません。" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "Backface Tolerance" msgstr "裏面の許容範囲" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "The percentage of rays shot from an output texel that must hit front faces to be considered usable. Allows a texel to be invalidated if too many of the rays cast from it hit back faces (the texel is inside some geometry). In that case artefacts are avoided by cloning valid values from surrounding texels. For example, if backface tolerance is 0.0, the texel is rejected only if it sees nothing but backfaces. If it is 1.0, the ray origin is rejected if it has even one ray that hits a backface." msgstr "出力したテクセルからのレイが表面に当たるパーセンテージ。レイは表面に当たるもののみが使用可能です。テクセルから放出されたレイがあまり多く裏面にあたると (テクセルはジオメトリの内部)、テクセルが無効になります。そのような場合、周囲のテクセルから有効な値を複製することによって、アーティファクトを避けることができます。例えば、裏面の許容範囲が 0.0 のとき、裏面以外なにも見えない場合のみ、テクセルは拒否されます。1.0 のとき、裏面にあたるレイがたった 1 つあるだけでも、そのレイの源は拒否されます。" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "Modelling Tolerance" msgstr "モデルの許容範囲" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "Maximum size of gaps that can be ignored for GI." msgstr "GI で無視することができるずれの最大サイズ" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "Edge Stitching" msgstr "エッジステッチ" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "If enabled, ensures that UV charts (aka UV islands) in the generated lightmaps blend together where they meet so there is no visible seam between them." msgstr "これを有効にすると、生成されたライトマップの UV チャート (別名 UV アイランド) が混合され、見た目にはシームレスになります" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "System Tag" msgstr "システムタグ" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "Systems are groups of objects whose lightmaps are in the same atlas. It is also the granularity at which dependencies are calculated. Multiple systems are created automatically if the scene is big enough, but it can be helpful to be able to split them up manually for e.g. streaming in sections of a level. The system tag lets you force an object into a different realtime system even though all the other parameters are the same." msgstr "システムは、ライトマップが同じアトラスにあるオブジェクトの群です。依存関係も緻密に計算されています。シーンがある程度大きい場合は、自動的に複数のシステムが作成されます。ただし、レベルセクションのストリーミングなどのために、手動で分けられるようにしておくと便利です。システムタグは、他のすべてのパラメーターが同じであっても、オブジェクトを強制的に異なるリアルタイムのシステムに分割します" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "Baked GI" msgstr "ベイクした GI" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "Settings used in Baked Global Illumination where direct and indirect lighting for static objects is precalculated and saved (baked) into lightmaps for use at runtime. This is useful when lights are known to be static, for mobile, for low end devices and other situations where there is not enough processing power to use Precomputed Realtime GI. You can toggle on each light whether it should be included in the bake." msgstr "ベイクしたグローバルイルミネーションで使用される設定。静的オブジェクトの直接、および間接光が事前に計算され、ランタイムに利用するためライトマップに保存 (ベイク) されます。ライトが静的と分かっているとき、モバイル用であるとき、ローエンドデバイス用であるとき、その他、Precomputed Realtime GI を使用するには処理能力が十分でない場合に役立ちます。各ライトごとに、ベイクするかどうか切り替えることができます" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "Blur Radius" msgstr "ブラー半径" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "The radius (in texels) of the post-processing filter that blurs baked direct lighting. This reduces aliasing artefacts and produces softer shadows." msgstr "ベイクした直接光をぼかすポストプロセスフィルターのテクセル単位の半径。これにより、エイリアスのアーティファクトを減らしよりソフトなシャドウを生成できます。" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "Anti-aliasing Samples" msgstr "アンチエイリアスサンプル数" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "The maximum number of times to supersample a texel to reduce aliasing. Progressive lightmapper supersamples the positions and normals buffers (part of the G-buffer) and hence the sample count is a multiplier on the amount of memory used for those buffers. Progressive lightmapper clamps the value to the [1;16] range." msgstr "エイリアシングを軽減するためにテクセルをスーパーサンプルする最大回数です。プログレッシブライトマッパーは位置と法線のバッファ (G バッファの一部) をスーパーサンプリングします。したがって、サンプル数はそれらのバッファに使用されたメモリ量の乗数になります。プログレッシブライトマッパーはその値を [1;16] の範囲に固定します" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "Direct Light Quality" msgstr "直接光の品質" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "The number of rays used for lights with an area. Allows for accurate soft shadowing." msgstr "あるエリアでライトに使用される光線の数。正確なソフトシャドウイングを可能にします" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "Baked AO" msgstr "ベイクした AO" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "Settings used in Baked Ambient Occlusion, where the information on dark corners and crevices in static geometry is baked. It is multiplied by indirect lighting when compositing the baked lightmap." msgstr "ベイクしたアンビエントオクルージョンで使用される設定。静的ジオメトリの暗い角や割れ目に関する情報がベイクされています。ベイクしたライトマップを作成するときに、間接ライトによって増加します。" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "The number of rays to cast for computing ambient occlusion." msgstr "アンビエントオクルージョンの計算でレイをキャストする数" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "The maximum number of times to supersample a texel to reduce aliasing in ambient occlusion." msgstr "アンビエントオクルージョンでのエイリアシングを軽減するためにテクセルをスーパーサンプルする最大回数です" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "Is Transparent" msgstr "透明にする" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "If enabled, the object appears transparent during GlobalIllumination lighting calculations. Backfaces are not contributing to and light travels through the surface. This is useful for emissive invisible surfaces." msgstr "これを有効にすると、グローバルイルミネーションライティングの計算の間、オブジェクトが透明になります。裏側は関係なく、ライトは表面を伝ってゆきます。これは、光を放射する目に見えない表面に使用できます" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "Pushoff" msgstr "プッシュオフ" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "The amount to push off geometry for ray tracing, in modelling units. It is applied to all baked light maps, so it will affect direct light, indirect light and AO. Useful for getting rid of unwanted AO or shadowing." msgstr "モデリング単位内でレイトレーシングのために取り去るジオメトリの量。ベイクしたライトマップすべてに適用されるため、直接光、間接光、AOに影響します。必要のないAOや投影の削除に有用です" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "Baked Tag" msgstr "ベイクしたタグ" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "An integer that lets you force an object into a different baked lightmap even though all the other parameters are the same. This can be useful e.g. when streaming in sections of a level." msgstr "たとえ他のパラメーターが同じでも、オブジェクトを別のベイクしたライトマップに強制的に加える整数。例えば、レベルのセクションにストリーミングするときなどに役に立ちます" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "Limit Lightmap Count" msgstr "ライトマップ数を制限する" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "If enabled, objects with the same baked GI settings will be packed into a specified number of lightmaps. This may reduce the objects' lightmap resolution." msgstr "これを有効にすると、同じベイク GI 設定をもつオブジェクトが指定した数のライトマップに含まれます。これにより、オブジェクトのライトマップの解像度が低下する可能性があります。" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "Max Lightmaps" msgstr "最大ライトマップ数" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "The maximum number of lightmaps into which objects will be packed." msgstr "オブジェクトを含むライトマップの最大数" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "Anti Aliasing Samples" msgstr "アンチエイリアスサンプル" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "Baked Lightmap Tag" msgstr "ベイクしたライトマップのタグ" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "Lightmap Max Count" msgstr "ライトマップ最大数" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "AO Quality" msgstr "AO 品質" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:1 msgid "AO Anti Aliasing Samples" msgstr "AO アンチエイリアスサンプル" #: Editor/Mono/Inspector/Avatar/AvatarEditor.cs:1 msgid "Muscles & Settings" msgstr "マッスル & 設定" #: Editor/Mono/Inspector/Avatar/AvatarEditor.cs:1 msgid "Collider" msgstr "コライダー" #: Editor/Mono/Inspector/Avatar/AvatarEditor.cs:1 msgid "Configure Avatar" msgstr "アバターを設定" #: Editor/Mono/Inspector/Avatar/AvatarEditor.cs:1 msgid "Reset" msgstr "リセット" #: Editor/Mono/Inspector/Avatar/AvatarSkeletonDrawer.cs:1 msgid "Character is not in T pose" msgstr "キャラクターはTポーズではありません" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1 msgid "Body" msgstr "ボディ" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1 msgid "Head" msgstr "頭" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1 msgid "Left Arm" msgstr "左腕" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1 msgid "Left Fingers" msgstr "左指" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1 msgid "Right Arm" msgstr "右腕" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1 msgid "Right Fingers" msgstr "右指" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1 msgid "Left Leg" msgstr "左脚" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1 msgid "Right Leg" msgstr "右脚" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1 msgid "Open Close" msgstr "伸びる 丸まる" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1 msgid "Left Right" msgstr "左右" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1 msgid "Roll Left Right" msgstr "左右にねじる" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1 msgid "In Out" msgstr "手足の開閉" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1 msgid "Roll In Out" msgstr "肘と膝をねじる" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1 msgid "Finger Open Close" msgstr "手の開閉" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1 msgid "Finger In Out" msgstr "指の開閉" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1 msgid "Upper Arm Twist" msgstr "上腕のねじり" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1 msgid "Lower Arm Twist" msgstr "腕のねじり" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1 msgid "Upper Leg Twist" msgstr "腿のねじり" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1 msgid "Lower Leg Twist" msgstr "ひざ下のねじり" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1 msgid "Arm Stretch" msgstr "腕の伸張" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1 msgid "Leg Stretch" msgstr "脚の伸縮" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1 msgid "Feet Spacing" msgstr "足の間隔" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1 msgid "Translation DoF" msgstr "変形の自由度" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:1 msgid "Muscles" msgstr "マッスル" #: Editor/Mono/Inspector/Avatar/AvatarMappingEditor.cs:1 msgid "Optional Bones" msgstr "ボーン (任意)" #: Editor/Mono/Inspector/Avatar/AvatarMappingEditor.cs:1 msgid "Done" msgstr "完了" #: Editor/Mono/Inspector/Avatar/AvatarMappingEditor.cs:1 msgid "Automap" msgstr "オートマップ" #: Editor/Mono/Inspector/Avatar/AvatarMappingEditor.cs:1 msgid "Biped" msgstr "2 足" #: Editor/Mono/Inspector/Avatar/AvatarMappingEditor.cs:1 msgid "Load" msgstr "ロード" #: Editor/Mono/Inspector/Avatar/AvatarMappingEditor.cs:1 msgid "Pose" msgstr "ポーズ" #: Editor/Mono/Inspector/Avatar/AvatarMappingEditor.cs:1 msgid "Sample Bind-Pose" msgstr "サンプルバインドポーズ" #: Editor/Mono/Inspector/Avatar/AvatarMappingEditor.cs:1 msgid "Enforce T-Pose" msgstr "Tポーズを強制" #: Editor/Mono/Inspector/Avatar/AvatarMappingEditor.cs:1 msgid "Biped Pose" msgstr "2足ポーズ" #: Editor/Mono/Inspector/Avatar/AvatarMappingEditor.cs:1 msgid "Show Error(s)..." msgstr "エラーを表示(s)..." #: Editor/Mono/Inspector/Avatar/AvatarMappingEditor.cs:1 msgid "Close Error(s)" msgstr "エラーを閉じる(s)" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Changed macOS bundleIdentifier" msgstr "macOSのバンドル識別子を変更" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Changed macOS build number" msgstr "macOSのビルド番号を変更" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Changed Batching Settings" msgstr "変更したバッチ処理設定" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Changed Icon" msgstr "変更したアイコン" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Changed Graphics API Settings" msgstr "変更したグラフィックス API 設定" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Changed Scripting Define Settings" msgstr "変更したスクリプティング定義設定" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Vertex Compression*" msgstr "頂点圧縮*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Select which vertex channels should be compressed. Compression can save memory and bandwidth, but precision will be lower." msgstr "どの頂点チャンネルを圧縮するかを選択します。圧縮はメモリと帯域幅を節約できます。ただし、精度は低くなります。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Prebake Collision Meshes*" msgstr "事前に衝突メッシュをベイク" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Bake collision data into the meshes on build time" msgstr "衝突データをビルド時にメッシュへベイク" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Keep Loaded Shaders Alive*" msgstr "ロードしたシェーダーを起動状態に維持* " #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Prevents shaders from being unloaded" msgstr "シェーダのアンロードを回避します" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Preloaded Assets*" msgstr "プリロードしたアセット*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Assets to load at start up in the player and kept alive until the player terminates" msgstr "プレイヤーの起動時にロードし、プレイヤー終了まで存続するアセット" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Strip Engine Code*" msgstr "エンジンコードを除去*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Strip Unused Engine Code - Note that byte code stripping of managed assemblies is always enabled for the IL2CPP scripting backend." msgstr "使用していないエンジンコードを除去します。マネージアセンブリのバイトコードの除去は、常にIL2CPPスクリプトバックエンドが有効になっていなければいけません。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Enable Internal Profiler* (Deprecated)" msgstr "内部プロファイラーを有効にする* (非推奨)" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Internal profiler counters should be accessed by scripts using UnityEngine.Profiling::Profiler API." msgstr "内部プロファイラーカウンターは、UnityEngine.Profiling::Profiler APIを使用してスクリプトによってアクセスされます。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Optimize Mesh Data*" msgstr "メッシュデータの最適化*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Remove unused mesh components" msgstr "不使用のメッシュコンポーネントを削除します" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Protect GPU memory from being read (on supported devices). Will prevent user from taking screenshots" msgstr "GPU メモリが(サポートしているデバイス上で)読み込まれるのを保護します。ユーザーがスクリーンショットをとることを防ぎます。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Enable gathering of CPU/GPU frame timing statistics." msgstr "CPU/GPUのフレームタイミングの統計の収集を有効にします" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Use Animated Autorotation" msgstr "アニメーション付き自動回転を使用" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "If set OS native animated autorotation method will be used. Otherwise orientation will be changed immediately." msgstr "これを設定すると、OSに元から備わるアニメーション付きの自動回転が使用されます。設定しない場合は向きは瞬時に替わります。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "'LSApplicationCategoryType'" msgstr "'LSApplicationCategoryType'" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Fullscreen Mode " msgstr "全画面モード" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid " Not all platforms support all modes" msgstr "モードすべてをあらゆるプラットフォームがサポートしているわけではありません" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Use DXGI Flip Model Swapchain for D3D11" msgstr "D3D11のDXGIフリップモデルのスワップチェーンを使用" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Flip model ensures the best performance. Disable this to fallback to Windows 7-style BltBlt model. This setting affects only D3D11 graphics API." msgstr "フリップモデルは最高のパフォーマンスを保証します。これを無効にすると、Windows 7のスタイルのBitBltモデルにフォールバックします。この設定はD3D11グラフィックスAPIにのみ影響します。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Use 32-bit Display Buffer*" msgstr "32ビットディスプレイバッファ*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "If set Display Buffer will be created to hold 32-bit color values. Use it only if you see banding, as it has performance implications." msgstr "これを有効にするとディスプレイバッファが 32 ビットのカラー色を保持するものを作成します。パフォーマンスに影響が出て、帯状のようなものが見えている場合のみ使用してください" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Render Over Native UI*" msgstr "元来の UI に重ねて描画*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Enable this option ONLY if you want Unity to render on top of the native Android or iOS UI." msgstr "元来の Android UI または iOS UI の上に重ねてレンダリングしたい場合にのみ、このオプションを有効にします。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Metal Write-Only Backbuffer" msgstr "Metal 書き込み専用のバックバッファ" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Set framebufferOnly flag on backbuffer. This prevents readback from backbuffer but enables some driver optimizations." msgstr "バックバッファのフレームバッファのみフラグを設定します。バックバッファの読み出しを抑制し、ドライバーの最適化を活用できます" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Memoryless Depth" msgstr "メモリレス深度" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Memoryless mode of framebuffer depth" msgstr "フレームバッファ深度のメモリレスモード" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "SRGB Write Mode*" msgstr "SRGB 書き込みモード*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "If set, enables Graphics.SetSRGBWrite() for toggling sRGB write mode during the frame but may decrease performance especially on tiled GPUs." msgstr "設定すると、そのフレームのsRGB書き込みモードを切り替えるためにGraphics.SetSRGBWrite()を有効にします。ただし、tiled GPUで特にパフォーマンスが低下する場合があります。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "iOS Developer Team ID" msgstr "iOS デベロッパーチーム ID " #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Developers can retrieve their Team ID by visiting the Apple Developer site under Account > Membership." msgstr "開発者は、Account > Membership の Apple Developer サイトにアクセスして Team ID を取得できます" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Use incremental GC (Experimental)" msgstr "インクリメンタル GC を使用(実験的)" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "With incremental Garbage Collection, the Garbage Collector will try to time-slice the collection task into multiple steps, to avoid long GC times preventing content from running smoothly." msgstr "インクリメントなガベージコレクション(GC)によってタスクを複数の段階にタイムスライスし、コンテンツがスムーズに実行されるのを妨げる長時間のGCを避けようとします。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Camera Usage Description*" msgstr "カメラの使用説明*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "String shown to the user when requesting permission to use the device camera. Written to the NSCameraUsageDescription field in Xcode project's info.plist file" msgstr "デバイスのカメラ使用の許可をリクエストするとユーザーに表示される文字列。Xcode プロジェクトの info.plist ファイルのNSCameraUsageDescription フィールドに書き込まれます。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Location Usage Description*" msgstr "位置情報の使用理由*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "String shown to the user when requesting permission to access the device location. Written to the NSLocationWhenInUseUsageDescription field in Xcode project's info.plist file." msgstr "デバイスの位置情報へのアクセス許可をリクエストするとユーザーに表示される文字列。Xcode プロジェクトの info.plist ファイルのNSLocationWhenInUseUsageDescription フィールドに書き込まれます。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Microphone Usage Description*" msgstr "マイク使用説明*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "String shown to the user when requesting to use the device microphone. Written to the NSMicrophoneUsageDescription field in Xcode project's info.plist file" msgstr "デバイスのマイク使用をリクエストするとユーザーに表示される文字列。Xcode プロジェクトの info.plist ファイルの NSMicrophoneUsageDescription フィールドに書き込まれます。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "GPU Skinning*" msgstr "GPU スキニング*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Use DX11/ES3 GPU Skinning" msgstr "DX11/ES3 を使用した GPUスキニング" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Compute Skinning*" msgstr "スキ二ングを計算*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Use Compute pipeline for Skinning" msgstr "スキ二ングにComputeのパイプラインを使用します" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Disable HW Statistics*" msgstr "ハードウェア統計を送信しない* " #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Disables HW Statistics" msgstr "ハードウェア統計を送信しない" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Scripting Runtime Version*" msgstr "スクリプティングランタイムバージョン*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "The scripting runtime version to be used. Unity uses different scripting backends based on platform, so these options are listed as equivalent expected behavior." msgstr "使用するスクリプティングランタイムバージョン。 Unity は、プラットフォームによって異なるスクリプティングバックエンドを使用します。そのため、これらのオプションは同等と予測される動作がリストされています" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "If scripting backend is IL2CPP, managed stripping can't be disabled." msgstr "スクリプティングバックエンドが IL2CPPの場合は、マネージストリップは無効にできません。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Allow compilation of unsafe code for predefined assemblies (Assembly-CSharp.dll, etc.)" msgstr "事前に定義されたアセンブリ(Assembly-CSharp.dllなど)のunsafeコードのコンパイルを許可します" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Lightmap Encoding" msgstr "ライトマップのエンコード" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Affects the encoding scheme and compression format of the lightmaps." msgstr "ライトマップのエンコードスキームと圧縮形式に影響します" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Lightmap Streaming Enabled" msgstr "ライトマップストリーミングを有効にする" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Only load larger lightmap mipmaps as needed to render the current game cameras. Requires texture streaming to be enabled in quality settings. This value is applied to the light map textures as they are generated." msgstr "現在のゲームカメラをレンダリングするために、必要に応じてより大きなライトマップのミップマップみをロードします。品質設定でテクスチャストリーミングを有効にする必要があります。この値は、ライトマップテクスチャを作成するときに適用されます。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Streaming Priority" msgstr "ストリーミング優先順位" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Lightmap mipmap streaming priority when there's contention for resources. Positive numbers represent higher priority. Valid range is -128 to 127. This value is applied to the light map textures as they are generated." msgstr "リソースに矛盾がある場合のライトマップのミップマップのストリーミング優先順位。正の数のほうが優先順位が高い。有効範囲は-128から127。この値はライトマップテクスチャの生成時に適用されます。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Clamp BlendShapes (Deprecated)*" msgstr "ブレンドシェイプを固定 (非推奨)*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "If set, the range of BlendShape weights in SkinnedMeshRenderers will be clamped." msgstr "これを設定すると、スキンメッシュレンダラーのブレンドシェイプのウェイトの範囲が固定されます" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Use display in HDR mode" msgstr "HDRモードで表示を使用" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Automatically switch the display to HDR output (on supported displays) at start of application." msgstr "アプリケーションの開始時に、ディスプレイをHDMI出力(サポートされている画面上で)に自動的に切り替えます" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Settings for {0}" msgstr "{0} の設定" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Override for {0}" msgstr "{0} 用にオーバーライド" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Auto Graphics API {0}" msgstr "自動グラフィックス API {0}" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Linear colorspace requires OpenGL ES 3.0 or Vulkan, uncheck 'Automatic Graphics API' to remove OpenGL ES 2 API, Blit Type for non-SRP projects must be Always Blit or Auto and 'Minimum API Level' must be at least Android 4.3" msgstr "リニアの色空間には OpenGL ES 3.0 または Vulkan が必要です。「自動グラフィックス API」のチェックを外し、OpenGL ES 2 API を削除してください。スクリプタブルレンダーパイプラインプロジェクト以外のプロジェクトの Blit タイプは「Always」または「自動」に設定し、「最低 API レベル」は少なくとも Android 4.3 が必要です。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Linear colorspace requires WebGL 2.0, uncheck 'Automatic Graphics API' to remove WebGL 1.0 API. WARNING: If DXT sRGB is not supported by the browser, texture will be decompressed" msgstr "リニアの色空間にはWebGL2.0が必要です。'自動グラフィックス API'チェックボックスのチェックを外しWebGL 1.0を削除してください。注意:ブラウザーがDXT sRGBをサポートしない場合、テクスチャは展開されます。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Linear colorspace requires Metal API only. Uncheck 'Automatic Graphics API' and remove OpenGL ES 2/3 APIs." msgstr "リニアの色空間にはMetal APIのみが必要です。「自動グラフィックスAPI」のチェックを外し、OpenGL ES 2/3 APIを削除してください。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Reordering the list will switch editor to the first available platform" msgstr "リストを並べ替えると、エディターが最初に利用可能なプラットフォームに切り替わります" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Not applicable for this platform." msgstr "このプラットフォームには適用されません" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "* Shared setting between multiple platforms." msgstr "* この設定は複数のプラットフォーム間で共有されます" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Virtual Reality Support is enabled. Upon entering VR mode, landscape left orientation will be the default orientation unless only landscape right is available." msgstr "仮想現実(VR)サポートは使用可能です。VRモードにして、横向き(右)だけが可能な場合を除き、横向き(左)がデフォルトの向きです。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "IL2CPP on Android is experimental and unsupported" msgstr "Android の IL2CPP は実験的なので、サポートされていません" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Default Icon" msgstr "デフォルトのアイコン" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Resolution and Presentation" msgstr "解像度と表示" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Orientation" msgstr "向き" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Allowed Orientations for Auto Rotation" msgstr "自動回転で可能な向き" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Multitasking Support" msgstr "複数タスクのサポート" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Status Bar" msgstr "ステータスバー" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Standalone Player Options" msgstr "スタンドアロンプレイヤーのオプション" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Debugging and crash reporting" msgstr "デバッグとクラッシュ報告" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Debugging" msgstr "デバッグ" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Crash Reporting" msgstr "クラッシュレポート" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Other Settings" msgstr "その他の設定" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Rendering" msgstr "レンダリング" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Vulkan Settings" msgstr "Vulkan 設定" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Identification" msgstr "識別" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Mac App Store Options" msgstr "Mac App Store オプション" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Configuration" msgstr "設定" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Optimization" msgstr "最適化" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Stack Trace*" msgstr "スタックトレース*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Legacy" msgstr "古い機能" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Publishing Settings" msgstr "公開設定" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Script Call Optimization*" msgstr "スクリプト呼出し最適化*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Prerendered Icon" msgstr "レンダリング済みのアイコン" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Run In Background*" msgstr "バックグラウンドで実行*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Default Orientation*" msgstr "デフォルトの向き*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Portrait" msgstr "縦向き" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Portrait Upside Down" msgstr "縦向き(逆)" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Landscape Right" msgstr "横向き (右)" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Landscape Left" msgstr "横向き (左)" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Requires Fullscreen" msgstr "全画面表示必須" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Status Bar Hidden" msgstr "ステータスバー非表示" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Status Bar Style" msgstr "ステータスバーのスタイル" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Mac App Store Validation" msgstr "Mac App Store 検証" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Exclusive Fullscreen" msgstr "専用全画面" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Fullscreen Window" msgstr "全画面表示ウィンドウ" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Maximized Window" msgstr "最大ウインドウ" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Windowed" msgstr "ウィンドウ化" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Enabled (Deprecated)" msgstr "有効(非推奨)" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Hidden by Default (Deprecated)" msgstr "デフォルトで非表示(非推奨)" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "The Display Resolution Dialog has been deprecated and will be removed in a future version." msgstr "ディスプレイ解像度ダイアログは非推奨で、今後のリリースで排除される予定です。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Disable Depth and Stencil*" msgstr "深度とステンシルを無効にする*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Show Loading Indicator" msgstr "ローディングインジケーターを表示" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "On .Net UnhandledException*" msgstr ".Net UnhandledException で* " #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Log Obj-C Uncaught Exceptions*" msgstr "Obj-C キャッチされない例外をログ*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Enable CrashReport API*" msgstr "クラッシュレポートAPIを有効にする*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Color Space*" msgstr "色空間*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Color Gamut*" msgstr "色域*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Color Gamut For Mac*" msgstr "Mac の色域*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Force hard shadows on Metal*" msgstr "Metal ではハードシャドウを強制*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Metal Editor Support*" msgstr "Metal エディターサポート*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Metal API Validation*" msgstr "Metal API 検証*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Unused" msgstr "未使用" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Forced" msgstr "強制" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Multithreaded Rendering*" msgstr "マルチスレッドレンダリング*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Graphics Jobs (Experimental)*" msgstr "グラフィックスジョブ(実験的)*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Graphics Jobs Mode*" msgstr "グラフィックスジョブモード*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Use on-demand resources*" msgstr "オンデマンドリソースを使用します*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Accelerometer Frequency*" msgstr "加速度センサーの更新頻度*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Mute Other Audio Sources*" msgstr "他のオーディオソースをミュートにする*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Prepare iOS for Recording" msgstr "録画用に iOS を準備" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Force iOS Speakers when Recording" msgstr "録画にiOSスピーカーの使用を強制" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Requires Persistent WiFi*" msgstr "永続 WiFi が必要*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Allow downloads over HTTP (nonsecure)*" msgstr "HTTP(保護なし)でダウンロードを許可*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Supported URL schemes*" msgstr "対応するURLスキーム*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Audio input from Bluetooth microphones is not supported when Mute Other Audio Sources is off." msgstr "「他のオーディオソースをミュートにする」がオフの場合、Bluetoothマイクからのオーディオ入力はサポートされません。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "AOT Compilation Options*" msgstr "AOT コンパイルオプション*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Require ES3.1" msgstr "ES3.1 必須" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Require ES3.1+AEP" msgstr "ES3.1+AEP 必須" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Require ES3.2" msgstr "ES3.2 が必要" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Scripting Define Symbols" msgstr "スクリプティング定義シンボル" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "The .NET 3.5 scripting runtime has been removed. Please select .NET 4.x Equivalent." msgstr ".NET 3.5 スクリプティングランタイムは排除されました。「.NET 4.x 相当」を選択してください。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid ".NET 3.5 Equivalent (Deprecated)" msgstr ".NET 3.5 相当(非推奨)" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid ".NET 4.x Equivalent" msgstr ".NET 4.x 相当" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "C++ Compiler Configuration" msgstr "C++ コンパイラー設定" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Mono" msgstr "Mono" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "IL2CPP" msgstr "IL2CPP" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Disabled" msgstr "無効 " #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Medium" msgstr "中" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Api Compatibility Level*" msgstr "API 互換性レベル*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid ".NET 2.0" msgstr ".NET 2.0" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid ".NET 2.0 Subset" msgstr ".NET 2.0 サブセット" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid ".NET 4.x" msgstr ".NET 4.x" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid ".NET Standard 2.0" msgstr ".NET Standard 2.0" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Active Input Handling*" msgstr "使用中の入力処理*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Input Manager" msgstr "Input Manager " #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Input System (Preview)" msgstr "入力システム (プレビュー)" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Low Quality" msgstr "低品質" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Normal Quality" msgstr "標準品質" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "High Quality" msgstr "高品質" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "The selected Lightmap Encoding requires OpenGL ES 3.0 or Vulkan. Uncheck 'Automatic Graphics API' and remove OpenGL ES 2 API. Additionally, 'Minimum API Level' must be at least Android 4.3" msgstr "選択したライトマップエンコーディングには OpenGL ES 3.0 か Vulkan が必要です。Automatic Graphics API のチェックを外して OpenGL ES 2 API を削除してください。また、「最低 API レベル」は少なくとも Android 4.3 であることが必要です。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "The selected Lightmap Encoding requires Metal API only. Uncheck 'Automatic Graphics API' and remove OpenGL ES APIs." msgstr "選択したライトマップエンコーディングはMetal APIのみを必要とします。Automatic Graphics APIのチェックを外してOpenGL ES APIを削除してください。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Mono is not supported on iOS11 and above." msgstr "Monoは iOS11 以降ではサポートされません" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Native" msgstr "ネイティブ" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Not selected." msgstr "選択されていません" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Application Bundle Version" msgstr "App Bundle Version" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Use OS Auto Rotation" msgstr "OS の自動回転を使用" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Allowed Auto Rotate To Portrait" msgstr "縦向きへの自動回転を許可" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Allowed Auto Rotate To Portrait Upside Down" msgstr "上下逆の縦向きへの自動回転を許可" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Allowed Auto Rotate To Landscape Right" msgstr "横向き (右) への自動回転を許可" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Allowed Auto Rotate To Landscape Left" msgstr "横向き (左) への自動回転を許可" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Use 32 Bit Display Buffer" msgstr "32 ビットディスプレイバッファを使用" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Require ES31" msgstr "ES31が必要です" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Require ES31AEP" msgstr "ES31AEPが必要です" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Require ES32" msgstr "ES32が必要です" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Log Obj C Uncaught Exceptions" msgstr "Obj-Cキャッチされない例外をログ" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Enable Crash Report API" msgstr "クラッシュレポートAPIを有効にする" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "Metal Force Hard Shadows" msgstr "Metal ではハードシャドウを強制" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "GC Incremental" msgstr "差分 GC" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1 msgid "IOS Allow HTTP Download" msgstr "iOS HTTP ダウンロードの許可" #: Editor/Mono/Inspector/PlayerSettingsEditor/WebTemplateManagerBase.cs:1 msgid "No templates found." msgstr "テンプレートが見つかりませんでした" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "Background color when no background image is used." msgstr "背景画像がないときの背景色" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "Background Image" msgstr "背景画像" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "Image to be used in landscape and portrait (when portrait image is not set)." msgstr "横向きと縦向きで使用される画像(横向き画像が設定されていない場合)" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "Alternate Portrait Image*" msgstr "その他の縦向き画像*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "Optional image to be used in portrait mode." msgstr "縦向きモードで使用される任意の画像" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "Logo Duration" msgstr "ロゴ表示時間" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "The time the logo will be shown for." msgstr "ロゴの時間はここに表示されます" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "Overlay Opacity" msgstr "オーバーレイ透明度" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "Overlay strength applied to improve logo visibility." msgstr "ロゴの可視性を向上するために適用されるオーバーレイ強度の程度" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "Preview the splash screen in the game view." msgstr "ゲームビューでスプラッシュスクリーンをプレビューします" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "Animation" msgstr "アニメーション" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "Background*" msgstr "背景*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "Background Zoom" msgstr "背景ズーム" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "Blur Background Image" msgstr "背景画像をぼかす" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "Cancel Preview" msgstr "プレビューをキャンセル" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "Application Config Dialog Banner" msgstr "アプリケーション設定ダイアログバナー" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "Application Config Dialog Banner is deprecated and will be removed in future versions." msgstr "アプリケーション設定ダイアログバナーは非推奨で、今後のリリースで排除される予定です。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "Logos*" msgstr "ロゴ*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "Logo Zoom" msgstr "ロゴ拡大" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "Show Unity Logo" msgstr "Unity ロゴを表示" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "Show Splash Screen" msgstr "スプラッシュスクリーンを表示" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "Splash Style" msgstr "スプラッシュスタイル" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "Splash Screen" msgstr "スプラッシュスクリーン" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "Splash Image" msgstr "スプラッシュ画像" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "Virtual Reality Splash Image" msgstr "VR スプラッシュ画像" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "Splash Screen Logo Style" msgstr "スプラッシュスクリーン ロゴスタイル" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "Splash Screen Animation" msgstr "スプラッシュスクリーン アニメーション" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "Splash Screen Draw Mode" msgstr "スプラッシュスクリーン 描画モード" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:1 msgid "Splash Screen Blur Background" msgstr "スプラッシュスクリーン ぼやけた背景" #: Editor/Mono/Prefabs/PrefabImporterEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Prefab Assets" msgstr "プレハブアセット" #: Editor/Mono/Prefabs/PrefabImporterEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Prefab Asset" msgstr "プレハブアセット" #: Editor/Mono/Prefabs/PrefabImporterEditor.cs:1 msgid "Saving Failed" msgstr "保存に失敗" #: Editor/Mono/Prefabs/PrefabImporterEditor.cs:1 msgid "Check the Console window to get more insight into what needs to be fixed on the Prefab Asset.\n\nYou can open Prefab Mode to fix any issues on child GameObjects" msgstr "プレハブアセットの何を修正すればよいかに関する詳しい情報は、コンソール画面を確認してください。\n\n子のゲームオブジェクトに関する問題を修正するには、プレハブモードを開いてください。" #: Editor/Mono/Prefabs/PrefabImporterEditor.cs:1 msgid "Open Prefab" msgstr "プレハブを開く" #: Editor/Mono/Prefabs/PrefabImporterEditor.cs:1 msgid "Open Prefab for full editing support." msgstr "編集の完全なサポートのためにプレハブを開きます。" #: Editor/Mono/Prefabs/PrefabImporterEditor.cs:1 msgid "Prefab has missing scripts. Open Prefab to fix the issue." msgstr "プレハブにスクリプトがありません。この問題を修正するにはプレハブを開いてください。" #: Editor/Mono/Prefabs/PrefabImporterEditor.cs:1 msgid "Some of the selected Prefabs have missing scripts and needs to be fixed before editing them. Click to Open Prefab to fix the issue." msgstr "選択したプレハブの中にはスクリプトがないものがあり、スクリプトを編集する前にこの問題を修正する必要があります。問題を修正するにはプレハブをクリックして開いてください。" #: Editor/Mono/Prefabs/PrefabImporterEditor.cs:1 msgid "Saving has failed. Check the Console window to get more insight into what needs to be fixed on the Prefab Asset.\n\nOpen Prefab to fix the issue." msgstr "保存に失敗しました。プレハブアセットの何を修正すべきかに関する詳しい情報は、コンソール画面を確認してください。\n\nこの問題を修正するにはプレハブを開いてください。" #: Editor/Mono/Prefabs/PrefabImporterEditor.cs:1 msgid "Base" msgstr "ベース" #: Editor/Mono/Prefabs/PrefabUtility.cs:1 msgid "Cannot apply default-override property" msgstr "デフォルトをオーバーライドするプロパティを適用できません" #: Editor/Mono/Prefabs/PrefabUtility.cs:1 msgid "Default-override properties are protected from being applied or reverted." msgstr "デフォルトのオーバーライドのプロパティは、適用されたり元に戻されることがないように保護されています" #: Editor/Mono/Prefabs/PrefabUtility.cs:1 msgid "Cannot apply reference to object in scene" msgstr "シーン内のオブジェクトには参照を適用できません" #: Editor/Mono/Prefabs/PrefabUtility.cs:1 msgid "A reference to an object in the scene cannot be applied to the Prefab asset." msgstr "シーンのオブジェクトへの参照をプレハブアセットに適用することはできません。" #: Editor/Mono/Prefabs/PrefabUtility.cs:1 msgid "Can't revert added component {0} because {1} depends on it" msgstr "加えたコンポーネント{0} を元に戻すことはできません。なぜなら、{1} がそれに依存しているからです。" #: Editor/Mono/Prefabs/PrefabUtility.cs:1 msgid "Can't revert added component" msgstr "加えたコンポーネントを元に戻すことはできません" #: Editor/Mono/Prefabs/PrefabUtility.cs:1 msgid "Apply as Override in Prefab '{0}'" msgstr "プレハブ'{0}'のオーバーライドとして適用" #: Editor/Mono/Prefabs/PrefabUtility.cs:1 msgid "Apply to Prefab '{0}'" msgstr "プレハブ '{0}' に適用" #: Editor/Mono/Prefabs/PrefabUtility.cs:1 msgid "Revert" msgstr "元に戻す" #: Editor/Mono/Prefabs/PrefabUtility.cs:1 msgid "Prefabs" msgstr "プレハブ" #: Editor/Mono/Prefabs/PrefabUtility.cs:1 msgid "The version control requires you to check out the {0} before saving changes." msgstr "バージョン管理では、変更を保存する前に{0}をチェックアウトする必要があります。" #: Editor/Mono/Prefabs/PrefabUtility.cs:1 msgid "The version control requires you to check out the {0} before applying changes." msgstr "バージョン管理では、変更を適用する前に{0}をチェックアウトする必要があります。" #: Editor/Mono/Prefabs/PrefabUtility.cs:1 msgid "Could not save {0}" msgstr "{0} を保存できませんでした" #: Editor/Mono/Prefabs/PrefabUtility.cs:1 msgid "Could not apply to {0}" msgstr "{0} に適用できませんでした。" #: Editor/Mono/Prefabs/PrefabUtility.cs:1 msgid "It was not possible to check out the {0} so the save operation has been canceled." msgstr "{0} をチェックアウトすることはできないため、保存の操作はキャンセルされました。" #: Editor/Mono/Prefabs/PrefabUtility.cs:1 msgid "It was not possible to check out the {0} so the apply operation has been canceled." msgstr "{0} をチェックアウトすることはできないため、適用する操作はキャンセルされました。" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:1 msgid "Revert All" msgstr "すべてを元に戻す" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:1 msgid "Revert all overrides." msgstr "すべてのオーバーライドを元に戻す" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:1 msgid "Apply All" msgstr "すべてを適用する" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:1 msgid "Apply all overrides to Prefab source '{0}'." msgstr "すべてのオーバーライドをプレハブソース'{0}'に適用します" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:1 msgid "Apply All to Base" msgstr "すべてをベースに適用する" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:1 msgid "Apply all overrides to base Prefab source '{0}'." msgstr "すべてのオーバーライドをベースプレハブソース'{0}'に適用します" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:1 msgid "Multiple instances of same Prefab Asset" msgstr "同一プレハブアセットの複数のインスタンス" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:1 msgid "Multiple instances of the same Prefab Asset were detected. Potentially conflicting overrides will be applied sequentially and will overwrite each other." msgstr "同一プレハブアセットの複数のインスタンスが検出されました。矛盾する可能性のあるオーバーライドは順次適用され、互いに上書きします。" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:1 msgid "Overrides to" msgstr "オーバーライド先" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:1 msgid "in" msgstr "in" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:1 msgid "Multiple Prefabs selected. Cannot show overrides." msgstr "複数のプレハブが選択されました。オーバーライドを表示できません。" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:1 msgid "Multiple Prefabs selected. Cannot show overrides.\nApplying is not possible for one or more Prefabs. Select individual Prefabs for details." msgstr "複数のプレハブが選択されました。オーバーライドを表示できません。\n1つまたは複数のプレハブに対しても適用することはできません。詳細は個々のプレハブを選択してください。" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:1 msgid "Click on individual items to review and revert.\nApplying to a Model Prefab is not possible." msgstr "見直して元に戻すには、個々のアイテムをクリックします。\nモデルプレハブには適用できません。" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:1 msgid "Click on individual items to review, revert and apply." msgstr "見直して元に戻し、適用するには、個々のアイテムをクリックします。" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:1 msgid "Click on individual items to review and revert." msgstr "見直して元に戻すには、個々のアイテムをクリックします。" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:1 msgid "Disconnected. Cannot show overrides." msgstr "切断されています。オーバーライドを表示できません。" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:1 msgid "The Prefab file contains an invalid script. Applying is not possible. Enter Prefab Mode and remove or recover the script." msgstr "プレハブファイルに無効なスクリプトが含まれています。 適用することはできません。 プレハブモードに入り、スクリプトを削除または修正してください。" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:1 msgid "The Prefab instance contains an invalid script. Applying is not possible. Remove or recover the script." msgstr "プレハブインスタンスに無効なスクリプトが含まれています。適用することはできません。スクリプトを削除または修正してください。" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:1 msgid "The Prefab file is immutable. Applying is not possible." msgstr "プレハブファイルは変更することはできません。適用することはできません。" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesTreeView.cs:1 msgid "Prefab Source" msgstr "プレハブソース" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesTreeView.cs:1 msgid "Override" msgstr "オーバーライド" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesTreeView.cs:1 msgid "Removed" msgstr "削除済" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesTreeView.cs:1 msgid "Added" msgstr "追加済" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesTreeView.cs:1 msgid "No Overrides" msgstr "オーバーライドしない" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesTreeView.cs:1 msgid "Apply" msgstr "適用する" #: Editor/Mono/EditorHandles/BoundsHandle/PrimitiveBoundsHandle.cs:1 msgid "Edit bounding volume.\n\n - Hold Alt after clicking control handle to pin center in place.\n - Hold Shift after clicking control handle to scale uniformly." msgstr "バウンディングボリューム\n\n - 中心に固定するには、コントロールハンドルをクリックした後に Alt キーを押します。\n - 均等にスケールするには、コントロールハンドルをクリックした後に Shift キーを押します。" #: Editor/Mono/PresetLibraries/PopupWindowContentForNewLibrary.cs:1 msgid "Create New Library" msgstr "新しいライブラリを作成" #: Editor/Mono/PresetLibraries/PopupWindowContentForNewLibrary.cs:1 msgid "Preferences Folder" msgstr "環境設定フォルダー" #: Editor/Mono/PresetLibraries/PopupWindowContentForNewLibrary.cs:1 msgid "Project Folder" msgstr "プロジェクトフォルダー" #: Editor/Mono/PresetLibraries/PresetLibraryEditorMenu.cs:1 msgid "Grid" msgstr "グリッド" #: Editor/Mono/PresetLibraries/PresetLibraryEditorMenu.cs:1 msgid "List" msgstr "リスト" #: Editor/Mono/PresetLibraries/PresetLibraryEditorMenu.cs:1 msgid "Small Grid" msgstr "小さなグリッド" #: Editor/Mono/PresetLibraries/PresetLibraryEditorMenu.cs:1 msgid "Large Grid" msgstr "大きなグリッド" #: Editor/Mono/PresetLibraries/PresetLibraryEditorMenu.cs:1 msgid "Small List" msgstr "小さなリスト" #: Editor/Mono/PresetLibraries/PresetLibraryEditorMenu.cs:1 msgid "Large List" msgstr "大きなリスト" #: Editor/Mono/PresetLibraries/PresetLibraryEditorMenu.cs:1 msgid "Create New Library..." msgstr "新しいライブラリを作成..." #: Editor/Mono/PresetLibraries/PresetLibraryEditorMenu.cs:1 msgid "Add Factory Presets To Current Library" msgstr "現在のライブラリに出荷時プリセットを追加" #: Editor/Mono/PresetLibraries/PresetLibraryEditorMenu.cs:1 msgid "Reveal Current Library Location" msgstr "現在のライブラリの場所を表示する" #: Editor/Mono/PresetLibraries/PresetLibraryEditor.cs:1 msgid "Add new preset" msgstr "新しいプリセットを追加" #: Editor/Mono/PresetLibraries/PresetLibraryEditor.cs:1 msgid "To add presets you need to press the 'Check out' button below" msgstr "プリセットを追加するには、下の'チェックアウト'ボタンを押してください" #: Editor/Mono/PresetLibraries/PresetLibraryEditor.cs:1 msgid "Presets" msgstr "プリセット" #: Editor/Mono/PresetLibraries/PresetLibraryEditor.cs:1 msgid "New" msgstr "新規" #: Editor/Mono/PresetLibraries/PresetLibraryEditor.cs:1 msgid "Move To First" msgstr "1番目に移動する" #: Editor/Mono/ProjectWindow/ProjectWindowUtil.cs:1 msgid "Cannot Delete" msgstr "削除できません" #: Editor/Mono/ProjectWindow/ProjectWindowUtil.cs:1 msgid "Deleting the 'Assets' folder is not allowed" msgstr "Assetsフォルダーを削除することはできません" #: Editor/Mono/ProjectWindow/ProjectWindowUtil.cs:1 msgid "Delete selected assets?" msgstr "選択したアセットを削除しますか?" #: Editor/Mono/ProjectWindow/ProjectWindowUtil.cs:1 msgid "Delete selected asset?" msgstr "選択したアセットを削除しますか?" #: Editor/Mono/ProjectWindow/ProjectWindowUtil.cs:1 msgid "You cannot undo this action." msgstr "これを元に戻すことはできません。" #: Editor/Mono/ProjectWindow/ProjectWindowUtil.cs:1 msgid "Some assets could not be deleted.\nMake sure nothing is keeping a hook on them, like a loaded DLL for example." msgstr "一部のアセットを削除できませんでした。\n例えばロードされたDLLのように、アセットにフックがかかっていないことを確認してください。" #: Editor/Mono/Networking/PlayerConnection/AttachToPlayerGUI.cs:1 msgid "Choose the target player to connect to." msgstr "接続するターゲットプレイヤーを選択します" #: Editor/Mono/Networking/PlayerConnection/AttachToPlayerGUI.cs:1 msgid " (Localhost prohibited)" msgstr " (ローカルホスト使用禁止)" #: Editor/Mono/Networking/PlayerConnection/AttachToPlayerGUI.cs:1 msgid " (Version mismatch)" msgstr " (バージョン不適合)" #: Editor/Mono/Networking/PlayerConnection/AttachToPlayerGUI.cs:1 msgid "Enter Player IP" msgstr "プレイヤーIPを入力" #: Editor/Mono/Networking/PlayerConnection/AttachToPlayerGUI.cs:1 msgid "" msgstr "" #: Editor/Mono/Networking/PlayerConnection/AttachToPlayerGUI.cs:1 msgid "(Autoconnected Player)" msgstr "(自動接続されたプレイヤー)" #: Editor/Mono/Networking/PlayerConnection/AttachToPlayerGUI.cs:1 msgid "Connecting to player... (this can take a while)" msgstr "プレイヤーに接続しています... (しばらく時間がかかることがあります)" #: Editor/Mono/Networking/PlayerConnection/AttachToPlayerGUI.cs:1 msgid "Connect" msgstr "接続" #: Editor/Mono/PerceptionRemoting/HolographicEmulation/HolographicEmulationWindow.cs:1 msgid "Connection Status" msgstr "接続ステータス " #: Editor/Mono/PerceptionRemoting/HolographicEmulation/HolographicEmulationWindow.cs:1 msgid "Emulation Mode" msgstr "エミュレーションモード" #: Editor/Mono/PerceptionRemoting/HolographicEmulation/HolographicEmulationWindow.cs:1 msgid "Device Version" msgstr "デバイスバージョン" #: Editor/Mono/PerceptionRemoting/HolographicEmulation/HolographicEmulationWindow.cs:1 msgid "Room" msgstr "ルーム" #: Editor/Mono/PerceptionRemoting/HolographicEmulation/HolographicEmulationWindow.cs:1 Editor-Missing:Missing detected at runtime. msgid "Simulated Input" msgstr "シミュレーションによる入力" #: Editor/Mono/PerceptionRemoting/HolographicEmulation/HolographicEmulationWindow.cs:1 msgid "Remote Machine" msgstr "リモートマシン" #: Editor/Mono/PerceptionRemoting/HolographicEmulation/HolographicEmulationWindow.cs:1 msgid "Enable Video" msgstr "ビデオを有効にする" #: Editor/Mono/PerceptionRemoting/HolographicEmulation/HolographicEmulationWindow.cs:1 msgid "Enable Audio" msgstr "オーディオを有効にする" #: Editor/Mono/PerceptionRemoting/HolographicEmulation/HolographicEmulationWindow.cs:1 msgid "Max Bitrate (kbps)" msgstr "最大ビットレート(kbps)" #: Editor/Mono/PerceptionRemoting/HolographicEmulation/HolographicEmulationWindow.cs:1 msgid "Disconnect" msgstr "切断" #: Editor/Mono/PerceptionRemoting/HolographicEmulation/HolographicEmulationWindow.cs:1 msgid "Disconnected" msgstr "切断しました" #: Editor/Mono/PerceptionRemoting/HolographicEmulation/HolographicEmulationWindow.cs:1 msgid "Connecting" msgstr "接続中" #: Editor/Mono/PerceptionRemoting/HolographicEmulation/HolographicEmulationWindow.cs:1 msgid "Connected" msgstr "接続済" #: Editor/Mono/PerceptionRemoting/HolographicEmulation/HolographicEmulationWindow.cs:1 msgid "Remote to Device" msgstr "デバイスをリモート操作" #: Editor/Mono/PerceptionRemoting/HolographicEmulation/HolographicEmulationWindow.cs:1 msgid "Simulate in Editor" msgstr "エディターでシミュレーションする" #: Editor/Mono/PerceptionRemoting/HolographicEmulation/HolographicEmulationWindow.cs:1 msgid "HoloLens (1st Gen)" msgstr "HoloLens (第1世代)" #: Editor/Mono/PerceptionRemoting/HolographicEmulation/HolographicEmulationWindow.cs:1 msgid "HoloLens 2" msgstr "HoloLens 2" #: Editor/Mono/PerceptionRemoting/HolographicEmulation/HolographicEmulationWindow.cs:1 msgid "DefaultRoom" msgstr "デフォルトのルーム" #: Editor/Mono/PerceptionRemoting/HolographicEmulation/HolographicEmulationWindow.cs:1 msgid "Bedroom1" msgstr "寝室1" #: Editor/Mono/PerceptionRemoting/HolographicEmulation/HolographicEmulationWindow.cs:1 msgid "Bedroom2" msgstr "寝室2" #: Editor/Mono/PerceptionRemoting/HolographicEmulation/HolographicEmulationWindow.cs:1 msgid "GreatRoom" msgstr "グレートルーム" #: Editor/Mono/PerceptionRemoting/HolographicEmulation/HolographicEmulationWindow.cs:1 msgid "LivingRoom" msgstr "リビングルーム" #: Editor/Mono/PerceptionRemoting/HolographicEmulation/HolographicEmulationWindow.cs:1 msgid "Left Hand" msgstr "左手" #: Editor/Mono/PerceptionRemoting/HolographicEmulation/HolographicEmulationWindow.cs:1 msgid "Right Hand" msgstr "右手" #: Editor/Mono/PerceptionRemoting/HolographicEmulation/HolographicEmulationWindow.cs:1 Editor-Missing:Missing detected at runtime. msgid "Left Controller" msgstr "左コントローラー" #: Editor/Mono/PerceptionRemoting/HolographicEmulation/HolographicEmulationWindow.cs:1 Editor-Missing:Missing detected at runtime. msgid "Right Controller" msgstr "右コントローラー" #: Editor/Mono/PerceptionRemoting/HolographicEmulation/HolographicEmulationWindow.cs:1 msgid "Holographic" msgstr "ホログラフィック" #: Editor/Mono/SceneModeWindows/LightingWindowLightmapPreviewTab.cs:1 msgid "Lighting Data Asset" msgstr "ライティングデータアセット" #: Editor/Mono/SceneModeWindows/LightingWindowLightmapPreviewTab.cs:1 msgid "A different LightingData.asset can be assigned here. These assets are generated by baking a scene in the OnDemand mode." msgstr "ここで、異なるLightingData.assetを割り当てることができます。 これらのアセットは、オンデマンドモードでシーンをベイクして生成されます。" #: Editor/Mono/SceneModeWindows/LightingWindowLightmapPreviewTab.cs:1 msgid "Lightmap textures: N/A" msgstr "ライトマップテクスチャ: 利用不可" #: Editor/Mono/SceneModeWindows/LightingWindowLightmapPreviewTab.cs:1 msgid "This lightmap has converged and is not owned by the Progressive Lightmapper anymore." msgstr "このライトマップは収束され、もうプログレッシブライトマッパーによって所有されていません。" #: Editor/Mono/SceneModeWindows/LightingWindowLightmapPreviewTab.cs:1 msgid "GPU memory: N/A" msgstr "GPU メモリ: 適用なし" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Baked Global Illumination" msgstr "ベイクした GI" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Controls whether Mixed and Baked lights will use baked Global Illumination. If enabled, Mixed lights are baked using the specified Lighting Mode and Baked lights will be completely baked and not adjustable at runtime." msgstr "ミックスライトとベイクしたライトが、ベイクしたグローバルイルミネーションを使用するかを制御します。これが有効にされていると、ミックスされたライトは指定したライティングモードでベイクされます。そして、ベイクしたライトは完全にベイクされ、ランタイムに調節することはできません" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Multiplier for indirect lighting. Use with care." msgstr "間接光の乗数。注意して使用してください。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Update Threshold" msgstr "しきい値を更新 " #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Threshold for updating realtime GI. A lower value causes more frequent updates (default 1.0)." msgstr "リアルタイム GI の更新のしきい値。 値を小さくするほど更新頻度が高くなります (デフォルトは1.0)" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Controls the amount of light bounced between surfaces by intensifying the albedo of materials in the scene. Increasing this draws the albedo value towards white for indirect light computation. The default value is physically accurate." msgstr "シーン内のマテリアルのアルベドを強めることによって、サーフェス間で反射される光の量を制御します。これを増やすと間接光の計算のためにアルベド値が白に近づきます。デフォルト値は物理的に正確です。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Indirect Intensity" msgstr "間接輝度" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Controls the brightness of indirect light stored in realtime and baked lightmaps. A value above 1.0 will increase the intensity of indirect light while a value less than 1.0 will reduce indirect light intensity." msgstr "リアルタイムおよびベイクドライトマップに保存されている間接光の輝度を制御します。1.0 を超える値は間接光の強度を増加させ、1.0 未満の値は間接光の強度を減少させます。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Directional Mode" msgstr "ディレクショナルモード " #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Controls whether baked and realtime lightmaps will store directional lighting information from the lighting environment. Options are Directional and Non-Directional." msgstr "ベイクされたライトマップとリアルタイムライトマップがライティング環境からのディレクショナルライティングの情報を保存するかどうかを制御します。 オプションはディレクショナルと非ディレクショナルです。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Realtime Lighting" msgstr "リアルタイムライティング" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Precompute Realtime indirect lighting for realtime lights and static objects. In this mode realtime lights, ambient lighting, materials of static objects (including emission) will generate indirect lighting at runtime. Only static objects are blocking and bouncing light, dynamic objects receive indirect lighting via light probes." msgstr "リアルタイムライトと静的オブジェクトのためのリアルタイム間接光を事前計算します。このモードでは、リアルタイムライト、環境光、静的オブジェクトのマテリアル (発光を含む) はランタイムに間接光を生成します。静的なオブジェクトだけがライトを遮ったり跳ね返したりすることができ、動的オブジェクトはライトプローブを通して間接光を受けます。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Mixed Lighting" msgstr "混合ライティング" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Bake Global Illumination for mixed lights and static objects. May bake both direct and/or indirect lighting based on settings. Only static objects are blocking and bouncing light, dynamic objects receive baked lighting via light probes." msgstr "混合ライトと静的オブジェクトのためにグローバルイルミネーションをベイクします。設定によっては、直接光、かつ/または、間接光をベイクすることもあります。静的オブジェクトのみが、ライトを遮ったり跳ね返したりすることができ、動的オブジェクトはライトプローブをとおしてベイクしたライティングを受けます。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Lightmapping Settings" msgstr "ライトマップ設定" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Settings that apply to both Global Illumination modes (Precomputed Realtime and Baked)." msgstr "両方のグローバルイルミネーションモード (事前計算されたリアルタイムとベイク) に適用する設定" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Concurrent Jobs" msgstr "同時発生ジョブ" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "The amount of simultaneously scheduled jobs." msgstr "同時にスケジュールされたジョブの量" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Force White Albedo" msgstr "アルべドを白に強制" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Force white albedo during lighting calculations." msgstr "ライティングの計算中にアルべドを白に強制" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Force Updates" msgstr "更新の強制" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Force continuous updates of runtime indirect lighting calculations." msgstr "ランタイムの間接光の計算を継続的に更新するように強制" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Exports unfiltered textures, normals, positions." msgstr "フィルタリングされていないテクスチャ、法線、位置をエクスポート" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Destination" msgstr "保存先" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Destination for the training data, for example 'mysetup/30samples'. Will still be located at the first level in the project folder. " msgstr "トレーニングデータの保存先。例えば、mysetup/30samples。プロジェクトフォルダーの直下に置かれます。 " #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Sets the resolution in texels that are used per unit for objects being lit by indirect lighting. The larger the value, the more significant the impact will be on the time it takes to bake the lighting." msgstr "間接光によって照明されているオブジェクトのユニットごとに使用される解像度をテクセルで設定します。 値が大きいほど、ライトのベイクにかかる時間に与える影響が大きくなります" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Sets the resolution in texels that are used per unit for objects being lit by baked global illumination. Larger values will result in increased time to calculate the baked lighting." msgstr "ベイクしたグローバルイルミネーションによって照明されているオブジェクトのユニットごとに使用される解像度をテクセルで設定します。 値を大きくすると、ベイクしたライトを計算する時間が長くなります" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Lightmap Padding" msgstr "ライトマップパディング" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Sets the separation in texels between shapes in the baked lightmap." msgstr "ベイクしたライトマップの形状の間を分離します(テクセル単位)" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Sets the resolution of the full lightmap Texture in pixels. Values are squared, so a setting of 1024 will produce a 1024x1024 pixel sized lightmap." msgstr "フルライトマップテクスチャの解像度をピクセル単位で設定します。 値は2乗されているため、1024に設定すると1024x1024ピクセルのライトマップが作成されます" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Controls whether the baked lightmap is compressed or not. When enabled, baked lightmaps are compressed to reduce required storage space but some artifacting may be present due to compression." msgstr "ベイクしたライトマップを圧縮するかどうかを制御します。 有効にすると、ベイクしたライトマップは圧縮されて必要なストレージを減らしますが、圧縮のためにいくらかのアーティファクトが発生することがあります" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Specifies whether to include ambient occlusion or not in the baked lightmap result. Enabling this results in simulating the soft shadows that occur in cracks and crevices of objects when light is reflected onto them." msgstr "ベイクしたライトマップの結果にアンビエントオクルージョンを加えるかどうかを指定します。 これを有効にすると、光が反射したときにオブジェクトのクラックや割れ目に発生する柔らかい影がシミュレーションされます" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Indirect Contribution" msgstr "間接寄与 " #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Adjusts the contrast of ambient occlusion applied to indirect lighting. The larger the value, the more contrast is applied to the ambient occlusion for indirect lighting." msgstr "間接光に適用されるアンビエントオクルージョンのコントラストを調節します。 値が大きいほど、間接光のアンビエントオクルージョンに多くのコントラストが適用されます" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Direct Contribution" msgstr "直接寄与 " #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Adjusts the contrast of ambient occlusion applied to the direct lighting. The larger the value is, the more contrast is applied to the ambient occlusion for direct lighting. This effect is not physically accurate." msgstr "直接光に適用されるアンビエントオクルージョンのコントラストを調節します。 値が大きいほど、直接光のアンビエントオクルージョンに多くのコントラストが適用されます。 この効果は物理的に正確ではありません" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Controls how far rays are cast in order to determine if an object is occluded or not. A larger value produces longer rays and contributes more shadows to the lightmap, while a smaller value produces shorter rays that contribute shadows only when objects are very close to one another. A value of 0 casts an infinitely long ray that has no maximum distance." msgstr "オブジェクトがふさがれているかどうかを判断するために、レイがどれだけ遠方に投射されるかを制御します。 大きな値を指定すると、より長いレイが生成され、ライトマップにより多くの影を作成します。一方、小さい値では、オブジェクトが互いに非常に近い場合にのみ影を作成する短いレイが生成されます。 0の値を指定すると、最長距離のない無限に長いレイが投射されます" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Specifies whether the final light bounce of the global illumination calculation is calculated at the same resolution as the baked lightmap. When enabled, visual quality is improved at the cost of additional time required to bake the lighting." msgstr "グローバルイルミネーションの計算の最終的な光の反射が、ベイクしたライトマップと同じ解像度で計算されるかどうかを指定します。 これを有効にすると、ライティングをベイクするのに追加時間が必要になりますが、画質が向上します" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Controls the number of rays emitted for every final gather point." msgstr "すべての最終的に集まるポイントで放出されるレイの数を制御します" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Denoising" msgstr "ノイズ除去 " #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Controls whether a denoising filter is applied to the final gather output." msgstr "ファイナルギャザー出力にノイズ除去フィルターを適用するかを制御します" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Realtime Shadow Color" msgstr "リアルタイムのシャドウカラー" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "The color used for mixing realtime shadows with baked lightmaps in Subtractive lighting mode. The color defines the darkest point of the realtime shadow." msgstr "減法ライティングモードでリアルタイムシャドウと焼きライトマップを混合するために使用される色。 色は、リアルタイムシャドウの最も暗い点を定義します" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Lighting Mode" msgstr "ライティングモード" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Specifies which Scene lighting mode will be used for all Mixed lights in the Scene. Options are Baked Indirect, Shadowmask and Subtractive." msgstr "シーンのすべての混合ライトに使用するライティングモードを指定します。ベイクした間接光、シャドウマスク、減法のいずれかを選択できます" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Realtime Global Illumination" msgstr "リアルタイム GI" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Controls whether Realtime lights in the Scene contribute indirect light. If enabled, Realtime lights contribute both direct and indirect light. If disabled, Realtime lights only contribute direct light. This can be disabled on a per-light basis in the light component Inspector by setting Indirect Multiplier to 0." msgstr "シーンのリアルタイムライトが間接光に影響するかどうかを制御します。 有効にすると、リアルタイムライトは直接光と間接光の両方に影響します。 無効にすると、リアルタイムライトは直接光にしか影響しません。ライトコンポーネントのインスペクターで間接乗数を0に設定すると、ライトごとに無効にすることができます" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Lightmapper" msgstr "ライトマッパー" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Specifies which baking system will be used to generate baked lightmaps." msgstr "ベイクしたライトマップを生成するのに、どのベイクシステムを使用するかを指定します" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Sampling" msgstr "サンプリング" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "How to sample the lightmaps. Auto and adaptive automatically test for convergence. Auto uses a maximum of 16K samples. Adaptive uses a configurable maximum number of samples. Fixed always uses the set number of samples and does not test for convergence." msgstr "ライトマップのサンプリング方法。[自動]、および[アダプティブ]は自動的に収束のテストを行います。[自動]は最大16Kのサンプルを使用します。[アダプティブ]は設定可能な最大サンプル数を使用します。[固定]は常に設定されたサンプル数を使用し、収束のテストは行いません" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Max Direct Samples" msgstr "最大直接サンプル" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Maximum number of samples to use for direct lighting." msgstr "直接光を使うサンプルの最大数" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Controls the number of samples the lightmapper will use for direct lighting calculations. Increasing this value may improve the quality of lightmaps but increases the time required for baking to complete." msgstr "ライトマッパーが直接光の計算に使用するサンプル数を制御します。 この値を大きくするとライトマップの質は向上しますが、ベイク処理に要する時間が長くなります" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Max Indirect Samples" msgstr "最大間接サンプル" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Maximum number of samples to use for indirect lighting." msgstr "間接光を使うサンプルの最大数" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Controls the number of samples the lightmapper will use for indirect lighting calculations. Increasing this value may improve the quality of lightmaps but increases the time required for baking to complete." msgstr "ライトマッパーが間接光の計算に使用するサンプル数を制御します。 この値を大きくするとライトマップの質は向上しますが、ベイク処理に要する時間が長くなります" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Controls the maximum number of bounces the lightmapper will compute for indirect light." msgstr "ライトマッパーが間接光のために計算する最大バウンド数を制御します" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Direct Denoiser" msgstr "直接ノイズ除去" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Your hardware doesn't support denoising. To see minimum requirements, read the documentation." msgstr "使用中のハードウェアはノイズ除去をサポートしません。最低要件に関しては、ドキュメントを参照してください。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Indirect Denoiser" msgstr "間接ノイズ除去" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Ambient Occlusion Denoiser" msgstr "アンビエントオクルージョンノイズ除去" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Specifies the type of denoiser used to reduce noise for direct lights." msgstr "直接光のノイズを削減するためのノイズ除去タイプを指定します" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Specifies the type of denoiser used to reduce noise for indirect lights." msgstr "間接光のノイズを削減するためのノイズ除去タイプを指定します" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Specifies the type of denoiser used to reduce noise for ambient occlusion." msgstr "アンビエントオクルージョンのノイズを削減するためのノイズ除去タイプを指定します" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Specifies the method to reduce noise in baked lightmaps." msgstr "ベイクしたライトマップのノイズを減らす方法を指定します。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Direct Filter" msgstr "直接フィルター" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Specifies the filter kernel applied to the direct light stored in the lightmap. Gaussian blurs the lightmap with some loss of detail. A-Trous reduces noise based on a threshold while maintaining edge detail." msgstr "ライトマップに格納されている直接光に適用されるフィルターカーネルを指定します。Gaussian はライトマップをぼかす際に詳細度をいくらか失いますが、A-Trous はエッジの詳細を維持しながら、しきい値に基づいてノイズを低減します。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Indirect Filter" msgstr "間接フィルター" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Specifies the filter kernel applied to the indirect light stored in the lightmap. Gaussian blurs the lightmap with some loss of detail. A-Trous reduces noise based on a threshold while maintaining edge detail." msgstr "ライトマップに格納されている間接光に適用されるフィルターカーネルを指定します。Gaussianはライトマップをぼかす際に詳細度をいくらか失いますが、A-Trousはエッジの詳細を維持しながら、しきい値に基づいてノイズを低減します。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Ambient Occlusion Filter" msgstr "アンビエントオクルージョンフィルター" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Specifies the filter kernel applied to the ambient occlusion stored in the lightmap. Gaussian blurs the lightmap with some loss of detail. A-Trous reduces noise based on a threshold while maintaining edge detail." msgstr "ライトマップに格納されているアンビエントオクルージョンに適用されるフィルターカーネルを指定します。Gaussianはライトマップをぼかす際に詳細度をいくらか失いますが、A-Trousはエッジの詳細を維持しながら、しきい値に基づいてノイズを低減します。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Controls the radius of the filter for direct light stored in the lightmap. A higher value gives a stronger blur and less noise." msgstr "ライトマップに格納された直接光のフィルターの半径を制御します。値を大きくすると、ブラーが強くなりノイズが削減されます。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Controls the radius of the filter for indirect light stored in the lightmap. A higher value gives a stronger blur and less noise." msgstr "ライトマップに格納された間接光のフィルターの半径を制御します。値を大きくすると、ブラーが強くなりノイズが削減されます。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Controls the radius of the filter for ambient occlusion stored in the lightmap. A higher value gives a stronger blur and less noise." msgstr "ライトマップに格納されたアンビエントオクルージョンのフィルターの半径を制御します。値が大きくなると、ブラーが強くなりノイズが減少します。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Sigma" msgstr "シグマ" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Controls the threshold of the filter for direct light stored in the lightmap. A higher value increases the threshold, which reduces noise in the direct layer of the lightmap. Too high of a value can cause a loss of detail in the lightmap." msgstr "ライトマップに保存されている直接光のフィルターのしきい値を制御します。 値を大きくするとしきい値が上がり、ライトマップの直接レイヤーのノイズが削減されます。値を上げすぎると、ライトマップの詳細が失われる場合があります。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Controls the threshold of the filter for indirect light stored in the lightmap. A higher value increases the threshold, which reduces noise in the direct layer of the lightmap. Too high of a value can cause a loss of detail in the lightmap." msgstr "ライトマップに保存されている間接光のフィルターのしきい値を制御します。 値を大きくするとしきい値が上がり、ライトマップの直接レイヤーのノイズが削減されます。値を上げすぎると、ライトマップの詳細が失われる場合があります。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Controls the threshold of the filter for ambient occlusion stored in the lightmap. A higher value increases the threshold, which reduces noise in the direct layer of the lightmap. Too high of a value can cause a loss of detail in the lightmap." msgstr "ライトマップに保存されているアンビエントオクルージョンのフィルターのしきい値を制御します。 値を大きくするとしきい値が上がり、ライトマップの直接レイヤーのノイズが削減されます。値を上げすぎると、ライトマップの詳細が失われる場合があります。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Specifies whether the lightmapper should prioritize baking texels within the scene view. When disabled, objects outside the scene view will have the same priority as those in the scene view." msgstr "ライトマッパーがシーンビュー内のテクセルのベイクを優先するかどうかを指定します。 無効にすると、シーンビューの外のオブジェクトはシーンビュー内のオブジェクトと同じ優先順位になります" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Multiple Importance Sampling" msgstr "多重重点的サンプリング" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Specifies whether to use multiple importance sampling for sampling the environment. This will generally lead to faster convergence when generating lightmaps but can lead to noisier results in certain low frequency environments." msgstr "環境をサンプリングするのに多重重点的サンプリングを使用するかどうかを指定します。通常、これはライトマップを生成するときの収束を早めますが、ある低周波数環境ではノイズの多い結果になる可能性があります。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Environment Samples" msgstr "環境サンプル" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Controls the number of samples the lightmapper will use for environment lighting calculations. Increasing this value may improve the quality of lightmaps but increases the time required for baking to complete." msgstr "ライトマッパーが環境ライティングの計算に使用するサンプル数を制御します。 この値を大きくするとライトマップの質は向上しますが、ベイク処理に要する時間が長くなります" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Non-Directional" msgstr "非ディレクショナル" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Baked Indirect" msgstr "ベイクした間接光" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Subtractive" msgstr "減法" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Shadowmask" msgstr "シャドウマスク" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Optix" msgstr "OptiX" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "OpenImageDenoise" msgstr "OpenImageDenoise" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Mixed lights provide realtime direct lighting while indirect light is baked into lightmaps and light probes." msgstr "混合ライトはリアルタイムの直接光を提供し、間接光はライトマップとライトプローブにベイクされます" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Mixed lights provide baked direct and indirect lighting for static objects. Dynamic objects receive realtime direct lighting and cast shadows on static objects using the main directional light in the scene." msgstr "混合ライトは、静的オブジェクトにベイクした直接光と間接光を供給します。 動的オブジェクトはシーン内の主要なディレクショナルライトを使用して、リアルタイムの直接光を受け静的オブジェクト上に影を投射します" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Mixed lights provide realtime direct lighting. Indirect lighting gets baked into lightmaps and light probes. Shadowmasks and light probes occlusion get generated for baked shadows. The Shadowmask Mode used at run time can be set in the Quality Settings panel." msgstr "混合ライトは、リアルタイムの直接光を提供します。 間接光はライトマップとライトプローブにベイクされます。 ベイクした影のために、シャドウマスクとライトプローブのオクルージョンが生成されます。 実行時に使用されるシャドウマスクモードは、品質設定パネルで設定できます" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "The Mixed mode is not supported by the current render pipeline. Fallback mode is " msgstr "混合モードは現在のレンダーパイプラインによってサポートされていません。代替モードは " #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Directional Mode is not supported. Fallback will be Non-Directional." msgstr "ディレクショナルモードはサポートされていません。代替は非ディレクショナルです。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Realtime Global Illumination is not supported on SM2.0 hardware nor when using GLES2.0." msgstr "リアルタイムグローバルイルミネーションはSM2.0ハードウェアではサポートされていません。GLES2.0を使用するときもサポートされていません。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "All Baked and Mixed lights in the Scene are currently being overridden to Realtime light modes. Enable Baked Global Illumination to allow the use of Baked and Mixed light modes." msgstr "シーンのすべてのベイク済みライトと混合ライトは、現在リアルタイムライトモードにオーバーライドされています。ベイクしたグローバルイルミネーションを有効にすると、ベイクモードと混合ライトモードを使用できるようになります" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Gaussian" msgstr "Gaussian" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "A-Trous filtering is not implemented in the Progressive GPU lightmapper yet. Use the CPU lightmapper instead if you need this functionality." msgstr "A-Trous フィルタリングは、プログレッシブ GPU ライトマッパーにはまだ実装されていません。この機能が必要な場合は、代わりに CPU ライトマッパーを使用してください。" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Enable Realtime GI" msgstr "リアルタイム GI を有効にする" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Enabled Baked GI" msgstr "ベイクした GI を有効にする" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "Pvr Sampling" msgstr "PVR サンプリング" #: Editor/Mono/SceneModeWindows/LightingWindowBakeSettings.cs:1 msgid "PVR Filter Type AO" msgstr "PVR フィルタータイプ AO" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:1 msgid "Realtime Indirect" msgstr "リアルタイム間接光" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:1 msgid "Realtime Directionality" msgstr "リアルタイム指向性" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:1 msgid "Realtime Albedo" msgstr "リアルタイムアルべド" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:1 msgid "Realtime Emissive" msgstr "リアルタイムのエミッシブ要素" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:1 msgid "UV Charts" msgstr "UVチャート" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:1 msgid "Baked Directionality" msgstr "ベイクした指向性" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:1 msgid "Baked Shadowmask" msgstr "ベイクしたシャドウマスク" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:1 msgid "Baked Albedo" msgstr "ベイクしたアルベド" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:1 msgid "Baked Emissive" msgstr "ベイクしたエミッシブ要素" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:1 msgid "Baked UV Charts" msgstr "ベイクした UV チャート" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:1 msgid "Baked Texel Validity" msgstr "ベイクしたテクセルの有効性" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:1 msgid "Baked UV Overlap" msgstr "ベイクした UV の重複" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:1 msgid "Baked Lightmap Culling" msgstr "ベイクしたライトマップカリング" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:1 msgid "The texture is not available at the moment." msgstr "テクスチャは現在使用できません" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:1 msgid "The texture is not available at the moment.\nPlease try to rebake the current scene or turn on Auto, and make sure that this object is set to 'Contribute Global Illumination' if it's meant to be baked." msgstr "このテクスチャは現在使用できません。\n現在のシーンを再度ベイクするか、「自動」を有効にしてください。また、オブジェクトをベイクしたい場合はこのオブジェクトが「グローバルイルミネーションに影響」に設定されていることを確認してください。" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:1 msgid "The texture is not available at the moment.\nPlease make sure that Mixed Lights affect this GameObject and that it is set to 'Contribute Global Illumination'." msgstr "このテクスチャは現在使用できません。\n混合ライトがこのゲームオブジェクトに影響し、オブジェクトが'グローバルイルミネーションに影響'に設定されていることを確認してください。" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:1 msgid "The texture is not an index-based texture and is not available when using Progressive.\nPlease go to the instance you wish to debug, and select the lightmap on the Mesh Renderer." msgstr "テクスチャはインデックスに基づくテクスチャではありません。また、プログレッシブを使用している場合はテクスチャを使用できません。\nデバッグするインスタンスに移動して、メッシュレンダラーでライトマップを選択してください。" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:1 msgid "Loading..." msgstr "ロード中..." #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:1 msgid "Toggles the UV Overlay for all the objects in the lightmap. The currently selected object will be highlighted. " msgstr "ライトマップのすべてのオブジェクトのUVオーバーレイを切り替えます。現在選択されているオブジェクトがハイライトされます。 " #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:1 msgid "Controls the number of stops to over or under expose the lightmap." msgstr "ライトマップの露出を高くする、または低くするために停止する回数を制御します" #: Editor/Mono/SceneModeWindows/LightingWindowLightingTab.cs:1 msgid "Automatically generates lighting data in the Scene when any changes are made to the lighting systems." msgstr "ライティングシステムに変更が加えられたときにシーン内のライティングデータを自動的に生成します" #: Editor/Mono/SceneModeWindows/LightingWindowLightingTab.cs:1 msgid "Generate Lighting" msgstr "ライティングの生成 " #: Editor/Mono/SceneModeWindows/LightingWindowLightingTab.cs:1 msgid "Generates the lightmap data for the current master scene. This lightmap data (for realtime and baked global illumination) is stored in the GI Cache. For GI Cache settings see the Preferences panel." msgstr "現在のマスターシーンのライトマップデータを生成します。このライトマップデータ(リアルタイムおよびベイクしたグローバルイルミネーション用)はGIキャッシュに保存されます。 GIキャッシュの設定については、環境設定パネルを参照してください" #: Editor/Mono/SceneModeWindows/LightingWindowLightingTab.cs:1 msgid "Debug Settings" msgstr "デバッグ設定" #: Editor/Mono/SceneModeWindows/LightingWindowLightingTab.cs:1 msgid "Light Probe Visualization" msgstr "ライトプローブ可視化" #: Editor/Mono/SceneModeWindows/LightingExplorerWindow.cs:1 msgid "Light Explorer" msgstr "ライトエクスプローラー" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Navigation" msgstr "ナビゲーション" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Agent Radius" msgstr "エージェントの半径" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "How close to the walls navigation mesh exist." msgstr "ナビゲーションメッシュをどれだけ壁の近くまで寄せるか設定します" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Agent Height" msgstr "エージェントの高さ" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "How much vertical clearance space must exist." msgstr "どの程度の縦方面の隙間が必要か設定します" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Max Slope" msgstr "最大傾斜" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Maximum slope the agent can walk up." msgstr "エージェントが登れる傾斜の最大角度です" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Drop Height" msgstr "落下の高さ" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Maximum agent drop height." msgstr "エージェントが落ちる最大の高さです" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Step Height" msgstr "ステップの高さ" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "The height of discontinuities in the level the agent can climb over (i.e. steps and stairs)." msgstr "エージェントが登れる最大の高さ(ステップや階段など)" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Jump Distance" msgstr "ジャンプの距離" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Maximum agent jump distance." msgstr "エージェントがジャンプする最長距離です" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Height Mesh" msgstr "高さメッシュ" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Generate an accurate height mesh for precise agent placement (slower)." msgstr "正確な高さメッシュを生成してエージェント配置の精度を高めます(低速)。" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Min Region Area" msgstr "最小の領域エリア" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Minimum area that a navmesh region can be." msgstr "ナビメッシュ領域になりうる最小のエリアです" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Manual Voxel Size" msgstr "ボクセルサイズ調整" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Enable to set voxel size manually." msgstr "ボクセルのサイズを手動で調節します" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Voxel Size" msgstr "ボクセルサイズ" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Specifies at the voxelization resolution at which the NavMesh is build." msgstr "ナビメッシュをビルドするボクセル化の解像度で指定" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Learn instead about the component workflow." msgstr "代わりに、コンポーネントワークフローについて知る" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Components available for building and using navmesh data for different agent types." msgstr "ビルドを行い、様々なエージェントタイプのナビメッシュデータを使用することができるコンポーネント" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Agents" msgstr "エージェント" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Navmesh agent settings." msgstr "ナビメッシュエージェントの設定" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Areas" msgstr "エリア" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Navmesh area settings." msgstr "ナビメッシュメッシュエリアの設定です" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Navmesh bake settings." msgstr "ナビメッシュのベイク設定" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Bake settings for the currently selected object." msgstr "現在選択しているオブジェクトのベイク設定" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Show Path Polygons" msgstr "パスポリゴンを表示" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Shows the polygons leading to goal." msgstr "ゴールに通じるポリゴンを表示" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Show Path Query Nodes" msgstr "パスクエリノードを表示" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Shows the nodes expanded during last path query." msgstr "最近のパスのクエリ中に展開したノードを表示" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Show Neighbours" msgstr "近隣エージェント表示" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Show the agent neighbours considered during simulation." msgstr "シミュレーション中に考慮される近隣のエージェントを表示" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Show Walls" msgstr "壁を表示" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Shows the wall segments handled during simulation." msgstr "シミュレーション中に処理される壁のセグメントを表示" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Show Avoidance" msgstr "回避を表示" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Shows the processed avoidance geometry from simulation." msgstr "シミュレーションから処理された回避ジオメトリを表示" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Show Carve Hull" msgstr "カーブ Hull を表示" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Shows the hull used to carve the obstacle from navmesh." msgstr "navmesh から障害物を切り分ける hull を表示" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Baked Agent Size" msgstr "ベイクしたエージェントサイズ" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Generated Off Mesh Links" msgstr "生成されたオフメッシュリンク" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Agent Types" msgstr "エージェントタイプ" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Cost" msgstr "コスト" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Navmesh Display" msgstr "ナビメッシュの表示" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Agent Display" msgstr "エージェントの表示" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Obstacle Display" msgstr "障害物の表示" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Show NavMesh" msgstr "ナビメッシュを表示" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Show HeightMesh" msgstr "高さメッシュを表示" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Show NavMesh Portals" msgstr "ナビメッシュポータルを表示" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Show NavMesh Links" msgstr "ナビメッシュリンクを表示" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Show Proximity Grid" msgstr "近接グリッドを表示" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Show HeightMesh BV-Tree" msgstr "高さメッシュのBV-Treeを表示" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Reset Legacy Bake Settings" msgstr "古いベイク設定をリセットする" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Name Prop" msgstr "名前プロパティ" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Radius Prop" msgstr "半径プロパティ" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Height Prop" msgstr "高さプロパティ" #: Editor/Mono/SceneModeWindows/NavigationWindow.cs:1 msgid "Step Height Prop" msgstr "ステップの高さプロパティ" #: Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:1 msgid "Smallest hole in the geometry through which the camera is supposed to see. The single float value of the parameter represents the diameter of the imaginary smallest hole, i.e. the maximum extent of a 3D object that fits through the hole." msgstr "その穴を通してカメラがのぞくジオメトリの最小の穴。パラメーターの1つのFloat値で、つまり、穴を通して3Dオブジェクトの最大範囲が収まる、仮想的な最小の穴の直径を示します" #: Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:1 msgid "The backface threshold is a size optimization that reduces unnecessary details by testing backfaces. A value of 100 is robust and never removes any backfaces. A value of 5 aggressively reduces the data based on locations with visible backfaces. The idea is that typically valid camera positions cannot see many backfaces. For example, geometry under terrain and inside solid objects can be removed." msgstr "裏面のしきい値は、裏面を評価することで不要な細部を削除するサイズの最適化です。100に指定すると裏面をまったく削除しません。5を指定すると、裏面の見える位置に基づいて積極的にデータを削減します。この最適化は有効なカメラ位置から裏面がそれほど多く見えない場合に有効です。例えば、Terrain(地形)の下や固体オブジェクトの内側は削除できます。" #: Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:1 msgid "Far Clip Plane used during baking. This should match the largest far clip plane used by any camera in the scene. A value of 0.0 sets the far plane to Infinity." msgstr "ファークリップ面はベイクに使用されます。この値は、シーンのカメラに使用される最も大きいファークリップ面に一致しなければなりません。値を 0.0 にするとファークリップ面は無限大に設定されます。" #: Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:1 msgid "The size of the smallest object that will be used to hide other objects when doing occlusion culling. For example, if a value of 4 is chosen, then all the objects that are higher or wider than 4 meters will block visibility and the objects that are smaller than that will not. This value is a tradeoff between occlusion accuracy and storage size." msgstr "オクルージョンカリングを行うときに、他のオブジェクトを隠すために使用する最小オブジェクトのサイズ。例えば、4 を選択すると、高さ、または幅が 4 メーター未満のオブジェクトには、処理は行われません。この値はオクルージョンカリングとストレージサイズ間でのトレードオフとなります" #: Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:1 msgid "Default Parameters" msgstr "デフォルトパラメーター" #: Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:1 msgid "The default parameters guarantee that any given scene computes fast and the occlusion culling results are good. As the parameters are always scene specific, better results will be achieved when fine tuning the parameters on a scene to scene basis. All the parameters are dependent on the unit scale of the scene and it is imperative that the unit scale parameter is set correctly before setting the default values." msgstr "デフォルトパラメーターは指定されたシーンの計算の速さとオクルージョンカリングの良結果を保証します。パラメーターは常にシーン特有なので、シーンのパラメーターをシーンバイアスで細かく調整するとき、よりよい結果がアーカイブされます。すべてのパラメーターはシーンのユニットスケールに基づいており、デフォルト値を設定する前にユニットスケールパラメーターを正しく設定することが不可欠です" #: Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:1 msgid "Visualization" msgstr "可視化" #: Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:1 msgid "Select a Mesh Renderer or an Occlusion Area from the scene." msgstr "シーンからメッシュレンダラーかオクルージョンエリアを選択" #: Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:1 msgid "Select a Camera from the scene." msgstr "シーンからカメラを選択" #: Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:1 msgid "The visualization may not correspond to current bake settings and Occlusion Area placements if they have been changed since last bake." msgstr "最後にベイクしてからベイク設定、およびオクルージョンエリアの配置を変更した場合、可視化は現在のベイク設定、およびオクルージョンエリアの配置と互換性がない場合があります" #: Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:1 msgid "See the occlusion culling visualization in the Scene View based on the selected Camera." msgstr "選択したカメラに基づくシーンビューのオクルージョンカリングの可視化を確認してください" #: Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:1 msgid "No occlusion data has been baked." msgstr "オクルージョンデータはベイクされていません" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Workflow" msgstr "ワークフロー" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 Editor-Missing:Missing detected at runtime. msgid "The \"Hide\" mode is useful for fast discovery while the \"Show\" mode is useful for finding specific items." msgstr "\"非表示\"モードは何かを素早く見つけるのに便利ですが、\"表示\"モードは特定のアイテムを見つけるのに便利です。" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Force Overdraw" msgstr "上書きを強制 " #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Draws Collider geometry on top of render geometry" msgstr "レンダージオメトリの上にコライダージオメトリを描画します" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "View Distance" msgstr "視界の距離" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Lower bound on distance from camera to physics geometry." msgstr "カメラから物理ジオメトリまでの距離の下限" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Terrain Tiles Max" msgstr "Terrain タイル最大数 " #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Number of mesh tiles to drawn." msgstr "描画するメッシュタイルの数" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Show Layers" msgstr "レイヤーを表示" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Show selected layers" msgstr "選択したレイヤーを表示" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Show Physics Scene" msgstr "物理演算シーンを表示" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Show selected physics scenes" msgstr "選択した物理シーンを表示" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Show Static Colliders" msgstr "静的コライダーを表示" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Show collision geometry from Colliders that do not have a Rigidbody" msgstr "リジッドボディを持たないコライダーの衝突ジオメトリを表示します" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Show Triggers" msgstr "トリガーを表示" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Show collision geometry from Colliders that have 'isTrigger' enabled" msgstr "isTriggerが有効なコライダーの衝突ジオメトリを表示します" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Show Rigidbodies" msgstr "リジッドボディを表示" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Show collision geometry from Rigidbodies" msgstr "リジッドボディの衝突ジオメトリを表示します" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Show Kinematic Bodies" msgstr "キネマティックボディを表示" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Show collision geometry from Kinematic Rigidbodies" msgstr "キネマティックリジッドボディからの衝突ジオメトリを表示する" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Show Sleeping Bodies" msgstr "スリープ状態のボディーを表示" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Show collision geometry from Sleeping Rigidbodies" msgstr "スリープ状態のリジッドボディからの衝突ジオメトリを表示する" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Show BoxColliders" msgstr "ボックスコライダーを表示" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Show collision geometry that is BoxCollider" msgstr "ボックスコライダーである衝突ジオメトリを表示する" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Show SphereColliders" msgstr "スフィアコライダーを表示" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Show collision geometry that is SphereCollider" msgstr "スフィアコライダーである衝突ジオメトリを表示する" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Show CapsuleColliders" msgstr "カプセルコライダーを表示" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Show collision geometry that is CapsuleCollider" msgstr "カプセルコライダーである衝突ジオメトリを表示する" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Show MeshColliders (convex)" msgstr "メッシュコライダー (凸状) を表示" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Show collision geometry that is Convex MeshCollider" msgstr "凸状メッシュコライダーである衝突ジオメトリを表示する" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Show MeshColliders (concave)" msgstr "メッシュコライダー (凹状) を表示" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Show collision geometry that is Concave MeshCollider" msgstr "凹状メッシュコライダーである衝突ジオメトリを表示する" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Show TerrainColliders" msgstr "Terrain (地形) コライダーを表示" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Show collision geometry that is TerrainCollider" msgstr "Terrain (地形) コライダーである衝突ジオメトリを表示する" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Physics Debug" msgstr "物理演算デバッグ" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Static Colliders" msgstr "静的コライダー" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Triggers" msgstr "トリガー" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Rigidbodies" msgstr "リジッドボディ" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Kinematic Bodies" msgstr "キネマティックボディ" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Sleeping Bodies" msgstr "スリープボディー" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Variation" msgstr "ばらつき" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Transparency" msgstr "透明度" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "devOptions" msgstr "devOptions" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Force Dot" msgstr "フォースドット" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "DotAlpha" msgstr "DotAlpha" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Hide tools" msgstr "ツールを非表示にする" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Collision Geometry" msgstr "衝突ジオメトリ" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Mouse Select" msgstr "マウス選択" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Use Scene Cam" msgstr "シーンカメラを使用" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Collider Types" msgstr "コライダータイプ" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Selected Object Info" msgstr "選択したオブジェクトの情報" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 Editor-Missing:Missing detected at runtime. msgid "Show All" msgstr "すべて表示" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "Show None" msgstr "非表示" #: Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:1 msgid "GameObject" msgstr "ゲームオブジェクト" #: Editor/Mono/SceneModeWindows/DefaultLightingExplorerExtension.cs:1 msgid "Infinite" msgstr "無限" #: Editor/Mono/SceneModeWindows/DefaultLightingExplorerExtension.cs:1 msgid "Far Plane" msgstr "ファークリップ面" #: Editor/Mono/SceneModeWindows/DefaultLightingExplorerExtension.cs:1 Editor-Missing:Missing detected at runtime. msgid "Find References in Scene" msgstr "シーン内の参照を検索" #: Editor/Mono/SceneModeWindows/LightingWindow.cs:1 msgid "Realtime Lightmaps" msgstr "リアルタイムのライトマップ" #: Editor/Mono/SceneModeWindows/LightingWindow.cs:1 msgid "Baked Lightmaps" msgstr "ベイクしたライトマップ" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1 msgid "Enable/disable scene preview mode." msgstr "シーンプレビューモードを有効/無効にします" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1 msgid "No animatable object selected." msgstr "アニメーション可能なオブジェクトが選択されていません" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1 msgid "To begin animating {0}, create {1}." msgstr "{0}をアニメーションさせるには、{1}を作成します" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1 msgid "an Animator and an Animation Clip" msgstr "アニメーターとアニメーションクリップ" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1 msgid "an Animation Clip" msgstr "アニメーションクリップ" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1 msgid "Dopesheet" msgstr "ドープシート" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1 msgid "Samples" msgstr "サンプル" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1 msgid "Create New Clip..." msgstr "新しいクリップを作成…" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1 msgid "Editing and playback of animations on optimized game object hierarchy is not supported.\nPlease select a game object that does not have 'Optimize Game Objects' applied." msgstr "最適化されたゲームオブジェクトの階層上で、アニメーションの編集と再生はサポートされていません。\n'ゲームオブジェクトを最適化する'が適用されていないゲームオブジェクトを選択してください。" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1 msgid "Animation Clip is Read-Only" msgstr "アニメーションクリップは読み取り専用" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1 msgid "Show Read-Only Properties" msgstr "読み取り専用プロパティーを表示" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1 Editor-Missing:Missing detected at runtime. msgid "Play the animation clip." msgstr "アニメーションクリップを再生します" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1 Editor-Missing:Missing detected at runtime. msgid "Enable/disable keyframe recording mode." msgstr "キーフレーム収録モードを有効/無効にします" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1 Editor-Missing:Missing detected at runtime. msgid "Go to previous keyframe." msgstr "前のキーフレームに戻ります" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1 Editor-Missing:Missing detected at runtime. msgid "Go to next keyframe." msgstr "次のキーフレームに進みます" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1 Editor-Missing:Missing detected at runtime. msgid "Go to the beginning of the animation clip." msgstr "アニメーションクリップの先頭に移動します" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1 Editor-Missing:Missing detected at runtime. msgid "Go to the end of the animation clip." msgstr "アニメーションクリップの最後に移動します" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1 Editor-Missing:Missing detected at runtime. msgid "Add keyframe." msgstr "キーフレームを追加" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1 Editor-Missing:Missing detected at runtime. msgid "Add event." msgstr "イベントを追加" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1 msgid "Filter by selection." msgstr "選択によって絞り込みます。" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:1 Editor-Missing:Missing detected at runtime. msgid "Animation Window is linked to Sequence Editor. Press to Unlink." msgstr "アニメーションウィンドウはシーケンスエディターにリンクされています。 リンクを解除するにはこれを押してください。" #: Editor/Mono/Animation/AnimationWindow/AddCurvesPopupHierarchyGUI.cs:1 msgid "Add Properties" msgstr "プロパティを追加" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowHierarchyGUI.cs:1 msgid "Add Property" msgstr "プロパティを追加" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowHierarchyGUI.cs:1 msgid "Interpolation/Euler Angles (Quaternion)" msgstr "補間/オイラー角 (クォータニオン)" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowHierarchyGUI.cs:1 msgid "Interpolation/Quaternion" msgstr "補間/クォータニオン" #: Editor/Mono/Animation/AnimationWindow/CurveEditor.cs:1 msgid "Add Key" msgstr "キーを追加" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:1 msgid "Clamped Auto" msgstr "固定された自動設定" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:1 msgid "Free Smooth" msgstr "自由に調節" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:1 msgid "Flat" msgstr "フラット" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:1 msgid "Broken" msgstr "折れ線" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:1 msgid "Left Tangent/Free" msgstr "左接線/フリー" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:1 msgid "Left Tangent/Linear" msgstr "左接線/リニア" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:1 msgid "Left Tangent/Constant" msgstr "左接線/定数" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:1 msgid "Left Tangent/Weighted" msgstr "左接線/ウェイト付け" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:1 msgid "Right Tangent/Free" msgstr "右接線/フリー" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:1 msgid "Right Tangent/Linear" msgstr "右接線/リニア" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:1 msgid "Right Tangent/Constant" msgstr "右接線/定数" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:1 msgid "Right Tangent/Weighted" msgstr "右接線/ウェイト付け" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:1 msgid "Both Tangents/Free" msgstr "両接線/フリー" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:1 msgid "Both Tangents/Linear" msgstr "両接線/リニア" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:1 msgid "Both Tangents/Constant" msgstr "両接線/定数" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:1 msgid "Both Tangents/Weighted" msgstr "両接線/ウェイト付け" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:1 msgid "Weighted" msgstr "ウェイト有効" #: Editor/Mono/Animation/AnimationWindow/AnimationContextualPropertyMenu.cs:1 msgid "Update Key" msgstr "キーの更新" #: Editor/Mono/Animation/AnimationWindow/AnimationContextualPropertyMenu.cs:1 msgid "Remove Key" msgstr "キーを削除" #: Editor/Mono/Animation/AnimationWindow/AnimationContextualPropertyMenu.cs:1 msgid "Remove All Keys" msgstr "すべてのキーを削除" #: Editor/Mono/Animation/AnimationWindow/AnimationContextualPropertyMenu.cs:1 msgid "Go to Previous Key" msgstr "前のキーに移動" #: Editor/Mono/Animation/AnimationWindow/AnimationContextualPropertyMenu.cs:1 msgid "Go to Next Key" msgstr "次のキーに移動" #: Editor/Mono/Animation/AnimationWindow/AnimationContextualPropertyMenu.cs:1 msgid "Key All Modified" msgstr "すべての変更されたものをキーにします" #: Editor/Mono/Animation/AnimationWindow/AnimationContextualPropertyMenu.cs:1 msgid "Key All Animated" msgstr "すべてのアニメーションにされたものをキーにします" #: Editor/Mono/Animation/AnimationWindow/MinMaxCurveEditorWindow.cs:1 msgid "Curve Editor" msgstr "カーブエディター" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowEventInspector.cs:1 msgid "Some functions were overloaded in MonoBehaviour components and may not work as intended if used with Animation Events!" msgstr "機能の中には、MonoBehaviourコンポーネントでオーバーロードされるものもあります。そのため、アニメーションイベントと使用すると意図通りに動作しない場合があります。" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowEventInspector.cs:1 msgid "Function" msgstr "関数" #: Editor/Mono/Animation/AnimationWindow/CurveEditorSettings.cs:1 msgid "time" msgstr "時間" #: Editor/Mono/Animation/AnimationWindow/CurveEditorSettings.cs:1 msgid "value" msgstr "値" #: Editor/Mono/Annotation/LayerVisibilityWindow.cs:1 msgid "Edit Layers..." msgstr "レイヤーを編集..." #: Editor/Mono/Annotation/SceneViewCameraWindow.cs:1 msgid "Camera Speed" msgstr "カメラ速度" #: Editor/Mono/Annotation/SceneViewCameraWindow.cs:1 msgid "The current speed of the camera in the Scene view." msgstr "シーンビューのカメラの現在の速度" #: Editor/Mono/Annotation/SceneViewCameraWindow.cs:1 msgid "Camera Acceleration" msgstr "カメラ加速度" #: Editor/Mono/Annotation/SceneViewCameraWindow.cs:1 msgid "Check this to enable acceleration when moving the camera. When enabled, camera speed is evaluated as a modifier. With acceleration disabled, the camera is accelerated to the Camera Speed." msgstr "これを有効にすると、カメラを動かすときに加速が可能になります。 有効の場合、カメラ速度はモディファイアとして使用されます。無効の場合、カメラはカメラ速度まで加速されます。" #: Editor/Mono/Annotation/SceneViewCameraWindow.cs:1 msgid "The minimum speed of the camera in the Scene view. Valid values are between [0.01, 98]." msgstr "シーンビューのカメラの最低速度。有効な値の範囲は [0.01, 98]" #: Editor/Mono/Annotation/SceneViewCameraWindow.cs:1 msgid "The maximum speed of the camera in the Scene view. Valid values are between [0.02, 99]." msgstr "シーンビューのカメラの最高速度。有効な値の範囲は [0.02, 99]" #: Editor/Mono/Annotation/SceneViewCameraWindow.cs:1 msgid "The height of the camera's view angle. Measured in degrees vertically, or along the local Y axis." msgstr "カメラのビュー角度の高さ。垂直方向、つまり、ローカル Y 軸に沿った角度で測定されます。" #: Editor/Mono/Annotation/SceneViewCameraWindow.cs:1 msgid "Dynamic Clipping" msgstr "動的クリッピング" #: Editor/Mono/Annotation/SceneViewCameraWindow.cs:1 msgid "Check this to enable camera's near and far clipping planes to be calculated relative to the viewport size of the Scene." msgstr "これをチェックすると、カメラのニアとファーのクリップ面がシーンのビューポートサイズに相対的に計算されます。" #: Editor/Mono/Annotation/SceneViewCameraWindow.cs:1 msgid "Camera Easing" msgstr "カメライージング" #: Editor/Mono/Annotation/SceneViewCameraWindow.cs:1 msgid "Check this to enable camera movement easing. This makes the camera ease in when it starts moving and ease out when it stops." msgstr "これを有効にすると、カメラ移動のイージングが可能になります。これにより、カメラが動き出すとカメラはイーズインし、カメラが停止するとイーズアウトします。" #: Editor/Mono/Annotation/SceneViewCameraWindow.cs:1 msgid "Scene Camera" msgstr "シーンカメラ" #: Editor/Mono/Annotation/SceneRenderModeWindow.cs:1 msgid "Show Lightmap Resolution" msgstr "ライトマップの解像度を表示" #: Editor/Mono/Annotation/AnnotationWindow.cs:1 msgid "Show/Hide Icon" msgstr "アイコンを表示/非表示" #: Editor/Mono/Annotation/AnnotationWindow.cs:1 msgid "Select Icon" msgstr "アイコンを選択します" #: Editor/Mono/Annotation/AnnotationWindow.cs:1 msgid "Show/Hide Gizmo" msgstr "ギズモを表示/非表示" #: Editor/Mono/Annotation/AnnotationWindow.cs:1 Editor-Missing:Missing detected at runtime. msgid "Scripts" msgstr "スクリプト" #: Editor/Mono/Annotation/AnnotationWindow.cs:1 Editor-Missing:Missing detected at runtime. msgid "Built-in Components" msgstr "ビルトインコンポーネント" #: Editor/Mono/Annotation/AnnotationWindow.cs:1 msgid "3D Icons" msgstr "3Dアイコン" #: Editor/Mono/Annotation/AnnotationWindow.cs:1 msgid "Selection Outline" msgstr "アウトラインを強調" #: Editor/Mono/Annotation/AnnotationWindow.cs:1 msgid "Selection Wire" msgstr "ワイヤーフレームを表示" #: Editor/Mono/Utils/MetroCertificatePasswordWindow.cs:1 msgid "Password" msgstr "パスワード" #: Editor/Mono/Utils/MetroCertificatePasswordWindow.cs:1 msgid "Certificate password." msgstr "証明書のパスワード" #: Editor/Mono/Utils/MetroCertificatePasswordWindow.cs:1 msgid "Enter Windows Store Certificate Password" msgstr "Windows ストアの証明書パスワードを入力" #: Editor/Mono/Utils/MetroCertificatePasswordWindow.cs:1 msgid "Invalid password." msgstr "無効なパスワード" #: Editor/Mono/Utils/MetroCreateTestCertificateWindow.cs:1 msgid "Publisher" msgstr "パブリッシャー" #: Editor/Mono/Utils/MetroCreateTestCertificateWindow.cs:1 msgid "Publisher of the package." msgstr "パッケージのパブリッシャー" #: Editor/Mono/Utils/MetroCreateTestCertificateWindow.cs:1 msgid "Confirm password" msgstr "パスワードを確認" #: Editor/Mono/Utils/MetroCreateTestCertificateWindow.cs:1 msgid "Re-enter certificate password." msgstr "証明書のパスワードを再度入力してください" #: Editor/Mono/Utils/MetroCreateTestCertificateWindow.cs:1 msgid "Current file will be overwritten." msgstr "現在のファイルが上書きされます" #: Editor/Mono/Utils/MetroCreateTestCertificateWindow.cs:1 msgid "Create Test Certificate for Windows Store" msgstr "Windows ストア用のテスト証明証を作成" #: Editor/Mono/Utils/MetroCreateTestCertificateWindow.cs:1 msgid "Publisher must be specified." msgstr "パブリッシャーは指定しなければいけません" #: Editor/Mono/Utils/MetroCreateTestCertificateWindow.cs:1 msgid "Invalid publisher." msgstr "無効なパブリッシャー" #: Editor/Mono/Utils/MetroCreateTestCertificateWindow.cs:1 msgid "Confirm the password." msgstr "パスワードを確認します。" #: Editor/Mono/Utils/MetroCreateTestCertificateWindow.cs:1 msgid "Passwords do not match." msgstr "パスワードが一致しません" #: Editor/Mono/SettingsWindow/LightingEditor.cs:1 msgid "Specifies the material that is used to simulate the sky or other distant background in the Scene." msgstr "シーンの空か遠い背景をシミュレーションするために使用するマテリアルを指定します。" #: Editor/Mono/SettingsWindow/LightingEditor.cs:1 msgid "Sun Source" msgstr "太陽光源 " #: Editor/Mono/SettingsWindow/LightingEditor.cs:1 msgid "Specifies the directional light that is used to indicate the direction of the sun when a procedural skybox is used. If set to None, the brightest directional light in the Scene is used to represent the sun." msgstr "手続き型スカイボックスが使用されているときの太陽の方向を示すために使用される指向性ライトを指定します。 'なし'に設定すると、シーン内の最も明るい指向性のライトが太陽を表すために使用されます" #: Editor/Mono/SettingsWindow/LightingEditor.cs:1 msgid "Specifies whether to use a skybox, gradient, or color for ambient light contributed to the Scene." msgstr "シーンに影響する環境光にスカイボックス、グラデーション、または色を使用するかどうかを指定します" #: Editor/Mono/SettingsWindow/LightingEditor.cs:1 msgid "Controls the brightness of the skybox lighting in the Scene." msgstr "シーンのスカイボックスライティングの明るさを制御します" #: Editor/Mono/SettingsWindow/LightingEditor.cs:1 msgid "Specifies whether to use the skybox or a custom cube map for reflection effects in the Scene." msgstr "シーンのリフレクションエフェクトにスカイボックスかカスタムキューブマップを使用するかどうかを指定します" #: Editor/Mono/SettingsWindow/LightingEditor.cs:1 msgid "Controls the resolution for the cube map assigned to the skybox material for reflection effects in the Scene." msgstr "シーンのリフレクションエフェクトのためにスカイボックスマテリアルに割り当てられたキューブマップの解像度を制御します" #: Editor/Mono/SettingsWindow/LightingEditor.cs:1 msgid "Controls how Unity compresses the reflection cube maps. Options are Auto, Compressed, and Uncompressed. Auto compresses the cube maps if the compression format is suitable." msgstr "Unityがリフレクションキューブマップを圧縮する方法を制御します。オプションは自動、圧縮、非圧縮です。圧縮形式が適切な場合は、キューブマップを自動的に圧縮します。" #: Editor/Mono/SettingsWindow/LightingEditor.cs:1 msgid "Controls how much the skybox or custom cubemap affects reflections in the Scene. A value of 1 produces physically correct results." msgstr "スカイボックスまたはカスタムキューブマップがシーンのリフレクションにどれだけ影響するかを制御します。 値1は物理的に正しい結果を生成します" #: Editor/Mono/SettingsWindow/LightingEditor.cs:1 msgid "Controls how many times a reflection includes other reflections. A value of 1 results in the Scene being rendered once so mirrored reflections will be black. A value of 2 results in mirrored reflections being visible in the Scene." msgstr "リフレクションが他のリフレクションを含む回数を制御します。1の値を設定するとシーンが1回レンダリングされ、鏡映したリフレクションは黒くなります。 値が2の場合、鏡面反射がシーンで表示されます" #: Editor/Mono/SettingsWindow/LightingEditor.cs:1 msgid "Sky Color" msgstr "スカイカラー" #: Editor/Mono/SettingsWindow/LightingEditor.cs:1 msgid "Controls the color of light emitted from the sky in the Scene." msgstr "シーンの空から放出される光の色を制御します" #: Editor/Mono/SettingsWindow/LightingEditor.cs:1 msgid "Equator Color" msgstr "赤道色" #: Editor/Mono/SettingsWindow/LightingEditor.cs:1 msgid "Controls the color of light emitted from the sides of the Scene." msgstr "シーンの側面から放出される光の色を制御します" #: Editor/Mono/SettingsWindow/LightingEditor.cs:1 msgid "Ground Color" msgstr "地面色" #: Editor/Mono/SettingsWindow/LightingEditor.cs:1 msgid "Controls the color of light emitted from the ground of the Scene." msgstr "シーンの地面から放出される光の色を制御します" #: Editor/Mono/SettingsWindow/LightingEditor.cs:1 msgid "Ambient Color" msgstr "環境光の色 " #: Editor/Mono/SettingsWindow/LightingEditor.cs:1 msgid "Controls the color of the ambient light contributed to the Scene." msgstr "シーンに影響する環境光の色を制御します" #: Editor/Mono/SettingsWindow/LightingEditor.cs:1 msgid "Specifies the custom cube map used for reflection effects in the Scene." msgstr "シーンのリフレクションエフェクトに使用するカスタムキューブマップを指定します" #: Editor/Mono/SettingsWindow/LightingEditor.cs:1 msgid "Specifies the Global Illumination mode that should be used for handling ambient light in the Scene. Options are Realtime or Baked. This property is not editable unless both Realtime Global Illumination and Baked Global Illumination are enabled for the scene." msgstr "シーンの環境光を処理するために使用するグローバルイルミネーション (GI) モードを指定します。 オプションはリアルタイムまたはベイクです。リアルタイムのグローバルイルミネーションとベイクしたグローバルイルミネーションの両方がシーンに対して有効になっていない限り、このプロパティーは編集できません" #: Editor/Mono/SettingsWindow/LightingEditor.cs:1 msgid "Environment" msgstr "環境" #: Editor/Mono/SettingsWindow/LightingEditor.cs:1 msgid "Environment Lighting" msgstr "環境ライティング" #: Editor/Mono/SettingsWindow/LightingEditor.cs:1 msgid "Environment Reflections" msgstr "環境リフレクション" #: Editor/Mono/SettingsWindow/LightingEditor.cs:1 msgid "Shader of this material does not support skybox rendering." msgstr "このマテリアルのシェーダーはスカイボックスレンダリングをサポートしません" #: Editor/Mono/SettingsWindow/LightingEditor.cs:1 msgid "Create Light" msgstr "ライトを作成" #: Editor/Mono/SettingsWindow/FogEditor.cs:1 msgid "Controls the density of the fog effect in the Scene when using Exponential or Exponential Squared modes." msgstr "指数または指数2乗モードを使用してシーンのフォグエフェクトの密度を制御します" #: Editor/Mono/SettingsWindow/FogEditor.cs:1 msgid "Controls the distance from the camera where the fog will start in the Scene." msgstr "シーン内でフォグが開始するカメラからの距離を制御します" #: Editor/Mono/SettingsWindow/FogEditor.cs:1 msgid "Controls the distance from the camera where the fog will completely obscure objects in the Scene." msgstr "フォグがシーン内のオブジェクトを完全に覆い隠すカメラからの距離を制御します" #: Editor/Mono/SettingsWindow/FogEditor.cs:1 msgid "Specifies whether fog is used in the Scene or not." msgstr "フォグをシーンで使用するかどうかを指定します" #: Editor/Mono/SettingsWindow/FogEditor.cs:1 msgid "Controls the color of the fog drawn in the Scene." msgstr "シーンに描画されたフォグの色を制御します" #: Editor/Mono/SettingsWindow/FogEditor.cs:1 msgid "Controls the mathematical function determining the way fog accumulates with distance from the camera. Options are Linear, Exponential, and Exponential Squared." msgstr "カメラからの距離でフォグの蓄積方法を決める数学的な関数を制御します。オプションは直線、指数、指数2乗です。" #: Editor/Mono/SettingsWindow/FogEditor.cs:1 msgid "Fog has no effect on opaque objects when using Deferred Shading rendering. Use the Global Fog image effect instead, which supports opaque objects." msgstr "ディファードシェーディングレンダリングを使用するとき、フォグは不透明なオブジェクトには効果がありません。かわりに、不透明なオブジェクトに適応するGlobal Fog画像エフェクトを使用してください" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Shader used for Deferred Shading." msgstr "ディファードシェーディングに使用されるシェーダー" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Shader used for Deferred reflection probes." msgstr "ディファードリフレクションプローブに使用されるシェーダー" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Shader used for Legacy (light prepass) Deferred Lighting." msgstr "非推奨のディファードライティング (ライトプレパス) に使用されるシェーダー" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Shader used for screen-space cascaded shadows." msgstr "スクリーンスペースのカスケードシャドウに使用されるシェーダー" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Shader used for depth and normals texture when enabled on a Camera." msgstr "カメラで有効の場合に、深度と法線テクスチャに使用されるシェーダー" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Shader for generation of Motion Vectors when the rendering camera has renderMotionVectors set to true." msgstr "レンダリングするカメラの renderMotionVectors が有効の場合に、モーションベクトルを生成するシェーダー" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Default Shader used for light halos." msgstr "ライトハローに使用されるデフォルトシェーダー" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Default Shader used for lens flares." msgstr "レンズフレアに使用されるデフォルトシェーダー" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Baked Non-Directional" msgstr "ベイクした非ディレクショナル" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Include support for baked non-directional lightmaps." msgstr "ベイクした非ディレクショナルライトマップがサポートされます" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Baked Directional" msgstr "ベイクしたディレクショナルライト" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Include support for baked directional lightmaps." msgstr "ベイクしたディレクショナルライトマップのサポートが含まれます" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Include support for baked shadow occlusion." msgstr "ベイクした影のオクルージョンのサポートを含みます" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Baked Subtractive" msgstr "ベイクした減法 " #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Include support for baked subtractive lightmaps." msgstr "ベイクした減法ライトマップのサポートを含みます" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Realtime Non-Directional" msgstr "リアルタイムのディレクショナル以外" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Include support for realtime non-directional lightmaps." msgstr "リアルタイムのディレクショナル以外のライトマップのサポートが含まれます" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Realtime Directional" msgstr "リアルタイムディレクショナル" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Include support for realtime directional lightmaps." msgstr "リアルタイムディレクショナルライトマップのサポートが含まれます" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Import From Current Scene" msgstr "現在のシーンからインポート" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Calculate lightmap modes used by the current scene." msgstr "現在のシーンで使用されるライトマップモードを計算します" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Linear" msgstr "リニア" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Include support for Linear fog." msgstr "リニアのフォグのサポートが含まれています" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Exponential" msgstr "指数" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Include support for Exponential fog." msgstr "指数フォグのサポートが含まれます" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Exponential Squared" msgstr "指数 2 乗" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Include support for Exponential Squared fog." msgstr "指数 2 乗フォグのサポートが含まれます" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Calculate fog modes used by the current scene." msgstr "現在のシーンで使用されるフォグモードを計算します" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Save to asset..." msgstr "アセットを保存" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Save currently tracked shaders into a Shader Variant Manifest asset." msgstr "現在追跡中のシェーダーを Shader Variant Manifest アセットに保存します" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Clear currently tracked shader variant information." msgstr "現在追跡されているシェーダーバリアント情報を消去します" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Realtime Global Illumination CPU Usage" msgstr "リアルタイム GI の CPU使用" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "How many CPU worker threads to create for Realtime Global Illumination lighting calculations in the Player. Increasing this makes the system react faster to changes in lighting at a cost of using more CPU time. The higher the CPU Usage value, the more worker threads are created for solving Realtime GI." msgstr "プレイヤーでリアルタイムグローバルイルミネーション(GI)の計算のために作成するCPUワーカースレッドの数。これを増やすと、システムがより多くのCPU時間を使用してライティングの変化に迅速に反応します。CPU使用率が高いほど、リアルタイムGIを解決するために作成されるワーカースレッドが増えます。" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Platform shader settings" msgstr "プラットフォームシェーダー設定" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Built-in shader settings" msgstr "ビルトインシェーダー設定" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Shader preloading" msgstr "シェーダーのプリロード" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Lightmap Modes" msgstr "ライトマップモード" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Fog Modes" msgstr "フォグ モード" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Instancing Variants" msgstr "インスタンシングバリアント" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "FP16" msgstr "FP16" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "R11G11B10" msgstr "R11G11B10" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Unlimited" msgstr "無制限" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Low (Tier1)" msgstr "低 (Tier1)" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Medium (Tier 2)" msgstr "中 (Tier 2)" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "High (Tier 3)" msgstr "高 (Tier 3)" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Use Defaults" msgstr "デフォルト値を使用" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Standard Shader" msgstr "スタンダードシェーダー" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Standard Shader Quality" msgstr "スタンダードシェーダー品質" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Reflection Probes Box Projection" msgstr "リフレクションプローブのボックス投影" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Reflection Probes Blending" msgstr "リフレクションプローブブレンド" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Detail Normal Map" msgstr "詳細法線マップ" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Cascaded Shadows" msgstr "カスケードシャドウ" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Prefer 32-bit shadow maps" msgstr "32ビットシャドウマップを優先する" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Enable Semitransparent Shadows" msgstr "半透明の影を有効にする" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Enable Light Probe Proxy Volume" msgstr "ライトプローブプロキシボリュームを有効にする" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Use HDR" msgstr "HDRの使用" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "HDR Mode" msgstr "HDRモード" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Lightmap Stripping" msgstr "ライトマップストリッピング" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Fog Stripping" msgstr "フォグストリッピング" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Fog Keep Exp 2" msgstr "フォグ 指数 2 乗を維持" #: Editor/Mono/SettingsWindow/GraphicsSettingsEditors.cs:1 msgid "Instancing Stripping" msgstr "インスタンシングストリッピング" #: Editor/Mono/SettingsWindow/OtherRenderingEditor.cs:1 msgid "Controls the visibility of the halo effect around lights in the Scene." msgstr "シーンのライト周辺のハローエフェクトの可視性を制御します" #: Editor/Mono/SettingsWindow/OtherRenderingEditor.cs:1 msgid "Specifies the Texture used when drawing the halo effect around lights in the Scene" msgstr "シーンのライトの周囲にハローエフェクトを描画するときに使用するテクスチャを指定します" #: Editor/Mono/SettingsWindow/OtherRenderingEditor.cs:1 msgid "Controls the visibility of lens flares from lights in the Scene." msgstr "シーンのライトからのレンズフレアの可視性を制御します" #: Editor/Mono/SettingsWindow/OtherRenderingEditor.cs:1 msgid "Controls the time over which lens flares fade from view after initially appearing." msgstr "最初に現れた後、レンズフレアがビューから退色する時間を制御します" #: Editor/Mono/SettingsWindow/OtherRenderingEditor.cs:1 msgid "Specifies the Texture mask used to cast shadows, create silhouettes, or patterned illumination when using spot lights." msgstr "スポットライトを使用するときに、影のキャスト、シルエットの作成、またはパターン化された照明に使用するテクスチャマスクを指定します" #: Editor/Mono/WebViewEditorWindow/WebViewEditorWindow.cs:1 msgid "About" msgstr "概要" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "Record" msgstr "記録" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "Record profiling information" msgstr "プロファイリング情報を記録します" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "RT 0" msgstr "RT 0" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "Show render target #0" msgstr "レンダーターゲットを表示 #0" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "RT 1" msgstr "RT 1" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "Show render target #1" msgstr "レンダーターゲットを表示 #1" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "RT 2" msgstr "RT 2" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "Show render target #2" msgstr "レンダーターゲットを表示 #2" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "RT 3" msgstr "RT 3" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "Show render target #3" msgstr "レンダーターゲットを表示 #3" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "RT 4" msgstr "RT 4" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "Show render target #4" msgstr "レンダーターゲットを表示 #4" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "RT 5" msgstr "RT 5" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "Show render target #5" msgstr "レンダーターゲットを表示 #5" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "RT 6" msgstr "RT 6" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "Show render target #6" msgstr "レンダーターゲットを表示 #6" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "RT 7" msgstr "RT 7" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "Show render target #7" msgstr "レンダーターゲットを表示 #7" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "Show depth buffer" msgstr "深度バッファを表示" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "Show all (RGB) color channels" msgstr "すべて (RGB) のカラーチャンネルを表示" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "Show red channel only" msgstr "赤のチャンネルのみ表示" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "Show green channel only" msgstr "緑のチャンネルのみ表示" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "Show blue channel only" msgstr "青のチャンネルのみ表示" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "Show alpha channel only" msgstr "アルファチャンネルのみ表示" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "Which render target color channels to show" msgstr "レンダーターゲットのどのカラーチャンネルを表示するか" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "Levels" msgstr "レベル" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "Render target display black/white intensity levels" msgstr "レンダーターゲット表示の黒/白の強さレベル" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "Click to select shader" msgstr "クリックして、シェーダーを選択します" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "Click to copy shader and keywords text to clipboard." msgstr "クリックすると、シェイダーとキーワードのテキストがクリップボードにコピーされます" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "Disable" msgstr "無効 " #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "Enable" msgstr "有効" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "Frame Debug" msgstr "フレームデバッグ" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "Copy value" msgstr "値をコピー" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 msgid "Why this draw call can't be batched with the previous one" msgstr "このドローコールを前のバッチとバッチ処理できない理由" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 Editor-Missing:Missing detected at runtime. msgid "Go back one frame" msgstr "1 フレーム戻る" #: Editor/Mono/PerformanceTools/FrameDebugger.cs:1 Editor-Missing:Missing detected at runtime. msgid "Go one frame forwards" msgstr "1 フレーム進む" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Enable Code Coverage" msgstr "コードカバレッジを有効にする" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Check this to enable Code Coverage." msgstr "コードカバレッジを有効にするにはこれにチェックを入れます。" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Maximum Cache Size (GB)" msgstr "最大キャッシュサイズ (GB)" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "The size of the GI Cache folder will be kept below this maximum value when possible. A background job will periodically clean up the oldest unused files." msgstr "GI キャッシュフォルダーのサイズは、可能な場合はこの最大値より低く保たれます。バックグラウンドの処理で、古い使用されていないファイルは定期的にクリーンアップされます" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Custom cache location" msgstr "カスタムキャッシュの場所" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Specify the GI Cache folder location." msgstr "GIキャッシュフォルダーの場所を指定します" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Cache Folder Location" msgstr "キャッシュフォルダーの場所" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "The GI Cache folder is shared between all projects." msgstr "GIキャッシュフォルダーは、すべてのプロジェクト間で共有されます" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Cache compression" msgstr "キャッシュの圧縮" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Use fast realtime compression for the GI cache files to reduce the size of generated data. Disable it and clean the cache if you need access to the raw data generated by Enlighten." msgstr "生成されるデータのサイズを削減するために、GIキャッシュファイルの高速なリアルタイム圧縮を有効にします。生のEnlightenデータにアクセスする必要がある場合、キャッシュの圧縮を無効にして、キャッシュを削除してください" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Max Sprite Atlas Cache Size (GB)" msgstr "最大スプライトアトラスキャッシュ(GB)" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "The size of the Sprite Atlas Cache folder will be kept below this maximum value when possible. Change requires Editor restart" msgstr "スプライトアトラスキャッシュフォルダーのサイズは、可能な場合はこの最大値より低く保たれます。この値を変更すると、エディターの再起動が必要です" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Open by file extension" msgstr "拡張子に従う" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Browse..." msgstr "ブラウズ..." #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Auto Refresh" msgstr "自動更新" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Load Previous Project on Startup" msgstr "起動時に前回のプロジェクトをロード" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Compress Assets on Import" msgstr "インポート時の圧縮" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "macOS Color Picker" msgstr "macOS カラーピッカー" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Disable Editor Analytics (Pro Only)" msgstr "エディター分析を無効にする(Proのみ)" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Show Asset Store search hits" msgstr "アセットストアの検索結果を表示" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Verify Saving Assets" msgstr "アセットの保存を確認" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Script Changes While Playing" msgstr "再生中のスクリプト変更" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Editor Skin" msgstr "エディタースキン" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Personal" msgstr "パーソナル" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Professional" msgstr "プロフェッショナル" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Enable Alpha Numeric Sorting" msgstr "英数字順のソートを有効にする" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Editor Attaching" msgstr "デバッガーのアタッチ" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Changing this setting requires a restart to take effect." msgstr "有効にするにはエディターを再起動する必要があります" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Revision Control Diff/Merge" msgstr "リビジョン管理 Diff/Merge" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "External Script Editor" msgstr "外部のスクリプトエディター" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Image application" msgstr "画像アプリケーション" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Cache settings can't be changed while lightmapping is being computed." msgstr "ライトマップが計算されている間、キャッシュ設定を変更することはできません" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Clean Cache" msgstr "キャッシュを消去" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Browse for GI Cache location" msgstr "GIキャッシュフォルダーをブラウズ" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Cache size is" msgstr "キャッシュサイズは" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Please wait..." msgstr "しばらくお待ち下さい…" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Editor Language (Experimental)" msgstr "エディター言語(実験的)" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Editor language" msgstr "エディター言語" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1 msgid "Auto Refresh must be set when using Collaboration feature." msgstr "自動更新はCollaboration機能を使用時に限ります" #: Editor/Mono/PreferencesWindow/DiagnosticsSwitchPreferences.cs:1 msgid "Some settings will not take effect until you restart Unity." msgstr "設定の一部はUnityを再起動するまで有効になりません" #: Editor/Mono/PreferencesWindow/CacheServerPreferences.cs:1 msgid "The size of the local asset cache server folder will be kept below this maximum value." msgstr "ローカルのアセットキャッシュサーバーフォルダーのサイズは、この最大値より低く保たれます" #: Editor/Mono/PreferencesWindow/CacheServerPreferences.cs:1 msgid "Specify the local asset cache server folder location." msgstr "ローカルアセットキャッシュサーバーのフォルダーの場所を指定します" #: Editor/Mono/PreferencesWindow/CacheServerPreferences.cs:1 msgid "The local asset cache server folder is shared between all projects." msgstr "ローカルアセットキャッシュサーバーフォルダーは、すべてのプロジェクトで共有されます" #: Editor/Mono/PreferencesWindow/CacheServerPreferences.cs:1 msgid "Check Cache Size" msgstr "キャッシュサイズを確認" #: Editor/Mono/PreferencesWindow/CacheServerPreferences.cs:1 msgid "Check the size of the local asset cache server - can take a while" msgstr "ローカルアセットキャッシュサーバーのサイズを確認 - 時間がかかる場合があります" #: Editor/Mono/PreferencesWindow/CacheServerPreferences.cs:1 msgid "New Projects default asset pipeline" msgstr "新しいプロジェクトのデフォルトアセットパイプライン" #: Editor/Mono/PreferencesWindow/CacheServerPreferences.cs:1 msgid "The default asset pipeline used when creating a new project. Note that this default can be overridden by using a -adb1 or -adb2 command line argument." msgstr "新しいプロジェクトを作成するときに使用されるデフォルトのアセットパイプライン。 このデフォルトは、-adb1 または -adb2 コマンドライン引数を使用してオーバーライドできます。" #: Editor/Mono/PreferencesWindow/CacheServerPreferences.cs:1 msgid "Browse for local asset cache server location" msgstr "ローカルアセットキャッシュサーバーの場所をブラウズする" #: Editor/Mono/PreferencesWindow/CacheServerPreferences.cs:1 msgid "Asset pipeline v1" msgstr "アセットパイプライン v1" #: Editor/Mono/PreferencesWindow/CacheServerPreferences.cs:1 msgid "Asset pipeline v2 (experimental)" msgstr "アセットパイプライン v2(実験的)" #: Editor/Mono/PreferencesWindow/CacheServerPreferences.cs:1 msgid "Cache size is unknown" msgstr "キャッシュサイズは不明" #: Editor/Mono/SerializedProperty/SerializedPropertyTreeView.cs:1 msgid "Lock Selection" msgstr "選択をロック" #: Editor/Mono/SerializedProperty/SerializedPropertyTreeView.cs:1 msgid "Limits the table contents to the active selection." msgstr "テーブルコンテンツをアクティブな選択物のみに制限します" #: Editor/Mono/SerializedProperty/SerializedPropertyTreeView.cs:1 msgid "Disable All" msgstr "すべてを無効にする" #: Editor/Mono/SerializedProperty/SerializedPropertyTreeView.cs:1 msgid "Disables all filters." msgstr "すべてのフィルターを無効にします" #: Editor/Mono/SerializedProperty/SerializedPropertyTreeView.cs:1 msgid "Invert Result" msgstr "反転結果 " #: Editor/Mono/SerializedProperty/SerializedPropertyTreeView.cs:1 msgid "Inverts the filtered results." msgstr "フィルター結果を反転します" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerDrawUtils.cs:1 msgid "Adds this group to set of soloed groups" msgstr "このグループを単独のグループ群として追加" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerDrawUtils.cs:1 msgid "Mutes this group" msgstr "このグループをミュート" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerDrawUtils.cs:1 msgid "Bypasses the effects on this group" msgstr "このグループへの影響をバイパスします" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerDrawUtils.cs:1 msgid "Drag horizontally to change wet mix levels or vertically to change order of effects. Note: Enable wet mixing in the context menu." msgstr "水平方向にドラッグしてウェットミックスレベルを変更するか、垂直方向にドラッグしてエフェクトの順序を変更します。 注記:コンテキストメニューでウェットミキシングを有効にします" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerDrawUtils.cs:1 msgid "Place the attenuation slot in the effect stack where attenuation should take effect" msgstr "エフェクトスタックに減衰を有効にする減衰スロットを配置します" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerDrawUtils.cs:1 msgid "Connect to a Receive in the context menu or in the inspector" msgstr "コンテキストメニューまたはインスペクターで Receive に接続" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerDrawUtils.cs:1 msgid "Connect a Send to this Receive" msgstr "\"送信\"をこの\"受信\"に接続" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerDrawUtils.cs:1 msgid "Connect a Send to this Duck Volume" msgstr "\"送信\"をこの\"ダックボリューム\"に接続" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerDrawUtils.cs:1 msgid "Ducking Fader" msgstr "ダッキングフェーダー" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerDrawUtils.cs:1 msgid "Attenuation fader" msgstr "減衰フェーダー" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerDrawUtils.cs:1 msgid "The VU meter shows the current level of the mix of all sounds and subgroups." msgstr "VU メーターは、すべてのサウンドとサブグループの現在のレベルのミックスを示します" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerDrawUtils.cs:1 msgid "Referenced groups" msgstr "参照グループ" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerDrawUtils.cs:1 msgid "Mixer groups that are hidden but are referenced by the visible mixer groups are shown here for convenience" msgstr "それ自体は非表示であるけれど、表示されたミキサーグループによって参照されるミキサーグループをここで表示します" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerChannelStripView.cs:1 msgid "Toggle bypass on this effect" msgstr "このエフェクトのバイパスを切り替える" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerChannelStripView.cs:1 msgid "Allow Wet Mixing (causes higher memory usage)" msgstr "ウェットミキシングを許可 (メモリ消費大)" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerChannelStripView.cs:1 Editor-Missing:Missing detected at runtime. msgid "Add..." msgstr "追加..." #: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectView.cs:1 msgid "Wet" msgstr "ウェット" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectView.cs:1 msgid "Enables/disables wet/dry ratio on this effect. Note that this makes the DSP graph more complex and requires additional CPU and memory, so use it only when necessary." msgstr "このエフェクトのウェット/ドライの割合を有効/無効にします。 これにより、DSP グラフが複雑になり、追加の CPU とメモリが必要になるため、必要なときにのみ使用してください" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectView.cs:1 msgid "Edit in Playmode" msgstr "再生モードで編集" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectView.cs:1 msgid "Add Effect" msgstr "エフェクトを追加" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectView.cs:1 msgid "Send level" msgstr "レベルを送信" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectView.cs:1 msgid "Receive" msgstr "受信" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectView.cs:1 msgid "Copy effect settings to all snapshots" msgstr "エフェクト設定をすべてのスナップショットにコピー" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectView.cs:1 msgid "Copy effect settings to all snapshots, including wet level" msgstr "ウェットを含んだエフェクト設定を、すべてのスナップショットにコピー" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectView.cs:1 msgid "Remove this effect" msgstr "このエフェクトを削除" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectView.cs:1 msgid "No valid Receive targets found" msgstr "有効な受信ターゲットが見つかりませんでした" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectView.cs:1 msgid "No Send sources connected." msgstr "送り主が接続されていません" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerExposedParameterView.cs:1 msgid "Unexpose" msgstr "公開しない" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerGroupViewList.cs:1 msgid "Views" msgstr "ビュー" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerGroupViewList.cs:1 msgid "A view is the saved visibility state of the current Mixer Groups. Use views to setup often used combinations of Mixer Groups." msgstr "ビューは現在のミキサーグループの保存された視界状態です。ビューを使用して、頻繁に使うミキサーグループの組み合わせを設定できます。" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerExposedParametersPopup.cs:1 msgid "Audio Mixer parameters can be exposed to scripting. Select an Audio Mixer Group, right click one of its properties in the Inspector and select 'Expose'." msgstr "オーディオミキサーのパラメーターはスクリプトから変更可能です。オーディオミキサーグループを選択し、インスペクターでプロパティーの1つを右クリックして「公開」を選択してください。" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1 msgid "Audio Mixer" msgstr "オーディオミキサー" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1 msgid "RMS" msgstr "RMS" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1 msgid "Switches between RMS (Root Mean Square) metering and peak metering. RMS is closer to the energy level and perceived loudness of the sound (hence lower than the peak meter), while peak-metering is useful for monitoring spikes in the signal that can cause clipping." msgstr "RMS(Root Mean Square)計測とピーク値計測を切り替えます。RMSはエネルギーレベルに近く、音の大きさの値が得られます(したがって、ピーク値計測より値は低い)。一方、ピーク値計測はクリッピングの原因となる信号のスパイクを監視するのに便利です。" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1 msgid "Select an Audio Mixer" msgstr "オーディオミキサーを選択します" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1 msgid "Select an Audio Mixer Group from another Audio Mixer to output to. If 'None' is selected, then output is routed directly to the Audio Listener." msgstr "もう1つのオーディオミキサーからオーディオミキサーグループを選択して、そこに出力します。[なし]を選択すると、出力は直接オーディオリスナーに送られます" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1 msgid "Create an AudioMixer asset from the Project Browser to get started" msgstr "まず、プロジェクトブラウザでAudioMixerアセットを作成してください" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1 msgid "Sort groups alphabetically" msgstr "グループをアルファベット順にソートする" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1 msgid "Show referenced groups" msgstr "参照したグループを表示" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1 msgid "Show group connections" msgstr "グループ接続を表示" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1 msgid "Only highlight selected group connections" msgstr "ハイライト選択されたグループ接続のみ" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1 msgid "Vertical layout" msgstr "垂直レイアウト" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1 msgid "Horizontal layout" msgstr "水平レイアウト" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1 msgid "Use RMS metering for display" msgstr "表示にRMS測定を使用する" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1 msgid "Use peak metering for display" msgstr "表示にピーク測定を使用する" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1 msgid "DEVELOPER/Groups Rendered Above" msgstr "開発者/上でレンダーされたグループ" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1 msgid "DEVELOPER/Build 10 groups" msgstr "開発者/10グループをビルド" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1 msgid "DEVELOPER/Build 20 groups" msgstr "開発者/20グループをビルド" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1 msgid "DEVELOPER/Build 40 groups" msgstr "開発者/40グループをビルド" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1 msgid "DEVELOPER/Build 80 groups" msgstr "開発者/80グループをビルド" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1 msgid "DEVELOPER/Build 160 groups" msgstr "開発者/160グループをビルド" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1 msgid "DEVELOPER/Build chain of 10 groups" msgstr "開発者/10グループのビルドチェーン" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1 msgid "DEVELOPER/Build chain of 20 groups " msgstr "開発者/20グループのビルドチェーン" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1 msgid "DEVELOPER/Build chain of 40 groups" msgstr "開発者/40グループのビルドチェーン" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1 msgid "DEVELOPER/Build chain of 80 groups" msgstr "開発者/80グループのビルドチェーン" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1 msgid "DEVELOPER/Show overlays" msgstr "開発者/オーバーレイを表示" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1 msgid "No Audio Mixers found in this project" msgstr "このプロジェクトにはオーディオミキサーが見つかりませんでした" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1 msgid "Edit in Play Mode" msgstr "再生モードで編集" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:1 Editor-Missing:Missing detected at runtime. msgid "Are scene and inspector changes recorded into the animation curves?" msgstr "シーンとインスペクターの変更はアニメーションカーブに記録されていますか。" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerSnapshotView.cs:1 msgid "Snapshots" msgstr "スナップショット" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerSnapshotView.cs:1 msgid "A snapshot is a set of values for all parameters in the mixer. When using the mixer, you modify parameters in the selected snapshot. Blend between multiple snapshots at runtime." msgstr "スナップショットはミキサーのすべてのパラメーターの値です。ミキサー利用するときは、選択したスナップショットでパラメーターを変更します。実行時に複数のスナップショットの値を混合します。" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerSnapshotView.cs:1 msgid "Set as start Snapshot" msgstr "開始スナップショットとして設定する" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectGUI.cs:1 msgid "Linear Snapshot Transition" msgstr "リニアスナップショット遷移" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectGUI.cs:1 msgid "Smoothstep Snapshot Transition" msgstr "Smoothstepスナップショット遷移" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectGUI.cs:1 msgid "Squared Snapshot Transition" msgstr "平方スナップショット遷移" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectGUI.cs:1 msgid "SquareRoot Snapshot Transition" msgstr "平方根スナップショット遷移" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectGUI.cs:1 msgid "BrickwallStart Snapshot Transition" msgstr "レンガ壁開始スナップショット遷移" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectGUI.cs:1 msgid "BrickwallEnd Snapshot Transition" msgstr "レンガ壁終了スナップショット遷移" #: Editor/Mono/Audio/Mixer/GUI/AudioMixersTreeView.cs:1 msgid "Mixers" msgstr "ミキサー" #: Editor/Mono/Audio/Mixer/GUI/AudioMixersTreeView.cs:1 msgid "All mixers in the project are shown here. By default, a mixer outputs to the AudioListener but mixers can also route their output to other mixers. Each mixer shows where it outputs (in parenthesis). To reroute a mixer simply drag the mixer upon another mixer and select a group from the popup." msgstr "プロジェクト内の全てのミキサーが表示されます。デフォルトではミキサーの出力はオーディオリスナーですが、ミキサーの出力先を他のミキサーにすることも出来ます。それぞれのミキサーはその出力先をかっこ()内に表示します。ミキサーの出力先を変更するには、ミキサーを他のミキサーの上にドラッグしポップアップからグループを選択してください。" #: Editor/Mono/Audio/Mixer/GUI/AudioMixersTreeView.cs:1 msgid "+" msgstr "+" #: Editor/Mono/Audio/Mixer/GUI/AudioMixersTreeView.cs:1 msgid "Add mixer asset. The asset will be saved in the same folder as the current selected mixer or, if none is selected, saved in the Assets folder." msgstr "ミキサーアセットを加えます。このアセットは現在選択中のミキサーがあればそれと同じフォルダーに保存され、なければAssetsフォルダーに保存されます。" #: Editor/Mono/Audio/Mixer/GUI/AudioMixersTreeView.cs:1 msgid "Delete AudioMixer" msgstr "オーディオミキサーを削除" #: Editor/Mono/Audio/Mixer/GUI/AudioMixersTreeView.cs:1 msgid "Select Output Audio Mixer Group" msgstr "出力のオーディオミキサーグループを選択" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerGroupTreeView.cs:1 msgid "Groups" msgstr "グループ" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerGroupTreeView.cs:1 msgid "An Audio Mixer Group is used by e.g Audio Sources to modify the audio output before it reaches the Audio Listener. An Audio Mixer Group will route its output to another Audio Mixer Group if it is made a child of that group. The Master Group will route its output to the Audio Listener if it doesn't route its output into another Mixer." msgstr "オーディオミキサーグループは、オーディオソース(音源)がオーディオリスナーに音を送る前に内容を調節したい時に利用出来ます。オーディオミキサーグループは出力を自分の子として設定されている別のオーディオミキサーグループにつなぐことが出来ます。マスターグループは出力先が別のミキサーになっていなければ、オーディオリスナーに出力します" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerGroupTreeView.cs:1 msgid "Add child group" msgstr "子グループを追加" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerGroupTreeView.cs:1 msgid "Add sibling group" msgstr "同階層グループを追加" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerGroupTreeView.cs:1 msgid "Modifying group topology in play mode is not allowed" msgstr "再生モードでグループトポロジーを修正することは許可されていません" #: Editor/Mono/Collab/CollabDialogs.cs:1 msgid "Describe your changes here" msgstr "ここに変更を記述してください" #: Editor/Mono/Collab/CollabDialogs.cs:1 msgid "Changed assets:" msgstr "アセットを変更:" #: Editor/Mono/Collab/CollabDialogs.cs:1 msgid "Publish" msgstr "公開" #: Editor/Mono/Collab/CollabDialogs.cs:1 msgid "Issues:" msgstr "問題:" #: Editor/Mono/Collab/CollabDialogs.cs:1 msgid "Accept" msgstr "受け入れる" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1 msgid "Error: The Prefab contents root has been deleted.\n\nPrefab: " msgstr "エラー: プレハブコンテンツのルートが削除されました。\n\nプレハブ: " #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1 msgid "Error: The root GameObject of the opened Prefab has been moved out of the Prefab Stage scene by a script.\n\nPrefab: " msgstr "エラー: 開いたプレハブのルートゲームオブジェクトはスクリプトによってプレハブステージのシーンから移動されています。\n\nプレハブ: " #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1 msgid "Prefab Has Been Changed on Disk" msgstr "プレハブはディスク上で変更されています" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1 msgid "You have modifications to the Prefab '{0}' that was changed on disk while in Prefab Mode. Do you want to keep your changes or reload the Prefab and discard your changes?" msgstr "プレハブモードの間にディスク上で変更されたプレハブ'{0}'に変更をくわえています。自分が行った変更を維持しますか、それともプレハブを再読み込みして自分が行った変更を破棄しますか。" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1 msgid "Keep Changes" msgstr "変更を維持する" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1 msgid "Saving Variant Failed" msgstr "バリアントの保存に失敗" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1 msgid "Can't save the Prefab Variant when its base Prefab is missing. You have to unpack the root GameObject or recover the missing base Prefab in order to save the Prefab Variant" msgstr "ベースプレハブがない場合には、プレハブバリアントを保存できません。プレハブバリアントを保存するには、ルートのゲームオブジェクトを展開するか、足りないベースプレハブを復元する必要があります。" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1 msgid "\n\nAuto Save has been temporarily disabled." msgstr "\n\n自動保存は一時的に無効になっています。" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1 msgid "Saving failed. Check the Console window to get more insight into what needs to be fixed." msgstr "保存に失敗しました。何を修正すべきかに関する情報は、コンソール画面を確認してください。" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1 msgid "Save Prefab has failed" msgstr "プレハブの保存に失敗しました" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1 msgid "Overwriting the same path as another open prefab is not allowed." msgstr "他のオープンプレハブは使用できないので、同じパスを上書きします" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1 msgid "Rename Prefab File Not Possible" msgstr "プレハブのファイル名は変更できません" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1 msgid "The Prefab file name must match the Prefab root GameObject name but there is already a Prefab asset with the file name '{0}' in the same folder. The root GameObject name will therefore be changed back to match the Prefab file name when saving." msgstr "プレハブのファイル名はプレハブのルートのゲームオブジェクト名と一致しなくてはなりませんが、すでに、ファイル名'{0}'のプレハブアセットが同じフォルダー内に存在します。したがって、ルートのゲームオブジェクト名は、保存するときにプレハブのファイル名に合わせて変更されます。" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1 msgid "Cancel Save" msgstr "保存をキャンセル" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1 msgid "Rename Prefab File?" msgstr "プレハブのファイル名を変更しますか?" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1 msgid "The Prefab file name must match the Prefab root GameObject name. Do you want to rename the file to '{0}' or use the old name '{1}' for both?" msgstr "プレハブのファイル名はプレハブのルートのゲームオブジェクト名に一致する必要があります。ファイル名を '{0}' に変更しますか、それとも、古い名前 '{1}' を両方に使用しますか?" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1 msgid "Rename File" msgstr "ファイル名を変更" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1 msgid "Use Old Name" msgstr "古い名前を使用" #: Editor/Mono/VersionControl/UI/VCWindowPending.cs:1 msgid "Apply All Incoming Changes" msgstr "全ての変更を適用" #: Editor/Mono/VersionControl/UI/VCWindowPending.cs:1 msgid "Incoming (xx)" msgstr "受信 (xx)" #: Editor/Mono/VersionControl/UI/VCWindowPending.cs:1 msgid "Outgoing" msgstr "送信" #: Editor/Mono/VersionControl/UI/VCWindowPending.cs:1 msgid "Delete Empty Changesets" msgstr "空のチェンジセットを削除" #: Editor/Mono/GUI/PackageImportTreeView.cs:1 msgid "This is a new Asset" msgstr "これは新しいアセットです" #: Editor/Mono/GUI/PackageImportTreeView.cs:1 msgid "These files will be deleted!" msgstr "これらのファイルは削除されます!" #: Editor/Mono/GUI/PackageImportTreeView.cs:1 msgid "Warning: File exists in project, but with different GUID. Will override existing asset which may be undesired." msgstr "警告:ファイルはプロジェクトに存在しますが、異なるGUIDを伴っています。 適切でない可能性がある既存のアセットは上書きされます" #: Editor/Mono/GUI/PackageImportTreeView.cs:1 msgid "This file is new or has changed." msgstr "このファイルは新しいか、または変更されました" #: Editor/Mono/GUI/ObjectField.cs:1 msgid "Scene mismatch (cross scene references not supported)" msgstr "シーンの不一致 (シーンをまたいだ参照はサポートされません)" #: Editor/Mono/GUI/ObjectField.cs:1 msgid "Type mismatch" msgstr "タイプの不一致" #: Editor/Mono/GUI/AboutWindow.cs:1 msgid "Developer Mode {0}" msgstr "開発者モード {0}" #: Editor/Mono/GUI/AboutWindow.cs:1 msgid "On" msgstr "オン" #: Editor/Mono/GUI/AboutWindow.cs:1 msgid "Off" msgstr "オフ" #: Editor/Mono/GUI/AssetSaveDialog.cs:1 msgid "Save Selected" msgstr "選択したものを保存" #: Editor/Mono/GUI/AssetSaveDialog.cs:1 msgid "Save Assets" msgstr "アセットを保存" #: Editor/Mono/GUI/WindowLayout.cs:1 msgid "Save Layout" msgstr "レイアウト保存" #: Editor/Mono/GUI/WindowLayout.cs:1 msgid "Delete Layout" msgstr "レイアウトを削除" #: Editor/Mono/GUI/WindowLayout.cs:1 msgid "Invalid characters: {0}" msgstr "無効な文字: {0}" #: Editor/Mono/GUI/FoldoutHeader.cs:1 msgid "You can't nest Foldout Headers, end it with EndHeaderFoldoutGroup." msgstr "折り畳みヘッダーをネストにすることはできません。EndHeaderFoldoutGroupで終了させてください。" #: Editor/Mono/GUI/ColorPicker.cs:1 msgid "Number of stops to over- or under-expose the color." msgstr "カラーの露出を高くする/低くするために停止する回数" #: Editor/Mono/GUI/ColorPicker.cs:1 msgid "Hexadecimal" msgstr "16 進数" #: Editor/Mono/GUI/ColorPicker.cs:1 msgid "Swatches" msgstr "スウォッチ" #: Editor/Mono/GUI/ColorPicker.cs:1 msgid "RGB 0-255" msgstr "RGB 0-255" #: Editor/Mono/GUI/ColorPicker.cs:1 msgid "RGB 0-1.0" msgstr "RGB 0-1.0" #: Editor/Mono/GUI/ColorPicker.cs:1 msgid "HSV" msgstr "HSV" #: Editor/Mono/GUI/ColorPicker.cs:1 msgid "HDR Color" msgstr "HDR カラー" #: Editor/Mono/GUI/ColorPicker.cs:1 msgid "Pick a color from the screen." msgstr "画面から色を選択します。" #: Editor/Mono/GUI/PackageExport.cs:1 msgid "Include dependencies" msgstr "依存を含める" #: Editor/Mono/GUI/PackageExport.cs:1 msgid "Items to Export" msgstr "エクスポートする項目" #: Editor/Mono/GUI/PackageExport.cs:1 msgid "Export..." msgstr "エクスポート..." #: Editor/Mono/GUI/PragmaFixingWindow.cs:1 msgid "Unity - #pragma fixing" msgstr "Unity - #pragma fixing" #: Editor/Mono/GUI/ReorderableList.cs:1 msgid "List is Empty" msgstr "リストは空です" #: Editor/Mono/GUI/ReorderableList.cs:1 Editor-Missing:Missing detected at runtime. msgid "Add to list" msgstr "リストに追加" #: Editor/Mono/GUI/FallbackEditorWindow.cs:1 msgid "Failed to load" msgstr "ロードに失敗しました" #: Editor/Mono/GUI/BumpMapSettingsFixingWindow.cs:1 msgid "A Material is using the texture as a normal map.\nThe texture must be marked as a normal map in the import settings." msgstr "通常のテクスチャとして設定されているものが法線マップに使用されています。\n\n法線マップに使用するものはインポート設定で法線マップとして設定されている必要があります" #: Editor/Mono/GUI/BumpMapSettingsFixingWindow.cs:1 msgid "NormalMap settings" msgstr "法線マップ設定" #: Editor/Mono/GUI/Toolbar.cs:1 msgid "Which layers are visible in the Scene views." msgstr "シーンビューに選択するレイヤーを選択します" #: Editor/Mono/GUI/Toolbar.cs:1 msgid "Editor tool" msgstr "エディターツール" #: Editor/Mono/GUI/Toolbar.cs:1 msgid "Account" msgstr "アカウント" #: Editor/Mono/GUI/Toolbar.cs:1 msgid "Go to account" msgstr "アカウントに移動" #: Editor/Mono/GUI/Toolbar.cs:1 msgid "Sign in..." msgstr "サインイン..." #: Editor/Mono/GUI/Toolbar.cs:1 msgid "Upgrade to Pro" msgstr "Proにアップグレード" #: Editor/Mono/GUI/Toolbar.cs:1 msgid "Move Tool" msgstr "移動ツール" #: Editor/Mono/GUI/Toolbar.cs:1 msgid "Rotate Tool" msgstr "回転ツール" #: Editor/Mono/GUI/Toolbar.cs:1 msgid "Scale Tool" msgstr "スケールツール" #: Editor/Mono/GUI/Toolbar.cs:1 msgid "Rect Tool" msgstr "矩形ツール" #: Editor/Mono/GUI/Toolbar.cs:1 Editor-Missing:Missing detected at runtime. msgid "Move, Rotate or Scale selected objects." msgstr "選択したオブジェクトを移動、回転、または、スケールします" #: Editor/Mono/GUI/Toolbar.cs:1 msgid "Available Custom Editor Tools" msgstr "使用可能なカスタムエディターツール" #: Editor/Mono/GUI/Toolbar.cs:1 Editor-Missing:Missing detected at runtime. msgid "Orbit the Scene view." msgstr "シーンビューを周回します" #: Editor/Mono/GUI/Toolbar.cs:1 msgid "Pause" msgstr "一時停止" #: Editor/Mono/GUI/Toolbar.cs:1 msgid "Step" msgstr "ステップ実行" #: Editor/Mono/GUI/Toolbar.cs:1 msgid "Profiler Play" msgstr "プロファイラー" #: Editor/Mono/GUI/EditorUpdateWindow.cs:1 msgid "Unity Editor Update Check" msgstr "Unity エディターの更新をチェック" #: Editor/Mono/GUI/EditorUpdateWindow.cs:1 msgid "There is a new version of the Unity Editor available for download.\n\nCurrently installed version is {0}\nNew version is {1}" msgstr "ダウンロード可能な新しいバージョンのUnityエディターがあります\n\nご利用中のバージョン:{0}\n新しいバージョン:{1}" #: Editor/Mono/GUI/EditorUpdateWindow.cs:1 msgid "The Unity Editor is up to date. Currently installed version is {0}" msgstr "この Unity エディターは最新版です。現在、インストールされているバージョンは {0} です。" #: Editor/Mono/GUI/EditorUpdateWindow.cs:1 msgid "Check for Updates" msgstr "更新を確認" #: Editor/Mono/GUI/DockArea.cs:1 msgid "Maximize" msgstr "最大化" #: Editor/Mono/GUI/DockArea.cs:1 msgid "Close Tab" msgstr "タブを閉じる" #: Editor/Mono/GUI/DockArea.cs:1 msgid "Add Tab" msgstr "タブを追加" #: Editor/Mono/GUI/AssetPopupBackend.cs:1 msgid "Create New..." msgstr "新規作成..." #: Editor/Mono/GUI/Tools/EditorToolWindow.cs:1 msgid "Editor Tool" msgstr "エディターツール" #: Editor/Mono/GUI/Tools/EditorToolGUI.cs:1 msgid "Tools" msgstr "ツール" #: Editor/Mono/GUI/Tools/EditorToolGUI.cs:1 msgid "Recent" msgstr "最近" #: Editor/Mono/GUI/Tools/EditorToolGUI.cs:1 msgid "Available" msgstr "使用可能" #: Editor/Mono/GUI/Tools/EditorToolGUI.cs:1 msgid "No custom tools available" msgstr "利用可能なカスタムツールがありません" #: Editor/Mono/GUI/Tools/EditorToolGUI.cs:1 msgid "Local" msgstr "ローカル" #: Editor/Mono/GUI/Tools/EditorToolGUI.cs:1 Editor-Missing:Missing detected at runtime. msgid "Global" msgstr "グローバル" #: Editor/Mono/GUI/Tools/EditorToolGUI.cs:1 msgid "Toggle Tool Handle Position\n\nThe tool handle is placed at the center of the selection." msgstr "ツールハンドル位置を切り替えます。\n\nツールハンドルは、選択オブジェクトの中心に配置されます" #: Editor/Mono/GUI/Tools/EditorToolGUI.cs:1 msgid "Toggle Tool Handle Position\n\nThe tool handle is placed at the active object's pivot point." msgstr "ツールハンドル位置を切り替えます。\n\nツールハンドルはアクティブオブジェクトのピボットポイントに配置されます" #: Editor/Mono/GUI/Tools/EditorToolGUI.cs:1 msgid "Toggle Tool Handle Rotation\n\nTool handles are in the active object's rotation." msgstr "ツールハンドルの回転を切り替えます。\n\nツールハンドルはアクティブオブジェクトの回転になっています" #: Editor/Mono/GUI/Tools/EditorToolGUI.cs:1 msgid "Toggle Tool Handle Rotation\n\nTool handles are in global rotation." msgstr "ツールハンドルの回転を切り替えます。\n\nツールハンドルはグローバルの回転になっています" #: Editor/Mono/GUI/Tools/SnapSettings.cs:1 msgid "Snap All Axes" msgstr "全軸にスナップ" #: Editor/Mono/GUI/Tools/SnapSettings.cs:1 msgid "Snaps selected objects to the grid" msgstr "選択したオブジェクトをグリッドにスナップ" #: Editor/Mono/GUI/Tools/SnapSettings.cs:1 msgid "Snaps selected objects to the grid on the x axis" msgstr "選択したオブジェクトをX軸にスナップ" #: Editor/Mono/GUI/Tools/SnapSettings.cs:1 msgid "Snaps selected objects to the grid on the y axis" msgstr "選択したオブジェクトをY軸にスナップ" #: Editor/Mono/GUI/Tools/SnapSettings.cs:1 msgid "Snaps selected objects to the grid on the z axis" msgstr "選択したオブジェクトをZ軸にスナップ" #: Editor/Mono/GUI/Tools/SnapSettings.cs:1 msgid "Move X" msgstr "X移動" #: Editor/Mono/GUI/Tools/SnapSettings.cs:1 msgid "Grid spacing X" msgstr "X軸でグリッドに沿って移動" #: Editor/Mono/GUI/Tools/SnapSettings.cs:1 msgid "Move Y" msgstr "Y移動" #: Editor/Mono/GUI/Tools/SnapSettings.cs:1 msgid "Grid spacing Y" msgstr "Y軸でグリッドに沿って移動" #: Editor/Mono/GUI/Tools/SnapSettings.cs:1 msgid "Move Z" msgstr "Z移動" #: Editor/Mono/GUI/Tools/SnapSettings.cs:1 msgid "Grid spacing Z" msgstr "Z軸でグリッドに沿って移動" #: Editor/Mono/GUI/Tools/SnapSettings.cs:1 msgid "Grid spacing for scaling" msgstr "スケーリングのグリッド間隔" #: Editor/Mono/GUI/Tools/SnapSettings.cs:1 msgid "Grid spacing for rotation in degrees" msgstr "回転のグリッド間隔 (度)" #: Editor/Mono/GUI/Tools/BuiltinTools.cs:1 msgid "Handle Position and Rotation" msgstr "位置と回転を操作" #: Editor/Mono/GUI/Tools/BuiltinTools.cs:1 msgid "Transform Tool" msgstr "トランスフォームツール" #: Editor/Mono/GUI/FlexibleMenu/FlexibleMenu.cs:1 msgid "Add New Item" msgstr "新しいアイテムを追加" #: Editor/Mono/GUI/FlexibleMenu/FlexibleMenu.cs:1 msgid "Edit..." msgstr "編集..." #: Editor/Mono/GUI/TreeView/MultiColumnHeader.cs:1 msgid "Resize to Fit" msgstr "フィットするようにリサイズする" #: Editor/Mono/GUI/TreeView/ToggleTreeView.cs:1 msgid "Toggle All" msgstr "すべてを切り替える" #: Editor/Mono/GUI/TreeView/ToggleTreeView.cs:1 msgid "Expand All" msgstr "すべてを展開する" #: Editor/Mono/UnityConnect/UnityConnectConsentView.cs:1 msgid "Unity Application Consent Window" msgstr "Unity アプリケーションコンセントウィンドウ" #: Editor/Mono/GameView/GameView.cs:1 msgid "Game" msgstr "ゲーム" #: Editor/Mono/GameView/GameView.cs:1 msgid "Size of the game view on the screen." msgstr "画面上でのゲームビューのサイズ" #: Editor/Mono/GameView/GameView.cs:1 msgid "VSync" msgstr "VSync" #: Editor/Mono/GameView/GameView.cs:1 msgid "Maximize On Play" msgstr "再生時に最大化" #: Editor/Mono/GameView/GameView.cs:1 msgid "Mute Audio" msgstr "オーディオをミュート" #: Editor/Mono/GameView/GameView.cs:1 msgid "Stats" msgstr "統計情報" #: Editor/Mono/GameView/GameView.cs:1 msgid "Frame Debugger On" msgstr "フレームデバッガー有効" #: Editor/Mono/GameView/GameView.cs:1 msgid "Warn if No Cameras Rendering" msgstr "描画するカメラがない場合は警告します" #: Editor/Mono/GameView/GameView.cs:1 msgid "Clear Every Frame in Edit Mode" msgstr "エディットモードですべてのフレームをクリア" #: Editor/Mono/GameView/GameView.cs:1 msgid "Low Resolution Aspect Ratios" msgstr "低解像度アスペクト比" #: Editor/Mono/GameView/GameViewSizesMenuModifyItemUI.cs:1 msgid "Width & Height" msgstr "幅と高さ" #: Editor/Mono/GameView/GameViewSizesMenuModifyItemUI.cs:1 msgid "Label" msgstr "ラベル" #: Editor/Mono/GameView/GameViewSizesMenuModifyItemUI.cs:1 msgid "Fixed Resolution" msgstr "固定解像度" #: Editor/Mono/Sprites/SpritePackerWindow.cs:1 msgid "Pack" msgstr "パック" #: Editor/Mono/Sprites/SpritePackerWindow.cs:1 msgid "Repack" msgstr "再パック" #: Editor/Mono/Sprites/SpritePackerWindow.cs:1 msgid "View Atlas:" msgstr "アトラスを表示:" #: Editor/Mono/Sprites/SpritePackerWindow.cs:1 msgid "Page {0}" msgstr "ページ {0}" #: Editor/Mono/Sprites/SpritePackerWindow.cs:1 msgid "Legacy sprite packing is disabled. Enable it in Edit > Project Settings > Editor." msgstr "古いスプライトパッキングが無効です。以下で有効にして下さい。編集 > プロジェクト設定 > エディター" #: Editor/Mono/Sprites/SpritePackerWindow.cs:1 msgid "Open Project Editor Settings" msgstr "プロジェクトエディター設定を開く" #: Editor/Mono/Sprites/SpriteUtility.cs:1 msgid "Create a new animation for the game object '{0}':" msgstr "ゲームオブジェクト'{0}'用アニメーションの生成" #: Editor/Mono/Sprites/SpriteUtility.cs:1 msgid "Create New Animation" msgstr "新しいアニメーションの作成" #: Editor/Mono/Sprites/SpriteUtility.cs:1 msgid "There should be a SpriteRenderer in dragged object" msgstr "ドラッグされたオブジェクトにはスプライトレンダラーが必要です" #: Editor/Mono/Sprites/SpriteUtility.cs:1 msgid "Unable to add SpriteRenderer into Gameobject." msgstr "ゲームオブジェクトにスプライトレンダラーを追加できませんでした" #: Editor/Mono/Sprites/SpriteUtility.cs:1 msgid "Failed to create animation for dragged object" msgstr "ドラッグしたオブジェクトにアニメーションを生成できませんでした" #: Editor/Mono/Sprites/SpriteUtilityWindow.cs:1 msgid "Sprite Editor Window" msgstr "スプライトエディターウィンドウ " #: Editor/Mono/Sprites/SpriteUtilityWindow.cs:1 msgid "No Sprite Editor Window registered. Please download 2D Sprite package from Package Manager." msgstr "スプライトエディターウィンドウが登録されていません。パッケージマネージャーから2Dスプライトパッケージをダウンロードしてください。" #: Editor/Mono/LookDevView/LookDevSettingsWindow.cs:1 msgid "Multi-view" msgstr "複数表示" #: Editor/Mono/LookDevView/LookDevSettingsWindow.cs:1 msgid "Viewport" msgstr "ビューポート" #: Editor/Mono/LookDevView/LookDevSettingsWindow.cs:1 msgid "Environment Library" msgstr "環境ライブラリ" #: Editor/Mono/LookDevView/LookDevSettingsWindow.cs:1 msgid "Misc" msgstr "その他" #: Editor/Mono/LookDevView/LookDevSettingsWindow.cs:1 msgid "Fit View F" msgstr "一致するビュー F" #: Editor/Mono/LookDevView/LookDevSettingsWindow.cs:1 msgid "Save as new library" msgstr "新しいライブラリとして保存" #: Editor/Mono/LookDevView/LookDevSettingsWindow.cs:1 msgid "Save current library" msgstr "現在のライブラリを保存" #: Editor/Mono/LookDevView/LookDevSettingsWindow.cs:1 msgid "Reset View" msgstr "ビューをリセット" #: Editor/Mono/LookDevView/LookDevSettingsWindow.cs:1 msgid "Enable Tone Mapping" msgstr "トーンマッピングを有効にする" #: Editor/Mono/LookDevView/LookDevSettingsWindow.cs:1 msgid "Enable Auto Exposure" msgstr "自動エクスポージャーを有効にする" #: Editor/Mono/LookDevView/LookDevSettingsWindow.cs:1 msgid "Exposure Range" msgstr "表示範囲" #: Editor/Mono/LookDevView/LookDevSettingsWindow.cs:1 msgid "Enable Shadows" msgstr "シャドウを有効にする" #: Editor/Mono/LookDevView/LookDevSettingsWindow.cs:1 msgid "Shadow distance" msgstr "影の距離" #: Editor/Mono/LookDevView/LookDevSettingsWindow.cs:1 msgid "Show Chrome/grey balls" msgstr "クロム/グレーボールを表示" #: Editor/Mono/LookDevView/LookDevSettingsWindow.cs:1 msgid "Show Controls" msgstr "制御を表示" #: Editor/Mono/LookDevView/LookDevSettingsWindow.cs:1 msgid "Allow Different Objects" msgstr "異なるオブジェクトを許可" #: Editor/Mono/LookDevView/LookDevSettingsWindow.cs:1 msgid "Resynchronize Objects" msgstr "オブジェクトを再同期" #: Editor/Mono/LookDevView/LookDevSettingsWindow.cs:1 msgid "Rotate Objects" msgstr "オブジェクトを回転" #: Editor/Mono/LookDevView/LookDevSettingsWindow.cs:1 msgid "Rotate Objects speed" msgstr "オブジェクト回転速度" #: Editor/Mono/LookDevView/LookDevSettingsWindow.cs:1 msgid "Rotate environment" msgstr "環境を回転" #: Editor/Mono/LookDevView/LookDevSettingsWindow.cs:1 msgid "Rotate Env. speed" msgstr "環境回転速度" #: Editor/Mono/LookDevView/LookDevSettingsWindow.cs:1 msgid "Single1" msgstr "シングル1" #: Editor/Mono/LookDevView/LookDevSettingsWindow.cs:1 msgid "Single2" msgstr "シングル2" #: Editor/Mono/LookDevView/LookDevSettingsWindow.cs:1 msgid "Side by side" msgstr "一緒に並んだ" #: Editor/Mono/LookDevView/LookDevSettingsWindow.cs:1 msgid "Split-screen" msgstr "スプリット画面" #: Editor/Mono/LookDevView/LookDevSettingsWindow.cs:1 msgid "Zone" msgstr "ゾーン" #: Editor/Mono/LookDevView/LookDevSettingsWindow.cs:1 Editor-Missing:Missing detected at runtime. msgid "Toggles shadows on and off" msgstr "影のオンとオフを切り替える" #: Editor/Mono/LookDevView/LookDevSettingsWindow.cs:1 Editor-Missing:Missing detected at runtime. msgid "Toggles environment rotation on and off" msgstr "環境ローテーションのオンとオフを切り替える" #: Editor/Mono/LookDevView/LookDevEnvironmentWindow.cs:1 msgid "Angle offset" msgstr "角度オフセット" #: Editor/Mono/LookDevView/LookDevEnvironmentWindow.cs:1 msgid "Rotate the environment" msgstr "環境を回転します" #: Editor/Mono/LookDevView/LookDevEnvironmentWindow.cs:1 msgid "Reset Environment" msgstr "環境をリセットする" #: Editor/Mono/LookDevView/LookDevEnvironmentWindow.cs:1 msgid "Reset environment settings" msgstr "環境設定をリセットします" #: Editor/Mono/LookDevView/LookDevEnvironmentWindow.cs:1 msgid "Shadow brightness" msgstr "影の明るさ" #: Editor/Mono/LookDevView/LookDevEnvironmentWindow.cs:1 msgid "Shadow color" msgstr "シャドウカラー" #: Editor/Mono/LookDevView/LookDevEnvironmentWindow.cs:1 msgid "Set position to brightest point" msgstr "位置を最も明るい点に設定する" #: Editor/Mono/LookDevView/LookDevEnvironmentWindow.cs:1 msgid "Set the shadow direction to the brightest (higher value) point of the latLong map" msgstr "影の方向を緯度/経度マップの最も明るい (より高い値) 点に設定します" #: Editor/Mono/LookDevView/LookDevEnvironmentWindow.cs:1 msgid "Reset Shadows" msgstr "シャドウをリセットする" #: Editor/Mono/LookDevView/LookDevEnvironmentWindow.cs:1 msgid "Reset shadow properties" msgstr "シャドウプロパティーをリセットします" #: Editor/Mono/LookDevView/LookDevEnvironmentWindow.cs:1 msgid "HDRI View" msgstr "HDRI ビュー" #: Editor/Mono/LookDevView/LookDevEnvironmentWindow.cs:1 msgid "Manage your list of HDRI environments." msgstr "HDRI 環境のリストを管理します" #: Editor/Mono/LookDevView/LookDevEnvironmentWindow.cs:1 msgid "Drag and drop HDR panorama here." msgstr "HDR パノラマをここにドラッグアンドドロップしてください" #: Editor/Mono/LookDevView/LookDevViewsWindow.cs:1 msgid "EV" msgstr "EV" #: Editor/Mono/LookDevView/LookDevViewsWindow.cs:1 msgid "Exposure value: control the brightness of the environment." msgstr "露出値。環境の明度を制御します" #: Editor/Mono/LookDevView/LookDevViewsWindow.cs:1 msgid "Select an environment from the list of currently available environments" msgstr "現在使用可能な環境のリストから選択します" #: Editor/Mono/LookDevView/LookDevViewsWindow.cs:1 msgid "Change the rotation of the environment" msgstr "環境の回転を変更します" #: Editor/Mono/LookDevView/LookDevViewsWindow.cs:1 msgid "LoD" msgstr "LoD" #: Editor/Mono/LookDevView/LookDevViewsWindow.cs:1 msgid "Choose displayed LoD" msgstr "表示されたLoDを選択します" #: Editor/Mono/LookDevView/LookDevViewsWindow.cs:1 msgid "LoD (auto)" msgstr "LoD (自動)" #: Editor/Mono/LookDevView/LookDevViewsWindow.cs:1 msgid "Shading" msgstr "シェーディング" #: Editor/Mono/LookDevView/LookDevViewsWindow.cs:1 msgid "Select shading mode" msgstr "シェーディングモードの選択" #: Editor/Mono/LookDevView/LookDevViewsWindow.cs:1 msgid "Main View (1)" msgstr "メインビュー (1)" #: Editor/Mono/LookDevView/LookDevViewsWindow.cs:1 msgid "Second View (2)" msgstr "第2ビュー (2)" #: Editor/Mono/LookDevView/LookDevViewsWindow.cs:1 Editor-Missing:Missing detected at runtime. msgid "Links the property between the different views" msgstr "他のビューとプロパティーをリンクします" #: Editor/Mono/LookDevView/LookDevView.cs:1 Editor-Missing:Missing detected at runtime. msgid "Look Dev" msgstr "ルックデブ" #: Editor/Mono/LookDevView/LookDevView.cs:1 msgid "Drag and drop Prefabs here." msgstr "プレハブをここにドラッグアンドドロップしてください" #: Editor/Mono/LookDevView/LookDevView.cs:1 Editor-Missing:Missing detected at runtime. msgid "Single1 object view" msgstr "シングル1 オブジェクトビュー" #: Editor/Mono/LookDevView/LookDevView.cs:1 Editor-Missing:Missing detected at runtime. msgid "Single2 object view" msgstr "シングル2 オブジェクトビュー" #: Editor/Mono/LookDevView/LookDevView.cs:1 Editor-Missing:Missing detected at runtime. msgid "Side by side comparison view" msgstr "並べて比較するビュー" #: Editor/Mono/LookDevView/LookDevView.cs:1 Editor-Missing:Missing detected at runtime. msgid "Single object split comparison view" msgstr "単一オブジェクトの分割比較ビュー" #: Editor/Mono/LookDevView/LookDevView.cs:1 Editor-Missing:Missing detected at runtime. msgid "Single object zone comparison view" msgstr "単一オブジェクトのゾーン比較ビュー" #: Editor/Mono/LookDevView/LookDevView.cs:1 Editor-Missing:Missing detected at runtime. msgid "Sync all light vertically with current light position in current selected HDRI" msgstr "現在選択されているHDRIの現在のライトの位置と垂直にすべてのライトを同期させます" #: Editor/Mono/LookDevView/LookDevView.cs:1 Editor-Missing:Missing detected at runtime. msgid "Reset all environment" msgstr "すべての環境をリセットします" #: Editor/Mono/BuildPipeline/DesktopStandaloneBuildWindowExtension.cs:1 msgid "Target Platform" msgstr "ターゲットプラットフォーム" #: Editor/Mono/BuildPipeline/DesktopStandaloneBuildWindowExtension.cs:1 msgid "Destination platform for standalone build" msgstr "スタンドアロンビルドの対象プラットフォーム" #: Editor/Mono/BuildPipeline/DesktopStandaloneBuildWindowExtension.cs:1 msgid "Architecture" msgstr "アーキテクチャ" #: Editor/Mono/BuildPipeline/DesktopStandaloneBuildWindowExtension.cs:1 msgid "Build m_Architecture for standalone" msgstr "スタンドアロン用の m_Architecture を作成" #: Editor/Mono/BuildPipeline/DesktopStandaloneBuildWindowExtension.cs:1 msgid "Server Build" msgstr "サーバービルド" #: Editor/Mono/BuildPipeline/DesktopStandaloneBuildWindowExtension.cs:1 msgid "Headless player build tailored for server environments" msgstr "サーバー環境に応じたヘッドレスプレイヤービルド" #: Editor/Mono/BuildPipeline/DesktopStandaloneBuildWindowExtension.cs:1 msgid "x86_64" msgstr "x86_64" #: Editor/Mono/Modules/DefaultTextureImportSettingsExtension.cs:1 msgid "Max Size" msgstr "最大サイズ" #: Editor/Mono/Modules/DefaultTextureImportSettingsExtension.cs:1 msgid "Textures larger than this will be scaled down." msgstr "この値より大きいテクスチャは縮小されます" #: Editor/Mono/Modules/DefaultTextureImportSettingsExtension.cs:1 msgid "Select algorithm to apply for textures when scaled down." msgstr "縮小するときに、テクスチャに適用するアルゴリズムを選択します" #: Editor/Mono/Modules/DefaultTextureImportSettingsExtension.cs:1 msgid "How will this texture be compressed?" msgstr "テクスチャの圧縮方法" #: Editor/Mono/Modules/DefaultTextureImportSettingsExtension.cs:1 msgid "Texture is not compressed." msgstr "テクスチャは圧縮されていません" #: Editor/Mono/Modules/DefaultTextureImportSettingsExtension.cs:1 msgid "Texture compressed with low quality but high performance, high compression format." msgstr "低品質で高性能、高圧縮形式で圧縮されたテクスチャ" #: Editor/Mono/Modules/DefaultTextureImportSettingsExtension.cs:1 msgid "Texture is compressed with a standard format." msgstr "テクスチャは標準形式で圧縮されています" #: Editor/Mono/Modules/DefaultTextureImportSettingsExtension.cs:1 msgid "Texture compressed with a high quality format." msgstr "質の高い形式で圧縮されたテクスチャ" #: Editor/Mono/Modules/DefaultTextureImportSettingsExtension.cs:1 msgid "The selected format value {0} is not compatible on this platform, please change it to a valid one from the dropdown." msgstr "選択された形式 {0} はこのプラットフォームと互換性がありません。ドロップダウンで有効な形式を選択してください。" #: Editor/Mono/Modules/DefaultBuildWindowExtension.cs:1 msgid "Scripts Only Build" msgstr "スクリプトのみビルド" #: Editor/Mono/Modules/DefaultBuildWindowExtension.cs:1 msgid "Scripts Only Build re-compiles only scripts in the current Project, it skips processing other assets. When you Build, it will produce a new Player build, based on a previous successful build." msgstr "'スクリプトのみビルド'では現在のプロジェクト内のスクリプトのみが再コンパイルされ、他のアセットの処理は行われません。 ビルドする際に、以前の成功したビルドに基づいて、新しいプレイヤービルドが生成されます。" #: Editor/Mono/PlatformSupport/ReorderableTextureList.cs:1 msgid "Layer {0}" msgstr "レイヤー {0}" #: Editor/Mono/PlatformSupport/ProvisioningProfileGUI.cs:1 msgid "Profile ID:" msgstr "プロファイル ID:" #: Editor/Mono/PlatformSupport/ProvisioningProfileGUI.cs:1 msgid "Profile Type:" msgstr "プロファイルタイプ:" #: Editor/Mono/2D/Common/TexturePlatformSettingsView.cs:1 msgid "Maximum size of the packed texture." msgstr "パックされたテクスチャの最大サイズ" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:1 msgid "Master Atlas" msgstr "マスターアトラス" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:1 msgid "Assigning another Sprite Atlas asset will make this atlas a variant of it." msgstr "他のスプライトアトラスアセットを指定すると、このアトラスはそのバリアントになります" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:1 msgid "Include in Build" msgstr "ビルドに入れる" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:1 msgid "Packed textures will be included in the build by default." msgstr "デフォルトで、パックしたテクスチャをビルドに加えます" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:1 msgid "Allow Rotation" msgstr "回転を許可" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:1 msgid "Try rotating the sprite to fit better during packing." msgstr "パッキング中、より良くフィットするように、スプライトを回転しようとします" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:1 msgid "Tight Packing" msgstr "タイトパッキング" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:1 msgid "Use the mesh outline to fit instead of the whole texture rect during packing." msgstr "パッキング中、テクスチャの四角形全体を使用する代わりに、フィットさせるためにメッシュのアウトラインを使います" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:1 msgid "The amount of extra padding between packed sprites." msgstr "パックしたスプライト間に加えるパディング量" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:1 msgid "sRGB" msgstr "sRGB" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:1 msgid "Texture content is stored in gamma space." msgstr "テクスチャはガンマ空間で格納されます" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:1 msgid "Down scale ratio." msgstr "スケールの割合を落とします" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:1 msgid "Copy Master's Settings" msgstr "マスターの設定をコピー" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:1 msgid "Copy all master's settings into this variant." msgstr "すべてのマスターの設定をこのバリアントにコピーします" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:1 msgid "Pack Preview" msgstr "パックプレビュー" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:1 msgid "Pack this atlas." msgstr "このアトラスをパックします。" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:1 msgid "Objects for Packing" msgstr "パックするオブジェクト" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:1 msgid "Only accept Folder, Sprite Sheet (Texture) and Sprite." msgstr "フォルダー、スプライトシート(テクスチャ)、スプライトのみを取得" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:1 msgid "Packing" msgstr "パッキング" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:1 msgid "This scale will produce a Sprite Atlas variant with a packed texture that is NPOT (non - power of two). This may cause visual artifacts in certain compression/texture formats." msgstr "このスケールは、パックされたテクスチャがNPOT(2の累乗以外)であるSprite Atlasバリアントを生成します。これにより特定の圧縮/テクスチャ形式で視覚的なアーティファクトが発生することがあります" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:1 msgid "Master" msgstr "マスター" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:1 msgid "Sprite Atlas packing is disabled. Enable it in Edit > Settings > Editor." msgstr "スプライトアトラスのパックが無効です。以下で有効にして下さい。編集 > プロジェクト設定 > エディター" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:1 msgid "Variant Scale" msgstr "バリアントスケール" #: Editor/Mono/AssetStore/AssetStoreLoginWIndow.cs:1 msgid "Forgot?" msgstr "忘れましたか?" #: Editor/Mono/AssetStore/AssetStoreLoginWIndow.cs:1 msgid "Reset your password" msgstr "パスワードをリセットしてください" #: Editor/Mono/UIElements/Controls/LayerField.cs:1 msgid "LayerField doesn't support the formatting of the selected value." msgstr "LayerField は選択した値のフォーマッティングをサポートしません" #: Editor/Mono/UIElements/Controls/LayerField.cs:1 msgid "LayerField doesn't support the formatting of the list items." msgstr "LayerField はリスト項目のフォーマッティングをサポートしません" #: Editor/Mono/UIElements/Controls/MaskField.cs:1 Editor-Missing:Missing detected at runtime. msgid "Nothing" msgstr "なし" #: Editor/Mono/UIElements/Controls/MaskField.cs:1 Editor-Missing:Missing detected at runtime. msgid "Everything" msgstr "すべて" #: Editor/Mono/UIElements/Controls/MaskField.cs:1 msgid "Mixed..." msgstr "混合..." #: Editor/Mono/UIElements/Controls/PropertyField.cs:1 msgid "Serialized Property" msgstr "シリアル化されたプロパティ" #: Editor/Mono/UIElements/Controls/TagField.cs:1 msgid "TagField doesn't support the formatting of the selected value." msgstr "TagField は選択した値のフォーマッティングをサポートしません" #: Editor/Mono/UIElements/Controls/TagField.cs:1 msgid "TagField doesn't support the formatting of the list items." msgstr "TagField はリスト項目のフォーマッティングをサポートしません" #: Editor/Mono/UIElements/Controls/LayerMaskField.cs:1 msgid "LayerMaskField doesn't support the formatting of the selected value." msgstr "LayerMaskField は選択した値のフォーマッティングをサポートしません" #: Editor/Mono/UIElements/Controls/LayerMaskField.cs:1 msgid "LayerMaskField doesn't support the formatting of the list items." msgstr "LayerMaskField はリスト項目のフォーマッティングをサポートしません" #: Editor/Graphs/UnityEditor.Graphs/AnimationBlendTree/GraphGUI.cs:1 msgid "Add Motion" msgstr "モーションを追加" #: Editor/Graphs/UnityEditor.Graphs/AnimationBlendTree/GraphGUI.cs:1 msgid "Add Blend Tree" msgstr "ブレンドツリーを追加" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/EntryNode.cs:1 msgid "Make Transition" msgstr "遷移を作成" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/EntryNode.cs:1 msgid "Set StateMachine Default State" msgstr "ステートマシンのデフォルトステートを設定する" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/GraphGUI.cs:1 msgid "Create State/Empty" msgstr "ステートの作成/空" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/GraphGUI.cs:1 msgid "Create State/From Selected Clip" msgstr "ステートを作成/選択したクリップから" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/GraphGUI.cs:1 msgid "Create State/From New Blend Tree" msgstr "ステートを作成/新しいブレンドツリーから" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/GraphGUI.cs:1 msgid "Create Sub-State Machine" msgstr "サブステートマシンを作成" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/GraphGUI.cs:1 msgid "Copy current StateMachine" msgstr "現在のステートマシンをコピー" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateNode.cs:1 msgid "Set as Layer Default State" msgstr "レイヤーデフォルトステートとして設定する" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateNode.cs:1 msgid "Create new BlendTree in State" msgstr "ステートに新しいブレンドツリーを作成" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateNode.cs:1 msgid "Jump To State" msgstr "ステートに移動" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateMachineBehaviourEditor.cs:1 msgid "Add Behaviour" msgstr "ビヘイビアを追加" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorTransitionInspectorBase.cs:1 msgid "Copy Transition Parameters" msgstr "遷移パラメーターをコピー" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorTransitionInspectorBase.cs:1 msgid "Paste Settings" msgstr "設定を貼り付け" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorTransitionInspectorBase.cs:1 msgid "Paste Conditions" msgstr "条件を貼り付け" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorTransitionInspectorBase.cs:1 msgid "Paste Both" msgstr "両方を貼り付け" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorTransitionInspectorBase.cs:1 msgid "Not Found" msgstr "見つかりません" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:1 msgid "Transition has a fixed exit time" msgstr "遷移の終了時間が固定されています。 " #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:1 msgid "Exit time in normalized time from current state" msgstr "終了時間は現在のステートから正規化された時間です" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:1 msgid "Fixed Duration " msgstr "固定間隔 " #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:1 msgid " Transition duration is independent of state length" msgstr " 遷移の間隔は、ステートの長さと関係ありません" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:1 msgid "Interruption Source" msgstr "中断要因" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:1 msgid "Can be interrupted by transitions from" msgstr "中断の要因となる遷移" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:1 msgid "Normalized start time in the next state" msgstr "次のステートの正規化された開始時間" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:1 msgid "Transition Duration (s) " msgstr "遷移間隔 (s) " #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:1 msgid "Transition duration in seconds" msgstr "遷移間隔 (秒)" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:1 msgid "Transition Duration (%) " msgstr "遷移間隔 (%) " #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:1 msgid "Transition duration in normalized time from current state" msgstr "現在のステートからの遷移間隔 (正規化された時間で)" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:1 msgid "Can only be interrupted by higher priority transitions" msgstr "優先度の高い遷移によってのみ割り込みが可能です" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateEditor.cs:1 msgid "Multiplier" msgstr "乗数" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateEditor.cs:1 msgid "Parameter used as multiplier for speed." msgstr "速度の乗数として使用されるパラメーター" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateEditor.cs:1 msgid "Parameter" msgstr "パラメーター" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateEditor.cs:1 msgid "Use an AnimatorController's parameter to modulate this property at runtime." msgstr "ランタイムにこのプロパティを調節するために、AnimatorController のパラメーターを使用します。" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateEditor.cs:1 msgid "Override this constant value with an AnimatorController's parameter to animate this property at runtime." msgstr "この定数値をAnimatorControllerのパラメーターでオーバーライドし、ランタイムにこのプロパティを作動させます。" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateEditor.cs:1 msgid "Foot IK" msgstr "足 IK" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerSettingsWindow.cs:1 msgid "Change layer default weight." msgstr "レイヤーのデフォルトのウェイトを変更します" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerSettingsWindow.cs:1 msgid "Blending" msgstr "ブレンド" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerSettingsWindow.cs:1 msgid "Choose between Override and Additive layer." msgstr "上書きか加法的レイヤーかを選択します" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerSettingsWindow.cs:1 msgid "Sync" msgstr "同期" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerSettingsWindow.cs:1 msgid "Synchronize this layer with another layer." msgstr "レイヤーを他のレイヤーと同期します" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerSettingsWindow.cs:1 msgid "Timing" msgstr "タイミング" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerSettingsWindow.cs:1 msgid "When active, the layer will take control of the duration of the Synced Layer." msgstr "アクティブのとき、層が同期した層の間隔を制御します" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerSettingsWindow.cs:1 msgid "When active, the layer will have an IK pass when evaluated. It will trigger an OnAnimatorIK callback." msgstr "アクティブのとき確認すると、レイヤーに IK パスが表示されます。これにより、OnAnimatorIK コールバックがトリガーされます" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerSettingsWindow.cs:1 msgid "Source Layer" msgstr "ソースの層" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerSettingsWindow.cs:1 msgid "Specifies the source of the Synced Layer." msgstr "同期された層のソースを指定" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerSettingsWindow.cs:1 msgid "The AvatarMask that is used to mask the animation on the given layer." msgstr "指定したレイヤーにアニメーションをマスクするために使用するアバターマスク" #: Editor/Graphs/UnityEditor.Graphs/Animation/AnimatorControllerTool.cs:1 msgid "Animator" msgstr "アニメーター" #: Editor/Graphs/UnityEditor.Graphs/Animation/AnimatorControllerTool.cs:1 msgid "Click to edit controller's layers." msgstr "コントローラーのレイヤーを編集するときにクリックします" #: Editor/Graphs/UnityEditor.Graphs/Animation/AnimatorControllerTool.cs:1 msgid "Click to edit controller's parameters." msgstr "コントローラーのパラメーターを編集するときにクリックします" #: Editor/Graphs/UnityEditor.Graphs/Animation/AnimatorControllerTool.cs:1 msgid "Create New Layer" msgstr "新しいレイヤーの作成" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerControllerView.cs:1 msgid "Click to change layer settings." msgstr "クリックでレイヤーの設定を変更します" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerControllerView.cs:1 msgid "S" msgstr "S" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerControllerView.cs:1 msgid "Layer is a Synchronized layer." msgstr "レイヤーは同期されるレイヤーです" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerControllerView.cs:1 msgid "S+T" msgstr "S+T" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerControllerView.cs:1 msgid "Layer is a Synchronized layer and will take control of the duration for this Synced Layer." msgstr "レイヤーは同期レイヤーで、同期したレイヤーとの存続期間を制御します" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerControllerView.cs:1 msgid "Additive Layer." msgstr "加法的レイヤー" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerControllerView.cs:1 msgid "M" msgstr "M" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerControllerView.cs:1 msgid "Layer has an AvatarMask." msgstr "レイヤーの持つアバターマスク" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerControllerView.cs:1 msgid "Character orientation may be erroneous for humanoid motion if there is an AvatarMask on the default layer. Consider not using a mask for the default layer." msgstr "デフォルトレイヤーにアバターマスクがある場合、ヒューマノイドの動きに対してキャラクターの向きが誤っている可能性があります。 デフォルトのレイヤーにマスクを使用しないことを検討してください" #: Editor/Graphs/UnityEditor.Graphs/Animation/ParameterControllerView.cs:1 msgid "Choose to add a new parameter" msgstr "選択して新しいパラメーターを追加" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameViewBase.cs:1 msgid "No frame data available" msgstr "利用可能なフレームデータがありません" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameViewBase.cs:1 msgid "Showing search results are disabled while recording with deep profiling.\nStop recording to view search results." msgstr "詳細プロファイリングで記録している間、検索結果の表示はできません。\n検索結果を表示するには記録を停止してください" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameViewBase.cs:1 msgid "CPU:{0}ms GPU:{1}ms" msgstr "CPU:{0}ミリ秒 GPU:{1}ミリ秒" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameViewBase.cs:1 msgid "Timeline" msgstr "タイムライン" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameViewBase.cs:1 msgid "Raw Hierarchy" msgstr "Raw ヒエラルキー" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameDataTreeView.cs:1 Editor-Missing:Missing detected at runtime. msgid "Press 'F' to frame selection" msgstr "フレーム選択をするには、F キーを押します" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerChart.cs:1 msgid "CPU Usage|Graph out the various CPU areas" msgstr "CPU使用率|さまざまな CPU 領域をグラフ化" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerChart.cs:1 msgid "GPU Usage|Graph out the various GPU areas" msgstr "GPU 使用|異なる GPU 領域をグラフ表示します" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerChart.cs:1 msgid "Memory|Graph out the various memory usage areas" msgstr "メモリ|さまざまなメモリ使用量域のグラフ" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerChart.cs:1 msgid "Audio" msgstr "オーディオ" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerChart.cs:1 msgid "Video" msgstr "ビデオ" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerChart.cs:1 msgid "Physics" msgstr "物理" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerChart.cs:1 msgid "Physics (2D)" msgstr "物理 (2D)" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerChart.cs:1 msgid "Network Messages" msgstr "ネットワーク通信" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerChart.cs:1 msgid "Network Operations" msgstr "ネットワーク操作" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerChart.cs:1 msgid "UI" msgstr "UI" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerChart.cs:1 msgid "UI Details" msgstr "UI 詳細" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerChart.cs:1 msgid "Global Illumination|Graph of the Precomputed Realtime Global Illumination system resource usage." msgstr "グローバルイルミネーション| 事前計算されたリアルタイムグローバルイルミネーションが使用するリソースのグラフ" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerChart.cs:1 msgid "Collecting GPU Profiler data might have overhead. Close graph if you don't need its data" msgstr "GPU Profiler データの収集にオーバーヘッドが生じる場合があります。データが必要ない場合は、グラフを閉じてください。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedObjectsView.cs:1 msgid "Callstack:" msgstr "コールスタック:" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1 msgid "Profiler" msgstr "プロファイラー" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1 msgid "Add Profiler" msgstr "プロファイラーを追加" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1 msgid "Add a profiler area" msgstr "プロファイラー領域を追加" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1 msgid "Deep Profile" msgstr "詳細プロファイル" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1 msgid "Instrument all mono calls to investigate scripts" msgstr "スクリプトを検証するために、すべてのMonoの呼び出しが記録されます" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1 msgid "Profile Editor" msgstr "プロファイルエディター" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1 msgid "Enable profiling of the editor" msgstr "エディターのプロファイリングを有効にします" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1 msgid "Open Frame Debugger" msgstr "フレームデバッガー" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1 msgid "Frame Debugger for current game view" msgstr "現在のゲームビューのフレームデバッガー" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1 msgid "Frame Debugger" msgstr "フレームデバッガー" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1 msgid "Open Frame Debugger (Current frame needs to be selected)" msgstr "フレームデバッガーを開く(現在のフレームを選択している必要があります)" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1 msgid "Gather object references" msgstr "オブジェクト参照を収集" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1 msgid "Collect reference information to see where objects are referenced from. Disable this to save memory" msgstr "参照情報を収集し、オブジェクトがどこから参照されたかを確認します。無効にすると、メモリを節約します。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1 msgid "Mem Record" msgstr "メモリ記録" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1 msgid "Record activity in the native memory system" msgstr "ネイティブのメモリシステムのレコードアクティビティ" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1 msgid "Instrumentation" msgstr "計器" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1 msgid "Add Profiler Instrumentation to selected functions" msgstr "選択した機能にプロファイラーの計測器を追加" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1 msgid "Current" msgstr "現在" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1 msgid "Go to current frame" msgstr "現在のフレームに進みます" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1 msgid "Save current profiling information to a binary file" msgstr "現在のプロファイリング情報をバイナリファイルに保存する" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1 msgid "Load binary profiling information from a file. Shift click to append to the existing data" msgstr "バイナリプロファイリング情報をファイルからロードします。 Shiftキーを押しながらクリックすると既存のデータに追加されます。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1 Editor-Missing:Missing detected at runtime. msgid "Take Sample {0}" msgstr "サンプル{0}を取る" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1 msgid "Warning: this may freeze the Editor and the connected Player for a moment!" msgstr "警告:これによりエディターと接続したプレイヤーがしばらくフリーズする場合があります。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1 msgid "Profiler files" msgstr "プロファイラーファイル" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1 msgid "All files" msgstr "すべてのファイル" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1 msgid "Frame: " msgstr "フレーム:" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1 msgid "Save Window" msgstr "ウインドウを保存" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1 msgid "Load Window" msgstr "ウインドウをロード" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1 msgid "Memory usage in the Editor is not the same as it would be in a Player." msgstr "エディターのメモリ使用は、プレイヤーでのそれとは同じではありません" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1 msgid "Color Blind Mode" msgstr "色覚障害モード" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1 msgid "Scene object (Unloaded by loading a new scene or destroying it)" msgstr "シーンオブジェクト(新しいシーンのロードやシーンの破棄でアンロードされました)" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1 msgid "Builtin Resource (Never unloaded)" msgstr "ビルトインリソース(アンロードされません)" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1 msgid "Object is marked Don't Save. (Must be explicitly destroyed or it will leak)" msgstr "オブジェクトは Don't Save (保存しない) に設定されています (明示的に消去しないとメモリリークの原因になります)" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1 msgid "Asset is dirty and must be saved first (Editor only)" msgstr "アセットが更新されているのでまず保存する必要があります(エディターのみ)" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1 msgid "Asset type created from code or stored in the scene, referenced from native code." msgstr "アセットタイプはコード、シーンに保存されたもの、ネイティブコードから参照されているもの、などから作成されます" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1 msgid "Asset type created from code or stored in the scene, referenced from scripts and native code." msgstr "アセットタイプはコード、シーンに保存されたもの、スクリプトとネイティブコードから参照されているもの、などから作成されます" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1 msgid "Asset referenced from native code." msgstr "アセットはネイティブコードから参照されています" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1 msgid "Asset referenced from scripts and native code." msgstr "アセットはスクリプトとネイティブコードから参照されています" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:1 msgid "Not Applicable" msgstr "適用できません" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:1 msgid "Overview" msgstr "概要" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:1 msgid "Total" msgstr "合計" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:1 msgid "Calls" msgstr "呼び出し" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:1 msgid "GC Alloc" msgstr "GC アロケーション" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:1 msgid "Time ms" msgstr "時間 (ミリ秒)" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:1 msgid "Self ms" msgstr "Self (ミリ秒)" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:1 msgid "DrawCalls" msgstr "ドローコール" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:1 msgid "GPU ms" msgstr "GPU (ミリ秒)" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:1 msgid "|Warnings" msgstr "|警告" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:1 msgid "Collapse EditorOnly Samples" msgstr "EditorOnly サンプルを折りたたむ" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:1 msgid "Samples that are only created due to profiling the editor are collapsed by default, renamed to EditorOnly [] and any GC Alloc incurred by them will not be accumulated." msgstr "エディターのプロファイリングのためだけに作成されるサンプルはデフォルトで折りたたまれており、EditorOnly[]に名前が変更されます。それらによって発生したGCアロケーションは蓄積されません。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:1 msgid "No Details" msgstr "詳細なし" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:1 msgid "Show Related Objects" msgstr "関連オブジェクトを表示" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:1 msgid "Show Calls" msgstr "呼び出しを表示" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerTimelineGUI.cs:1 msgid "Instances" msgstr "インスタンス" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedCallsView.cs:1 msgid "Total time of all calls of the selected function in the frame." msgstr "フレーム内で選択したすべての関数の呼び出しにかかる合計時間" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedCallsView.cs:1 msgid "Called From" msgstr "呼び出し元" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedCallsView.cs:1 msgid "Parents the selected function is called from\n\n(Press 'F' for frame selection)" msgstr "選択した関数を呼び出す親\n\n('F'を押すと中央配置)" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedCallsView.cs:1 msgid "Calls To" msgstr "呼び出し先" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedCallsView.cs:1 msgid "Functions which are called from the selected function\n\n(Press 'F' for frame selection)" msgstr "選択した関数が呼び出す関数\n\n('F'を押すとフレーム選択)" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedCallsView.cs:1 msgid "Total number of calls in a selected frame" msgstr "選択フレームにおける呼び出しの総数" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedCallsView.cs:1 msgid "Total time the selected function spends within a parent" msgstr "選択した関数が親関数内で費やす総時間" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedCallsView.cs:1 msgid "Total time the child call spends within selected function" msgstr "子の呼び出しが選択した関数内で費やす総時間" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedCallsView.cs:1 msgid "Time %" msgstr "時間 %" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedCallsView.cs:1 msgid "Shows how often the selected function was called from the parent call" msgstr "親の呼び出しから選択した関数が呼び出される回数を表示" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedCallsView.cs:1 msgid "Shows how often child call was called from the selected function" msgstr "選択した関数から子の関数が呼び出される回数を表示" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedView.cs:1 msgid "Select Line for the detailed information" msgstr "行を選択して詳細情報を参照してください" #: Modules/ProfilerEditor/ProfilerWindow/UISystem/UISystemProfilerTreeView.cs:1 msgid "Find matching objects in scene" msgstr "シーン内で一致するオブジェクトを検索" #: Modules/ProfilerEditor/ProfilerWindow/UISystem/UISystemProfiler.cs:1 msgid "Self Batch Count" msgstr "セルフパッチ数" #: Modules/ProfilerEditor/ProfilerWindow/UISystem/UISystemProfiler.cs:1 msgid "Cumulative Batch Count" msgstr "累積バッチ数" #: Modules/ProfilerEditor/ProfilerWindow/UISystem/UISystemProfiler.cs:1 msgid "Self Vertex Count" msgstr "セルフ頂点数" #: Modules/ProfilerEditor/ProfilerWindow/UISystem/UISystemProfiler.cs:1 msgid "Cumulative Vertex Count" msgstr "頂点数" #: Modules/ProfilerEditor/ProfilerWindow/UISystem/UISystemProfiler.cs:1 msgid "Batch Breaking Reason" msgstr "バッチの中断理由" #: Modules/ProfilerEditor/ProfilerWindow/UISystem/UISystemProfiler.cs:1 msgid "GameObject Count" msgstr "ゲームオブジェクト数" #: Modules/ProfilerEditor/ProfilerWindow/UISystem/UISystemProfiler.cs:1 msgid "GameObjects" msgstr "ゲームオブジェクト" #: Modules/ProfilerEditor/ProfilerWindow/UISystem/UISystemProfiler.cs:1 msgid "No frame data available - UI profiling is only available when profiling in the editor" msgstr "利用できるフレームデータがありません - UIプロファイリングは、エディターでプロファイリングするときのみ可能です" #: Modules/ProfilerEditor/ProfilerWindow/UISystem/UISystemProfiler.cs:1 msgid "Detach" msgstr "切断" #: Modules/ProfilerEditor/ProfilerWindow/UISystem/UISystemProfiler.cs:1 msgid "Checkerboard" msgstr "チェッカーボード" #: Modules/ProfilerEditor/ProfilerWindow/UISystem/UISystemProfiler.cs:1 msgid "Black" msgstr "黒" #: Modules/ProfilerEditor/ProfilerWindow/UISystem/UISystemProfiler.cs:1 msgid "White" msgstr "ホワイト" #: Modules/ProfilerEditor/ProfilerWindow/UISystem/UISystemProfiler.cs:1 msgid "Standard" msgstr "標準" #: Modules/ProfilerEditor/ProfilerWindow/UISystem/UISystemProfiler.cs:1 msgid "Overdraw" msgstr "オーバードロー" #: Modules/ProfilerEditor/ProfilerWindow/UISystem/UISystemProfiler.cs:1 msgid "Composite overdraw" msgstr "合成オーバードロー" #: Modules/GridEditor/Managed/GridEditor.cs:1 msgid "Cell Size" msgstr "セルサイズ" #: Modules/GridEditor/Managed/GridEditor.cs:1 msgid "Cell Gap" msgstr "セルギャップ" #: Modules/GridEditor/Managed/GridEditor.cs:1 msgid "Cell Layout" msgstr "セルレイアウト" #: Modules/GridEditor/Managed/GridEditor.cs:1 msgid "Cell Swizzle" msgstr "セルスウィズル" #: Modules/SketchUpEditor/Mono/SketchUpImportDlg.cs:1 msgid "Select the SketchUp nodes to import" msgstr "インポートする SketchUp ノードを選択" #: Modules/SketchUpEditor/Mono/SketchUpImportDlg.cs:1 msgid "Nodes in the file hierarchy" msgstr "ファイルヒエラルキーのノード" #: Modules/SketchUpEditor/Mono/SketchUpImportDlg.cs:1 msgid "SketchUp Node Selection Dialog" msgstr "ノード選択ダイアログの概要" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1 msgid "SketchUp" msgstr "概要" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1 msgid "SketchUp import settings" msgstr "インポート設定の概要" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1 msgid "Generate Back Face" msgstr "裏面の生成" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1 msgid "Enable/disable generation of back facing polygons" msgstr "裏面のポリゴンの生成を有効/無効にします" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1 msgid "Merge Coplanar Faces" msgstr "Coplanar Face をマージ" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1 msgid "Enable/disable merging of coplanar faces when generating meshes" msgstr "メッシュを生成するときに coplanar face のマージを有効、または無効にします" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1 msgid "Select Nodes..." msgstr "ノードを選択" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1 msgid "Brings up the node selection dialog box" msgstr "ノード選択のダイアログボックスを表示します" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1 msgid "Unit conversion" msgstr "単位変換" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1 msgid "Length measurement to unit conversion. The value in Scale Factor is calculated based on the value here" msgstr "単位変換のための長さの計測。スケールファクターの値は、この値に基づいて計算されます。" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1 msgid "Longitude" msgstr "経度" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1 msgid "Longitude Geo-location" msgstr "経度の位置情報" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1 msgid "Latitude" msgstr "緯度" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1 msgid "Latitude Geo-location" msgstr "ジオロケーションの緯度" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1 msgid "North Correction" msgstr "北補正" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1 msgid "The angle which will rotate the north direction to the z-axis for the model" msgstr "モデルの北の方向をz軸に回転する角度" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1 msgid "Meters" msgstr "メーター" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1 msgid "Centimeters" msgstr "センチメートル" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1 msgid "Millimeters" msgstr "ミリメートル" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1 msgid "Inches" msgstr "インチ" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:1 msgid "Import Cameras" msgstr "カメラのインポート" #: Modules/ParticleSystemEditor/ParticleSystemWindow.cs:1 msgid "Lock the current selected Particle System" msgstr "現在選択されているパーティクルシステムをロックします" #: Modules/ParticleSystemEditor/ParticleSystemWindow.cs:1 msgid "Particle Effect" msgstr "パーティクルエフェクト" #: Modules/ParticleSystemEditor/ParticleSystemCurveEditor.cs:1 msgid "Optimize" msgstr "メッシュの最適化" #: Modules/ParticleSystemEditor/ParticleSystemCurveEditor.cs:1 msgid "Click to optimize curve. Optimized curves are defined by having at most 3 keys, with a key at both ends, and do not support loop or ping pong wrapping." msgstr "カーブを最適化するにはクリックします。最適化されたカーブは、両端のキーを含む最大3つのキーで定義されます。ループや往復のラップはサポートしません。 " #: Modules/ParticleSystemEditor/ParticleSystemCurveEditor.cs:1 msgid "Remove selected curve(s)" msgstr "選択したカーブを削除" #: Modules/ParticleSystemEditor/ParticleSystemCurveEditor.cs:1 msgid "Open curve library" msgstr "カーブライブラリを開く" #: Modules/ParticleSystemEditor/ParticleSystemEditor.cs:1 msgid "Particle System Curves" msgstr "パーティクルシステムカーブ" #: Modules/ParticleSystemEditor/ParticleSystemEditor.cs:1 msgid "Hide Editor" msgstr "エディターを非表示" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1 msgid "Show/Hide Modules" msgstr "モジュールを表示/非表示" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1 msgid "Velocity over Lifetime" msgstr "生存期間の速度" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1 msgid "Limit Velocity over Lifetime" msgstr "生存期間の速度制限 " #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1 msgid "Inherit Velocity" msgstr "速度を継承" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1 msgid "Force over Lifetime" msgstr "生存期間の外力" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1 msgid "Color over Lifetime" msgstr "生存期間の色 " #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1 msgid "Color by Speed" msgstr "速度による色" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1 msgid "Size over Lifetime" msgstr "生存期間のサイズ" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1 msgid "Size by Speed" msgstr "速度によるサイズ" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1 msgid "Rotation over Lifetime" msgstr "生存期間の回転" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1 msgid "Rotation by Speed" msgstr "速度よる回転" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1 msgid "External Forces" msgstr "外力" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1 msgid "Noise" msgstr "ノイズ" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1 msgid "Collision" msgstr "衝突" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1 msgid "Sub Emitters" msgstr "サブエミッター" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1 msgid "Texture Sheet Animation" msgstr "テクスチャシートアニメーション" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1 msgid "Trails" msgstr "トレイル" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1 msgid "Custom Data" msgstr "カスタムデータ" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1 msgid "Show All Modules" msgstr "すべてのモジュールを表示" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1 msgid "Show Location" msgstr "場所を表示" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1 msgid "Create Particle System" msgstr "パーティクルシステムを作成" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:1 msgid "Create new Particle System" msgstr "新しいパーティクルシステムの作成" #: Modules/ParticleSystemEditor/ParticleEffectUI.cs:1 msgid "Playback Speed" msgstr "再生速度" #: Modules/ParticleSystemEditor/ParticleEffectUI.cs:1 msgid "Playback Speed is also affected by the Time Scale setting in the Time Manager." msgstr "再生速度も、タイムマネージャーで設定するタイムスケールに影響されます。" #: Modules/ParticleSystemEditor/ParticleEffectUI.cs:1 msgid "Playback Speed is locked to 0.0, because the Time Scale in the Time Manager is set to 0.0." msgstr "タイムマネージャーのタイムスケールが 0.0 に設定されているため、再生速度が 0.0 にロックされています。" #: Modules/ParticleSystemEditor/ParticleEffectUI.cs:1 msgid "Play is disabled, because the Time Scale in the Time Manager is set to 0.0." msgstr "タイムマネージャーのタイムスケールが 0.0 に設定されているため、再生は無効です。" #: Modules/ParticleSystemEditor/ParticleEffectUI.cs:1 msgid "Show Bounds" msgstr "境界を表示" #: Modules/ParticleSystemEditor/ParticleEffectUI.cs:1 msgid "Show world space bounding boxes." msgstr "ワールドのバウンディングボックスを表示" #: Modules/ParticleSystemEditor/ParticleEffectUI.cs:1 msgid "Show Only Selected" msgstr "選択したもののみを表示" #: Modules/ParticleSystemEditor/ParticleEffectUI.cs:1 msgid "Hide all unselected Particle Systems in the current Effect." msgstr "現在のエフェクトで選択されていないパーティクルシステムを非表示にします。" #: Modules/ParticleSystemEditor/ParticleEffectUI.cs:1 msgid "Resimulate" msgstr "再シミュレーション" #: Modules/ParticleSystemEditor/ParticleEffectUI.cs:1 msgid "If resimulate is enabled, the Particle System will show changes made to the system immediately (including changes made to the Particle System Transform)." msgstr "再シミュレーションを有効にすると、パーティクルシステムは施された変更を即座に反映します (トランスフォームの変更を含みます)" #: Modules/ParticleSystemEditor/ParticleEffectUI.cs:1 msgid "Simulate Layers" msgstr "レイヤーのシミュレーション" #: Modules/ParticleSystemEditor/ParticleEffectUI.cs:1 msgid "Automatically preview all looping Particle Systems on the chosen layers, in addition to the selected Game Objects." msgstr "選択されたレイヤーおよび選択されたゲームオブジェクトにおけるすべてのループするパーティクルシステムを自動的にプレビューします" #: Modules/ParticleSystemEditor/ParticleEffectUI.cs:1 msgid "Particle System " msgstr "パーティクルシステム" #: Modules/ParticleSystemEditor/ParticleEffectUI.cs:1 msgid "Particle System" msgstr "パーティクルシステム" #: Modules/ParticleSystemEditor/ParticleEffectUI.cs:1 msgid "Playback Time" msgstr "再生時間" #: Modules/ParticleSystemEditor/ParticleEffectUI.cs:1 msgid "Particles" msgstr "パーティクル" #: Modules/ParticleSystemEditor/ParticleEffectUI.cs:1 msgid "Sub Emitter Particles" msgstr "サブエミッターパーティクル" #: Modules/ParticleSystemEditor/ParticleEffectUI.cs:1 msgid "Speed Range" msgstr "速度範囲" #: Modules/ParticleSystemEditor/ParticleSystemModules/ClampVelocityModuleUI.cs:1 msgid "Dampen" msgstr "減衰率" #: Modules/ParticleSystemEditor/ParticleSystemModules/ClampVelocityModuleUI.cs:1 msgid "Controls how much the velocity that exceeds the velocity limit should be dampened. A value of 0.5 will dampen the exceeding velocity by 50%." msgstr "速度制限を超えた速度がどのくらい減衰されるべきかを制御します。 0.5 は、超過速度の 50% を減衰します" #: Modules/ParticleSystemEditor/ParticleSystemModules/ClampVelocityModuleUI.cs:1 msgid "The speed limit of particles over the particle lifetime." msgstr "パーティクルの生存期間中の速度制限" #: Modules/ParticleSystemEditor/ParticleSystemModules/ClampVelocityModuleUI.cs:1 msgid "Separate Axes" msgstr "軸を個別化" #: Modules/ParticleSystemEditor/ParticleSystemModules/ClampVelocityModuleUI.cs:1 msgid "If enabled, you can control the velocity limit separately for each axis." msgstr "これを有効にすると、速度の制限を各軸にそれぞれ制御できます" #: Modules/ParticleSystemEditor/ParticleSystemModules/ClampVelocityModuleUI.cs:1 msgid "Space" msgstr "空間" #: Modules/ParticleSystemEditor/ParticleSystemModules/ClampVelocityModuleUI.cs:1 msgid "Specifies if the velocity values are in local space (rotated with the transform) or world space." msgstr "速度がローカル、ワールド空間のどちらを参照するか" #: Modules/ParticleSystemEditor/ParticleSystemModules/ClampVelocityModuleUI.cs:1 msgid "Control the amount of drag applied to each particle during its lifetime." msgstr "生存期間中の各パーティクルのドラッグ総量を制御します" #: Modules/ParticleSystemEditor/ParticleSystemModules/VelocityModuleUI.cs:1 msgid "Linear X" msgstr "リニア X" #: Modules/ParticleSystemEditor/ParticleSystemModules/VelocityModuleUI.cs:1 msgid "Apply linear velocity to particles." msgstr "パーティクルにリニアの速度を適用" #: Modules/ParticleSystemEditor/ParticleSystemModules/VelocityModuleUI.cs:1 msgid "Orbital X" msgstr "軌道 X" #: Modules/ParticleSystemEditor/ParticleSystemModules/VelocityModuleUI.cs:1 msgid "Apply orbital velocity to particles, which will rotate them around the center of the system." msgstr "環状の速度をパーティクルに適用。システムの真ん中を中心にパーティクルを回転させます。" #: Modules/ParticleSystemEditor/ParticleSystemModules/VelocityModuleUI.cs:1 msgid "Offset X" msgstr "オフセット X" #: Modules/ParticleSystemEditor/ParticleSystemModules/VelocityModuleUI.cs:1 msgid "Apply an offset to the center of rotation." msgstr "回転の中心にオフセットを適用" #: Modules/ParticleSystemEditor/ParticleSystemModules/VelocityModuleUI.cs:1 msgid "Speed Modifier" msgstr "速度モディファイア" #: Modules/ParticleSystemEditor/ParticleSystemModules/VelocityModuleUI.cs:1 msgid "Multiply the particle speed by this value" msgstr "この値をシードにしてパーティクルの速度を乗じます" #: Modules/ParticleSystemEditor/ParticleSystemModules/VelocityModuleUI.cs:1 msgid "Radial" msgstr "半径方向" #: Modules/ParticleSystemEditor/ParticleSystemModules/VelocityModuleUI.cs:1 msgid "Apply radial velocity to particles, which will project them out from the center of the system." msgstr "半径方向速度をパーティクルに適用。システムの中心からパーティクルを放出します。" #: Modules/ParticleSystemEditor/ParticleSystemModules/InheritVelocityModuleUI.cs:1 msgid "Specifies whether the emitter velocity is inherited as a one-shot when a particle is born, always using the current emitter velocity, or using the emitter velocity when the particle was born." msgstr "パーティクルが生じたときに、エミッターの速度が単発で継承されるかを指定します。常に現在のエミッターの速度か、パーティクルが生じたときのエミッターの速度を使用します。" #: Modules/ParticleSystemEditor/ParticleSystemModules/InheritVelocityModuleUI.cs:1 msgid "Controls the amount of emitter velocity inherited during each particle's lifetime." msgstr "各パーティクルの生存期間を継承したエミッター速度の量を制御します" #: Modules/ParticleSystemEditor/ParticleSystemModules/InheritVelocityModuleUI.cs:1 msgid "Initial" msgstr "初期" #: Modules/ParticleSystemEditor/ParticleSystemModules/ColorModuleUI.cs:1 msgid "Controls the color of each particle during its lifetime." msgstr "生存期間中の各パーティクルの色を制御します" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "Select how trails are generated on the particles." msgstr "パーティクルにおけるトレイルの生成数を選択" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "Ratio" msgstr "割合" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "Choose what proportion of particles will receive a trail." msgstr "トレイルを受け取るパーティクルの割合" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "Lifetime" msgstr "生存期間" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "How long each trail will last, relative to the life of the particle." msgstr "粒子の生存期間と比較して各トレイルがどれくらい持続するか" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "Minimum Vertex Distance" msgstr "最小頂点距離" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "The minimum distance each trail can travel before adding a new vertex." msgstr "新しい頂点を追加する前に各トレールが移動できる最短距離" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "World Space" msgstr "ワールド空間" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "Trail points will be dropped in world space, even if the particle system is simulating in local space." msgstr "パーティクルシステムがローカル空間でシミュレーションされている場合でも、トレイルポイントはワールド空間にドロップされます" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "Die with Particles" msgstr "パーティクルとともに消滅" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "The trails will disappear when their owning particles die." msgstr "パーティクルが消滅すると、トレイルは消えます" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "Size affects Width" msgstr "サイズは幅に影響" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "The trails will use the particle size to control their width." msgstr "トレイルはパーティクルサイズを使って幅を制御します" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "Size affects Lifetime" msgstr "サイズは生存期間に影響" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "The trails will use the particle size to control their lifetime." msgstr "トレイルはパーティクルサイズを使って生存期間を制御します" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "Inherit Particle Color" msgstr "パーティクルカラーを継承" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "The trails will use the particle color as their base color." msgstr "トレイルは、パーティクル色を基本色として使用します" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "The color of the trails during the lifetime of the particle they are attached to." msgstr "パーティクルの生存期間のパーティクルが付着しているトレイルの色" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "Width over Trail" msgstr "トレイル幅 " #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "Select a width for the trail from its start to end vertex." msgstr "開始点から終了の頂点までのトレイルの幅を選択します" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "Color over Trail" msgstr "トレイルの色 " #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "Select a color for the trail from its start to end vertex." msgstr "開始点から終了点までのトレイルの色を選択" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "Ribbon Count" msgstr "リボンの数" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "Select how many ribbons to render throughout the Particle System." msgstr "パーティクルシステムでリボンをいくつ描画するか" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "Split Sub Emitter Ribbons" msgstr "サブエミッターリボンを分割" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "When used on a sub emitter, ribbons will connect particles from each parent particle independently." msgstr "サブエミッターを使用するときは、リボンはそれぞれの親パーティクルに接続します" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "Attach Ribbons to Transform" msgstr "リボンをトランスフォームにアタッチ" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "Connect each ribbon to the position of the Transform Component." msgstr "各リボンをトランスフォームコンポーネントの位置に接続します" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "Ribbon" msgstr "リボン" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "Stretch" msgstr "伸縮" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "Tile" msgstr "タイル" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "DistributePerSegment" msgstr "セグメント単位の分布" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:1 msgid "RepeatPerSegment" msgstr "セグメント単位の繰り返し" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1 msgid "Animation frames can either be specified on a regular grid texture, or as a list of Sprites." msgstr "アニメーションフレームは正規グリッドテクスチャ上に指定されるか、スプライトのリストとして指定されます" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1 msgid "Time Mode" msgstr "タイムモード" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1 msgid "Play frames either based on the lifetime of the particle, the speed of the particle, or at a constant FPS, regardless of particle lifetime." msgstr "パーティクルの生存期間に関係なく、パーティクルの生存期間、パーティクルの速度、または一定の FPS でフレームを再生します。" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1 msgid "FPS" msgstr "FPS" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1 msgid "Specify the Frames Per Second of the animation." msgstr "アニメーションの1秒間のフレーム数を指定します" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1 msgid "Frame over Time" msgstr "時系列のフレーム" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1 msgid "Controls the uv animation frame of each particle over its lifetime. On the horizontal axis you will find the lifetime. On the vertical axis you will find the sheet index." msgstr "各パーティクルの生存期間にわたってUVアニメーションフレームを制御します。水平方向の軸は生存期間を表し、垂直方向の軸はシートインデックスを表します。" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1 msgid "Start Frame" msgstr "開始フレーム" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1 msgid "Phase the animation, so it starts on a frame other than 0." msgstr "アニメーションを段階的に実行します。そのため、フレーム 0 以外から開始します。 " #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1 msgid "Remaps speed in the defined range to a 0-1 value through the animation." msgstr "定義された範囲の速度をアニメーション内で 0-1 の値に再マッピングします。" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1 msgid "Tiles" msgstr "タイル" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1 msgid "Defines the tiling of the texture." msgstr "テクスチャのタイリング" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1 msgid "Specifies the animation type: Whole Sheet or Single Row. Whole Sheet will animate over the whole texture sheet from left to right, top to bottom. Single Row will animate a single row in the sheet from left to right." msgstr "アニメーションのタイプがシート全体か単一行かを指定します。シート全体の場合、テクスチャシート全体の左から右、上から下の順にアニメーション化が行われます。単一行の場合、シートの1列を左から右に向かってアニメーション化します。" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1 msgid "Row Mode" msgstr "行モード" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1 msgid "Determine how the row is selected for each particle." msgstr "各パーティクルの行を選択する方法を設定します" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1 msgid "Row" msgstr "行" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1 msgid "The row in the sheet which will be played." msgstr "再生されるシートの行" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1 msgid "The list of Sprites to be played." msgstr "再生するスプライトのリスト" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1 msgid "Frame" msgstr "フレーム" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1 msgid "The frame in the sheet which will be used." msgstr "シート内で使用されるフレーム" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1 msgid "Cycles" msgstr "サイクル" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1 msgid "Specifies how many times the animation will loop during the lifetime of the particle." msgstr "アニメーションのシーケンスが、パーティクルの生存期間の間に何回ループするかを指定します" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1 msgid "Affected UV Channels" msgstr "影響を受ける UV チャンネル" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1 msgid "Specifies which UV channels will be animated." msgstr "どのUVチャンネルを使用するかを指定します" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1 msgid "Whole Sheet" msgstr "シート全体" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1 msgid "Single Row" msgstr "単一行" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1 msgid "Random" msgstr "ランダム" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:1 msgid "Mesh Index" msgstr "メッシュインデックス" #: Modules/ParticleSystemEditor/ParticleSystemModules/ColorByVelocityModuleUI.cs:1 msgid "Controls the color of each particle based on its speed." msgstr "速度を基にして、各パーティクルの色を制御します。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ColorByVelocityModuleUI.cs:1 msgid "Remaps speed in the defined range to a color." msgstr "定義された範囲の速度を色に再マッピングします。" #: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:1 msgid "Colliders" msgstr "コライダー" #: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:1 msgid "The list of collision shapes to use for the trigger." msgstr "トリガーに使用する衝突形状のリスト" #: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:1 msgid "Create a GameObject containing a sphere collider and assigns it to the list." msgstr "スフィアコライダー コンポーネントを含むゲームオブジェクトを作成しリストに割り当てます" #: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:1 msgid "Inside" msgstr "内側" #: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:1 msgid "What to do for particles that are inside the collision volume." msgstr "衝突ボリュームの内側のパーティクルをどのようにするか" #: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:1 msgid "Outside" msgstr "外側" #: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:1 msgid "What to do for particles that are outside the collision volume." msgstr "衝突ボリュームの外側のパーティクルをどうするか" #: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:1 msgid "Enter" msgstr "開始" #: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:1 msgid "Triggered once when particles enter the collision volume." msgstr "パーティクルが衝突範囲に入るときトリガーします" #: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:1 msgid "Triggered once when particles leave the collision volume." msgstr "パーティクルが衝突範囲を離れるときトリガーします" #: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:1 msgid "Radius Scale" msgstr "半径スケール" #: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:1 msgid "Scale particle bounds by this amount to get more precise collisions." msgstr "より正確な衝突を得るために、この量で縛ってパーティクルを測ります" #: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:1 msgid "Visualize Bounds" msgstr "範囲を可視化" #: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:1 msgid "Render the collision bounds of the particles." msgstr "パーティクルの衝突範囲をレンダリング" #: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:1 msgid "Kill" msgstr "削除" #: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:1 msgid "Callback" msgstr "コールバック" #: Modules/ParticleSystemEditor/ParticleSystemModules/RotationModuleUI.cs:1 msgid "Angular Velocity" msgstr "角速度" #: Modules/ParticleSystemEditor/ParticleSystemModules/RotationModuleUI.cs:1 msgid "Controls the angular velocity of each particle during its lifetime." msgstr "生存期間中にパーティクルごとの角速度を制御します" #: Modules/ParticleSystemEditor/ParticleSystemModules/RotationModuleUI.cs:1 msgid "If enabled, you can control the angular velocity limit separately for each axis." msgstr "これを有効にすると、角速度の限度を軸ごとに制御できます" #: Modules/ParticleSystemEditor/ParticleSystemModules/SizeModuleUI.cs:1 msgid "Controls the size of each particle during its lifetime." msgstr "パーティクルの生存中に各パーティクルの大きさを制御します" #: Modules/ParticleSystemEditor/ParticleSystemModules/ModuleUIHelpers.cs:1 msgid "Constant Color" msgstr "一定色" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1 msgid "If enabled, you can control the noise separately for each axis." msgstr "これを有効にすると、各軸ごとに個別にノイズを制御できます" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1 msgid "How strong the overall noise effect is." msgstr "全体的なノイズエフェクトの強さ" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1 msgid "Frequency" msgstr "頻度" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1 msgid "Low values create soft, smooth noise, and high values create rapidly changing noise." msgstr "低い値はソフトで滑らかなノイズを生成し、高い値は急速に変化するノイズを生成します" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1 msgid "Damping" msgstr "減衰" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1 msgid "If enabled, strength is proportional to frequency." msgstr "これを有効にすると、強さは周波数に比例します" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1 msgid "Octaves" msgstr "オクターブ" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1 msgid "Layers of noise that combine to produce final noise (Adding octaves increases the performance cost substantially!)" msgstr "最終的なノイズを生成するために組み合わせるノイズのレイヤー(オクターブを追加するとパフォーマンスコストが大幅に増加します)" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1 msgid "Octave Multiplier" msgstr "オクターブ乗数" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1 msgid "When combining each octave, scale the intensity by this amount." msgstr "各オクターブを組み合わせる場合は、この値で強さを調節します" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1 msgid "Octave Scale" msgstr "オクターブスケール" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1 msgid "When combining each octave, zoom in by this amount." msgstr "各オクターブを組み合わせるときは、この値でズームインします" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1 msgid "Generate 1D, 2D or 3D noise." msgstr "1D、2D、または 3D ノイズを生成" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1 msgid "Scroll Speed" msgstr "スクロール速度" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1 msgid "Scroll the noise map over the particle system." msgstr "パーティクルシステム上にノイズマップをスクロール" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1 msgid "Remap" msgstr "再マップする" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1 msgid "Remap the final noise values into a new range." msgstr "最終的なノイズ値を新しい範囲に再マップします" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1 msgid "Position Amount" msgstr "配置量" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1 msgid "What proportion of the noise is applied to the particle positions." msgstr "パーティクル配置へ適用するノイズの比率" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1 msgid "Rotation Amount" msgstr "回転量" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1 msgid "What proportion of the noise is applied to the particle rotations, in degrees per second." msgstr "パーティクルの回転に適用するノイズの比率 (度/秒)" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1 msgid "Size Amount" msgstr "サイズ量" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1 msgid "Multiply the size of the particle by a proportion of the noise." msgstr "ノイズの比率に応じてパーティクルのサイズを乗じます" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1 msgid "Preview the noise as a texture." msgstr "ノイズをテクスチャとしてプレビューします" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1 msgid "Preview (Disabled)" msgstr "プレビュー (無効)" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1 msgid "Preview is disabled in multi-object editing mode." msgstr "複数オブジェクト編集モードでプレビューを無効にします" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1 msgid "Remap Curve" msgstr "再マップカーブ" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1 msgid "Low (1D)" msgstr "低 (1D)" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1 msgid "Medium (2D)" msgstr "中 (2D)" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:1 msgid "High (3D)" msgstr "高 (3D)" #: Modules/ParticleSystemEditor/ParticleSystemModules/CustomDataModuleUI.cs:1 msgid "Select the type of data to populate this stream with." msgstr "このストリームに入力するデータ型を選択してください" #: Modules/ParticleSystemEditor/ParticleSystemModules/CustomDataModuleUI.cs:1 msgid "Number of Components" msgstr "コンポーネント数 " #: Modules/ParticleSystemEditor/ParticleSystemModules/CustomDataModuleUI.cs:1 msgid "How many of the components (XYZW) to fill." msgstr "充填するコンポーネント(XYZW) の数" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Defines the shape of the volume from which particles can be emitted, and the direction of the start velocity." msgstr "パーティクルを放出できるエミッターの形状を定義します。それぞれ放出の向きや開始速度などが定義できます" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Radius of the shape." msgstr "形状の半径" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Radius Thickness" msgstr "半径の厚さ" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Control the thickness of the spawn volume, from 0 to 1." msgstr "生成する体積の厚さを0から1の範囲に制御します" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Angle" msgstr "角度" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Angle of the cone." msgstr "円錐の角度" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Length of the cone." msgstr "円錐の長さ" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Box Thickness" msgstr "ボックスの厚さ" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "When using shell/edge modes, control the thickness of the spawn volume, from 0 to 1." msgstr "シェル/エッジモードを使用するとき、生成する体積の厚さを0から1の範囲に制御します" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Generate particles from vertices, edges or triangles." msgstr "頂点、端、三角形からのパーティクルを生成します" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Mesh that the particle system will emit from." msgstr "パーティクルを放出するメッシュ" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "MeshRenderer that the particle system will emit from." msgstr "パーティクルを放出するメッシュレンダラー" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "SkinnedMeshRenderer that the particle system will emit from." msgstr "パーティクルを放出するスキンメッシュレンダラー" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Sprite that the particle system will emit from." msgstr "パーティクルを放出するスプライト" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "SpriteRenderer that the particle system will emit from." msgstr "パーティクルを放出するスプライトレンダラー" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Single Material" msgstr "単一マテリアル" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Only emit from a specific material of the mesh." msgstr "指定のメッシュマテリアルからのみ放出" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Use Mesh Colors" msgstr "メッシュカラーを使用" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 Editor-Missing:Missing detected at runtime. msgid "Modulate particle color with mesh vertex colors, or if they don't exist, use the shader color property \"_Color\" or \"_TintColor\" from the material. Does not read texture colors." msgstr "パーティクルの色をメッシュの頂点カラーで調節します。または、頂点カラーがない場合は、シェーダーカラープロパティを使ってマテリアルの'_Color'か'_TintColor'を使用してください。テクスチャカラーは読み込みません。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Normal Offset" msgstr "法線オフセット" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Offset particle spawn positions along the mesh normal." msgstr "メッシュの法線にそってパーティクルの生成位置をオフセットします" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Texture that the particles will sample their color from." msgstr "パーティクルがカラーをサンプルするテクスチャー" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Clip Channel" msgstr "クリップチャンネル" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Select a channel to use for discarding particles." msgstr "パーティクルを破棄するために使用するチャンネルを選択します" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Clip Threshold" msgstr "クリップのしきい値" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Only emit from parts of the texture where the Clip Channel is greater than or equal to this value." msgstr "クリップチャンネルがこの値以上であるテクスチャ部分からのみ放出されます" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Color affects Particles" msgstr "色はパーティクルに影響します" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Multiply the particle color by the texture RGB value." msgstr "テクスチャ RGB 値でパーティクルの色を乗じます" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Alpha affects Particles" msgstr "アルファはパーティクルに影響します" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Multiply the particle alpha by the texture alpha value." msgstr "テクスチャアルファ値でパーティクルのアルファを乗じます" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Bilinear Filtering" msgstr "バイリニアフィルタリング" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Blend between pixels on the texture." msgstr "テクスチャのピクセル間のブレンド" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "UV Channel" msgstr "UV チャンネル" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Use the selected UV channel from the source mesh, for reading the texture." msgstr "テクスチャを読み込むために、ソースメッシュの UVチャンネルを使用します" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Align To Direction" msgstr "移動方向に整列" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Automatically align particles based on their initial direction of travel." msgstr "最初の移動方向に基づいて自動的にパーティクルを整列します" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Randomize Direction" msgstr "ランダム方向" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Override the initial direction of travel with a random direction." msgstr "移動の最初の方向を、ランダムな方向にオーバーライドします。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Spherize Direction" msgstr "球状方向" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Override the initial direction of travel with a direction that projects particles outwards from the center of the Shape Transform." msgstr "移動の最初の方向をオーバーライドし、形状のトランスフォームの中心から外に向かってパーティクルを放出します。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Randomize Position" msgstr "ランダム位置" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Move the starting positions by a random amount, up to this maximum value." msgstr "開始位置からランダムな距離を移動します(最大はこの値まで)" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Emit from:" msgstr "放射元" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Specifies from where particles are emitted." msgstr "どこからパーティクルが放射されるかを指定します" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Donut Radius" msgstr "ドーナツ半径" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "The radius of the donut. Used to control the thickness of the ring." msgstr "ドーナツの半径。輪の太さを制御するのに使用されます。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Translate the emission shape." msgstr "放出形状を転換します" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Rotate the emission shape." msgstr "放出形状を回転します" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Scale the emission shape." msgstr "放出形状をスケールします" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Sphere Thickness Handle Change" msgstr "スフィア厚さの変更" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Sphere Handle Change" msgstr "スフィアの変更" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Circle Thickness Handle Change" msgstr "円厚さの変更" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Circle Handle Change" msgstr "円の変更" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Hemisphere Thickness Handle Change" msgstr "半球厚さの変更" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Hemisphere Handle Change" msgstr "半球の変更" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Cone Thickness Handle Change" msgstr "円錐厚さの変更" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Cone Handle Change" msgstr "円錐の変更" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Cone Volume Thickness Handle Change" msgstr "円錐ボリューム厚さの変更" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Cone Volume Handle Change" msgstr "円錐ボリュームの変更" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Box Handle Change" msgstr "ボックスの変更" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Donut Handle Change" msgstr "ドーナツの変更" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Donut Radius Thickness Handle Change" msgstr "ドーナツ半径厚さの変更" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Donut Radius Handle Change" msgstr "ドーナツ半径の変更" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Edge Handle Change" msgstr "エッジの変更" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Rectangle Handle Change" msgstr "矩形の変更" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Shape Transform Change" msgstr "形状のトランスフォームの変更" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Cone" msgstr "円錐" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Donut" msgstr "ドーナツ" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Mesh Renderer" msgstr "メッシュレンダラー" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Skinned Mesh Renderer" msgstr "スキンメッシュレンダラー" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Circle" msgstr "サークル" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Edge" msgstr "エッジ" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Shell" msgstr "シェル" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Triangle" msgstr "三角形" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Ping-Pong" msgstr "往復" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Burst Spread" msgstr "バーストスプレッド" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Green" msgstr "緑" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Blue" msgstr "青" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "To use mesh colors, your source mesh must either provide vertex colors, or its shader must contain a color property named \"_Color\" or \"_TintColor\"." msgstr "メッシュのカラーを使用するには、ソースのメッシュに頂点のカラーがあるか、またはシェーダーに'_Color'か'_TintColor'という名のカラープロパティーが含まれていることが必要です" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Shape gizmo editing mode." msgstr "形状のギズモ編集モード" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Shape transform position editing mode." msgstr "形状のトランスフォームの位置編集モード" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Shape transform rotation editing mode." msgstr "形状のトランスフォームの回転編集モード" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:1 msgid "Shape transform scale editing mode." msgstr "形状のトランスフォームの拡大/縮小編集モード" #: Modules/ParticleSystemEditor/ParticleSystemModules/SizeByVelocityModuleUI.cs:1 msgid "Remaps speed in the defined range to a size." msgstr "定義された範囲の速度をサイズに再マッピングします。" #: Modules/ParticleSystemEditor/ParticleSystemModules/SizeByVelocityModuleUI.cs:1 msgid "Controls the size of each particle based on its speed." msgstr "速度に基づいて各パーティクルサイズを制御します。" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "The length of time the Particle System is emitting particles. If the system is looping, this indicates the length of one cycle." msgstr "パーティクルシステムがパーティクルを放出している時間。 システムがループしている場合、これは1サイクルの長さを示します" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Looping" msgstr "ループ" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "If true, the emission cycle will repeat after the duration." msgstr "これを有効にすると放出周期が繰り返されます" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Prewarm" msgstr "事前準備" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "When played, a prewarmed system will be in a state as if it had emitted one loop cycle. Can only be used if the system is looping." msgstr "これを有効にすると、開始時にすでにパーティクルを1ループサイクル放出させたかのような状態になります。ループが設定されている場合にのみ、この機能を使用できます。" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Start Delay" msgstr "開始の遅延" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Delay in seconds that this Particle System will wait before emitting particles. Cannot be used together with a prewarmed looping system." msgstr "パーティクルシステムがパーティクルを放出する前にディレイとして待つ時間。事前準備したループシステムを併用することはできません" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Max Particles" msgstr "最大パーティクル数" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "The number of particles in the system will be limited by this number. Emission will be temporarily halted if this is reached." msgstr "そのシステムの中で、一度に存在できるパーティクルの最大数を決めます。この値いっぱいにパーティクルが生成されると、パーティクルが削除されるまで放出を停止します" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Start Lifetime" msgstr "開始時の生存期間" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Start lifetime in seconds, particle will die when its lifetime reaches 0." msgstr "パーティクルの初期生存時間(秒単位)。0になるとパーティクルは消滅します。" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Start Speed" msgstr "開始時の速度" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "The start speed of particles, applied in the starting direction." msgstr "開始時の向きに適用されるパーティクルの開始速度" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "The start color of particles." msgstr "パーティクルの開始時の色" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "3D Start Size" msgstr "開始時の 3D サイズ" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "If enabled, you can control the size separately for each axis." msgstr "これを有効にすると、各軸ごとにサイズを制御することができます" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Start Size" msgstr "開始時のサイズ" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "The start size of particles." msgstr "パーティクルの開始時のサイズ" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "3D Start Rotation" msgstr "開始時の 3D 回転" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "If enabled, you can control the rotation separately for each axis." msgstr "これを有効にすると、各軸ごとに回転を制御することができます" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Start Rotation" msgstr "開始時の回転" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "The start rotation of particles in degrees." msgstr "パーティクルの開始時の回転角度(度)" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Flip Rotation" msgstr "回転を反転する" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Cause some particles to spin in the opposite direction. (Set between 0 and 1, where a higher value causes more to flip)" msgstr "一部のパーティクルを反対方向に回転させます。(0から1まで設定することができ、高い値ほど反転する確率が高くなります)" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Play On Awake*" msgstr "ゲーム開始時に再生* " #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "If enabled, the system will start playing automatically. Note that this setting is shared between all Particle Systems in the current particle effect." msgstr "これを有効にすると、システムが自動的に再生を開始します。 この設定は、現在のパーティクルエフェクトのすべてのパーティクルシステムで共有されています" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Gravity Modifier" msgstr "重力モディファイア" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Scales the gravity defined in Physics Manager" msgstr "物理設定で設定されている重力値の大きさ。値が0ならば無重力になる" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Scaling Mode" msgstr "スケーリングモード" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Use the combined scale from our entire hierarchy, just this local particle node, or only apply scale to the shape module." msgstr "階層全体から組み合わせたスケールを使用するか、このローカルのパーティクルノードのみか、スケールをシェープモジュールだけに適用するか。" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Simulation Space" msgstr "シミュレーション空間" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Makes particle positions simulate in world, local or custom space. In local space they stay relative to their own Transform, and in custom space they are relative to the custom Transform." msgstr "パーティクルの位置をワールド空間、ローカル空間、カスタム空間でシミュレーションします。ローカル空間では、パーティクルはそれ自体のトランスフォームと相対的、カスタム空間ではカスタムトランスフォームと相対的になります" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Custom Simulation Space" msgstr "カスタムシミュレーション空間 " #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Makes particle positions simulate relative to a custom Transform component." msgstr "カスタムのトランスフォームコンポーネントに関連付けてパーティクルの位置をシミュレーションします" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Simulation Speed" msgstr "シミュレーション速度" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Scale the playback speed of the Particle System." msgstr "パーティクルシステムの再生速度を計測" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Delta Time" msgstr "デルタタイム" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Use either the Delta Time or the Unscaled Delta Time. Useful for playing effects whilst paused." msgstr "デルタタイム、または、スケールなしのデルタタイムのいずれかを使用します。一時停止中にエフェクトを再生するのに便利です" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Auto Random Seed" msgstr "自動ランダムシード" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Simulate differently each time the effect is played." msgstr "エフェクトが再生されるたびに異なる方法でシミュレーションします" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Random Seed" msgstr "ランダムシード" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Randomize the look of the Particle System. Using the same seed will make the Particle System play identically each time. After changing this value, restart the Particle System to see the changes, or check the Resimulate box." msgstr "パーティクルシステムの外観をランダムにします。 同じシードを使用すると、毎回パーティクルシステムが同じように再生されます。更新するには、この値を変更した後にパーティクルシステムを再起動するか、再シミュレーションのボックスにチェックします" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Emitter Velocity" msgstr "エミッター速度スケール" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "When the Particle System is moving, should we use its Transform, or Rigidbody Component, to calculate its velocity?" msgstr "パーティクルシステムが移動しているとき、その速度を計算するためのトランスフォーム、またはリジッドボディを使用する必要がありますか?" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Stop Action" msgstr "アクションを停止" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "When the Particle System is stopped and all particles have died, should the GameObject automatically disable/destroy itself?" msgstr "パーティクルシステムが停止しすべてのパーティクルが終了するときに、ゲームオブジェクトは自動的に無効にされる/削除されるべきか?" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Choose whether to continue simulating the Particle System when offscreen. Catch-up mode pauses offscreen simulations but performs a large simulation step when they become visible, giving the appearance that they were never paused. Automatic uses Pause mode for looping systems, and AlwaysSimulate if not looping." msgstr "オフスクリーンでパーティクルシステムのシミュレーションを続行するかを選択します。[キャッチアップ]モードの場合は画面外のシミュレーションを一時停止しますが、画面に表示されるときにシミュレーションの大きな処理を実行し、停止されなかったかのように表示します。[自動]にすると、ループの場合は[一時停止]モードが使用され、ループでない場合は[常にシミュレーション]のモードになります。" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Ring Buffer Mode" msgstr "リングバッファモード" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Rather than dying when their lifetime has elapsed, particles will remain alive until the Max Particles buffer is full, at which point new particles will replace the oldest." msgstr "パーティクルの生存期間が経過しても消滅せずに、最大パーティクルバッファがいっぱいになるまでパーティクルが有効なまま残ります。このバッファがいっぱいになった時点で、古いパーティクルが新しいものに置き換えられます。" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Loop Range" msgstr "ループ範囲" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Particle lifetimes may loop between a fade-in and fade-out time, in order to use curves for the entire time they are alive. Values are in the 0-1 range." msgstr "パーティクルの生存期間全体の時間にわたってカーブを使用するために、フェードインとフェードアウトの間を繰り返すことがあります。値は0-1の範囲です。" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "World" msgstr "ワールド" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Destroy" msgstr "破棄" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Pause and Catch-up" msgstr "一時停止後キャッチアップ" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 Editor-Missing:Missing detected at runtime. msgid "Always Simulate" msgstr "常にシミュレーションする" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Pause Until Replaced" msgstr "置き換えるまで一時停止" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:1 msgid "Loop Until Replaced" msgstr "置き換えるまでループ" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Defines the render mode of the particle renderer." msgstr "パーティクルのレンダリングの描画モードを定義します" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Defines the material used to render particles." msgstr "パーティクルを描画するために使用するマテリアルを定義します" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Trail Material" msgstr "トレイルマテリアル" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Defines the material used to render particle trails." msgstr "パーティクルトレイルをレンダリングするために使用するマテリアルを定義します" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Defines the mesh that will be rendered as particle." msgstr "パーティクルでレンダリングされるメッシュ" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Min Particle Size" msgstr "最小パーティクルサイズ" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "How small is a particle allowed to be on screen at least? 1 is entire viewport. 0.5 is half viewport." msgstr "スクリーン上で可能な最小のパーティクルのサイズ。1はビューポート全体。0.5はビューポートの半分" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Max Particle Size" msgstr "最大パーティクルサイズ" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "How large is a particle allowed to be on screen at most? 1 is entire viewport. 0.5 is half viewport." msgstr "画面に表示されるパーティクルの最大サイズ。1はビューポート全体で、0.5はビューポートの半分の大きさです" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Camera Scale" msgstr "カメラスケール" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "How much the camera speed is factored in when determining particle stretching." msgstr "パーティクルの伸縮を決めるときにカメラ速度が要因となる度合い" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Speed Scale" msgstr "速度範囲" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Defines the length of the particle compared to its speed." msgstr "速度に比例したパーティクルの長さを定義します。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Length Scale" msgstr "長さスケール" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Defines the length of the particle compared to its width." msgstr "パーティクルの幅に対する長さを定義します" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Sorting Fudge" msgstr "ソート順" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Lower the number and most likely these particles will appear in front of other transparent objects, including other particles." msgstr "パーティクルのソート順のバイアス。値が低いと他のシステムから発生したパーティクルを含む、他の透明なオブジェクトの上にパーティクルが描画される相対的な可能性が高まります" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "This is disabled as the Sorting Group component handles the sorting for this Renderer." msgstr "ソートグループコンポーネントがこのレンダラーのソートを処理するため、これは無効になっています。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Sort Mode" msgstr "ソートモード" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "The draw order of particles can be sorted by distance, oldest in front, or youngest in front." msgstr "パーティクルの描画順を'距離順'、'古い順'、'新しい順'にソートすることが可能です" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Set whether the rotation of the particles is defined in Screen or World space." msgstr "パーティクルの回転がスクリーンスペースかワールド空間のどちらかで定義されるかを設定します" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Only opaque materials cast shadows" msgstr "不透明のマテリアルのみ影を落とします" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Only opaque materials receive shadows. When using deferred rendering, all opaque objects receive shadows." msgstr "不透明のマテリアルのみ影を受けます。ディファードレンダリングを使用すると、すべての不透明オブジェクトは影を受けます。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Apply a shadow bias to prevent self-shadowing artifacts. The specified value is the proportion of the particle size." msgstr "自己投影で発生するアーティファクトを回避するためにシャドウバイアスを適用します。指定した値は、パーティクルサイズの比率です。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Specifies whether the Particle System renders 'Per Object Motion', 'Camera Motion', or 'No Motion' vectors to the Camera Motion Vector Texture. Note that there is no built-in support for Per-Particle Motion." msgstr "メッシュが「オブジェクトモーションごと」、 「カメラモーション」、「モーションなし」のどのベクトルでカメラモーションベクトルテクスチャに描画するかを指定します。「パーティクルごとのモーション」のビルトインサポートはありません" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Normal Direction" msgstr "法線の方向" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Value between 0.0 and 1.0. If 1.0 is used, normals will point towards camera. If 0.0 is used, normals will point out in the corner direction of the particle." msgstr "値は 0.0から1.0。1.0 の場合、法線はカメラ方向を指します。0.0 の場合は、法線はパーティクルの端の方向を指します。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Allow Roll" msgstr "回転を許可" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Allows billboards to roll with the camera. It is often useful to disable this option when using VR." msgstr "ビルボードをカメラの動きに合わせて回転させます。VRを使用するときには、これを無効にしたほうが良い場合があります。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Name of the Renderer's sorting layer." msgstr "レンダラーのソートレイヤーの名前" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Render Alignment" msgstr "レンダー整列" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Specifies if the particles will face the camera, align to world axes, or stay local to the system's transform." msgstr "パーティクルがカメラを向いているか、ワールド座標に揃っているか、システムの変換に対してローカルにとどまっているかを指定します" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Applies an offset to the pivot of particles, as a multiplier of its size." msgstr "パーティクルの大きさを定数として、パーティクルのオフセットを適用します" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Cause some particles to be flipped horizontally and/or vertically. (Set between 0 and 1, where a higher value causes more to flip)" msgstr "一部のパーティクルを水平、および(または)垂直方向に反転させます。0から1の範囲で設定し、値が大きいほどより多く反転します。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Cause some mesh particles to be flipped along each of their axes. Use a shader with CullMode=None, to avoid inside-out geometry. (Set between 0 and 1, where a higher value causes more to flip)" msgstr "一部のメッシュパーティクルをそれぞれの軸にそって反転させます。ジオメトリが裏返しになることを防ぐには、シェーダーに CullMode=None を使用します。0から1の範囲で設定し、値が大きいほどより多く反転します。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Visualize Pivot" msgstr "ピボットの可視化" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Render the pivot positions of the particles." msgstr "パーティクルのピボット位置をレンダリング" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Custom Vertex Streams" msgstr "カスタム頂点ストリーム" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Choose whether to send custom particle data to the shader." msgstr "カスタムパーティクルデータをシェーダーに送るかどうかを選択します" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Enable Mesh GPU Instancing" msgstr "メッシュGPUインスタンシングを有効にする" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "When rendering mesh particles, use GPU Instancing on platforms where it is supported, and when using shaders that contain a Procedural Instancing pass (#pragma instancing_options procedural)." msgstr "メッシュパーティクルをレンダリングする場合は、サポートされているプラットフォームで、プロシージャルインスタンシング(#pragma instancing_options procedural)のパスを含むシェーダーを使うときにGPUインスタンシングを使ってください。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Apply Active Color Space" msgstr "アクティブな色空間を適用" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "When using Linear Rendering, particle colors will be converted appropriately before being passed to the GPU." msgstr "リニアレンダリングを使用する場合、パーティクルの色はGPU に渡される前に適切に変換されます。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Masking" msgstr "マスキング" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Defines the masking behavior of the particles. See Sprite Masking documentation for more details." msgstr "パーティクルのマスキングの動作を定義します。詳細はスプライトマスキングのドキュメントを参照してください。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Stretched Billboard" msgstr "伸縮ビルボード" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Horizontal Billboard" msgstr "水平ビルボード" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Vertical Billboard" msgstr "垂直ビルボード" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "By Distance" msgstr "距離" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Oldest in Front" msgstr "古いものを前面" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Youngest in Front" msgstr "表面で最も新しい" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "View" msgstr "ビュー" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Facing" msgstr "間隔" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Velocity" msgstr "速度" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Camera Motion Only" msgstr "カメラモーションのみ" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Per Object Motion" msgstr "オブジェクトモーションごと" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Force No Motion" msgstr "強制的に動きを止める" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "No Masking" msgstr "マスクなし" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Visible Inside Mask" msgstr "内部マスクの可視化" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Visible Outside Mask" msgstr "外部マスクの可視化" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:1 msgid "Using Align to Direction in the Shape Module forces the system to be rendered using Local Render Alignment." msgstr "シェイプモジュールで'方向に沿って整列する'を使用すると、ローカルレンダー整列を使用してシステムがレンダリングされます" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Lifetime Loss" msgstr "生存期間の損失" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "When particle collides, it will lose this fraction of its Start Lifetime" msgstr "パーティクルが衝突したときに 生存期間 から設定した分の時間が失われます" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Planes" msgstr "平面" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Planes are defined by assigning a reference to a transform. This transform can be any transform in the scene and can be animated. Multiple planes can be used. Note: the Y-axis is used as the plane normal." msgstr "平面は参照をトランスフォームに割り当てることによって定義します。このトランスフォームは、シーン内にあるトランスフォームでアニメーションを行うことも可能です。複数の平面を使用することも可能です。注意点として、Y軸は平面の法線を使用します" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Create an empty GameObject and assign it as a plane." msgstr "空のゲームオブジェクトを作成して平面として割り当てます" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Min Kill Speed" msgstr "削除の最低速度" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "When particles collide and their speed is lower than this value, they are killed." msgstr "衝突後、この値よりも遅い速度で移動しているパーティクルは削除されます。" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Max Kill Speed" msgstr "削除の最高速度" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "When particles collide and their speed is higher than this value, they are killed." msgstr "パーティクルが衝突するとき、その速度がこの値より大きい場合、パーティクルは消滅します。" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "When particle collides, it will lose this fraction of its speed. Unless this is set to 0.0, particle will become slower after collision." msgstr "パーティクルが衝突すると、速度がわずかに失われます。値を 0.0 に設定しないかぎり、パーティクルは衝突した後に遅くなります。" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Bounce" msgstr "バウンス" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "When particle collides, the bounce is scaled with this value. The bounce is the upwards motion in the plane normal direction." msgstr "パーティクルが衝突したときに、この値でバウンスがスケーリングされます。バウンスは平面法線の向きの上向きに動きます" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Only used for visualizing the planes: Wireframe or Solid." msgstr "平面をワイヤーフレームやソリッドで可視化するときのみ使用します" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Scale Plane" msgstr "平面スケール" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Resizes the visualization planes." msgstr "可視化される平面のサイズ" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Collides With" msgstr "衝突設定" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Collides the particles with colliders included in the layermask." msgstr "レイヤーマスクを選択することでコライダーを持つパーティクルが衝突できるようになります" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Enable Dynamic Colliders" msgstr "動的コライダーを有効にする" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Should particles collide with dynamic objects?" msgstr "パーティクルを動的オブジェクトと衝突させるか" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Max Collision Shapes" msgstr "最大衝突形状" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "How many collision shapes can be considered for particle collisions. Excess shapes will be ignored. Terrains take priority." msgstr "パーティクル衝突のための衝突形状の数。超過した形状は無視されます。Terrain(地形)が優先されます。" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Collision Quality" msgstr "衝突品質" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Quality of world collisions. Medium and low quality are approximate and may leak particles." msgstr "これは衝突の品質に影響します。値が小さければ、パーティクルは時々コライダーを通り抜けるかもしれません(World モードのみで有効)" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Size of voxels in the collision cache. Smaller values improve accuracy but require higher memory usage and are less efficient." msgstr "衝突のキャッシュ内のボクセルサイズ。 値を小さくするほど精度は向上しますが、メモリ使用量が増え効率が低下します。" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Send Collision Messages" msgstr "衝突メッセージを送信" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Send collision callback messages." msgstr "衝突のコールバックメッセージを送信します" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Collide with a list of Planes, or the Physics World." msgstr "平面、または、物理演算世界のリストと衝突" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Use 3D Physics or 2D Physics." msgstr "3D 物理演算か 2D 物理演算を使用します" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Collider Force" msgstr "コライダーのスケール" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Control the strength of particle forces on colliders." msgstr "速度に基づいて各パーティクルの色を制御します" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Multiply by Collision Angle" msgstr "衝突角度によって増加" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Should the force be proportional to the angle of the particle collision? A particle collision directly along the collision normal produces all the specified force whilst collisions away from the collision normal produce less force." msgstr "力がパーティクルの衝突角度に比例しているか。直接、衝突法線に沿ったパーティクルの衝突は指定された力すべてを生成します。一方、衝突法線から遠い衝突は、少ない力を生成します" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Multiply by Particle Speed" msgstr "パーティクル速度で乗算" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Should the force be proportional to the particle speed?" msgstr "力をパーティクルの速度に比例させるか。" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Multiply by Particle Size" msgstr "パーティクルサイズによって増加" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Should the force be proportional to the particle size?" msgstr "力をパーティクルのサイズに比例させるか。" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Modified Collision Plane Transform" msgstr "変更された衝突平面トランスフォーム" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Medium (Static Colliders)" msgstr "中 (静的コライダー)" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Low (Static Colliders)" msgstr "低 (静的コライダー)" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Solid" msgstr "ソリッド" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Move plane editing mode." msgstr "平面移動モード" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:1 msgid "Rotate plane editing mode." msgstr "回転平面編集モード" #: Modules/ParticleSystemEditor/ParticleSystemModules/RotationByVelocityModuleUI.cs:1 msgid "Maps the speed to a value along the curve, when using one of the curve modes." msgstr "カーブモードの1 つを使用するとき、速度をカーブに沿った値にマップします" #: Modules/ParticleSystemEditor/ParticleSystemModules/RotationByVelocityModuleUI.cs:1 msgid "Controls the angular velocity of each particle based on its speed." msgstr "この速度を基にしてパーティクルごとに角速度を制御します" #: Modules/ParticleSystemEditor/ParticleSystemModules/SubModuleUI.cs:1 msgid "Create and assign a Particle System as sub-emitter." msgstr "パーティクルシステムをサブエミッターとして作成し割り当てます" #: Modules/ParticleSystemEditor/ParticleSystemModules/SubModuleUI.cs:1 msgid "Inherit" msgstr "継承" #: Modules/ParticleSystemEditor/ParticleSystemModules/SubModuleUI.cs:1 msgid "Determines what properties to inherit from the parent system." msgstr "親システムから継承するプロパティーを決定します。" #: Modules/ParticleSystemEditor/ParticleSystemModules/SubModuleUI.cs:1 msgid "Emit Probability" msgstr "放出確率" #: Modules/ParticleSystemEditor/ParticleSystemModules/SubModuleUI.cs:1 msgid "Determines the proportion of sub-emitter spawn events that successfully triggers the associated sub-emitter." msgstr "サブエミッターの生成イベント(関連するサブエミッターを正常に発生させます)の比率を決定します。" #: Modules/ParticleSystemEditor/ParticleSystemModules/SubModuleUI.cs:1 msgid "Sub emission of particles. This allows each particle to emit particles in another system." msgstr "パーティクルのサブエミッションです。 各パーティクルがそれぞれパーティクルを放出することできます" #: Modules/ParticleSystemEditor/ParticleSystemModules/SubModuleUI.cs:1 msgid "Birth" msgstr "発生" #: Modules/ParticleSystemEditor/ParticleSystemModules/SubModuleUI.cs:1 msgid "Death" msgstr "消滅" #: Modules/ParticleSystemEditor/ParticleSystemModules/SubModuleUI.cs:1 msgid "Trigger" msgstr "トリガー" #: Modules/ParticleSystemEditor/ParticleSystemModules/SubModuleUI.cs:1 Editor-Missing:Missing detected at runtime. msgid "Manual" msgstr "手動" #: Modules/ParticleSystemEditor/ParticleSystemModules/ExternalForcesModuleUI.cs:1 msgid "Used to scale the force applied to this particle system." msgstr "パーティクルシステムに適用する力を拡大するために使用します" #: Modules/ParticleSystemEditor/ParticleSystemModules/ExternalForcesModuleUI.cs:1 msgid "Influence Filter" msgstr "インフルエンスフィルター" #: Modules/ParticleSystemEditor/ParticleSystemModules/ExternalForcesModuleUI.cs:1 msgid "Use either a LayerMask or a List, to decide which Force Fields affect this Particle System." msgstr "レイヤーマスクかリストのいずれかを使用して、このパーティクルシステムに影響を与える力場を決定します" #: Modules/ParticleSystemEditor/ParticleSystemModules/ExternalForcesModuleUI.cs:1 msgid "Influence Mask" msgstr "インフルエンスマスク" #: Modules/ParticleSystemEditor/ParticleSystemModules/ExternalForcesModuleUI.cs:1 msgid "Select a global mask of which GameObjects can affect this Particle System." msgstr "どのゲームオブジェクトのグローバルマスクがこのパーティクルシステムに影響を与えるかを選択します" #: Modules/ParticleSystemEditor/ParticleSystemModules/ExternalForcesModuleUI.cs:1 msgid "Layer Mask and List" msgstr "レイヤーマスクとリスト" #: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:1 msgid "Rate over Time" msgstr "時間ごとの率 " #: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:1 msgid "The number of particles emitted per second." msgstr "1秒あたりに放出されるパーティクルの数" #: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:1 msgid "Rate over Distance" msgstr "距離ごとの率 " #: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:1 msgid "The number of particles emitted per distance unit." msgstr "距離単位あたりに放出されるパーティクルの数" #: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:1 msgid "Bursts" msgstr "バースト" #: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:1 msgid "Emission of extra particles at specific times during the duration of the system." msgstr "パーティクルシステムの持続時間の特定の時間に、追加パーティクルを放射します" #: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:1 msgid "When the burst will trigger." msgstr "バーストが発生する時刻" #: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:1 msgid "Count" msgstr "数" #: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:1 msgid "The number of particles to emit." msgstr "放出するパーティクルの数" #: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:1 msgid "How many times to emit the burst. Use the dropdown to repeat infinitely." msgstr "バーストを放出する回数。 無限に繰り返すにはドロップダウンを使用します" #: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:1 msgid "Interval" msgstr "間隔" #: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:1 msgid "Repeat the burst every N seconds." msgstr "N秒ごとにバーストを繰り返します" #: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:1 Editor-Missing:Missing detected at runtime. msgid "Probability" msgstr "発生率" #: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:1 msgid "0-1 Chance that the burst will trigger." msgstr "バーストが発生する率。0-1の範囲。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ForceModuleUI.cs:1 msgid "Randomize" msgstr "ランダム化" #: Modules/ParticleSystemEditor/ParticleSystemModules/ForceModuleUI.cs:1 msgid "Randomize force every frame. Only available when using random between two constants or random between two curves." msgstr "毎フレーム加える力をランダムにするかどうか。ランダム使用するときは2つの値や2つのカーブが設定されている時のみ有効です" #: Modules/ParticleSystemEditor/ParticleSystemModules/ForceModuleUI.cs:1 msgid "Specifies if the force values are in local space (rotated with the transform) or world space." msgstr "パーティクルを親オブジェクトのローカル空間で動かすか(そして、その場合は親オブジェクトと一緒に動く)、ワールド空間で動かすか" #: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:1 msgid "Amount of particles that have a light source attached to them." msgstr "光源が設定されているパーティクルの量" #: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:1 msgid "Random Distribution" msgstr "ランダムな配布" #: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:1 msgid "Emit lights randomly, or at regular intervals." msgstr "光をランダムか規定の間隔で放射" #: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:1 msgid "Light" msgstr "ライト" #: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:1 msgid "Light prefab to be used for spawning particle lights." msgstr "パーティクルライトを生成するライトプレハブ" #: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:1 msgid "Use Particle Color" msgstr "パーティクルの色を使用" #: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:1 msgid "Check the option to multiply the particle color by the light color. Otherwise, only the color of the light is used." msgstr "パーティクルカラーをライトのカラーで乗算する設定にチェックします。そうでないと、ライトの色のみが使用されます" #: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:1 msgid "Size Affects Range" msgstr "サイズはライトの範囲に影響します" #: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:1 msgid "Multiply the range of the light with the size of the particle." msgstr "パーティクルのサイズに応じてライトの範囲を乗じます" #: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:1 msgid "Alpha Affects Intensity" msgstr "アルファはライトの強さに影響します" #: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:1 msgid "Multiply the intensity of the light with the alpha of the particle." msgstr "パーティクルのアルファ値に応じてライトの強さを乗じます" #: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:1 msgid "Range Multiplier" msgstr "範囲の乗数" #: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:1 msgid "Apply a custom multiplier to the range of the lights." msgstr "ライトの幅にカスタム乗算を適用" #: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:1 msgid "Apply a custom multiplier to the intensity of the lights." msgstr "ライトの強さにカスタム乗算を適用" #: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:1 msgid "Maximum Lights" msgstr "最大ライト数" #: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:1 msgid "Limit the amount of lights the system can create. This module makes it very easy to create lots of lights, which can hurt performance." msgstr "システムが作成できるライトの数を制限します。 これを使用すると多くのライトを作成するのが簡単になる反面、パフォーマンスを低下させる可能性があります" #: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:1 msgid "Only point and spot lights are supported on particles." msgstr "パーティクルでは、ポイントライトとスポットライトのみがサポートされます。" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Plane|" msgstr "平面|" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Cross|" msgstr "交差|" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "TriCross|" msgstr "TriCross|" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Billboard|" msgstr "ビルボード" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Mesh|" msgstr "メッシュ|" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Create New Tree" msgstr "新しい樹木を作成" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Create Wind Zone" msgstr "ウインドゾーンを作成" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Move Branch|Select a branch spline point and drag to move it." msgstr "枝の移動|枝のスプライン位置を選択し、ドラッグして動かします" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Rotate Branch|Select a branch spline point and drag to rotate it." msgstr "枝の回転|枝のスプライン位置を選択し、ドラッグして回転します" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Free Hand|Click on a branch spline node and drag to draw a new shape." msgstr "フリーハンド|枝のスプライン位置をクリックし、ドラッグして新しい形を描画します" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Move Leaf|Select a leaf spline point and drag to move it." msgstr "葉の移動|葉のスプライン位置を選択し、ドラッグして動かします" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Rotate Leaf|Select a leaf spline point and drag to rotate it." msgstr "葉の回転|葉のスプライン位置を選択し、ドラッグして回転します" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Random|" msgstr "ランダム|" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Alternate|" msgstr "その他|" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Opposite|" msgstr "反対|" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Whorled|" msgstr "らせん|" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Tree Seed|The global seed that affects the entire tree. Use it to randomize your tree, while keeping the general structure of it." msgstr "樹木シード|樹木全体に影響するグローバルシード。全般的な構造を保ちつつ、樹木をランダムにするために使用されます" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Area Spread|Adjusts the spread of trunk nodes. Has an effect only if you have more than one trunk." msgstr "エリア間隔|幹の間隔を調節します。複数の幹がある場合にのみ効果があります" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Ground Offset|Adjusts the offset of trunk nodes on Y axis." msgstr "地面オフセット|Y 座標上の幹のノードのオフセットを調節します" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "LOD Quality|Defines the level-of-detail for the entire tree. A low value will make the tree less complex, a high value will make the tree more complex. Check the statistics in the hierarchy view to see the current complexity of the mesh." msgstr "LOD品質|樹木全体のLODを決定します。値が低いと樹木はあまり複雑でなく、値が高いとより複雑になります。現在のメッシュの複雑さを確認するには、ヒエラルキービューの統計をチェックします。" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Ambient Occlusion|Toggles ambient occlusion on or off." msgstr "アンビエントオクルージョン|アンビエントオクルージョンをオンとオフで切り替えます" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "AO Density|Adjusts the density of ambient occlusion." msgstr "AO密度|アンビエントオクルージョンの密度を調節します" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Translucency Color|The color that will be multiplied in when the leaves are backlit." msgstr "半透明色|葉が裏から光を当てられているとき、増幅される色" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Trans. View Dep.|Translucency view dependency. Fully view dependent translucency is relative to the angle between the view direction and the light direction. View independent is relative to the angle between the leaf's normal vector and the light direction." msgstr "Trans. View Dep.| 透光性視野依存関係。完全に視野に依存した透光性は視野の方向とライトの方向の間の角度に依存します。視界から独立している場合は、葉の法線ベクトルとライトの方向の間の角度に依存しています" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Alpha Cutoff|Alpha values from the base texture smaller than the alpha cutoff are clipped creating a cutout." msgstr "アルファカットオフ|基本テクスチャのアルファ値がこの値よりも小さいものはクリップされて切り抜き効果を作ります" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Shadow Strength|Makes the shadows on the leaves less harsh. Since it scales all the shadowing that the leaves receive, it should be used with care for trees that are e.g. in a shadow of a mountain." msgstr "シャドウ強度|葉の影を弱めます。葉が受けるすべての影に影響するため、注意して、例えば、山の影に入っている樹木などに使用してください" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Shadow Offset|Scales the values from the Shadow Offset texture set in the source material. It is used to offset the position of the leaves when collecting the shadows, so that the leaves appear as if they were not placed on one quad. It's especially important for billboarded leaves and they should have brighter values in the center of the texture and darker ones at the border. Start out with a black texture and add different shades of gray per leaf." msgstr "シャドウオフセット|ソースマテリアルに設定されたシャドウオフセットテクスチャからの値を測ります。これは影を収集するときに、葉の位置をオフセットするのに使用されます。そうすることによって、葉が1つのクアッドに配置されているように見えません。特に、ビルボードの葉には重要です。それらはテクスチャの中央でより明るい値を、端でより暗い値を必要としているからです。黒いテクスチャで開始し、葉ごとにグレーの異なる色合いを加えます" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Full Res|" msgstr "フル解像度|" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Half Res|" msgstr "半解像度|" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Quarter Res|" msgstr "1/4 解像度|" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "One-8th Res|" msgstr "1/8 解像度|" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "One-16th Res|" msgstr "1/16 解像度|" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Shadow Caster Res.|Defines the resolution of the texture atlas containing alpha values from source diffuse textures. The atlas is used when the leaves are rendered as shadow casters. Using lower resolution might increase performance." msgstr "シャドウキャスター解像度| ソースのディフューズテクスチャからのアルファが含まれるテクスチャアトラスの解像度を決定します。アトラスは、葉がシャドウキャスターとしてレンダリングされるときに使用されます。低い解像度を使用するとパフォーマンスが向上する場合があります" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "LOD Multiplier|Adjusts the quality of this group relative to tree's LOD Quality, so that it is of either higher or lower quality than the rest of the tree." msgstr "LOD乗数|樹木の LOD 品質に応じてこのグループの品質を調節します。そのため、他のグループの樹木より高い、または低い品質になります。" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Branch Only|" msgstr "枝のみ|" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Branch + Fronds|" msgstr "枝 + 群葉|" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Fronds Only|" msgstr "群葉のみ|" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Geometry Mode|Type of geometry for this branch group." msgstr "ジオメトリモード|この枝グループのジオメトリの種類" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Branch Material|The primary material for the branches." msgstr "枝マテリアル|ブランチの主要なマテリアル" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Break Material|Material for capping broken branches." msgstr "折れるマテリアル|折れた枝を覆うマテリアル" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Frond Material|Material for the fronds." msgstr "群葉のマテリアル|群葉のマテリアルです" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Length|Adjusts the length of the branches." msgstr "長さ|枝の長さを調節" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Relative Length|Determines whether the radius of a branch is affected by its length." msgstr "相対長さ|枝の半径が枝の長さに影響されるか決定します" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Radius|Adjusts the radius of the branches, use the curve to fine-tune the radius along the length of the branches." msgstr "半径|枝の半径を調節します。枝の長さに応じた半径の微調節を行うにはカーブを使用します" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Cap Smoothing|Defines the roundness of the cap/tip of the branches. Useful for cacti." msgstr "先端の丸み|枝の先端の丸みを設定できます。サボテン類に便利です" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Crinkliness|Adjusts how crinkly/crooked the branches are, use the curve to fine-tune." msgstr "縮れ|枝の湾曲度を調節します。カーブで調節できます" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Seek Sun|Use the curve to adjust how the branches are bent upwards/downwards and the slider to change the scale." msgstr "枝の上下の曲がり|曲線で枝の上下の曲がり具合を調節します。スライダーでスケールを変えられます" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Noise|Overall noise factor, use the curve to fine-tune." msgstr "ノイズ|全体的なノイズファクター。細かい調節にはカーブを使用します" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Noise Scale U|Scale of the noise around the branch, lower values will give a more wobbly look, while higher values gives a more stochastic look." msgstr "ノイズスケールU|枝の周りのノイズのスケール。値が低いほどぼんやり (粒子が荒く) 見え、値が高いと硬く (粒子が細かく) 見えます" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Noise Scale V|Scale of the noise along the branch, lower values will give a more wobbly look, while higher values gives a more stochastic look." msgstr "ノイズスケールV|枝に沿ったノイズのスケール。値が低いほどぼんやり (粒子が荒く) 見え、値が高いと硬く (粒子が細かく) 見えます" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Flare Radius|The radius of the flares, this is added to the main radius, so a zero value means no flares." msgstr "フレア半径|フレアの大きさで、メインの半径に追加されます。値が 0 のとき、フレアがないことを意味します" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Flare Height|Defines how far up the trunk the flares start." msgstr "フレア高さ|幹のどの高さでフレアを開始するかを決定します" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Flare Noise|Defines the noise of the flares, lower values will give a more wobbly look, while higher values gives a more stochastic look." msgstr "フレアノイズ|フレアのノイズを定義します。値が低いとよりぼんやり (粒子が荒く)、値が高いとより硬く (粒子が細かく) 見えます" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Weld Length|Defines how far up the branch the weld spread starts." msgstr "枝分れ距離|枝分れの根本の太い部分が続く長さを設定" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Spread Top|Weld's spread factor on the top-side of the branch, relative to its parent branch. Zero means no spread." msgstr "枝分れ上|枝分れ部分の上側に広がる係数。親の枝に対する相対値です。0の場合は広がりがありません。" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Spread Bottom|Weld's spread factor on the bottom-side of the branch, relative to its parent branch. Zero means no spread." msgstr "枝分れ下|枝分れ部分の下側に広がる係数。親の枝に対する相対値です。0の場合は広がりがありません。" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Break Chance|Chance of a branch breaking, i.e. 0 = no branches are broken, 0.5 = half of the branches are broken, 1.0 = all the branches are broken." msgstr "枝折れ率|すべての枝に対して枝が折れる確率。0 = 折れる枝はない、0.5 = 枝の半数が折れる、1.0 = すべての枝が折れる" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Break Location|This range defines where the branches will be broken. Relative to the length of the branch." msgstr "枝折れ位置|この範囲によって、枝のどこが折れるのかを決定します。枝の長さに対応しています。" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Frond Count|Defines the number of fronds per branch. Fronds are always evenly spaced around the branch." msgstr "群葉の数|各枝の群葉の数を決定します。群葉は、常に均等な空間をあけて枝の周りに配置されます" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Frond Width|The width of the fronds, use the curve to adjust the specific shape along the length of the branch." msgstr "群葉の幅|群葉の幅。カーブを使用して枝の長さに合わせて特定の形に調節します" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Frond Range|Defines the starting and ending point of the fronds." msgstr "群葉の範囲|群葉の開始と終了位置を決定します" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Frond Rotation|Defines rotation around the parent branch." msgstr "群葉の回転|親の枝の周りの回転を決定します" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Frond Crease|Adjust to crease / fold the fronds." msgstr "群葉の折れ目|群葉のシワや折れ目を調節します" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Geometry Mode|The type of geometry created. You can use a custom mesh, by selecting the Mesh option, ideal for flowers, fruits, etc." msgstr "ジオメトリモード|作成するジオメトリの種類。メッシュオプションを選択すると、花や果物などに理想的なカスタムメッシュを利用できます" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Material|Material used for the leaves." msgstr "マテリアル|葉で使用されるマテリアル" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Mesh|Mesh used for the leaves." msgstr "メッシュ|葉に使用されるメッシュ" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Size|Adjusts the size of the leaves, use the range to adjust the minimum and the maximum size." msgstr "サイズ|葉のサイズを調節します。範囲を使用して最小と最大サイズを調節します" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Perpendicular Align|Adjusts whether the leaves are aligned perpendicular to the parent branch." msgstr "垂直に揃える|親の枝に対する垂直方向の整列を調節します" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Horizontal Align|Adjusts whether the leaves are aligned horizontally." msgstr "水平に揃える|葉の水平方向の整列を調整します" #: Modules/TreeEditor/TreeEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Distribution|" msgstr "分布|" #: Modules/TreeEditor/TreeEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Geometry|" msgstr "ジオメトリ|" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Material|Controls global material properties of the tree." msgstr "マテリアル|樹木のグローバルマテリアルプロパティを制御します" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Distribution|Adjusts the count and placement of branches in the group. Use the curves to fine tune position, rotation and scale. The curves are relative to the parent branch or to the area spread in case of a trunk." msgstr "分布| グループの枝の数と位置を調節します。位置、回転、スケールを細かく調節するにはカーブを使います。カーブは親の枝か、幹の場合は広がる範囲に関連します。" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Geometry|Select what type of geometry is generated for this branch group and which materials are applied. LOD Multiplier allows you to adjust the quality of this group relative to tree's LOD Quality." msgstr "ジオメトリ| この枝グループのために生成するジオメトリのタイプと適用するマテリアルを選択します。樹木の LOD品質に応じて、LOD 乗数を使ってグループの品質を調節できます。" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Shape|Adjusts the shape and growth of the branches. Use the curves to fine tune the shape, all curves are relative to the branch itself." msgstr "形状|枝の形状と成長を調節します。カーブを使って形状の細かい調節を行います。すべてのカーブは枝自体に相対的です" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Fronds|" msgstr "群葉|" #: Modules/TreeEditor/TreeEditor.cs:1 msgid "Wind|Adjusts the parameters used for animating this group of branches. The wind zones are only active in Play Mode." msgstr "風|枝を動かすのに使用するパラメーターを調節します。ウインドゾーンは再生モードでのみ有効です。" #: Modules/TreeEditor/TreeEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Add Leaf Group" msgstr "葉グループの追加" #: Modules/TreeEditor/TreeEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Add Branch Group" msgstr "枝グループを追加" #: Modules/TreeEditor/TreeEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Delete Selected Group" msgstr "選択したグループを削除" #: Modules/TreeEditor/TreeEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Duplicate Selected Group" msgstr "選択したものを複製" #: Modules/TreeEditor/TreeEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Recompute Tree" msgstr "樹木を再計算" #: Modules/TreeEditor/Includes/TreeGroupBranch.cs:1 msgid "Group Seed|The seed for this group of branches. Modify to vary procedural generation." msgstr "グループシード|この枝グループのシード。調節してプロシージャルな生成を変更します" #: Modules/TreeEditor/Includes/TreeGroupBranch.cs:1 msgid "Frequency|Adjusts the number of branches created for each parent branch." msgstr "頻度|各親枝ごとに作成された枝の数を調節します" #: Modules/TreeEditor/Includes/TreeGroupBranch.cs:1 msgid "Distribution|The way the branches are distributed along their parent." msgstr "分布|親に対応する葉の分布方式" #: Modules/TreeEditor/Includes/TreeGroupBranch.cs:1 msgid "Twirl|Twirl around the parent branch." msgstr "回転|親の枝の周りを回転" #: Modules/TreeEditor/Includes/TreeGroupBranch.cs:1 msgid "Whorled Step|Defines how many nodes are in each whorled step when using Whorled distribution. For real plants this is normally a Fibonacci number." msgstr "らせんステップ|輪生分布を使用するときの、各輪生ステップにいくつノードがあるかを設定します。実際の植物では、通常、フィボナッチ数です" #: Modules/TreeEditor/Includes/TreeGroupBranch.cs:1 msgid "Growth Scale|Defines the scale of nodes along the parent node. Use the curve to adjust and the slider to fade the effect in and out." msgstr "成長スケール|ノードのスケールを親ノードに応じて定義します。カーブを使用して調節し、スライダーを使用してエフェクトをフェードイン、フェードアウトします" #: Modules/TreeEditor/Includes/TreeGroupBranch.cs:1 msgid "Growth Angle|Defines the initial angle of growth relative to the parent. Use the curve to adjust and the slider to fade the effect in and out." msgstr "成長角度|最初の成長角度を親に応じて定義します。カーブを使用して調節し、スライダーを使用してエフェクトをフェードイン、フェードアウトします" #: Modules/TreeEditor/Includes/TreeGroupBranch.cs:1 msgid "Main Wind|Primary wind effect. This creates a soft swaying motion and is typically the only parameter needed for primary branches." msgstr "基本風力|基本の風の効果。これにより、柔らかく揺れる動きが作られます。たいていの場合、主要な枝にとっては、これ以外のパラメーターは必要ありません" #: Modules/TreeEditor/Includes/TreeGroupBranch.cs:1 msgid "Main Turbulence|Secondary turbulence effect. Produces more stochastic motion, which is individual per branch. Typically used for branches with fronds, such as ferns and palms." msgstr "基本うねり|補助的タービュランス効果。枝ごとに異なるさらに硬い動きを作ります。たいてい、シダやヤシ類のように葉の集まりがある枝に使用されます" #: Modules/TreeEditor/Includes/TreeGroupBranch.cs:1 msgid "Edge Turbulence|Turbulence along the edge of fronds. Useful for ferns, palms, etc." msgstr "エッジのうねり|葉の集まりのエッジに沿った風の動き。シダやヤシのような樹木に役立ちます" #: Modules/TreeEditor/Includes/TreeGroupLeaf.cs:1 msgid "Group Seed|The seed for this group of leaves. Modify to vary procedural generation." msgstr "グループシード|この葉グループのシード。調節してプロシージャルな生成を変更します" #: Modules/TreeEditor/Includes/TreeGroupLeaf.cs:1 msgid "Frequency|Adjusts the number of leaves created for each parent branch." msgstr "頻度|各親枝ごとに作成された葉の数を調節します" #: Modules/TreeEditor/Includes/TreeGroupLeaf.cs:1 msgid "Distribution|Select the way the leaves are distributed along their parent." msgstr "分布|親に対応する葉の分布方式を選択します" #: Modules/TreeEditor/Includes/TreeGroupLeaf.cs:1 msgid "Main Wind|Primary wind effect. Usually this should be kept as a low value to avoid leaves floating away from the parent branch." msgstr "基本風力|基本の風の効果。通常は、葉が親の枝から飛び去ることを防ぐため、この値は低く抑えられます" #: Modules/TreeEditor/Includes/TreeGroupLeaf.cs:1 msgid "Main Turbulence|Secondary turbulence effect. For leaves this should usually be kept as a low value." msgstr "主要うねり|補助的タービュランスエフェクト。葉には、通常この値を低く抑えます" #: Modules/TreeEditor/Includes/TreeGroupLeaf.cs:1 msgid "Edge Turbulence|Defines how much wind turbulence occurs along the edges of the leaves." msgstr "エッジのうねり|葉の先端に沿ってどれだけ風のうねりを起こすかを決定します" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1 msgid "Type of source the movie will be read from." msgstr "動画が読まれるソースのタイプ" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1 msgid "Video Clip" msgstr "ビデオクリップ" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1 msgid "VideoClips can be imported using the asset pipeline." msgstr "ビデオクリップは、アセットパイプラインを使用してインポートできます" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1 msgid "URL" msgstr "URL " #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1 msgid "URLs" msgstr "URL" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1 msgid "Click to set a file:// URL. http:// URLs have to be written or copy-pasted manually." msgstr "クリックして、file:// URL を設定します。 http:// URL は手動で入力、または、コピー&ペーストする必要があります" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1 msgid "Start playback as soon as the game is started." msgstr "ゲームが始まるとすぐに再生を開始します" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1 msgid "Wait For First Frame" msgstr "最初のフレームを待つ" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1 msgid "Wait for first frame to be ready before starting playback. When on, player time will only start increasing when the first image is ready. When off, the first few frames may be skipped while clip preparation is ongoing." msgstr "再生を開始する前に最初のフレームの準備ができるのを待ちます。 オンにすると、最初の画像が準備完了になると初めてプレイヤー時間が増加し始めます。 オフにすると、クリップの準備が進行中の間、最初の数フレームはスキップされます" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1 msgid "Start playback at the beginning when end is reached." msgstr "最後に到達すると最初から再生します" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1 msgid "Skip On Drop" msgstr "ドロップ時にスキップ" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1 msgid "Allow to skip frames to catch up with current time." msgstr "現在の時刻に追いつくためにフレームを飛ばすことを許可します" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1 msgid "Increase or decrease the playback speed. 1.0 is the normal speed." msgstr "再生速度を増減します。 1.0 は通常の速度です。" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1 msgid "Type of object on which the played images will be drawn." msgstr "再生される画像が描画されるオブジェクトのタイプ" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1 msgid "Camera where the images will be drawn, behind (Back Plane) or in front of (Front Plane) of the scene." msgstr "シーンの背面(後方クリップ面)または前面(前方クリップ面)に画像が描画されるカメラ" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1 msgid "RenderTexture where the images will be drawn. RenderTextures can be created under the Assets folder and then used on other objects." msgstr "画像が描画されるレンダーテクスチャ。 レンダーテクスチャは、Assetsフォルダー下に作成され、他のオブジェクトに使用されます。" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1 msgid "A value less than 1.0 will reveal the content behind the video." msgstr "1.0未満の値を指定すると、動画の背後にあるコンテンツが表示されます" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1 msgid "3D Layout" msgstr "3Dレイアウト" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1 msgid "Layout of 3D content in the source video." msgstr "元ビデオの3Dコンテンツのレイアウト" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1 msgid "Audio Output Mode" msgstr "オーディオ出力モード" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1 msgid "Where the audio in the movie will be output." msgstr "ムービー内のオーディオが出力されます" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1 msgid "Audio Source" msgstr "オーディオソース" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1 msgid "AudioSource component that will receive this track's audio samples." msgstr "このトラックのオーディオサンプルを受信するオーディオソースコンポーネント" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1 msgid "Movie files" msgstr "動画ファイル" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1 msgid "Data Source" msgstr "データソース" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1 msgid "Url" msgstr "URL" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1 msgid "Target Camera" msgstr "ターゲットカメラ" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1 msgid "Target Camera 3D Layout" msgstr "ターゲットカメラ 3D レイアウト" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1 msgid "Target Material Renderer" msgstr "ターゲットマテリアルレンダラー" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:1 msgid "Controlled Audio Track Count" msgstr "制御されたオーディオトラック数" #: Modules/PackageManager/Editor/Managed/PackageTemplate.cs:1 msgid "Package template cannot contain meta files, [{0}] was found." msgstr "パッケージテンプレートはメタファイルを含むことはできません。[{0}] が見つかりました。" #: Modules/PackageManager/Editor/Managed/PackageTemplate.cs:1 msgid "{0} is required" msgstr "{0}は必須です" #: Modules/PackageManager/Editor/Managed/PackageTemplate.cs:1 msgid "Package name [{0}] is invalid" msgstr "パッケージ名 [{0}] は無効です" #: Modules/PackageManager/Editor/Managed/PackageTemplate.cs:1 msgid "[{0}] is not a valid namespace" msgstr "[{0}] は有効な名前空間ではありません" #: Modules/PackageManager/Editor/Managed/PackageTemplate.cs:1 msgid "{0} parameter is invalid" msgstr "{0} パラメーターは無効です" #: Modules/PackageManager/Editor/Managed/PackageTemplate.cs:1 msgid "The project already contains a package with the name [{0}]." msgstr "プロジェクトにはすでに [{0}] という名のパッケージが含まれています。" #: Modules/PackageManager/Editor/Managed/PackageTemplate.cs:1 msgid "The target folder [{0}] for this new package already exists." msgstr "この新しいパッケージのターゲットフォルダー [{0}] は、すでに存在します。" #: Modules/PackageManager/Editor/Managed/PackageManifestImporterEditor.cs:1 msgid "Package name. Must be lowercase" msgstr "パッケージ名。小文字でなければなりません。" #: Modules/PackageManager/Editor/Managed/PackageManifestImporterEditor.cs:1 msgid "Display name" msgstr "ディスプレイ名" #: Modules/PackageManager/Editor/Managed/PackageManifestImporterEditor.cs:1 msgid "Display name used in UI." msgstr "UI で使用されるディスプレイ名" #: Modules/PackageManager/Editor/Managed/PackageManifestImporterEditor.cs:1 msgid "Package Version, much follow SemVer (ex: 1.0.0-preview.1)." msgstr "パッケージバージョンは SemVer (例: 1.0.0-preview.1) に従わなくてはなりません。" #: Modules/PackageManager/Editor/Managed/PackageManifestImporterEditor.cs:1 msgid "Package Type (optional)." msgstr "パッケージタイプ (任意)" #: Modules/PackageManager/Editor/Managed/PackageManifestImporterEditor.cs:1 msgid "Visibility in Editor" msgstr "エディターでの表示" #: Modules/PackageManager/Editor/Managed/PackageManifestImporterEditor.cs:1 msgid "Package visibility in Editor." msgstr "エディターでのパッケージの表示" #: Modules/PackageManager/Editor/Managed/PackageManifestImporterEditor.cs:1 msgid "Major" msgstr "メジャー" #: Modules/PackageManager/Editor/Managed/PackageManifestImporterEditor.cs:1 msgid "Major version of Unity" msgstr "Unity のメジャーバージョン" #: Modules/PackageManager/Editor/Managed/PackageManifestImporterEditor.cs:1 msgid "Minor" msgstr "マイナー" #: Modules/PackageManager/Editor/Managed/PackageManifestImporterEditor.cs:1 msgid "Minor version of Unity" msgstr "Unity のマイナーバージョン" #: Modules/PackageManager/Editor/Managed/PackageManifestImporterEditor.cs:1 msgid "Release" msgstr "Release" #: Modules/PackageManager/Editor/Managed/PackageManifestImporterEditor.cs:1 msgid "Specific release (ex: 0a9)" msgstr "特定のリリース (例えば 0a9)" #: Modules/PackageManager/Editor/Managed/PackageManifestImporterEditor.cs:1 msgid "Package name" msgstr "パッケージ名" #: Modules/PackageManager/Editor/Managed/PackageManifestImporterEditor.cs:1 msgid "Package '{0}' Manifest" msgstr "パッケージ '{0}' マニフェスト" #: Modules/PackageManager/Editor/Managed/PackageManifestImporterEditor.cs:1 msgid "{0} Package Manifests" msgstr "{0} パッケージマニフェスト" #: Modules/PackageManager/Editor/Managed/PackageManifestImporterEditor.cs:1 msgid "Invalid Package Manifest" msgstr "無効なパッケージマニフェスト" #: Modules/PackageManager/Editor/Managed/PackageManifestImporterEditor.cs:1 msgid "Package Manager UI package is required to see selected packaged detail." msgstr "パッケージマネージャーのUIパッケージは、選択したパッケージの詳細を表示するために必要です。" #: Modules/PackageManager/Editor/Managed/PackageManifestImporterEditor.cs:1 msgid "Information" msgstr "情報 " #: Modules/PackageManager/Editor/Managed/PackageManifestImporterEditor.cs:1 msgid "Minimal Unity Version" msgstr "最低限の Unity バージョン" #: Modules/PackageManager/Editor/Managed/PackageManifestImporterEditor.cs:1 msgid "Brief Description" msgstr "簡単な説明" #: Modules/PackageManager/Editor/Managed/PackageManifestImporterEditor.cs:1 msgid "View in Package Manager" msgstr "パッケージマネージャーを表示" #: Modules/PackageManager/Editor/Managed/PackageManifestImporterEditor.cs:1 msgid "Unity Version Enabled" msgstr "使用可能なUnityバージョン" #: Modules/PackageManager/Editor/Managed/PackageManifestImporterEditor.cs:1 msgid "Visibility" msgstr "可視性" #: Modules/PackageManager/Editor/Managed/PackageManagerCommands.cs:1 msgid "Unity Package Manager" msgstr "Unity パッケージマネージャー" #: Modules/PackageManager/Editor/Managed/PackageManagerCommands.cs:1 msgid "Resetting packages to defaults will discard any changes you have made and/or remove packages set by the project template.\nThis action may result in compilation errors or a broken project. Are you sure?" msgstr "パッケージをデフォルトにリセットすると、行ったすべての変更が破棄されたり、プロジェクトテンプレートで設定されたパッケージが削除されたりします。\nこの操作により、コンパイルエラーやプロジェクトの破損が発生する場合があります。 実行しますか?" #: Modules/PackageManager/Editor/Managed/PackageManagerCommands.cs:1 msgid "Yes" msgstr "はい" #: Modules/PackageManager/Editor/Managed/PackageManagerCommands.cs:1 msgid "No" msgstr "いいえ" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Animation Type" msgstr "アニメーションタイプ" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "The type of animation to support / import." msgstr "サポート/インポートするアニメーションの種類です" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "No animation present." msgstr "アニメーションなし" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Legacy animation system." msgstr "古いアニメーションシステム" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Generic" msgstr "ジェネリック" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Generic Mecanim animation." msgstr "ジェネリック メカニム アニメーション" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Humanoid Mecanim animation system." msgstr "ヒューマノイドのメカニムアニメーションシステム" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Generation" msgstr "世代" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Controls how animations are imported." msgstr "どのようにアニメーションをインポートするか" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Don't Import" msgstr "インポートしない" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "No animation or skinning is imported." msgstr "アニメーションとスキニングがインポートされなくなります" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Store in Original Roots (Deprecated)" msgstr "元のルートに保存 (非推奨)" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Animations are stored in the root objects of your animation package (these might be different from the root objects in Unity)." msgstr "アニメーションは、あなたのアニメーションパッケージのルートオブジェクト (Unity のルートオブジェクトと異なる場合があります) に保存されます" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Store in Nodes (Deprecated)" msgstr "ノードに保存(非推奨)" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Animations are stored together with the objects they animate. Use this when you have a complex animation setup and want full scripting control." msgstr "アニメーションは、動かす対象のオブジェクトとともに保存されます。複雑なアニメーションをセットアップするとき、または、完全なスクリプト制御を行いたいときにこれを使用します" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Store in Root (Deprecated)" msgstr "ルートに保存(非推奨)" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Animations are stored in the scene's transform root objects. Use this when animating anything that has a hierarchy." msgstr "アニメーションはシーンのトランスフォームルートオブジェクトに保存されます。階層があるものにアニメーションを行う場合に使用します" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Update" msgstr "更新" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Update the copy of the muscle definition from the source." msgstr "ソースからマッスル定義のコピーを更新します" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Root node" msgstr "ルートノード" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Specify the root node used to extract the animation translation." msgstr "アニメーションの移動量を算出するためのルートノードを指定します" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Avatar Definition" msgstr "アバターの定義" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Choose between Create From This Model or Copy From Other Avatar. The first one creates an Avatar for this file and the second one uses an Avatar from another file to import animation." msgstr "「このモデルから作成」か「他のアバターをコピー」のどちらかを選択します。前者を選ぶとこのファイルのアバターを作成し、後者の場合は他のファイルのアバターを使用してアニメーションをインポートします。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Create an Avatar based on the model from this file." msgstr "アバターをこのファイルに含まれるモデルから作成します" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Copy From Other Avatar" msgstr "他のアバターをコピー" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Copy an Avatar from another file to import muscle clip. No avatar will be created." msgstr "他のファイルからアバターをコピーしてこのファイルのマッスルクリップをインポートします。アバターは別途作成されません" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Control how many bone weights are imported." msgstr "インポートするボーンウェイト数を制御します" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Standard (4 Bones)" msgstr "標準 (4 ボーン)" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Import a maximum of 4 bones per vertex." msgstr "各頂点に最大 4 つのボーンをインポートします" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Import a custom number of bones per vertex." msgstr "各頂点にカスタムの数のボーンをインポートします" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Max Bones/Vertex" msgstr "最大ボーン数 (各頂点)" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Number of bones that can affect each vertex." msgstr "各頂点に影響を与えるボーンの数" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Min Bone Weight" msgstr "最小ボーンウェイト" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Bone weights smaller than this value are rejected. The remaining weights are scaled to add up to 1.0." msgstr "この値より小さいボーンウェイトは拒否されます。残りのウェイトは 1.0 になるように調整されます。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Update reference clips" msgstr "リファレンスクリップの更新" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Click on this button to update all the @convention files referencing this file. Should set all these files to Copy From Other Avatar, set the source Avatar to this one and reimport all these files." msgstr "このボタンをクリックすると、このファイルを参照するすべての@conventionファイルを更新します。これらのすべてのファイルを「他他のアバターをコピー」に設定し、ソースアバターをこのオブジェクトに設定してすべてのファイルを再インポートしてください。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Extra Transforms to Expose" msgstr "公開する追加トランスフォーム" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Select the list of transforms to expose in the optimized GameObject hierarchy." msgstr "最適化したゲームオブジェクト階層で公開するトランスフォームのリストを選択します" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Store in Root (New)" msgstr "ルートに保存 (新規)" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Configure..." msgstr "設定..." #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "\\u2713" msgstr "\\u2713" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "\\u2715" msgstr "\\u2715" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Import Messages" msgstr "インポートメッセージ" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:1 msgid "Optimize Game Objects" msgstr "ゲームオブジェクトを最適化" #: Modules/AssetPipelineEditor/ImportSettings/AudioImporterInspector.cs:1 msgid "Load Type" msgstr "ロードタイプ" #: Modules/AssetPipelineEditor/ImportSettings/AudioImporterInspector.cs:1 msgid "Preload Audio Data" msgstr "オーディオデータをプリロード" #: Modules/AssetPipelineEditor/ImportSettings/AudioImporterInspector.cs:1 msgid "Compression Format" msgstr "圧縮形式" #: Modules/AssetPipelineEditor/ImportSettings/AudioImporterInspector.cs:1 msgid "Sample Rate Setting" msgstr "サンプルレート設定" #: Modules/AssetPipelineEditor/ImportSettings/AudioImporterInspector.cs:1 msgid "Force To Mono" msgstr "Mono に強制" #: Modules/AssetPipelineEditor/ImportSettings/AudioImporterInspector.cs:1 msgid "Normalize" msgstr "正規化" #: Modules/AssetPipelineEditor/ImportSettings/AudioImporterInspector.cs:1 msgid "Load In Background" msgstr "バックグラウンドで実行" #: Modules/AssetPipelineEditor/ImportSettings/AudioImporterInspector.cs:1 msgid "Ambisonic" msgstr "アンビソニック" #: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:1 msgid "VideoClip" msgstr "ビデオクリップ " #: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:1 msgid "Produce VideoClip asset (for use with VideoPlayer)" msgstr "ビデオクリップアセットを作成する(ビデオプレイヤーで使用するため)" #: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:1 msgid "MovieTexture (Deprecated)" msgstr "ムービーテクスチヤ(非推奨)" #: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:1 msgid "Produce MovieTexture asset (deprecated in factor of VideoClip)" msgstr "ムービーテクスチヤアセットを作成(非推奨)" #: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:1 msgid "Source Info" msgstr "ソース情報" #: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:1 msgid "Encode Alpha" msgstr "アルファをエンコード" #: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:1 msgid "Deinterlace" msgstr "インターレース解除" #: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:1 msgid "Flip Horizontal" msgstr "水平方向に反転" #: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:1 msgid "Flip Vertical" msgstr "垂直方向に反転" #: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:1 msgid "Import Audio" msgstr "オーディオをインポート" #: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:1 msgid "Custom Width Property" msgstr "カスタム幅プロパティー" #: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:1 msgid "Custom Height Property" msgstr "カスタム高さプロパティー" #: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:1 msgid "Enable Transcoding Property" msgstr "トランスコードプロパティーを有効にする" #: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:1 msgid "Is Color Linear" msgstr "色をリニアにする" #: Modules/AssetPipelineEditor/ImportSettings/MovieImporterInspector.cs:1 msgid "Bypass sRGB Sampling" msgstr "バイパス sRGB サンプリング" #: Modules/AssetPipelineEditor/ImportSettings/MovieImporterInspector.cs:1 msgid "Texture will not be converted from gamma space to linear when sampled. Enable for IMGUI textures and non-color textures." msgstr "サンプルされたときに、テクスチャがガンマ空間からリニアに変換されません。IMGUIテクスチャとカラーテクスチャ以外のテクスチャに使用できます" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "FBX Scene import settings" msgstr "FBX シーンインポート設定" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "How much to scale the models compared to what is in the source file." msgstr "ソースファイルと比較してモデルの大きさをスケーリングします" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Convert Units" msgstr "単位を変換する" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Convert file units to Unity ones." msgstr "ファイルの単位をUnityの単位に変換します。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Import BlendShapes" msgstr "ブレンドシェイプのインポート" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Should Unity import BlendShapes." msgstr "チェックすると、このモデルのブレンドシェイプをインポートします" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Import Visibility" msgstr "可視性のインポート" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Use visibility properties to enable or disable MeshRenderer components." msgstr "メッシュレンダラーコンポーネントを有効/無効にするために可視プロパティを使用します" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Preserve Hierarchy" msgstr "ヒエラルキーを保存" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Always create an explicit prefab root, even if the model only has a single root." msgstr "このモデルにルートが 1 つしかない場合でも、常に明示的なプレハブルートを作成します。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Sort Hierarchy By Name" msgstr "ヒエラルキーを名前でソート" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Sort game objects children by name." msgstr "ゲームオブジェクトの子を名前でソートします。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Global settings for generated meshes" msgstr "生成したメッシュのグローバル設定" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Higher compression ratio means lower mesh precision. If enabled, the mesh bounds and a lower bit depth per component are used to compress the mesh data." msgstr "圧縮率が高いということは、メッシュ精度が低いということです。有効にすると、各コンポーネントのメッシュの範囲と低ビットの深度がメッシュデータを圧縮するのに使用されます" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Allow vertices and indices to be accessed from script." msgstr "スクリプトから頂点とインデックスにアクセスするのを許可します" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Optimize Mesh" msgstr "メッシュの最適化" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Reorder vertices and/or polygons for better GPU performance." msgstr "パフォーマンスを改善するには、頂点および/または、ポリゴンを並べ替えます。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Generate Colliders" msgstr "コライダーの生成" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Should Unity generate mesh colliders for all meshes." msgstr "すべてのメッシュに対してメッシュコライダーを生成します" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Detailed mesh data" msgstr "詳細なメッシュのデータ" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Keep Quads" msgstr "クアッドを保持" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "If model contains quad faces, they are kept for DX11 tessellation." msgstr "モデルがクアッドを含む場合、DX11のテッセレーション用にこれを保持します" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Weld Vertices" msgstr "頂点の結合 " #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Combine vertices that share the same position in space." msgstr "空間内の同じ位置を共有する頂点を結合します" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Index Format" msgstr "インデックス形式" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Format of mesh index buffer. Auto mode picks 16 or 32 bit depending on mesh vertex count." msgstr "メッシュのインデックスバッファの形式。自動モードでは、メッシュの頂点数によって 16 か 32 ビットを選びます。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Source of mesh normals. If Import is selected and a mesh has no normals, they will be calculated instead." msgstr "メッシュ法線のソース。インポートが選択されメッシュが法線を持たない場合は、法線は計算されます。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Normals Mode" msgstr "法線モード" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "How to weight faces when calculating normals." msgstr "法線を計算するときに、どのように面にウェイト付けするか" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Smoothing Angle" msgstr "スムージングの角度" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "When calculating normals on a mesh that doesn't have smoothing groups, edges between faces will be smooth if this value is greater than the angle between the faces." msgstr "スムージンググループを持たないメッシュの法線を計算する場合に、この値を面の間にできるエッジの角度よりも大きくすると、そのエッジは滑らかになります。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Source of mesh tangents. If Import is selected and a mesh has no tangents, they will be calculated instead." msgstr "メッシュ接線のソース。インポートが選択されメッシュが接線を持たない場合は、接線は計算されます。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Blend Shape Normals" msgstr "ブレンドシェイプの法線" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Source of blend shape normals. If Import is selected and a blend shape has no normals, they will be calculated instead." msgstr "ブレンドシェイプ法線のソース。インポートが選択されブレンドシェイプが法線を持たない場合は、法線は計算されます。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Smoothness Source" msgstr "スムージング方法" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "How to determine which edges should be smooth and which should be sharp." msgstr "どのエッジを滑らかにするか、または鋭くするかをどのように決めるか" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Swap UVs" msgstr "UV をスワップ" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Swaps the 2 UV channels in meshes. Use if your diffuse texture uses UVs from the lightmap." msgstr "メッシュ内の2つのUVチャンネルを入れ替えます。ディフューズテクスチャがライトマップからのUVを使用している場合は、この設定を使用してください。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Generate Lightmap UVs" msgstr "ライトマップ UV を生成" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Generate lightmap UVs into UV2." msgstr "ライトマップUVをUV2に生成します" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Lightmap UVs settings" msgstr "ライトマップ UV 設定" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Advanced settings for Lightmap UVs generation" msgstr "ライトマップUVの生成のためのより詳細な設定" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Angle Error" msgstr "角度エラー" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Measured in percents. Angle error measures deviation of UV angles from geometry angles. Area error measures deviation of UV triangles area from geometry triangles if they were uniformly scaled." msgstr "パーセント(%)で測定されます。角度エラーはジオメトリー角度からのUV角度の逸脱度を測定します。領域エラーはジオメトリー三角形エリアからのUV三角形エリアの逸脱度を測定し、等しくスケーリングされているかを確認します。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Hard Angle" msgstr "ハード角度" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Angle between neighbor triangles that will generate seam." msgstr "隣接する三角形の間の角度であり、このしきい値を超えると、それらの間のエッジがハードエッジとみなされシームが作成されます。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Pack Margin" msgstr "パックマージン" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Measured in pixels, assuming mesh will cover an entire 1024x1024 lightmap." msgstr "単位はピクセル。メッシュが1024x1024のライトマップ全体を含むと仮定しています。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Legacy Blend Shape Normals" msgstr "非推奨のブレンドシェイプの法線" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Compute normals from smoothing groups when the mesh has BlendShapes." msgstr "メッシュがブレンドシェイプの場合に、スムージンググループから法線を計算します。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "1{0} (File) to {1}m (Unity)" msgstr "1{0} (ファイル) から {1}m (Unity) へ" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "1 unit (File) to {0}m (Unity)" msgstr "1 ユニット (ファイル) から {0}m (Unity) へ" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Import Lights" msgstr "ライトのインポート" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Area Error" msgstr "エリアエラー" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Add Colliders" msgstr "コライダーを追加" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Global Scale" msgstr "グローバルスケール" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Import Blend Shapes" msgstr "ブレンドシェイプのインポート" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Swap UV Channels" msgstr "UV チャンネルをスワップ" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:1 msgid "Generate Secondary UV" msgstr "補助的UVを生成" #: Modules/AssetPipelineEditor/ImportSettings/AssetImporterEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "{0} Import Settings" msgstr "{0} インポート設定" #: Modules/AssetPipelineEditor/ImportSettings/AssetImporterEditor.cs:1 msgid "Unapplied import settings" msgstr "インポート設定が適用されていません" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterEditor.cs:1 msgid "Model Import Settings" msgstr "モデルのインポート設定" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterEditor.cs:1 msgid "Starting with the Unity 2019.3 release, direct import of Cinema4D files will require an external plugin. Keep an eye on our External Tools forum for updates.\n\nPlease note that FBX files exported from Cinema4D will still be supported." msgstr "Unity 2019.3リリース以降、Cinema4Dファイルの直接インポートには外部プラグインが必要になります。External Toolsフォーラムで最新情報を確認してください。\n\nCinema4DからエクスポートされたFBXファイルは引き続きサポートされます。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Import Animation" msgstr "アニメーションのインポート" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Controls if animations are imported." msgstr "アニメーションをインポートするかどうかを設定します" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "The default Wrap Mode for the animation in the mesh being imported." msgstr "インポートされたアニメーションのデフォルト再生モードを設定します" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "The animation plays as specified in the animation splitting options below." msgstr "下のアニメーションの分割オプションで指定されたアニメーションが再生されます" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Once" msgstr "1 回のみ" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "The animation plays through to the end once and then stops." msgstr "アニメーションを最後まで1回再生すると停止します" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "The animation plays through and then restarts when the end is reached." msgstr "これを有効にするとアニメーションクリップが再生され最後に到達すると最初から再度再生します" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "PingPong" msgstr "往復" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "The animation plays through and then plays in reverse from the end to the start, and so on." msgstr "最後まで再生したら、最初の再生位置まで逆再生を行います。最初の再生位置まできたらまた通常の再生を行います。以上の動作を繰り返します" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "ClampForever" msgstr "永続固定" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "The animation plays through, but the last frame is repeated indefinitely. This is not the same as Once mode because playback does not technically stop at the last frame (which is useful when blending animations)." msgstr "アニメーションが最後まで再生され、最後のフレームが無限に繰り返されます。再生しても実際には最後のフレームで停止しないので(アニメーションをブレンドするときに便利)、これは[Once]モードとは異なります。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Bake Animations" msgstr "アニメーションのベイク" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Enable this when using IK or simulation in your animation package. Unity will convert to forward kinematics on import. This option is available only for Maya, 3dsMax and Cinema4D files." msgstr "IKやアニメーションをシミュレーションしたい場合に有効にします。Unityではインポート時にFK(Forward Kinematics)へと変換されます。このオプションは、Maya、3dsMax、Cinema4Dファイルのみ利用可能です" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Resample Curves " msgstr "カーブをリサンプリング" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid " Curves will be resampled on every frame. Use this if you're having issues with the interpolation between keys in your original animation. Disable this to keep curves as close as possible to how they were originally authored." msgstr "各フレームでカーブをリサンプリングします。元のアニメーションで、キーの補間に問題がある場合にこれを使用します。これを無効にすると、最初に作成したときとできるだけ近い状態にカーブを保ちます" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Anim. Compression" msgstr "アニメーション圧縮方法" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "The type of compression that will be applied to this mesh's animation(s)." msgstr "このメッシュのアニメーションに使用される圧縮方法です" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Disables animation compression. This means that Unity doesn't reduce keyframe count on import, which leads to the highest precision animations, but slower performance and bigger file and runtime memory size. It is generally not advisable to use this option - if you need higher precision animation, you should enable keyframe reduction and lower allowed Animation Compression Error values instead." msgstr "アニメーションの圧縮を無効にします。これはUnityがアニメーションのインポート時にキーフレームの削減を行わず、最高精度のアニメーションが読み込めることになります。ですが、パフォーマンスは遅くなり、ファイルサイズも肥大化し、ランタイムのメモリサイズも大きくなります。このオプションを使用するのはあまり現実的ではありません。より精度の高いアニメーションを必要としている場合は、キーフレームの削減を有効にして、代わりに許容できるアニメーションの圧縮の値を低くしてください" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Keyframe Reduction" msgstr "キーフレームの削減" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Reduces keyframes on import. If selected, the Animation Compression Errors options are displayed." msgstr "インポート時にキーフレームを削減します。選択されると、アニメーション圧縮エラーのオプションが表示されます" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Keyframe Reduction and Compression" msgstr "キーフレームの削減と圧縮" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Reduces keyframes on import and compresses keyframes when storing animations in files. This affects only file size - the runtime memory size is the same as Keyframe Reduction. If selected, the Animation Compression Errors options are displayed." msgstr "インポート時にキーフレームを削減し、ファイルにアニメーションを保管するときにキーフレームを圧縮します。これは、ファイルサイズにのみ影響し、ランタイムのメモリサイズはキーフレームの削減と同様です。選択されると、アニメーション圧縮エラーのオプションが表示されます" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Optimal" msgstr "最適" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Reduces keyframes on import and choose between different curve representations to reduce memory usage at runtime. This affects the runtime memory size and how curves are evaluated." msgstr "インポートでキーフレームを減らし、異なるカーブ表示から選択してランタイムのメモリ使用を減らします。これは、ランタイムのメモリサイズと、どのようにカーブが評価されるかに影響します" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Rotation Error" msgstr "回転エラー" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Defines how much rotation curves should be reduced. The smaller value you use - the higher precision you get." msgstr "どれだけ回転カーブを減らすかを決定します。値が小さいほど、精度は高くなります" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Position Error" msgstr "位置エラー" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Defines how much position curves should be reduced. The smaller value you use - the higher precision you get." msgstr "どのくらい位置カーブを削減するべきかを決定します。値を小さくするほど、精度が上がります" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Scale Error" msgstr "スケールエラー" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Defines how much scale curves should be reduced. The smaller value you use - the higher precision you get." msgstr "スケールカーブをどれだけ減らすかを決定します。値が小さいほど、精度は高くなります" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Advanced setting for root motion and blending pivot" msgstr "ルートモーションとブレンドピボットの設定を行います(高度)" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Root Motion Node" msgstr "ルートモーションノード" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Define a transform node that will be used to create root motion curves" msgstr "ルートモーションカーブを作成するために使用されるトランスフォームノードを決定します" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Configure the mask for this clip to remove unnecessary curves." msgstr "不要なカーブ情報を削除する場合に設定します" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Animated Custom Properties" msgstr "アニメーションにしたカスタムプロパティ" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Controls if animated custom properties are imported." msgstr "アニメーションにしたカスタムプロパティをインポートするかを制御します" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Import Constraints" msgstr "コンストレイントをインポート" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Controls if the constraints are imported." msgstr "コンストレイントをインポートするかを制御します。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Rotation error is defined as maximum angle deviation allowed in degrees, for others it is defined as maximum distance/delta deviation allowed in percents" msgstr "回転エラーは、角度の最大誤差 (単位は度)で決定されます。他では、距離/デルタの最大誤差 (単位はパーセント) で決定されます" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Multi-object editing of clips not supported." msgstr "複数のクリップ編集はサポートされていません" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Generate Retargeting Quality Report" msgstr "リターゲティング品質レポートを生成" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Clips" msgstr "クリップ" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Mask has a path that does not match the transform hierarchy. Animation may not import correctly." msgstr "マスクにトランスフォーム階層にマッチしないパスが含まれています。アニメーションが正しくインポートされない可能性があります" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Update Mask" msgstr "マスクを更新" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Source Mask has changed since last import and must be updated." msgstr "最後にインポートされてからソースマスクが変更されているため、更新が必要です" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Source Mask has a path that does not match the transform hierarchy. Animation may not import correctly." msgstr "ソースマスクがトランスフォーム階層にマッチしないパスを保持しています。アニメーションが正しくインポートされない可能性があります" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "" msgstr "<なし>" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "" msgstr "<ルートトランスフォーム>" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Error(s) found while importing this animation file. Open \"Import Messages\" foldout below for more details." msgstr "このアニメーションファイルをインポート中にエラーが見つかりました。詳細については、下の'インポートメッセージ'を開いてください。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Warning(s) found while importing rig in this animation file. Open \"Rig\" tab for more details." msgstr "アニメーションファイルに含まれるリグをインポート中に警告が見つかりました。詳細については、'リグ'タブを開いてください。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Warning(s) found while importing this animation file. Open \"Import Messages\" foldout below for more details." msgstr "アニメーションファイルをインポート中に警告が見つかりました。詳細については、下の'インポートメッセージ'を開いてください。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Retargeting Quality compares retargeted with original animation. It reports average and maximum position/orientation difference for body parts. It may slow down import time of this file." msgstr "リターゲティング品質は、リターゲティングされたものと元のアニメーションとを比較しています。身体部位の平均と最大位置/姿勢差をレポートします。ファイルのインポートに時間がかかる可能性があります" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Animation data was imported using a deprecated Generation option in the Rig tab. Please switch to a non-deprecated import mode in the Rig tab to be able to edit the animation import settings." msgstr "アニメーションデータはリグのタブにある非推奨の生成オプションを使ってインポートされています。リグのタブの非推奨でないインポートモードに変更し、アニメーションインポート設定を編集できるようにしてください" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "The animations settings can be edited after clicking Apply." msgstr "アニメーション設定は適用を押したあとに編集できます" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Error(s) found while importing rig in this animation file. Open \"Rig\" tab for more details." msgstr "アニメーションファイルに含まれるリグのインポート中にエラーが見つかりました。詳細については、'リグ'タブを開いてください。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "No animation data available in this model." msgstr "このモデルに有効なアニメーションがありません" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "The rigs of the selected models have different Animation Types." msgstr "選択したモデルのリグのアニメーションタイプが異なります" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "The rigs of the selected models are not setup to handle animation. Change the Animation Type in the Rig tab and click Apply." msgstr "選択したモデルのリグはアニメーションを扱う設定になっていません。リグのアニメーションタイプを変更し、適用を押してくだささい" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Animation Do Retargeting Warnings" msgstr "アニメーションリターゲティングの警告を行う" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Bake Simulation" msgstr "ベイクシミュレーション" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Resample Curves" msgstr "カーブをリサンプリング" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Animation Rotation Error" msgstr "アニメーション 回転エラー" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Animation Position Error" msgstr "アニメーション 位置エラー" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Animation Scale Error" msgstr "アニメーション スケールエラー" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:1 msgid "Import Animated Custom Properties" msgstr "アニメーションにしたカスタムプロパティをインポート" #: Modules/AssetPipelineEditor/ImportSettings/PluginImporterInspector.cs:1 msgid "Load on startup" msgstr "起動時にロードする" #: Modules/AssetPipelineEditor/ImportSettings/PluginImporterInspector.cs:1 msgid "Always load plugin during startup instead of on-demand" msgstr "オンデマンドでなく、常に起動時にプラグインをロードする" #: Modules/AssetPipelineEditor/ImportSettings/PluginImporterInspector.cs:1 msgid "Plugin load settings" msgstr "プラグインロード設定" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1 msgid "Extract Textures..." msgstr "テクスチャを抽出..." #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1 msgid "Click on this button to extract the embedded textures." msgstr "埋め込みテクスチャを抽出するには、このボタンをクリックします" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1 msgid "Search and Remap" msgstr "検索して再マッピング" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1 msgid "sRGB Albedo Colors" msgstr "sRGB アルベド" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1 msgid "Albedo colors in gamma space. Disable this for projects using linear color space." msgstr "ガンマ空間のアルベド。リニアの色空間を使用するプロジェクトの場合は、これを無効にします。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1 msgid "Material Editing is not supported on multiple selection" msgstr "マテリアル編集は、複数選択ではサポートされていません" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1 msgid "Import Materials" msgstr "マテリアルをインポート" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1 msgid "Naming" msgstr "命名規則" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1 msgid "By Base Texture Name" msgstr "基本テクスチャ名" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1 msgid "From Model's Material" msgstr "モデルのマテリアル名" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1 msgid "Model Name + Model's Material" msgstr "モデル名 + モデルのマテリアル" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1 msgid "Texture Name or Model Name + Model's Material (Obsolete)" msgstr "テクスチャ名/モデル名 + モデルのマテリアル (廃止)" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1 msgid "Local Materials Folder" msgstr "同階層の Materials フォルダー" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1 msgid "Recursive-Up" msgstr "親フォルダーに再帰" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1 msgid "Project-Wide" msgstr "プロジェクト全体" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1 msgid "Do not generate materials. Use Unity's default material instead." msgstr "新しいマテリアルは生成されません。Unity標準のマテリアルが使用されます" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1 msgid "For each imported material, Unity first looks for an existing material named %MAT%." msgstr "それぞれのインポートされたマテリアルについて、Unityはまず%MAT%という名前の既存のマテリアルがあるかをチェックします" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1 msgid "[BaseTextureName]" msgstr "[基本テクスチャ名]" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1 msgid "[MaterialName]" msgstr "[マテリアル名]" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1 msgid "[ModelFileName]-[MaterialName]" msgstr "[モデルファイル名]-[マテリアル名]" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1 msgid "[BaseTextureName] or [ModelFileName]-[MaterialName] if no base texture can be found" msgstr "[基本テクスチャ名] か、基本テクスチャが見つからなければ [モデルファイル名]-[マテリアル名]" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1 msgid "Unity will look for it in the local Materials folder." msgstr "UnityはモデルのあるフォルダーのMaterialsフォルダー内を探索します" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1 msgid "Unity will do a recursive-up search for it in all Materials folders up to the Assets folder." msgstr "Unityはモデルのあるフォルダーから順に上の階層に向かってAssetsフォルダーに至るまで、各フォルダーのMaterialsフォルダーの中を探索します" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1 msgid "Unity will search for it anywhere inside the Assets folder." msgstr "UnityはAssetsフォルダー全体を探索します" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1 msgid "If it doesn't exist, a new one is created in the local Materials folder." msgstr "もし存在しなければ、新しいものがモデルと同階層のMaterialsフォルダーに作成されます" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:1 msgid "Use SRGB Material Color" msgstr "SRGBマテリアル色を使用" #: Modules/SpriteMaskEditor/Editor/Managed/SpriteMaskEditor.cs:1 msgid "The Sprite defining the mask" msgstr "マスクを決定するスプライト" #: Modules/SpriteMaskEditor/Editor/Managed/SpriteMaskEditor.cs:1 msgid "The minimum alpha value used by the mask to select the area of influence defined over the mask's sprite." msgstr "マスクのスプライトによって決まる影響エリアを選択するためにマスクが使用する最低アルファ値" #: Modules/SpriteMaskEditor/Editor/Managed/SpriteMaskEditor.cs:1 msgid "Custom Range" msgstr "カスタム範囲" #: Modules/SpriteMaskEditor/Editor/Managed/SpriteMaskEditor.cs:1 msgid "Mask sprites from front to back sorting values only." msgstr "特定の範囲に含まれるスプライトだけに手前から後方へのソートを有効にします" #: Modules/SpriteMaskEditor/Editor/Managed/SpriteMaskEditor.cs:1 msgid "Create Sprite Mask" msgstr "スプライトマスクを作成" #: Modules/SpriteMaskEditor/Editor/Managed/SpriteMaskEditor.cs:1 msgid "New Sprite Mask" msgstr "New Sprite Mask" #: Modules/SpriteMaskEditor/Editor/Managed/SpriteMaskEditor.cs:1 msgid "Front" msgstr "前方" #: Modules/SpriteMaskEditor/Editor/Managed/SpriteMaskEditor.cs:1 msgid "Back" msgstr "後方" #: Modules/SpriteMaskEditor/Editor/Managed/SpriteMaskEditor.cs:1 msgid "Is Custom Range Active" msgstr "カスタム範囲をアクティブにする" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Create Neighbor Terrains" msgstr "隣接する Terrain (地形) を作成" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Click the edges to create neighbor terrains" msgstr "端をクリックして隣接するTerrain(地形)を作成します" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Paint Terrain" msgstr "Terrain(地形)をペイント" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Select a tool from the drop-down list" msgstr "ドロップダウンリストからツールを選択する" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Paint Trees" msgstr "樹木をペイント" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Click to paint trees.\n\nHold shift and click to erase trees.\n\nHold Ctrl and click to erase only trees of the selected type." msgstr "クリックで樹木をペイントします。\n\nSHIFTを押しながらクリックで樹木を削除します。\n\nCtrlを押しながらクリックで選択されたタイプの樹木だけ削除します" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Paint Details" msgstr "ディテールをペイント" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Click to paint details.\n\nHold shift and click to erase details.\n\nHold Ctrl and click to erase only details of the selected type." msgstr "クリックでディテールをペイントします。\n\nSHIFTを押しながらクリックでディテールを消去します。\n\nCtrlを押しながらクリックで選択したタイプのみディテールを消去します" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Brush Size" msgstr "ブラシサイズ" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Size of the brush used to paint." msgstr "ペイントに使用するブラシのサイズ" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Opacity" msgstr "不透明度" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Strength of the applied effect." msgstr "適用された効果の強さ" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Target Strength" msgstr "目標強度" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Maximum opacity you can reach by painting continuously." msgstr "継続的にペイントすることで到達できる最大の不透明度" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "No Trees defined" msgstr "樹木が未選択" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Use edit button below to add new tree types." msgstr "以下の編集ボタンで新しい樹木タイプを加えてください" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Edit Trees..." msgstr "樹木を編集…" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Add/remove tree types." msgstr "樹木タイプの追加/削除" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Tree Density" msgstr "樹木の密度" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "How dense trees are you painting" msgstr "どのくらいの密度で樹木を描くか" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Tree Height" msgstr "樹木の高さ" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Height of the planted trees" msgstr "植樹の高さ" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Random?" msgstr "ランダム" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Enable random variation in tree height (variation)" msgstr "樹木の高さのランダムなばらつきを有効にします(ばらつき)" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Lock Width to Height" msgstr "幅を高さにロック" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Let the tree width be the same with height" msgstr "樹木の幅を高さと同じにします" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Tree Width" msgstr "樹木の幅" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Width of the planted trees" msgstr "植樹の幅" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Enable random variation in tree width (variation)" msgstr "樹木の幅のランダムなばらつきを有効にします (ばらつき)" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Color Variation" msgstr "色のばらつき" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Amount of random shading applied to trees. This only works if the shader supports _TreeInstanceColor (for example, Speedtree shaders do not use this)" msgstr "樹木に適用されるランダムなシェーディングの量。 これは、シェーダーが _TreeInstanceColor をサポートしている場合にのみ機能します (例えば、SpeedTree シェーダーでは使用しません)。" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Random Tree Rotation" msgstr "ランダムな樹木の回転" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Randomize tree rotation. This only works when the tree has an LOD group." msgstr "樹木の回転をランダムにします。これは樹木が LOD グループを持つ場合にのみ機能します。" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Mass Place Trees" msgstr "樹木の大量配置" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "The Mass Place Trees button is a very useful way to create an overall covering of trees without painting over the whole landscape. Following a mass placement, you can still use painting to add or remove trees to create denser or sparser areas." msgstr "'樹木の大量配置'ボタンは、風景全体をペイントすることなく、密林を作成する便利な機能です。大量配置の後でも、ペイントを使用して樹木を追加/削除して、密集したエリアや密集しないエリアを作成できます。" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Tree Contribute Global Illumination" msgstr "樹木はグローバルイルミネーションに影響" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "The state of the Contribute GI flag for the tree prefab root GameObject. The flag can be changed on the prefab. When disabled, this tree will not be visible to the lightmapper. When enabled, any child GameObjects which also have the static flag enabled, will be present in lightmap calculations. Regardless of the value of the flag, each tree instance receives its own light probe and no lightmap texels." msgstr "樹木プレハブのルートゲームオブジェクトに「グローバルイルミネーションに影響」のフラグが立っている状態。フラグはプレハブで変更できます。これを無効にすると、この樹木はライトマッパーから見えなくなります。有効にすると、静的フラグも有効になっているすべての子ゲームオブジェクトはライトマップ計算に含まれます。フラグの値に関係なく、各樹木のインスタンスはそれぞれライトプローブを受けますが、ライトマップのテクセルは受けません。" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Edit Details..." msgstr "ディテールを編集..." #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Add/remove detail meshes" msgstr "追加/削除のディテールメッシュ" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Target amount" msgstr "目標量" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "You can set the Height property manually or you can shift-click on the terrain to sample the height at the mouse position (rather like the \"eyedropper\" tool in an image editor)." msgstr "高さプロパティーを手動で設定できます。または、Terrain(地形)をShiftキーを押しながらクリックして、マウスの位置で高さを設定することもできます(画像エディターの'スポイトツール'と同じ)。" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Import Raw..." msgstr "Raw でインポート..." #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "The Import Raw button allows you to set the terrain's heightmap from an image file in the RAW grayscale format. RAW format can be generated by third party terrain editing tools (such as Bryce) and can also be opened, edited and saved by Photoshop. This allows for sophisticated generation and editing of terrains outside Unity." msgstr "RAWグレースケール形式の画像ファイルからTerrain(地形)のハイトマップを設定できます。RAW形式は、サードパーティのTerrain(地形)編集ツール(Bryceなど)で生成することも、Photoshopで開いて編集して保存することもできます。これにより、Unity外部のTerrain(地形)の高度な生成と編集が可能になります。" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Export Raw..." msgstr "Raw でエクスポート..." #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "The Export Raw button allows you to save the terrain's heightmap to an image file in the RAW grayscale format. RAW format can be generated by third party terrain editing tools (such as Bryce) and can also be opened, edited and saved by Photoshop. This allows for sophisticated generation and editing of terrains outside Unity." msgstr "Raw形式でエクスポートのボタンで、RAWグレースケール形式の画像ファイルにTerrain(地形)の高さ情報を保存できます。RAW形式は、サードパーティのTerrain(地形)編集ツール(Bryceなど)で生成することも、Photoshopで編集して保存することもできます。これにより、Unity外部のTerrain(地形)の高度な生成と編集が可能になります" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Flatten" msgstr "高さを揃える" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "The Flatten button levels the whole terrain to the chosen height." msgstr "Terrain(地形) 全体を指定した高さに揃えます" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Bake Light Probes For Trees" msgstr "樹木のライトプローブ" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "If the option is enabled, Unity will create internal light probes at the position of each tree (these probes are internal and will not affect other renderers in the scene) and apply them to tree renderers for lighting. Otherwise trees are still affected by LightProbeGroups. The option is only effective for trees that have LightProbe enabled on their prototype prefab." msgstr "これを有効にすると、Unityは各樹木の位置に内部ライトプローブを作成し(これらのプローブは内部にあり、シーンの他のレンダラーに影響しません)、ライティングのために樹木レンダラーに適用します。無効にしても、樹木はライトプローブグループに影響されます。このオプションは、プロトタイププレハブ上で使用可能なライトプローブを持つ樹木にのみ効果があります。" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Remove Light Probe Ringing" msgstr "ライトプローブの輪を削除" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Refresh" msgstr "最新情報に更新" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "When you save a tree asset from the modelling app, you will need to click the Refresh button (shown in the inspector when the tree painting tool is selected) in order to see the updated trees on your terrain." msgstr "モデリングアプリケーションから樹木のアセットを保存するときは、Terrain(地形)上で更新した樹木を表示するために、'最新情報に更新'ボタン(樹木のペイントツールが選択されているときにインスペクターに表示されます)をクリックする必要があります。" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Grouping ID" msgstr "グルーピングID" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Grouping ID for auto connection" msgstr "自動結合のグルーピング ID" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Auto Connect" msgstr "自動結合" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Allow the current terrain tile to automatically connect to neighboring tiles sharing the same grouping ID." msgstr "使用中のTerrain(地形)タイルが、同じグルーピングIDを持つ隣接するタイルと自動的に結合できるようにします" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Will attempt to re-run auto connection" msgstr "自動結合の再実行を試みます" #: Modules/TerrainEditor/TerrainInspector.cs:1 Editor-Missing:Missing detected at runtime. msgid "Draw" msgstr "描画" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Toggle the rendering of terrain" msgstr "Terrain (地形) のレンダリングを切り替える" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Draw Instanced" msgstr "インスタンスを描画" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Toggle terrain instancing rendering" msgstr "Terrain (地形) インスタンスのレンダリングを切り替える" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Pixel Error" msgstr "ピクセル許容誤差" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "The accuracy of the mapping between the terrain maps (heightmap, textures, etc.) and the generated terrain; higher values indicate lower accuracy but lower rendering overhead." msgstr "ハイトマップ、テクスチャなどのTerrain(地形)マップと生成されたTerrain(地形)との間のマッピングの精度です。値が大きいほど精度は低くなりますが、レンダリングのオーバーヘッドは減少します。" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Base Map Dist." msgstr "ベースマップ距離" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "The maximum distance at which terrain textures will be displayed at full resolution. Beyond this distance, a lower resolution composite image will be used for efficiency." msgstr "Terrain(地形)のテクスチャが最大解像度で表示される最長距離です。処理効率のため、この距離を越えると低い解像度の画像と合成されます" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Does the terrain cast shadows?" msgstr "Terrain(地形)が影を落とすかどうか" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "The material used to render the terrain. The shader used by the material will affect how the color channels of a terrain texture are interpreted." msgstr "Terrain(地形) を描画するために使用されるマテリアル。マテリアルに使用されるシェーダーは、Terrain(地形) テクスチャのカラーチャンネルの解釈に影響します。" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Create..." msgstr "作成..." #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Create a new Material asset to be used by the terrain by duplicating the current default Terrain material." msgstr "現在のデフォルトの Terrain(地形) マテリアルを複製して、Terrain(地形) で使用する新しいマテリアルアセットを作成します。" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "How reflection probes are used on terrain. Only effective when using built-in standard material or a custom material which supports rendering with reflection." msgstr "Terrain(地形)にリフレクションプローブを適用する率。スタンダードマテリアルか、リフレクションをサポートしているカスタムマテリアルの場合のみ有効です。" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Should trees, grass and details be drawn?" msgstr "樹木、草、ディテールを描画しますか?" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Detail Distance" msgstr "ディテール表示距離" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "The distance (from camera) beyond which details will be culled." msgstr "この距離 (カメラからの) を超えるとディテールがカリングされます。" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Collect Detail Patches" msgstr "ディテールパッチを集める" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Should detail patches in the Terrain be removed from memory when not visible?" msgstr "表示されていない場合にTerrain(地形)のディテールパッチはメモリから解放しますか?" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Detail Density" msgstr "ディテールオブジェクト密度" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "The number of detail/grass objects in a given unit of area. The value can be set lower to reduce rendering overhead." msgstr "指定されたエリアのユニットのディテール/草オブジェクトの数。この値を低くするとレンダリング処理を軽くすることができます。" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Tree Distance" msgstr "樹木表示距離" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "The distance (from camera) beyond which trees will be culled. For SpeedTree trees this parameter is controlled by the LOD group settings." msgstr "この距離 (カメラからの) を超えると樹木がカリングされます。SpeedTree による樹木の場合、このパラメーターは LOD グループ設定によって制御されます。" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Billboard Start" msgstr "ビルボード開始距離" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "The distance (from camera) at which 3D tree objects will be replaced by billboard images. For SpeedTree trees this parameter is controlled by the LOD group settings." msgstr "この距離 (カメラからの) を超えると 3D 樹木オブジェクトがビルボード画像に替わります。SpeedTree による樹木の場合、このパラメーターは LOD グループ設定によって制御されます。" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Fade Length" msgstr "フェード距離" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Distance over which trees will transition between 3D objects and billboards. For SpeedTree trees this parameter is controlled by the LOD group settings." msgstr "樹木が 3D オブジェクトからビルボード、またはその逆に変遷する間の距離。SpeedTree による樹木の場合、このパラメーターは LOD グループ設定によって制御されます。" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Max Mesh Trees" msgstr "メッシュの最大樹木数" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "The maximum number of visible trees that will be represented as solid 3D meshes. Beyond this limit, trees will be replaced with billboards. For SpeedTree trees this parameter is controlled by the LOD group settings." msgstr "ソリッドの 3D メッシュとして表せる可視の樹木の最大数。この限界を超えると、樹木はビルボードに置き換えられます。SpeedTree による樹木の場合、このパラメーターは LOD グループ設定によって制御されます。" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Thickness" msgstr "厚さ" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "How much the terrain collision volume should extend along the negative Y-axis. Objects are considered colliding with the terrain from the surface to a depth equal to the thickness. This helps prevent high-speed moving objects from penetrating into the terrain without using expensive continuous collision detection." msgstr "Terrain(地形)の衝突ボリュームが負のY軸に沿ってどのくらい広がるべきか。オブジェクトは厚さと同じ深さでTerrain(地形)と衝突すると考えられます。これは処理の重い連続衝突検出を使用することなく、高速に移動する物体がTerrain(地形)の貫通を防止するのに役立ちます。" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "The speed of the wind as it blows grass." msgstr "草を揺らすための風の速度" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "The size of the 'ripples' on grassy areas as the wind blows over them." msgstr "草のエリアに風が吹いたときの'ウェーブ'のサイズ" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Bending" msgstr "草がしなる角度" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "The degree to which grass objects are bent over by the wind." msgstr "草体が風によって曲がる角度" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Grass Tint" msgstr "草の色" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Overall color tint applied to grass objects." msgstr "すべての色指定が草に適用されます" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Terrain Settings" msgstr "Terrain (地形) の設定" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Assign" msgstr "割り当てる" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "NOTE: Inspector tab is a duplicate. Paint functionality disabled." msgstr "注意: インスペクタータブが重複しています。ペイント機能が無効です。" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Terrain Layers" msgstr "Terrain (地形) レイヤー" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Edit Terrain Layers..." msgstr "Terrain (地形) レイヤーを編集..." #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Trees" msgstr "樹木" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "The selected tree does not have an LOD group, so it will use the default impostor system and will not support rotation." msgstr "選択された樹木には LOD グループがありません。そのため、デフォルトの模擬システムを使用しているため回転をサポートしません。" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Details" msgstr "ディテール" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Texture Resolutions (On Terrain Data)" msgstr "テクスチャ解像度 (Terrain (地形) データ)" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Require resampling on change" msgstr "変更時に再度サンプリングを行う必要があります" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Basic Terrain" msgstr "基本 Terrain (地形)" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Tree & Detail Objects" msgstr "樹木とディテールのオブジェクト" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Physics (On Terrain Data)" msgstr "物理 (Terrain(地形) データ上)" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Wind Settings for Grass (On Terrain Data)" msgstr "草用の風の設定 (Terrain (地形) データ)" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Mesh Resolution (On Terrain Data)" msgstr "メッシュ解像度 (Terrain (地形) データ)" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "You may reduce CPU draw call overhead by setting the detail resolution per patch as high as possible, relative to detail resolution." msgstr "各パッチのディテール解像度をディテール解像度に比べてできる限り高く設定することによって、CPUドローコールのオーバーヘッドを削減できる場合があります。" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Can't use materials with shaders which need tangent geometry on terrain, use shaders in Nature/Terrain instead." msgstr "Terrain(地形)に接線 (タンジェント) のジオメトリを必要とするシェーダーが設定されたマテリアルは使用できません。代わりに Nature/Terrain のシェーダーを使用してください" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Base Texture Resolution" msgstr "基本テクスチャ解像度" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Control Texture Resolution" msgstr "制御テクスチャの解像度" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Heightmap Resolution" msgstr "ハイトマップ解像度" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Terrain Width" msgstr "横幅" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Terrain Length" msgstr "奥行き" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Terrain Height" msgstr "高さ" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Detail Resolution Per Patch" msgstr "パッチごとのディテール解像度" #: Modules/TerrainEditor/TerrainInspector.cs:1 msgid "Detail Resolution" msgstr "ディテールの解像度" #: Modules/TerrainEditor/Utilities/TerrainLayerInspector.cs:1 msgid "Diffuse" msgstr "ディフューズ" #: Modules/TerrainEditor/Utilities/TerrainLayerInspector.cs:1 msgid "Depending on your terrain material type, the Alpha channel can be:\n\n Built-in diffuse: Unused\n Built-in specular: Gloss\n Built-in standard or HDRP TerrainLit: Smoothness" msgstr "Terrain(地形)のマテリアルタイプによって、アルファチャンネルは以下のように使用されます。\n\n ビルトインのディフューズ: 使用しません\n ビルトインのスペキュラー: グロスとして\n ビルトインの標準、または HDRP TerrainLit: 滑らかさとして" #: Modules/TerrainEditor/Utilities/TerrainLayerInspector.cs:1 msgid "Depending on your terrain material type, the Alpha channel can be:\n\n Built-in diffuse: Unused\n Built-in specular: Gloss\n Built-in standard: Smoothness\n HDRP TerrainLit: Density" msgstr "Terrain(地形)のマテリアルタイプによって、アルファチャンネルは以下のように使用されます。\n\n ビルトインのディフューズ: 使用しません\n ビルトインのスペキュラー: グロスとして\n ビルトイン標準: 滑らかさとして\n HDRP TerrainLit: 密度として" #: Modules/TerrainEditor/Utilities/TerrainLayerInspector.cs:1 msgid "Mask Map" msgstr "マスクマップ" #: Modules/TerrainEditor/Utilities/TerrainLayerInspector.cs:1 msgid "HDRP TerrainLit shader uses this texture for:\n\n R: Metallic\n G: AO\n B: Height\n A: Smoothness (Diffuse Alpha becomes Density)\n\nCustom shaders can use this texture for whatever purpose." msgstr "HDRP TerrainLitシェーダーはこのテクスチャを以下のように使用します。\n\n R: メタリックとして\n G: AOとして\n B: 高さとして\n A: スムースネス(ディフューズのアルファは密度になります)として\n\nカスタムシェーダーはこのテクスチャをあらゆる目的に使用できます" #: Modules/TerrainEditor/Utilities/TerrainLayerInspector.cs:1 msgid "The value when the texture channel is 0" msgstr "テクスチャチャンネルが0の場合の値" #: Modules/TerrainEditor/Utilities/TerrainLayerInspector.cs:1 msgid "The value when the texture channel is 1" msgstr "テクスチャチャンネルが1の場合の値" #: Modules/TerrainEditor/Utilities/TerrainLayerInspector.cs:1 msgid "Channel Remapping" msgstr "チャンネルの再マッピング" #: Modules/TerrainEditor/Utilities/TerrainLayerInspector.cs:1 msgid "Tiling Settings" msgstr "タイリングの設定" #: Modules/TerrainEditor/Utilities/TerrainLayerInspector.cs:1 msgid "Normal Scale" msgstr "標準スケール" #: Modules/TerrainEditor/Utilities/TerrainLayerUtility.cs:1 msgid "No terrain layers founds. You can create a new terrain layer using the Asset/Create/Terrain Layer menu command." msgstr "Terrain(地形)レイヤーはありませんでした。アセットメニュー、作成メニュー、Terrain(地形)レイヤーメニューのいずれかで新しいTerrain(地形)レイヤーを作成できます。" #: Modules/TerrainEditor/Utilities/TerrainLayerUtility.cs:1 msgid "Assign a tiling texture" msgstr "タイリングテクスチャを割り当てます" #: Modules/TerrainEditor/Utilities/TerrainLayerUtility.cs:1 msgid "Texture wrap mode must be set to Repeat" msgstr "テクスチャラップモードは'繰り返し'に設定する必要があります" #: Modules/TerrainEditor/Utilities/TerrainLayerUtility.cs:1 msgid "Texture must have mip maps" msgstr "テクスチャはミップマップを持っている必要があります" #: Modules/TerrainEditor/Utilities/TerrainLayerUtility.cs:1 msgid "Normal texture should be imported as Normal Map" msgstr "法線テクスチャは法線マップとしてインポートする必要があります" #: Modules/TerrainEditor/Utilities/TerrainLayerUtility.cs:1 msgid "Allows adding / replacing or removing terrain layers" msgstr "Terrain(地形)レイヤーの追加、置き換え、または削除を許可します" #: Modules/TerrainEditor/Utilities/TerrainLayerUtility.cs:1 msgid "Tile Size" msgstr "タイルサイズ" #: Modules/TerrainEditor/Utilities/TerrainLayerUtility.cs:1 msgid "Tile Offset" msgstr "タイルオフセット" #: Modules/TerrainEditor/Brush/BrushEditor.cs:1 msgid "Mask texture" msgstr "マスクテクスチャ" #: Modules/TerrainEditor/Brush/BrushEditor.cs:1 msgid "Invert Range" msgstr "範囲を反転" #: Modules/TerrainEditor/Brush/BrushEditor.cs:1 msgid "One or more selected brushes are read-only." msgstr "選択したブラシは読み取り専用です" #: Modules/TerrainEditor/Brush/BrushEditor.cs:1 msgid "Invert Remap Range" msgstr "再マップする範囲を反転" #: Modules/TerrainEditor/Brush/BrushList.cs:1 msgid "Brushes" msgstr "ブラシ" #: Modules/TerrainEditor/Brush/BrushList.cs:1 msgid "No brushes defined." msgstr "ブラシが選択されていません" #: Modules/TerrainEditor/Brush/BrushList.cs:1 msgid "Built-in brush" msgstr "ビルトインのブラシ" #: Modules/TerrainEditor/PaintTools/SetHeightTool.cs:1 msgid "You can set the Height property manually or you can shift-click on the terrain to sample the height at the mouse position (rather like the 'eyedropper' tool in an image editor)." msgstr "高さプロパティーを手動で設定できます。または、Terrain(地形)をShiftキーを押しながらクリックして、クリックした位置の高さを取得することもできます(画像エディターの'スポイトツール'と同じ)。" #: Modules/TerrainEditor/PaintTools/SetHeightTool.cs:1 msgid "Flatten Tile" msgstr "タイルの高さを揃える" #: Modules/TerrainEditor/PaintTools/SetHeightTool.cs:1 msgid "Flatten All" msgstr "すべての高さを揃える" #: Modules/TerrainEditor/PaintTools/SetHeightTool.cs:1 msgid "If selected, it will traverse all neighbors and flatten them too" msgstr "これを選択すると、近隣すべてを通過しすべての高さを揃えます" #: Modules/TerrainEditor/PaintTools/SetHeightTool.cs:1 msgid "Left click to set the height.\n\nHold shift and left click to sample the target height." msgstr "左クリックで高さを設定します。\n\nShift キーを押しながら左クリックするとターゲットとなる高さを取得して表示します。" #: Modules/TerrainEditor/PaintTools/SmoothHeightTool.cs:1 msgid "Blur Direction" msgstr "ブラー方向" #: Modules/TerrainEditor/PaintTools/SmoothHeightTool.cs:1 msgid "Blur only up (1.0), only down (-1.0) or both (0.0)" msgstr "ブラーを上方のみに (1.0)、下方のみに (-1.0)、または、両方とも (0.0)" #: Modules/TerrainEditor/PaintTools/SmoothHeightTool.cs:1 msgid "Click to smooth the terrain height." msgstr "クリックするとTerrain(地形)の高さを滑らかにします" #: Modules/TerrainEditor/PaintTools/StampTool.cs:1 msgid "Stamp Height" msgstr "型押しの高さ" #: Modules/TerrainEditor/PaintTools/StampTool.cs:1 msgid "You can set the Stamp Height manually or you can hold shift and mouse wheel on the terrain to adjust it." msgstr "型押しの高さを手動で設定できます。または、Terrain(地形)上でShiftを押しながらマウスホイールを動かして高さを調整します。" #: Modules/TerrainEditor/PaintTools/StampTool.cs:1 msgid "Subtract" msgstr "減じる" #: Modules/TerrainEditor/PaintTools/StampTool.cs:1 msgid "Subtract the stamp from the terrain." msgstr "Terrain(地形)から型押し分を減じます" #: Modules/TerrainEditor/PaintTools/StampTool.cs:1 msgid "Max <--> Add" msgstr "最大値 <--> 加算値" #: Modules/TerrainEditor/PaintTools/StampTool.cs:1 msgid "Blend between adding the heights and taking the maximum." msgstr "高さの加算値と最大値を混合します" #: Modules/TerrainEditor/PaintTools/StampTool.cs:1 msgid "Left click to stamp the brush onto the terrain.\n\nHold control and mousewheel to adjust height.\nHold shift to invert the stamp." msgstr "左クリックするとTerrain(地形)にブラシ型で型押しをします。\n\nControlを押しながらマウスホイールを動かして高さを調整します。\nShiftを押しながら行うと逆さに型押しされます。" #: Modules/TerrainEditor/PaintTools/PaintHeightTool.cs:1 msgid "Left click to raise.\n\nHold shift and left click to lower." msgstr "左クリックすると上に移動します。\n\nShiftキーを押しながら左クリックすると下に移動します。" #: Modules/TerrainEditor/PaintTools/CreateTerrainTool.cs:1 msgid "Fill Heightmap Using Neighbors" msgstr "近隣を使用してハイトマップを埋める" #: Modules/TerrainEditor/PaintTools/CreateTerrainTool.cs:1 msgid "If selected, it will fill heightmap of the new terrain performing cross blend of heightmaps of its neighbors." msgstr "これを選択すると、新しいTerrain(地形)のハイトマップを塗りつぶし、近隣のハイトマップのブレンドを実行します。" #: Modules/TerrainEditor/PaintTools/CreateTerrainTool.cs:1 msgid "Fill Heightmap Address Mode" msgstr "アドレスモードでハイトマップを埋める" #: Modules/TerrainEditor/PaintTools/CreateTerrainTool.cs:1 msgid "Type of the terrain's neighbors sampling address mode." msgstr "Terrain(地形)近隣のアドレスサンプルのモードのタイプ" #: Modules/StyleSheetsEditor/StyleSheetImporter.cs:1 msgid "Disable Validation" msgstr "検証を無効にする" #: Modules/TilemapEditor/Editor/Managed/TilemapRendererEditor.cs:1 msgid "Material to be used by TilemapRenderer" msgstr "タイルマップレンダラーで使用されるマテリアル" #: Modules/TilemapEditor/Editor/Managed/TilemapRendererEditor.cs:1 msgid "TilemapRenderer's interaction with a Sprite Mask" msgstr "タイルマップレンダラーのスプライトマスクとの相互作用" #: Modules/TilemapEditor/Editor/Managed/TilemapRendererEditor.cs:1 msgid "Detect Chunk Culling Bounds" msgstr "チャンクカリング境界を検出" #: Modules/TilemapEditor/Editor/Managed/TilemapRendererEditor.cs:1 msgid "Chunk Culling Bounds" msgstr "チャンクカリング境界" #: Modules/TilemapEditor/Editor/Managed/TileEditor.cs:1 msgid "Invalid Matrix" msgstr "無効な行列" #: Modules/TilemapEditor/Editor/Managed/TileEditor.cs:1 msgid "No valid Position / Rotation / Scale components available for this matrix" msgstr "行列演算に適切な位置、回転、スケールになっていません" #: Modules/TilemapEditor/Editor/Managed/TileEditor.cs:1 msgid "Preview of tile with attributes set" msgstr "タイルの属性セットプレビュー" #: Modules/TilemapEditor/Editor/Managed/TileEditor.cs:1 msgid "Reset Matrix" msgstr "行列をリセット" #: Modules/TilemapEditor/Editor/Managed/TileEditor.cs:1 msgid "Sprite Editor" msgstr "スプライトエディター" #: Modules/TilemapEditor/Editor/Managed/TileEditor.cs:1 msgid "Collider Type" msgstr "コライダータイプ" #: Modules/TilemapEditor/Editor/Managed/TilemapCollider2DEditor.cs:1 msgid "Max Tile Change Count" msgstr "最大タイル変更数" #: Modules/TilemapEditor/Editor/Managed/TilemapCollider2DEditor.cs:1 msgid "Extrusion Factor" msgstr "押し出し係数" #: Modules/TilemapEditor/Editor/Managed/TilemapCollider2DEditor.cs:1 msgid "Maximum Tile Change Count" msgstr "最大タイル変更数" #: Modules/TilemapEditor/Editor/Managed/TilemapEditor.cs:1 msgid "Animation Frame Rate" msgstr "アニメーション更新レート" #: Modules/TilemapEditor/Editor/Managed/TilemapEditor.cs:1 msgid "Frame rate for playing animated tiles in the tilemap" msgstr "アニメーションタイルのフレームレート" #: Modules/TilemapEditor/Editor/Managed/TilemapEditor.cs:1 msgid "Color tinting all Sprites from tiles in the tilemap" msgstr "タイルマップのタイルから全てのスプライトを色づけ" #: Modules/TilemapEditor/Editor/Managed/TilemapEditor.cs:1 msgid "Tile Anchor" msgstr "タイルアンカー" #: Modules/TilemapEditor/Editor/Managed/TilemapEditor.cs:1 msgid "Anchoring position for Sprites from tiles in the tilemap" msgstr "タイルマップのタイルにあるスプライトのアンカー位置" #: Modules/TilemapEditor/Editor/Managed/TilemapEditor.cs:1 msgid "Orientation for tiles in the tilemap" msgstr "タイルマップのタイルの向き" #: Modules/TilemapEditor/Editor/Managed/TilemapEditor.cs:1 msgid "Hexagonal Point Top Tilemap" msgstr "六角形ポイントトップタイルマップ" #: Modules/TilemapEditor/Editor/Managed/TilemapEditor.cs:1 msgid "Hexagonal Flat Top Tilemap" msgstr "六角形フラットトップタイルマップ" #: Modules/TilemapEditor/Editor/Managed/TilemapEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Isometric Tilemap" msgstr "アイソメトリックタイルマップ " #: Modules/TilemapEditor/Editor/Managed/TilemapEditor.cs:1 msgid "Isometric Z As Y Tilemap" msgstr "アイソメトリック Z As Y タイルマップ" #: Modules/TilemapEditor/Editor/Managed/TilemapEditor.cs:1 msgid "Tilemap Color" msgstr "タイルマップ色" #: Modules/TilemapEditor/Editor/Managed/TilemapEditor.cs:1 msgid "Orientation Matrix" msgstr "方向行列" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Atlas Population Mode_prop" msgstr "アトラス配置モード" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Atlas Render Mode_prop" msgstr "アトラス描画モード" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Sampling Point Size_prop" msgstr "サンプリングフォントサイズ" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Atlas Padding_prop" msgstr "アトラスパディング" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Font_atlas_prop" msgstr "フォントアトラス" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Font_material_prop" msgstr "フォントマテリアル" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Font_normal Style_prop" msgstr "フォント標準スタイル" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Font_bold Style_prop" msgstr "フォント太字スタイル" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Font_normal Spacing_prop" msgstr "フォント標準間隔" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Font_bold Spacing_prop" msgstr "フォント太字間隔" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Font_italic Style_prop" msgstr "フォント斜体間隔" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Font_tab Size_prop" msgstr "フォントタブサイズ" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Character Property" msgstr "文字プロパティー" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Glyph Property" msgstr "グリフのプロパティー" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Kerning Info" msgstr "カーニング情報" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Kerning Pair_prop" msgstr "カーニングペア" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Family Name" msgstr "ファミリー名" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Style Name" msgstr "スタイル名" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Point Size" msgstr "フォントサイズ" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Line Height" msgstr "行の高さ" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Ascent Line" msgstr "アセントライン" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Cap Line" msgstr "キャップライン" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Mean Line" msgstr "ミーンライン" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Baseline" msgstr "ベースライン" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Descent Line" msgstr "ディセントライン" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Underline Offset" msgstr "下線のオフセット" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Underline Thickness" msgstr "下線の太さ" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Strikethrough Offset" msgstr "取り消し線オフセット" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Strikethrough Thickness" msgstr "取り消し線の太さ" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Superscript Offset" msgstr "上付き文字オフセット" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Superscript Size" msgstr "上付き文字サイズ" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Subscript Offset" msgstr "下付き文字オフセット" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Subscript Size" msgstr "下付き文字サイズ" #: Modules/TextCoreEditor/Managed/FontAssetEditor.cs:1 msgid "Tab Width" msgstr "タブの幅" #: Modules/UIElementsDebuggerEditor/UIElementsDebugger.cs:1 msgid "UIElements Debugger" msgstr "UIElements デバッガー" #: Modules/UIElementsDebuggerEditor/UIElementsDebugger.cs:1 msgid "Inspect Element" msgstr "要素の検査" #: Modules/UIElementsDebuggerEditor/StylesDebugger.cs:1 msgid "Element styles" msgstr "要素スタイル" #: Modules/UIElementsDebuggerEditor/StylesDebugger.cs:1 msgid "Show all" msgstr "壁を表示" #: Modules/UIElementsDebuggerEditor/StylesDebugger.cs:1 msgid "Sort" msgstr "ソート" #: Modules/UIElementsDebuggerEditor/StylesDebugger.cs:1 msgid "UXML Dump" msgstr "UXMLダンプ" #: Modules/UIElementsDebuggerEditor/StylesDebugger.cs:1 msgid "Stylesheets" msgstr "スタイルシート" #: Modules/UIElementsDebuggerEditor/StylesDebugger.cs:1 msgid "Matching Selectors" msgstr "セレクタのマッチング" #: Modules/ShortcutManagerEditor/ShortcutManagerWindowView.cs:1 msgid "Binding Conflict" msgstr "バインディングの競合" #: Modules/ShortcutManagerEditor/ShortcutManagerWindowView.cs:1 msgid "The key {0} is already assigned to the \"{1}\" shortcut.\nDo you want to reassign this key?" msgstr "キー {0} は既に「{1}」ショートカットに割り当てられています。\nこのキーを再割り当てしますか。" #: Modules/ShortcutManagerEditor/ShortcutManagerWindowView.cs:1 msgid "Reassign" msgstr "割り当てる" #: Modules/ShortcutManagerEditor/ShortcutManagerWindowView.cs:1 msgid "Create Conflict" msgstr "競合キーを作成" #: Modules/ShortcutManagerEditor/ShortcutManagerWindowView.cs:1 msgid "Create profile" msgstr "プロファイル作成" #: Modules/ShortcutManagerEditor/ShortcutManagerWindowView.cs:1 msgid "Create a shortcut profile" msgstr "ショートカットプロファイルを作成" #: Modules/ShortcutManagerEditor/ShortcutManagerWindowView.cs:1 msgid "Enter the name of the profile you want to create" msgstr "作成したいプロファイルの名を入力" #: Modules/ShortcutManagerEditor/ShortcutManagerWindowView.cs:1 msgid "Profile Name:" msgstr "プロファイル名:" #: Modules/ShortcutManagerEditor/ShortcutManagerWindowView.cs:1 msgid "New profile" msgstr "新しいプロファイル" #: Modules/ShortcutManagerEditor/ShortcutManagerWindowView.cs:1 msgid "Rename profile" msgstr "プロファイル名を変更" #: Modules/ShortcutManagerEditor/ShortcutManagerWindowView.cs:1 msgid "Rename a shortcut profile" msgstr "ショートカットプロファイル名を変更" #: Modules/ShortcutManagerEditor/ShortcutManagerWindowView.cs:1 msgid "Enter the new name you want to give the profile '{0}'" msgstr "プロファイル '{0}' の新しい名を入力" #: Modules/ShortcutManagerEditor/ShortcutManagerWindowView.cs:1 msgid "Unassigned Key" msgstr "割り当てられていないキー" #: Modules/ShortcutManagerEditor/ShortcutManagerWindowView.cs:1 msgid "Assigned Key" msgstr "割り当てられたキー" #: Modules/ShortcutManagerEditor/ShortcutManagerWindowView.cs:1 msgid "Global Key" msgstr "グローバルキー" #: Modules/ShortcutManagerEditor/ShortcutManagerWindowView.cs:1 msgid "Command" msgstr "コマンド" #: Modules/ShortcutManagerEditor/ShortcutManagerWindowView.cs:1 msgid "Shortcut" msgstr "ショートカット" #: Modules/ShortcutManagerEditor/ShortcutManagerWindowView.cs:1 msgid "Reset to default" msgstr "デフォルトにリセットする" #: Modules/ShortcutManagerEditor/ShortcutManagerWindowView.cs:1 msgid "Remove shortcut" msgstr "ショートカットを削除" #: Modules/ShortcutManagerEditor/ShortcutManagerWindowView.cs:1 msgid "Create new profile..." msgstr "新しいプロファイルを作成..." #: Modules/ShortcutManagerEditor/ShortcutManagerWindowView.cs:1 msgid "Rename profile..." msgstr "プロファイル名を変更..." #: Modules/ShortcutManagerEditor/ShortcutManagerWindowView.cs:1 msgid "Delete profile..." msgstr "プロファイルを削除..." #: Modules/ShortcutManagerEditor/DeleteShortcutProfileWindow.cs:1 msgid "Delete Profile" msgstr "プロファイルを削除" #: Modules/ShortcutManagerEditor/ConflictResolverWindow.cs:1 msgid "The binding \"{0}\" conflicts with multiple commands." msgstr "バインディング'{0}'は複数のコマンドと競合します。" #: Modules/ShortcutManagerEditor/ConflictResolverWindow.cs:1 msgid "You can choose to perform a single command, rebind the shortcut to the selected command, or resolve the conflict in the Shortcut Manager." msgstr "1つのコマンドを実行するか、ショートカットを選択したコマンドに登録しなおすか、または、競合をショートカットマネージャーで解決するかのいずれかを選択できます。" #: Modules/ShortcutManagerEditor/ConflictResolverWindow.cs:1 msgid "Perform Selected" msgstr "選択したものを実行" #: Modules/ShortcutManagerEditor/ConflictResolverWindow.cs:1 msgid "Rebind Selected" msgstr "選択したものをバインドしなおす" #: Modules/ShortcutManagerEditor/ConflictResolverWindow.cs:1 msgid "Shortcut Conflict" msgstr "ショートカットの競合" #: Modules/ShortcutManagerEditor/ConflictResolverWindow.cs:1 msgid "Rebind to selected command" msgstr "選択したコマンドに登録しなおす" #: Modules/ShortcutManagerEditor/ConflictResolverWindow.cs:1 msgid "Select a command to perform:" msgstr "実行するコマンドを選択:" #: Modules/ShortcutManagerEditor/ConflictResolverWindow.cs:1 msgid "Resolve Conflict..." msgstr "競合を解決..." #: Modules/ShortcutManagerEditor/ShortcutManagerWindowViewController.cs:1 msgid "All Unity Commands" msgstr "すべてのUnityコマンド" #: Modules/ShortcutManagerEditor/ShortcutManagerWindowViewController.cs:1 msgid "Binding Conflicts" msgstr "バインディングの競合" #: Modules/ShortcutManagerEditor/ShortcutManagerWindowViewController.cs:1 msgid "Main Menu" msgstr "メインメニュー" #: Modules/SpriteShapeEditor/Managed/SpriteShapeRendererEditor.cs:1 msgid "Fill Material" msgstr "塗りつぶしマテリアル" #: Modules/SpriteShapeEditor/Managed/SpriteShapeRendererEditor.cs:1 msgid "Fill Material to be used by SpriteShapeRenderer" msgstr "SpriteShapeRendererに使用される塗りつぶしマテリアル" #: Modules/SpriteShapeEditor/Managed/SpriteShapeRendererEditor.cs:1 msgid "Edge Material" msgstr "エッジマテリアル" #: Modules/SpriteShapeEditor/Managed/SpriteShapeRendererEditor.cs:1 msgid "Edge Material to be used by SpriteShapeRenderer" msgstr "SpriteShapeRendererに使用されるエッジマテリアル" #: Modules/SpriteShapeEditor/Managed/SpriteShapeRendererEditor.cs:1 msgid "Material does not have a _MainTex texture property. It is required for SpriteShapeRenderer." msgstr "マテリアルは_MainTexテクスチャプロパティーを持ちません。そのプロパティーはSpriteShapeRendererに必須です。" #: Modules/SpriteShapeEditor/Managed/SpriteShapeRendererEditor.cs:1 msgid "Material texture property _MainTex has offset/scale set. It is incompatible with SpriteShapeRenderer." msgstr "マテリアルテクスチャプロパティー_MainTexにはオフセット/スケールが設定されています。その設定はSpriteShapeRendererと互換性がありません。" #: Modules/ExampleEditor/ExampleComponentEditor.cs:1 msgid "Example Field" msgstr "例のフィールド" #: Modules/VREditor/Mono/PlayerSettingsEditorVR.cs:1 msgid "Single Pass stereo rendering requires OpenGL ES 3. Please make sure that it's the first one listed under Graphics APIs." msgstr "シングルパスステレオレンダリングにはOpenGL ES 3が必要です。Graphics APIの最初に選択されていることを確認してください" #: Modules/VREditor/Mono/PlayerSettingsEditorVR.cs:1 msgid "Multi Pass will be used on Android devices that don't support Single Pass." msgstr "マルチパスは、シングルパスをサポートしない Android デバイスで使用されます。" #: Modules/VREditor/Mono/PlayerSettingsEditorVR.cs:1 msgid "When using a Scriptable Render Pipeline, Single Pass Double Wide will be used on Android devices that don't support Single Pass Instancing or Multi-view." msgstr "スクリプタブルレンダーパイプラインを使用する場合、シングルパスインスタンシングやマルチビューをサポートしない Android デバイスでは、シングルパスダブルワイドが使用されます。" #: Modules/VREditor/Mono/PlayerSettingsEditorVR.cs:1 msgid "Single Pass Instanced is only supported on Windows. Multi Pass will be used on other platforms." msgstr "シングルパスは Windows のみでサポートされています。マルチパスは他のプラットフォームで使用されます。" #: Modules/VREditor/Mono/PlayerSettingsEditorVR.cs:1 msgid "Multi Pass is only supported using the legacy render pipelines. Stereo Rendering Mode is set to the fallback mode of Single Pass." msgstr "マルチパスは、従来の古いレンダリングパイプラインを使用した場合にのみサポートされます。 ステレオレンダリングモードは、シングルパスのフォールバックモードに設定されます。" #: Modules/VREditor/Mono/PlayerSettingsEditorVR.cs:1 msgid "Multi Pass" msgstr "マルチパス" #: Modules/VREditor/Mono/PlayerSettingsEditorVR.cs:1 msgid "Single Pass" msgstr "シングルパス" #: Modules/VREditor/Mono/PlayerSettingsEditorVR.cs:1 msgid "Single Pass Instanced" msgstr "シングルパスインスタンス化" #: Modules/VREditor/Mono/PlayerSettingsEditorVR.cs:1 msgid "XR Settings" msgstr "XR 設定" #: Modules/VREditor/Mono/PlayerSettingsEditorVR.cs:1 msgid "Virtual Reality Supported" msgstr "VR サポートあり" #: Modules/VREditor/Mono/PlayerSettingsEditorVR.cs:1 msgid "Virtual Reality SDKs" msgstr "VR SDK" #: Modules/VREditor/Mono/PlayerSettingsEditorVR.cs:1 msgid "360 Stereo Capture" msgstr "360 度ステレオキャプチャ" #: Modules/VREditor/Mono/PlayerSettingsEditorVR.cs:1 msgid "Stereo Rendering Mode*" msgstr "ステレオレンダリングモード*" #: Modules/VREditor/Mono/PlayerSettingsEditorVR.cs:1 msgid "ARCore Supported" msgstr "ARCore サポート" #: Modules/VREditor/Mono/PlayerSettingsEditorVR.cs:1 msgid "Vuforia Augmented Reality Supported*" msgstr "Vuforia AR サポート*" #: Modules/VREditor/Mono/PlayerSettingsEditorVR.cs:1 msgid "WSA Holographic Remoting Supported" msgstr "WSA Holographic Remoting サポート" #: Modules/VREditor/Mono/PlayerSettingsEditorVR.cs:1 msgid "Enable 360 Stereo Capture" msgstr "360 度ステレオキャプチャを有効にする" #: Modules/VREditor/Mono/WindowsHolographic/VRCustomOptionsWindowsHolographic.cs:1 msgid "16-bit depth" msgstr "16 ビット深度" #: Modules/VREditor/Mono/WindowsHolographic/VRCustomOptionsWindowsHolographic.cs:1 msgid "24-bit depth" msgstr "24 ビット深度" #: Modules/VREditor/Mono/WindowsHolographic/VRCustomOptionsWindowsHolographic.cs:1 msgid "Enable Depth Buffer Sharing" msgstr "深度バッファの共有を有効にする" #: Modules/VREditor/Mono/GoogleVR/VRCustomOptionsGoogleVR.cs:1 msgid "Foreground Icon" msgstr "前面のアイコン" #: Modules/VREditor/Mono/GoogleVR/VRCustomOptionsGoogleVR.cs:1 msgid "Icon should be a Texture with dimensions of 512px by 512px and a 1:1 aspect ratio." msgstr "アイコンは、サイズが512ピクセル×512ピクセル、アスペクト比が1:1のテクスチャである必要があります" #: Modules/VREditor/Mono/GoogleVR/VRCustomOptionsGoogleVR.cs:1 msgid "Background Icon" msgstr "背景アイコン" #: Modules/VREditor/Mono/GoogleVR/VRCustomOptionsGoogleVR.cs:1 msgid "Sustained Performance" msgstr "持続パフォーマンスモード" #: Modules/VREditor/Mono/GoogleVR/VRCustomOptionsGoogleVR.cs:1 msgid "Sustained Performance mode is intended to provide a consistent level of performance for a prolonged amount of time" msgstr "持続パフォーマンスモードは、長期間にわたり一貫したパフォーマンスを提供することを目的としています" #: Modules/VREditor/Mono/GoogleVR/VRCustomOptionsGoogleVR.cs:1 msgid "Video Surface" msgstr "ビデオサーフェス" #: Modules/VREditor/Mono/GoogleVR/VRCustomOptionsGoogleVR.cs:1 msgid "Enable the use of the video surface integrated with Daydream asynchronous reprojection." msgstr "ビデオサーフェスをDaydreamの非同期再投影で使用可能にします" #: Modules/VREditor/Mono/GoogleVR/VRCustomOptionsGoogleVR.cs:1 msgid "Protected Memory" msgstr "保護されたメモリ" #: Modules/VREditor/Mono/GoogleVR/VRCustomOptionsGoogleVR.cs:1 msgid "Enable the use of DRM protection. Only usable if all content is DRM Protected." msgstr "DRM 保護を有効にします。すべてのコンテンツが DRM に保護されている場合にのみ使用可能です" #: Modules/VREditor/Mono/GoogleVR/VRCustomOptionsGoogleVR.cs:1 msgid "Positional Head Tracking" msgstr "ポジションヘッドトラッキング" #: Modules/VREditor/Mono/GoogleVR/VRCustomOptionsGoogleVR.cs:1 msgid "Requested head tracking support of target devices to run the application on." msgstr "アプリケーションを実行するために必要なターゲットデバイスのヘッドトラッキングサポート" #: Modules/VREditor/Mono/GoogleVR/VRCustomOptionsGoogleVR.cs:1 msgid "Will run on any device and provides no head tracking." msgstr "任意のデバイスで実行できますが、ヘッドトラッキングに対応しません" #: Modules/VREditor/Mono/GoogleVR/VRCustomOptionsGoogleVR.cs:1 msgid "Supported" msgstr "サポート" #: Modules/VREditor/Mono/GoogleVR/VRCustomOptionsGoogleVR.cs:1 msgid "Will run on any device and will provide head tracking on devices that support head tracking." msgstr "どのデバイスでも動作し、ヘッドトラッキングをサポートするデバイスではヘッドトラッキングを提供します" #: Modules/VREditor/Mono/GoogleVR/VRCustomOptionsGoogleVR.cs:1 msgid "Required" msgstr "必須" #: Modules/VREditor/Mono/GoogleVR/VRCustomOptionsGoogleVR.cs:1 msgid "Will only run on devices with full 6 DoF head tracking support." msgstr "フル6DoFヘッドトラッキングをサポートしているデバイスでのみ動作します" #: Modules/VREditor/Mono/GoogleVR/VRCustomOptionsGoogleVR.cs:1 msgid "24-bit depth | 8-bit stencil" msgstr "24 ビット深度 | 8 ビットステンシル" #: Modules/VREditor/Mono/GoogleVR/VRCustomOptionsGoogleVR.cs:1 msgid "Enable Transition View" msgstr "遷移ビューを有効にする" #: Modules/PresetsEditor/PresetManagerEditor.cs:1 msgid "Preset management" msgstr "プリセットの管理" #: Modules/PresetsEditor/PresetManagerEditor.cs:1 msgid "No Preset to add" msgstr "加えるプリセットはありません" #: Modules/PresetsEditor/PresetSelector.cs:1 msgid "Select Preset" msgstr "プリセットを選択する" #: Modules/PresetsEditor/PresetEditor.cs:1 msgid "Preset Type" msgstr "プリセットタイプ" #: Modules/PresetsEditor/PresetEditor.cs:1 msgid "The Object type this Preset can be applied to." msgstr "このプリセットを適用できるオブジェクトのタイプ" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSPreferenceWindowExtension.cs:1 msgid "Xcode Default Settings" msgstr "Xcode デフォルト設定" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSPreferenceWindowExtension.cs:1 msgid "All of these settings can be overridden in the Player Settings panel" msgstr "これらの設定はすべて、プレイヤー設定のパネルで上書きされます" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSPreferenceWindowExtension.cs:1 msgid "Automatically Sign" msgstr "自動的に署名" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSPreferenceWindowExtension.cs:1 msgid "Can be overridden in Player Settings" msgstr "プレイヤー設定で上書きすることができます" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSPreferenceWindowExtension.cs:1 msgid "Signing Team Id:" msgstr "署名チーム ID:" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSPreferenceWindowExtension.cs:1 msgid "Can be overriden in Player Settings" msgstr "プレイヤー設定で上書きすることができます" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSPreferenceWindowExtension.cs:1 msgid "iOS Manual Provisioning Profile" msgstr "iOS 手動プロビジョニングプロファイル" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSPreferenceWindowExtension.cs:1 msgid "tvOS Manual Provisioning Profile" msgstr "tvOS 手動プロビジョニングプロファイル" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSPluginImporterExtension.cs:1 msgid "Add to Embedded Binaries" msgstr "埋め込みバイナリに追加" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSPluginImporterExtension.cs:1 msgid "Only necessary if plugin contains dynamic libraries or any assets and resources that need to be accessible in runtime" msgstr "プラグインが動的なライブラリを含む場合、または、ランタイムにアクセス可能にする必要があるアセットとリソースを含む場合にのみ必要です。" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSPluginImporterExtension.cs:1 msgid "Compile flags" msgstr "コンパイルフラグ" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Configured variant names" msgstr "設定されたバリアント名" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Variant map for app slicing" msgstr "アプリスライスのバリアントマップ" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Custom value" msgstr "カスタム値" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Custom XIB" msgstr "カスタム XIB" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Custom Storyboard" msgstr "カスタムストーリーボード" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Check this to allow Xcode to Automatically sign your build." msgstr "これをチェックすると、Xcode によって自動的にビルドに署名することができます" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Signing Team ID" msgstr "署名チーム ID" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Version*" msgstr "バージョン*" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "'CFBundleShortVersionString'" msgstr "'CFBundleShortVersionString'" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Requires ARKit support " msgstr "ARKit サポートが必要です" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid " Restricts the app to iPhone 6s/iOS 11 or newer" msgstr " アプリケーションは iPhone 6s/iOS 11 以降に制限されます" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Automatically add capabilities" msgstr "自動的に機能を加える" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Generates an entitlements plist file and adds capabilities for iOS APIs implemented in Unity if they are required (such as Game Center or Notifications" msgstr "entitlementsのplistファイルを生成し、必要に応じてUnityに実装されているiOS APIの機能(Game CenterやNotificationなど)を追加します。" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Defer system gestures on edges " msgstr "画面端のシステムジェスチャをディファー" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid " A second swipe is required to enact system gesture" msgstr " システムのジェスチャを実行するには、2回目のスワイプが必要です。" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Portrait Image " msgstr "縦向き画像" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid " Use only advanced type textures" msgstr "高度なタイプのテクスチャのみ使用します" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Landscape Image " msgstr "横向き画像" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Image " msgstr "画像" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Size in points " msgstr "サイズ (ポイント単位)" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid " Vertical in both portrait and landscape" msgstr " 縦向き横向きともに、縦のサイズ" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid " Horizontal in portrait, vertical in landscape" msgstr "縦向きの場合は横のサイズ、横向きの場合は縦のサイズ" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Fill percentage " msgstr "塗りつぶす率" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "iOS Provisioning Profile" msgstr "iOS プロビジョニングプロファイル" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Fixed DPI" msgstr "修正した DPI" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Resolution Scaling" msgstr "解像度スケーリング" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "ARKit requires iOS 11 or newer. Please set 'Target minimum iOS version' to at least 11.0" msgstr "ARKitではiOS 11以上が必要です。'ターゲットになるiOS最低バージョン'を最低11.0に設定してください。" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Target SDK" msgstr "ターゲット SDK" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Enable ProMotion Support" msgstr "Pro Motion サポートを有効にする" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Hide home button on iPhone X" msgstr "iPhone X のホームボタンを非表示" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Render Extra Frame on Pause" msgstr "停止時に余分なフレームをレンダリング" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Behavior in Background" msgstr "バックグラウンドでの動作" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Variant settings" msgstr "バリアント設定" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Add custom entry" msgstr "カスタムエントリーを追加" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Image and background (relative size)" msgstr "画像と背景 (相対サイズ)" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Image and background (constant size)" msgstr "画像と背景 (定数サイズ)" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Launch screen type" msgstr "起動画面タイプ" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Use Storyboard for Launch Screen" msgstr "起動画面のストーリーボードを使用します" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "iPhone Launch Screen" msgstr "iPhone 起動画面" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "iPad Launch Screen" msgstr "iPad 起動画面" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Legacy Launch Images" msgstr "古い起動画像" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Target minimum iOS Version" msgstr "ターゲットになるiOS最低バージョン" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Enable Pro Motion" msgstr "Pro Motion を有効にする" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Require AR Kit" msgstr "ARKit 必須" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Automatically Detect And Add Capabilities" msgstr "自動的に機能を検知して加える" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Render Extra Frame On Pause" msgstr "停止時に余分なフレームをレンダリング" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "App In Background Behavior" msgstr "Background Behavior のアプリケーション" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:1 msgid "Use Custom Storyboard" msgstr "カスタムストーリーボードを使用" #: PlatformDependent/iPhonePlayer/Extensions/Common/BuildWindowExtension.cs:1 msgid "In order to build the Xcode project go to 'Player Settings...' to resolve the incompatibility between the ARKit and the minimum iOS version." msgstr "Xcode プロジェクトをビルドするには、「プレイヤー設定...」を選び、ARKit と最低 iOS バージョンとの間の不一致を解決してください。" #: PlatformDependent/iPhonePlayer/Extensions/Common/BuildWindowExtension.cs:1 msgid "In order to build the Xcode project for Simulator make sure that either GLES2 or GLES3 is added to the 'Graphics APIs' list because currently Metal is not supported in the Simulator." msgstr "現在、Metalはシミュレーターでサポートされていないため、Xcodeプロジェクトをシミュレーター用にビルドするには、GLES2かGLES3が'グラフィックスAPI'リストに加えられていることを確認してください。" #: PlatformDependent/iPhonePlayer/Extensions/Common/BuildWindowExtension.cs:1 msgid "Symlink Unity libraries" msgstr "シンボリックリンク Unity ライブラリ" #: PlatformDependent/iPhonePlayer/Extensions/Common/DeviceVariation.cs:1 msgid "(Custom)" msgstr "(カスタム)" #: PlatformDependent/iPhonePlayer/Extensions/Common/DeviceVariation.cs:1 msgid "(custom) " msgstr "(カスタム) " #: PlatformDependent/iPhonePlayer/Extensions/Common/DeviceVariation.cs:1 msgid "No requirements" msgstr "必須ではありません" #: PlatformDependent/iPhonePlayer/Extensions/Common/Utils.cs:1 msgid "String Property" msgstr "文字列プロパティ" #: PlatformDependent/iPhonePlayer/Extensions/Common/SettingsUI.cs:1 msgid "ARM64" msgstr "ARM64" #: PlatformDependent/iPhonePlayer/Extensions/Common/SettingsUI.cs:1 msgid "Universal" msgstr "ユニバーサル" #: PlatformDependent/iPhonePlayer/Extensions/Common/SettingsUI.cs:1 msgid "ARMv7" msgstr "ARMv7" #: PlatformDependent/iPhonePlayer/Extensions/Common/SettingsUI.cs:1 msgid "i386" msgstr "i386" #: PlatformDependent/iPhonePlayer/Extensions/Common/SettingsUI.cs:1 msgid "Run in Xcode as" msgstr "Xcode で実行" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Enable Android Banner" msgstr "Android バナーを有効にする" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "If enabled, android banner will be added to the APK resources" msgstr "これを有効にすると、Android バナーが APK リソースに加えられます" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Bundle Version Code" msgstr "バンドルバージョンコード" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Should be less than 100000 for split APKs to generate valid version codes." msgstr "有効なバージョンコードを生成するには、分割されたAPKが100000未満である必要があります" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Target Architectures" msgstr "ターゲットアーキテクチャ" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "List supported CPU architectures" msgstr "サポートされている CPU アーキテクチャを列挙" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "32-bit ARM architecture" msgstr "32ビットARMアーキテクチャ" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "64-bit ARM architecture (not supported on Mono)" msgstr "64ビットARMアーキテクチャ(Monoではサポートされていません)" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "x86 (deprecated)" msgstr "x86(非推奨)" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "32-bit Intel architecture. This option is deprecated and will be removed in a future release" msgstr "32ビットIntelアーキテクチャ。このオプションは推奨されておらず、将来のリリースで削除される予定です。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Split APKs by target architecture (Experimental)" msgstr "APKをターゲットアーキテクチャごとに分割(実験的)" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Create separate APK for each CPU architecture" msgstr "各CPUアーキテクチャに対し個別のAPKを作成します" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Android Game" msgstr "Androidゲーム" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "If enabled, built APK will be marked as a game rather than a regular app" msgstr "有効にすると、作成したAPKを一般のアプリケーションではなくゲームとしてマークします" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Split Application Binary" msgstr "アプリケーションバイナリを分割" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Split application binary into expansion files\n(use only with Google Play Store if larger than 100 MB)" msgstr "アプリケーションバイナリを拡張ファイルに分割します\n(100MBを超えるときにGoogle Playストアでのみ使用できます)" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Static Splash Image" msgstr "静的スプラッシュ画像" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "This image will be shown while the engine is loading" msgstr "エンジンを起動中に、この画像が表示されます" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Android TV Compatibility" msgstr "Android TV互換性" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Check the game for Android TV compatibility, update the manifest if needed" msgstr "Android TV との互換に関してゲームをチェックし、必要な場合はマニフェストを更新します" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Write Permission" msgstr "書き込み許可" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Since Android KITKAT writing to external cache and persistent data paths doesn't require write external permission." msgstr "Android KITKATは外部キャッシュおよび永続データパスに書き込むために、外部の書き込み権限を必要としません" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Minify" msgstr "ファイル圧縮" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "How you want your java code to be minified. NOTE: Minification can sometimes remove needed code and produce non-working binaries." msgstr "Javaコードの圧縮方法。注:圧縮の結果、必要なコードが削除され、動作しないバイナリが生成される場合があります。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Custom Gradle Template" msgstr "カスタムGradleテンプレート" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Use if you need to tweak the Gradle build process by providing your own changes to the gradle build file." msgstr "Gradleビルドファイルを独自に変更することにより、Gradleビルドプロセスを調整する必要がある場合に使用します" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Blit Type" msgstr "Blitタイプ" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Allows you to choose whether to choose a faster (Never) or more compatible (Always) screen blit technique." msgstr "画面のBlit処理に関し、より速い(Never)モードと、より互換性のある(Always)モードから選択可能です" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Aspect Ratio Mode" msgstr "アスペクト比モード" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Allows to support super widescreen devices" msgstr "スーパーワイドスクリーンデバイスのサポートを可能にします" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Filter Touches When Obscured" msgstr "あいまいな時のタッチをフィルタリングする" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Discard touches that are received when another visible window is covering the Unity application. Prevents tapjacking." msgstr "他の表示されたウィンドウが Unity アプリケーションに重なっている場合、受信したタッチを破棄します。タップジャックを防ぎます。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Sustained Performance Mode" msgstr "持続パフォーマンスモードを使用" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Set a predictable, consistent level of device performance over longer periods of time without thermal throttling; suitable for long-running apps. Please note that the overall performance level may be lower than in the normal mode." msgstr "サーマルスロットリングなしで長期間にわたり、予測可能で一貫したレベルのデバイス性能を設定します。長時間実行するアプリに適しています。全体のパフォーマンスレベルは、通常モードよりも低くなる場合があります。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Low Accuracy Location" msgstr "低精度の位置" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "ACCESS_FINE_LOCATION permission is automatically added to the android manifest when location APIs are called from the script. Enable this checkbox to add ACCESS_COARSE_LOCATION permission instead. Make sure your scripts call LocationService.Start() with low accuracy values when this is selected." msgstr "スクリプトから位置情報 API を呼び出すと、ACCESS_FINE_LOCATION 権限が自動的に Android のマニフェストに加えられます。 このチェックボックスを有効にすると、代わりに ACCESS_COARSE_LOCATION 権限が追加されます。これが選択されている場合、スクリプトで LocationService.Start() を精度の低い値で呼び出すようにしてください。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Start in fullscreen mode" msgstr "全画面モードで開始します" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "If not set, navigation bar will be shown during splash screen or first scene loading." msgstr "設定されていない場合は、スプラッシュスクリーンか最初のシーンのロード中にナビゲーションペインが表示されます" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Render outside safe area" msgstr "セーフエリア外を描画する" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Enable this option to utilize all available screen space and allow rendering into display cutout (notch) area." msgstr "このオプションを有効にすると、利用可能なすべてのスクリーンスペースを利用して、ディスプレイの切り欠き(ノッチ)エリアにレンダリングできるようになります。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Optimized Frame Pacing" msgstr "最適化されたフレームペーシング" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Frame pacing delivers consistency of frame rate by enabling frames to be distributed with less variance between them, creating smoother gameplay." msgstr "フレームペーシングは、フレーム間のバラつきを少なくしてフレームを配分できるようにすることで、フレームレートの一貫性を実現し、よりスムーズなゲームを実現します。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Warn about App Bundle size" msgstr "App Bundle サイズに関する警告" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Only when building release App Bundle" msgstr "リリース用 App Bundle を作成する場合のみ" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "App Bundle size threshold" msgstr "App Bundle サイズのしきい値" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Value in megabytes" msgstr "値 (メガバイト)" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Target Pixel Density ({0}-{1})" msgstr "ターゲットのピクセル密度 ({0}-{1})" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Alias" msgstr "エイリアス" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Select..." msgstr "選択..." #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Keystore Manager..." msgstr "キーストアマネージャー..." #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Custom Keystore" msgstr "カスタムキーストア" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "The application will be signed with a debug key" msgstr "アプリケーションはデバッグキーで署名されます" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Select Keystore..." msgstr "キーストアを選択..." #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Development Keystore" msgstr "開発キーストア" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Split APKs is disabled when building Android AppBundle" msgstr "Android App Bundleのビルド中はAPKの分割はできません" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Enter password." msgstr "パスワードを入力します" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Image" msgstr "画像" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Install Location" msgstr "インストール先" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Internet Access" msgstr "インターネットアクセス" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Project Key" msgstr "プロジェクトキー" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Project Keystore" msgstr "プロジェクトキーストア" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Minimum API Level" msgstr "最低 API レベル" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Target API Level" msgstr "ターゲットAPIレベル" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Getting API levels..." msgstr "APIレベルを取得..." #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Open existing keystore..." msgstr "既存のキーストアを開く…" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Password must be at least 6 characters." msgstr "パスワードは 6 文字以上必要です" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Wrong password" msgstr "パスワードが正しくありません" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Scaling" msgstr "スケーリング" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Split Application Binary is disabled when building Android AppBundle" msgstr "Android App Bundleのビルド中は\"アプリケーションバイナリを分割\"は無効です。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "User Proguard File" msgstr "ユーザープロガードファイル" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Proguard" msgstr "プロガード" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Gradle (Experimental)" msgstr "Gradle(実験的)" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Changed Android package field" msgstr "変更された Android のパッケージフィールド" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Package Name" msgstr "パッケージ名" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Supported Aspect Ratio" msgstr "サポートされるアスペクト比" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Up To" msgstr "最大" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Adaptive Icons require API level 26, in Player Settings please set 'Target API Level' to at least 26 (or install Android 8.0 SDK if it's set to 'Automatic') if you would like to use them." msgstr "アダプティブアイコンにはAPIレベルに26が必要です。プレイヤー設定では、「ターゲットAPIレベル」を26以上に設定してください (「自動」に設定する場合は、Android 8.0 SDKをインストールしてください)。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Round Icons require API level 25, in Player Settings please set 'Target API Level' to at least 25 (or install Android 7.1 SDK if it's set to 'Automatic') if you would like to use them." msgstr "円形アイコンにはAPIレベル25が必要です。プレイヤー設定では、'ターゲット API レベル'を25以上に設定してください('自動'に設定する場合は、Android 7.1 SDKをインストールしてください)。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Adaptive Icons are not set up correctly. Make sure that there is at least one icon with both a background and a foreground layer set." msgstr "アダプティブアイコンが正しく設定されていません。背景と前景、両方のレイヤーが設定された最低1つのアイコンがあることを確認してください。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Require" msgstr "必須" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Max Aspect Ratio" msgstr "最大アスペクト比" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Enable Sustained Performance Mode" msgstr "持続パフォーマンスモードを有効にする" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1 msgid "Use Low Accuracy Location" msgstr "位置情報を低精度にする" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1 msgid "Android SDK and/or JDK directory is not set" msgstr "Android SDK 及び/または JDK ディレクトリが設定されていません" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1 msgid "To set Android SDK and/or JDK directory go to Edit -> Preferences... -> External Tools -> Android SDK/JDK" msgstr "Android SDK および/または JDKディレクトリーを設定するには 編集 -> 環境設定... -> 外部ツール -> Android SDK/JDK" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1 msgid "Platform tools not found in Android SDK" msgstr "Android SDK にプラットフォームツールが見つかりません" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1 msgid "Make sure you have platform tools installed in your Android SDK" msgstr "Android SDKにプラットフォームツールがインストールされていることを確認してください" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1 msgid "Symlink Sources" msgstr "シンボリックリンクソース" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1 msgid "Directly reference java or kotlin sources from Unity project instead of copying them" msgstr "JavaまたはKotlinソースをコピーする代わりに、Unityプロジェクトからそれらを直接参照します。" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1 msgid "Build System" msgstr "ビルドシステム" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1 msgid "Export Project" msgstr "プロジェクトをエクスポート" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1 msgid "Build App Bundle (Google Play)" msgstr "App Bundle をビルド (Google Play)" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1 msgid "ETC2 fallback" msgstr "ETC2 フォールバック" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1 msgid "Export" msgstr "エクスポート" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1 msgid "Run Device" msgstr "デバイスを実行します" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1 msgid "Fetching connected devices..." msgstr "接続したデバイスをフェッチしています..." #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1 msgid "Default device" msgstr "デフォルトデバイス" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1 msgid "All compatible devices" msgstr "互換性のあるデバイスすべて" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1 msgid "Don't override" msgstr "オーバーライドしない" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1 msgid "ETC (default)" msgstr "ETC (デフォルト)" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1 msgid "ETC2 (GLES 3.0)" msgstr "ETC2 (GLES 3.0)" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1 msgid "ASTC" msgstr "ASTC" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1 msgid "DXT (Tegra)" msgstr "DXT (Tegra)" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1 msgid "PVRTC (PowerVR)" msgstr "PVRTC (PowerVR)" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1 msgid "32-bit" msgstr "32 ビット" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1 msgid "16-bit" msgstr "16 ビット" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1 msgid "32-bit, half resolution" msgstr "32 ビット、半解像度" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1 msgid "Patch" msgstr "パッチ" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildWindowExtension.cs:1 msgid "Patch And Run" msgstr "パッチして実行" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidTextureImportSettingsExtension.cs:1 msgid "Override ETC2 fallback" msgstr "ETC2 フォールバックをオーバーライドします" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidTextureImportSettingsExtension.cs:1 msgid "Use build settings" msgstr "ビルド設定を使用します" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidTextureImportSettingsExtension.cs:1 msgid "32-bit (half resolution)" msgstr "32 ビット (半解像度)" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidPreferenceWindowExtension.cs:1 msgid "Maximum JVM heap size, Mbytes" msgstr "最大 JVM ヒープサイズ (MB)" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidPreferenceWindowExtension.cs:1 msgid "Determines the maximum java heap size (in megabytes) that will be used for building (Min value 128). Increase this value if you experience heap space errors." msgstr "ビルドに使用される最大Javaヒープサイズ(メガバイト単位)を決定します(最小値128)。Java heap spaceエラーが発生した場合は、この値を増やしてください。" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidPreferenceWindowExtension.cs:1 msgid "Stop Gradle daemons on exit" msgstr "終了時に Gradle デーモンを停止" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidPreferenceWindowExtension.cs:1 msgid "If checked, all Gradle daemons will be stopped when closing the editor." msgstr "これをチェックすると、エディターを終了するとすべての Gradle デーモンが停止されます。" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidPreferenceWindowExtension.cs:1 msgid "Android" msgstr "Android" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1 msgid "Keystore Manager" msgstr "キーストアマネージャー" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1 msgid "Create a new keystore with a new key or add a new key to an existing keystore" msgstr "新しいキーで新しいキーストアを作成するか、新しいキーを既存のキーストアに追加する" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1 msgid "New Key Values" msgstr "新しいキーの値" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1 msgid "Existing Keys" msgstr "既存のキー" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1 msgid "Keystore..." msgstr "キーストア..." #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1 msgid "Create New/Anywhere..." msgstr "新規作成/任意の場所..." #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1 msgid "Create New/In Dedicated Location..." msgstr "新規作成/特定の場所..." #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1 msgid "Load Keys" msgstr "キーをロード" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1 msgid "Load Existing Keys" msgstr "既存のキーをロード" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1 msgid "Select keystore location." msgstr "キーストアの場所を選択します" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1 msgid "Enter alias for your new key." msgstr "新しいキーのエイリアスを入力します" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1 msgid "The entered alias already exists in this keystore." msgstr "入力したエイリアスはすでにキーストアに存在します" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1 msgid "Enter keystore password." msgstr "キーストアのパスワードを入力します" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1 msgid "Enter key password." msgstr "キーパスワードを入力します" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1 msgid "Keystore password must be at least 6 characters." msgstr "キーストアのパスワードは 6 文字以上必要です" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1 msgid "Key password must be at least 6 characters." msgstr "キーパスワードは 6 文字以上であることが必要です。" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1 msgid "Confirm keystore password." msgstr "キーストアのパスワードを確認します。" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1 msgid "Confirm key password." msgstr "キーパスワードを確認します。" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1 msgid "Keystore passwords don't match." msgstr "キーストアパスワードが一致しません" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1 msgid "Cannot load keys. Make sure keystore password is correct." msgstr "キーをロードできません。キーストアパスワードが正しいことを確認してください。" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1 msgid "Key passwords don't match." msgstr "パスワードが一致しません" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1 msgid "Enter key validity time." msgstr "キーの有効期限を入力します" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1 msgid "Maximum validity time is 1000 years." msgstr "最大有効期間は1000年です" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1 msgid "At least one Certificate issuer field is required." msgstr "少なくとも1つの証明書の発行者フィールドは必須です" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:1 msgid "A 25 years validity time is recommended." msgstr "有効期間は25年以上を設定することが推奨されています" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:1 msgid "Enable Exceptions" msgstr "例外を有効にします" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:1 msgid "Turn this on to enable exception catching in WebGL. Don't use this if you don't need to as it has a significant performance overhead." msgstr "WebGLで例外を取得するには、これを有効にします。この機能には著しいパフォーマンスへのオーバーヘッドがあるため、必要が無い場合は無効にしてください。" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:1 msgid "Compression format for non-development build files. Note that this setting does not affect development builds, therefore its files will not be compressed." msgstr "非開発ビルドファイルの圧縮形式。この設定は開発ビルドに影響を与えません。したがって、ファイルは圧縮されません。" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:1 msgid "Name Files As Hashes" msgstr "ハッシュでファイルを命名" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:1 msgid "Use MD5 hash of the uncompressed file contents as a filename for each file in the build." msgstr "ビルドの各ファイルのファイル名として非圧縮ファイルコンテンツのMD5ハッシュを使用します" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:1 msgid "Data Caching" msgstr "データキャッシング" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:1 msgid "Automatically cache downloaded assets locally on users' machine to skip long downloads in subsequent runs." msgstr "ユーザーマシンにローカルにダウンロードしたアセットを自動的にキャッシュし、その後の実行で長時間かかるダウンロードを省きます。" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:1 msgid "Debug Symbols" msgstr "デバッグシンボル" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:1 msgid "Preserve debug symbols and perform demangling of the stack trace when an error occurs. For release builds all the debug information is stored in a separate file which is downloaded from the server on demand when an error occurs. Development builds always have demangling support embedded in the main module and therefore are not affected by this option." msgstr "エラーが発生したときにデバッグシンボルを保持し、スタックトレースのデマングルを実行します。リリースビルドでは、すべてのデバッグ情報が別々のファイルに格納され、エラーが発生したときにオンデマンドでサーバーからダウンロードされます。開発ビルドには、メインモジュールに埋め込まれたデマングルサポートが常にあるため、このオプションの影響を受けません。" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:1 msgid "WebAssembly Streaming" msgstr "WebAssembly ストリーミング" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:1 msgid "Enable WebAssembly streaming compilation support. Note that this setting requires 'application/wasm' mime type, therefore the server will need to be set up accordingly." msgstr "WebAssemblyストリーミングコンパイルサポートを有効にします。この設定には'application/wasm' MIMEタイプが必要なので、それに応じてサーバーを設定する必要があります。" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:1 msgid "Default Canvas Width*" msgstr "デフォルトのキャンバス幅*" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:1 msgid "Default Canvas Height*" msgstr "デフォルトのキャンバス高さ*" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:1 msgid "'Full With Stacktrace' exception support will decrease performance and increase browser memory usage. Only use this for debugging purposes, and make sure to test in a 64-bit browser." msgstr "「Full With Stacktrace」例外サポートはパフォーマンスを低下させ、ブラウザーのメモリ使用量を増加させます。これはデバッグ目的でのみ使用し、必ず64ビットブラウザーでテストしてください。" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:1 msgid "Exception Support" msgstr "例外のサポート" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:1 msgid "Wasm Streaming" msgstr "wasmストリーミング" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:1 msgid "Default Canvas Width" msgstr "デフォルトのキャンバス幅" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:1 msgid "Default Canvas Height" msgstr "デフォルトのキャンバス高さ" #: PlatformDependent/OSXPlayer/Extensions/Managed/OSXStandaloneBuildWindowExtension.cs:1 msgid "Create Xcode Project" msgstr "Xcode プロジェクトを作成" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroPluginImporterExtension.cs:1 Editor-Missing:Missing detected at runtime. msgid "Placeholder" msgstr "仮のもの" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroPluginImporterExtension.cs:1 msgid "Stub assembly used instead of plugin during script compilation. Only needed if plugin references platform specific types." msgstr "スタブアセンブリはスクリプトのコンパイル中にプラグインの代わりに使用されます。プラグインがプラットフォームの指定したタイプを参照しているときのみ必要となります" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroPluginImporterExtension.cs:1 msgid "SDK" msgstr "SDK" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroPluginImporterExtension.cs:1 msgid "Is plugin compatible with Windows 8.0 or Windows 8.1 SDK?" msgstr "プラグインは Windows 8.0 や Windows 8.1 SDK と互換性があるか" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroPluginImporterExtension.cs:1 msgid "Is plugin compatible with x86, x64, ARM or ARM64 CPU architecture?" msgstr "プラグインは x86、x64、ARM、ARM64 CPU アーキテクチャと互換性があるか。" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroPluginImporterExtension.cs:1 msgid "ScriptingBackend" msgstr "ScriptingBackend" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroPluginImporterExtension.cs:1 msgid "Is plugin compatible with .NET, Il2Cpp or both scripting backends?" msgstr "プラグインは .NET、IL2CPP、または、両方のスクリプティングバックエンドと互換性があるか。" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroPluginImporterExtension.cs:1 msgid "Don't process" msgstr "処理を行わないでください" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroPluginImporterExtension.cs:1 msgid "Plugin will not be modified in any way. This prevents Unity from making sure that it will work on Windows. Note: this setting has no effect for Il2Cpp builds" msgstr "いかなる場合もプラグインを変更しません。このオプションは、プラグインがWindows上で確実に動作するようにUnityが修正するのを防ぎます。注意:この設定はIL2CPPビルドには何の影響もありません" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1 msgid "Specific device type for which resources get optimized" msgstr "リソース最適化のターゲットとなる特定のデバイスタイプ" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1 msgid "Target processor architecture for build" msgstr "ビルドのためのターゲットプロセッサーアーキテクチャ" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1 msgid "Target SDK Version" msgstr "ターゲット SDK バージョン" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1 msgid "Which specific Windows 10 SDK should the build process use?" msgstr "どのWindows 10 SDKをビルド処理に使用すべきか。" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1 msgid "Minimum Platform Version" msgstr "最低プラットフォームバージョン" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1 msgid "The minimum Windows 10 platform version this project supports" msgstr "プロジェクトがサポートする最低の Windows 10 プラットフォームバージョン" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1 msgid "Visual Studio Version" msgstr "Visual Studio バージョン" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1 msgid "Generate solution file (.sln) for specific Visual Studio version" msgstr "特定の Visual Studio バージョンのソリューションファイルを生成します (.sln) " #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1 msgid "Build and Run on" msgstr "ビルド&実行 オン" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1 msgid "On which device the application should run when you click Build And Run button. Note: this option is ignored when you click Build button." msgstr "\"ビルドと実行\"ボタンをクリックすると、どのデバイスでアプリケーションが実行される表示されるか。\"ビルド\"ボタンをクリックすると、このオプションは無視されます。" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1 msgid "Build configuration" msgstr "ビルド設定" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1 msgid "Configuration to use when you click Build And Run button." msgstr "ビルドして実行のボタンをクリックする場合に使用する設定" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1 msgid "Copy References" msgstr "参照をコピー" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1 msgid "Copy Unity references next to the generated solution? If you don't copy them, the generated solution will reference them from Unity installation path, thus saving disk space." msgstr "生成したものの横にUnityの参照をコピーしますか? それらをコピーしない場合は、生成したものはUnityのインストールパスからそれらを参照するので、ディスクスペースを節約できます。" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1 msgid "DevicePortal Address" msgstr "Device Portal アドレス" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1 msgid "Windows DevicePortal connection string to the remote device, ex: https://192.168.0.1:50443" msgstr "Windows Device Portal からリモートデバイスへの接続文字列。例: https://192.168.0.1:50443" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1 msgid "DevicePortal Username" msgstr "Device Portal ユーザー名" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1 msgid "Windows DevicePortal username to log into the device (if WDP authentication is enabled)" msgstr "デバイスにログインするための Windows Device Portal のユーザー名 (WDP 認証が可能な場合)" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1 msgid "DevicePortal Password" msgstr "Device Portal パスワード" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1 msgid "Windows DevicePortal password to log into the device (if WDP authentication is enabled)" msgstr "デバイスにログインするための Windows Device Portal のパスワード (WDP 認証が可能な場合)" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1 msgid "Copy PDB files" msgstr "PDB ファイルをコピー" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1 msgid "Copy pdb files to final destination, contains debugging symbols" msgstr "PDB ファイルを最終的な位置にコピーし、デバッグシンボルを含みます" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1 msgid "Any device" msgstr "任意のデバイス" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1 msgid "PC" msgstr "PC" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1 msgid "Mobile" msgstr "モバイル" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1 msgid "HoloLens" msgstr "HoloLens" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1 msgid "XAML Project" msgstr "XAML プロジェクト" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1 msgid "D3D Project" msgstr "D3D プロジェクト" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1 msgid "Executable Only" msgstr "実行ファイルのみ" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1 msgid "Local Machine" msgstr "ローカルマシン" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1 msgid "USB Device" msgstr "USB デバイス" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1 msgid "Remote Device (via DevicePortal)" msgstr "リモートデバイス (Device Portal 経由)" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:1 msgid "You have to use Windows 8 or greater for this build." msgstr "このビルドは Windows 8 以上で行う必要があります" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Transparent Swapchain" msgstr "透明スワップチェーン" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Sets AlphaMode on the swap chain to DXGI_ALPHA_MODE_PREMULTIPLIED for compositing with XAML content." msgstr "XAML コンテンツと合成するための DXGI_ALPHA_MODE_PREMULTIPLIED へのスワップチェーンに AlphaMode を設定します。" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Specifies the unique name that identifies the package on the system." msgstr "システム上でパッケージを認証する固有の名を指定します" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Package display name" msgstr "パッケージディスプレイ名" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Specifies the app name that appears in the Store. Same as Product Name." msgstr "ストアで表示されているアプリケーション名を指定します。プロダクト名と同じ。" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "The version number of the package. A version string in quad notation \"Major.Minor.Build.Revision\"." msgstr "パッケージのバージョン番号。クアッド表記'Major.Minor.Build.Revision'によるバージョン文字列。" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Publisher display name" msgstr "パブリッシャーディスプレイ名" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "A friendly name for the publisher that can be displayed to users. Same as Company Name." msgstr "ユーザーに対して表示されるパブリッシャーの名前。会社名と同じ" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Streaming Install" msgstr "ストリーミングインストール" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Create a AppxContentGroupMap.xml manifest file for scene data. IL2CPP Scripting backend only." msgstr "シーンデータのマニフェストファイル AppxContentGroupMap.xml を作成します。IL2CPP スクリプティングバックエンドのみ。" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Browse for certificate." msgstr "証明書ブラウズしてください" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Create test certificate." msgstr "テスト証明証を作成します" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Specifies the full name of the app." msgstr "完全なアプリ名を指定します" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Specifies the text that describes the app on its tile in Windows." msgstr "Windows のタイルでアプリの説明をする文章" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Short name" msgstr "短縮名" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Specifies an abbreviated name for the app." msgstr "アプリの省略名を指定します" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Show name on" msgstr "以下に名前を表示します" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Specifies which logos the app name appears on." msgstr "どのロゴ上にアプリケーション名を表示するかを指定" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Foreground text" msgstr "前面のテキスト" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Sets the value of the text color relative to the background color on the app's tile in Windows." msgstr "Windows のアプリケーションタイルの背景色に関連するテキスト色の値を設定" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Background color" msgstr "背景色" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Sets the background color for the app's tile in Windows." msgstr "Windows のアプリケーションのタイルの背景色を設定します" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Overwrite background color" msgstr "背景色を上書きします" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Uses default background color otherwise." msgstr "そうでなければ、デフォルト背景色を使用します" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Sets the background color for the app's splash screen." msgstr "アプリケーションのスプラッシュスクリーンの背景色を設定します" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Default Is Full Screen*" msgstr "デフォルトでフルスクリーンにする*" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Packaging" msgstr "パッケージング" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Certificate" msgstr "証明書" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Issued by" msgstr "発行元" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Expiration date" msgstr "有効期限" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Application UI" msgstr "アプリケーション UI" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Input Source" msgstr "入力ソース" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Medium Tile" msgstr "中サイズのタイル" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Large Tile" msgstr "大きなタイル" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Wide Tile" msgstr "ワイドタイル" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Default Size" msgstr "デフォルトサイズ" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Tiles and Logos" msgstr "タイルとロゴ" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Windows Holographic" msgstr "Windows Holographic" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Holographic Splash Image" msgstr "Holographic Splash Image" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "On Tracking Loss Pause and Show Image" msgstr "トラッキングロスの停止と画像表示" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:1 msgid "Tracking Loss Image" msgstr "トラッキングロス画像" #: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:1 msgid "Small icon layers (1x)" msgstr "小さなアイコンレイヤー(1x)" #: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:1 msgid "Small icon layers (2x)" msgstr "小さなアイコンレイヤー(2x)" #: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:1 msgid "Large icon layers (1x)" msgstr "大きなアイコンレイヤー(1x)" #: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:1 msgid "Large icon layers (2x)" msgstr "大きなアイコンレイヤー(2x)" #: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:1 msgid "Top shelf image layers (1x)" msgstr "上段の画像レイヤー(1x)" #: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:1 msgid "Top shelf image layers (2x)" msgstr "上段の画像レイヤー(2x)" #: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:1 msgid "Top shelf image wide layers (1x)" msgstr "上段の画像の幅広レイヤー(1x)" #: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:1 msgid "Top shelf image wide layers (2x)" msgstr "上段の画像の幅広レイヤー(2x)" #: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:1 msgid "Multithreaded Rendering" msgstr "マルチスレッドレンダリング" #: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:1 msgid "Multithreaded rendering on tvOS platform is supported only on Metal." msgstr "tvOSプラットフォームのマルチスレッドレンダリングは Metalのみでサポートされます。" #: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:1 msgid "tvOS Provisioning Profile" msgstr "tvOS プロビジョニングプロファイル" #: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:1 msgid "Require Extended Game Controller" msgstr "拡張ゲームコントローラーが必要" #: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:1 msgid "Target minimum tvOS Version" msgstr "ターゲットになるtvOS 最低バージョン" #: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:1 msgid "Tv OS Sdk Version" msgstr "Tv OS SDK バージョン" #: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:1 msgid "Tv OS Require Extended Game Controller" msgstr "Tv OS 拡張ゲームコントローラーが必要" #: PlatformDependent/WinPlayer/Extensions/Managed/WindowsStandaloneBuildWindowExtension.cs:1 msgid "Create Visual Studio Solution" msgstr "Visual Studio ソリューションを作成" #: Extensions/TestRunner/UnityEditor.TestRunner/TestRunnerWindow.cs:1 msgid "Enable playmode tests for all assemblies" msgstr "すべてのアセンブリの再生モードのテストを有効にします" #: Extensions/TestRunner/UnityEditor.TestRunner/TestRunnerWindow.cs:1 msgid "Disable playmode tests for all assemblies" msgstr "すべてのアセンブリの再生モードのテストを無効にします" #: Extensions/TestRunner/UnityEditor.TestRunner/TestRunnerWindow.cs:1 msgid "Run playmode tests as editmode tests" msgstr "エディットモードテストとして再生モードテストを実行します" #: Extensions/TestRunner/UnityEditor.TestRunner/GUI/Views/TestListGUIBase.cs:1 msgid "Run Selected" msgstr "選択したものを実行" #: Extensions/TestRunner/UnityEditor.TestRunner/GUI/Views/TestListGUIBase.cs:1 msgid "Run selected test(s)" msgstr "選択したテストを実行" #: Extensions/TestRunner/UnityEditor.TestRunner/GUI/Views/TestListGUIBase.cs:1 msgid "Run All" msgstr "すべて起動" #: Extensions/TestRunner/UnityEditor.TestRunner/GUI/Views/TestListGUIBase.cs:1 msgid "Run all tests" msgstr "すべてのテストを実行" #: Extensions/TestRunner/UnityEditor.TestRunner/GUI/Views/TestListGUIBase.cs:1 msgid "Rerun Failed" msgstr "失敗したものを再度実行します" #: Extensions/TestRunner/UnityEditor.TestRunner/GUI/Views/TestListGUIBase.cs:1 msgid "Rerun all failed tests" msgstr "失敗したテストを再度実行します" #: Extensions/TestRunner/UnityEditor.TestRunner/GUI/Views/TestListGUIBase.cs:1 msgid "Run" msgstr "起動" #: Extensions/TestRunner/UnityEditor.TestRunner/GUI/Views/TestListGUIBase.cs:1 msgid "Run Until Failed" msgstr "失敗するまで実行" #: Extensions/TestRunner/UnityEditor.TestRunner/GUI/Views/TestListGUIBase.cs:1 msgid "Run 100 times" msgstr "100 回実行" #: Extensions/TestRunner/UnityEditor.TestRunner/GUI/Views/TestListGUIBase.cs:1 msgid "Open source code" msgstr "ソースコードを開く" #: Extensions/TestRunner/UnityEditor.TestRunner/GUI/Views/TestListGUIBase.cs:1 msgid "Open error line" msgstr "エラー行を開く" #: Packages/com.unity.ugui/Editor/UI/HorizontalOrVerticalLayoutGroupEditor.cs:1 msgid "Control Child Size" msgstr "子のサイズを制御" #: Packages/com.unity.ugui/Editor/UI/HorizontalOrVerticalLayoutGroupEditor.cs:1 msgid "Use Child Scale" msgstr "子のスケールを使用" #: Packages/com.unity.ugui/Editor/UI/HorizontalOrVerticalLayoutGroupEditor.cs:1 msgid "Child Force Expand" msgstr "子を強制的に拡大" #: Packages/com.unity.ugui/Editor/UI/HorizontalOrVerticalLayoutGroupEditor.cs:1 msgid "Spacing" msgstr "間隔" #: Packages/com.unity.ugui/Editor/UI/HorizontalOrVerticalLayoutGroupEditor.cs:1 msgid "Child Alignment" msgstr "子を整列" #: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Text Component" msgstr "テキストコンポーネント" #: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:1 msgid "Text" msgstr "テキスト" #: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Character Limit" msgstr "文字数制限" #: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Line Type" msgstr "ラインタイプ" #: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:1 msgid "Input Type" msgstr "入力タイプ" #: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:1 msgid "Keyboard Type" msgstr "キーボードタイプ" #: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:1 msgid "Character Validation" msgstr "文字検証" #: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Caret Blink Rate" msgstr "キャレットの点滅間隔" #: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Caret Width" msgstr "キャレット幅" #: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Custom Caret Color" msgstr "カスタムキャレット色" #: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:1 msgid "Caret Color" msgstr "キャレット色" #: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Selection Color" msgstr "選択カラー" #: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Hide Mobile Input" msgstr "モバイル入力を非表示" #: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Read Only" msgstr "読み取り専用" #: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "On Value Changed" msgstr "値の変更時" #: Packages/com.unity.ugui/Editor/UI/InputFieldEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "On End Edit" msgstr "入力完了時" #: Packages/com.unity.ugui/Editor/UI/GridLayoutGroupEditor.cs:1 msgid "Start Corner" msgstr "開始する角" #: Packages/com.unity.ugui/Editor/UI/GridLayoutGroupEditor.cs:1 msgid "Start Axis" msgstr "開始する軸" #: Packages/com.unity.ugui/Editor/UI/GridLayoutGroupEditor.cs:1 msgid "Constraint" msgstr "制約" #: Packages/com.unity.ugui/Editor/UI/GridLayoutGroupEditor.cs:1 msgid "Constraint Count" msgstr "制約数" #: Packages/com.unity.ugui/Editor/UI/RawImageEditor.cs:1 msgid "UV Rect" msgstr "UV矩形" #: Packages/com.unity.ugui/Editor/UI/DropdownEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Template" msgstr "テンプレート" #: Packages/com.unity.ugui/Editor/UI/DropdownEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Caption Text" msgstr "キャプションテキスト" #: Packages/com.unity.ugui/Editor/UI/DropdownEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Caption Image" msgstr "キャプション画像" #: Packages/com.unity.ugui/Editor/UI/DropdownEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Item Text" msgstr "項目テキスト" #: Packages/com.unity.ugui/Editor/UI/DropdownEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Item Image" msgstr "項目画像" #: Packages/com.unity.ugui/Editor/UI/DropdownEditor.cs:1 msgid "Alpha Fade Speed" msgstr "アルファのフェード速度" #: Packages/com.unity.ugui/Editor/UI/DropdownEditor.cs:1 msgid "On Selection Changed" msgstr "選択変更時" #: Packages/com.unity.ugui/Editor/UI/ScrollbarEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Handle Rect" msgstr "ハンドル用の矩形" #: Packages/com.unity.ugui/Editor/UI/ScrollbarEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Number Of Steps" msgstr "ステップ数" #: Packages/com.unity.ugui/Editor/UI/AspectRatioFitterEditor.cs:1 msgid "Aspect Mode" msgstr "アスペクトモード" #: Packages/com.unity.ugui/Editor/UI/ScrollRectEditor.cs:1 msgid "Content" msgstr "コンテンツ" #: Packages/com.unity.ugui/Editor/UI/ScrollRectEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Horizontal" msgstr "水平" #: Packages/com.unity.ugui/Editor/UI/ScrollRectEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Vertical" msgstr "垂直" #: Packages/com.unity.ugui/Editor/UI/ScrollRectEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Movement Type" msgstr "移動タイプ" #: Packages/com.unity.ugui/Editor/UI/ScrollRectEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Elasticity" msgstr "弾性" #: Packages/com.unity.ugui/Editor/UI/ScrollRectEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Inertia" msgstr "慣性" #: Packages/com.unity.ugui/Editor/UI/ScrollRectEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Deceleration Rate" msgstr "減速度" #: Packages/com.unity.ugui/Editor/UI/ScrollRectEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Scroll Sensitivity" msgstr "スクロール感度" #: Packages/com.unity.ugui/Editor/UI/ScrollRectEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Horizontal Scrollbar" msgstr "水平スクロールバー" #: Packages/com.unity.ugui/Editor/UI/ScrollRectEditor.cs:1 msgid "Horizontal Scrollbar Visibility" msgstr "水平スクロールバーの可視性" #: Packages/com.unity.ugui/Editor/UI/ScrollRectEditor.cs:1 msgid "Horizontal Scrollbar Spacing" msgstr "水平スクロールバー間隔" #: Packages/com.unity.ugui/Editor/UI/ScrollRectEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Vertical Scrollbar" msgstr "垂直スクロールバー" #: Packages/com.unity.ugui/Editor/UI/ScrollRectEditor.cs:1 msgid "Vertical Scrollbar Visibility" msgstr "垂直スクロールバー可視性" #: Packages/com.unity.ugui/Editor/UI/ScrollRectEditor.cs:1 msgid "Vertical Scrollbar Spacing" msgstr "垂直スクロールバー間隔" #: Packages/com.unity.ugui/Editor/UI/TextEditor.cs:1 msgid "Font Data" msgstr "フォントデータ" #: Packages/com.unity.ugui/Editor/UI/CanvasScalerEditor.cs:1 msgid "Match" msgstr "マッチ" #: Packages/com.unity.ugui/Editor/UI/CanvasScalerEditor.cs:1 msgid "UI Scale Mode" msgstr "UI スケールモード" #: Packages/com.unity.ugui/Editor/UI/CanvasScalerEditor.cs:1 msgid "Ui Scale Mode" msgstr "UIスケールモード" #: Packages/com.unity.ugui/Editor/UI/CanvasScalerEditor.cs:1 msgid "Dynamic Pixels Per Unit" msgstr "ユニット毎の動的ピクセル数" #: Packages/com.unity.ugui/Editor/UI/CanvasScalerEditor.cs:1 msgid "Reference Resolution" msgstr "参照解像度" #: Packages/com.unity.ugui/Editor/UI/CanvasScalerEditor.cs:1 msgid "Screen Match Mode" msgstr "スクリーンマッチモード" #: Packages/com.unity.ugui/Editor/UI/CanvasScalerEditor.cs:1 msgid "Physical Unit" msgstr "物理単位" #: Packages/com.unity.ugui/Editor/UI/CanvasScalerEditor.cs:1 msgid "Fallback Screen DPI" msgstr "フォールバック画面 DPI" #: Packages/com.unity.ugui/Editor/UI/CanvasScalerEditor.cs:1 msgid "Default Sprite DPI" msgstr "デフォルトスプライト DPI" #: Packages/com.unity.ugui/Editor/UI/CanvasScalerEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Reference Pixels Per Unit" msgstr "ユニット毎の参照ピクセル数" #: Packages/com.unity.ugui/Editor/UI/SliderEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Fill Rect" msgstr "塗りつぶし部の矩形" #: Packages/com.unity.ugui/Editor/UI/SliderEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Min Value" msgstr "最小値" #: Packages/com.unity.ugui/Editor/UI/SliderEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Max Value" msgstr "最大値" #: Packages/com.unity.ugui/Editor/UI/SliderEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Whole Numbers" msgstr "総数" #: Packages/com.unity.ugui/Editor/UI/ImageEditor.cs:1 msgid "Source Image" msgstr "ソース画像" #: Packages/com.unity.ugui/Editor/UI/ImageEditor.cs:1 msgid "Image Type" msgstr "画像タイプ" #: Packages/com.unity.ugui/Editor/UI/ImageEditor.cs:1 msgid "Clockwise" msgstr "右回り" #: Packages/com.unity.ugui/Editor/UI/ImageEditor.cs:1 msgid "Use Sprite Mesh" msgstr "スプライトメッシュを使用" #: Packages/com.unity.ugui/Editor/UI/ImageEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Preserve Aspect" msgstr "アスペクト比を保存" #: Packages/com.unity.ugui/Editor/UI/ImageEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Fill Center" msgstr "中心を塗りつぶす" #: Packages/com.unity.ugui/Editor/UI/ImageEditor.cs:1 msgid "Pixels Per Unit Multiplier" msgstr "ユニット毎のピクセル乗数" #: Packages/com.unity.ugui/Editor/UI/ImageEditor.cs:1 msgid "Fill Method" msgstr "塗りつぶす方法" #: Packages/com.unity.ugui/Editor/UI/ImageEditor.cs:1 msgid "Fill Amount" msgstr "塗りつぶす量" #: Packages/com.unity.ugui/Editor/UI/ImageEditor.cs:1 msgid "Fill Clockwise" msgstr "右回りに塗りつぶし" #: Packages/com.unity.ugui/Editor/UI/LayoutPropertiesPreview.cs:1 msgid "Layout Properties" msgstr "レイアウトプロパティ" #: Packages/com.unity.ugui/Editor/UI/ContentSizeFitterEditor.cs:1 msgid "Horizontal Fit" msgstr "水平フィット" #: Packages/com.unity.ugui/Editor/UI/ContentSizeFitterEditor.cs:1 msgid "Vertical Fit" msgstr "垂直調節" #: Packages/com.unity.ugui/Editor/UI/ButtonEditor.cs:1 msgid "On Click Property" msgstr "クリック時のプロパティ" #: Packages/com.unity.ugui/Editor/UI/MaskEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Show Mask Graphic" msgstr "マスク用グラフィックスを表示" #: Packages/com.unity.ugui/Editor/UI/SelectableEditor.cs:1 msgid "Visualize" msgstr "可視化" #: Packages/com.unity.ugui/Editor/UI/SelectableEditor.cs:1 msgid "Show navigation flows between selectable UI elements." msgstr "選択可能な UI エレメント間のナビゲーションフローを表示" #: Packages/com.unity.ugui/Editor/UI/SelectableEditor.cs:1 msgid "Interactable Property" msgstr "相互作用可能プロパティ" #: Packages/com.unity.ugui/Editor/UI/SelectableEditor.cs:1 msgid "Transition Property" msgstr "遷移プロパティ" #: Packages/com.unity.ugui/Editor/UI/SelectableEditor.cs:1 msgid "Target Graphic Property" msgstr "ターゲットグラフィックスプロパティー" #: Packages/com.unity.ugui/Editor/UI/SelectableEditor.cs:1 msgid "Color Block Property" msgstr "カラーブロックプロパティ" #: Packages/com.unity.ugui/Editor/UI/SelectableEditor.cs:1 msgid "Sprite State Property" msgstr "スプライト状態プロパティ" #: Packages/com.unity.ugui/Editor/UI/SelectableEditor.cs:1 msgid "Anim Trigger Property" msgstr "アニメーショントリガープロパティ" #: Packages/com.unity.ugui/Editor/UI/SelectableEditor.cs:1 msgid "Navigation Property" msgstr "ナビゲーションプロパティ" #: Packages/com.unity.ugui/Editor/UI/ToggleEditor.cs:1 msgid "Is On Property" msgstr "プロパティにある" #: Packages/com.unity.ugui/Editor/UI/ToggleEditor.cs:1 msgid "Graphic Property" msgstr "グラフィックスプロパティ" #: Packages/com.unity.ugui/Editor/UI/ToggleEditor.cs:1 msgid "Group Property" msgstr "グループプロパティ" #: Packages/com.unity.ugui/Editor/UI/ToggleEditor.cs:1 msgid "On Value Changed Property" msgstr "値変更時のプロパティ" #: Packages/com.unity.ugui/Editor/UI/InterceptedEventsPreview.cs:1 msgid "Intercepted Events" msgstr "傍受したイベント" #: Packages/com.unity.ugui/Editor/UI/LayoutElementEditor.cs:1 msgid "Ignore Layout" msgstr "レイアウトを無視" #: Packages/com.unity.ugui/Editor/UI/LayoutElementEditor.cs:1 msgid "Layout Priority" msgstr "レイアウト優先度" #: Packages/com.unity.ugui/Editor/UI/GraphicEditor.cs:1 msgid "Set Native Size" msgstr "元来のサイズを設定" #: Packages/com.unity.ugui/Editor/UI/GraphicEditor.cs:1 msgid "Sets the size to match the content." msgstr "コンテンツに合うようにサイズを設定します" #: Packages/com.unity.ugui/Editor/UI/GraphicEditor.cs:1 Editor-Missing:Missing detected at runtime. msgid "Raycast Target" msgstr "レイキャストターゲット" #: Packages/com.unity.ugui/Editor/UI/PropertyDrawers/FontDataDrawer.cs:1 msgid "Rich Text" msgstr "リッチテキスト" #: Packages/com.unity.ugui/Editor/UI/PropertyDrawers/FontDataDrawer.cs:1 msgid "Use emoticons and colors" msgstr "顔文字と色を使用" #: Packages/com.unity.ugui/Editor/EventSystem/EventTriggerEditor.cs:1 msgid "Add New Event Type" msgstr "新しいイベントタイプを追加" #: Packages/com.unity.ugui/Editor/EventSystem/EventTriggerEditor.cs:1 msgid "Callbacks Property" msgstr "コールバックプロパティ" #: Packages/com.unity.timeline/Editor/Trackhead.cs:1 msgid "Insert/Frame/Single" msgstr "挿入/フレーム/シングル" #: Packages/com.unity.timeline/Editor/Trackhead.cs:1 msgid "Insert/Selected Time" msgstr "挿入/選択時間" #: Packages/com.unity.timeline/Editor/Trackhead.cs:1 msgid "Select/Clips Ending Before" msgstr "端の選択/クリップを以下の前にする" #: Packages/com.unity.timeline/Editor/Trackhead.cs:1 msgid "Select/Clips Starting Before" msgstr "選択/開始前のクリップ" #: Packages/com.unity.timeline/Editor/Trackhead.cs:1 msgid "Select/Clips Ending After" msgstr "選択/終了後のクリップ" #: Packages/com.unity.timeline/Editor/Trackhead.cs:1 msgid "Select/Clips Starting After" msgstr "選択/開始後のクリップ" #: Packages/com.unity.timeline/Editor/Trackhead.cs:1 msgid "Select/Clips Intersecting" msgstr "選択/交差しているクリップ" #: Packages/com.unity.timeline/Editor/Trackhead.cs:1 msgid "Select/Blends Intersecting" msgstr "選択/交差ブレンド" #: Packages/com.unity.timeline/Editor/DirectorStyles.cs:1 msgid "This track references an external asset" msgstr "このトラックは別のアセットを参照しています" #: Packages/com.unity.timeline/Editor/DirectorStyles.cs:1 msgid "Add new tracks." msgstr "新しいトラックを追加" #: Packages/com.unity.timeline/Editor/DirectorStyles.cs:1 msgid "Enable/disable scene preview mode" msgstr "シーンプレビューモードを有効/無効にします" #: Packages/com.unity.timeline/Editor/DirectorStyles.cs:1 msgid "Recording..." msgstr "記録中..." #: Packages/com.unity.timeline/Editor/DirectorStyles.cs:1 msgid "To start creating a timeline, select a GameObject" msgstr "タイムラインを作成するにはゲームオブジェクトを選択してください" #: Packages/com.unity.timeline/Editor/DirectorStyles.cs:1 msgid "To begin a new timeline with {0}, create {1}" msgstr "{0}で新しいタイムラインを始めるには、{1}を作成します" #: Packages/com.unity.timeline/Editor/DirectorStyles.cs:1 msgid "No timeline found in the scene" msgstr "このシーンにはタイムラインがありません" #: Packages/com.unity.timeline/Editor/DirectorStyles.cs:1 msgid "Create a new Timeline and Director Component for Game Object" msgstr "新しいタイムラインとゲームオブジェクトのDirectorコンポーネントを作成" #: Packages/com.unity.timeline/Editor/DirectorStyles.cs:1 msgid "Show markers" msgstr "マーカーを表示" #: Packages/com.unity.timeline/Editor/DirectorStyles.cs:1 msgid "Markers" msgstr "マーカー" #: Packages/com.unity.timeline/Editor/DirectorStyles.cs:1 msgid "Play the timeline (Space)" msgstr "タイムラインを再生します(Space)" #: Packages/com.unity.timeline/Editor/DirectorStyles.cs:1 msgid "Go to the beginning of the timeline (Shift+<)" msgstr "タイムラインの先頭に移動します(Shift+<)" #: Packages/com.unity.timeline/Editor/DirectorStyles.cs:1 msgid "Go to the end of the timeline (Shift+>)" msgstr "タイムラインの最後に移動します(Shift+>)" #: Packages/com.unity.timeline/Editor/DirectorStyles.cs:1 msgid "Go to the next frame" msgstr "次のフレームに進みます" #: Packages/com.unity.timeline/Editor/DirectorStyles.cs:1 msgid "Go to the previous frame" msgstr "前のフレームに戻ります" #: Packages/com.unity.timeline/Editor/Manipulators/Sequence/EaseClip.cs:1 msgid "Ease In Clip" msgstr "イーズインクリップ" #: Packages/com.unity.timeline/Editor/Manipulators/Sequence/EaseClip.cs:1 msgid "Ease Out Clip" msgstr "イーズアウトクリップ" #: Packages/com.unity.timeline/Editor/Manipulators/Sequence/EaseClip.cs:1 msgid "Ease In" msgstr "イーズイン" #: Packages/com.unity.timeline/Editor/Manipulators/Sequence/EaseClip.cs:1 msgid "Ease Out" msgstr "イーズアウト" #: Packages/com.unity.timeline/Editor/Manipulators/Sequence/EaseClip.cs:1 msgid " Duration {0:0.00;-0.00} frames " msgstr " 継続時間 {0:0.00;-0.00} フレーム " #: Packages/com.unity.timeline/Editor/Manipulators/Sequence/EaseClip.cs:1 msgid " Duration {0:0.00;-0.00} s " msgstr " 継続時間 {0:0.00;-0.00} 秒 " #: Packages/com.unity.timeline/Editor/Manipulators/Sequence/EaseClip.cs:1 msgid "({0:+0.00;-0.00} frames)" msgstr "({0:+0.00;-0.00} フレーム)" #: Packages/com.unity.timeline/Editor/Manipulators/Sequence/EaseClip.cs:1 msgid "({0:+0.00;-0.00} s)" msgstr "({0:+0.00;-0.00} 秒)" #: Packages/com.unity.timeline/Editor/treeview/TimelineTrackErrorGUI.cs:1 msgid "Track cannot be loaded." msgstr "トラックをロードすることができません" #: Packages/com.unity.timeline/Editor/treeview/TimelineTrackErrorGUI.cs:1 msgid "Please fix any compile errors in the script for this track" msgstr "このトラックのスクリプトのコンパイルエラーを修正してください" #: Packages/com.unity.timeline/Editor/treeview/TimelineTrackBaseGUI.cs:1 msgid "Locked / Muted" msgstr "ロック / ミュート" #: Packages/com.unity.timeline/Editor/treeview/TimelineTrackBaseGUI.cs:1 msgid "Locked / Partially Muted" msgstr "ロック/ 部分的にミュート" #: Packages/com.unity.timeline/Editor/treeview/TimelineTrackBaseGUI.cs:1 Editor-Missing:Missing detected at runtime. msgid "Locked" msgstr "ロック" #: Packages/com.unity.timeline/Editor/treeview/TimelineTrackBaseGUI.cs:1 msgid "Muted" msgstr "ミュート" #: Packages/com.unity.timeline/Editor/treeview/TimelineTrackBaseGUI.cs:1 msgid "Partially Muted" msgstr "部分的にミュート" #: Packages/com.unity.timeline/Editor/treeview/TimelineTrackGUI.cs:1 msgid "Recording is not permitted when Track Offsets are set to Auto. Track Offset settings can be changed in the track menu of the base track." msgstr "トラックオフセットが自動に設定されている場合、録音は許可されません。トラックオフセットの設定は、ベーストラックのトラックメニューで変更できます。" #: Packages/com.unity.timeline/Editor/treeview/TimelineDragging.cs:1 msgid "Add {0}" msgstr "{0} を追加" #: Packages/com.unity.timeline/Editor/treeview/TimelineDragging.cs:1 msgid "Add Clip With {0}" msgstr "{0} でクリップを追加" #: Packages/com.unity.timeline/Editor/treeview/Drawers/AnimationTrackDrawer.cs:1 msgid "Avatar Mask enabled\nClick to disable" msgstr "アバターマスクは有効です\n無効にするにはクリックします" #: Packages/com.unity.timeline/Editor/treeview/Drawers/AnimationTrackDrawer.cs:1 msgid "Avatar Mask disabled\nClick to enable" msgstr "アバターマスクは無効です\n有効にするにはクリックします" #: Packages/com.unity.timeline/Editor/treeview/Drawers/AnimationTrackDrawer.cs:1 msgid "Track Offsets/" msgstr "トラックオフセット/" #: Packages/com.unity.timeline/Editor/treeview/Drawers/AnimationTrackDrawer.cs:1 msgid "Convert to Infinite Clip" msgstr "無限クリップに変換" #: Packages/com.unity.timeline/Editor/treeview/Drawers/AnimationTrackDrawer.cs:1 msgid "Convert To Clip Track" msgstr "クリップトラックに変換" #: Packages/com.unity.timeline/Editor/treeview/Drawers/AnimationTrackDrawer.cs:1 msgid "Add Override Track" msgstr "オーバーライドトラックを追加" #: Packages/com.unity.timeline/Editor/treeview/Drawers/ClipDrawer.cs:1 msgid "HOLD" msgstr "ホールド" #: Packages/com.unity.timeline/Editor/treeview/Drawers/ClipDrawer.cs:1 msgid "This clip is not recordable" msgstr "このクリップはレコードできません" #: Packages/com.unity.timeline/Editor/treeview/Drawers/ClipDrawer.cs:1 msgid "Recording in blends in prohibited" msgstr "禁止されたブレンドでのレコード" #: Packages/com.unity.timeline/Editor/treeview/Drawers/ClipDrawer.cs:1 msgid "Add From" msgstr "ここから追加" #: Packages/com.unity.timeline/Editor/CustomEditors/ClipEditor.cs:1 msgid "This clip does not contain a valid playable asset" msgstr "このクリップには有効な再生可能なアセットが含まれていません" #: Packages/com.unity.timeline/Editor/CustomEditors/ClipEditor.cs:1 msgid "The associated script can not be loaded" msgstr "紐付けられたスクリプトをロードできません" #: Packages/com.unity.timeline/Editor/CustomEditors/TrackEditor.cs:1 msgid "The bound GameObject is disabled." msgstr "バインドされたゲームオブジェクトは無効です" #: Packages/com.unity.timeline/Editor/CustomEditors/TrackEditor.cs:1 msgid "Could not find appropriate component on this gameObject" msgstr "このゲームオブジェクトの適切なコンポーネントが見つかりませんでした" #: Packages/com.unity.timeline/Editor/CustomEditors/TrackEditor.cs:1 msgid "The component is disabled" msgstr "コンポーネントは無効です" #: Packages/com.unity.timeline/Editor/CustomEditors/TrackEditor.cs:1 msgid "The bound object is not the correct type." msgstr "バインドされたオブジェクトは正しいタイプではありません" #: Packages/com.unity.timeline/Editor/CustomEditors/TrackEditor.cs:1 msgid "The bound object is a Prefab" msgstr "バインドされたオブジェクトはプレハブです" #: Packages/com.unity.timeline/Editor/Recording/AnimationTrackRecorder.cs:1 msgid "Recorded" msgstr "記録済" #: Packages/com.unity.timeline/Editor/Signals/SignalEmitterEditor.cs:1 msgid "No signal assigned" msgstr "シグナルが割り当てられていません" #: Packages/com.unity.timeline/Editor/Signals/SignalEmitterInspector.cs:1 msgid "Retroactive Property" msgstr "遡り発信プロパティー" #: Packages/com.unity.timeline/Editor/Signals/SignalEmitterInspector.cs:1 msgid "Emit Once Property" msgstr "1回だけ発信プロパティー" #: Packages/com.unity.timeline/Editor/Signals/Styles.cs:1 msgid "Retroactive" msgstr "遡り発信" #: Packages/com.unity.timeline/Editor/Signals/Styles.cs:1 msgid "Use retroactive to emit this signal even if playback starts afterwards." msgstr "後(未来の時間)から再生を開始した場合でも、[遡り発信]を使用してこのシグナルを発します" #: Packages/com.unity.timeline/Editor/Signals/Styles.cs:1 msgid "Emit Once" msgstr "1回だけ発信" #: Packages/com.unity.timeline/Editor/Signals/Styles.cs:1 msgid "Emit the signal once during loops." msgstr "ループ中に1回だけシグナルを発します" #: Packages/com.unity.timeline/Editor/Signals/Styles.cs:1 msgid "Emit Signal" msgstr "発信するシグナル" #: Packages/com.unity.timeline/Editor/Signals/Styles.cs:1 msgid "Select which Signal Asset to emit." msgstr "発信するシグナルアセットを選択します。" #: Packages/com.unity.timeline/Editor/Signals/Styles.cs:1 msgid "Receiver Component on" msgstr "レシーバーコンポーネント" #: Packages/com.unity.timeline/Editor/Signals/Styles.cs:1 msgid "The Signal Receiver Component on the bound GameObject." msgstr "紐づけられたゲームオブジェクトのシグナルレシーバーコンポーネント" #: Packages/com.unity.timeline/Editor/Signals/Styles.cs:1 msgid "Add Signal Receiver" msgstr "シグナルレシーバーを加える" #: Packages/com.unity.timeline/Editor/Signals/Styles.cs:1 msgid "Creates a Signal Receiver component on the track binding and the reaction for the current signal." msgstr "トラックバインディングと現在のシグナルのリアクションにシグナルレシーバーコンポーネントを作成します。" #: PlatformDependent/PS4/Editor/Managed/PS4SettingsEditorExtension.cs:1 msgid "This is application specific data, accessed from scripts by UnityEngine.PS4.Utility.GetApplicationParameter(2)" msgstr "これはアプリケーション特有のデータで、UnityEngine.PS4.Utility.GetApplicationParameter(2)によってスクリプトからアクセスできます" #: Packages/com.unity.timeline/Editor/Signals/Styles.cs:1 msgid "Track has no bound GameObject." msgstr "トラックに紐づけられたゲームオブジェクトはありません。" #: Packages/com.unity.timeline/Editor/Signals/Styles.cs:1 msgid "Multi-edit not supported for SignalReceivers on tracks bound to different GameObjects." msgstr "異なるゲームオブジェクトに紐づけられたトラックに設定されたSignalReceiverのマルチ編集はサポートされていません。" #: Packages/com.unity.timeline/Editor/Signals/Styles.cs:1 msgid "Multi-edit not supported for SignalReceivers when SignalEmitters use different Signals." msgstr "SignalEmitterが様々なシグナルを使う場合は、SignalReceiverのマルチ編集はサポートされていません。" #: Packages/com.unity.timeline/Editor/Signals/Styles.cs:1 msgid "Create New Signal Asset" msgstr "新しいシグナルアセットを作成" #: Packages/com.unity.timeline/Editor/Signals/Styles.cs:1 msgid "Add Signal Receiver Reaction" msgstr "シグナルレシーバーリアクションを追加" #: Packages/com.unity.timeline/Editor/Signals/Styles.cs:1 msgid "No reaction for {0} has been defined in this receiver" msgstr "このレシーバーで{0}のリアクションは定義されていません" #: Packages/com.unity.timeline/Editor/Signals/Styles.cs:1 msgid "There is no Signal Receiver component on {0}" msgstr "{0}にシグナルレシーバーコンポーネントは存在しません。" #: Packages/com.unity.timeline/Editor/Signals/Styles.cs:1 msgid "Your project contains no Signal assets" msgstr "プロジェクトにシグナルアセットは含まれていません" #: Packages/com.unity.timeline/Editor/Signals/Styles.cs:1 msgid "Create Signal…" msgstr "シグナルを作成..." #: Packages/com.unity.timeline/Editor/Signals/Styles.cs:1 msgid "Add Reaction" msgstr "リアクションを追加" #: Packages/com.unity.timeline/Editor/Signals/Styles.cs:1 msgid "Create Signal Key" msgstr "シグナルキーを作成" #: Packages/com.unity.timeline/Editor/Signals/Styles.cs:1 msgid "New Signal" msgstr "新しいシグナル" #: Packages/com.unity.timeline/Editor/Signals/TreeView/SignalReceiverTreeView.cs:1 msgid "Signal" msgstr "シグナル" #: Packages/com.unity.timeline/Editor/Signals/TreeView/SignalReceiverTreeView.cs:1 msgid "Reaction" msgstr "リアクション" #: Packages/com.unity.timeline/Editor/Activation/ActivationTrackInspector.cs:1 msgid "Post-playback state" msgstr "プレイバック後ステート" #: Packages/com.unity.timeline/Editor/Activation/ActivationTrackInspector.cs:1 msgid "Post Playback Property" msgstr "プレイバック後のプロパティー" #: Packages/com.unity.timeline/Editor/Activation/ActivationTrackEditor.cs:1 msgid "Active" msgstr "有効" #: Packages/com.unity.timeline/Editor/Activation/ActivationTrackEditor.cs:1 msgid "The bound GameObject is a parent of the PlayableDirector." msgstr "バインドされたゲームオブジェクトはプレイアブルディレクターの親です" #: Packages/com.unity.timeline/Editor/Activation/ActivationTrackEditor.cs:1 msgid "The bound GameObject contains the PlayableDirector." msgstr "バインドされたゲームオブジェクトにはプレイアブルディレクターが含まれます" #: Packages/com.unity.timeline/Editor/Animation/AnimationOffsetMenu.cs:1 msgid "Match Offsets To Previous Clip" msgstr "前のクリップのオフセットに合わせる" #: Packages/com.unity.timeline/Editor/Animation/AnimationOffsetMenu.cs:1 msgid "Match Offsets To Next Clip" msgstr "次のクリップのオフセットに合わせる" #: Packages/com.unity.timeline/Editor/Animation/AnimationOffsetMenu.cs:1 msgid "Reset Offsets" msgstr "オフセットのリセット" #: Packages/com.unity.timeline/Editor/Animation/CurveDataSource.cs:1 msgid "Animated Values" msgstr "アニメーション化した値" #: Packages/com.unity.timeline/Editor/Animation/CurveDataSource.cs:1 msgid "Clip Properties" msgstr "クリッププロパティー" #: Packages/com.unity.timeline/Editor/Animation/CurveDataSource.cs:1 msgid "Track Properties" msgstr "トラックプロパティー" #: Packages/com.unity.timeline/Editor/Animation/AnimationPlayableAssetEditor.cs:1 msgid "No animation clip assigned" msgstr "アニメーションクリップが割り当てられていません" #: Packages/com.unity.timeline/Editor/Animation/AnimationPlayableAssetEditor.cs:1 msgid "Legacy animation clips are not supported" msgstr "古いアニメーションクリップはサポートされません" #: Packages/com.unity.timeline/Editor/Animation/AnimationPlayableAssetEditor.cs:1 msgid "You are using motion curves without applyRootMotion enabled on the Animator. The root transform will not be animated" msgstr "アニメーターの「ルートモーションを適用」を有効にせずにモーションカーブを使用しています。ルートのトランスフォームはアニメーション化されません。" #: Packages/com.unity.timeline/Editor/Animation/AnimationPlayableAssetEditor.cs:1 msgid "You are using root curves without applyRootMotion enabled on the Animator. The root transform will not be animated" msgstr "アニメーターの「ルートモーションを適用」を有効にせずにルートカーブを使用しています。ルートのトランスフォームはアニメーション化されません。" #: Packages/com.unity.timeline/Editor/Utilities/BreadcrumbDrawer.cs:1 msgid "The PlayableDirector is disabled" msgstr "プレイアブルディレクターが無効です" #: Packages/com.unity.timeline/Editor/Utilities/BreadcrumbDrawer.cs:1 msgid "Prefab Isolation not enabled. Click to Enable." msgstr "プレハブ単独モードが有効ではありません。有効にするためにはクリックしてください。" #: Packages/com.unity.timeline/Editor/Utilities/DisplayNameHelper.cs:1 msgid "" msgstr "<アセットなし>" #: Packages/com.unity.timeline/Editor/Utilities/DisplayNameHelper.cs:1 msgid "[Read Only]" msgstr "[読み取り専用]" #: Packages/com.unity.timeline/Editor/Utilities/StyleManager.cs:1 msgid "Cannot find style {0} for {1}" msgstr "スタイル{0}({1}のための)が見つかりません" #: Packages/com.unity.timeline/Editor/Audio/AudioPlayableAssetEditor.cs:1 msgid "No audio clip assigned" msgstr "オーディオクリップが指定されていません" #: Packages/com.unity.timeline/Editor/Window/TimelineWindow_HeaderGui.cs:1 msgid "Display time based on the current timeline." msgstr "使用中のタイムラインに基づいて時間を表示" #: Packages/com.unity.timeline/Editor/Window/TimelineWindow_HeaderGui.cs:1 msgid "Display time based on the master timeline." msgstr "主要タイムラインに基づいて時間を表示" #: Packages/com.unity.timeline/Editor/Window/TimelineWindow_TimeArea.cs:1 msgid "Duration Mode/{0}" msgstr "持続モード/{0}" #: Packages/com.unity.timeline/Editor/Window/TimelineWindow_Gui.cs:1 msgid "Seconds" msgstr "秒" #: Packages/com.unity.timeline/Editor/Window/TimelineWindow_Gui.cs:1 msgid "Frame Rate/Custom" msgstr "フレームレート/カスタム" #: Packages/com.unity.timeline/Editor/Window/TimelineWindow_Gui.cs:1 msgid "Play Range Mode/Loop" msgstr "レンジモードの再生/ループ" #: Packages/com.unity.timeline/Editor/Window/TimelineWindow_Gui.cs:1 msgid "Play Range Mode/Once" msgstr "レンジモードの再生/一回" #: Packages/com.unity.timeline/Editor/Window/TimelineWindow_Gui.cs:1 msgid "Play Range Mode" msgstr "レンジモードの再生" #: Packages/com.unity.timeline/Editor/Window/TimelineWindow_Gui.cs:1 msgid "Show Audio Waveforms" msgstr "オーバーレイを表示" #: Packages/com.unity.timeline/Editor/Window/TimelineWindow_Gui.cs:1 msgid "Enable Audio Scrubbing" msgstr "オーディオスクラブを有効にする" #: Packages/com.unity.timeline/Editor/Window/TimelineWindow_Gui.cs:1 msgid "Snap to Frame" msgstr "開始フレーム" #: Packages/com.unity.timeline/Editor/Window/TimelineWindow_Gui.cs:1 msgid "Edge Snap" msgstr "エッジスナップ" #: Packages/com.unity.timeline/Editor/Window/TimelineWindow_Gui.cs:1 msgid "Show Snapping Debug" msgstr "スナップのデバッグを表示" #: Packages/com.unity.timeline/Editor/Window/TimelineWindow_Gui.cs:1 msgid "Debug TimeArea" msgstr "タイムエリアのデバッグ" #: Packages/com.unity.timeline/Editor/Window/TimelineWindow_Gui.cs:1 msgid "Edit Skin" msgstr "スキンを編集" #: Packages/com.unity.timeline/Editor/Window/TimelineWindow_Gui.cs:1 msgid "Show QuadTree Debugger" msgstr "四分木デバッガーを表示" #: Packages/com.unity.timeline/Editor/Actions/Menus/TimelineContextMenu.cs:1 msgid "Add {0} From {1}" msgstr "{1} から {0} を追加" #: Packages/com.unity.timeline/Editor/Actions/Menus/TimelineContextMenu.cs:1 msgid "Add From {1}" msgstr "{1} から追加" #: Packages/com.unity.timeline/Editor/Actions/Menus/TimelineContextMenu.cs:1 msgid "Remove Invalid Markers" msgstr "無効なマーカーを削除" #: Packages/com.unity.timeline/Editor/Actions/Menus/TimelineContextMenu.cs:1 msgid "Select {0}" msgstr "{0}を選択" #: Packages/com.unity.timeline/Editor/Actions/Menus/TimelineContextMenu.cs:1 msgid "Track Group" msgstr "トラックグループ" #: Packages/com.unity.timeline/Editor/Actions/Menus/TimelineContextMenu.cs:1 msgid "Track Sub-Group" msgstr "トラックサブグループ" #: Packages/com.unity.timeline/Editor/inspectors/TimelineInspectorUtility.cs:1 msgid "s" msgstr "s" #: Packages/com.unity.timeline/Editor/inspectors/TimelineInspectorUtility.cs:1 msgid "f" msgstr "f" #: Packages/com.unity.timeline/Editor/inspectors/GroupTrackInspector.cs:1 msgid "Invalid Track" msgstr "無効なトラック" #: Packages/com.unity.timeline/Editor/inspectors/AnimationTrackInspector.cs:1 msgid "Default Offset Match Fields" msgstr "デフォルトオフセットマッチフィールド" #: Packages/com.unity.timeline/Editor/inspectors/AnimationTrackInspector.cs:1 msgid "Fields to apply when matching offsets on clips. These are the defaults, and can be overridden for each clip." msgstr "クリップでオフセットをマッチする場合に適用するフィールド。これはデフォルトで、クリップごとにオーバーライドすることが可能です。" #: Packages/com.unity.timeline/Editor/inspectors/AnimationTrackInspector.cs:1 msgid "Recorded Offsets" msgstr "記録されたオフセット" #: Packages/com.unity.timeline/Editor/inspectors/AnimationTrackInspector.cs:1 msgid "Offsets applied to recorded position and rotation keys" msgstr "記録された位置と回転のキーに適用するオフセット" #: Packages/com.unity.timeline/Editor/inspectors/AnimationTrackInspector.cs:1 msgid "Transform offsets are applied to the entire track. Use this mode to play the animation track at a fixed position and rotation." msgstr "トランスフォームオフセットがトラック全体に適用されます。固定した位置と回転でアニメーショントラックを再生するには、このモードを使います。" #: Packages/com.unity.timeline/Editor/inspectors/AnimationTrackInspector.cs:1 msgid "Scene offsets will use the existing transform as initial offsets. Use this to play the track from the gameObjects current position and rotation." msgstr "シーンオフセットは初期のオフセットに既存のトランスフォームを使用します。ゲームオブジェクトの現在の位置と回転からトラックを再生するには、このモードを使います。" #: Packages/com.unity.timeline/Editor/inspectors/AnimationTrackInspector.cs:1 msgid "Auto will apply scene offsets if there is a controller attached to the animator and transform offsets otherwise." msgstr "自動では、アニメーターかトランスフォームオフセットにコントローラーが設定されている場合に、シーンオフセットが適用されます。" #: Packages/com.unity.timeline/Editor/inspectors/AnimationTrackInspector.cs:1 msgid "This mode is deprecated may be removed in a future release." msgstr "このモードは非推奨で、将来のリリースで廃止される場合があります。" #: Packages/com.unity.timeline/Editor/inspectors/AnimationTrackInspector.cs:1 msgid "Inherited" msgstr "継承" #: Packages/com.unity.timeline/Editor/inspectors/AnimationTrackInspector.cs:1 msgid "This value is inherited from it's parent track." msgstr "この値は親トラックから継承されています。" #: Packages/com.unity.timeline/Editor/inspectors/AnimationTrackInspector.cs:1 msgid "Track Offsets" msgstr "トラックのオフセット" #: Packages/com.unity.timeline/Editor/inspectors/AnimationTrackInspector.cs:1 msgid "Track Position Property" msgstr "トラック位置プロパティー" #: Packages/com.unity.timeline/Editor/inspectors/AnimationTrackInspector.cs:1 msgid "Track Rotation Property" msgstr "トラック回転プロパティー" #: Packages/com.unity.timeline/Editor/inspectors/AnimationTrackInspector.cs:1 msgid "Apply Avatar Mask Property" msgstr "アバターマスクプロパティーを適用" #: Packages/com.unity.timeline/Editor/inspectors/AnimationTrackInspector.cs:1 msgid "Avatar Mask Property" msgstr "アバターマスクプロパティー" #: Packages/com.unity.timeline/Editor/inspectors/AnimationTrackInspector.cs:1 msgid "Recorded Offset Position Property" msgstr "記録されたオフセットの位置プロパティー" #: Packages/com.unity.timeline/Editor/inspectors/AnimationTrackInspector.cs:1 msgid "Recorded Offset Euler Property" msgstr "記録されたオフセットのオイラー角プロパティー" #: Packages/com.unity.timeline/Editor/inspectors/TimelineAssetInspector.cs:1 msgid "Frame Rate" msgstr "フレームレート" #: Packages/com.unity.timeline/Editor/inspectors/TimelineAssetInspector.cs:1 msgid "The frame rate at which this sequence updates" msgstr "このシーケンスで更新するフレームレート" #: Packages/com.unity.timeline/Editor/inspectors/TimelineAssetInspector.cs:1 msgid "Duration Mode" msgstr "継続モード" #: Packages/com.unity.timeline/Editor/inspectors/TimelineAssetInspector.cs:1 msgid "Specified how the duration of the sequence is calculated" msgstr "シーケンスに必要な時間を指定" #: Packages/com.unity.timeline/Editor/inspectors/TimelineAssetInspector.cs:1 msgid "The length of the sequence" msgstr "シーケンスの長さ" #: Packages/com.unity.timeline/Editor/inspectors/TimelineAssetInspector.cs:1 msgid "Timeline Assets" msgstr "タイムラインアセット" #: Packages/com.unity.timeline/Editor/inspectors/TimelineAssetInspector.cs:1 msgid "Frame Rate Property" msgstr "フレームレートプロパティー" #: Packages/com.unity.timeline/Editor/inspectors/TimelineAssetInspector.cs:1 msgid "Duration Mode Property" msgstr "継続モードプロパティー" #: Packages/com.unity.timeline/Editor/inspectors/MarkerInspector.cs:1 msgid "{0} Markers" msgstr "{0}マーカー" #: Packages/com.unity.timeline/Editor/inspectors/MarkerInspector.cs:1 msgid "Rename marker" msgstr "マーカー名を変更" #: Packages/com.unity.timeline/Editor/inspectors/AnimationPlayableAssetInspector.cs:1 msgid "Clip Transform Offsets" msgstr "クリップトランスフォームオフセット" #: Packages/com.unity.timeline/Editor/inspectors/AnimationPlayableAssetInspector.cs:1 msgid "Use this to offset the root transform position and rotation relative to the track when playing this clip" msgstr "クリップを再生するときに、トラックと関連したルートトランスフォームの位置と回転をオフセットするにはこれを使用します。" #: Packages/com.unity.timeline/Editor/inspectors/AnimationPlayableAssetInspector.cs:1 msgid "Offsets Match Fields" msgstr "オフセットマッチフィールド" #: Packages/com.unity.timeline/Editor/inspectors/AnimationPlayableAssetInspector.cs:1 msgid "Fields to apply when matching offsets on clips. The defaults can be set on the track." msgstr "クリップでオフセットをマッチする場合に適用するフィールド。デフォルトはトラックに設定できます。" #: Packages/com.unity.timeline/Editor/inspectors/AnimationPlayableAssetInspector.cs:1 msgid "Remove Start Offset" msgstr "オフセット開始を削除" #: Packages/com.unity.timeline/Editor/inspectors/AnimationPlayableAssetInspector.cs:1 msgid "Makes playback of the clip play relative to first key of the root transform" msgstr "ルートトランスフォームの最初のキーに関連させて、クリップを再生します" #: Packages/com.unity.timeline/Editor/inspectors/AnimationPlayableAssetInspector.cs:1 msgid "Enable to apply foot IK to the AnimationClip when the target is humanoid." msgstr "ターゲットがヒューマノイドの場合、アニメーションクリップに足IKを適用できるようにします。" #: Packages/com.unity.timeline/Editor/inspectors/AnimationPlayableAssetInspector.cs:1 msgid "Whether the source Animation Clip loops during playback." msgstr "再生中にソースアニメーションクリップがループするかどうか。" #: Packages/com.unity.timeline/Editor/inspectors/AnimationPlayableAssetInspector.cs:1 msgid "Animation Clip" msgstr "アニメーションクリップ" #: Packages/com.unity.timeline/Editor/inspectors/AnimationPlayableAssetInspector.cs:1 msgid "Animation Clip Name" msgstr "アニメーションクリップ名" #: Packages/com.unity.timeline/Editor/inspectors/AnimationPlayableAssetInspector.cs:1 msgid "Use defaults" msgstr "デフォルトを使用します" #: Packages/com.unity.timeline/Editor/inspectors/AnimationPlayableAssetInspector.cs:1 msgid "Apply Foot IK" msgstr "足IKを適用" #: Packages/com.unity.timeline/Editor/inspectors/AnimationPlayableAssetInspector.cs:1 msgid "Anim Clip Property" msgstr "アニメーションクリッププロパティー" #: Packages/com.unity.timeline/Editor/inspectors/AnimationPlayableAssetInspector.cs:1 msgid "Position Property" msgstr "位置プロパティー" #: Packages/com.unity.timeline/Editor/inspectors/AnimationPlayableAssetInspector.cs:1 msgid "Rotation Property" msgstr "回転プロパティー" #: Packages/com.unity.timeline/Editor/inspectors/AnimationPlayableAssetInspector.cs:1 msgid "Remove Start Offset Property" msgstr "オフセット開始プロパティーを削除" #: Packages/com.unity.timeline/Editor/inspectors/ClipInspector/ClipInspector.cs:1 msgid "The start time of the clip" msgstr "クリップの開始時間" #: Packages/com.unity.timeline/Editor/inspectors/ClipInspector/ClipInspector.cs:1 msgid "The length of the clip" msgstr "クリップの長さです" #: Packages/com.unity.timeline/Editor/inspectors/ClipInspector/ClipInspector.cs:1 msgid "The end time of the clip" msgstr "クリップ最後の時間" #: Packages/com.unity.timeline/Editor/inspectors/ClipInspector/ClipInspector.cs:1 msgid "Ease In Duration" msgstr "イースイン期間" #: Packages/com.unity.timeline/Editor/inspectors/ClipInspector/ClipInspector.cs:1 msgid "The length of the blend in" msgstr "ブレンドインの長さ" #: Packages/com.unity.timeline/Editor/inspectors/ClipInspector/ClipInspector.cs:1 msgid "Ease Out Duration" msgstr "イースアウト期間" #: Packages/com.unity.timeline/Editor/inspectors/ClipInspector/ClipInspector.cs:1 msgid "The length of the blend out" msgstr "ブレンドアウトの長さ" #: Packages/com.unity.timeline/Editor/inspectors/ClipInspector/ClipInspector.cs:1 msgid "Clip In" msgstr "クリップイン" #: Packages/com.unity.timeline/Editor/inspectors/ClipInspector/ClipInspector.cs:1 msgid "Start the clip at this local time" msgstr "ローカルタイムでクリップを開始" #: Packages/com.unity.timeline/Editor/inspectors/ClipInspector/ClipInspector.cs:1 msgid "Speed Multiplier" msgstr "スピード乗数" #: Packages/com.unity.timeline/Editor/inspectors/ClipInspector/ClipInspector.cs:1 msgid "Time scale of the playback speed" msgstr "プレイバック速度のタイムスケール" #: Packages/com.unity.timeline/Editor/inspectors/ClipInspector/ClipInspector.cs:1 msgid "Pre-Extrapolate" msgstr "事前外装" #: Packages/com.unity.timeline/Editor/inspectors/ClipInspector/ClipInspector.cs:1 msgid "Extrapolation used prior to the first clip" msgstr "クリップ先端前の補外" #: Packages/com.unity.timeline/Editor/inspectors/ClipInspector/ClipInspector.cs:1 msgid "Post-Extrapolate" msgstr "事後外挿" #: Packages/com.unity.timeline/Editor/inspectors/ClipInspector/ClipInspector.cs:1 msgid "Extrapolation used after a clip ends" msgstr "クリップ終端後の補外" #: Packages/com.unity.timeline/Editor/inspectors/ClipInspector/ClipInspector.cs:1 msgid "In" msgstr "イン" #: Packages/com.unity.timeline/Editor/inspectors/ClipInspector/ClipInspector.cs:1 msgid "Blend In Curve" msgstr "ブレンドカーブ" #: Packages/com.unity.timeline/Editor/inspectors/ClipInspector/ClipInspector.cs:1 msgid "Out" msgstr "アウト" #: Packages/com.unity.timeline/Editor/inspectors/ClipInspector/ClipInspector.cs:1 msgid "Blend Out Curve" msgstr "カーブでブレンド" #: Packages/com.unity.timeline/Editor/inspectors/ClipInspector/ClipInspector.cs:1 msgid "The start time of the clip group" msgstr "クリップグループの開始時刻" #: Packages/com.unity.timeline/Editor/inspectors/ClipInspector/ClipInspector.cs:1 msgid "The end time of the clip group" msgstr "クリップグループの終了時刻" #: Packages/com.unity.timeline/Editor/inspectors/ClipInspector/ClipInspector.cs:1 msgid "Clip Timing" msgstr "タイミング" #: Packages/com.unity.timeline/Editor/inspectors/ClipInspector/ClipInspector.cs:1 msgid "Animation Extrapolation" msgstr "アニメーション補外" #: Packages/com.unity.timeline/Editor/inspectors/ClipInspector/ClipInspector.cs:1 msgid "Blend Curves" msgstr "ブレンドカーブ" #: Packages/com.unity.timeline/Editor/inspectors/ClipInspector/ClipInspector.cs:1 msgid "Multiple Clip Timing" msgstr "タイミング" #: Packages/com.unity.timeline/Editor/inspectors/ClipInspector/ClipInspector.cs:1 msgid "Multiple clips selected. Only common properties are shown." msgstr "複数クリップが選択されています。共通のプロパティーのみが表示されます。" #: Packages/com.unity.timeline/Editor/inspectors/ClipInspector/ClipInspector.cs:1 msgid "Timeline Clips" msgstr "タイムラインドラッグクリップ" #: Packages/com.unity.timeline/Editor/inspectors/ClipInspector/ClipInspector.cs:1 msgid "Pre Extrapolation Mode Property" msgstr "事前補外モードプロパティー" #: Packages/com.unity.timeline/Editor/inspectors/ClipInspector/ClipInspector.cs:1 msgid "Post Extrapolation Mode Property" msgstr "事後補外モードプロパティー" #: Packages/com.unity.timeline/Editor/inspectors/ClipInspector/ClipInspector.cs:1 msgid "Mode Property" msgstr "モードプロパティー" #: Packages/com.unity.timeline/Editor/Playables/ControlPlayableInspector.cs:1 msgid "Control Activation" msgstr "アクティベーション制御" #: Packages/com.unity.timeline/Editor/Playables/ControlPlayableInspector.cs:1 msgid "When checked the clip will control the active state of the source game object" msgstr "クリップをチェックすると元となるゲームオブジェクトのアクティブステートを制御します" #: Packages/com.unity.timeline/Editor/Playables/ControlPlayableInspector.cs:1 msgid "A prefab to instantiate as a child object of the source game object" msgstr "元のゲームオブジェクトの子としてインスタンス化するプレハブ" #: Packages/com.unity.timeline/Editor/Playables/ControlPlayableInspector.cs:1 msgid "Control Particle Systems" msgstr "パーティクルシステム制御" #: Packages/com.unity.timeline/Editor/Playables/ControlPlayableInspector.cs:1 msgid "Synchronize the time between the clip and any particle systems on the game object" msgstr "クリップとゲームオブジェクト上の任意のパーティクルシステムと同期させる" #: Packages/com.unity.timeline/Editor/Playables/ControlPlayableInspector.cs:1 msgid "Control Playable Directors" msgstr "プレイアブルディレクター制御" #: Packages/com.unity.timeline/Editor/Playables/ControlPlayableInspector.cs:1 msgid "Synchronize the time between the clip and any playable directors on the game object" msgstr "クリップとゲームオブジェクト上の任意のプレイアブルディレクターと同期させる" #: Packages/com.unity.timeline/Editor/Playables/ControlPlayableInspector.cs:1 msgid "Control ITimeControl" msgstr "ITimeControl制御" #: Packages/com.unity.timeline/Editor/Playables/ControlPlayableInspector.cs:1 msgid "Synchronize the time between the clip and any Script that implements the ITimeControl interface on the game object" msgstr "クリップとゲームオブジェクトのITimeControlインターフェイスを実装するスクリプトと同期させる" #: Packages/com.unity.timeline/Editor/Playables/ControlPlayableInspector.cs:1 msgid "Control Children" msgstr "子を制御" #: Packages/com.unity.timeline/Editor/Playables/ControlPlayableInspector.cs:1 msgid "Search child game objects for particle systems and playable directors" msgstr "パーティクルやプレイアブルディレクターの子ゲームオブジェクトを検索" #: Packages/com.unity.timeline/Editor/Playables/ControlPlayableInspector.cs:1 msgid "A random seed to provide the particle systems for consistent previews. This will only be used on particle systems where AutoRandomSeed is on." msgstr "一貫したプレビューのためのパーティクルシステムを提供するためのランダムシード。これはAutoRandomSeedがオンになっているパーティクルシステムでのみ使用されます。" #: Packages/com.unity.timeline/Editor/Playables/ControlPlayableInspector.cs:1 msgid "Post Playback" msgstr "プレイバック後" #: Packages/com.unity.timeline/Editor/Playables/ControlPlayableInspector.cs:1 msgid "The active state to the leave the game object when the timeline is finished. \n\nRevert will leave the game object in the state it was prior to the timeline being run" msgstr "タイムラインが終了したときにゲームオブジェクトをアクティブ状態にします。\n\n元に戻すと、ゲームオブジェクトがタイムラインを実行する前の状態に戻ります。" #: Packages/com.unity.timeline/Editor/Playables/ControlPlayableInspector.cs:1 msgid "Source Object" msgstr "ソースオブジェクト" #: Packages/com.unity.timeline/Editor/Playables/ControlPlayableInspector.cs:1 msgid "Prefab Object" msgstr "プレハブオブジェクト" #: Packages/com.unity.timeline/Editor/Playables/ControlPlayableInspector.cs:1 msgid "Use Activation" msgstr "アクティベーションを使用" #: Packages/com.unity.timeline/Editor/Playables/ControlPlayableInspector.cs:1 msgid "Update Director" msgstr "ディレクターを更新" #: Packages/com.unity.timeline/Editor/Playables/ControlPlayableInspector.cs:1 msgid "Update Particle" msgstr "パーティクルを更新" #: Packages/com.unity.timeline/Editor/Playables/ControlPlayableInspector.cs:1 msgid "Update I Time Control" msgstr "I Time Control を更新" #: Packages/com.unity.timeline/Editor/Playables/ControlPlayableInspector.cs:1 msgid "Search Hierarchy" msgstr "ヒエラルキーを検索" #: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteSecondaryTexturesModule.cs:1 msgid "Invalid secondary Texture entries (without names or Textures) have been removed." msgstr "無効な補助的テクスチャのエントリー(名前またはテクスチャが無いもの)は削除されました。" #: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteSecondaryTexturesModule.cs:1 msgid "Every secondary Texture attached to the Sprite must have a unique name." msgstr "スプライトにアタッチされているすべての補助的テクスチャには固有の名前が必要です。" #: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteSecondaryTexturesModule.cs:1 msgid "The names _MainTex and _AlphaTex are reserved for internal use." msgstr "_MainTexと_AlphaTexという名前は内部使用のために予約されています。" #: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteOutlineModule.cs:1 msgid "Generate" msgstr "生成" #: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteOutlineModule.cs:1 msgid "Generate new outline based on mesh detail value." msgstr "メッシュの詳細な値に基づいて新しいアウトラインを生成します。" #: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteOutlineModule.cs:1 msgid "Outline Tolerance" msgstr "アウトラインの許容 " #: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteOutlineModule.cs:1 msgid "Sets how tight the outline should be from the sprite." msgstr "スプライトからのアウトラインをどのくらいタイトにするかを設定します" #: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteOutlineModule.cs:1 msgid "Snap points to nearest pixel" msgstr "最も近いピクセルへのスナップ位置" #: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteOutlineModule.cs:1 msgid "Generating outline {0}/{1}" msgstr "アウトラインを生成中 {0}/{1}" #: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteFrameModule/SpriteFrameModuleView.cs:1 msgid "Trim" msgstr "トリム" #: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteFrameModule/SpriteFrameModuleView.cs:1 msgid "Trims selected rectangle (T)" msgstr "選択した矩形をトリム (T)" #: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteFrameModule/SpriteFrameModuleView.cs:1 msgid "Slice" msgstr "スライス" #: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteFrameModule/SpriteFrameModuleBaseView.cs:1 msgid "Pivot Unit Mode" msgstr "ピボット ユニットモード " #: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteFrameModule/SpritePolygonModeModuleView.cs:1 msgid "Change Shape" msgstr "形状を変更" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorWindow.cs:1 msgid "Editing is disabled during play mode" msgstr "再生モード中は編集無効です" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorWindow.cs:1 msgid "The asset was modified outside of Sprite Editor Window.\nDo you want to apply pending changes?" msgstr "スプライトエディターウィンドウの変更を保留しています。\nこれらの変更点を適用しますか?" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorWindow.cs:1 msgid "Unapplied import settings for '{0}'" msgstr "'{0}' のインポート設定は適用されていません" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorWindow.cs:1 msgid "No texture or sprite selected" msgstr "テクスチャかスプライトが選択されていません" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorWindow.cs:1 msgid "No Sprite Editor module available" msgstr "利用可能なスプライトエディターモジュールがありません" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorWindow.cs:1 msgid "Unapplied module changes" msgstr "適用されないモジュール変更" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorWindow.cs:1 msgid "You have unapplied changes from the current module" msgstr "現在のモジュールから適用されていない変更があります" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorWindow.cs:1 msgid "Loading" msgstr "ロード中" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorWindow.cs:1 msgid "Loading Sprites {0}/{1}" msgstr "スプライトを保存中 {0}/{1}" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorMenu.cs:1 msgid "Delete Existing" msgstr "既存を削除" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorMenu.cs:1 msgid "Delete all existing sprite assets before the slicing operation" msgstr "スライスを行う前に既存のスプライトをすべて削除します" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorMenu.cs:1 msgid "Smart" msgstr "スマート" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorMenu.cs:1 msgid "Try to match existing sprite rects to sliced rects from the slicing operation" msgstr "既存の矩形をスライスされた矩形で更新するよう処理します" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorMenu.cs:1 msgid "Safe" msgstr "セーフ" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorMenu.cs:1 msgid "Keep existing sprite rects intact" msgstr "存在するスプライトの矩形を保持します" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorMenu.cs:1 msgid "Method" msgstr "メソッド" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorMenu.cs:1 msgid "Column & Row" msgstr "列 & 行" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorMenu.cs:1 msgid "Pixel Size" msgstr "ピクセルサイズ" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorMenu.cs:1 msgid "To obtain more accurate slicing results, manual slicing is recommended!" msgstr "より正確なスライスの結果を得るには、手動のスライスが推奨されます" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorMenu.cs:1 msgid "Custom Pivot" msgstr "カスタムピボット" #: Packages/com.unity.2d.tilemap/Editor/GridPaintingState.cs:1 msgid "Unable to set invalid palette" msgstr "無効なパレットは設定できません" #: Packages/com.unity.2d.tilemap/Editor/GridPaletteAddPopup.cs:1 msgid "Create New Palette" msgstr "新しいパレットを作成" #: Packages/com.unity.2d.tilemap/Editor/GridPaletteAddPopup.cs:1 msgid "Hexagon Type" msgstr "六角形タイプ" #: Packages/com.unity.2d.tilemap/Editor/GridPaletteAddPopup.cs:1 msgid "Point Top" msgstr "上が突起" #: Packages/com.unity.2d.tilemap/Editor/GridPaletteAddPopup.cs:1 msgid "Flat Top" msgstr "上が平ら" #: Packages/com.unity.2d.tilemap/Editor/GridSelectionEditor.cs:1 msgid "Grid Selection" msgstr "グリッド選択" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1 msgid "Active Tilemap" msgstr "アクティブタイルマップ" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1 msgid "Specifies the currently active Tilemap used for painting in the Scene View." msgstr "シーンビューのペイントに使用される現在アクティブなタイルマップを指定します" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1 msgid "Open in Prefab Mode" msgstr "プレハブモードで開く" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1 msgid "Editing Tilemaps in Prefabs will have better performance if edited in Prefab Mode. Do you want to open it in Prefab Mode or edit it in the Scene?" msgstr "'プレハブモードでタイルマップを編集'は、プレハブモードにするとパフォーマンスが向上します。プレハブモードで開きますか、それともシーン内で編集しますか。" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1 msgid "Prefab Mode" msgstr "プレハブモード" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1 msgid "Preferences" msgstr "環境設定" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1 msgid "Create a new palette in the dropdown above." msgstr "上のドロップダウンで新しいパレットを作成" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1 msgid "Drag Tile, Sprite or Sprite Texture assets here." msgstr "タイルアセット、スプライトアセット、スプライトテクスチャアセットをここにドラッグします" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1 msgid "This is an invalid palette. Did you delete the palette asset?" msgstr "無効なパレットです。パレットのアセットを削除しましたか?" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1 msgid "The palette has an invalid Grid. Did you add a Grid to the palette asset?" msgstr "パレットに無効なグリッドがあります。パレットのアセットにグリッドを加えましたか?" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1 msgid "Select Paint Target" msgstr "ペイントターゲットを選択" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1 msgid "Select Palette Prefab" msgstr "パレットプレハブを選択" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1 msgid "Select Tile Asset" msgstr "タイルアセットを選択" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1 msgid "Unlock Palette Editing" msgstr "パレット編集をアンロック" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1 msgid "Lock Palette Editing" msgstr "パレット編集をロック" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1 msgid "Focus On" msgstr "フォーカス" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1 msgid "Tilemap" msgstr "タイルマップ" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1 msgid "Tile Palette" msgstr "タイルパレット" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1 msgid "Edit*" msgstr "編集*" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1 msgid "Can Change Z Position" msgstr "Z位置変更可能" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1 msgid "Z Position" msgstr "Z位置" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:1 msgid "Editing Tilemaps in Prefabs will have better performance if edited in Prefab Mode." msgstr "'プレハブモードでタイルマップを編集'は、プレハブモードにするとパフォーマンスが向上します。" #: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:1 msgid "Tile set in tilemap" msgstr "タイルマップのタイル" #: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:1 msgid "Sprite set when tile is set in tilemap" msgstr "タイルマップにタイルがセットされたときのスプライト" #: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:1 msgid "Color set when tile is set in tilemap" msgstr "タイルマップにタイルがある場合の色" #: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:1 msgid "Collider shape used for tile" msgstr "タイルに使用されるコライダー形状" #: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:1 msgid "Lock Color" msgstr "ロックの色" #: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:1 msgid "Prevents tilemap from changing color of tile" msgstr "タイルの色変更からタイルマップへの影響を抑制します" #: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:1 msgid "Lock Transform" msgstr "トランスフォームをロック" #: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:1 msgid "Prevents tilemap from changing transform of tile" msgstr "タイルのトランスフォーム変更からタイルマップへの影響を抑制します" #: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:1 msgid "Show Flood Fill Preview" msgstr "塗りつぶしプレビューを表示" #: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:1 msgid "Whether a preview is shown while painting a Tilemap when Flood Fill mode is enabled" msgstr "塗りつぶしモードが有効な場合に、タイルマップをペイントするときにプレビューを表示するかどうか" #: /Editor/Tools/GeometryToolbox/unity_scripts/lod/ProgressiveMeshWindow.cs:7 msgctxt "MenuItem./GeometryToolbox/Progressive Mesh" msgid "GeometryToolbox" msgstr "GeometryToolbox" #: /Editor/Tools/GeometryToolbox/unity_scripts/lod/ProgressiveMeshWindow.cs:7 msgctxt "MenuItem./GeometryToolbox/Progressive Mesh" msgid "Progressive Mesh" msgstr "プログレッシブメッシュ" #: /Editor/Tools/Unwrap/helper/UnwrapDebugHelper.cs:123 msgctxt "MenuItem./Custom/UnwrapDebugHelper/Export all MeshFilters in selection to separate OBJs" msgid "Custom" msgstr "カスタム" #: /Editor/Tools/Unwrap/helper/UnwrapDebugHelper.cs:123 msgctxt "MenuItem./Custom/UnwrapDebugHelper/Export all MeshFilters in selection to separate OBJs" msgid "UnwrapDebugHelper" msgstr "アンラップデバッグヘルパー" #: /Editor/Tools/Unwrap/helper/UnwrapDebugHelper.cs:123 msgctxt "MenuItem./Custom/UnwrapDebugHelper/Export all MeshFilters in selection to separate OBJs" msgid "Export all MeshFilters in selection to separate OBJs" msgstr "選択したすべてのメッシュフィルターを別々のオブジェクトにエクスポートします" #: /Editor/Tools/Unwrap/helper/UnwrapDebugHelper.cs:156 msgctxt "MenuItem./Custom/UnwrapDebugHelper/Export whole selection to single OBJ" msgid "Export whole selection to single OBJ" msgstr "選択したものすべてを 1 つのオブジェクトにエクスポートします" #: /Editor/Tools/Unwrap/helper/UnwrapDebugHelper.cs:211 msgctxt "MenuItem./Custom/UnwrapDebugHelper/Export each selected to single OBJ" msgid "Export each selected to single OBJ" msgstr "選択したものそれぞれを 1 つのオブジェクトにエクスポートします" #: /Editor/Mono/PlayerPrefsSettings.cs:8 msgctxt "MenuItem./Edit/Clear All PlayerPrefs" msgid "Edit" msgstr "編集" #: /Editor/Mono/PlayerPrefsSettings.cs:8 msgctxt "MenuItem./Edit/Clear All PlayerPrefs" msgid "Clear All PlayerPrefs" msgstr "すべての PlayerPrefs を消去" #: /Editor/Mono/RagdollBuilder.cs:106 msgctxt "MenuItem./GameObject/3D Object/Ragdoll..." msgid "GameObject" msgstr "ゲームオブジェクト" #: /Editor/Mono/RagdollBuilder.cs:106 msgctxt "MenuItem./GameObject/3D Object/Ragdoll..." msgid "3D Object" msgstr "3D オブジェクト" #: /Editor/Mono/RagdollBuilder.cs:106 msgctxt "MenuItem./GameObject/3D Object/Ragdoll..." msgid "Ragdoll..." msgstr "ラグドール..." #: /Editor/Mono/SceneHierarchy.cs:1649 msgctxt "MenuItem./DEVELOPER/Debug Mode - Hierarchy " msgid "DEVELOPER" msgstr "開発者" #: /Editor/Mono/SceneHierarchy.cs:1649 msgctxt "MenuItem./DEVELOPER/Debug Mode - Hierarchy " msgid "Debug Mode - Hierarchy " msgstr "デバッグモード - ヒエラルキー " #: /Editor/Mono/SceneHierarchy.cs:1650 msgctxt "MenuItem./DEVELOPER/Debug Mode - Prefab Scene" msgid "Debug Mode - Prefab Scene" msgstr "デバッグモード - プレハブシーン" #: /Editor/Mono/SceneHierarchy.cs:1651 msgctxt "MenuItem./DEVELOPER/Debug Mode - Expanded State Persistence" msgid "Debug Mode - Expanded State Persistence" msgstr "デバッグモード - 展開状態を維持" #: /Editor/Mono/GUIDebugger/GUIViewDebuggerWindow.cs:176 msgctxt "MenuItem./Window/Analysis/IMGUI Debugger" msgid "Window" msgstr "ウィンドウ" #: /Editor/Mono/GUIDebugger/GUIViewDebuggerWindow.cs:176 msgctxt "MenuItem./Window/Analysis/IMGUI Debugger" msgid "Analysis" msgstr "分析" #: /Editor/Mono/GUIDebugger/GUIViewDebuggerWindow.cs:176 msgctxt "MenuItem./Window/Analysis/IMGUI Debugger" msgid "IMGUI Debugger" msgstr "IMGUI デバッガー" #: /Editor/Mono/Settings/SettingsWindow.cs:363 msgctxt "MenuItem./Edit/Project Settings..." msgid "Project Settings..." msgstr "プロジェクト設定..." #: /Editor/Mono/CodeEditor/CodeEditorProjectSync.cs:38 msgctxt "MenuItem./Assets/Open C# Project" msgid "Assets" msgstr "アセット" #: /Editor/Mono/CodeEditor/CodeEditorProjectSync.cs:38 msgctxt "MenuItem./Assets/Open C# Project" msgid "Open C# Project" msgstr "C# プロジェクトを開く" #: /Editor/Mono/SceneView/SceneView.cs:1354 msgctxt "MenuItem./GameObject/Set as first sibling %=" msgid "Set as first sibling %=" msgstr "同階層の先頭に移動 %=" #: /Editor/Mono/SceneView/SceneView.cs:1375 msgctxt "MenuItem./GameObject/Set as last sibling %-" msgid "Set as last sibling %-" msgstr "同階層の最後に移動 %-" #: /Editor/Mono/SceneView/SceneView.cs:1396 msgctxt "MenuItem./GameObject/Move To View %&f" msgid "Move To View %&f" msgstr "ビューに移動 %&f" #: /Editor/Mono/SceneView/SceneView.cs:1409 msgctxt "MenuItem./GameObject/Align With View %#f" msgid "Align With View %#f" msgstr "ビューに揃える %#f" #: /Editor/Mono/SceneView/SceneView.cs:1422 msgctxt "MenuItem./GameObject/Align View to Selected" msgid "Align View to Selected" msgstr "ビューを揃える" #: /Editor/Mono/SceneView/SceneView.cs:1435 msgctxt "MenuItem./GameObject/Toggle Active State &#a" msgid "Toggle Active State &#a" msgstr "アクティブ状態を切り替える &#a" #: /Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:197 msgctxt "MenuItem./CONTEXT/TrueTypeFontImporter/Create Editable Copy" msgid "CONTEXT" msgstr "CONTEXT" #: /Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:197 msgctxt "MenuItem./CONTEXT/TrueTypeFontImporter/Create Editable Copy" msgid "TrueTypeFontImporter" msgstr "TrueTypeFontImporter" #: /Editor/Mono/ImportSettings/TrueTypeFontImporterInspector.cs:197 msgctxt "MenuItem./CONTEXT/TrueTypeFontImporter/Create Editable Copy" msgid "Create Editable Copy" msgstr "編集可能なコピーを作成" #: /Editor/Mono/Inspector/AudioMixerGroupEditor.cs:61 msgctxt "MenuItem./CONTEXT/AudioMixerGroupController/Copy all effect settings to all snapshots" msgid "AudioMixerGroupController" msgstr "オーディオミキサーグループコントローラー" #: /Editor/Mono/Inspector/AudioMixerGroupEditor.cs:61 msgctxt "MenuItem./CONTEXT/AudioMixerGroupController/Copy all effect settings to all snapshots" msgid "Copy all effect settings to all snapshots" msgstr "すべてのエフェクト設定をすべてのスナップショットにコピー" #: /Editor/Mono/Inspector/AudioMixerGroupEditor.cs:73 msgctxt "MenuItem./CONTEXT/AudioMixerGroupController/Toggle CPU usage display (only available on first editor instance)" msgid "Toggle CPU usage display (only available on first editor instance)" msgstr "CPU 利用率表示を切り替え (最初のEditorインスタンスでのみ利用可)" #: /Editor/Mono/Inspector/ScriptExecutionOrderInspector.cs:107 msgctxt "MenuItem./CONTEXT/MonoManager/Reset" msgid "MonoManager" msgstr "MonoManager" #: /Editor/Mono/Inspector/ScriptExecutionOrderInspector.cs:107 msgctxt "MenuItem./CONTEXT/MonoManager/Reset" msgid "Reset" msgstr "リセット" #: /Editor/Mono/Inspector/MonoScriptInspector.cs:63 msgctxt "MenuItem./CONTEXT/MonoImporter/Reset" msgid "MonoImporter" msgstr "MonoImporter" #: /Editor/Mono/Inspector/CustomRenderTextureEditor.cs:423 msgctxt "MenuItem./CONTEXT/CustomRenderTexture/Export" msgid "CustomRenderTexture" msgstr "カスタムレンダーテクスチャ" #: /Editor/Mono/Inspector/CustomRenderTextureEditor.cs:423 msgctxt "MenuItem./CONTEXT/CustomRenderTexture/Export" msgid "Export" msgstr "エクスポート" #: /Editor/Mono/Inspector/Avatar/AvatarEditor.cs:38 msgctxt "MenuItem./Mecanim/Write All Assets" msgid "Mecanim" msgstr "Mecanim" #: /Editor/Mono/Inspector/Avatar/AvatarEditor.cs:38 msgctxt "MenuItem./Mecanim/Write All Assets" msgid "Write All Assets" msgstr "すべてのアセットを書き込み" #: /Editor/Mono/Inspector/Avatar/AvatarEditor.cs:365 msgctxt "MenuItem./CONTEXT/Avatar/Reset" msgid "Avatar" msgstr "アバター" #: /Editor/Mono/ProjectWindow/SearchableEditorWindow.cs:61 msgctxt "MenuItem./CONTEXT/Component/Find References In Scene" msgid "Component" msgstr "コンポーネント" #: /Editor/Mono/ProjectWindow/SearchableEditorWindow.cs:61 msgctxt "MenuItem./CONTEXT/Component/Find References In Scene" msgid "Find References In Scene" msgstr "シーン内の参照を検索" #: /Editor/Mono/ProjectWindow/ProjectWindowUtil.cs:198 msgctxt "MenuItem./Assets/Create/GUI Skin" msgid "Create" msgstr "作成" #: /Editor/Mono/ProjectWindow/ProjectWindowUtil.cs:198 msgctxt "MenuItem./Assets/Create/GUI Skin" msgid "GUI Skin" msgstr "GUI スキン" #: /Editor/Mono/ProjectWindow/ProjectWindowUtil.cs:273 msgctxt "MenuItem./Assets/Create/Prefab Variant" msgid "Prefab Variant" msgstr "プレハブバリアント" #: /Editor/Mono/SceneModeWindows/LightingExplorerWindow.cs:41 msgctxt "MenuItem./Window/Rendering/Light Explorer" msgid "Rendering" msgstr "レンダリング" #: /Editor/Mono/SceneModeWindows/LightingExplorerWindow.cs:41 msgctxt "MenuItem./Window/Rendering/Light Explorer" msgid "Light Explorer" msgstr "ライトエクスプローラー" #: /Editor/Mono/SceneModeWindows/NavigationWindow.cs:97 msgctxt "MenuItem./Window/AI/Navigation" msgid "AI" msgstr "AI" #: /Editor/Mono/SceneModeWindows/NavigationWindow.cs:97 msgctxt "MenuItem./Window/AI/Navigation" msgid "Navigation" msgstr "ナビゲーション" #: /Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:101 msgctxt "MenuItem./Window/Rendering/Occlusion Culling" msgid "Occlusion Culling" msgstr "オクルージョンカリング" #: /Editor/Mono/SceneModeWindows/PhysicsDebugWindow.cs:71 msgctxt "MenuItem./Window/Analysis/Physics Debugger" msgid "Physics Debugger" msgstr "物理演算デバッガー" #: /Editor/Mono/SceneModeWindows/LightingWindow.cs:229 msgctxt "MenuItem./Window/Rendering/Lighting Settings" msgid "Lighting Settings" msgstr "ライティング設定" #: /Editor/Mono/Animation/AnimationWindow/AnimationWindowEventInspector.cs:480 msgctxt "MenuItem./CONTEXT/AnimationWindowEvent/Reset" msgid "AnimationWindowEvent" msgstr "AnimationWindowEvent" #: /Editor/Mono/Undo/UndoWindow.cs:24 msgctxt "MenuItem./Window/Internal/Undo" msgid "Internal" msgstr "内部向け" #: /Editor/Mono/Undo/UndoWindow.cs:24 msgctxt "MenuItem./Window/Internal/Undo" msgid "Undo" msgstr "取り消し" #: /Editor/Mono/PerformanceTools/FrameDebugger.cs:346 msgctxt "MenuItem./Window/Analysis/Frame Debugger" msgid "Frame Debugger" msgstr "フレームデバッガー" #: /Editor/Mono/VersionControl/UI/VCMenuChange.cs:18 msgctxt "MenuItem./CONTEXT/Change/Submit..." msgid "Change" msgstr "変更" #: /Editor/Mono/VersionControl/UI/VCMenuChange.cs:18 msgctxt "MenuItem./CONTEXT/Change/Submit..." msgid "Submit..." msgstr "提出する..." #: /Editor/Mono/VersionControl/UI/VCMenuChange.cs:35 msgctxt "MenuItem./CONTEXT/Change/Revert..." msgid "Revert..." msgstr "元に戻す..." #: /Editor/Mono/VersionControl/UI/VCMenuChange.cs:52 msgctxt "MenuItem./CONTEXT/Change/Revert Unchanged" msgid "Revert Unchanged" msgstr "未変更を元に戻す" #: /Editor/Mono/VersionControl/UI/VCMenuChange.cs:67 msgctxt "MenuItem./CONTEXT/Change/Resolve Conflicts..." msgid "Resolve Conflicts..." msgstr "競合を解決..." #: /Editor/Mono/VersionControl/UI/VCMenuChange.cs:83 msgctxt "MenuItem./CONTEXT/Change/New Changeset..." msgid "New Changeset..." msgstr "新しいチェンジセット..." #: /Editor/Mono/VersionControl/UI/VCMenuChange.cs:95 msgctxt "MenuItem./CONTEXT/Change/Edit Changeset..." msgid "Edit Changeset..." msgstr "チェンジセットを編集..." #: /Editor/Mono/VersionControl/UI/VCMenuChange.cs:114 msgctxt "MenuItem./CONTEXT/Change/Delete Empty Changeset" msgid "Delete Empty Changeset" msgstr "空のチェンジセットを削除" #: /Editor/Mono/VersionControl/UI/VCMenuPending.cs:10 msgctxt "MenuItem./CONTEXT/Pending/Submit..." msgid "Pending" msgstr "保留中" #: /Editor/Mono/VersionControl/UI/VCMenuPending.cs:60 msgctxt "MenuItem./CONTEXT/Pending/Lock" msgid "Lock" msgstr "ロック" #: /Editor/Mono/VersionControl/UI/VCMenuPending.cs:73 msgctxt "MenuItem./CONTEXT/Pending/Unlock" msgid "Unlock" msgstr "アンロック" #: /Editor/Mono/VersionControl/UI/VCMenuPending.cs:86 msgctxt "MenuItem./CONTEXT/Pending/Diff/Against Head..." msgid "Diff" msgstr "差分" #: /Editor/Mono/VersionControl/UI/VCMenuPending.cs:86 msgctxt "MenuItem./CONTEXT/Pending/Diff/Against Head..." msgid "Against Head..." msgstr "ヘッドと比較..." #: /Editor/Mono/VersionControl/UI/VCMenuPending.cs:98 msgctxt "MenuItem./CONTEXT/Pending/Diff/Against Head with .meta..." msgid "Against Head with .meta..." msgstr ".meta でヘッドと比較..." #: /Editor/Mono/VersionControl/UI/VCMenuPending.cs:110 msgctxt "MenuItem./CONTEXT/Pending/Reveal in Finder" msgid "Reveal in Finder" msgstr "Finder で表示" #: /Editor/Mono/VersionControl/UI/VCMenuPending.cs:126 msgctxt "MenuItem./Assets/Show in Explorer" msgid "Show in Explorer" msgstr "エクスプローラーで表示" #: /Editor/Mono/Troubleshooter/TroubleshooterWindow.cs:28 msgctxt "MenuItem./Help/Troubleshoot Issue..." msgid "Help" msgstr "ヘルプ" #: /Editor/Mono/Troubleshooter/TroubleshooterWindow.cs:28 msgctxt "MenuItem./Help/Troubleshoot Issue..." msgid "Troubleshoot Issue..." msgstr "問題のトラブルシューティング..." #: /Editor/Mono/GUI/ScreenShotting.cs:13 msgctxt "MenuItem./Window/Internal/Screenshot/Set Window Size %&l" msgid "Screenshot" msgstr "スクリーンショット" #: /Editor/Mono/GUI/ScreenShotting.cs:13 msgctxt "MenuItem./Window/Internal/Screenshot/Set Window Size %&l" msgid "Set Window Size %&l" msgstr "ウィンドウサイズを設定 %&l" #: /Editor/Mono/GUI/ScreenShotting.cs:20 msgctxt "MenuItem./Window/Internal/Screenshot/Set Window Size Small" msgid "Set Window Size Small" msgstr "ウィンドウサイズを小さく設定" #: /Editor/Mono/GUI/ScreenShotting.cs:27 msgctxt "MenuItem./Window/Internal/Screenshot/Snap View %&j" msgid "Snap View %&j" msgstr "スナップビュー %&j" #: /Editor/Mono/GUI/ScreenShotting.cs:41 msgctxt "MenuItem./Window/Internal/Screenshot/Snap View Toolbar" msgid "Snap View Toolbar" msgstr "ツールバーを撮る" #: /Editor/Mono/GUI/ScreenShotting.cs:56 msgctxt "MenuItem./Window/Internal/Screenshot/Snap View Extended Right %&k" msgid "Snap View Extended Right %&k" msgstr "スナップビュー 右を拡張 %&k" #: /Editor/Mono/GUI/ScreenShotting.cs:72 msgctxt "MenuItem./Window/Internal/Screenshot/Snap Component" msgid "Snap Component" msgstr "コンポーネントを撮る" #: /Editor/Mono/GUI/ScreenShotting.cs:87 msgctxt "MenuItem./Window/Internal/Screenshot/Snap Game View Content" msgid "Snap Game View Content" msgstr "ゲームビューを撮る" #: /Editor/Mono/GUI/WindowLayout.cs:127 msgctxt "MenuItem./Window/Layouts" msgid "Layouts" msgstr "レイアウト" #: /Editor/Mono/GUI/WindowLayout.cs:159 msgctxt "MenuItem./Window/Layouts/Save Layout..." msgid "Save Layout..." msgstr "レイアウトを保存..." #: /Editor/Mono/GUI/WindowLayout.cs:160 msgctxt "MenuItem./Window/Layouts/Delete Layout..." msgid "Delete Layout..." msgstr "レイアウトを削除..." #: /Editor/Mono/GUI/WindowLayout.cs:161 msgctxt "MenuItem./Window/Layouts/Revert Factory Settings..." msgid "Revert Factory Settings..." msgstr "出荷時設定に戻す..." #: /Editor/Mono/GUI/WindowLayout.cs:1166 msgctxt "MenuItem./Window/General/Scene %1" msgid "General" msgstr "一般" #: /Editor/Mono/GUI/WindowLayout.cs:1166 msgctxt "MenuItem./Window/General/Scene %1" msgid "Scene %1" msgstr "シーン %1" #: /Editor/Mono/GUI/WindowLayout.cs:1172 msgctxt "MenuItem./Window/General/Game %2" msgid "Game %2" msgstr "ゲーム %2" #: /Editor/Mono/GUI/WindowLayout.cs:1178 msgctxt "MenuItem./Window/General/Inspector %3" msgid "Inspector %3" msgstr "インスペクター %3" #: /Editor/Mono/GUI/WindowLayout.cs:1184 msgctxt "MenuItem./Window/General/Hierarchy %4" msgid "Hierarchy %4" msgstr "ヒエラルキー %4" #: /Editor/Mono/GUI/WindowLayout.cs:1190 msgctxt "MenuItem./Window/General/Project %5" msgid "Project %5" msgstr "プロジェクト %5" #: /Editor/Mono/GUI/WindowLayout.cs:1196 msgctxt "MenuItem./Window/Animation/Animation %6" msgid "Animation" msgstr "アニメーション" #: /Editor/Mono/GUI/WindowLayout.cs:1196 msgctxt "MenuItem./Window/Animation/Animation %6" msgid "Animation %6" msgstr "アニメーション %6" #: /Editor/Mono/GUI/WindowLayout.cs:1202 msgctxt "MenuItem./Window/Audio/Audio Mixer %8" msgid "Audio" msgstr "オーディオ" #: /Editor/Mono/GUI/WindowLayout.cs:1202 msgctxt "MenuItem./Window/Audio/Audio Mixer %8" msgid "Audio Mixer %8" msgstr "オーディオミキサー %8" #: /Editor/Mono/GUI/WindowLayout.cs:1209 msgctxt "MenuItem./Window/Version Control" msgid "Version Control" msgstr "バージョン管理" #: /Editor/Mono/GUI/WindowLayout.cs:1215 msgctxt "MenuItem./Window/2D/Sprite Packer" msgid "2D" msgstr "2D" #: /Editor/Mono/GUI/WindowLayout.cs:1215 msgctxt "MenuItem./Window/2D/Sprite Packer" msgid "Sprite Packer" msgstr "スプライトパッカー" #: /Editor/Mono/GUI/WindowLayout.cs:1221 msgctxt "MenuItem./Window/General/Console %#c" msgid "Console %#c" msgstr "コンソール %#c" #: /Editor/Mono/GUI/Tools/EditorToolWindow.cs:48 msgctxt "MenuItem./Window/General/Active Tool" msgid "Active Tool" msgstr "アクティブツール" #: /Editor/Mono/GUI/Tools/SnapSettings.cs:78 msgctxt "MenuItem./Edit/Snap Settings..." msgid "Snap Settings..." msgstr "スナップ設定..." #: /Editor/Mono/UnityConnect/UnityConnect.bindings.cs:353 msgctxt "MenuItem./Window/Unity Connect/Clear Access Token" msgid "Unity Connect" msgstr "Unity Connect" #: /Editor/Mono/UnityConnect/UnityConnect.bindings.cs:353 msgctxt "MenuItem./Window/Unity Connect/Clear Access Token" msgid "Clear Access Token" msgstr "アクセストークンを消去" #: /Editor/Mono/UnityConnect/UnityConnect.bindings.cs:359 msgctxt "MenuItem./Window/Unity Connect/Computer GoesToSleep" msgid "Computer GoesToSleep" msgstr "Computer GoesToSleep" #: /Editor/Mono/UnityConnect/UnityConnect.bindings.cs:365 msgctxt "MenuItem./Window/Unity Connect/Computer DidWakeUp" msgid "Computer DidWakeUp" msgstr "Computer DidWakeUp" #: /Editor/Mono/UnityConnect/Services/HubAccess.cs:55 msgctxt "MenuItem./Window/General/Services %0" msgid "Services %0" msgstr "サービス %0" #: /Editor/Mono/Commands/GOCreationCommands.cs:39 msgctxt "MenuItem./GameObject/Create Empty %#n" msgid "Create Empty %#n" msgstr "空のオブジェクトを作成 %#n" #: /Editor/Mono/Commands/GOCreationCommands.cs:46 msgctxt "MenuItem./GameObject/Create Empty Child &#n" msgid "Create Empty Child &#n" msgstr "空の子オブジェクトを作成 &#n" #: /Editor/Mono/Commands/GOCreationCommands.cs:68 msgctxt "MenuItem./GameObject/3D Object/Cube" msgid "Cube" msgstr "キューブ" #: /Editor/Mono/Commands/GOCreationCommands.cs:74 msgctxt "MenuItem./GameObject/3D Object/Sphere" msgid "Sphere" msgstr "スフィア" #: /Editor/Mono/Commands/GOCreationCommands.cs:80 msgctxt "MenuItem./GameObject/3D Object/Capsule" msgid "Capsule" msgstr "カプセル" #: /Editor/Mono/Commands/GOCreationCommands.cs:86 msgctxt "MenuItem./GameObject/3D Object/Cylinder" msgid "Cylinder" msgstr "シリンダー" #: /Editor/Mono/Commands/GOCreationCommands.cs:92 msgctxt "MenuItem./GameObject/3D Object/Plane" msgid "Plane" msgstr "平面" #: /Editor/Mono/Commands/GOCreationCommands.cs:98 msgctxt "MenuItem./GameObject/3D Object/Quad" msgid "Quad" msgstr "クアッド" #: /Editor/Mono/Commands/GOCreationCommands.cs:104 msgctxt "MenuItem./GameObject/2D Object/Sprite" msgid "2D Object" msgstr "2D オブジェクト" #: /Editor/Mono/Commands/GOCreationCommands.cs:104 msgctxt "MenuItem./GameObject/2D Object/Sprite" msgid "Sprite" msgstr "スプライト" #: /Editor/Mono/Commands/GOCreationCommands.cs:143 msgctxt "MenuItem./GameObject/Light/Directional Light" msgid "Light" msgstr "ライト" #: /Editor/Mono/Commands/GOCreationCommands.cs:143 msgctxt "MenuItem./GameObject/Light/Directional Light" msgid "Directional Light" msgstr "ディレクショナルライト" #: /Editor/Mono/Commands/GOCreationCommands.cs:156 msgctxt "MenuItem./GameObject/Light/Point Light" msgid "Point Light" msgstr "ポイントライト" #: /Editor/Mono/Commands/GOCreationCommands.cs:167 msgctxt "MenuItem./GameObject/Light/Spotlight" msgid "Spotlight" msgstr "スポットライト" #: /Editor/Mono/Commands/GOCreationCommands.cs:179 msgctxt "MenuItem./GameObject/Light/Area Light" msgid "Area Light" msgstr "エリアライト" #: /Editor/Mono/Commands/GOCreationCommands.cs:192 msgctxt "MenuItem./GameObject/Light/Reflection Probe" msgid "Reflection Probe" msgstr "リフレクションプローブ" #: /Editor/Mono/Commands/GOCreationCommands.cs:199 msgctxt "MenuItem./GameObject/Light/Light Probe Group" msgid "Light Probe Group" msgstr "ライトプローブグループ" #: /Editor/Mono/Commands/GOCreationCommands.cs:206 msgctxt "MenuItem./GameObject/Audio/Audio Source" msgid "Audio Source" msgstr "オーディオソース" #: /Editor/Mono/Commands/GOCreationCommands.cs:213 msgctxt "MenuItem./GameObject/Audio/Audio Reverb Zone" msgid "Audio Reverb Zone" msgstr "オーディオリバーブゾーン" #: /Editor/Mono/Commands/GOCreationCommands.cs:220 msgctxt "MenuItem./GameObject/Video/Video Player" msgid "Video" msgstr "ビデオ" #: /Editor/Mono/Commands/GOCreationCommands.cs:220 msgctxt "MenuItem./GameObject/Video/Video Player" msgid "Video Player" msgstr "ビデオプレイヤー" #: /Editor/Mono/Commands/GOCreationCommands.cs:227 msgctxt "MenuItem./GameObject/Effects/Particle System" msgid "Effects" msgstr "エフェクト" #: /Editor/Mono/Commands/GOCreationCommands.cs:227 msgctxt "MenuItem./GameObject/Effects/Particle System" msgid "Particle System" msgstr "パーティクルシステム" #: /Editor/Mono/Commands/GOCreationCommands.cs:243 msgctxt "MenuItem./GameObject/Effects/Particle System Force Field" msgid "Particle System Force Field" msgstr "パーティクルシステム力場" #: /Editor/Mono/Commands/GOCreationCommands.cs:250 msgctxt "MenuItem./GameObject/Effects/Trail" msgid "Trail" msgstr "トレイル" #: /Editor/Mono/Commands/GOCreationCommands.cs:259 msgctxt "MenuItem./GameObject/Effects/Line" msgid "Line" msgstr "ライン" #: /Editor/Mono/Commands/GOCreationCommands.cs:271 msgctxt "MenuItem./GameObject/Camera" msgid "Camera" msgstr "カメラ" #: /Editor/Mono/BuildPipeline/MonoInternalCallGenerator.cs:378 msgctxt "MenuItem./Test/GenerateRegisterInternalCalls" msgid "Test" msgstr "テスト" #: /Editor/Mono/BuildPipeline/MonoInternalCallGenerator.cs:378 msgctxt "MenuItem./Test/GenerateRegisterInternalCalls" msgid "GenerateRegisterInternalCalls" msgstr "GenerateRegisterInternalCalls" #: /Editor/Mono/AssetStore/AssetStoreWindow.cs:30 msgctxt "MenuItem./Window/Asset Store %9" msgid "Asset Store %9" msgstr "アセットストア %9" #: /Editor/Mono/SelectionCommands/SelectionCommands.cs:11 msgctxt "MenuItem./Edit/Deselect All #d" msgid "Deselect All #d" msgstr "すべての選択を解除 #d" #: /Editor/Mono/SelectionCommands/SelectionCommands.cs:17 msgctxt "MenuItem./Edit/Select Children #c" msgid "Select Children #c" msgstr "子を選択 #c" #: /Editor/Mono/SelectionCommands/SelectionCommands.cs:23 msgctxt "MenuItem./Edit/Select Prefab Root %#r" msgid "Select Prefab Root %#r" msgstr "プレハブルートを選択 %#r" #: /Editor/Mono/SelectionCommands/SelectionCommands.cs:29 msgctxt "MenuItem./Edit/Invert Selection %i" msgid "Invert Selection %i" msgstr "選択を反転 %i" #: /Editor/Mono/UIElements/UXMLSchemaGenerator.cs:33 msgctxt "MenuItem./Assets/Update UIElements Schema" msgid "Update UIElements Schema" msgstr "UIElements スキーマ更新" #: /Editor/Mono/UIElements/UIElementsEditorWindowCreator/UIElementsEditorWindowCreator.cs:30 msgctxt "MenuItem./Assets/Create/UIElements Editor Window" msgid "UIElements Editor Window" msgstr "UIElements エディターウィンドウ" #: /Editor/Mono/UIElements/UIElementsEditorWindowCreator/UIElementsEditorWindowCreator.cs:72 msgctxt "MenuItem./Window/UIElements/" msgid "UIElements" msgstr "UIElements" #: /Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateMachineBehaviourEditor.cs:49 msgctxt "MenuItem./CONTEXT/StateMachineBehaviour/Remove" msgid "StateMachineBehaviour" msgstr "StateMachineBehaviour" #: /Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateMachineBehaviourEditor.cs:49 msgctxt "MenuItem./CONTEXT/StateMachineBehaviour/Remove" msgid "Remove" msgstr "削除" #: /Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateMachineBehaviourEditor.cs:87 msgctxt "MenuItem./CONTEXT/StateMachineBehaviour/Move Up" msgid "Move Up" msgstr "上に移動" #: /Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateMachineBehaviourEditor.cs:141 msgctxt "MenuItem./CONTEXT/StateMachineBehaviour/Move Down" msgid "Move Down" msgstr "下に移動" #: /Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateMachineBehaviourEditor.cs:256 msgctxt "MenuItem./CONTEXT/InvalidStateMachineBehaviour/Remove" msgid "InvalidStateMachineBehaviour" msgstr "InvalidStateMachineBehaviour" #: /Editor/Graphs/UnityEditor.Graphs/Animation/AnimatorControllerTool.cs:566 msgctxt "MenuItem./Window/Animation/Animator" msgid "Animator" msgstr "アニメーター" #: /Editor/Graphs/UnityEditor.Graphs/Animation/ParameterControllerEditor.cs:19 msgctxt "MenuItem./Window/Animation/Animator Parameter" msgid "Animator Parameter" msgstr "アニメーターパラメーター" #: /Editor/Src/EditorWindowController.cpp:88 msgctxt "MenuItem./Window/Next Window" msgid "Next Window" msgstr "次のウィンドウ" #: /Editor/Src/EditorWindowController.cpp:89 msgctxt "MenuItem./Window/Previous Window" msgid "Previous Window" msgstr "前のウィンドウ" #: /Editor/Src/EditorWindowController.cpp:92 msgctxt "MenuItem./Window/Asset Management/Version Control" msgid "Asset Management" msgstr "アセット管理" #: /Editor/Src/EditorWindowController.cpp:98 msgctxt "MenuItem./Window/Internal/Doc Browser Project" msgid "Doc Browser Project" msgstr "ドキュメントブラウザーのプロジェクトをロード" #: /Editor/Src/EditorWindowController.cpp:102 msgctxt "MenuItem./Window/XR/Holographic Emulation" msgid "XR" msgstr "XR" #: /Editor/Src/EditorWindowController.cpp:102 msgctxt "MenuItem./Window/XR/Holographic Emulation" msgid "Holographic Emulation" msgstr "ホログラフィックエミュレーション" #: /Editor/Src/MenuController.cpp:581 msgctxt "MenuItem./File" msgid "File" msgstr "ファイル" #: /Editor/Src/ShaderMenu.cpp:189 msgctxt "MenuItem./CONTEXT/ShaderPopup" msgid "ShaderPopup" msgstr "シェーダーポップアップ" #: /Editor/Src/GI/Progressive/RecompileShadersRegisterMenu.cpp:26 msgctxt "MenuItem./Assets/Recompile Lightmapping Shaders" msgid "Recompile Lightmapping Shaders" msgstr "ライトマップシェーダーを再コンパイル" #: /Editor/Src/ScriptCompilation/ScriptCompilationPipeline.cpp:2072 msgctxt "MenuItem./Tools/Regenerate All Icons with Mips" msgid "Tools" msgstr "ツール" #: /Editor/Src/ScriptCompilation/ScriptCompilationPipeline.cpp:2072 msgctxt "MenuItem./Tools/Regenerate All Icons with Mips" msgid "Regenerate All Icons with Mips" msgstr "ミップマップ付きですべてのアイコンを再生成" #: /Editor/Src/ScriptCompilation/ScriptCompilationPipeline.cpp:2073 msgctxt "MenuItem./Tools/Regenerate Selected Icons with Mips" msgid "Regenerate Selected Icons with Mips" msgstr "ミップマップ付きで選択中のアイコンを再生成" #: /Editor/Src/ScriptCompilation/ScriptCompilationPipeline.cpp:2076 msgctxt "MenuItem./Assets/Recompile Editor Code and Modules" msgid "Recompile Editor Code and Modules" msgstr "エディターコードとモジュールを再コンパイル" #: /Editor/Src/Commands/AssetsDebugMenu.cpp:48 msgctxt "MenuItem./Assets/Debug/Open Imported Asset" msgid "Debug" msgstr "デバッグ" #: /Editor/Src/Commands/AssetsDebugMenu.cpp:48 msgctxt "MenuItem./Assets/Debug/Open Imported Asset" msgid "Open Imported Asset" msgstr "インポートしたアセットを開く" #: /Editor/Src/Commands/HelpMenu.cpp:80 msgctxt "MenuItem./Help/Unity Manual" msgid "Unity Manual" msgstr "Unity マニュアル" #: /Editor/Src/Commands/HelpMenu.cpp:81 msgctxt "MenuItem./Help/Scripting Reference" msgid "Scripting Reference" msgstr "スクリプトリファレンス" #: /Editor/Src/Commands/HelpMenu.cpp:139 msgctxt "MenuItem./Help/About Unity" msgid "About Unity" msgstr "Unity について" #: /Editor/Src/Commands/HelpMenu.cpp:143 msgctxt "MenuItem./Help/Premium Expert Help - Beta" msgid "Premium Expert Help - Beta" msgstr "プレミアムエキスパートヘルプ - ベータ" #: /Editor/Src/Commands/HelpMenu.cpp:144 msgctxt "MenuItem./Help/Unity Services" msgid "Unity Services" msgstr "Unity Services" #: /Editor/Src/Commands/HelpMenu.cpp:145 msgctxt "MenuItem./Help/Unity Forum" msgid "Unity Forum" msgstr "Unity フォーラム" #: /Editor/Src/Commands/HelpMenu.cpp:146 msgctxt "MenuItem./Help/Unity Answers" msgid "Unity Answers" msgstr "Unity Answers" #: /Editor/Src/Commands/HelpMenu.cpp:147 msgctxt "MenuItem./Help/Unity Feedback" msgid "Unity Feedback" msgstr "Unity フィードバック" #: /Editor/Src/Commands/HelpMenu.cpp:150 msgctxt "MenuItem./Help/Check for Updates" msgid "Check for Updates" msgstr "更新を確認" #: /Editor/Src/Commands/HelpMenu.cpp:152 msgctxt "MenuItem./Help/Download Beta..." msgid "Download Beta..." msgstr "ベータ版をダウンロード..." #: /Editor/Src/Commands/HelpMenu.cpp:155 msgctxt "MenuItem./Help/Manage License" msgid "Manage License" msgstr "ライセンスの管理" #: /Editor/Src/Commands/HelpMenu.cpp:158 msgctxt "MenuItem./Help/Release Notes" msgid "Release Notes" msgstr "リリースノート" #: /Editor/Src/Commands/HelpMenu.cpp:159 msgctxt "MenuItem./Help/Software Licenses" msgid "Software Licenses" msgstr "ソフトウェアライセンス" #: /Editor/Src/Commands/HelpMenu.cpp:160 msgctxt "MenuItem./Help/Report a Bug..." msgid "Report a Bug..." msgstr "バグを報告..." #: /Editor/Src/Commands/CloudMenu.cpp:45 msgctxt "MenuItem./Edit/Sign in..." msgid "Sign in..." msgstr "サインイン..." #: /Editor/Src/Commands/CloudMenu.cpp:46 msgctxt "MenuItem./Edit/Sign out" msgid "Sign out" msgstr "サインアウト" #: /Editor/Src/Commands/PlayMenu.cpp:38 msgctxt "MenuItem./Edit/Play" msgid "Play" msgstr "再生" #: /Editor/Src/Commands/PlayMenu.cpp:39 msgctxt "MenuItem./Edit/Pause" msgid "Pause" msgstr "一時停止" #: /Editor/Src/Commands/PlayMenu.cpp:40 msgctxt "MenuItem./Edit/Step" msgid "Step" msgstr "ステップ" #: /Editor/Src/Commands/SaveSelection.cpp:77 msgctxt "MenuItem./Edit/Selection/Previous Selection" msgid "Selection" msgstr "選択" #: /Editor/Src/Commands/SaveSelection.cpp:77 msgctxt "MenuItem./Edit/Selection/Previous Selection" msgid "Previous Selection" msgstr "前の選択" #: /Editor/Src/Commands/SaveSelection.cpp:78 msgctxt "MenuItem./Edit/Selection/Next Selection" msgid "Next Selection" msgstr "次の選択" #: /Editor/Src/Commands/SaveSelection.cpp:81 msgctxt "MenuItem./Edit/Selection/Load Selection 1" msgid "Load Selection 1" msgstr "選択 1 をロード " #: /Editor/Src/Commands/SaveSelection.cpp:82 msgctxt "MenuItem./Edit/Selection/Load Selection 2" msgid "Load Selection 2" msgstr "選択 2 をロード" #: /Editor/Src/Commands/SaveSelection.cpp:83 msgctxt "MenuItem./Edit/Selection/Load Selection 3" msgid "Load Selection 3" msgstr "選択 3 をロード" #: /Editor/Src/Commands/SaveSelection.cpp:84 msgctxt "MenuItem./Edit/Selection/Load Selection 4" msgid "Load Selection 4" msgstr "選択 4 をロード" #: /Editor/Src/Commands/SaveSelection.cpp:85 msgctxt "MenuItem./Edit/Selection/Load Selection 5" msgid "Load Selection 5" msgstr "選択 5 をロード" #: /Editor/Src/Commands/SaveSelection.cpp:86 msgctxt "MenuItem./Edit/Selection/Load Selection 6" msgid "Load Selection 6" msgstr "選択 6 をロード" #: /Editor/Src/Commands/SaveSelection.cpp:87 msgctxt "MenuItem./Edit/Selection/Load Selection 7" msgid "Load Selection 7" msgstr "選択 7 をロード" #: /Editor/Src/Commands/SaveSelection.cpp:88 msgctxt "MenuItem./Edit/Selection/Load Selection 8" msgid "Load Selection 8" msgstr "選択 8 をロード" #: /Editor/Src/Commands/SaveSelection.cpp:89 msgctxt "MenuItem./Edit/Selection/Load Selection 9" msgid "Load Selection 9" msgstr "選択 9 をロード" #: /Editor/Src/Commands/SaveSelection.cpp:90 msgctxt "MenuItem./Edit/Selection/Load Selection 0" msgid "Load Selection 0" msgstr "選択 0 をロード " #: /Editor/Src/Commands/SaveSelection.cpp:91 msgctxt "MenuItem./Edit/Selection/Save Selection 1" msgid "Save Selection 1" msgstr "選択 1 を保存" #: /Editor/Src/Commands/SaveSelection.cpp:92 msgctxt "MenuItem./Edit/Selection/Save Selection 2" msgid "Save Selection 2" msgstr "選択 2 を保存" #: /Editor/Src/Commands/SaveSelection.cpp:93 msgctxt "MenuItem./Edit/Selection/Save Selection 3" msgid "Save Selection 3" msgstr "選択 3 を保存" #: /Editor/Src/Commands/SaveSelection.cpp:94 msgctxt "MenuItem./Edit/Selection/Save Selection 4" msgid "Save Selection 4" msgstr "選択 4 を保存" #: /Editor/Src/Commands/SaveSelection.cpp:95 msgctxt "MenuItem./Edit/Selection/Save Selection 5" msgid "Save Selection 5" msgstr "選択 5 を保存" #: /Editor/Src/Commands/SaveSelection.cpp:96 msgctxt "MenuItem./Edit/Selection/Save Selection 6" msgid "Save Selection 6" msgstr "選択 6 を保存" #: /Editor/Src/Commands/SaveSelection.cpp:97 msgctxt "MenuItem./Edit/Selection/Save Selection 7" msgid "Save Selection 7" msgstr "選択 7 を保存" #: /Editor/Src/Commands/SaveSelection.cpp:98 msgctxt "MenuItem./Edit/Selection/Save Selection 8" msgid "Save Selection 8" msgstr "選択 8 を保存" #: /Editor/Src/Commands/SaveSelection.cpp:99 msgctxt "MenuItem./Edit/Selection/Save Selection 9" msgid "Save Selection 9" msgstr "選択 9 を保存" #: /Editor/Src/Commands/SaveSelection.cpp:100 msgctxt "MenuItem./Edit/Selection/Save Selection 0" msgid "Save Selection 0" msgstr "選択 0 を保存" #: /Editor/Src/Commands/AssetsMenu.cpp:998 msgctxt "MenuItem./Assets/Create/Folder" msgid "Folder" msgstr "フォルダー" #: /Editor/Src/Commands/AssetsMenu.cpp:1018 msgctxt "MenuItem./Assets/Create/Scene" msgid "Scene" msgstr "シーン" #: /Editor/Src/Commands/AssetsMenu.cpp:1021 msgctxt "MenuItem./Assets/Create/Material" msgid "Material" msgstr "マテリアル" #: /Editor/Src/Commands/AssetsMenu.cpp:1022 msgctxt "MenuItem./Assets/Create/Lens Flare" msgid "Lens Flare" msgstr "レンズフレア" #: /Editor/Src/Commands/AssetsMenu.cpp:1023 msgctxt "MenuItem./Assets/Create/Render Texture" msgid "Render Texture" msgstr "レンダーテクスチャ" #: /Editor/Src/Commands/AssetsMenu.cpp:1024 msgctxt "MenuItem./Assets/Create/Custom Render Texture" msgid "Custom Render Texture" msgstr "カスタムレンダーテクスチャ" #: /Editor/Src/Commands/AssetsMenu.cpp:1026 msgctxt "MenuItem./Assets/Create/Lightmap Parameters" msgid "Lightmap Parameters" msgstr "ライトマップパラメーター" #: /Editor/Src/Commands/AssetsMenu.cpp:1029 msgctxt "MenuItem./Assets/Create/Sprite Atlas" msgid "Sprite Atlas" msgstr "スプライトアトラス" #: /Editor/Src/Commands/AssetsMenu.cpp:1030 msgctxt "MenuItem./Assets/Create/Sprites/Square" msgid "Sprites" msgstr "スプライト" #: /Editor/Src/Commands/AssetsMenu.cpp:1030 msgctxt "MenuItem./Assets/Create/Sprites/Square" msgid "Square" msgstr "正方形" #: /Editor/Src/Commands/AssetsMenu.cpp:1031 msgctxt "MenuItem./Assets/Create/Sprites/Triangle" msgid "Triangle" msgstr "三角形" #: /Editor/Src/Commands/AssetsMenu.cpp:1032 msgctxt "MenuItem./Assets/Create/Sprites/Diamond" msgid "Diamond" msgstr "ひし形" #: /Editor/Src/Commands/AssetsMenu.cpp:1033 msgctxt "MenuItem./Assets/Create/Sprites/Hexagon" msgid "Hexagon" msgstr "六角形" #: /Editor/Src/Commands/AssetsMenu.cpp:1034 msgctxt "MenuItem./Assets/Create/Sprites/Circle" msgid "Circle" msgstr "円" #: /Editor/Src/Commands/AssetsMenu.cpp:1035 msgctxt "MenuItem./Assets/Create/Sprites/Polygon" msgid "Polygon" msgstr "ポリゴン" #: /Editor/Src/Commands/AssetsMenu.cpp:1038 msgctxt "MenuItem./Assets/Create/Animator Controller" msgid "Animator Controller" msgstr "アニメーターコントローラー" #: /Editor/Src/Commands/AssetsMenu.cpp:1040 msgctxt "MenuItem./Assets/Create/Animator Override Controller" msgid "Animator Override Controller" msgstr "アニメーターオーバーライドコントローラー" #: /Editor/Src/Commands/AssetsMenu.cpp:1041 msgctxt "MenuItem./Assets/Create/Avatar Mask" msgid "Avatar Mask" msgstr "アバターマスク" #: /Editor/Src/Commands/AssetsMenu.cpp:1044 msgctxt "MenuItem./Assets/Create/Physic Material" msgid "Physic Material" msgstr "物理マテリアル" #: /Editor/Src/Commands/AssetsMenu.cpp:1045 msgctxt "MenuItem./Assets/Create/Physics Material 2D" msgid "Physics Material 2D" msgstr "2D 物理マテリアル" #: /Editor/Src/Commands/AssetsMenu.cpp:1049 msgctxt "MenuItem./Assets/Create/Custom Font" msgid "Custom Font" msgstr "Custom Font" #: /Editor/Src/Commands/AssetsMenu.cpp:1050 msgctxt "MenuItem./Assets/Create/Shader/Shader Variant Collection" msgid "Shader" msgstr "シェーダー" #: /Editor/Src/Commands/AssetsMenu.cpp:1050 msgctxt "MenuItem./Assets/Create/Shader/Shader Variant Collection" msgid "Shader Variant Collection" msgstr "シェーダーバリアントコレクション" #: /Editor/Src/Commands/AssetsMenu.cpp:1053 msgctxt "MenuItem./Assets/Create/Legacy/Cubemap" msgid "Legacy" msgstr "古い機能" #: /Editor/Src/Commands/AssetsMenu.cpp:1053 msgctxt "MenuItem./Assets/Create/Legacy/Cubemap" msgid "Cubemap" msgstr "キューブマップ" #: /Editor/Src/Commands/AssetsMenu.cpp:1055 msgctxt "MenuItem./Assets/Create/Audio Mixer" msgid "Audio Mixer" msgstr "オーディオミキサー" #: /Editor/Src/Commands/AssetsMenu.cpp:1064 msgctxt "MenuItem./Assets/Open Containing Folder" msgid "Open Containing Folder" msgstr "内包するフォルダーを開く" #: /Editor/Src/Commands/AssetsMenu.cpp:1068 msgctxt "MenuItem./Assets/Open" msgid "Open" msgstr "開く" #: /Editor/Src/Commands/AssetsMenu.cpp:1070 msgctxt "MenuItem./Assets/Delete" msgid "Delete" msgstr "削除" #: /Editor/Src/Commands/AssetsMenu.cpp:1072 msgctxt "MenuItem./Assets/Rename" msgid "Rename" msgstr "名前を変更" #: /Editor/Src/Commands/AssetsMenu.cpp:1074 msgctxt "MenuItem./Assets/Copy Path" msgid "Copy Path" msgstr "パスをコピー" #: /Editor/Src/Commands/AssetsMenu.cpp:1079 msgctxt "MenuItem./Assets/Open Scene Additive" msgid "Open Scene Additive" msgstr "シーンを追加して開く" #: /Editor/Src/Commands/AssetsMenu.cpp:1083 msgctxt "MenuItem./Assets/Import New Asset..." msgid "Import New Asset..." msgstr "新しいアセットをインポート..." #: /Editor/Src/Commands/AssetsMenu.cpp:1084 msgctxt "MenuItem./Assets/Import Package/Custom Package..." msgid "Import Package" msgstr "パッケージをインポート" #: /Editor/Src/Commands/AssetsMenu.cpp:1084 msgctxt "MenuItem./Assets/Import Package/Custom Package..." msgid "Custom Package..." msgstr "カスタムパッケージ..." #: /Editor/Src/Commands/AssetsMenu.cpp:1110 msgctxt "MenuItem./Assets/Export Package..." msgid "Export Package..." msgstr "パッケージをエクスポート..." #: /Editor/Src/Commands/AssetsMenu.cpp:1111 msgctxt "MenuItem./Assets/Select Dependencies" msgid "Select Dependencies" msgstr "依存するアセットを選択" #: /Editor/Src/Commands/AssetsMenu.cpp:1114 msgctxt "MenuItem./Assets/Refresh" msgid "Refresh" msgstr "最新情報に更新" #: /Editor/Src/Commands/AssetsMenu.cpp:1115 msgctxt "MenuItem./Assets/Reimport" msgid "Reimport" msgstr "再インポート" #: /Editor/Src/Commands/AssetsMenu.cpp:1119 msgctxt "MenuItem./Assets/Reimport All" msgid "Reimport All" msgstr "すべてを再インポート" #: /Editor/Src/Commands/AssetsMenu.cpp:1123 msgctxt "MenuItem./Assets/Extract From Prefab" msgid "Extract From Prefab" msgstr "プレハブから抽出" #: /Editor/Src/Commands/AssetsMenu.cpp:1128 msgctxt "MenuItem./Assets/Internal/Create A Ton of Test Assets" msgid "Create A Ton of Test Assets" msgstr "大量のテストアセットを作成" #: /Editor/Src/Commands/AssetsMenu.cpp:1129 msgctxt "MenuItem./Assets/Clear Shader Cache" msgid "Clear Shader Cache" msgstr "シェーダーキャッシュをクリア" #: /Editor/Src/Commands/EditMenu.cpp:76 msgctxt "MenuItem./Edit/Redo" msgid "Redo" msgstr "やり直し" #: /Editor/Src/Commands/EditMenu.cpp:78 msgctxt "MenuItem./Edit/Select All" msgid "Select All" msgstr "すべて選択" #: /Editor/Src/Commands/EditMenu.cpp:80 msgctxt "MenuItem./Edit/Cut" msgid "Cut" msgstr "切り取り" #: /Editor/Src/Commands/EditMenu.cpp:81 msgctxt "MenuItem./Edit/Copy" msgid "Copy" msgstr "コピー" #: /Editor/Src/Commands/EditMenu.cpp:82 msgctxt "MenuItem./Edit/Paste" msgid "Paste" msgstr "貼り付け" #: /Editor/Src/Commands/EditMenu.cpp:84 msgctxt "MenuItem./Edit/Duplicate" msgid "Duplicate" msgstr "複製" #: /Editor/Src/Commands/EditMenu.cpp:87 msgctxt "MenuItem./Edit/Frame Selected" msgid "Frame Selected" msgstr "選択したものを中央に" #: /Editor/Src/Commands/EditMenu.cpp:88 msgctxt "MenuItem./Edit/Lock View to Selected" msgid "Lock View to Selected" msgstr "選択対象にビューをロック" #: /Editor/Src/Commands/EditMenu.cpp:89 msgctxt "MenuItem./Edit/Find" msgid "Find" msgstr "検索" #: /Editor/Src/Commands/EditMenu.cpp:91 msgctxt "MenuItem./Edit/Preferences..." msgid "Preferences..." msgstr "環境設定..." #: /Editor/Src/Commands/EditMenu.cpp:92 msgctxt "MenuItem./Edit/Shortcuts..." msgid "Shortcuts..." msgstr "ショートカット..." #: /Editor/Src/Commands/FileMenu.cpp:64 msgctxt "MenuItem./File/New Scene" msgid "New Scene" msgstr "新しいシーン" #: /Editor/Src/Commands/FileMenu.cpp:65 msgctxt "MenuItem./File/Open Scene" msgid "Open Scene" msgstr "シーンを開く" #: /Editor/Src/Commands/FileMenu.cpp:67 msgctxt "MenuItem./File/Save" msgid "Save" msgstr "保存" #: /Editor/Src/Commands/FileMenu.cpp:68 msgctxt "MenuItem./File/Save As..." msgid "Save As..." msgstr "別名で保存..." #: /Editor/Src/Commands/FileMenu.cpp:70 msgctxt "MenuItem./File/New Project..." msgid "New Project..." msgstr "新しいプロジェクト..." #: /Editor/Src/Commands/FileMenu.cpp:71 msgctxt "MenuItem./File/Open Project..." msgid "Open Project..." msgstr "プロジェクトを開く..." #: /Editor/Src/Commands/FileMenu.cpp:72 msgctxt "MenuItem./File/Save Project" msgid "Save Project" msgstr "プロジェクトを保存" #: /Editor/Src/Commands/FileMenu.cpp:74 msgctxt "MenuItem./File/Build Settings..." msgid "Build Settings..." msgstr "ビルド設定..." #: /Editor/Src/Commands/FileMenu.cpp:75 msgctxt "MenuItem./File/Build And Run" msgid "Build And Run" msgstr "ビルドして実行" #: /Editor/Src/Commands/FileMenu.cpp:84 msgctxt "MenuItem./File/Close" msgid "Close" msgstr "閉じる" #: /Editor/Src/Commands/FileMenu.cpp:88 msgctxt "MenuItem./File/Exit" msgid "Exit" msgstr "終了" #: /Editor/Src/Commands/GOPlacement.cpp:79 msgctxt "MenuItem./GameObject/Center On Children" msgid "Center On Children" msgstr "子の中心に配置" #: /Editor/Src/Commands/GOParent.cpp:110 msgctxt "MenuItem./GameObject/Make Parent" msgid "Make Parent" msgstr "親子関係を作成" #: /Editor/Src/Commands/GOParent.cpp:111 msgctxt "MenuItem./GameObject/Clear Parent" msgid "Clear Parent" msgstr "親子関係を解除" #: /Editor/Src/Commands/TestMenu.cpp:62 msgctxt "MenuItem./Tests/Scene-based RuntimeTest/Create" msgid "Tests" msgstr "テスト" #: /Editor/Src/Commands/TestMenu.cpp:62 msgctxt "MenuItem./Tests/Scene-based RuntimeTest/Create" msgid "Scene-based RuntimeTest" msgstr "シーンベースのランタイムテスト" #: /Editor/Src/Commands/MiscContextMenus.cpp:115 msgctxt "MenuItem./CONTEXT/Object/Reset" msgid "Object" msgstr "オブジェクト" #: /Editor/Src/Commands/MiscContextMenus.cpp:116 msgctxt "MenuItem./CONTEXT/MonoBehaviour/Edit Script" msgid "MonoBehaviour" msgstr "MonoBehaviour" #: /Editor/Src/Commands/MiscContextMenus.cpp:116 msgctxt "MenuItem./CONTEXT/MonoBehaviour/Edit Script" msgid "Edit Script" msgstr "スクリプトを編集" #: /Editor/Src/Commands/MiscContextMenus.cpp:117 msgctxt "MenuItem./CONTEXT/Component/Remove Component" msgid "Remove Component" msgstr "コンポーネントを削除" #: /Editor/Src/Commands/MiscContextMenus.cpp:118 msgctxt "MenuItem./CONTEXT/GameObject/Select Prefab" msgid "Select Prefab" msgstr "プレハブを選択" #: /Editor/Src/Commands/MiscContextMenus.cpp:122 msgctxt "MenuItem./CONTEXT/Component/Copy Component" msgid "Copy Component" msgstr "コンポーネントをコピー" #: /Editor/Src/Commands/MiscContextMenus.cpp:123 msgctxt "MenuItem./CONTEXT/Component/Paste Component As New" msgid "Paste Component As New" msgstr "新しいコンポーネントとして貼り付け" #: /Editor/Src/Commands/MiscContextMenus.cpp:124 msgctxt "MenuItem./CONTEXT/Component/Paste Component Values" msgid "Paste Component Values" msgstr "コンポーネントの値を貼り付け" #: /Editor/Src/Commands/AnimatorHelper.cpp:106 msgctxt "MenuItem./CONTEXT/Animator/Optimize Transform Hierarchy" msgid "Optimize Transform Hierarchy" msgstr "トランスフォーム階層を最適化する" #: /Editor/Src/Commands/AnimatorHelper.cpp:107 msgctxt "MenuItem./CONTEXT/Animator/Deoptimize Transform Hierarchy" msgid "Deoptimize Transform Hierarchy" msgstr "トランスフォーム階層の最適化を解除" #: /Runtime/Misc/ComponentRequirement.cpp:425 msgctxt "MenuItem./Mesh" msgid "Mesh" msgstr "メッシュ" #: /Runtime/Misc/ComponentRequirement.cpp:426 msgctxt "MenuItem./Mesh Filter" msgid "Mesh Filter" msgstr "メッシュフィルター" #: /Runtime/Misc/ComponentRequirement.cpp:429 msgctxt "MenuItem./Mesh Renderer" msgid "Mesh Renderer" msgstr "メッシュレンダラー" #: /Runtime/Misc/ComponentRequirement.cpp:430 msgctxt "MenuItem./Skinned Mesh Renderer" msgid "Skinned Mesh Renderer" msgstr "スキンメッシュレンダラー" #: /Runtime/Misc/ComponentRequirement.cpp:434 msgctxt "MenuItem./Trail Renderer" msgid "Trail Renderer" msgstr "トレイルレンダラー" #: /Runtime/Misc/ComponentRequirement.cpp:435 msgctxt "MenuItem./Line Renderer" msgid "Line Renderer" msgstr "ラインレンダラー" #: /Runtime/Misc/ComponentRequirement.cpp:437 msgctxt "MenuItem./Halo" msgid "Halo" msgstr "ハロー" #: /Runtime/Misc/ComponentRequirement.cpp:438 msgctxt "MenuItem./Projector" msgid "Projector" msgstr "プロジェクター" #: /Runtime/Misc/ComponentRequirement.cpp:439 msgctxt "MenuItem./Visual Effect" msgid "Visual Effect" msgstr "Visual Effect" #: /Runtime/Misc/ComponentRequirement.cpp:441 msgctxt "MenuItem./Physics" msgid "Physics" msgstr "物理" #: /Runtime/Misc/ComponentRequirement.cpp:442 msgctxt "MenuItem./Rigidbody" msgid "Rigidbody" msgstr "リジッドボディ" #: /Runtime/Misc/ComponentRequirement.cpp:443 msgctxt "MenuItem./Character Controller" msgid "Character Controller" msgstr "キャラクターコントローラー" #: /Runtime/Misc/ComponentRequirement.cpp:445 msgctxt "MenuItem./Box Collider" msgid "Box Collider" msgstr "ボックスコライダー" #: /Runtime/Misc/ComponentRequirement.cpp:446 msgctxt "MenuItem./Sphere Collider" msgid "Sphere Collider" msgstr "スフィアコライダー" #: /Runtime/Misc/ComponentRequirement.cpp:447 msgctxt "MenuItem./Capsule Collider" msgid "Capsule Collider" msgstr "カプセルコライダー" #: /Runtime/Misc/ComponentRequirement.cpp:448 msgctxt "MenuItem./Mesh Collider" msgid "Mesh Collider" msgstr "メッシュコライダー" #: /Runtime/Misc/ComponentRequirement.cpp:449 msgctxt "MenuItem./Wheel Collider" msgid "Wheel Collider" msgstr "ホイールコライダー" #: /Runtime/Misc/ComponentRequirement.cpp:450 msgctxt "MenuItem./Terrain Collider" msgid "Terrain Collider" msgstr "Terrain (地形) コライダー" #: /Runtime/Misc/ComponentRequirement.cpp:462 msgctxt "MenuItem./Constant Force" msgid "Constant Force" msgstr "一定力" #: /Runtime/Misc/ComponentRequirement.cpp:464 msgctxt "MenuItem./Physics 2D" msgid "Physics 2D" msgstr "2D 物理" #: /Runtime/Misc/ComponentRequirement.cpp:465 msgctxt "MenuItem./Rigidbody 2D" msgid "Rigidbody 2D" msgstr "2D リジッドボディ" #: /Runtime/Misc/ComponentRequirement.cpp:467 msgctxt "MenuItem./Box Collider 2D" msgid "Box Collider 2D" msgstr "2D ボックスコライダー" #: /Runtime/Misc/ComponentRequirement.cpp:468 msgctxt "MenuItem./Circle Collider 2D" msgid "Circle Collider 2D" msgstr "2D サークルコライダー" #: /Runtime/Misc/ComponentRequirement.cpp:469 msgctxt "MenuItem./Edge Collider 2D" msgid "Edge Collider 2D" msgstr "2D エッジコライダー" #: /Runtime/Misc/ComponentRequirement.cpp:470 msgctxt "MenuItem./Polygon Collider 2D" msgid "Polygon Collider 2D" msgstr "2D ポリゴンコライダー" #: /Runtime/Misc/ComponentRequirement.cpp:471 msgctxt "MenuItem./Capsule Collider 2D" msgid "Capsule Collider 2D" msgstr "2D カプセルコライダー" #: /Runtime/Misc/ComponentRequirement.cpp:472 msgctxt "MenuItem./Composite Collider 2D" msgid "Composite Collider 2D" msgstr "2D 複合コライダー" #: /Runtime/Misc/ComponentRequirement.cpp:474 msgctxt "MenuItem./Distance Joint 2D" msgid "Distance Joint 2D" msgstr "2D ディスタンスジョイント" #: /Runtime/Misc/ComponentRequirement.cpp:475 msgctxt "MenuItem./Fixed Joint 2D" msgid "Fixed Joint 2D" msgstr "2D 固定ジョイント" #: /Runtime/Misc/ComponentRequirement.cpp:476 msgctxt "MenuItem./Friction Joint 2D" msgid "Friction Joint 2D" msgstr "2D 摩擦ジョイント" #: /Runtime/Misc/ComponentRequirement.cpp:477 msgctxt "MenuItem./Hinge Joint 2D" msgid "Hinge Joint 2D" msgstr "2D ヒンジジョイント" #: /Runtime/Misc/ComponentRequirement.cpp:478 msgctxt "MenuItem./Relative Joint 2D" msgid "Relative Joint 2D" msgstr "2D 相対ジョイント" #: /Runtime/Misc/ComponentRequirement.cpp:479 msgctxt "MenuItem./Slider Joint 2D" msgid "Slider Joint 2D" msgstr "2D スライダージョイント" #: /Runtime/Misc/ComponentRequirement.cpp:480 msgctxt "MenuItem./Spring Joint 2D" msgid "Spring Joint 2D" msgstr "2D スプリングジョイント" #: /Runtime/Misc/ComponentRequirement.cpp:481 msgctxt "MenuItem./Target Joint 2D" msgid "Target Joint 2D" msgstr "2D ターゲットジョイント" #: /Runtime/Misc/ComponentRequirement.cpp:482 msgctxt "MenuItem./Wheel Joint 2D" msgid "Wheel Joint 2D" msgstr "2D ホイールジョイント" #: /Runtime/Misc/ComponentRequirement.cpp:484 msgctxt "MenuItem./Area Effector 2D" msgid "Area Effector 2D" msgstr "2D エリアエフェクター" #: /Runtime/Misc/ComponentRequirement.cpp:485 msgctxt "MenuItem./Buoyancy Effector 2D" msgid "Buoyancy Effector 2D" msgstr "2D 浮力エフェクター" #: /Runtime/Misc/ComponentRequirement.cpp:486 msgctxt "MenuItem./Point Effector 2D" msgid "Point Effector 2D" msgstr "2D ポイントエフェクター" #: /Runtime/Misc/ComponentRequirement.cpp:487 msgctxt "MenuItem./Platform Effector 2D" msgid "Platform Effector 2D" msgstr "2D プラットフォームエフェクター" #: /Runtime/Misc/ComponentRequirement.cpp:488 msgctxt "MenuItem./Surface Effector 2D" msgid "Surface Effector 2D" msgstr "2Dサーフェスエフェクター" #: /Runtime/Misc/ComponentRequirement.cpp:490 msgctxt "MenuItem./Constant Force 2D" msgid "Constant Force 2D" msgstr "2D 一定力" #: /Runtime/Misc/ComponentRequirement.cpp:493 msgctxt "MenuItem./Nav Mesh Agent" msgid "Nav Mesh Agent" msgstr "ナビメッシュエージェント" #: /Runtime/Misc/ComponentRequirement.cpp:494 msgctxt "MenuItem./Off Mesh Link" msgid "Off Mesh Link" msgstr "オフメッシュリンク" #: /Runtime/Misc/ComponentRequirement.cpp:495 msgctxt "MenuItem./Nav Mesh Obstacle" msgid "Nav Mesh Obstacle" msgstr "ナビメッシュ障害物" #: /Runtime/Misc/ComponentRequirement.cpp:498 msgctxt "MenuItem./Audio Listener" msgid "Audio Listener" msgstr "オーディオリスナー" #: /Runtime/Misc/ComponentRequirement.cpp:503 msgctxt "MenuItem./Audio Low Pass Filter" msgid "Audio Low Pass Filter" msgstr "オーディオローパスフィルター" #: /Runtime/Misc/ComponentRequirement.cpp:504 msgctxt "MenuItem./Audio High Pass Filter" msgid "Audio High Pass Filter" msgstr "オーディオハイパスフィルター" #: /Runtime/Misc/ComponentRequirement.cpp:505 msgctxt "MenuItem./Audio Echo Filter" msgid "Audio Echo Filter" msgstr "オーディオエコーフィルター" #: /Runtime/Misc/ComponentRequirement.cpp:506 msgctxt "MenuItem./Audio Distortion Filter" msgid "Audio Distortion Filter" msgstr "オーディオディストーションフィルター" #: /Runtime/Misc/ComponentRequirement.cpp:507 msgctxt "MenuItem./Audio Reverb Filter" msgid "Audio Reverb Filter" msgstr "オーディオリバーブフィルター" #: /Runtime/Misc/ComponentRequirement.cpp:508 msgctxt "MenuItem./Audio Chorus Filter" msgid "Audio Chorus Filter" msgstr "オーディオコーラスフィルター" #: /Runtime/Misc/ComponentRequirement.cpp:518 msgctxt "MenuItem./Streaming Controller" msgid "Streaming Controller" msgstr "ストリーミングコントローラー" #: /Runtime/Misc/ComponentRequirement.cpp:519 msgctxt "MenuItem./Skybox" msgid "Skybox" msgstr "スカイボックス" #: /Runtime/Misc/ComponentRequirement.cpp:520 msgctxt "MenuItem./Flare Layer" msgid "Flare Layer" msgstr "フレアレイヤー" #: /Runtime/Misc/ComponentRequirement.cpp:521 msgctxt "MenuItem./GUI Layer" msgid "GUI Layer" msgstr "GUI レイヤー" #: /Runtime/Misc/ComponentRequirement.cpp:526 msgctxt "MenuItem./Light Probe Proxy Volume" msgid "Light Probe Proxy Volume" msgstr "ライトプローブプロキシボリューム" #: /Runtime/Misc/ComponentRequirement.cpp:531 msgctxt "MenuItem./Occlusion Area" msgid "Occlusion Area" msgstr "オクルージョンエリア" #: /Runtime/Misc/ComponentRequirement.cpp:532 msgctxt "MenuItem./Occlusion Portal" msgid "Occlusion Portal" msgstr "オクルージョンポータル" #: /Runtime/Misc/ComponentRequirement.cpp:533 msgctxt "MenuItem./LOD Group" msgid "LOD Group" msgstr "LOD グループ" #: /Runtime/Misc/ComponentRequirement.cpp:536 msgctxt "MenuItem./Sprite Renderer" msgid "Sprite Renderer" msgstr "スプライトレンダラー" #: /Runtime/Misc/ComponentRequirement.cpp:537 msgctxt "MenuItem./Sorting Group" msgid "Sorting Group" msgstr "ソートグループ" #: /Runtime/Misc/ComponentRequirement.cpp:541 msgctxt "MenuItem./GUI Texture" msgid "GUI Texture" msgstr "GUI テクスチャ" #: /Runtime/Misc/ComponentRequirement.cpp:544 msgctxt "MenuItem./Tilemap" msgid "Tilemap" msgstr "タイルマップ" #: /Runtime/Misc/ComponentRequirement.cpp:546 msgctxt "MenuItem./Tilemap Renderer" msgid "Tilemap Renderer" msgstr "タイルマップレンダラー" #: /Runtime/Misc/ComponentRequirement.cpp:547 msgctxt "MenuItem./Tilemap Collider 2D" msgid "Tilemap Collider 2D" msgstr "2D タイルマップコライダー" #: /Runtime/Misc/ComponentRequirement.cpp:549 msgctxt "MenuItem./Layout" msgid "Layout" msgstr "レイアウト" #: /Runtime/Misc/ComponentRequirement.cpp:554 msgctxt "MenuItem./Playables" msgid "Playables" msgstr "プレイアブル" #: /Runtime/Misc/ComponentRequirement.cpp:555 msgctxt "MenuItem./Playable Director" msgid "Playable Director" msgstr "プレイアブルディレクター" #: /Runtime/Misc/ComponentRequirement.cpp:578 msgctxt "MenuItem./AR" msgid "AR" msgstr "AR" #: /Runtime/Misc/ComponentRequirement.cpp:579 msgctxt "MenuItem./World Anchor" msgid "World Anchor" msgstr "ワールドアンカー" #: /Runtime/Misc/ComponentRequirement.cpp:582 msgctxt "MenuItem./Miscellaneous" msgid "Miscellaneous" msgstr "その他" #: /Extensions/TestRunner/UnityEditor.TestRunner/TestRunnerWindow.cs:64 msgctxt "MenuItem./Window/General/Test Runner" msgid "Test Runner" msgstr "テストランナー" #: /Extensions/TestRunner/UnityEditor.TestRunner/GUI/TestListGuiHelper.cs:22 msgctxt "MenuItem./Assets/Create/Testing/Tests Assembly Folder" msgid "Testing" msgstr "テスト" #: /Extensions/TestRunner/UnityEditor.TestRunner/GUI/TestListGuiHelper.cs:22 msgctxt "MenuItem./Assets/Create/Testing/Tests Assembly Folder" msgid "Tests Assembly Folder" msgstr "アセンブリフォルダーをテストします" #: /Extensions/TestRunner/UnityEditor.TestRunner/GUI/TestListGuiHelper.cs:51 msgctxt "MenuItem./Assets/Create/Testing/C# Test Script" msgid "C# Test Script" msgstr "C# テストスクリプト" #: /Editor/Tools/QuickTime/QuickTimeMovieImporter.cpp:498 msgctxt "Error Message in QuickTimeMovieImporter.cpp" msgid "QuickTime 7 required for Movie & Audio Importing" msgstr "動画とオーディオのインポートにはQuickTime 7が必要です" #: /Editor/Platform/Interface/ColorPicker.h:15 msgctxt "Error Message in ColorPicker.h" msgid "Color Picker not supported on this platform!" msgstr "カラーピッカーはこのプラットフォームではサポートされていません" #: /Editor/Platform/OSX/DragAndDrop.mm:216 msgctxt "Error Message in DragAndDrop.mm" msgid "No Drag&Drop has been setup. Please" msgstr "ドラッグアンドドロップが設定されていません。" #: /Editor/Platform/OSX/DragAndDrop.mm:222 msgctxt "Error Message in DragAndDrop.mm" msgid "Starting multiple Drags. You can only start one drag at a time!" msgstr "複数のドラッグが開始されました。一度に1つしかドラッグを開始できません" #: /Editor/Platform/OSX/HardwareEvents.mm:56 msgctxt "Error Message in HardwareEvents.mm" msgid "IOServiceMatching returned null" msgstr "IOServiceMatchingがnullを返しました" #: /Editor/Platform/OSX/HardwareEvents.mm:73 msgctxt "Error Message in HardwareEvents.mm" msgid "Couldn't subscribe to USB device added events" msgstr "USBデバイス追加のイベントを受け取れませんでした" #: /Editor/Platform/OSX/HardwareEvents.mm:79 msgctxt "Error Message in HardwareEvents.mm" msgid "Couldn't subscribe to USB device removed events" msgstr "USBデバイスを取り外したときのイベントを受け取れませんでした" #: /Editor/Platform/OSX/EditorWindows.mm:471 msgctxt "Error Message in EditorWindows.mm" msgid "Unknown container show mode" msgstr "不明なコンテナー表示モード" #: /Editor/Platform/OSX/Utility/GUIRenderView.mm:768 msgctxt "Error Message in GUIRenderView.mm" msgid "No window setup yet" msgstr "ウィンドウはまだ設定されていません" #: /Editor/Platform/OSX/Utility/OpenGLView.mm:168 msgctxt "Error Message in OpenGLView.mm" msgid "Invalid OpenGL Context for rendering." msgstr "無効なレンダリングのOpenGLコンテキスト" #: /Editor/Platform/OSX/Utility/OpenGLView.mm:190 msgctxt "Error Message in OpenGLView.mm" msgid "OpenGL Context became invalid during rendering" msgstr "レンダリング中にOpenGLコンテキストは無効になりました" #: /Editor/Platform/Linux/ColorPicker.cpp:9 msgctxt "Error Message in ColorPicker.cpp" msgid "Error reading screen pixels" msgstr "画面ピクセルの読み込みにエラーが発生しました" #: /Editor/Platform/Linux/ExternalProcess.cpp:67 msgctxt "Error Message in ExternalProcess.cpp" msgid "Pipe error!" msgstr "pipeエラー" #: /Editor/Platform/Linux/ExternalProcess.cpp:76 msgctxt "Error Message in ExternalProcess.cpp" msgid "fork error" msgstr "forkエラー" #: /Editor/Platform/Linux/ExternalProcess.cpp:90 msgctxt "Error Message in ExternalProcess.cpp" msgid "error in fdopen()" msgstr "fdopen()でエラーが発生しました" #: /Editor/Platform/Linux/MenuControllerLinux.cpp:48 msgctxt "Error Message in MenuControllerLinux.cpp" msgid "Can't enable null menu item" msgstr "nullのメニュー項目を有効にすることはできません" #: /Editor/Platform/Linux/MenuControllerLinux.cpp:59 msgctxt "Error Message in MenuControllerLinux.cpp" msgid "Can't set hotkey on null menu item" msgstr "nullのメニュー項目のホットキーを設定することはできません" #: /Editor/Platform/Linux/EditorUtility.cpp:740 msgctxt "Error Message in EditorUtility.cpp" msgid "Error relaunching Unity" msgstr "Unityの再起動にエラーが発生しました" #: /Editor/Platform/Linux/EditorUtility.cpp:961 msgctxt "Error Message in EditorUtility.cpp" msgid "Unable to read process list" msgstr "プロセスリストを読み込みません" #: /Editor/Platform/Windows/EditorWindows.cpp:1888 msgctxt "Error Message in EditorWindows.cpp" msgid "Could not adjust window rect" msgstr "ウィンドウの矩形を調整できませんでした" #: /Editor/Platform/Windows/DragAndDrop.cpp:336 msgctxt "Error Message in DragAndDrop.cpp" msgid "Failed to set PPtrs for drag and drop" msgstr "ドラッグアンドドロップのために PPtr を設定することができませんでした" #: /Editor/Platform/Windows/DragAndDrop.cpp:343 msgctxt "Error Message in DragAndDrop.cpp" msgid "Failed to lock PPtr memory for drag and drop" msgstr "ドラッグアンドドロップのPPtrメモリをロックすることができませんでした" #: /Editor/Platform/Windows/DragAndDrop.cpp:402 msgctxt "Error Message in DragAndDrop.cpp" msgid "Failed to set paths for drag and drop" msgstr "ドラッグアンドドロップのためにパスを設定することができませんでした" #: /Editor/Platform/Windows/DragAndDrop.cpp:409 msgctxt "Error Message in DragAndDrop.cpp" msgid "Failed to lock memory for paths drag and drop" msgstr "パスのドラッグアンドドロップのためにメモリをロックすることができませんでした" #: /Editor/Platform/Windows/DragAndDrop.cpp:444 msgctxt "Error Message in DragAndDrop.cpp" msgid "Failed to set files for drag and drop" msgstr "ドラッグアンドドロップのためにファイルを設定することができませんでした" #: /Editor/Platform/Windows/DragAndDrop.cpp:451 msgctxt "Error Message in DragAndDrop.cpp" msgid "Failed to lock memory for files drag and drop" msgstr "ファイルのドラッグアンドドロップのためにメモリをロックすることができませんでした" #: /Editor/Mono/HandleUtility.bindings.h:90 msgctxt "Error Message in HandleUtility.bindings.h" msgid "Handles.PickGameObject called outside an editor OnGUI" msgstr "Handles.PickGameObject がエディターOnGUIの外で呼び出されました" #: /Editor/Mono/HandleUtility.bindings.h:213 msgctxt "Error Message in HandleUtility.bindings.h" msgid "Handles.Repaint called outside an editor OnGUI" msgstr "Handles.RepaintがエディターOnGUIの外で呼び出されました" #: /Editor/Mono/ShaderUtil.bindings.cpp:302 msgctxt "Error Message in ShaderUtil.bindings.cpp" msgid "Could not write shader variant collection asset." msgstr "シェーダーバリアントコレクションアセットを書き込めませんでした" #: /Editor/Src/PopupMenuUtility.cpp:82 msgctxt "Error Message in PopupMenuUtility.cpp" msgid "Context is null." msgstr "コンテキストがnullです" #: /Editor/Src/GlobalObjectId.cpp:22 msgctxt "Error Message in GlobalObjectId.cpp" msgid "GetGlobalObjectIdsSlow outputIdentifiers array argument must be at least as big as the objects argument." msgstr "GetGlobalObjectIdsSlow の配列引数 outputIdentifiers は、最低、引数 objects と同じサイズでなければなりません。" #: /Editor/Src/GlobalObjectId.cpp:116 msgctxt "Error Message in GlobalObjectId.cpp" msgid "GlobalObjectIdentifiersToObjectsSlow array arguments must be of the same size." msgstr "GlobalObjectIdentifiersToObjectsSlow の配列引数は互いに同じサイズでなければなりません。" #: /Editor/Src/Picking.cpp:50 msgctxt "Error Message in Picking.cpp" msgid "Could not find scene view picking shader. Are editor resources out of date" msgstr "シーンビューの検索のためのシェーダーを見つけることができませんでした。エディターリソースが古くなっていないか確認してください" #: /Editor/Src/Picking.cpp:50 msgctxt "Error Message in Picking.cpp" msgid "broken?" msgstr "壊れていないか確認してください" #: /Editor/Src/Picking.cpp:65 msgctxt "Error Message in Picking.cpp" msgid "Could not find scene view alpha picking shader. Are editor resources out of date" msgstr "シーンビューのアルファの検索のためのシェーダーを見つけることができませんでした。エディターリソースが古くなっていないか確認してください" #: /Editor/Src/PackageUtility.cpp:191 msgctxt "Error Message in PackageUtility.cpp" msgid "Could not get asset importer during package upgrade process" msgstr "パッケージの更新処理中にアセットインポーターを取得できませんでした" #: /Editor/Src/PackageUtility.cpp:253 msgctxt "Error Message in PackageUtility.cpp" msgid "Failed to convert an asset during package import" msgstr "パケットインポートの間に、アセットの変換に失敗しました" #: /Editor/Src/PackageUtility.cpp:972 msgctxt "Error Message in PackageUtility.cpp" msgid "Failed to open Package Manager Dependencies file for read" msgstr "読み取り用にパッケージマネージャーの依存関係ファイルを開けませんでした" #: /Editor/Src/PackageUtility.cpp:987 msgctxt "Error Message in PackageUtility.cpp" msgid "Couldn't open Package Manager Dependencies file for write" msgstr "書き込み用にパッケージマネージャーの依存関係ファイルを開けませんでした" #: /Editor/Src/PackageUtility.cpp:994 msgctxt "Error Message in PackageUtility.cpp" msgid "Couldn't write Package Manager Dependencies to file" msgstr "パッケージマネージャーの依存関係ファイルへの書き込みに失敗しました" #: /Editor/Src/PackageUtility.cpp:1010 msgctxt "Error Message in PackageUtility.cpp" msgid "Failed to parse Package Manager Dependencies file" msgstr "パッケージマネージャーの依存関係ファイルの解析に失敗しました" #: /Editor/Src/PackageUtility.cpp:1055 msgctxt "Error Message in PackageUtility.cpp" msgid "The Package Manager Dependencies file failed to load or parse" msgstr "パッケージマネージャーの依存関係ファイルはロード、または、解析に失敗しました" #: /Editor/Src/EditorWindowsShared.cpp:451 msgctxt "Error Message in EditorWindowsShared.cpp" msgid "Could not find scene view Hidden" msgstr "非表示になっているシーンビューを見つけることができませんでした。" #: /Editor/Src/EditorWindowsShared.cpp:451 msgctxt "Error Message in EditorWindowsShared.cpp" msgid "BlitCopy shader. Are editor resources out of date" msgstr "BlitCopyシェーダー。 エディターリソースが古くなっていないか確認してください。" #: /Editor/Src/EditorWindowsShared.cpp:459 msgctxt "Error Message in EditorWindowsShared.cpp" msgid "Could not find scene view GUITextureBlit2Linear shader. Are editor resources out of date" msgstr "シーンビューのGUITextureBlit2Linearシェーダーを見つけることができませんでした。エディターリソースが古くなっていないか確認してください。" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:975 msgctxt "Error Message in EditorOnlyPlayerSettings.cpp" msgid "Device type out of range" msgstr "デバイスのタイプは含まれていません" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:992 msgctxt "Error Message in EditorOnlyPlayerSettings.cpp" msgid "Launch screen type out of range" msgstr "起動画面タイプは含まれていません" #: /Editor/Src/LightmapEditorSettings.cpp:152 msgctxt "Warning Message in LightmapEditorSettings.cpp" msgid "Progressive GPU lightmapper requires a CPU with SSE4.1 support." msgstr "プログレッシブ GPU ライトマッパーには SSE4.1 をサポートする CPU が必要です。" #: /Editor/Src/Lightmapping.cpp:73 msgctxt "Warning Message in Lightmapping.cpp" msgid "Computing lightmaps is not available in play mode." msgstr "再生モードではライトマップを計算できません" #: /Editor/Src/Lightmapping.cpp:83 msgctxt "Warning Message in Lightmapping.cpp" msgid "Computing lightmaps from script is not available in iterative mode. Please change Lightmapping.giWorkflowMode to GIWorkflowMode.OnDemand." msgstr "インタラクティブモードで、スクリプトからライトマップを計算することはできません。Lightmapping.giWorkflowMode をGIWorkflowMode.OnDemandに変更してください" #: /Editor/Src/EditorSettings.cpp:133 msgctxt "Error Message in EditorSettings.cpp" msgid "Can't switch serialization mode to binary or from text while compile errors are present. Please fix the scripts and try again." msgstr "コンパイルエラーが存在する間は、シリアル化モードをバイナリ形式モードへ、または、テキスト形式モードからシリアル化モードへと変更することはできません。スクリプトを修正してやり直してください。" #: /Editor/Src/EditorWindowController.cpp:140 msgctxt "Error Message in EditorWindowController.cpp" msgid "You may not pass null objects" msgstr "nullオブジェクトを渡すことはできません" #: /Editor/Src/EditorWindowController.cpp:146 msgctxt "Error Message in EditorWindowController.cpp" msgid "You may not pass in objects that are already persistent" msgstr "すでに永続的なオブジェクトは渡すことはできません" #: /Editor/Src/OcclusionCulling.cpp:452 msgctxt "Error Message in OcclusionCulling.cpp" msgid "No Renderers that are marked static were found in the scene. Please mark all renderers that will never move as static in the inspector." msgstr "シーン内に Static として設定されたレンダラーが見つかりませんでした。インスペクターからすべての移動しないレンダラーを Static に設定してください" #: /Editor/Src/OcclusionCulling.cpp:676 msgctxt "Error Message in OcclusionCulling.cpp" msgid "Failed reading occluder data output" msgstr "オクルーダーのデータ出力の読み込みに失敗しました" #: /Editor/Src/OcclusionCulling.cpp:688 msgctxt "Error Message in OcclusionCulling.cpp" msgid "No asset directory." msgstr "アセットディレクトリがありません" #: /Editor/Src/MacroClient.cpp:15 msgctxt "Error Message in MacroClient.cpp" msgid "MacroClient connection failed because the socket couldn't connect" msgstr "ソケットが接続できなかったため、MacroClient 接続は失敗しました" #: /Editor/Src/MacroClient.cpp:37 msgctxt "Error Message in MacroClient.cpp" msgid "MacroClient connection failure " msgstr "MacroClient 接続は失敗しました " #: /Editor/Src/MacroClient.cpp:49 msgctxt "Error Message in MacroClient.cpp" msgid "unable to write response of evaluation to socket" msgstr "ソケットに評価のレスポンスを書き込むことができません" #: /Editor/Src/ComponentUtility.cpp:876 msgctxt "Error Message in ComponentUtility.cpp" msgid "Don't try to find visible index of an invisible component" msgstr "非可視のコンポーネントの可視インデックスを検索しないでください" #: /Editor/Src/ComponentUtility.cpp:904 msgctxt "Error Message in ComponentUtility.cpp" msgid "Could not find component in GameObjects own list of components" msgstr "ゲームオブジェクト自体のコンポーネントリストにコンポーネントが見つかりませんでした" #: /Editor/Src/RemoteInput/GenericRemote.cpp:1519 msgctxt "Warning Message in GenericRemote.cpp" msgid "Set-up Android SDK path to make Android remote work" msgstr "Android リモート作業を行うために Android SDK パスを設定してください" #: /Editor/Src/Handles/Handles.bindings.h:136 msgctxt "Error Message in Handles.bindings.h" msgid "Number of colors and number of points must be the same." msgstr "色の数はポイントの数と同じでなければなりません" #: /Editor/Src/JobManager/QueueJobTypes.cpp:161 msgctxt "Error Message in QueueJobTypes.cpp" msgid "Unknown concurrent jobs type." msgstr "不明な並列ジョブタイプ" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:447 msgctxt "Error Message in LightingDataAsset.cpp" msgid "Baked lighting asset couldn't be assigned because the scene has not been loaded yet." msgstr "シーンが読み込まれる前だったため、ベイクされたライティング情報は割り当てられませんでした" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:1003 msgctxt "Error Message in LightingDataAsset.cpp" msgid "Mounting archive file system for lighting data asset failed!" msgstr "ライティングのデータアセットのファイルシステムアーカイブをマウントするのに失敗しました" #: /Editor/Src/GI/Enlighten/ComputeEnlightenHashes.cpp:147 msgctxt "Error Message in ComputeEnlightenHashes.cpp" msgid "Failed retrieving data for atlas." msgstr "アトラスのデータの検索に失敗しました" #: /Editor/Src/GI/Enlighten/ComputeEnlightenHashes.cpp:195 msgctxt "Error Message in ComputeEnlightenHashes.cpp" msgid "Failed looking up radiosity hash from input system hash." msgstr "入力システムハッシュからラジオシティハッシュを検索できませんでした" #: /Editor/Src/GI/Enlighten/ComputeEnlightenHashes.cpp:322 msgctxt "Error Message in ComputeEnlightenHashes.cpp" msgid "Failed looking up upsampling data for bake system." msgstr "ベイクシステムのアップサンプリングデータの検索に失敗しました" #: /Editor/Src/GI/Enlighten/IssueEnlightenJobs.cpp:118 msgctxt "Error Message in IssueEnlightenJobs.cpp" msgid "Failed getting instances for input system." msgstr "入力システムのインスタンスの取得に失敗しました" #: /Editor/Src/GI/Enlighten/IssueEnlightenJobs.cpp:178 msgctxt "Error Message in IssueEnlightenJobs.cpp" msgid "Failed extracting dependencies while preparing clustering job." msgstr "クラスタリングジョブの準備中に、依存関係の抽出に失敗しました" #: /Editor/Src/GI/Enlighten/IssueEnlightenJobs.cpp:270 msgctxt "Error Message in IssueEnlightenJobs.cpp" msgid "Failed extracting dependencies while preparing light transport job." msgstr "ライトのトランスポートジョブの準備中に、依存関係の抽出に失敗しました" #: /Editor/Src/GI/Enlighten/EnlightenBakeManager.cpp:490 msgctxt "Error Message in EnlightenBakeManager.cpp" msgid "Failed allocating emissive environment for baking." msgstr "ベイクのエミッシブ環境のアロケーションに失敗しました" #: /Editor/Src/GI/Enlighten/EnlightenBakeManager.cpp:500 msgctxt "Error Message in EnlightenBakeManager.cpp" msgid "Failed writing emissive environment for baking." msgstr "ベイクのエミッシブ環境の書き込みに失敗しました" #: /Editor/Src/GI/Enlighten/EnlightenBakeManager.cpp:506 msgctxt "Error Message in EnlightenBakeManager.cpp" msgid "Failed generating emissive environment for baking." msgstr "ベイクのエミッシブ環境の生成に失敗しました" #: /Editor/Src/GI/Enlighten/EnlightenBakeManager.cpp:947 msgctxt "Error Message in EnlightenBakeManager.cpp" msgid "Failed extracting bake materials." msgstr "ベイクマテリアルの抽出に失敗しました" #: /Editor/Src/GI/Enlighten/IssueEnlightenBakingJobs.cpp:59 msgctxt "Error Message in IssueEnlightenBakingJobs.cpp" msgid "Failed issuing atlassing job." msgstr "アトラス作成ジョブの作成に失敗しました" #: /Editor/Src/GI/Enlighten/IssueEnlightenBakingJobs.cpp:121 msgctxt "Warning Message in IssueEnlightenBakingJobs.cpp" msgid "Failed issuing Enlighten bake system job." msgstr "Enlighten ベイクシステムジョブの作成に失敗しました" #: /Editor/Src/GI/Enlighten/Jobs/CreateEnlightenBakeSystemJob.cpp:132 msgctxt "Error Message in CreateEnlightenBakeSystemJob.cpp" msgid "Failed creating bakesystem." msgstr "bakesystem の作成に失敗しました" #: /Editor/Src/GI/Enlighten/Jobs/CreateEnlightenBakeSystemJob.cpp:402 msgctxt "Error Message in CreateEnlightenBakeSystemJob.cpp" msgid "Adding mesh to EnlightenBakeSystem failed." msgstr "EnlightenBakeSystem にメッシュの追加ができませんでした" #: /Editor/Src/GI/Enlighten/Jobs/BakeEnlightenAlbedoAndEmissiveJob.cpp:69 msgctxt "Error Message in BakeEnlightenAlbedoAndEmissiveJob.cpp" msgid "Failed to read hashed data" msgstr "ハッシュデータの読み込みに失敗しました" #: /Editor/Src/GI/Enlighten/Jobs/BakeEnlightenAlbedoAndEmissiveJob.cpp:103 msgctxt "Error Message in BakeEnlightenAlbedoAndEmissiveJob.cpp" msgid "Failed to extract instance renderer" msgstr "インスタンスレンダラーの抽出に失敗しました" #: /Editor/Src/GI/Progressive/PVRRuntimeManager.cpp:1528 msgctxt "Error Message in PVRRuntimeManager.cpp" msgid "No custom bake results are available." msgstr "利用可能なカスタムのベイクした結果がありません" #: /Editor/Src/GI/Progressive/PVRRuntimeManager.cpp:1549 msgctxt "Error Message in PVRRuntimeManager.cpp" msgid "Custom bake inputs will not be processed. Please make sure to enable Baked Global Illumination and select Progressive as the Lightmapper before generating lighting." msgstr "カスタムベイクの入力は処理されません。ライトを生成する前に、ベイクしたグローバルイルミネーションを有効にして、ライトマッパーにプログレッシブを選択してください。" #: /Editor/Src/GI/Progressive/PVRRuntimeManager.cpp:1885 msgctxt "Warning Message in PVRRuntimeManager.cpp" msgid "Failure computing material mapping for Progressive Lightmapper. Retrying." msgstr "プログレッシブライトマッパーのマテリアルマッピングの計算に失敗しました。再試行します。" #: /Editor/Src/GI/Progressive/PVRRuntimeManager.cpp:2163 msgctxt "Error Message in PVRRuntimeManager.cpp" msgid "Failure computing material mapping for Progressive Lightmapper." msgstr "プログレッシブライトマッパーのマテリアルマッピングの計算に失敗しました" #: /Editor/Src/GI/Progressive/PVRRuntimeManager.cpp:3160 msgctxt "Error Message in PVRRuntimeManager.cpp" msgid "Unable to allocate texture for texel validity visualization." msgstr "テクセル有効性の可視化のためのテクスチャを割り当てることができません" #: /Editor/Src/GI/Progressive/PVRRuntimeManager.cpp:3211 msgctxt "Error Message in PVRRuntimeManager.cpp" msgid "Unable to allocate texture for lightmap culling visualization." msgstr "ライトマップカリングの可視化のためのテクスチャを割り当てることができません" #: /Editor/Src/GI/Progressive/PVRRuntimeManager.cpp:3285 msgctxt "Error Message in PVRRuntimeManager.cpp" msgid "Unable to allocate texture for UV overlap visualization." msgstr "UV オーバーラップの可視化のためのテクスチャを割り当てることができません" #: /Editor/Src/GI/Progressive/PVRContextManager.cpp:925 msgctxt "Error Message in PVRContextManager.cpp" msgid "Failed adding material mapping for instance. Will cause memory leaking." msgstr "インスタンスのためのマテリアルマッピングを加えるのに失敗しました。メモリリークの原因になることがあります。" #: /Editor/Src/GI/Progressive/PVRContextManager.cpp:937 msgctxt "Error Message in PVRContextManager.cpp" msgid "Failed removing material mapping for instance. Not found." msgstr "インスタンスのためのマテリアルマッピングを削除するのに失敗しました。見つけることができませんでした。" #: /Editor/Src/GI/Progressive/IssuePVRJobs.cpp:886 msgctxt "Warning Message in IssuePVRJobs.cpp" msgid "Unable to add filtering job." msgstr "フィルタリングジョブを加えることができません" #: /Editor/Src/GI/Progressive/IssuePVRJobs.cpp:1650 msgctxt "Error Message in IssuePVRJobs.cpp" msgid "Failed issuing render job." msgstr "レンダリングジョブの作成に失敗しました" #: /Editor/Src/GI/Progressive/BakeJobs/BakeJobPackAtlases.cpp:339 msgctxt "Warning Message in BakeJobPackAtlases.cpp" msgid "It was not possible to limit the number of lightmaps for a packing group. Increase the lightmap limit or reduce the number of objects in the group." msgstr "パッキンググループのライトマップの数を制限することはできませんでした。ライトマップの上限を増やすか、グループ内のオブジェクトの数を減らしてください。" #: /Editor/Src/GI/Progressive/RadeonRays/Jobs/RRJobBindMaterial.cpp:16 msgctxt "Error Message in RRJobBindMaterial.cpp" msgid "Instance not found in material binding job." msgstr "インスタンスはマテリアルバインディングジョブの中に見つかりませんでした" #: /Editor/Src/GI/Progressive/RadeonRays/Jobs/RRJobBindMaterial.cpp:24 msgctxt "Error Message in RRJobBindMaterial.cpp" msgid "Failed to find material for instance material binding." msgstr "インスタンスマテリアルバインディングのためのマテリアルを見つけることができませんでした" #: /Editor/Src/GI/Progressive/RadeonRays/Jobs/RRJobBindMaterial.cpp:30 msgctxt "Error Message in RRJobBindMaterial.cpp" msgid "Material data not available for instance material binding." msgstr "マテリアルデータは、インスタンスマテリアルバインディングに使用できません" #: /Editor/Src/GI/Progressive/RadeonRays/Jobs/RRJobBindMaterial.cpp:41 msgctxt "Error Message in RRJobBindMaterial.cpp" msgid "Material data size mismatch." msgstr "マテリアルのデータサイズが一致しません" #: /Editor/Src/GI/Progressive/PVRJobs/PVRJobUnbindMaterial.cpp:16 msgctxt "Error Message in PVRJobUnbindMaterial.cpp" msgid "Instance is not bound. Cannot unbind." msgstr "インスタンスはバインドされていません。そのため、バインドを解除できません。" #: /Editor/Src/GI/Jobs/WriteLightingDataAssetJob.cpp:550 msgctxt "Error Message in WriteLightingDataAssetJob.cpp" msgid "Lighting data asset couldn't be assigned because the scene has not been loaded yet." msgstr "シーンがまだロードされていなかったので、ライティングデータアセットは割り当てられませんでした" #: /Editor/Src/GI/Jobs/WriteLightingDataAssetJob.cpp:600 msgctxt "Error Message in WriteLightingDataAssetJob.cpp" msgid "Could not move lighting files to Assets." msgstr "ライティングファイルをアセットへ移動できませんでした。" #: /Editor/Src/GI/Jobs/WriteLightingDataAssetJob.cpp:609 msgctxt "Error Message in WriteLightingDataAssetJob.cpp" msgid "Could not read textures from Assets." msgstr "アセットからテクスチャを読み込めませんでした。" #: /Editor/Src/GI/Jobs/WriteLightingDataAssetJob.cpp:617 msgctxt "Error Message in WriteLightingDataAssetJob.cpp" msgid "Failed to reserve memory for scene-based lightmaps." msgstr "シーンベースのライトマップ用のメモリ確保に失敗しました" #: /Editor/Src/ScriptCompilation/ScriptCompilationPipeline.cpp:2012 msgctxt "Error Message in ScriptCompilationPipeline.cpp" msgid "Failed recompiling editorcode" msgstr "エディターコードの再コンパイルに失敗しました" #: /Editor/Src/File/EditorFileUtilities.cpp:77 msgctxt "Error Message in EditorFileUtilities.cpp" msgid "Unknown atomic mode" msgstr "不明なアトミックモード" #: /Editor/Src/Prefabs/PrefabArrayCreation.cpp:23 msgctxt "Error Message in PrefabArrayCreation.cpp" msgid "Error while writing serialized data." msgstr "シリアライズされたデータの書き込み中のエラー" #: /Editor/Src/Prefabs/PrefabCreation.cpp:209 msgctxt "Error Message in PrefabCreation.cpp" msgid "No objects were found for saving into prefab. Have you marked all objects with DontSave?" msgstr "プレハブに保存するオブジェクトが見つかりませんでした。すべてのオブジェクトを DontSave に設定していませんか?" #: /Editor/Src/Prefabs/PrefabCreation.cpp:1063 msgctxt "Error Message in PrefabCreation.cpp" msgid "Can't save persistent object as a Prefab asset" msgstr "永続的なオブジェクトをプレハブアセットとして保存することはできません" #: /Editor/Src/Prefabs/PrefabCreation.cpp:1153 msgctxt "Error Message in PrefabCreation.cpp" msgid "Cannot save a prefab from an instance that originates from a nested prefab" msgstr "ネストされたプレハブを元に作成したインスタンスから作成したプレハブを保存することはできません" #: /Editor/Src/Prefabs/PrefabCreation.cpp:1163 msgctxt "Error Message in PrefabCreation.cpp" msgid "Can't save part of a Prefab instance as a Prefab" msgstr "プレハブインスタンスの一部をプレハブとして保存できません" #: /Editor/Src/Prefabs/PrefabCreation.cpp:1169 msgctxt "Error Message in PrefabCreation.cpp" msgid "Can't save Prefab instance with missing asset as a Prefab. You may unpack the instance and save the unpacked GameObjects as a Prefab." msgstr "アセットが欠けているプレハブインスタンスをプレハブとして保存できません。インスタンスを解凍し、解凍したゲームオブジェクトをプレハブとして保存できます。" #: /Editor/Src/Prefabs/PrefabInstanceMerging.cpp:997 msgctxt "Error Message in PrefabInstanceMerging.cpp" msgid "Prefab was destroyed during instantiation. Are you calling DestroyImmediate() on the root GameObject?" msgstr "プレハブはインスタンス化の最中に破棄されました。ルートのゲームオブジェクトでDestroyImmediate()を呼び出しましたか?" #: /Editor/Src/Prefabs/PrefabInstanceMerging.cpp:1010 msgctxt "Error Message in PrefabInstanceMerging.cpp" msgid "Couldn't find matching instance in prefab" msgstr "プレハブに当てはまるインスタンスが見つかりませんでした" #: /Editor/Src/Prefabs/Prefab.cpp:58 msgctxt "Error Message in Prefab.cpp" msgid "Adding component directly to prefab asset is not supported" msgstr "プレハブアセットに直接コンポーネントを加えることはサポートされていません" #: /Editor/Src/Prefabs/Prefab.cpp:140 msgctxt "Error Message in Prefab.cpp" msgid "Out of file ID space for this class." msgstr "このクラスのファイル ID スペースがありません" #: /Editor/Src/Gizmos/GizmoDrawers.cpp:103 msgctxt "Error Message in GizmoDrawers.cpp" msgid "Unhandled LightType enum value " msgstr "未処理の LightType enum 値 " #: /Editor/Src/Animation/AnimationModeSnapshot.cpp:449 msgctxt "Error Message in AnimationModeSnapshot.cpp" msgid "AnimationModeSnapshot.AddCandidate may only be called in animation mode." msgstr "AnimationModeSnapshot.AddCandidateは、アニメーションモードでのみ呼び出せる場合があります。" #: /Editor/Src/Animation/Transition.cpp:119 msgctxt "Error Message in Transition.cpp" msgid "Invalid AnimatorCondition index" msgstr "無効な AnimatorCondition インデックス" #: /Editor/Src/Animation/AnimatorControllerLayer.cpp:285 msgctxt "Warning Message in AnimatorControllerLayer.cpp" msgid "Legacy AnimationClip not supported in State" msgstr "レガシーのアニメーションクリップはステートでサポートされていません" #: /Editor/Src/Undo/ObjectUndo.cpp:699 msgctxt "Error Message in ObjectUndo.cpp" msgid "Undo objects may not be null." msgstr "Undoオブジェクトがnullでない場合があります。" #: /Editor/Src/Undo/PropertyDiffUndoRecorder.cpp:32 msgctxt "Error Message in PropertyDiffUndoRecorder.cpp" msgid "Undo object may not be null." msgstr "Undoオブジェクトがnullでない場合があります。" #: /Editor/Src/Undo/UndoManager.cpp:329 msgctxt "Error Message in UndoManager.cpp" msgid "Invalid event index" msgstr "無効なイベントインデックス" #: /Editor/Src/VersionControl/VCAsset.cpp:145 msgctxt "Warning Message in VCAsset.cpp" msgid "Can only append to a folder" msgstr "フォルダーにのみアペンドできます" #: /Editor/Src/VersionControl/VCMergeTypeInfo.cpp:100 msgctxt "Error Message in VCMergeTypeInfo.cpp" msgid "Failed to write MergeTypeInfo file" msgstr "MergeTypeInfo ファイルの書き込みに失敗しました" #: /Editor/Src/VersionControl/VCProvider_ASync.cpp:331 msgctxt "Warning Message in VCProvider_ASync.cpp" msgid "Use of obsolete MergeMethod.MergeNonConflicting is converted to MergeMethod.MergeNone" msgstr "MergeMethod.MergeNonConflicting (非推奨) の使用は、MergeMethod.MergeNone に変更されました" #: /Editor/Src/VersionControl/SemanticMerge.cpp:44 msgctxt "Error Message in SemanticMerge.cpp" msgid "Cannot locate UnityYAMLMerge executable" msgstr "UnityYAMLMerge実行ファイルが見つかりません" #: /Editor/Src/VersionControl/SemanticMerge.cpp:102 msgctxt "Error Message in SemanticMerge.cpp" msgid "Error running semantic merge" msgstr "セマンティックスのマージを行う時にエラーが発生しました" #: /Editor/Src/VersionControl/SemanticMerge.cpp:142 msgctxt "Error Message in SemanticMerge.cpp" msgid "Cannot locate diff3 tool" msgstr "diff3ツールが見つかりません" #: /Editor/Src/VersionControl/SemanticMerge.cpp:183 msgctxt "Error Message in SemanticMerge.cpp" msgid "Couldn't write text merge result file" msgstr "テキストマージ結果ファイルに書き込めませんでした" #: /Editor/Src/VersionControl/SemanticMerge.cpp:218 msgctxt "Warning Message in SemanticMerge.cpp" msgid "Manual merge was aborted" msgstr "手動マージは中止されました" #: /Editor/Src/VersionControl/SemanticMerge.cpp:336 msgctxt "Error Message in SemanticMerge.cpp" msgid "Invalid semantic merge mode" msgstr "無効なセマンティックマージモード" #: /Editor/Src/VersionControl/SemanticMerge.cpp:359 msgctxt "Warning Message in SemanticMerge.cpp" msgid "Error outputting merge result to disk" msgstr "ディスクへのマージ結果の出力にエラーが発生しました" #: /Editor/Src/SpritePacker/SpritePacker.cpp:422 msgctxt "Error Message in SpritePacker.cpp" msgid "Sprite packing can not be done in Play mode." msgstr "再生モードでスプライトパッキングを行うことはできません" #: /Editor/Src/HomeWindow/HomeWindowCefPrivate.h:641 msgctxt "Error Message in HomeWindowCefPrivate.h" msgid "Expected 1 or 2 arguments to javascript openProject() method" msgstr "JavaScript の openProject() に 1-2 個の引数が必要です" #: /Editor/Src/AssetPipeline/AssetImporter.cpp:189 msgctxt "Error Message in AssetImporter.cpp" msgid "Generated Asset has a non-matching type" msgstr "生成されたアセットに合致するタイプはありませんでした" #: /Editor/Src/AssetPipeline/AssetImporter.cpp:842 msgctxt "Error Message in AssetImporter.cpp" msgid "Out of file ID space for this class" msgstr "このクラスのファイル ID スペースがありません" #: /Editor/Src/AssetPipeline/AssetImporter.cpp:851 msgctxt "Error Message in AssetImporter.cpp" msgid "You may not change the path if an object is already persistent in another one" msgstr "オブジェクトがすでに他のパスに永続化されている場合、パスを変更することはできません" #: /Editor/Src/AssetPipeline/ObjectHashGenerator.cpp:157 msgctxt "Error Message in ObjectHashGenerator.cpp" msgid "Unexpected byte size!" msgstr "予期しないバイトサイズです" #: /Editor/Src/AssetPipeline/TextureImporting/ImageOperations.cpp:2722 msgctxt "Error Message in ImageOperations.cpp" msgid "Unhandled ISPC texture format found - this should never happen" msgstr "未処理の ISPC テクスチャ形式が見つかりました - これは発生するべきではありません" #: /Editor/Src/AssetPipeline/TextureImporting/ImageOperations.cpp:2800 msgctxt "Error Message in ImageOperations.cpp" msgid "Only unsigned EAC texture format is supported" msgstr "サポートされているのは符号なし EAC テクスチャ形式のみです" #: /Editor/Src/AssetPipeline/TextureImporting/IHVImageFormats.cpp:395 msgctxt "Error Message in IHVImageFormats.cpp" msgid "unknown texture format (PVRv2)" msgstr "不明なテクスチャ形式 (PVRv2)" #: /Editor/Src/AssetPipeline/TextureImporting/IHVImageFormats.cpp:434 msgctxt "Error Message in IHVImageFormats.cpp" msgid "unknown texture format (PVRv3)" msgstr "不明なテクスチャ形式 (PVRv3)" #: /Editor/Src/AssetPipeline/TextureImporting/IHVImageFormats.cpp:513 msgctxt "Error Message in IHVImageFormats.cpp" msgid "Unity supports only 4x4 5x5 6x6 8x8 10x10 12x12 astc block sizes" msgstr "Unity は 4x4 5x5 6x6 8x8 10x10 12x12 の ASTC ブロックサイズのみに対応します" #: /Editor/Src/AssetPipeline/TextureImporting/IHVImageFormats.cpp:590 msgctxt "Error Message in IHVImageFormats.cpp" msgid "unknown texture format (KTX)" msgstr "不明なテクスチャ形式 (KTX)" #: /Editor/Src/AssetPipeline/TextureImporting/ImageConverter.cpp:133 msgctxt "Error Message in ImageConverter.cpp" msgid "Could not save bitmap data to memory stream" msgstr "ビットマップデータをメモリストリームに保存できませんでした" #: /Editor/Src/AssetPipeline/TextureImporting/ImageConverter.cpp:184 msgctxt "Error Message in ImageConverter.cpp" msgid "Image format is not supported" msgstr "画像形式はサポートされていません" #: /Editor/Src/AssetPipeline/TextureImporting/SpriteImporterUtility.cpp:81 msgctxt "Error Message in SpriteImporterUtility.cpp" msgid "GetDistance undefined behaviour" msgstr "GetDistance の定義されていないビヘイビア" #: /Editor/Src/Commands/IconUtility.cpp:698 msgctxt "Error Message in IconUtility.cpp" msgid "Unknown binary format" msgstr "不明なバイナリ形式" #: /Editor/Src/Application/Application.cpp:590 msgctxt "Error Message in Application.cpp" msgid "installJavascriptPackages failed" msgstr "installJavascriptPackages が失敗しました" #: /Editor/Src/Application/Application.cpp:635 msgctxt "Error Message in Application.cpp" msgid "connectToMacroServer has wrong amount of parameters" msgstr "connectToMacroServer に誤った数のパラメーターがあります" #: /Editor/Src/Application/Application.cpp:742 msgctxt "Error Message in Application.cpp" msgid "Failed to initialize unity." msgstr "Unityの初期化に失敗しました" #: /Editor/Src/Application/Application.cpp:870 msgctxt "Warning Message in Application.cpp" msgid "-setDefaultPlatformTextureFormat argument specified for an invalid build target" msgstr "無効のビルドターゲットに指定された -setDefaultPlatformTextureFormat 引数" #: /Editor/Src/Application/Application.cpp:903 msgctxt "Error Message in Application.cpp" msgid "Failed to initialize unity graphics." msgstr "Unity グラフィックスの初期化に失敗しました" #: /Editor/Src/Application/Application.cpp:1022 msgctxt "Warning Message in Application.cpp" msgid "Editor has been opened with legacy mono settings. Please select 4.x Equivalent scripting runtime in build settings." msgstr "エディターが非推奨の Mono 設定で開かれました。ビルド設定で 4.x 相当のスクリプティングランタイムを選択してください。" #: /Editor/Src/Application/Application.cpp:1237 msgctxt "Warning Message in Application.cpp" msgid "Code Coverage collection is enabled for this Unity session. Note that Code Coverage lowers Editor performance." msgstr "このUnityのセッションでは、コードカバレッジによる修正が有効になっています。 コードカバレッジはエディターのパフォーマンスを低下させることに注意してください。" #: /Editor/Src/Application/Application.cpp:1475 msgctxt "Error Message in Application.cpp" msgid "Failed to build player." msgstr "プレイヤーのビルドに失敗しました" #: /Editor/Src/Application/Application.cpp:1503 msgctxt "Error Message in Application.cpp" msgid "Scripts have compiler errors." msgstr "スクリプトにコンパイラーエラーが発生しました" #: /Editor/Src/Application/Application.cpp:1551 msgctxt "Error Message in Application.cpp" msgid "executeMethod must have format ClassName.MethodName" msgstr "executeMethod は ClassName.MethodName の形式である必要があります" #: /Editor/Src/Application/Application.cpp:1580 msgctxt "Error Message in Application.cpp" msgid "Failed building builtin resources" msgstr "ビルトインリソースの作成に失敗しました" #: /Editor/Src/Application/Application.cpp:1594 msgctxt "Error Message in Application.cpp" msgid "Failed building builtin extra resources" msgstr "ビルトインの追加リソースの作成に失敗しました" #: /Editor/Src/Application/Application.cpp:1613 msgctxt "Error Message in Application.cpp" msgid "Failed building builtin previews" msgstr "ビルトインプレビューの作成に失敗しました" #: /Editor/Src/Application/Application.cpp:1638 msgctxt "Error Message in Application.cpp" msgid "Failed building editor resources" msgstr "エディターリソースの作成に失敗しました" #: /Editor/Src/Application/Application.cpp:1645 msgctxt "Error Message in Application.cpp" msgid "Failed importing package" msgstr "パッケージのインポートに失敗しました" #: /Editor/Src/Application/Application.cpp:2361 msgctxt "Warning Message in Application.cpp" msgid "New Scene in play mode is not supported. Exit play mode and try again." msgstr "再生モードの新規シーン作成はサポートされていません。再生モードを終了して、もう一度やり直してください" #: /Editor/Src/Application/Application.cpp:2907 msgctxt "Warning Message in Application.cpp" msgid "Standalone player support is not installed. Some functionality may not work properly." msgstr "スタンドアロンプレイヤーサポートがインストールされていません。 一部の機能が正しく動作しない可能性があります。" #: /Editor/Src/BuildPipeline/BuildAssetBundle.cpp:261 msgctxt "Error Message in BuildAssetBundle.cpp" msgid "Tried to use non existing guid during asset bundling" msgstr "アセットバンドル中に存在しないGUIDを使用しようとしました" #: /Editor/Src/BuildPipeline/BuildAssetBundle.cpp:856 msgctxt "Error Message in BuildAssetBundle.cpp" msgid "Tried to use non existing guid during BuildAssetBundle" msgstr "BuildAssetBundleの間に存在しないGUIDを使用しようとしました" #: /Editor/Src/BuildPipeline/BuildPlayer.cpp:1644 msgctxt "Warning Message in BuildPlayer.cpp" msgid "Platform does not support LZMA compression. Using LZ4HC instead." msgstr "プラットフォームは LZMA 圧縮をサポートしていません。 代わりに LZ4HC を使用してください" #: /Editor/Src/BuildPipeline/BuildPlayer.cpp:3344 msgctxt "Warning Message in BuildPlayer.cpp" msgid "Game scripts or other custom code contains OnMouse_ event handlers. Presence of such handlers might impact performance on handheld devices." msgstr "ゲームスクリプトか他のカスタムコードに OnMouse_ イベントハンドラーが含まれています。このようなハンドラーは、小型デバイス (手のひらサイズの) のパフォーマンスに影響を与える場合があります" #: /Editor/Src/BuildPipeline/BuildSerialization.cpp:1884 msgctxt "Error Message in BuildSerialization.cpp" msgid "Inconsistent asset when sorting preload assets (Same path & file ID) " msgstr "ロード前のアセットをソートするとき (同じパスとファイル ID)、アセットに一貫性がありません " #: /Editor/Src/BuildPipeline/BuildBuiltinAssetBundles.cpp:113 msgctxt "Error Message in BuildBuiltinAssetBundles.cpp" msgid "GenerateBuiltinAssetPreviews failed" msgstr "GenerateBuiltinAssetPreviews は失敗しました" #: /Editor/Src/BuildPipeline/BuildBuiltinAssetBundles.cpp:341 msgctxt "Error Message in BuildBuiltinAssetBundles.cpp" msgid "Failed to regenerate editor skins." msgstr "エディタースキンの再生成に失敗しました" #: /Editor/Src/BuildPipeline/BuildBuiltinAssetBundles.cpp:354 msgctxt "Error Message in BuildBuiltinAssetBundles.cpp" msgid "No editor assets were found in Assets" msgstr "アセットにエディターアセットが見つかりません" #: /Editor/Src/BuildPipeline/BuildBuiltinAssetBundles.cpp:354 msgctxt "Error Message in BuildBuiltinAssetBundles.cpp" msgid "Editor Default Resources" msgstr "エディターのデフォルトリソース" #: /Editor/Src/BuildPipeline/PrepareMeshDataForBuildTarget.cpp:148 msgctxt "Error Message in PrepareMeshDataForBuildTarget.cpp" msgid "Unsupported blend weight format." msgstr "サポートされないブレンドウェイト形式" #: /Editor/Src/BuildPipeline/BuildTargetPlatformSpecific.cpp:928 msgctxt "Error Message in BuildTargetPlatformSpecific.cpp" msgid "Unknown platform!" msgstr "不明なプラットフォームです" #: /Editor/Src/AssetStore/AssetStoreDownloadMessage.cpp:39 msgctxt "Error Message in AssetStoreDownloadMessage.cpp" msgid "Could not read from encrypted package file." msgstr "暗号化されたパッケージファイルから読み込みができませんでした" #: /Editor/Src/AssetStore/AssetStoreDownloadMessage.cpp:48 msgctxt "Error Message in AssetStoreDownloadMessage.cpp" msgid "Could not write to decrypted package file." msgstr "解読したパッケージファイルに書き込めませんでした" #: /Editor/Src/Utility/GameObjectHierarchyProperty.cpp:599 msgctxt "Error Message in GameObjectHierarchyProperty.cpp" msgid "SetSubScenes must pass valid transforms & sub scenes" msgstr "SetSubScene は有効な transform と subscene を渡さなくてはなりません" #: /Editor/Src/Utility/CurlRequest.cpp:919 msgctxt "Error Message in CurlRequest.cpp" msgid "Unexpected CurlRequestMessage state." msgstr "予期しないCurlRequestMessageの状態" #: /Editor/Src/Utility/EditorGUIUtility.cpp:237 msgctxt "Error Message in EditorGUIUtility.cpp" msgid "EditorGUIUtility.AddCursorRect called outside an editor OnGUI" msgstr "EditorGUIUtility.AddCursorRectがエディターOnGUIの外で呼び出されました" #: /Editor/Src/Utility/EditorGUIUtility.cpp:250 msgctxt "Error Message in EditorGUIUtility.cpp" msgid "EditorGUIUtility.SetCurrentViewCursor called outside an editor OnGUI" msgstr "EditorGUIUtility.SetCurrentViewCursorがエディターOnGUIの外で呼び出されました" #: /Editor/Src/Utility/EditorGUIUtility.cpp:263 msgctxt "Error Message in EditorGUIUtility.cpp" msgid "EditorGUIUtility.ClearCurrentViewCursor called outside an editor OnGUI" msgstr "EditorGUIUtility.ClearCurrentViewCursorがエディターOnGUIの外で呼び出されました" #: /Editor/Src/Utility/SerializedProperty.h:366 msgctxt "Error Message in SerializedProperty.h" msgid "Mismatched types in GetValue - return value is junk" msgstr "GetValueに不一致の型があります。戻り値はジャンクです。" #: /Editor/Src/Utility/SerializedProperty.h:379 msgctxt "Error Message in SerializedProperty.h" msgid "Mismatched types in SetValue" msgstr "GetValueの不一致の型" #: /Editor/Src/Utility/EditorCameraDrawing.cpp:230 msgctxt "Error Message in EditorCameraDrawing.cpp" msgid "Couldn't find SceneViewGrayscaleEffectFade material!" msgstr "SceneViewGrayscaleEffectFadeマテリアルが見つかりませんでした" #: /Editor/Src/Utility/EditorCameraDrawing.cpp:239 msgctxt "Error Message in EditorCameraDrawing.cpp" msgid "Error while generating temporary texture for scene view" msgstr "シーンビューの一時的なテクスチャを生成するのにエラーが発生しました" #: /Editor/Src/Utility/EditorCameraDrawing.cpp:2240 msgctxt "Error Message in EditorCameraDrawing.cpp" msgid "Camera set to be used as occlusion vizualization camera was not valid for rendering." msgstr "オクルージョン可視化のカメラとして使用するために設定したカメラは、レンダリングに有効ではありません。" #: /Editor/Src/Utility/YAMLNode.cpp:55 msgctxt "Warning Message in YAMLNode.cpp" msgid "Cast from Int64 to Int32 may cause data lose." msgstr "Int64からInt32へのキャストがデータ消失の原因になる場合があります。" #: /Editor/Src/Utility/YAMLNode.cpp:84 msgctxt "Warning Message in YAMLNode.cpp" msgid "Cast from Int64 to float may cause data lose." msgstr "Int64 から Float へのキャストがデータ消失の原因になる場合があります" #: /Editor/Src/Utility/SerializedProperty.cpp:148 msgctxt "Error Message in SerializedProperty.cpp" msgid "SerializedObject target has been destroyed." msgstr "SerializedObjectターゲットは破棄されました。" #: /Editor/Src/Utility/SerializedProperty.cpp:766 msgctxt "Error Message in SerializedProperty.cpp" msgid "Retrieving array size but no array was provided" msgstr "配列サイズを検索しますが、配列が指定されていません" #: /Editor/Src/Utility/SerializedProperty.cpp:793 msgctxt "Error Message in SerializedProperty.cpp" msgid "Invalid property to get array Element" msgstr "配列要素を得るには無効なプロパティです" #: /Editor/Src/Utility/SerializedProperty.cpp:866 msgctxt "Error Message in SerializedProperty.cpp" msgid "Retrieving array element but no array was provided" msgstr "配列要素を検索しますが、配列が指定されていません" #: /Editor/Src/Utility/SerializedProperty.cpp:875 msgctxt "Error Message in SerializedProperty.cpp" msgid "Retrieving array element that was out of bounds" msgstr "範囲外の配列要素を検索しています" #: /Editor/Src/Utility/SerializedProperty.cpp:920 msgctxt "Error Message in SerializedProperty.cpp" msgid "Retrieving fixed buffer size but no fixed buffer was provided" msgstr "固定バッファサイズを検索しますが、固定バッファが指定されていません" #: /Editor/Src/Utility/SerializedProperty.cpp:929 msgctxt "Error Message in SerializedProperty.cpp" msgid "Retrieving fixed buffer element but no fixed buffer was provided" msgstr "固定バッファ要素を検索しますが、固定バッファが指定されていません" #: /Editor/Src/Utility/SerializedProperty.cpp:1348 msgctxt "Error Message in SerializedProperty.cpp" msgid "type is not a supported int value" msgstr "型はサポートされたint値ではありません" #: /Editor/Src/Utility/SerializedProperty.cpp:1362 msgctxt "Error Message in SerializedProperty.cpp" msgid "Array size must be non-negative." msgstr "配列のサイズは正の数でなくてはなりません" #: /Editor/Src/Utility/SerializedProperty.cpp:1384 msgctxt "Error Message in SerializedProperty.cpp" msgid "Invalid property to resize array" msgstr "配列をリサイズするには無効なプロパティです" #: /Editor/Src/Utility/SerializedProperty.cpp:1680 msgctxt "Error Message in SerializedProperty.cpp" msgid "type is not a supported float value" msgstr "型はサポートされたFloat値ではありません" #: /Editor/Src/Utility/SerializedProperty.cpp:1736 msgctxt "Error Message in SerializedProperty.cpp" msgid "type is not a supported string value" msgstr "型はサポートされた文字列の値ではありません" #: /Editor/Src/Utility/SerializedProperty.cpp:1828 msgctxt "Error Message in SerializedProperty.cpp" msgid "type is not a supported color value" msgstr "型はサポートされた色の値ではありません" #: /Editor/Src/Utility/SerializedProperty.cpp:1924 msgctxt "Error Message in SerializedProperty.cpp" msgid "Not an animation curve" msgstr "アニメーションカーブではありません" #: /Editor/Src/Utility/SerializedProperty.cpp:2089 msgctxt "Error Message in SerializedProperty.cpp" msgid "type is not a supported gradient value" msgstr "型はサポートされたグラデーション値ではありません" #: /Editor/Src/Utility/SerializedProperty.cpp:2395 msgctxt "Error Message in SerializedProperty.cpp" msgid "type is not a supported pptr value" msgstr "型はサポートされたpptr値ではありません" #: /Editor/Src/Utility/SerializedProperty.cpp:2588 msgctxt "Error Message in SerializedProperty.cpp" msgid "type is not a enum value" msgstr "型はenum値ではありません" #: /Editor/Src/Utility/SerializedProperty.cpp:2716 msgctxt "Error Message in SerializedProperty.cpp" msgid "enum index is out of range" msgstr "enumインデックスは範囲外です" #: /Editor/Src/Utility/SerializedProperty.cpp:2943 msgctxt "Error Message in SerializedProperty.cpp" msgid "type is not a LayerMask value" msgstr "型はLayerMask値ではありません" #: /Editor/Src/Utility/SerializedProperty.cpp:2989 msgctxt "Error Message in SerializedProperty.cpp" msgid "property must be 32 bits for SetBitAtIndexForAllTargetsImmediate." msgstr "SetBitAtIndexForAllTargetsImmediateでは、プロパティは32ビットにしてください" #: /Editor/Src/Utility/SerializedProperty.cpp:3241 msgctxt "Error Message in SerializedProperty.cpp" msgid "Destination property could not be found" msgstr "目的となるプロパティが見つかりません" #: /Editor/Src/Utility/SerializedProperty.cpp:3269 msgctxt "Error Message in SerializedProperty.cpp" msgid "Destination property underlying types does not match the given one" msgstr "タイプが基とする目的となるプロパティが指定されたものと一致しません" #: /Runtime/Misc/PlayerPaths.cpp:161 msgctxt "Warning Message in PlayerPaths.cpp" msgid "No architecture-specific folder for the current standalone platform" msgstr "現在のスタンドアロンプラットフォームのアーキテクチャに対応するフォルダーがありません" #: /Runtime/Misc/GameObjectUtility.cpp:1707 msgctxt "Error Message in GameObjectUtility.cpp" msgid "Destroying object multiple times. Don't use DestroyImmediate on the same object in OnDisable or OnDestroy." msgstr "オブジェクトを複数回破棄しています。OnDisableかOnDestroyが適用されているオブジェクトにDestroyImmediateを使用しないでください。" #: /Runtime/Misc/GameObjectUtility.cpp:1839 msgctxt "Error Message in GameObjectUtility.cpp" msgid "Component Removing internal failure" msgstr "コンポーネント削除時に内部エラーが発生しました" #: /Runtime/Misc/Cache.cpp:534 msgctxt "Error Message in Cache.cpp" msgid "Maximum disk space used exceeds what is allowed by the license" msgstr "ライセンスで許可される最大使用ディスクスペースを超過" #: /Runtime/Misc/GarbageCollectSharedAssets.cpp:294 msgctxt "Error Message in GarbageCollectSharedAssets.cpp" msgid "UnloadUnusedAssets incorrect caused some assets to load. This can easily cause deadlocks or crashes." msgstr "誤ったUnloadUnusedAssetsはいくつかのアセットをロードする原因になります。これは、容易にデッドロックやクラッシュの原因となる可能性があります" #: /Runtime/Misc/GarbageCollectSharedAssets.cpp:704 msgctxt "Warning Message in GarbageCollectSharedAssets.cpp" msgid "Persistent object is known in persistent manager will unload Might happen due to Assetbundle.Unload(false)" msgstr "永続マネージャーが管理する永続オブジェクトは AssetBundle.Unload(false) によりアンロードされる可能性があります" #: /Runtime/Misc/PlayerSettings.cpp:371 msgctxt "Error Message in PlayerSettings.cpp" msgid "orientation out of range" msgstr "向きが範囲外です" #: /Runtime/Misc/PlayerSettings.cpp:397 msgctxt "Error Message in PlayerSettings.cpp" msgid "all orientations are disabled for auto-rotation. Enabling Portrait" msgstr "自動回転のすべての向きは無効です。縦向きを有効にします。" #: /Runtime/Misc/PlayerSettings.cpp:922 msgctxt "Warning Message in PlayerSettings.cpp" msgid "MacFullscreenMode.CaptureDisplay is deprecated and no longer supported. Will use MacFullscreenMode.FullscreenWindow instead." msgstr "MacFullscreenMode.CaptureDisplayはサポートされていません。代わりに、MacFullscreenMode.FullscreenWindowを使用してください。" #: /Runtime/Video/BaseVideoTexture.cpp:84 msgctxt "Warning Message in BaseVideoTexture.cpp" msgid "Warning! Video texture requires non-power-of-two-textures support in hardware." msgstr "警告。ビデオテクスチャには、ハードウェアで2の累乗以外のサイズのテククチャサポートが必要です。" #: /Runtime/Video/BaseVideoTexture.cpp:100 msgctxt "Error Message in BaseVideoTexture.cpp" msgid "integer overflow in addition" msgstr "加算で整数のオーバーフローが発生しました" #: /Runtime/Video/BaseVideoTexture.cpp:107 msgctxt "Error Message in BaseVideoTexture.cpp" msgid "integer overflow in multiplication" msgstr "乗算で整数のオーバーフローが発生" #: /Runtime/Video/BaseWebCamTexture.h:141 msgctxt "Error Message in BaseWebCamTexture.h" msgid "Cannot get pixels when webcam is not running" msgstr "webcamが実行中でない場合、ピクセルを取得できません" #: /Runtime/Video/BaseWebCamTexture.h:147 msgctxt "Error Message in BaseWebCamTexture.h" msgid "Cannot get pixels when webcam is non-readable" msgstr "webcamが読み込み不可の場合、ピクセルを取得できません" #: /Runtime/Video/BaseWebCamTexture.h:186 msgctxt "Error Message in BaseWebCamTexture.h" msgid "Buffer is too small to get image data" msgstr "バッファが小さすぎて画像データを取得できません" #: /Runtime/GameCode/CloneObject.cpp:361 msgctxt "Error Message in CloneObject.cpp" msgid "Cannot instantiate objects with a parent which is persistent. New object will be created without a parent." msgstr "永続的な親を持つオブジェクトをインスタンス化できません。新しいオブジェクトは親なしに作成されます。" #: /Runtime/BaseClasses/TagManager.cpp:354 msgctxt "Error Message in TagManager.cpp" msgid "Layer index out of bounds" msgstr "レイヤーインデックス範囲外" #: /Runtime/BaseClasses/ManagerContext.cpp:68 msgctxt "Error Message in ManagerContext.cpp" msgid "Number of GameManager classes does not match number of game managers registered." msgstr "GameManagerクラスの数が、登録されているゲームマネージャーの数と一致しません" #: /Runtime/BaseClasses/PPtr.h:256 msgctxt "Error Message in PPtr.h" msgid "Dereferencing NULL PPtr!" msgstr "NULL PPtrの参照を解除します" #: /Runtime/GfxDevice/GfxDevice.h:882 msgctxt "Error Message in GfxDevice.h" msgid "IssuePluginCustomTextureUpdate is not supported by this GfxDevice" msgstr "IssuePluginCustomTextureUpdateは、このGfxDeviceによってサポートされません" #: /Runtime/GfxDevice/GfxDevice.h:896 msgctxt "Error Message in GfxDevice.h" msgid "CopyBuffer is not supported by this GfxDevice" msgstr "CopyBufferは、このGfxDeviceによってサポートされません" #: /Runtime/GfxDevice/GfxDevice.h:1196 msgctxt "Error Message in GfxDevice.h" msgid "Don't call SetShadersMainThread on threadable device! Use GraphicsHelper instead" msgstr "スレッド可能なデバイスでSetShadersMainThreadを呼び出さないでください。代わりに、GraphicsHelperを使用してください" #: /Runtime/GfxDevice/DrawImmediate.cpp:172 msgctxt "Error Message in DrawImmediate.cpp" msgid "GL.End requires material.SetPass before!" msgstr "GL.Endより前にmaterial.SetPassが必要です" #: /Runtime/GfxDevice/GfxDevice.cpp:1655 msgctxt "Error Message in GfxDevice.cpp" msgid "This GfxDevice does not support asynchronous readback" msgstr "このGfxDeviceは非同期リードバックをサポートしていません" #: /Runtime/GfxDevice/GfxDevice.cpp:1800 msgctxt "Error Message in GfxDevice.cpp" msgid "Cannot reload shaders on this platform" msgstr "このプラットフォーム上でシェーダーを再ロードできません" #: /Runtime/GfxDevice/GfxDevice.cpp:2044 msgctxt "Error Message in GfxDevice.cpp" msgid "GetPreparedThreadedDeviceClient is not supported by this GfxDevice" msgstr "GetPreparedThreadedDeviceClient は、この GfxDevice によってサポートされていません" #: /Runtime/GfxDevice/metal/TextureReadbackMetal.mm:115 msgctxt "Error Message in TextureReadbackMetal.mm" msgid "Reading pixels out of bounds of the current active render texture" msgstr "現在アクティブなレンダーテクスチャの範囲外のピクセルを読み込みます" #: /Runtime/GfxDevice/metal/GfxDeviceMetal.mm:2546 msgctxt "Error Message in GfxDeviceMetal.mm" msgid "Can't allocate buffers from graphics jobs" msgstr "グラフィックスジョブからバッファを割り当てることはできません" #: /Runtime/GfxDevice/metal/GfxDeviceMetal.mm:2567 msgctxt "Error Message in GfxDeviceMetal.mm" msgid "Can't initialize buffers from graphics jobs" msgstr "グラフィックスジョブからバッファを初期化できません" #: /Runtime/GfxDevice/metal/GfxDeviceMetal.mm:2590 msgctxt "Error Message in GfxDeviceMetal.mm" msgid "Can't delete buffers from graphics jobs" msgstr "グラフィックスジョブからバッファを削除できません" #: /Runtime/GfxDevice/metal/GfxDeviceMetal.mm:3471 msgctxt "Warning Message in GfxDeviceMetal.mm" msgid "Random write target index out of bounds" msgstr "ランダム書き込みターゲットインデックスが範囲を超えています" #: /Runtime/GfxDevice/d3d11/SparseTexturesD3D11.cpp:109 msgctxt "Error Message in SparseTexturesD3D11.cpp" msgid "Could not find tile pool for D3D11 sparse texture" msgstr "D3D11スパーステクスチャのタイルプールを見つけられませんでした" #: /Runtime/GfxDevice/d3d11/DrawBuffersD3D11.cpp:448 msgctxt "Error Message in DrawBuffersD3D11.cpp" msgid "Draw indirect argument buffer too small. Must be at least 20 bytes (5 ints)." msgstr "Drawの間接引数バッファが小さすぎます。最低20バイト(int を5つ分)でなくてはなりません。" #: /Runtime/GfxDevice/d3d11/TexturesD3D11.cpp:416 msgctxt "Error Message in TexturesD3D11.cpp" msgid "Incorrect texture dimension!" msgstr "テクスチャの次元が誤っています" #: /Runtime/GfxDevice/d3d11/TexturesD3D11.cpp:1125 msgctxt "Error Message in TexturesD3D11.cpp" msgid "Could not find texture for D3D11 sparse texture upload" msgstr "D3D11スパーステクスチャのアップロード用のテクスチャを見つけることができませんでした" #: /Runtime/GfxDevice/d3d11/GpuProgramsD3D11.cpp:48 msgctxt "Error Message in GpuProgramsD3D11.cpp" msgid "D3D shader blob is empty!" msgstr "D3DシェーダーのBLOBは空です。" #: /Runtime/GfxDevice/d3d11/GpuProgramsD3D11.cpp:66 msgctxt "Error Message in GpuProgramsD3D11.cpp" msgid "D3D shader bytecode missing from blob!" msgstr "BLOBにD3Dシェーダーのバイトコードがありません" #: /Runtime/GfxDevice/extensions/StereoSupportExt.cpp:242 msgctxt "Error Message in StereoSupportExt.cpp" msgid "Trying to get an unsupported stereo matrix." msgstr "サポートされていないステレオマトリックスを取得しようとしています" #: /Runtime/GfxDevice/extensions/StereoSupportExt.cpp:292 msgctxt "Error Message in StereoSupportExt.cpp" msgid "Trying to set an unsupported stereo matrix." msgstr "サポートされていないステレオマトリクスを設定しようとしています" #: /Runtime/GfxDevice/extensions/StereoSupportExt.cpp:359 msgctxt "Error Message in StereoSupportExt.cpp" msgid "Invalid param to SetStereoMatrix()" msgstr "SetStereoMatrix()に無効なパラメーターがあります" #: /Runtime/GfxDevice/vulkan/GfxDeviceVK.cpp:360 msgctxt "Error Message in GfxDeviceVK.cpp" msgid "Toggling SRGBWrite is not supported while inside a Renderpass!" msgstr "レンダーパス内部では、SRGBWriteをトグルすることはできません" #: /Runtime/GfxDevice/vulkan/GfxDeviceVK.cpp:633 msgctxt "Warning Message in GfxDeviceVK.cpp" msgid "Attempting to draw with missing bindings" msgstr "存在しないバインディングで描画しようとしています" #: /Runtime/GfxDevice/vulkan/GfxDeviceVK.cpp:738 msgctxt "Warning Message in GfxDeviceVK.cpp" msgid "Attempting to draw with missing UAV bindings" msgstr "存在しないUAVバインディングで描画しようとしています" #: /Runtime/GfxDevice/vulkan/GfxDeviceVK.cpp:919 msgctxt "Warning Message in GfxDeviceVK.cpp" msgid "Attempting to draw without an active shader program?" msgstr "アクティブなシェーダープログラムなしで描画しようとしていますか?" #: /Runtime/GfxDevice/vulkan/GpuProgramsVK.cpp:840 msgctxt "Error Message in GpuProgramsVK.cpp" msgid "Error creating GPU program" msgstr "GPUプログラムの作成にエラーが発生しました" #: /Runtime/GfxDevice/vulkan/VKFramebuffer.cpp:146 msgctxt "Error Message in VKFramebuffer.cpp" msgid "Missing Vulkan framebuffer attachment image?" msgstr "Vulkanフレームバッファアタッチメント画像が見つかりません" #: /Runtime/GfxDevice/vulkan/VKFramebuffer.cpp:166 msgctxt "Error Message in VKFramebuffer.cpp" msgid "Missing Vulkan framebuffer attachment resolve image?" msgstr "Vulkanフレームバッファアタッチメント解決画像が見つかりません" #: /Runtime/GfxDevice/opengles/GfxDeviceGLES.cpp:1745 msgctxt "Error Message in GfxDeviceGLES.cpp" msgid "The given primitive topology does not match with the topology expected by the geometry shader" msgstr "指定されたプリミティブなトポロジーは、ジオメトリシェーダーが期待したトポロジーと一致しません" #: /Runtime/GfxDevice/opengles/GraphicsCapsGLES.cpp:929 msgctxt "Warning Message in GraphicsCapsGLES.cpp" msgid "MSAA support is disabled on High Sierra for this GPU" msgstr "MSAAサポートは、このGPUのHigh Sierraに対して無効です。" #: /Runtime/GfxDevice/threaded/GfxDeviceClientPool.cpp:65 msgctxt "Error Message in GfxDeviceClientPool.cpp" msgid "Didn't find device in ReleaseClientDevice()" msgstr "ReleaseClientDevice()にデバイスがありませんでした" #: /Runtime/GfxDevice/threaded/GfxDeviceWorker.cpp:1951 msgctxt "Error Message in GfxDeviceWorker.cpp" msgid "Illegal offset" msgstr "不正なオフセット" #: /Runtime/GfxDevice/threaded/GfxDeviceWorker.cpp:1951 msgctxt "Error Message in GfxDeviceWorker.cpp" msgid "size in BeginBufferWrite()" msgstr "BeginBufferWrite()のサイズ" #: /Runtime/GfxDevice/threaded/GfxDeviceClient.cpp:2562 msgctxt "Error Message in GfxDeviceClient.cpp" msgid "Dimensions of color surface does not match dimensions of depth surface" msgstr "カラーサーフェスの(配列の)次元が深度サーフェスの(配列の)次元と一致しません" #: /Runtime/GfxDevice/threaded/GfxDeviceClient.cpp:3051 msgctxt "Error Message in GfxDeviceClient.cpp" msgid "CPU fence is invalid or very old!" msgstr "CPUフェンスが無効またはとても古いです。" #: /Runtime/Scripting/Scripting.cpp:534 msgctxt "Error Message in Scripting.cpp" msgid "Instance couldn't be created because type was null." msgstr "型がnullのため、インスタンスを作成することができませんでした。" #: /Runtime/Scripting/ScriptingInvocation.cpp:81 msgctxt "Error Message in ScriptingInvocation.cpp" msgid "Failed to call function because it was null" msgstr "nullのため、関数の呼び出しに失敗しました" #: /Runtime/GI/GIHelpers.cpp:342 msgctxt "Error Message in GIHelpers.cpp" msgid "Explicitly handle all the GI texture types in BuildSystemTexture." msgstr "BuildSystemテクスチャのすべてのGIテクスチャタイプを明示的に処理します。" #: /Runtime/GI/GICache.cpp:77 msgctxt "Error Message in GICache.cpp" msgid "GICache path is uninitialized!" msgstr "GIキャッシュのパスは初期化されていません" #: /Runtime/GI/Enlighten/EnlightenRuntimeManager.cpp:433 msgctxt "Error Message in EnlightenRuntimeManager.cpp" msgid "Attempting to release atlas texture that is in use. Cannot release texture." msgstr "使用中のアトラステクスチャを解放しようとしています。テクスチャを解放できません。" #: /Runtime/GI/Enlighten/EnlightenRuntimeManager.cpp:2445 msgctxt "Error Message in EnlightenRuntimeManager.cpp" msgid "Failed to issue albedo update." msgstr "アルべド更新に失敗しました" #: /Runtime/Director/Core/PlayableGraph.cpp:71 msgctxt "Error Message in PlayableGraph.cpp" msgid "A PlayableGraph is being directly or indirectly evaluated recursively." msgstr "PlayableGraphは再帰的に直接/間接的に評価されます" #: /Runtime/Director/Core/PlayableGraph.cpp:224 msgctxt "Warning Message in PlayableGraph.cpp" msgid "PlayableGraph being evaluated with no outputs. Playables will not be updated" msgstr "PlayableGraphは出力なしで評価されます。プレイアブルは更新されません" #: /Runtime/Director/Core/Playable.cpp:175 msgctxt "Error Message in Playable.cpp" msgid "attempting to explicitly set an output connection to a non-existing port" msgstr "出力の接続を存在しないポートに明示的に設定しようとしています" #: /Runtime/Director/Core/PlayableAssetUtility.cpp:33 msgctxt "Error Message in PlayableAssetUtility.cpp" msgid "Could not find GetPlayableAssetDuration method" msgstr "GetPlayableAssetDurationメソッドが見つかりませんでした" #: /Runtime/Director/Core/PlayableAssetUtility.cpp:53 msgctxt "Error Message in PlayableAssetUtility.cpp" msgid "Could not find Create Playable method" msgstr "Create Playableメソッドが見つかりませんでした" #: /Runtime/Input/TouchPhaseEmulation.cpp:505 msgctxt "Error Message in TouchPhaseEmulation.cpp" msgid "Trying to expire empty touch slot!" msgstr "空のタッチスロットを無効にしようとしています" #: /Runtime/Camera/Shadows.cpp:202 msgctxt "Warning Message in Shadows.cpp" msgid "Screenspace cascaded shadow map support is disabled in graphics settings" msgstr "スクリーンスペースのカスケードシャドウマップのサポートはグラフィックス設定では使用できません" #: /Runtime/Camera/Camera.cpp:2692 msgctxt "Error Message in Camera.cpp" msgid "Unable to find ODSWorldTexture shader" msgstr "ODSWorldTextureシェーダーが見つかりません" #: /Runtime/Camera/Camera.cpp:4988 msgctxt "Error Message in Camera.cpp" msgid "Cubemap must not be null" msgstr "キューブマップはnullにできません" #: /Runtime/Camera/Camera.cpp:5024 msgctxt "Error Message in Camera.cpp" msgid "Camera to copy from must not be null" msgstr "コピー元となるカメラはnullにできません" #: /Runtime/Camera/BatchRendererGroup.cpp:826 msgctxt "Warning Message in BatchRendererGroup.cpp" msgid "Leaked BatchRendererGroup" msgstr "メモリリークしたBatchRendererGroup" #: /Runtime/Camera/ImageFilters.cpp:451 msgctxt "Warning Message in ImageFilters.cpp" msgid "OnRenderImage() possibly didn't write anything to the destination texture!" msgstr "OnRenderImage()は、ターゲットテクスチャに何も書き込まなかった可能性があります" #: /Runtime/Camera/RendererScene.cpp:340 msgctxt "Error Message in RendererScene.cpp" msgid "Invalid SceneHandle" msgstr "無効なSceneHandle" #: /Runtime/Camera/OcclusionCullingSettings.cpp:133 msgctxt "Error Message in OcclusionCullingSettings.cpp" msgid "Occlusion culling data is out of date. Please rebake" msgstr "オクルージョンカリングデータは古くなっています。再ベイクしてください" #: /Runtime/Camera/UmbraInterface.h:30 msgctxt "Warning Message in UmbraInterface.h" msgid "Loading deprecated Occlusion Culling is not supported. Please rebake the occlusion culling data." msgstr "非推奨のオクルージョンカリングのロードはサポートされていません。オクルージョンカリングのデータをベイクしなおしてください" #: /Runtime/Camera/Culling/CullingGroup.cpp:106 msgctxt "Error Message in CullingGroup.cpp" msgid "CullingGroup index is out of bounds" msgstr "CullingGroupインデックスは範囲外です" #: /Runtime/Camera/Culling/CullingGroup.cpp:143 msgctxt "Warning Message in CullingGroup.cpp" msgid "Bounding sphere count must be less or equal to the bounding sphere array." msgstr "境界球の総数は、境界球の配列以下の数でなくてはなりません" #: /Runtime/Camera/Culling/CullingGroup.cpp:228 msgctxt "Error Message in CullingGroup.cpp" msgid "CullingGroup bounding distances must be sorted in ascending order." msgstr "CullingGroupのバウンディングの距離は昇順でソートされなくてはなりません" #: /Runtime/Camera/RenderLoops/RenderLoopPrivate.cpp:492 msgctxt "Error Message in RenderLoopPrivate.cpp" msgid "Pre-pass rendering loop should never happen on this platform!" msgstr "プリパスレンダリングループは、このプラットフォームでは絶対に発生しません" #: /Runtime/Camera/RenderLoops/RenderLoopPrivate.cpp:502 msgctxt "Error Message in RenderLoopPrivate.cpp" msgid "Deferred rendering loop should never happen on this platform!" msgstr "このプラットフォームでディファードレンダリングループを行うことはできません" #: /Runtime/Network/NetworkUtility.cpp:742 msgctxt "Error Message in NetworkUtility.cpp" msgid "No IP present in PingTime structure." msgstr "PingTime構造にIPがありません" #: /Runtime/Network/NetworkUtility.cpp:756 msgctxt "Error Message in NetworkUtility.cpp" msgid "Incorrectly formatted IP address." msgstr "誤ってフォーマットされたIPアドレス" #: /Runtime/Network/PlayerCommunicator/PlayerConnection.cpp:184 msgctxt "Error Message in PlayerConnection.cpp" msgid "Unable to setup multicast socket for player connection." msgstr "プレイヤー接続にマルチキャストソケットを設定できません" #: /Runtime/Network/PlayerCommunicator/PlayerConnection.cpp:186 msgctxt "Error Message in PlayerConnection.cpp" msgid "Unable to set broadcast mode for player connection socket." msgstr "プレイヤー接続ソケットにブロードキャストモードを設定できません" #: /Runtime/Network/PlayerCommunicator/PlayerConnection.cpp:447 msgctxt "Error Message in PlayerConnection.cpp" msgid "PlayerConnection configuration is missing host ip address" msgstr "PlayerConnection設定にホストのIPアドレスがありません" #: /Runtime/Network/PlayerCommunicator/GeneralConnection.cpp:288 msgctxt "Error Message in GeneralConnection.cpp" msgid "MessageHandler not registered" msgstr "MessageHandlerは記録されていません" #: /Runtime/Network/PlayerCommunicator/GeneralConnection.cpp:448 msgctxt "Warning Message in GeneralConnection.cpp" msgid "Cannot send network message. Receiver cannot keep up with the amount of data sent" msgstr "ネットワークメッセージを送信できません。レシーバーはその量のデータを受領し続けられません" #: /Runtime/Network/PlayerCommunicator/GeneralConnection.cpp:454 msgctxt "Warning Message in GeneralConnection.cpp" msgid "Sending message header failed" msgstr "メッセージヘッダーの送信に失敗しました" #: /Runtime/Serialize/PersistentManager.cpp:403 msgctxt "Error Message in PersistentManager.cpp" msgid "Make Objects Persistent failed because the object can not be loaded" msgstr "オブジェクトをロードできなかったため、オブジェクトを永続的にするのに失敗しました" #: /Runtime/Serialize/PersistentManager.cpp:975 msgctxt "Error Message in PersistentManager.cpp" msgid "Failed to write script type references" msgstr "スクリプト型リファレンスを書くことができませんでした" #: /Runtime/Serialize/PersistentManager.cpp:1385 msgctxt "Error Message in PersistentManager.cpp" msgid "Recursive Serialization is not supported. You can't dereference a PPtr while loading. (Constructors of C# classes may not load objects either. See stacktrace.)" msgstr "再帰的なシリアル化はサポートされません。ロードしている間、PPtr を非リファレンスすることはできません。(C# クラスのコンストラクターはオブジェクトのロードもしない場合があります。スタックトレースを参照してください。)" #: /Runtime/Serialize/PersistentManager.cpp:1682 msgctxt "Error Message in PersistentManager.cpp" msgid "Do not use ReadObjectThreaded on scene objects!" msgstr "シーンオブジェクト上でReadObjectThreadedを使用しないでください" #: /Runtime/Serialize/PersistentManager.cpp:2478 msgctxt "Error Message in PersistentManager.cpp" msgid "Trying to load a stream which is already loaded." msgstr "すでにロードされた文字列をロードしようとしています。" #: /Runtime/Serialize/SerializedFile.cpp:420 msgctxt "Error Message in SerializedFile.cpp" msgid "Serialized file contains typetrees but the target can't use them. Will ignore typetrees." msgstr "シリアライズしたファイルにタイプツリーが含まれていますが、ターゲットはそれを使用していません。タイプツリーを無視します" #: /Runtime/Serialize/SerializedFile.cpp:1307 msgctxt "Error Message in SerializedFile.cpp" msgid "Script extraction failure" msgstr "スクリプト抽出エラー" #: /Runtime/Serialize/TypeTree.cpp:805 msgctxt "Error Message in TypeTree.cpp" msgid "Fatal error while reading file. Header is invalid!" msgstr "ファイルを読み込むときに重大なエラーが発生しました。無効なヘッダーが使用されています" #: /Runtime/Serialize/TransferUtility.cpp:74 msgctxt "Error Message in TransferUtility.cpp" msgid "Error while reading serialized data." msgstr "シリアル化したデータを読み込むのにエラーが発生しました" #: /Runtime/Serialize/TransferUtility.cpp:228 msgctxt "Error Message in TransferUtility.cpp" msgid "Source and Destination Types do not match" msgstr "ソースと目的のタイプが一致しません" #: /Runtime/Serialize/SerializationCaching/CacheWriterBase.cpp:16 msgctxt "Error Message in CacheWriterBase.cpp" msgid "GetAddressOfMemory called on CacheWriterBase which does not support it" msgstr "GetAddressOfMemoryが、それをサポートしないCacheWriterBase上で呼び出されました" #: /Runtime/Serialize/SerializationCaching/CachedReader.cpp:20 msgctxt "Error Message in CachedReader.cpp" msgid "Resource image couldn't be loaded completely" msgstr "リソース画像を完全にはロードできませんでした" #: /Runtime/Serialize/SerializationCaching/CacheReaderBase.cpp:9 msgctxt "Error Message in CacheReaderBase.cpp" msgid "GetAddressOfMemory called on CacheReaderBase which does not support it" msgstr "GetAddressOfMemoryが、それをサポートしないCacheReaderBase上で呼び出されました" #: /Runtime/Serialize/SerializationCaching/CachedWriter.h:85 msgctxt "Error Message in CachedWriter.h" msgid "Alignment error " msgstr "整列エラー " #: /Runtime/Serialize/TransferFunctions/YAMLRead.h:387 msgctxt "Error Message in YAMLRead.h" msgid "Unexpected node type." msgstr "予期しないノードの型" #: /Runtime/Math/SphericalHarmonicsL2.cpp:276 msgctxt "Warning Message in SphericalHarmonicsL2.cpp" msgid "destStart is out of range. Ignoring." msgstr "destStartが範囲外のため、無視します。" #: /Runtime/Utilities/MemoryPool.cpp:124 msgctxt "Error Message in MemoryPool.cpp" msgid "out of memory!" msgstr "メモリが足りません!" #: /Runtime/SceneManager/SceneManager.cpp:486 msgctxt "Error Message in SceneManager.cpp" msgid "PreviewScene cannot be set as ActiveScene" msgstr "プレビューシーンをアクティブシーンとして設定できません" #: /Runtime/SceneManager/SceneManager.cpp:566 msgctxt "Warning Message in SceneManager.cpp" msgid "DontDestroyOnLoad only works for root GameObjects or components on root GameObjects." msgstr "DontDestroyOnLoadは、ルートのゲームオブジェクト、または、ルートのゲームオブジェクトのコンポーネントでのみ有効です。" #: /Runtime/Allocator/UnityDefaultAllocator.cpp:120 msgctxt "Error Message in UnityDefaultAllocator.cpp" msgid "Using memoryadresses from more than 16GB of memory" msgstr "16GBより多くのメモリのメモリアドレスを使用" #: /Runtime/Allocator/TLSAllocator.cpp:22 msgctxt "Error Message in TLSAllocator.cpp" msgid "Only one instance of the TLS allocator is allowed because of TLS implementation" msgstr "TLSの実装の理由で、TLSアロケーターのインスタンスは1つだけ生成することが可能です" #: /Runtime/Allocator/AllocationHeader.h:348 msgctxt "Error Message in AllocationHeader.h" msgid "Unaligned memory is passed to ValidateIntegrity!" msgstr "整列していないメモリはValidateIntegrityに渡されます" #: /Runtime/Allocator/AllocationHeader.h:361 msgctxt "Error Message in AllocationHeader.h" msgid "Invalid header magic value. Header is corrupted!" msgstr "無効なヘッダーマジック値です。ヘッダーは壊れています。" #: /Runtime/Allocator/AllocationHeader.h:367 msgctxt "Error Message in AllocationHeader.h" msgid "Header have invalid padding count. Header is corrupted!" msgstr "ヘッダーのパディング数は無効です。ヘッダーは壊れています。" #: /Runtime/Allocator/AllocationHeader.h:386 msgctxt "Error Message in AllocationHeader.h" msgid "Padded allocation doesn't has a padding flag. Header is corrupted!" msgstr "パディングされたアロケーションにパディングフラグがありません。ヘッダーは壊れています。" #: /Runtime/Allocator/AllocationHeader.h:413 msgctxt "Error Message in AllocationHeader.h" msgid "Allocation size have too big value. Header is corrupted!" msgstr "アロケーションサイズの値が大きすぎます。ヘッダーは壊れています。" #: /Runtime/Allocator/AllocationHeader.h:419 msgctxt "Warning Message in AllocationHeader.h" msgid "Invalid allocation was detected. Mismatching Allocate" msgstr "無効なアロケーションが見つかりました。不適当なアロケーションです。" #: /Runtime/Allocator/AllocationHeader.h:419 msgctxt "Warning Message in AllocationHeader.h" msgid "Deallocate memory labels!" msgstr "メモリラベルのアロケーションを取り消してください" #: /Runtime/Allocator/AllocationHeader.h:429 msgctxt "Error Message in AllocationHeader.h" msgid "Invalid memory pointer was detected. Footer is corrupted!" msgstr "無効なメモリポインターが検出されました。フッターが破損しています" #: /Runtime/Mono/MonoUtility.h:466 msgctxt "Error Message in MonoUtility.h" msgid "Thread is not attached to scripting runtime" msgstr "スレッドはスクリプティングランタイムにアタッチされません" #: /Runtime/Mono/Coroutine.cpp:62 msgctxt "Error Message in Coroutine.cpp" msgid "Coroutine continue failure" msgstr "コルーチンの継続的な失敗" #: /Runtime/Mono/Coroutine.cpp:392 msgctxt "Error Message in Coroutine.cpp" msgid "float.NaN has been passed into WaitForSeconds which will result in an infinite wait time." msgstr "float.NaNがWaitForSecondsに渡されました。そのため、無限に待機しつづけます。" #: /Runtime/Mono/Coroutine.cpp:484 msgctxt "Error Message in Coroutine.cpp" msgid "This asynchronous operation is already being yielded from another coroutine. An asynchronous operation can only be yielded once." msgstr "この非同期の操作はすでに他のコルーチンに許可されています。非同期の操作は一度だけ可能です。" #: /Runtime/Mono/MonoManager.cpp:426 msgctxt "Error Message in MonoManager.cpp" msgid "Invalid assembly loaded" msgstr "無効なアセンブリのロード" #: /Runtime/Mono/MonoManager.cpp:1043 msgctxt "Error Message in MonoManager.cpp" msgid "Calling C# code failed. Scripting runtime might have broken due loading of bad assemblies. Check Editor.log for details." msgstr "C#コードの呼び出しに失敗しました。不適切なアセンブリをロードしたために、スクリプティングランタイムが破損した可能性があります。詳細はEditor.logを確認してください。" #: /Runtime/Mono/MonoManager.cpp:1362 msgctxt "Error Message in MonoManager.cpp" msgid "Reload Assembly may not be called multiple times in the player" msgstr "Reload Assemblyをプレイヤーで複数回呼び出せない場合があります" #: /Runtime/Mono/MonoManager.cpp:1369 msgctxt "Error Message in MonoManager.cpp" msgid "Reload Assembly called from managed code directly. This will cause a crash. You should never refresh assets in synchronous mode or enter playmode synchronously from script code." msgstr "Reload Assemblyがマネージコードから直接呼び出されました。これはクラッシュの原因になります。 同期モードで絶対にアセットを更新しないでください、または、スクリプトコードから同期的に再生モードに入らないでください" #: /Runtime/Mono/MonoManager.cpp:1500 msgctxt "Error Message in MonoManager.cpp" msgid "Managed instance(s) where created during assembly reload in the backup" msgstr "バックアップでアセンブリの再ロード中に作成されたマネージインスタンス" #: /Runtime/Mono/MonoManager.cpp:1500 msgctxt "Error Message in MonoManager.cpp" msgid "restore phase!" msgstr "フェーズを復元してください。" #: /Runtime/Mono/MonoManager.cpp:1653 msgctxt "Error Message in MonoManager.cpp" msgid "Instances of MonoBehaviour or MonoScript found during assembly reload." msgstr "アセンブリ再ロード時にMonoBehaviourまたはMonoScriptのインスタンスが見つかりました" #: /Runtime/Mono/MonoBehaviour.cpp:271 msgctxt "Error Message in MonoBehaviour.cpp" msgid "DestroyImmediate should not be called on the same game object when destroying a MonoBehaviour" msgstr "MonoBehaviourを消去する場合は、同じゲームオブジェクト上でDestroyImmediateは呼び出してはいけません" #: /Runtime/Shaders/ComputeShader.cpp:1122 msgctxt "Warning Message in ComputeShader.cpp" msgid "dstOffsetBytes must be a multiple of 4" msgstr "dstOffsetBytesは4の倍数でなければなりません" #: /Runtime/Shaders/ShaderImpl/ShaderTextureProperty.cpp:27 msgctxt "Error Message in ShaderTextureProperty.cpp" msgid "A multisampled texture being bound to a non-multisampled sampler. Disabling in order to avoid undefined behavior. Please use Texture2DMS in the shader." msgstr "マルチサンプルされたテクスチャがマルチサンプルされていないサンプラーにバインドされています。未定義の動作を避けるために無効にします。シェーダーでTexture2DMSを使用してください" #: /Runtime/Shaders/ShaderImpl/ShaderTextureProperty.cpp:29 msgctxt "Error Message in ShaderTextureProperty.cpp" msgid "A non-multisampled texture being bound to a multisampled sampler. Disabling in order to avoid undefined behavior. Please enable the bindMS flag on the texture." msgstr "マルチサンプルではないテクスチャがマルチサンプルのサンプラーにバインドされています。未定義の動作を避けるため無効にします。テクスチャの'マルチサンプル'フラグを有効にしてください。" #: /Runtime/Profiler/MemoryProfiler.cpp:592 msgctxt "Error Message in MemoryProfiler.cpp" msgid "Id not found in map" msgstr "マップにIdが見つかりませんでした" #: /Runtime/Profiler/Recorder.cpp:52 msgctxt "Warning Message in Recorder.cpp" msgid "Filtering a Recorder to the current thread is being ignored as this platform does not support threads." msgstr "このプラットフォームはスレッドをサポートしていないため、現在のスレッドに対するレコーダーのフィルタリングは無視されています" #: /Runtime/Profiler/ScriptBindings/Profiler.bindings.cpp:57 msgctxt "Error Message in Profiler.bindings.cpp" msgid "Profiler is not supported in this build" msgstr "プロファイラーはこのビルドではサポートされていません" #: /Runtime/Geometry/TextureAtlas.cpp:803 msgctxt "Error Message in TextureAtlas.cpp" msgid "Unable to init atlas texture" msgstr "アトラステクスチャをinitできません" #: /Runtime/Geometry/Polygon2D.cpp:27 msgctxt "Error Message in Polygon2D.cpp" msgid "Failed setting path. Index is out of bounds." msgstr "パスの設定に失敗しました。インデックスが範囲外です" #: /Runtime/Export/Director/PlayableHandle.bindings.cpp:237 msgctxt "Error Message in PlayableHandle.bindings.cpp" msgid "Cannot change weights on playables where canSetWeights is false." msgstr "canSetWeightsがfalseに設定されているプレイアブルではウェイトを変更できません" #: /Runtime/Export/Director/PlayableGraph.bindings.cpp:207 msgctxt "Error Message in PlayableGraph.bindings.cpp" msgid "Cannot change inputs on playables where canChangeInputs is false." msgstr "canChangeInputsがfalseに設定されているプレイアブルで入力を変更できません" #: /Runtime/Export/Camera/CullingGroup.bindings.cpp:70 msgctxt "Error Message in CullingGroup.bindings.cpp" msgid "Culling group was not disposed. You have to call Dispose explicitly from the main thread. This will likely result in a crash." msgstr "カリングのグループが消去されませんでした。主スレッドからDisposeを明示的に呼び出す必要があります。これは、おそらくクラッシュします。" #: /Runtime/Export/Diagnostics/DiagnosticsUtils.bindings.cpp:38 msgctxt "Error Message in DiagnosticsUtils.bindings.cpp" msgid "Intentionally caused fatal error" msgstr "意図的に引き起こされた重大なエラー" #: /Runtime/Jobs/AtomicSafetyHandle.cpp:81 msgctxt "Error Message in AtomicSafetyHandle.cpp" msgid "The Handle has already been released." msgstr "ハンドルはすでにリリースされています" #: /Runtime/Graphics/GraphicsHelper.h:130 msgctxt "Warning Message in GraphicsHelper.h" msgid "Ignoring color surface load action as it is memoryless" msgstr "メモリレスのため、カラーサーフェスのロードの実行を無視します" #: /Runtime/Graphics/GraphicsHelper.h:135 msgctxt "Warning Message in GraphicsHelper.h" msgid "Ignoring color surface store action as it is memoryless" msgstr "メモリレスのため、カラーサーフェスの保存の実行を無視します" #: /Runtime/Graphics/GraphicsHelper.h:141 msgctxt "Warning Message in GraphicsHelper.h" msgid "Ignoring depth surface load action as it is memoryless" msgstr "メモリレスのため、深度サーフェスのロードの実行を無視します" #: /Runtime/Graphics/GraphicsHelper.h:146 msgctxt "Warning Message in GraphicsHelper.h" msgid "Ignoring depth surface store action as it is memoryless" msgstr "メモリレスのため、深度サーフェスの保存の実行を無視します" #: /Runtime/Graphics/GraphicsScriptBindings.cpp:260 msgctxt "Error Message in GraphicsScriptBindings.cpp" msgid "DrawMesh requires material.SetPass before!" msgstr "DrawMeshを行う前に material.SetPassを行う必要があります" #: /Runtime/Graphics/GraphicsScriptBindings.cpp:266 msgctxt "Error Message in GraphicsScriptBindings.cpp" msgid "DrawMesh requires a successful material.SetPass before!" msgstr "DrawMeshを行う前に material.SetPassを問題なく行う必要があります" #: /Runtime/Graphics/GraphicsScriptBindings.cpp:1257 msgctxt "Error Message in GraphicsScriptBindings.cpp" msgid "Texture atlas needs textures to have Readable flag set!" msgstr "テクスチャアトラスのテクスチャに読み込み可能フラグを設定する必要があります" #: /Runtime/Graphics/SharedTextureData.h:236 msgctxt "Error Message in SharedTextureData.h" msgid "Decrunching failed." msgstr "Crunch圧縮を解凍するのに失敗しました" #: /Runtime/Graphics/Image.cpp:1162 msgctxt "Error Message in Image.cpp" msgid "Unsupported" msgstr "サポートされていません" #: /Runtime/Graphics/Image.cpp:2198 msgctxt "Error Message in Image.cpp" msgid "Width and height must be positive" msgstr "幅と高さは正の数にしてください" #: /Runtime/Graphics/Image.cpp:2237 msgctxt "Error Message in Image.cpp" msgid "Cannot access pixel data of compressed texture formats which cannot be partially decompressed (such as Crunch)." msgstr "部分的に解凍できない圧縮テクスチャ形式(Crunchなど)のピクセルデータにアクセスできません" #: /Runtime/Graphics/Image.cpp:2355 msgctxt "Error Message in Image.cpp" msgid "Array size must be at least width*height" msgstr "配列の長さは\"幅x高さ\"より大きくなければなりません" #: /Runtime/Graphics/Image.cpp:2361 msgctxt "Error Message in Image.cpp" msgid "Texture rectangle is out of bounds" msgstr "矩形テクスチャは有効範囲を超えています" #: /Runtime/Graphics/CrunchCompression.cpp:26 msgctxt "Error Message in CrunchCompression.cpp" msgid "Failed getting crunch texture info." msgstr "Crunchテクスチャ情報の取得に失敗しました" #: /Runtime/Graphics/CrunchCompression.cpp:32 msgctxt "Error Message in CrunchCompression.cpp" msgid "The texture could not be loaded because it has been encoded with an older version of Crunch. This can happen when loading AssetBundles containing Crunch-compressed textures built with Unity version prior to 2017.3" msgstr "古いバージョンのCrunchでエンコードされているため、テクスチャはロードできませんでした。2017.3より前のUnityでビルドされた、Crunch圧縮テクスチャを含むアセットバンドルをロードする場合に、この現象が発生することがあります。" #: /Runtime/Graphics/CrunchCompression.cpp:83 msgctxt "Error Message in CrunchCompression.cpp" msgid "Failed unpacking crunch mip level." msgstr "Crunchミップレベルの解凍に失敗しました" #: /Runtime/Graphics/CrunchCompression.cpp:93 msgctxt "Error Message in CrunchCompression.cpp" msgid "Failed crunch end." msgstr "Crunch終了に失敗しました" #: /Runtime/Graphics/SpriteUtility.cpp:136 msgctxt "Error Message in SpriteUtility.cpp" msgid "Sprite outline generation failed - could not read texture pixel data. Did you forget to make the texture readable?" msgstr "スプライトのアウトライン生成に失敗しました。テクスチャのピクセルデータを読み込めませんでした。テクスチャを読み込み可能にするのを忘れましたか" #: /Runtime/Graphics/SparseTexture.cpp:69 msgctxt "Error Message in SparseTexture.cpp" msgid "Sparse textures are not supported" msgstr "スパーステクスチャはサポートされません" #: /Runtime/Graphics/SparseTexture.cpp:76 msgctxt "Error Message in SparseTexture.cpp" msgid "SparseTexture has out of range width " msgstr "スパーステクスチャは範囲外の幅があります " #: /Runtime/Graphics/SparseTexture.cpp:76 msgctxt "Error Message in SparseTexture.cpp" msgid " height" msgstr " 高さ" #: /Runtime/Graphics/RenderTexture.cpp:1051 msgctxt "Error Message in RenderTexture.cpp" msgid "Cannot grab pixels into RenderTexture from memoryless texture. Remove memoryless flag from Texture." msgstr "メモリレステクスチャからピクセルをレンダーテクスチャに取り込むことはできません。テクスチャからメモリレスのフラグを削除します。" #: /Runtime/Graphics/RenderTexture.cpp:1377 msgctxt "Error Message in RenderTexture.cpp" msgid "Invalid DepthBufferFormat!" msgstr "無効な深度バッファ形式です" #: /Runtime/Graphics/RenderTexture.cpp:1392 msgctxt "Error Message in RenderTexture.cpp" msgid "Invalid format used to a RenderTexture object" msgstr "無効な形式がレンダーテクスチャオブジェクトに使用されています" #: /Runtime/Graphics/RenderTexture.cpp:1569 msgctxt "Error Message in RenderTexture.cpp" msgid "Unable to find shader used for Internal-CubemapToEquirect." msgstr "Internal-CubemapToEquirectに使用するシェーダーを見つけることができませんでした" #: /Runtime/Graphics/ShaderScriptBindings.cpp:228 msgctxt "Error Message in ShaderScriptBindings.cpp" msgid "Trying to create a material from string - this is no longer supported." msgstr "文字列からマテリアルの作成をしようとしています。これは、もうサポートされていません。" #: /Runtime/Graphics/ShaderScriptBindings.cpp:265 msgctxt "Error Message in ShaderScriptBindings.cpp" msgid "Trying to copy properties from null material." msgstr "nullマテリアルからプロパティをコピーしようとしています。" #: /Runtime/Graphics/CopyTexture.cpp:40 msgctxt "Error Message in CopyTexture.cpp" msgid "Graphics.CopyTexture called with null source texture" msgstr "Graphics.CopyTextureが、コピー元のテクスチャがnullで呼び出されました" #: /Runtime/Graphics/CopyTexture.cpp:45 msgctxt "Error Message in CopyTexture.cpp" msgid "Graphics.CopyTexture called with null destination texture" msgstr "Graphics.CopyTextureが、コピー先テクスチャがnullで呼び出されました" #: /Runtime/Graphics/CopyTexture.cpp:52 msgctxt "Error Message in CopyTexture.cpp" msgid "Graphics.CopyTexture source render texture could not be created." msgstr "Graphics.CopyTextureで、ソースレンダーテクスチャを作成できませんでした" #: /Runtime/Graphics/CopyTexture.cpp:57 msgctxt "Error Message in CopyTexture.cpp" msgid "Graphics.CopyTexture destination render texture could not be created." msgstr "Graphics.CopyTextureで、コピー先レンダーテクスチャを作成できませんでした" #: /Runtime/Graphics/CopyTexture.cpp:655 msgctxt "Error Message in CopyTexture.cpp" msgid "Graphics.ConvertTexture is not supported on the target device." msgstr "Graphics.ConvertTextureは、このターゲットデバイスではサポートされません" #: /Runtime/Graphics/TrailRenderer.cpp:456 msgctxt "Error Message in TrailRenderer.cpp" msgid "TrailRenderer.GetPosition index out of bounds!" msgstr "TrailRenderer.GetPositionインデックスは範囲外です" #: /Runtime/Graphics/TrailRenderer.cpp:465 msgctxt "Error Message in TrailRenderer.cpp" msgid "TrailRenderer.GetPositions array is too small!" msgstr "TrailRenderer.GetPositions配列が小さすぎます" #: /Runtime/Graphics/DrawUtil.cpp:209 msgctxt "Error Message in DrawUtil.cpp" msgid "Can't do instanced Graphics.DrawProcedural" msgstr "Graphics.DrawProceduralのインスタンスを生成することはできません" #: /Runtime/Graphics/DrawUtil.cpp:239 msgctxt "Error Message in DrawUtil.cpp" msgid "Too much quads for DrawProcedural (platform does not support 32bits index buffer)" msgstr "DrawProceduralでクアッドの許容数を超過しています(このプラットフォームは32ビットのインデックスバッファをサポートしていません)" #: /Runtime/Graphics/DrawUtil.cpp:246 msgctxt "Error Message in DrawUtil.cpp" msgid "Unable to create ProceduralQuad Index Buffer" msgstr "ProceduralQuadインデックスバッファを作成できません" #: /Runtime/Graphics/DrawUtil.cpp:288 msgctxt "Error Message in DrawUtil.cpp" msgid "Can't do indirect Graphics.DrawProcedural" msgstr "間接的なGraphics.DrawProceduralは使用できません" #: /Runtime/Graphics/DrawUtil.cpp:293 msgctxt "Error Message in DrawUtil.cpp" msgid "Graphics.DrawProceduralIndirect with invalid buffer" msgstr "Graphics.DrawProceduralIndirectに無効なバッファが設定されています" #: /Runtime/Graphics/DrawUtil.cpp:299 msgctxt "Error Message in DrawUtil.cpp" msgid "DrawProceduralIndirect can't draw quads if platform does not support quad topology" msgstr "DrawProceduralIndirectは、デバイスがクアッドのトポロジーをサポートしていない場合はクアッドを描画できません" #: /Runtime/Graphics/AsyncUploadTexture.cpp:161 msgctxt "Error Message in AsyncUploadTexture.cpp" msgid "DoDeCruncherJob failed." msgstr "DoDeCruncherJobは失敗しました" #: /Runtime/Graphics/AsyncUploadTexture.cpp:282 msgctxt "Error Message in AsyncUploadTexture.cpp" msgid "AsyncResourceUpload failed." msgstr "AsyncResourceUploadは失敗しました" #: /Runtime/Graphics/Texture2D.cpp:1753 msgctxt "Error Message in Texture2D.cpp" msgid "Unable to create destination texture" msgstr "目的先のテクスチャを作成できません" #: /Runtime/Graphics/AsyncGPUReadback.cpp:103 msgctxt "Error Message in AsyncGPUReadback.cpp" msgid "AsyncGPUReadback - Buffer has been disposed" msgstr "AsyncGPUReadback - バッファは破棄されています" #: /Runtime/Graphics/AsyncGPUReadback.cpp:242 msgctxt "Error Message in AsyncGPUReadback.cpp" msgid "AsyncGPUReadback - ComputeBuffer is NULL" msgstr "AsyncGPUReadback - ComputeBufferがNULLです" #: /Runtime/Graphics/AsyncGPUReadback.cpp:248 msgctxt "Error Message in AsyncGPUReadback.cpp" msgid "AsyncGPUReadback - ComputeBufferID is invalid" msgstr "AsyncGPUReadback - ComputeBufferIDが無効です" #: /Runtime/Graphics/AsyncGPUReadback.cpp:267 msgctxt "Error Message in AsyncGPUReadback.cpp" msgid "AsyncGPUReadback - Texture is NULL" msgstr "AsyncGPUReadback - TextureがNULLです" #: /Runtime/Graphics/AsyncGPUReadback.cpp:273 msgctxt "Error Message in AsyncGPUReadback.cpp" msgid "AsyncGPUReadback - TextureID is invalid" msgstr "AsyncGPUReadback - TextureIDが無効です" #: /Runtime/Graphics/MatrixStack.cpp:20 msgctxt "Error Message in MatrixStack.cpp" msgid "Matrix stack full depth reached" msgstr "Matrixスタックの最高深度に達しました" #: /Runtime/Graphics/MatrixStack.cpp:42 msgctxt "Error Message in MatrixStack.cpp" msgid "Matrix stack empty" msgstr "Matrixスタックが空です" #: /Runtime/Graphics/Renderer.cpp:782 msgctxt "Error Message in Renderer.cpp" msgid "Invalid layer id. Please use the unique id of the layer (which is not the same as its index in the list)." msgstr "無効なレイヤーIDです。レイヤーの固有のID(リスト内のインデックスとは異なります)を使用してください" #: /Runtime/Graphics/Mesh/SharedMeshData.cpp:73 msgctxt "Error Message in SharedMeshData.cpp" msgid "Unknown bonesPerVertex in GetBoneWeights()" msgstr "GetBoneWeights()に不明なbonesPerVertexがあります" #: /Runtime/Graphics/Mesh/VertexData.cpp:1238 msgctxt "Error Message in VertexData.cpp" msgid "Index out of range in RemapVertexDataChannels()" msgstr "インデックスがRemapVertexDataChannels()の範囲外です" #: /Runtime/Graphics/Mesh/Mesh.cpp:594 msgctxt "Error Message in Mesh.cpp" msgid "Serialized bone weights have unexpected size" msgstr "シリアル化したボーンウェイトは予期しなかったサイズです" #: /Runtime/Graphics/Mesh/SkinnedMeshRenderer.cpp:747 msgctxt "Error Message in SkinnedMeshRenderer.cpp" msgid "Failed to create compute skin pose buffer!" msgstr "コンピュートスキンのポーズバッファの作成に失敗しました" #: /Runtime/Graphics/Mesh/SkinnedMeshRenderer.cpp:764 msgctxt "Error Message in SkinnedMeshRenderer.cpp" msgid "Failed to create GPU skin pose buffer!" msgstr "GPUスキンのポーズバッファの作成に失敗しました" #: /Runtime/Graphics/Mesh/MeshScriptBindings.cpp:168 msgctxt "Error Message in MeshScriptBindings.cpp" msgid "Mesh component setting not implemented" msgstr "メッシュコンポーネントの設定は実装されていません" #: /Runtime/Graphics/Mesh/MeshScriptBindings.cpp:439 msgctxt "Error Message in MeshScriptBindings.cpp" msgid "subMeshCount can't be set to negative value" msgstr "subMeshCountには負の数を設定できません" #: /Runtime/Graphics/Mesh/ScriptingMeshTypes.cpp:24 msgctxt "Error Message in ScriptingMeshTypes.cpp" msgid "Unknown VertexDataType" msgstr "不明なVertexDataType" #: /Runtime/Graphics/Mesh/ScriptingMeshTypes.cpp:59 msgctxt "Error Message in ScriptingMeshTypes.cpp" msgid "Format does not match a VertexDataType" msgstr "形式が頂点データ型と一致しません" #: /Runtime/Graphics/Mesh/ScriptingMeshTypes.cpp:67 msgctxt "Error Message in ScriptingMeshTypes.cpp" msgid "Invalid number of vertex streams" msgstr "無効な頂点ストリーム数" #: /Runtime/Graphics/Mesh/ScriptingMeshTypes.cpp:90 msgctxt "Error Message in ScriptingMeshTypes.cpp" msgid "Vertex layout requires Float3 or Float4 positions" msgstr "頂点のレイアウトにはfloat3かfloat4の位置が必要です" #: /Runtime/Graphics/Mesh/CompressedMesh.cpp:477 msgctxt "Error Message in CompressedMesh.cpp" msgid "Corrupt compressed mesh" msgstr "圧縮メッシュの破損" #: /Runtime/Graphics/Mesh/WeldVertices.cpp:11 msgctxt "Error Message in WeldVertices.cpp" msgid "WeldVertices expects float3 positions as first channel" msgstr "WeldVerticesは最初のチャンネルとしてfloat3の位置を想定しています" #: /Runtime/Graphics/CommandBuffer/RenderingCommandBuffer.cpp:2521 msgctxt "Warning Message in RenderingCommandBuffer.cpp" msgid "Calling RestoreAsyncCompilation without matching SetAsyncCompilation" msgstr "対応する SetAsyncCompilation なしに RestoreAsyncCompilation を呼び出しています" #: /Runtime/Graphics/CommandBuffer/RenderingCommandBuffer.cpp:2536 msgctxt "Warning Message in RenderingCommandBuffer.cpp" msgid "Calling SetAsyncCompilation without matching RestoreAsyncCompilation" msgstr "対応するRestoreAsyncCompilationなしにSetAsyncCompilationを呼び出しています" #: /Runtime/Graphics/ScriptableRenderLoop/ScriptableRenderContext.cpp:471 msgctxt "Error Message in ScriptableRenderContext.cpp" msgid "Missing instance ID from RenderTexture given to RenderTargetIdentifier!" msgstr "レンダーテクスチャからRenderTargetIdentifierに与えたインスタンスIDがありません。" #: /Runtime/Graphics/ScriptableRenderLoop/ScriptableRenderContext.cpp:611 msgctxt "Error Message in ScriptableRenderContext.cpp" msgid "Attempting to start a subpass with color attachment not bound to the RenderPass!" msgstr "レンダーパスに関連づけされていないカラーのアタッチメントと共にサブパスを開始しようとしています" #: /Runtime/Graphics/ScriptableRenderLoop/ScriptableRenderContext.cpp:622 msgctxt "Error Message in ScriptableRenderContext.cpp" msgid "Attempting to start a subpass with input attachment not bound to the RenderPass!" msgstr "レンダーパスに関連づけされていない入力のアタッチメントと共にサブパスを開始しようとしています" #: /Runtime/Graphics/ScriptableRenderLoop/ScriptableRenderContext.cpp:659 msgctxt "Error Message in ScriptableRenderContext.cpp" msgid "Attempting to start a new RenderPass without disposing the previously active one first!" msgstr "以前有効だったレンダーパスを削除しないまま、新しいものを開始しようとしています" #: /Runtime/Graphics/ScriptableRenderLoop/ScriptableRenderContext.cpp:1060 msgctxt "Error Message in ScriptableRenderContext.cpp" msgid "Recursive rendering is not supported in SRP (are you calling Camera.Render from within a render pipeline?)." msgstr "再帰的レンダリングはSRPではサポートされていません(レンダリングパイプライン内からCamera.Renderを呼び出していませんか)。" #: /Runtime/Graphics/ScriptableRenderLoop/ScriptableCulling.cpp:97 msgctxt "Error Message in ScriptableCulling.cpp" msgid "Camera set to be used as occlusion visualization camera was not valid for rendering." msgstr "オクルージョン可視化のカメラとして使用するために設定したカメラは、レンダリングに有効ではありませんでした。" #: /Runtime/Graphics/ScriptableRenderLoop/ScriptableCulling.cpp:276 msgctxt "Error Message in ScriptableCulling.cpp" msgid "Culling parameters has no valid culling planes" msgstr "カリングパラメーターに有効なカリング面がありません" #: /Runtime/Graphics/ScriptableRenderLoop/ScriptableCulling.cpp:282 msgctxt "Error Message in ScriptableCulling.cpp" msgid "A valid camera must be specified to provide for per-camera intermediate renderers & LOD fade" msgstr "カメラごとの中間レンダラーおよびLODフェードのために、有効なカメラを指定する必要があります" #: /Runtime/Graphics/ScriptableRenderLoop/ScriptableCulling.cpp:422 msgctxt "Error Message in ScriptableCulling.cpp" msgid "FillLightAndReflectionProbeIndices Compute buffer size must be big enough to hold the full light and reflection probe index count." msgstr "FillLightAndReflectionProbeIndicesコンピュートバッファサイズは、すべてのライトとリプレクションプローブインデックス数を保持するのに十分な大きさでなければなりません" #: /Runtime/Graphics/ScriptableRenderLoop/ScriptableCulling.cpp:757 msgctxt "Error Message in ScriptableCulling.cpp" msgid "Out of range light index" msgstr "ライトインデックスが範囲外です" #: /Runtime/Graphics/ScriptableRenderLoop/ScriptableDrawShadows.cpp:668 msgctxt "Error Message in ScriptableDrawShadows.cpp" msgid "A valid CullResults must be assigned to DrawShadows" msgstr "有効なCullResultsをDrawShadowsに割り当てる必要があります" #: /Runtime/Graphics/ScriptableRenderLoop/ScriptableDrawShadows.cpp:676 msgctxt "Error Message in ScriptableDrawShadows.cpp" msgid "Light index must be a valid shadow casting light" msgstr "ライトインデックスは影を落とす有効なライトでなければなりません" #: /Runtime/Graphics/ScriptableRenderLoop/ScriptableDrawRenderers.cpp:1075 msgctxt "Error Message in ScriptableDrawRenderers.cpp" msgid "A valid CullResults must be assigned to DrawRenderers" msgstr "有効な CullResults を DrawRenderers に割り当てる必要があります" #: /Runtime/Modules/LoadDylib.cpp:43 msgctxt "Error Message in LoadDylib.cpp" msgid "Dynamic module loading not implemented" msgstr "動的モジュールローディングが実装されていません" #: /Runtime/2D/Renderer/SpriteRendererJobs.cpp:600 msgctxt "Warning Message in SpriteRendererJobs.cpp" msgid "Incomplete mesh data in Sprite. Please reimport or recreate the Sprite." msgstr "スプライトの不完全なメッシュデータ。スプライトを再インポートまたは再作成してください。" #: /Runtime/2D/Common/SpriteDataAccess.cpp:211 msgctxt "Error Message in SpriteDataAccess.cpp" msgid "Trying to write to an invalid channel from Sprite" msgstr "スプライトから無効のチャンネルを書き込もうとしています" #: /Runtime/2D/SpriteAtlas/SpriteAtlas.cpp:125 msgctxt "Error Message in SpriteAtlas.cpp" msgid "Unable to load Sprite. Please ensure SpriteAtlas has access to included Sprites. This is usually accomplished via local files or a loaded Asset Bundle." msgstr "スプライトをロードできませんでした。スプライトアトラスが内包するスプライトにアクセスできることを確認してください。通常、ローカルファイル経由、または、ロードしたアセットバンドル経由でアクセスできます。" #: /Runtime/Transform/TransformHierarchyChangeDispatch.cpp:54 msgctxt "Error Message in TransformHierarchyChangeDispatch.cpp" msgid "TransformHierarchyChangeDispatch only supports up to 31 systems" msgstr "TransformHierarchyChangeDispatchは、最大で31のシステムしかサポートできません" #: /Runtime/Logging/LogAssert.cpp:1066 msgctxt "Error Message in LogAssert.cpp" msgid "Opening Console File is not supported on this platform." msgstr "コンソールファイルを開くことは、このプラットフォームではできません" #: /Runtime/VirtualFileSystem/ArchiveFileSystem/ArchiveStorageConverter.cpp:166 msgctxt "Error Message in ArchiveStorageConverter.cpp" msgid "Failed to close archive file after conversion" msgstr "変換後にアーカイブのファイルを閉じるのを失敗しました" #: /Runtime/VirtualFileSystem/ArchiveFileSystem/ArchiveStorageCreator.cpp:306 msgctxt "Error Message in ArchiveStorageCreator.cpp" msgid "Compression buffer must not be used for the streamed block!" msgstr "圧縮バッファはストリーミングされたブロックに使用できません" #: /Editor/Mono/SceneHierarchy.cs:789 msgctxt "MenuItem in SceneHierarchy.cs" msgid "Create Empty" msgstr "空のオブジェクトを作成" #: /Editor/Mono/SceneHierarchy.cs:790 msgctxt "MenuItem in SceneHierarchy.cs" msgid "Create Empty Child" msgstr "空の子オブジェクトを作成" #: Editor/Src/AutoDocumentation.cpp:143 msgctxt "From AutoDocumentation" msgid "The local-space anchor from the base rigid-body." msgstr "ベースのリジッドボディからのローカル空間のアンカー" #: Editor/Src/AutoDocumentation.cpp:144 msgctxt "From AutoDocumentation" msgid "Should the connected anchor be automatically configured to match the anchor in world space?" msgstr "ワールド空間のアンカーと一致させるために、接続したアンカーを自動設定しますか?" #: Editor/Src/AutoDocumentation.cpp:145 msgctxt "From AutoDocumentation" msgid "The local-space anchor from the connected rigid-body." msgstr "連結されたリジッドボディからのローカル空間アンカー" #: Editor/Src/AutoDocumentation.cpp:149 msgctxt "From AutoDocumentation" msgid "When we are animating transforms we cache the affect root transforms (The top most transform that covers all SendTransformChanged messages that need to be sent)" msgstr "トランスフォームをアニメーション化するときに、影響を与えるルートトランスフォーム(送信が必要なすべてのSendTransformChangedメッセージをカバーする最上位のトランスフォーム)をキャッシュします" #: Editor/Src/AutoDocumentation.cpp:166 msgctxt "From AutoDocumentation" msgid "TODO: Serialize and do not compute it at all on startup." msgstr "----" #: Editor/Src/AutoDocumentation.cpp:183 msgctxt "From AutoDocumentation" msgid ": FIXME HACKED Time stopping" msgstr "----" #: Editor/Src/AutoDocumentation.cpp:210 msgctxt "From AutoDocumentation" msgid "TransitionInterruptionSource." msgstr "TransitionInterruptionSource." #: Editor/Src/AutoDocumentation.cpp:221 msgctxt "From AutoDocumentation" msgid "The angular drag to apply to rigid-bodies. This drag will be used on top of what already exists on the rigid-body and will result in reducing its angular speed. [ 0, 1000000 ]." msgstr "リジッドボディに適用する回転抗力。リジッドボディ上に存在するものに対して適用され、結果としてリジッドボディの角速度を減少させます。[0, 1000000]" #: Editor/Src/AutoDocumentation.cpp:223 msgctxt "From AutoDocumentation" msgid "The linear drag to apply to rigid-bodies. This drag will be used on top of what already exists on the rigid-body and will result in reducing its linear speed. [ 0, 1000000 ]." msgstr "リジッドボディに適用する線形抗力。リジッドボディ上に存在するものに対して適用され、結果としてリジッドボディの線速度を減少させます。[0, 1000000]" #: Editor/Src/AutoDocumentation.cpp:225 msgctxt "From AutoDocumentation" msgid "The angle of the force to be applied. [ -359.9999, 359.9999 ]." msgstr "適用される外力の角度。[-359.9999,359.9999]" #: Editor/Src/AutoDocumentation.cpp:227 msgctxt "From AutoDocumentation" msgid "The magnitude of the force to be applied. If the force is negative, then it will be applied 180 degrees to the force direction. [ -1000000, 1000000 ]." msgstr "適用される力の大きさ。値が負の場合、力は力の方向に対して180度の方向に加えられます。[-1000000,1000000]" #: Editor/Src/AutoDocumentation.cpp:229 msgctxt "From AutoDocumentation" msgid "The target for where the effector applies any force. This allows the force to be applied to the center of mass or the collider position." msgstr "エフェクターが何らかの力を加える場所です。これにより質量中心または衝突位置に力を加えることができます" #: Editor/Src/AutoDocumentation.cpp:234 msgctxt "From AutoDocumentation" msgid "The variation (a random value from zero to the variation) added to the magnitude of the force to be applied. If the variation is negative, then the force will be randomly reduced. [ -1000000, 1000000 ]." msgstr "力の規模に加算される変動値 (変動範囲内のランダムな値)。変動値が負の場合、力はランダムに減少します。 [-1000000、1000000]。" #: Editor/Src/AutoDocumentation.cpp:236 msgctxt "From AutoDocumentation" msgid "Should the force angle use global space? When true, the angle is specified in global-space. When false, the angle is specified in local-space." msgstr "力の角度がグローバルスペースを使用すべきか。有効の場合、角度はグローバルスペースで指定されます。無効の場合、角度はローカル空間で指定されます。" #: Editor/Src/AutoDocumentation.cpp:240 msgctxt "From AutoDocumentation" msgid "Associated file storage." msgstr "関連するファイルストレージ" #: Editor/Src/AutoDocumentation.cpp:241 msgctxt "From AutoDocumentation" msgid "Folder which we have to remove once the bundle is unloaded." msgstr "バンドルがアンロードされたら削除しなければならないフォルダー" #: Editor/Src/AutoDocumentation.cpp:242 msgctxt "From AutoDocumentation" msgid "Map of InstanceIDs to paths for faster lookup in preloading." msgstr "プリロードでより早く検索するためのパスへのInstanceIDのマップ" #: Editor/Src/AutoDocumentation.cpp:243 msgctxt "From AutoDocumentation" msgid "Map of asset names contained in the bundle. Multiple objects may have the same name." msgstr "バンドルに含まれるアセット名のマップ。複数のオブジェクトが同じ名前を持ち得る" #: Editor/Src/AutoDocumentation.cpp:244 msgctxt "From AutoDocumentation" msgid "True if m_ArchiveStorageCleanupPath is a cache path." msgstr "m_ArchiveStorageCleanupPathがキャッシュパスの場合はtrue(正しい)" #: Editor/Src/AutoDocumentation.cpp:245 msgctxt "From AutoDocumentation" msgid "AssetInfo for the main asset. Has no associated name." msgstr "メインアセットのAssetInfo。関連名がないもの。" #: Editor/Src/AutoDocumentation.cpp:247 msgctxt "From AutoDocumentation" msgid "Map of asset paths contained in the bundle. Multiple objects may have the same path." msgstr "バンドルに含まれるアセットパスのマップ。複数のオブジェクトが同じパスを持つ場合があります。" #: Editor/Src/AutoDocumentation.cpp:248 msgctxt "From AutoDocumentation" msgid "Table of objects that need to be pulled from the bundle by the preload manager when a specific asset is loaded from the bundle." msgstr "特定のアセットがバンドルからロードされるときに、プリロードマネージャーによってバンドルから取り出される必要のあるオブジェクトの表" #: Editor/Src/AutoDocumentation.cpp:249 msgctxt "From AutoDocumentation" msgid "Map of InstanceIDs to types for faster lookup in preloading." msgstr "ロード前の高速検索のためのInstanceIDからタイプへのマップ" #: Editor/Src/AutoDocumentation.cpp:253 msgctxt "From AutoDocumentation" msgid "Records for all the objects that we are writing to the final bundle." msgstr "最終バンドルに書き込んでいるすべてのオブジェクトを記録" #: Editor/Src/AutoDocumentation.cpp:254 msgctxt "From AutoDocumentation" msgid "GUIDs of all assets included in the bundle." msgstr "バンドルに含まれる全てのアセットのGUID" #: Editor/Src/AutoDocumentation.cpp:255 msgctxt "From AutoDocumentation" msgid "Same as #m_IncludedObjects but restricted to just instance IDs." msgstr "#m_IncludedObjectsと同じですがInstance IDだけに限られます。" #: Editor/Src/AutoDocumentation.cpp:256 msgctxt "From AutoDocumentation" msgid "Set of objects to persist in the bundle." msgstr "バンドル内に存在するオブジェクトのセット" #: Editor/Src/AutoDocumentation.cpp:260 msgctxt "From AutoDocumentation" msgid "Constructed AB object reference." msgstr "作成されたABオブジェクト参照" #: Editor/Src/AutoDocumentation.cpp:261 msgctxt "From AutoDocumentation" msgid "Name we want to refer to AB." msgstr "ABを参照する名前" #: Editor/Src/AutoDocumentation.cpp:262 msgctxt "From AutoDocumentation" msgid "If not 0, we calculate crc of an input data and compare it against this value to verify data integrity." msgstr "0でない場合、入力データのCRCを計算してこの値と比較し、データの整合性を検証します" #: Editor/Src/AutoDocumentation.cpp:263 msgctxt "From AutoDocumentation" msgid "Path is a cache path." msgstr "パスはキャッシュパスです" #: Editor/Src/AutoDocumentation.cpp:264 msgctxt "From AutoDocumentation" msgid "Load result code." msgstr "コードの結果を読み込みます" #: Editor/Src/AutoDocumentation.cpp:265 msgctxt "From AutoDocumentation" msgid "Error string." msgstr "エラー文字列" #: Editor/Src/AutoDocumentation.cpp:266 msgctxt "From AutoDocumentation" msgid "Final storage which is associated with a loaded AB." msgstr "ロードしたABに紐づけられた最終ストレージ" #: Editor/Src/AutoDocumentation.cpp:267 msgctxt "From AutoDocumentation" msgid "Path of the folder where we store bundle's data." msgstr "バンドルデータを保存するフォルダーパス" #: Editor/Src/AutoDocumentation.cpp:271 msgctxt "From AutoDocumentation" msgid "Default chunk size for the cached archive." msgstr "キャッシュされたアーカイブのデフォルトチャンクサイズ" #: Editor/Src/AutoDocumentation.cpp:272 msgctxt "From AutoDocumentation" msgid "Output archive name." msgstr "出力アーカイブ名" #: Editor/Src/AutoDocumentation.cpp:273 msgctxt "From AutoDocumentation" msgid "Allow conversion to another format on a separate thread (another than FeedData is called on)." msgstr "別のスレッド (FeedData が呼び出されるものとは異なるスレッド) で他形式への変換を許可する" #: Editor/Src/AutoDocumentation.cpp:274 msgctxt "From AutoDocumentation" msgid "Converter instance which is responsible for transforming solid-compressed archive to chunk-compressed archive." msgstr "ソリッド圧縮アーカイブとチャンク圧縮アーカイブを変更するコンバーターインスタンス" #: Editor/Src/AutoDocumentation.cpp:275 msgctxt "From AutoDocumentation" msgid "Cache identifier (filename) we use to save decompressed data. If empty, memory file is used." msgstr "展開データの保存に使用するキャッシュID(ファイル名)。空の場合はメモリファイルが使用されます。" #: Editor/Src/AutoDocumentation.cpp:276 msgctxt "From AutoDocumentation" msgid "Temporary lock file which is used to prevent cache folder from deletion while data is being decompressed to the cache." msgstr "データがキャッシュに解凍されている間にキャッシュフォルダーが削除されないようにする一時ロックファイル" #: Editor/Src/AutoDocumentation.cpp:288 msgctxt "From AutoDocumentation" msgid "When this flag is set, the clip will be treated as being ambisonic." msgstr "これが有効の場合は、クリップはアンビソニックとみなされます" #: Editor/Src/AutoDocumentation.cpp:289 msgctxt "From AutoDocumentation" msgid "When this flag is set, multi-channel audio will be downmixed to a mono track before packing." msgstr "これが有効の場合は、マルチチャンネルオーディオはパッキング前にモノラルにダウンミックスされます" #: Editor/Src/AutoDocumentation.cpp:290 msgctxt "From AutoDocumentation" msgid "When this flag is set, the clip will load in the background and won't stall the main thread. Can be used in combination with the Preload Audio Data flag." msgstr "これが有効の場合は、クリップはバックグラウンドでロードされメインスレッドのストールを起こしません。プリロードオーディオデータフラグと同時に使用できます" #: Editor/Src/AutoDocumentation.cpp:291 msgctxt "From AutoDocumentation" msgid "When this flag is set, audio will be normalized upon mono-downmixing." msgstr "これが有効の場合は、オーディオはモノラルダウンミックスで正規化されます" #: Editor/Src/AutoDocumentation.cpp:292 msgctxt "From AutoDocumentation" msgid "When this flag is not set, the AudioClip will first load its audio data when the LoadAudioData() function is called. Audio can be unloaded at any point via UnloadAudioData(). Note that streamed audio cannot be preloaded. This is to reduce the number of open file handles for which the allowed maximum is rather low on many platforms." msgstr "このフラグが設定されていない場合、オーディオクリップはLoadAudioData関数が呼び出されると、まずオーディオデータをロードします。UnloadAudioDataを使用すると、いつでもオーディオをアンロードできます。ストリーミングのオーディオをプリロードすることはできません。これはファイルハンドルのオープン数を減らすためで、多くのプラットフォームではファイルハンドルをたくさんオープンすることを許容していません。" #: Editor/Src/AutoDocumentation.cpp:296 msgctxt "From AutoDocumentation" msgid "Preferred Speaker Mode used in the editor and player." msgstr "エディターおよびプレイヤーで使用されるスピーカーモード。" #: Editor/Src/AutoDocumentation.cpp:306 msgctxt "From AutoDocumentation" msgid "The scaling factor at which doppler is calculated." msgstr "ドップラー効果の計算に使われるスケールファクター。" #: Editor/Src/AutoDocumentation.cpp:307 msgctxt "From AutoDocumentation" msgid "The scaling factor at which distance rolloff curves are applied." msgstr "距離ロールオフ曲線が適用されるスケーリングファクター。" #: Editor/Src/AutoDocumentation.cpp:308 msgctxt "From AutoDocumentation" msgid "Size of sample output buffer." msgstr "サンプル出力バッファのサイズ。" #: Editor/Src/AutoDocumentation.cpp:315 msgctxt "From AutoDocumentation" msgid "Completely disable audio (in standalone builds only)" msgstr "オーディオを完全に無効にします (スタンドアロンビルドのみ)" #: Editor/Src/AutoDocumentation.cpp:316 msgctxt "From AutoDocumentation" msgid "Number of real voices that can be played at the same time. Every frame the loudest voices will be picked." msgstr "同時に鳴らせる音の数。毎フレーム、音量の大きい順にここで設定した数だけ音声が再生されます。" #: Editor/Src/AutoDocumentation.cpp:317 msgctxt "From AutoDocumentation" msgid "Output sample rate. If set to 0, the sample rate of the system will be used. Also note that this only serves as a reference as only certain platforms allow changing this, such as iOS or Android." msgstr "出力サンプルレート。0に設定すると、システムのサンプルレートが使用されます。iOSやAndroidなど、特定のプラットフォームでのみこの値を変更できるため、参考値に過ぎないことに注意してください。" #: Editor/Src/AutoDocumentation.cpp:318 msgctxt "From AutoDocumentation" msgid "The Spatializer Plugin currently active for this project. All Spatialized AudioSources will use this plugin." msgstr "スペーシャライザープラグインはこのプロジェクトで現在アクティブです。 すべての立体化されたオーディオソースがこのプラグインを使用します。" #: Editor/Src/AutoDocumentation.cpp:319 msgctxt "From AutoDocumentation" msgid "Number of virtual voices that the audio system manages. This value should always be larger than the number of voices played by the game. If not, warnings will be shown in the console." msgstr "オーディオシステムが管理する仮想音声の数。この値は、常にゲームで再生される音の数よりも大きくする必要があります。そうでない場合は、コンソールに警告が表示されます" #: Editor/Src/AutoDocumentation.cpp:320 msgctxt "From AutoDocumentation" msgid "When enabled, dynamically turn off effects and spatializers on AudioSources that are culled in order to save CPU." msgstr "" #: Editor/Src/AutoDocumentation.cpp:321 msgctxt "From AutoDocumentation" msgid "Global attenuation setting." msgstr "グローバル減衰設定" #: Editor/Src/AutoDocumentation.cpp:401 msgctxt "From AutoDocumentation" msgid "Bypass/ignore any applied effects on AudioSource." msgstr "オーディオソースからの効果をバイパスあるいは無視" #: Editor/Src/AutoDocumentation.cpp:402 msgctxt "From AutoDocumentation" msgid "Bypass/ignore any applied effects from listener." msgstr "リスナーからの効果をバイパスあるいは無視" #: Editor/Src/AutoDocumentation.cpp:403 msgctxt "From AutoDocumentation" msgid "Bypass/ignore any reverb zones." msgstr "リバーブゾーンをバイパスあるいは無視" #: Editor/Src/AutoDocumentation.cpp:404 msgctxt "From AutoDocumentation" msgid "Sets the specific doppler scale for the source." msgstr "ソース(音源)のドップラースケールを指定します。" #: Editor/Src/AutoDocumentation.cpp:405 msgctxt "From AutoDocumentation" msgid "Allow source to play even though AudioListener is paused (for GUI sounds)" msgstr "オーディオリスナーが停止していてもソースの再生を許可する (GUI 効果音用)" #: Editor/Src/AutoDocumentation.cpp:406 msgctxt "From AutoDocumentation" msgid "Set the source to loop. If loop points are defined in the clip, these will be respected." msgstr "ソースをループさせます。ループポイントがクリップで定義されていればそちらが採用されます。" #: Editor/Src/AutoDocumentation.cpp:407 msgctxt "From AutoDocumentation" msgid "MaxDistance is the distance a sound stops attenuating at." msgstr "最長距離は減衰を停止する距離です" #: Editor/Src/AutoDocumentation.cpp:408 msgctxt "From AutoDocumentation" msgid "Within the minDistance, the volume will stay at the loudest possible. Outside of this mindistance it begins to attenuate." msgstr "最短距離以下では最大音量を維持します。それ以上離れると減衰していきます" #: Editor/Src/AutoDocumentation.cpp:409 msgctxt "From AutoDocumentation" msgid "Mutes the sound." msgstr "サウンドをミュート" #: Editor/Src/AutoDocumentation.cpp:410 msgctxt "From AutoDocumentation" msgid "Sets a source's pan position linearly. Only applicable on 2D sounds." msgstr "ソースのパン位置を直線的に設定します。2Dサウンドにのみ適用されます" #: Editor/Src/AutoDocumentation.cpp:411 msgctxt "From AutoDocumentation" msgid "Sets the priority of the source. A sound with a lower priority will more likely be stolen by high priorities sounds." msgstr "ソースの優先度を設定します。優先度の低いサウンドは優先度の高いサウンドに打ち消される傾向があるので注意してください" #: Editor/Src/AutoDocumentation.cpp:412 msgctxt "From AutoDocumentation" msgid "Apply spatialized panning." msgstr "立体的なカメラのパンを適用" #: Editor/Src/AutoDocumentation.cpp:413 msgctxt "From AutoDocumentation" msgid "Applies spatialization after effect filters." msgstr "エフェクトフィルターの後の立体化処理を適用" #: Editor/Src/AutoDocumentation.cpp:414 msgctxt "From AutoDocumentation" msgid "backward compatibility props" msgstr "後方互換プロパティ" #: Editor/Src/AutoDocumentation.cpp:415 msgctxt "From AutoDocumentation" msgid "Sets the frequency of the sound. Use this to slow down or speed up the sound." msgstr "サウンドの周波数を設定します。サウンドを遅くしたり速くしたりするときに使用します。" #: Editor/Src/AutoDocumentation.cpp:416 msgctxt "From AutoDocumentation" msgid "Play the sound when the scene loads." msgstr "シーンロード時にサウンドを再生します。" #: Editor/Src/AutoDocumentation.cpp:417 msgctxt "From AutoDocumentation" msgid "Sets the volume of the sound." msgstr "音量を設定します。" #: Editor/Src/AutoDocumentation.cpp:427 msgctxt "From AutoDocumentation" msgid "Blend Node type." msgstr "ブレンドノードタイプ" #: Editor/Src/AutoDocumentation.cpp:438 msgctxt "From AutoDocumentation" msgid "The radius of the edge(s). [ 0.0, 1000000 ]." msgstr "エッジの半径です。[0.0, 1000000]" #: Editor/Src/AutoDocumentation.cpp:440 msgctxt "From AutoDocumentation" msgid "The size of the box." msgstr "ボックスのサイズ" #: Editor/Src/AutoDocumentation.cpp:444 msgctxt "From AutoDocumentation" msgid "The angular drag when touching the fluid. This slows any angular motion. 0 means no friction. [ 0, 1000000 ]." msgstr "流体に触れるときに回転に対してかかる回転抗力の大きさ。これにより回転方向の運動が遅くなります。0は摩擦がないことを意味します。[0, 1000000]" #: Editor/Src/AutoDocumentation.cpp:446 msgctxt "From AutoDocumentation" msgid "The density of the fluid. Colliders with a higher density sink, those with a lower density float, and those with the same density appear suspended in the fluid. [ 0, 1000000 ]." msgstr "流体の密度。密度が高いコライダーは沈み、密度が低いものは浮き、密度が同じものは流体中に浮遊しているように見えます。[ 0, 1000000 ]" #: Editor/Src/AutoDocumentation.cpp:448 msgctxt "From AutoDocumentation" msgid "The angle of the flow force to be applied. [ -359.9999, 359.9999 ]." msgstr "適用される流力の角度。[-359.9999, 359.9999]" #: Editor/Src/AutoDocumentation.cpp:450 msgctxt "From AutoDocumentation" msgid "The magnitude of the flow force to be applied. If the magnitude is negative, then it will be applied 180 degrees to the flow direction. [ -1000000, 1000000 ]." msgstr "適用される流動力の大きさ。値が負の場合、力は流れの方向に対して180度の方向に加えられます。[-1000000, 1000000]" #: Editor/Src/AutoDocumentation.cpp:452 msgctxt "From AutoDocumentation" msgid "The variation (a random value from zero to the variation) added to the magnitude of the flow to be applied. If the variation is negative, then the flow magnitude will be randomly reduced. [ -1000000, 1000000 ]." msgstr "流れの強さに加えられる強さのばらつきとして適用される値(0から変動までのランダム値)。値が負の場合、流量の大きさはランダムに減少します。[-1000000,1000000]" #: Editor/Src/AutoDocumentation.cpp:454 msgctxt "From AutoDocumentation" msgid "The linear drag when touching the fluid. This slows any linear motion. 0 means no friction. [ 0, 1000000 ]." msgstr "流体に触れるときの線形抗力。これにより、直線運動が遅くなります。0 は摩擦がないことを意味します。[0, 1000000]" #: Editor/Src/AutoDocumentation.cpp:456 msgctxt "From AutoDocumentation" msgid "The local-space surface level that determines the 'surface' of the fluid. This can be positive or negative." msgstr "流体の'表面'を決定するローカル空間の表面レベル。これは正の値、負の値のいずれも可能です。" #: Editor/Src/AutoDocumentation.cpp:460 msgctxt "From AutoDocumentation" msgid "The color to which camera clears the screen." msgstr "カメラが画面をクリアする色" #: Editor/Src/AutoDocumentation.cpp:468 msgctxt "From AutoDocumentation" msgid "Which layers the camera renders." msgstr "カメラがレンダリングするレイヤー" #: Editor/Src/AutoDocumentation.cpp:469 msgctxt "From AutoDocumentation" msgid "A camera with a larger depth is drawn on top of a camera with a smaller depth [ -100, 100 ]." msgstr "深度値がより大きいカメラによる描画が、深度値がより小さいカメラによる描画を上書きする形で行われます。[-100, 100]" #: Editor/Src/AutoDocumentation.cpp:471 msgctxt "From AutoDocumentation" msgid "Which layers receive events." msgstr "どの層がイベントを受け取るか" #: Editor/Src/AutoDocumentation.cpp:472 msgctxt "From AutoDocumentation" msgid "Far clipping plane." msgstr "ファークリップ面" #: Editor/Src/AutoDocumentation.cpp:473 msgctxt "From AutoDocumentation" msgid "Vertical Field of view of the camera [ 0.00001, 179 ]." msgstr "カメラの垂直方向の有効視野 [0.00001, 179]" #: Editor/Src/AutoDocumentation.cpp:475 msgctxt "From AutoDocumentation" msgid "Near clipping plane." msgstr "ニアクリップ面" #: Editor/Src/AutoDocumentation.cpp:476 msgctxt "From AutoDocumentation" msgid "Is camera orthographic?" msgstr "カメラは平行投影か。" #: Editor/Src/AutoDocumentation.cpp:477 msgctxt "From AutoDocumentation" msgid "Rendering path to use." msgstr "使用するレンダリングパス" #: Editor/Src/AutoDocumentation.cpp:485 msgctxt "From AutoDocumentation" msgid "Target Display Index. Can be between 1 to 8. 0 is default display {0, 8}." msgstr "ターゲットディスプレイのインデックス。 1から8の間で指定できます。0はデフォルトのディスプレイです{0, 8}。" #: Editor/Src/AutoDocumentation.cpp:486 msgctxt "From AutoDocumentation" msgid "The texture to render this camera into." msgstr "このカメラが描画するテクスチャ" #: Editor/Src/AutoDocumentation.cpp:496 msgctxt "From AutoDocumentation" msgid "[ 0, infinity ]" msgstr "[0, 無限大]" #: Editor/Src/AutoDocumentation.cpp:503 msgctxt "From AutoDocumentation" msgid "The direction of the capsule." msgstr "カプセルの方向" #: Editor/Src/AutoDocumentation.cpp:508 msgctxt "From AutoDocumentation" msgid "The size of the capsule." msgstr "カプセルのサイズ" #: Editor/Src/AutoDocumentation.cpp:518 msgctxt "From AutoDocumentation" msgid "[ 0.0001, infinity ]" msgstr "[0.0001, 無限大]" #: Editor/Src/AutoDocumentation.cpp:520 msgctxt "From AutoDocumentation" msgid "[ 0, 180 ]" msgstr "[0, 180]" #: Editor/Src/AutoDocumentation.cpp:527 msgctxt "From AutoDocumentation" msgid "The radius of the circle. [ 0.0001, 1000000 ]." msgstr "円の半径です。 [0.0001, 1000000]" #: Editor/Src/AutoDocumentation.cpp:532 msgctxt "From AutoDocumentation" msgid "Name of the device." msgstr "デバイスの名前" #: Editor/Src/AutoDocumentation.cpp:533 msgctxt "From AutoDocumentation" msgid "The joystick number or sensor number of a device that have multiple inputs." msgstr "複数の入力があるデバイスのジョイスティック番号あるいはセンサー番号" #: Editor/Src/AutoDocumentation.cpp:534 msgctxt "From AutoDocumentation" msgid "User friendly name used to access this input from script." msgstr "スクリプトがこの入力にアクセスするために使用する任意の名称" #: Editor/Src/AutoDocumentation.cpp:535 msgctxt "From AutoDocumentation" msgid "URL of the VRPN server." msgstr "VRPNサーバーのURL" #: Editor/Src/AutoDocumentation.cpp:546 msgctxt "From AutoDocumentation" msgid "The density of the collider. This is only used when attached to a rigid-body that is using the auto-mass. A density of zero, stops this collider from participating in the mass calculations. { 0.0, 1000000 }." msgstr "コライダーの密度。質量の自動推定を使用しているリジッドボディに取り付けた場合にのみ使用されます。 密度が0であれば、このコライダーは質量計算されなくなります。{0.0, 1000000}" #: Editor/Src/AutoDocumentation.cpp:547 msgctxt "From AutoDocumentation" msgid "Whether the collider behaves as a trigger or not." msgstr "コライダーがトリガーとして動作するかどうか" #: Editor/Src/AutoDocumentation.cpp:548 msgctxt "From AutoDocumentation" msgid "The physics material used by the collider. Overrides any Rigidbody2D or global physics material." msgstr "コライダーが使用する物理マテリアル。Rigidbody2D、またはグローバル物理マテリアルをオーバーライドします。" #: Editor/Src/AutoDocumentation.cpp:549 msgctxt "From AutoDocumentation" msgid "The local offset of the collider geometry." msgstr "コライダー座標のローカルオフセット" #: Editor/Src/AutoDocumentation.cpp:550 msgctxt "From AutoDocumentation" msgid "Whether the collider can be used by an attached composite collider or not." msgstr "コライダーが、接続された複合コライダーを利用するかどうか" #: Editor/Src/AutoDocumentation.cpp:551 msgctxt "From AutoDocumentation" msgid "Whether the collider is used by an attached effector or not." msgstr "コライダーが接続されたエフェクターに使用されるかどうか" #: Editor/Src/AutoDocumentation.cpp:557 msgctxt "From AutoDocumentation" msgid "Controls when the collider generation happens." msgstr "コライダー生成が起きるタイミングを制御" #: Editor/Src/AutoDocumentation.cpp:562 msgctxt "From AutoDocumentation" msgid "Controls the type of geometry created by the composite." msgstr "コンポーネントで作成されたジオメトリのタイプを制御します" #: Editor/Src/AutoDocumentation.cpp:567 msgctxt "From AutoDocumentation" msgid "Distance vertices are offset by when compositing multiple shapes. Any vertices between shapes within this distance will be combined. [ 0.000005, 1000000 ]." msgstr "複数の形状を合成するときに、頂点が相殺される距離。 この距離内にある形状間の頂点はすべて統合されます。 [0.000005、1000000]" #: Editor/Src/AutoDocumentation.cpp:569 msgctxt "From AutoDocumentation" msgid "Controls the allowed distance between generated vertices. Any vertices closer than or equal to this distance will be removed. [ 0.0005, 1000000 ]." msgstr "生成された頂点間の許容距離を制御します。この距離以下にある頂点は削除されます。[0.0005, 1000000]" #: Editor/Src/AutoDocumentation.cpp:574 msgctxt "From AutoDocumentation" msgid "Force applied globally." msgstr "グローバルに適用される外力" #: Editor/Src/AutoDocumentation.cpp:575 msgctxt "From AutoDocumentation" msgid "Force applied locally." msgstr "ローカルに適用される外力" #: Editor/Src/AutoDocumentation.cpp:576 msgctxt "From AutoDocumentation" msgid "Torque applied locally." msgstr "ローカルに適用されるトルク" #: Editor/Src/AutoDocumentation.cpp:577 msgctxt "From AutoDocumentation" msgid "Torque applied globally." msgstr "グローバルに適用されるトルク" #: Editor/Src/AutoDocumentation.cpp:581 msgctxt "From AutoDocumentation" msgid "The force to apply globally each physics update." msgstr "物理更新ごとに適用するグローバル外力" #: Editor/Src/AutoDocumentation.cpp:582 msgctxt "From AutoDocumentation" msgid "The force to apply locally each physics update." msgstr "物理更新ごとに適用するローカル外力" #: Editor/Src/AutoDocumentation.cpp:583 msgctxt "From AutoDocumentation" msgid "The torque to apply each physics update." msgstr "物理更新ごとに適用するトルク" #: Editor/Src/AutoDocumentation.cpp:587 msgctxt "From AutoDocumentation" msgid "Should the distance be automatically calculated from the relative distance between the anchor points?" msgstr "距離がアンカーポイント間の相対距離から自動的に計算されるか" #: Editor/Src/AutoDocumentation.cpp:588 msgctxt "From AutoDocumentation" msgid "The distance (or maximum distance) which the joint should attempt to maintain between attached bodies. [ 0.005, 1000000 ]." msgstr "ジョイントが接続された物体間で維持しようとする距離(最長距離)です。 [0.005, 1000000]" #: Editor/Src/AutoDocumentation.cpp:590 msgctxt "From AutoDocumentation" msgid "Whether to maintain a maximum distance only or not. If not, then the absolute distance will be maintained instead." msgstr "最大距離を維持するかどうか。そうでなければ絶対距離が代わりに維持されます" #: Editor/Src/AutoDocumentation.cpp:599 msgctxt "From AutoDocumentation" msgid "The mask used to select specific layers allowed to interact with the effector. This overrides the global collision layers used for collision." msgstr "エフェクターと相互作用する、特定のレイヤーを選択するのに使用されるマスクです。これは、衝突に使用されるグローバルコリジョンレイヤーをオーバーライドします" #: Editor/Src/AutoDocumentation.cpp:600 msgctxt "From AutoDocumentation" msgid "Should the collider mask be used or the global collision matrix? When true, the collider mask is used. When false, the global collision matrix is used." msgstr "コライダーマスクを使うか、グローバルコリジョンマトリクスを使うか指定します。有効の場合、コライダーマスクが使用されます。無効の場合、グローバルコリジョンマトリクスが使用されます" #: Editor/Src/AutoDocumentation.cpp:604 msgctxt "From AutoDocumentation" msgid "The damping ratio for the oscillation whilst trying to achieve the fixed constraint. 0 means no damping. 1 means critical damping. [ 0.0, 1.0 ]." msgstr "固定制約に達するまでの振動の減衰比。0は減衰がないことを意味します。1は臨界減衰を意味します。 [0.0, 1.0]" #: Editor/Src/AutoDocumentation.cpp:606 msgctxt "From AutoDocumentation" msgid "The frequency in Hertz for the rotational oscillation whilst trying to achieve the fixed constraint. [ 0.0, 1000000 ]." msgstr "固定制約に達するまでの、回転振動の周波数(Hz)です。 [0.0, 1000000]" #: Editor/Src/AutoDocumentation.cpp:611 msgctxt "From AutoDocumentation" msgid "The individual flare elements." msgstr "個別のフレア要素" #: Editor/Src/AutoDocumentation.cpp:612 msgctxt "From AutoDocumentation" msgid "The texture used for the flare elements." msgstr "フレア要素に使用されるテクスチャ" #: Editor/Src/AutoDocumentation.cpp:613 msgctxt "From AutoDocumentation" msgid "Flare element layout in the texture." msgstr "テクスチャのフレアエレメントレイアウト" #: Editor/Src/AutoDocumentation.cpp:625 msgctxt "From AutoDocumentation" msgid "The maximum force which the joint should use to reduce the relative linear velocities. [ 0.0, 1000000 ]." msgstr "相対線速度を減少させるためにジョイントが使用する最大の力です。[0.0,1000000]" #: Editor/Src/AutoDocumentation.cpp:627 msgctxt "From AutoDocumentation" msgid "The maximum torque which the joint should use to reduce the relative angular velocities. [ 0.0, 1000000 ]." msgstr "ジョイントが相対的な角速度を下げるために使用する最大トルクです。 [0.0, 1000000]" #: Editor/Src/AutoDocumentation.cpp:632 msgctxt "From AutoDocumentation" msgid "Text alignment." msgstr "テキストの割り当て" #: Editor/Src/AutoDocumentation.cpp:644 msgctxt "From AutoDocumentation" msgid "Border of the background images." msgstr "背景画像がないときの背景色" #: Editor/Src/AutoDocumentation.cpp:645 msgctxt "From AutoDocumentation" msgid "Clip offset." msgstr "クリップオフセット" #: Editor/Src/AutoDocumentation.cpp:646 msgctxt "From AutoDocumentation" msgid "Clipping mode to use." msgstr "使用するクリッピングモード" #: Editor/Src/AutoDocumentation.cpp:651 msgctxt "From AutoDocumentation" msgid "Pixel offset to apply to the content of this GUIstyle." msgstr "このGUIstyleの内容に適用するピクセルオフセット" #: Editor/Src/AutoDocumentation.cpp:652 msgctxt "From AutoDocumentation" msgid "If non-0, that axis is always draw at the specified size." msgstr "非ゼロの場合、軸は必ず指定されたサイズで描画されます" #: Editor/Src/AutoDocumentation.cpp:654 msgctxt "From AutoDocumentation" msgid "The font to use. If not set, the font is read from the main GUISkin." msgstr "使用するフォント。設定されていない場合、フォントはメインのGUISkinから読み込まれます。" #: Editor/Src/AutoDocumentation.cpp:655 msgctxt "From AutoDocumentation" msgid "The font size to use. Set to 0 to use default font size. Only applicable for dynamic fonts." msgstr "使用するフォントサイズ。既定のフォントサイズを使用するには、0に設定します。ダイナミックフォントにのみ適用されます" #: Editor/Src/AutoDocumentation.cpp:656 msgctxt "From AutoDocumentation" msgid "The font style to use. Only applicable for dynamic fonts." msgstr "使用するフォントスタイル。ダイナミックフォントにのみ適用されます。" #: Editor/Src/AutoDocumentation.cpp:663 msgctxt "From AutoDocumentation" msgid "How image and text is combined." msgstr "画像とテキストを組み合わせる方法。" #: Editor/Src/AutoDocumentation.cpp:670 msgctxt "From AutoDocumentation" msgid "Spacing between this element and ones next to it." msgstr "この要素と、この要素に隣接する要素との間隔" #: Editor/Src/AutoDocumentation.cpp:671 msgctxt "From AutoDocumentation" msgid "Extra size to use for the background images." msgstr "背景画像の余剰サイズ" #: Editor/Src/AutoDocumentation.cpp:672 msgctxt "From AutoDocumentation" msgid "Distance from outer edge to contents." msgstr "外側のエッジからコンテンツとの距離" #: Editor/Src/AutoDocumentation.cpp:673 msgctxt "From AutoDocumentation" msgid "Use HTML-style markup." msgstr "HTMLスタイルのマークアップを使用します" #: Editor/Src/AutoDocumentation.cpp:674 msgctxt "From AutoDocumentation" msgid "What happens with content that goes outside the control" msgstr "コンテンツがコントロール外に出た場合の動作" #: Editor/Src/AutoDocumentation.cpp:679 msgctxt "From AutoDocumentation" msgid "Word wrap the text?" msgstr "テキストの折り返しをするか?" #: Editor/Src/AutoDocumentation.cpp:683 msgctxt "From AutoDocumentation" msgid "The border pixels - this part of texture is never scaled." msgstr "境界ピクセル - テクスチャのこの部分はスケーリングされません" #: Editor/Src/AutoDocumentation.cpp:684 msgctxt "From AutoDocumentation" msgid "Tint color." msgstr "カラー" #: Editor/Src/AutoDocumentation.cpp:687 msgctxt "From AutoDocumentation" msgid "The texture to use." msgstr "使用するテクスチャ" #: Editor/Src/AutoDocumentation.cpp:692 msgctxt "From AutoDocumentation" msgid "A gap in-between each cell volume." msgstr "それぞれのセルボリューム間のギャップ" #: Editor/Src/AutoDocumentation.cpp:693 msgctxt "From AutoDocumentation" msgid "The layout of each cell." msgstr "セルごとのレイアウト" #: Editor/Src/AutoDocumentation.cpp:700 msgctxt "From AutoDocumentation" msgid "The volume each cell occupies." msgstr "各セルが占有するボリューム" #: Editor/Src/AutoDocumentation.cpp:701 msgctxt "From AutoDocumentation" msgid "The swizzle of each cell. The swizzle will rearrange the selected XYZ of cell positions." msgstr "各セルのスウィズル。スウィズルは選択したセル位置のXYZを再配置します。" #: Editor/Src/AutoDocumentation.cpp:713 msgctxt "From AutoDocumentation" msgid "Raw heightmap." msgstr "Rawハイトマップ" #: Editor/Src/AutoDocumentation.cpp:717 msgctxt "From AutoDocumentation" msgid "The joint angle limits." msgstr "ジョイントアングル制限" #: Editor/Src/AutoDocumentation.cpp:718 msgctxt "From AutoDocumentation" msgid "The joint motor." msgstr "ジョイントモーター" #: Editor/Src/AutoDocumentation.cpp:719 msgctxt "From AutoDocumentation" msgid "Whether to use the angle limits or not." msgstr "角度制限を使用するかどうか" #: Editor/Src/AutoDocumentation.cpp:720 msgctxt "From AutoDocumentation" msgid "Whether to use the joint motor or not." msgstr "ジョイントモーターを使用するかどうか" #: Editor/Src/AutoDocumentation.cpp:724 msgctxt "From AutoDocumentation" msgid "Alternative Button to be pressed for movement in negative direction." msgstr "負の方向(左)に移動するために押す代替ボタン" #: Editor/Src/AutoDocumentation.cpp:725 msgctxt "From AutoDocumentation" msgid "Alternative Button to be pressed for movement in positive direction." msgstr "正の方向(右)に移動するために押す代替ボタン" #: Editor/Src/AutoDocumentation.cpp:726 msgctxt "From AutoDocumentation" msgid "Axis to use." msgstr "使用する軸" #: Editor/Src/AutoDocumentation.cpp:757 msgctxt "From AutoDocumentation" msgid "Size of the analog dead zone. All analog device values within this range map to neutral." msgstr "アナログデッドゾーンのサイズ。この範囲内のアナログデバイスの値はすべてニュートラルにマップされます" #: Editor/Src/AutoDocumentation.cpp:758 msgctxt "From AutoDocumentation" msgid "Name presented to the user for setup if present." msgstr "設定すると、ここに設定した名前がセットアップ時にユーザーに表示されます。" #: Editor/Src/AutoDocumentation.cpp:759 msgctxt "From AutoDocumentation" msgid "Name for negative Button presented to the user for setup if present." msgstr "存在する場合、設定のために負方向のボタンの名前としてユーザーに表示されます。" #: Editor/Src/AutoDocumentation.cpp:760 msgctxt "From AutoDocumentation" msgid "Speed (in units/sec) that the output value falls towards neutral when device at rest." msgstr "デバイスが静止しているときに出力値がニュートラルに下がる速度(単位/秒)" #: Editor/Src/AutoDocumentation.cpp:761 msgctxt "From AutoDocumentation" msgid "flip positive and negative?" msgstr "正負の反転をするか。" #: Editor/Src/AutoDocumentation.cpp:762 msgctxt "From AutoDocumentation" msgid "Joystick identifier index." msgstr "ジョイスティックIDインデックス" #: Editor/Src/AutoDocumentation.cpp:782 msgctxt "From AutoDocumentation" msgid "Hashed version of the name for fast name-based searching." msgstr "高速名前検索に使うハッシュ化された名前" #: Editor/Src/AutoDocumentation.cpp:783 msgctxt "From AutoDocumentation" msgid "Button to be pressed for movement in negative direction." msgstr "負の方向(左)へ移動するために押すボタン" #: Editor/Src/AutoDocumentation.cpp:784 msgctxt "From AutoDocumentation" msgid "Button to be pressed for movement in positive direction." msgstr "正の方向(右)へ移動するために押すボタン" #: Editor/Src/AutoDocumentation.cpp:785 msgctxt "From AutoDocumentation" msgid "Speed to move towards target value for digital devices (in units per sec)" msgstr "デジタルデバイスの目標値に向かう速度(単位/秒)" #: Editor/Src/AutoDocumentation.cpp:786 msgctxt "From AutoDocumentation" msgid "If we have input in opposite direction of current, do we jump to neutral and continue from there?" msgstr "現在の方向の反対に入力がある場合、ニュートラルにジャンプして続行しますか?" #: Editor/Src/AutoDocumentation.cpp:796 msgctxt "From AutoDocumentation" msgid "Whether this allocator needs to call Free()." msgstr "このアロケーターがFree()を呼び出すか" #: Editor/Src/AutoDocumentation.cpp:800 msgctxt "From AutoDocumentation" msgid "The magnitude of the force required to break the joint. Infinity makes the joint unbreakable." msgstr "ジョイントを破壊するのに必要な力の大きさ。無限に指定すると破壊されなくなります。" #: Editor/Src/AutoDocumentation.cpp:801 msgctxt "From AutoDocumentation" msgid "The magnitude of the torque required to break the joint. Infinity makes the joint unbreakable." msgstr "ジョイントを破壊するのに必要なトルクの大きさ。無限に指定すると破壊されなくなります。" #: Editor/Src/AutoDocumentation.cpp:802 msgctxt "From AutoDocumentation" msgid "The rigid body to connect to. No rigid body connects to the scene." msgstr "接続するリジッドボディ。リジッドボディはシーンに接続しません" #: Editor/Src/AutoDocumentation.cpp:803 msgctxt "From AutoDocumentation" msgid "Should rigid bodies connected with this joint collide?" msgstr "ジョイントと接続されているリジッドボディのコリジョンを有効にする" #: Editor/Src/AutoDocumentation.cpp:807 msgctxt "From AutoDocumentation" msgid "Animate the cross-fading." msgstr "クロスフェードをアニメーションする" #: Editor/Src/AutoDocumentation.cpp:809 msgctxt "From AutoDocumentation" msgid "Specify the fade mode for this LOD group" msgstr "このLODグループのフェードモードを指定します" #: Editor/Src/AutoDocumentation.cpp:815 msgctxt "From AutoDocumentation" msgid "An index into an array of LODGroup descriptors in the LODGroupManager." msgstr "LODGroupManagerのLODGroupディスクリプターの配列のインデックス" #: Editor/Src/AutoDocumentation.cpp:819 msgctxt "From AutoDocumentation" msgid "Every created LODGroup gets registered into this array." msgstr "生成されたすべてのLODGroupはこの配列に登録されます" #: Editor/Src/AutoDocumentation.cpp:823 msgctxt "From AutoDocumentation" msgid "Brightness scale of the flare." msgstr "フレアの明るさスケール" #: Editor/Src/AutoDocumentation.cpp:824 msgctxt "From AutoDocumentation" msgid "Color of the flare." msgstr "フレアの色" #: Editor/Src/AutoDocumentation.cpp:825 msgctxt "From AutoDocumentation" msgid "Is this lensflare directional (true) or positional (false)" msgstr "レンズフレアは方向を考慮する(有効)か位置を考慮する(無効)か" #: Editor/Src/AutoDocumentation.cpp:826 msgctxt "From AutoDocumentation" msgid "Fade speed of the flare." msgstr "フレアのフェード速度" #: Editor/Src/AutoDocumentation.cpp:827 msgctxt "From AutoDocumentation" msgid "Source flare asset to render." msgstr "レンダリングするソースフレアアセット" #: Editor/Src/AutoDocumentation.cpp:828 msgctxt "From AutoDocumentation" msgid "mask for layers that cannot hide flare" msgstr "フレアを隠すことができないレイヤーのマスク" #: Editor/Src/AutoDocumentation.cpp:832 msgctxt "From AutoDocumentation" msgid "Rect lights: size of Area Light 's rectangle. Disc lights: .x is the radius of the Disc light." msgstr "矩形ライト: エリアライトの矩形のサイズ。円形ライト: .x は円形ライトの半径です。" #: Editor/Src/AutoDocumentation.cpp:833 msgctxt "From AutoDocumentation" msgid "A colored gel can be put in front of the light source to tint the light." msgstr "ライトに色をつけるために、色のついたゲルを光源の正面に置くことができます" #: Editor/Src/AutoDocumentation.cpp:834 msgctxt "From AutoDocumentation" msgid "Correlated color temperature. The color temperature of the electromagnetic radiation emitted from an ideal black body is defined as its surface temperature in Kelvin." msgstr "相関色温度。理想的な黒体から放射される電磁波の色温度は、ケルビン単位で表面温度として定義されます。" #: Editor/Src/AutoDocumentation.cpp:835 msgctxt "From AutoDocumentation" msgid "Custom cookie (optional)" msgstr "カスタムクッキー (任意)" #: Editor/Src/AutoDocumentation.cpp:836 msgctxt "From AutoDocumentation" msgid "Cookie size for directional lights." msgstr "ディレクショナルライトのクッキーサイズ" #: Editor/Src/AutoDocumentation.cpp:837 msgctxt "From AutoDocumentation" msgid "The mask used for selectively lighting objects in the scene." msgstr "シーン内のオブジェクトを選択的に照明するために使用されるマスク" #: Editor/Src/AutoDocumentation.cpp:838 msgctxt "From AutoDocumentation" msgid "Does the light have a halo?" msgstr "ライトがハローを持つかどうか" #: Editor/Src/AutoDocumentation.cpp:839 msgctxt "From AutoDocumentation" msgid "Does the light have a flare?" msgstr "ライトがフレアを持つかどうか" #: Editor/Src/AutoDocumentation.cpp:840 msgctxt "From AutoDocumentation" msgid "Falloff of the spotlight inner cone from the outer cone." msgstr "スポットライトの外側の円錐から内側の円錐までの減衰。" #: Editor/Src/AutoDocumentation.cpp:841 msgctxt "From AutoDocumentation" msgid "Light intensity." msgstr "ライトの強さ" #: Editor/Src/AutoDocumentation.cpp:842 msgctxt "From AutoDocumentation" msgid "Per-layer shadow cull distances." msgstr "各レイヤーの影を省く距離" #: Editor/Src/AutoDocumentation.cpp:849 msgctxt "From AutoDocumentation" msgid "Light range." msgstr "ライト範囲" #: Editor/Src/AutoDocumentation.cpp:850 msgctxt "From AutoDocumentation" msgid "Rendering mode for the light" msgstr "ライトのためのレンダリングモード" #: Editor/Src/AutoDocumentation.cpp:856 msgctxt "From AutoDocumentation" msgid "Shadow settings." msgstr "影の設定" #: Editor/Src/AutoDocumentation.cpp:857 msgctxt "From AutoDocumentation" msgid "Angle of the spotlight cone." msgstr "スポットライト円錐の角度" #: Editor/Src/AutoDocumentation.cpp:858 msgctxt "From AutoDocumentation" msgid "Light type" msgstr "ライトタイプ" #: Editor/Src/AutoDocumentation.cpp:866 msgctxt "From AutoDocumentation" msgid "Use Correlated color temperature for light color calculation else use regular RGB mode." msgstr "ライトの色の計算には相関色温度を使用し、それ以外の場合は通常の RGB モードを使用します" #: Editor/Src/AutoDocumentation.cpp:900 msgctxt "From AutoDocumentation" msgid "ArchiveFileSystem that contains all the hash files from the GI cache associated with the scene." msgstr "シーンに紐づいたGIキャッシュのすべてのハッシュファイルを保持するArchiveFileSystem" #: Editor/Src/AutoDocumentation.cpp:901 msgctxt "From AutoDocumentation" msgid "Enlighten data version." msgstr "Enlightenデータバージョン" #: Editor/Src/AutoDocumentation.cpp:902 msgctxt "From AutoDocumentation" msgid "Enlighten runtime mapping information." msgstr "Enlightenランタイムマッピング情報" #: Editor/Src/AutoDocumentation.cpp:903 msgctxt "From AutoDocumentation" msgid "SceneObjectIdentifiers for the Renderer components corresponding to the entries in m_EnlightenSceneMapping." msgstr "m_EnlightenSceneMappingのエントリーに対応するレンダラーコンポーネントのSceneObjectIdentifier" #: Editor/Src/AutoDocumentation.cpp:904 msgctxt "From AutoDocumentation" msgid "ArchiveFS reading from m_EnlightenData. Kept around only during lighting data asset loading." msgstr "m_EnlightenDataからのArchiveFS。ライティングデータアセットをロードしている間だけ保持されます。" #: Editor/Src/AutoDocumentation.cpp:905 msgctxt "From AutoDocumentation" msgid "Baking data for all renderers relevant to lightmapping." msgstr "ライトマッピングに関連するすべてのレンダラーのデータをベイクしています" #: Editor/Src/AutoDocumentation.cpp:906 msgctxt "From AutoDocumentation" msgid "LightmapSettings::m_Lightmaps and will get passed onto there on scene load." msgstr "ライトマップ設定:m_Lightmapsがシーンロードでパスされるか" #: Editor/Src/AutoDocumentation.cpp:907 msgctxt "From AutoDocumentation" msgid "References to all lights that are actually baked into lightmaps & lightprobes." msgstr "ライトマップとライトプローブに実際にベイクされるすべてのライトへの参照" #: Editor/Src/AutoDocumentation.cpp:908 msgctxt "From AutoDocumentation" msgid "The scene which originally created this LightingDataAsset." msgstr "元々このLightingDataAssetを作成したシーン" #: Editor/Src/AutoDocumentation.cpp:971 msgctxt "From AutoDocumentation" msgid "Connect the first and last vertices, to create a loop." msgstr "最初と最後の頂点を接続し、ループにします" #: Editor/Src/AutoDocumentation.cpp:972 msgctxt "From AutoDocumentation" msgid "Draw lines in worldspace (or localspace)" msgstr "ワールド (またはローカル) スペースで線を描画" #: Editor/Src/AutoDocumentation.cpp:976 msgctxt "From AutoDocumentation" msgid "The type of animation to support / import." msgstr "サポート/インポートするアニメーションの種類です" #: Editor/Src/AutoDocumentation.cpp:983 msgctxt "From AutoDocumentation" msgid "The humanoid oversampling multiplier" msgstr "ヒューマノイドのオーバーサンプリング乗数" #: Editor/Src/AutoDocumentation.cpp:1019 msgctxt "From AutoDocumentation" msgid "[ 0, 1 ]" msgstr "[ 0, 1 ]" #: Editor/Src/AutoDocumentation.cpp:1055 msgctxt "From AutoDocumentation" msgid "Should the collider gizmos always be shown even when they are not selected?" msgstr "コライダーギズモは選択されていなくても常に表示されるか" #: Editor/Src/AutoDocumentation.cpp:1056 msgctxt "From AutoDocumentation" msgid "A rigid-body cannot sleep if its angular velocity is above this tolerance. [ 0.0001, 1000000 ]." msgstr "角速度がこの許容値を越える場合はリジッドボディはスリープしません。 [0.0001, 1000000]" #: Editor/Src/AutoDocumentation.cpp:1058 msgctxt "From AutoDocumentation" msgid "Run the physics simulation automatically or allow the explicit control of it." msgstr "物理シミュレーションを自動で走らせるか、明示的な制御を許可するか" #: Editor/Src/AutoDocumentation.cpp:1059 msgctxt "From AutoDocumentation" msgid "Whether or not to automatically sync transform changes with the physics system whenever a transform changes." msgstr "トランスフォームが変更されるたびに物理システムと同期させるかどうか" #: Editor/Src/AutoDocumentation.cpp:1060 msgctxt "From AutoDocumentation" msgid "The scale factor that controls how fast overlaps are resolved. Ideally this would be 1 so that overlaps are solved in a single time-step however using values close to 1 often lead to overshoot. [ 0.0001, 1000000 ]." msgstr "オーバーラップがどの程度速く解決されるかを制御するスケールファクター。理想的には1がよく、そうするとオーバーラップが1つの時間ステップで解決されます。ただし1に近い値はオーバーシュート(通り越し)になりやすくなります。 [0.0001, 1000000]" #: Editor/Src/AutoDocumentation.cpp:1062 msgctxt "From AutoDocumentation" msgid "The scale factor that controls how fast TOI overlaps are resolved. Ideally this would be 1 so that overlaps are solved in a single time-step however using values close to 1 often lead to overshoot. [ 0.0001, 1000000 ]." msgstr "インパクト発生時間(TOI)オーバーラップがどの程度速く解決されるかを制御するスケールファクター。理想的には1がよく、そうするとオーバーラップが1つの時間ステップで解決されます。ただし1に近い値はオーバーシュート(通り越し)になりやすくなります。 [0.0001, 1000000]" #: Editor/Src/AutoDocumentation.cpp:1064 msgctxt "From AutoDocumentation" msgid "Whether collision callbacks are produced when a collider with contacts is disabled." msgstr "接触するコライダーが無効であるときに衝突のコールバックが生成されるかどうか" #: Editor/Src/AutoDocumentation.cpp:1065 msgctxt "From AutoDocumentation" msgid "The color used by the gizmos to show all collider AABBs." msgstr "すべてのコライダーAABBを表示するために、ギズモが使用する色" #: Editor/Src/AutoDocumentation.cpp:1066 msgctxt "From AutoDocumentation" msgid "The color used by the gizmos to show all asleep colliders (collider is asleep when the body is asleep)." msgstr "スリープ状態のコライダーを表示するためにギズモが使用する色(コライダーは物体がスリープ状態のとき、同様にスリープ状態となります)" #: Editor/Src/AutoDocumentation.cpp:1067 msgctxt "From AutoDocumentation" msgid "The color used by the gizmos to show all awake colliders (collider is awake when the body is awake)." msgstr "動作しているコライダーを表示するためにギズモが使用する色(コライダーは物体が動作しているとき、同様に動作します)" #: Editor/Src/AutoDocumentation.cpp:1068 msgctxt "From AutoDocumentation" msgid "The color used by the gizmos to show all collider contacts." msgstr "すべてのコライダーの接触点を表示するために、ギズモが使用する色" #: Editor/Src/AutoDocumentation.cpp:1069 msgctxt "From AutoDocumentation" msgid "The scale of the contact arrow used by the collider gizmos. [ 0.1, 1 ]." msgstr "コライダーのギズモが使用する接触点の矢印のスケールです。 [0.1, 1]" #: Editor/Src/AutoDocumentation.cpp:1071 msgctxt "From AutoDocumentation" msgid "Colliders whose distance is less than the sum of their contactOffset values will generate contacts. The contact offset must be positive. Contact offset allows the collision detection system to predictively enforce the contact constraint even when the objects are slightly separated. Extreme caution should be used when modifying this value as making this smaller means that polygons will have an insufficient buffer for continuous collision and making it larger may create artifacts for vertex collision. [ 0.0001, 1 ]." msgstr "距離がcontactOffset値の合計よりも小さいコライダーは、接触点を生成します。衝突オフセットは正でなければなりません。衝突オフセットは、物体がわずかに分離されている場合であっても衝突検出システムが接触制約を予測的に実施することを可能にします。この値を小さくすると、ポリゴンのバッファが不十分で連続的な衝突が発生し、大きくすると、頂点の衝突のためにアーティファクトが発生する可能性があるため、この値を変更する際は注意が必要です。[0.0001, 1]" #: Editor/Src/AutoDocumentation.cpp:1073 msgctxt "From AutoDocumentation" msgid "The default material to use on a collider if no material is specified on it." msgstr "マテリアルが指定されていない場合にコライダーに使用するデフォルトのマテリアル" #: Editor/Src/AutoDocumentation.cpp:1074 msgctxt "From AutoDocumentation" msgid "The gravity applied to all rigid bodies in the scene." msgstr "シーンのリジッドボディすべてに適用される重力" #: Editor/Src/AutoDocumentation.cpp:1075 msgctxt "From AutoDocumentation" msgid "Controls how the physics simulation uses multithreading via job system." msgstr "物理シミュレーションがジョブシステム経由のマルチスレッドを使う方法を制御します" #: Editor/Src/AutoDocumentation.cpp:1076 msgctxt "From AutoDocumentation" msgid "A rigid-body cannot sleep if its linear velocity is above this tolerance. [ 0.0001, 1000000 ]." msgstr "線速度がこの許容値を越える場合、リジッドボディはスリープしません。 [0.0001, 1000000]" #: Editor/Src/AutoDocumentation.cpp:1078 msgctxt "From AutoDocumentation" msgid "The maximum angular position correction used when solving constraints. This helps to prevent overshoot. [ 0.0001, 1000000 ]." msgstr "制約を解決するときに使用される最大角度位置補正。オーバーシュート(通り越し)を防止するのに役立ちます。 [0.0001, 1000000]" #: Editor/Src/AutoDocumentation.cpp:1080 msgctxt "From AutoDocumentation" msgid "The maximum linear position correction used when solving constraints. This helps to prevent overshoot. [ 0.0001, 1000000 ]." msgstr "制限を解決するときに使用される最大線形位置補正。これはオーバーシュート(通り越し)を防止するのに役立ちます。 [0.0001, 1000000]" #: Editor/Src/AutoDocumentation.cpp:1082 msgctxt "From AutoDocumentation" msgid "The maximum angular speed of a rigid-body per physics update. Increasing this can cause numerical problems. [ 0.0001, 1000000 ]." msgstr "物理の更新ごとのリジッドボディの最高角速度。これを大きくすると数値的な問題が発生することがあります。[0.0001, 1000000]" #: Editor/Src/AutoDocumentation.cpp:1084 msgctxt "From AutoDocumentation" msgid "The maximum linear speed of a rigid-body per physics update. Increasing this can cause numerical problems. [ 0.0001, 1000000 ]." msgstr "物理の更新ごとのリジッドボディの最高線形速度。これを大きくすると数値的な問題が発生することがあります。[0.0001, 1000000]" #: Editor/Src/AutoDocumentation.cpp:1086 msgctxt "From AutoDocumentation" msgid "The number of iterations used to solve simulation positions. More iterations yield a better simulation but is more expensive. (Default 3) [ 1 , infinity ]." msgstr "シミュレーションにおける位置を解決するための反復回数。大きいほどシミュレーション精度は向上しますが、コストは高くなります(デフォルト値は3)。[1, 無限大]" #: Editor/Src/AutoDocumentation.cpp:1088 msgctxt "From AutoDocumentation" msgid "Whether ray/line casts hit triggers or not." msgstr "レイ/ラインキャストが衝突トリガーになるかどうか" #: Editor/Src/AutoDocumentation.cpp:1089 msgctxt "From AutoDocumentation" msgid "Whether ray/line casts that start inside a collider(s) actually detect the colliders or not." msgstr "コライダー内から開始するレイ/ラインキャストが実際にコライダーを検出するかどうか" #: Editor/Src/AutoDocumentation.cpp:1090 msgctxt "From AutoDocumentation" msgid "Determines whether the garbage collector should reuse only a single instance of a Collision2D type for all collision callbacks." msgstr "すべての衝突のコールバックに対して、ガベージコレクターがCollision2D型のインスタンスを1つだけ再利用するかどうかを決定します。" #: Editor/Src/AutoDocumentation.cpp:1091 msgctxt "From AutoDocumentation" msgid "Should the collider gizmos show the AABBs for each collider?" msgstr "コライダーのギズモが、各コライダーのAABBを表示するか" #: Editor/Src/AutoDocumentation.cpp:1092 msgctxt "From AutoDocumentation" msgid "Should the collider gizmos show current contacts for each collider?" msgstr "コライダーのギズモが、各コライダーの現在の接触点を表示するか" #: Editor/Src/AutoDocumentation.cpp:1093 msgctxt "From AutoDocumentation" msgid "Should the collider gizmos show the sleep-state for each collider?" msgstr "コライダーのギズモが、各コライダーのスリープ状態を表示するか" #: Editor/Src/AutoDocumentation.cpp:1094 msgctxt "From AutoDocumentation" msgid "The time in seconds that a rigid-body must be still before it will go to sleep. [ 0.0001, 1000000 ]." msgstr "リジッドボディがスリープ状態になるまでにかかる秒数です。 [0.0001,1000000]" #: Editor/Src/AutoDocumentation.cpp:1096 msgctxt "From AutoDocumentation" msgid "The number of iterations used to solve simulation velocities. More iterations yield a better simulation but is more expensive. (Default 8) [ 1, infinity ]." msgstr "シミュレーションにおける速度を解決するための反復回数。大きいほどシミュレーション精度は向上しますが、コストは高くなります(デフォルト値は8)。[1, 無限大]" #: Editor/Src/AutoDocumentation.cpp:1098 msgctxt "From AutoDocumentation" msgid "Any collisions with a relative linear velocity below this threshold will be treated as inelastic. [ 0.0001, 1000000 ]." msgstr "相対速度がこれ以下の場合に衝突は弾性体ではないと見なされます。 [0.0001, 1000000]" #: Editor/Src/AutoDocumentation.cpp:1104 msgctxt "From AutoDocumentation" msgid "A contact with a relative velocity below this will not bounce." msgstr "これ以下の相対速度の接触では反発しません" #: Editor/Src/AutoDocumentation.cpp:1105 msgctxt "From AutoDocumentation" msgid "The default sweep-and-prune broadphase offers reasonable performance in general. However, when lots of objects overlap along Y axis it might be better to enable Multi-box Pruning broadphase." msgstr "デフォルトのスイープ&プルーンブロードフェーズは大概妥当なパフォーマンスを提供します。ただし、Y軸に沿って大量のオブジェクトが重なる場合はマルチボックスプルーニング(Multi-box pruning)ブロードフェーズを使用するほうが良い場合があります。" #: Editor/Src/AutoDocumentation.cpp:1110 msgctxt "From AutoDocumentation" msgid "The gravity applied to all cloth components." msgstr "すべてのクロスコンポーネントに適用される重力" #: Editor/Src/AutoDocumentation.cpp:1111 msgctxt "From AutoDocumentation" msgid "Inter collision distance. 0 = disabled. [ 0, infinity ]." msgstr "インターコリジョン距離。0にするとインターコリジョンは無効になります。[0, 無限大]" #: Editor/Src/AutoDocumentation.cpp:1113 msgctxt "From AutoDocumentation" msgid "Inter collision settings toggle." msgstr "インターコリジョン設定を切り替える" #: Editor/Src/AutoDocumentation.cpp:1114 msgctxt "From AutoDocumentation" msgid "Inter collision stiffness. 0 = disabled. [ 0, infinity ]." msgstr "インターコリジョンの硬さ。0にするとインターコリジョンの硬さが無効になります。[0, 無限大]" #: Editor/Src/AutoDocumentation.cpp:1116 msgctxt "From AutoDocumentation" msgid "Selects which type of contact pair generation to use. By default, kinematic-kinematic and kinematic-static contact pairs are not enabled; their collision and trigger callbacks won't be available." msgstr "使用する接触ペア生成のタイプを選択します。デフォルトでは、キネマティック-キネマティックとキネマティック-静的の接触ペアは使用できません。この種のペアの衝突やトリガーのコールバックは使用できません。" #: Editor/Src/AutoDocumentation.cpp:1123 msgctxt "From AutoDocumentation" msgid "Toggle between the legacy contacts generation and the persistent contact manifold that allows for better performance." msgstr "従来のコリジョンの生成と、よいパフォーマンスを生むであろう永続的なコリジョンを切り替えます" #: Editor/Src/AutoDocumentation.cpp:1128 msgctxt "From AutoDocumentation" msgid "Specifies distance which the collision detection system uses to generate collision contacts. The value must be positive and if set too close to zero can cause jitter." msgstr "衝突判定システムが衝突接点を生成するための距離です。値は正でなければならず、0に近すぎると不安定になる可能性があります" #: Editor/Src/AutoDocumentation.cpp:1129 msgctxt "From AutoDocumentation" msgid "The default Physics Material that will be used if none has been assigned to an individual Collider." msgstr "コライダーに割り当てられていない場合に使用されるデフォルトの物理マテリアルです" #: Editor/Src/AutoDocumentation.cpp:1130 msgctxt "From AutoDocumentation" msgid "Solver accuracy. Higher value costs more performance. (Default 6) [ 1, 255 ]." msgstr "ソルバー精度です。高い値にすると処理が重くなります (デフォルト値は6)。[1, 255]" #: Editor/Src/AutoDocumentation.cpp:1132 msgctxt "From AutoDocumentation" msgid "Accuracy of the resulting velocity after a bounce. Higher value costs more performance. (Default 1) [ 1, 255 ]." msgstr "跳ね返り後の速度の精度です。高い値は処理負荷がかかります (デフォルト値は1)。[1, 255]" #: Editor/Src/AutoDocumentation.cpp:1134 msgctxt "From AutoDocumentation" msgid "Enables the force which improves the stability of large stacks." msgstr "積み重ねた際の安定性を向上させる外力を有効にします" #: Editor/Src/AutoDocumentation.cpp:1135 msgctxt "From AutoDocumentation" msgid "Enable creation order-independent simulation at the cost of less performance." msgstr "パフォーマンスの低下と引き換えに、作成順序に依存しないシミュレーションを有効にします。" #: Editor/Src/AutoDocumentation.cpp:1136 msgctxt "From AutoDocumentation" msgid "Make contact computation and collision response use the same algorithm for meshes and terrains." msgstr "メッシュとTerrain(地形)に対して、接触の計算と衝突応答が同じアルゴリズムを使用するようにしてください。" #: Editor/Src/AutoDocumentation.cpp:1137 msgctxt "From AutoDocumentation" msgid "Friction type." msgstr "摩擦タイプ" #: Editor/Src/AutoDocumentation.cpp:1144 msgctxt "From AutoDocumentation" msgid "Defines how the layer-based collision detection system will behave." msgstr "レイヤーベースの衝突判定がどう作動するかを規定" #: Editor/Src/AutoDocumentation.cpp:1145 msgctxt "From AutoDocumentation" msgid "Whether physics queries hit backface triangles or not." msgstr "ポリゴンの裏面に物理衝突が発生するかどうか" #: Editor/Src/AutoDocumentation.cpp:1146 msgctxt "From AutoDocumentation" msgid "If enabled, any Raycast, SphereCast, SphereTest, etc. that intersects with a Collider marked as a Trigger will return a hit. Individual raycasts can override this behavior." msgstr "これを有効にすると、トリガーとしてマークされたコライダーと交差するRaycast、SphereCast、SphereTestなどがヒットを返します。個々のレイキャストで無効にできます" #: Editor/Src/AutoDocumentation.cpp:1147 msgctxt "From AutoDocumentation" msgid "Determines whether the garbage collector should reuse only a single instance of a Collision type for all collision callbacks." msgstr "すべての衝突のコールバックに対して、ガベージコレクターがCollision型のインスタンスを1つだけ再利用するかどうかを決定します。" #: Editor/Src/AutoDocumentation.cpp:1148 msgctxt "From AutoDocumentation" msgid "The mass-normalized kinetic energy threshold below which a non-kinematic Rigidbody may go to sleep. Rigidbodies whose kinetic energy divided by their mass is below this threshold will be candidates for sleeping." msgstr "質量で正規化された運動エネルギーのしきい値。これ以下の値では、キネマティックでないリジッドボディはスリープ状態に入ります。運動エネルギーをそれ自体の質量で割った値がこのしきい値よりも低いリジッドボディはスリープ状態になることがあります。" #: Editor/Src/AutoDocumentation.cpp:1149 msgctxt "From AutoDocumentation" msgid "The world bounds used in conjunction with Multi-box pruning broadphase. Not needed for the default Sweep-and-Prune broadphase." msgstr "ワールド境界はマルチボックスプラニングブロードフェーズと組み合わせて使用されます。デフォルトのスィープアンドプルーンブロードフェーズは必要ありません。" #: Editor/Src/AutoDocumentation.cpp:1150 msgctxt "From AutoDocumentation" msgid "How many grid cells to create along X and Z axes. Effective only with the Multi-box pruning broadphase. [ 1, 16 ]." msgstr "X軸とZ軸に沿って作成するグリッドセルの数。マルチボックスプランニングブロードフェーズで有効です。[1, 16]" #: Editor/Src/AutoDocumentation.cpp:1155 msgctxt "From AutoDocumentation" msgid "Bounciness. Range { 0.0, 100000.0 }." msgstr "跳ね返りの度合い。範囲{0.0, 100000.0}" #: Editor/Src/AutoDocumentation.cpp:1156 msgctxt "From AutoDocumentation" msgid "Friction. Range { 0.0, 100000.0 }." msgstr "摩擦。範囲{0.0, 100000.0}" #: Editor/Src/AutoDocumentation.cpp:1160 msgctxt "From AutoDocumentation" msgid "The rotational offset angle from the local 'up'. This allows both the surface and sides to be rotated in local-space." msgstr "ローカルの「上」からの回転オフセット角度。これにより表面と側面の両方をローカル空間で回転させることができます" #: Editor/Src/AutoDocumentation.cpp:1161 msgctxt "From AutoDocumentation" msgid "The angle of an arc that defines the sides of the platform centered on the local 'left' and 'right' of the effector. Any collision normals within this arc are considered for the 'side' behaviours. [ 0, 180.0 ]." msgstr "エフェクターのローカルの「左」と「右」を基準とした台の側面を定義する円弧の角度。この円弧内で起こるすべての衝突の法線は「側面」の動作に考慮されます。[0, 180.0]" #: Editor/Src/AutoDocumentation.cpp:1163 msgctxt "From AutoDocumentation" msgid "The angle of an arc that defines the surface of the platform centered of the local 'up' of the effector. Any collision normals within this arc are never considered for one-way whereas everything outside this arc is considered for one-way. [ 0, 360.0 ]." msgstr "エフェクターのローカルの 「上」を基準とした台の表面を定義する円弧の角度。この円弧の内側の衝突法線は決して一方向とみなされませんが、この円弧の外側では一方向とみなされます。[0,360.0]" #: Editor/Src/AutoDocumentation.cpp:1165 msgctxt "From AutoDocumentation" msgid "Should the one-way collision behaviour be used? When true, an object considered moving 'up' through the effector won't collide, however an object considered moving 'down' will." msgstr "一方向の衝突動作を使用すべきかどうか。有効の場合、エフェクターを通して「上」に移動するオブジェクトは衝突しませんが、「下」に移動するオブジェクトは衝突します。" #: Editor/Src/AutoDocumentation.cpp:1166 msgctxt "From AutoDocumentation" msgid "Should a contact, disabled by the one-way collision behaviour, affect all colliders attached to the effector? When true, all collider contacts will be disabled when any are disabled." msgstr "一方通行の衝突によって無効にされた接触先が、エフェクターに接続されているすべてのコライダーに影響を与えるか。有効の場合、無効になっているすべてのコライダーの接続先は無効になります" #: Editor/Src/AutoDocumentation.cpp:1167 msgctxt "From AutoDocumentation" msgid "Should bounce be used on the platform sides? When false, no bounce is used from any assigned physics material if an object is considered moving 'sideways' against the effector. When true, any existing bounce is used." msgstr "台の側面でバウンスを使用するか。無効の場合、オブジェクトがエフェクターの'横'に向かって移動する際は、割り当てられた物理マテリアルに設定されているバウンスは使用されません。有効の場合、物理マテリアルに設定されている値が使用されます。" #: Editor/Src/AutoDocumentation.cpp:1168 msgctxt "From AutoDocumentation" msgid "Should friction be used on the platform sides? When false, no friction is used from any assigned physics material if an object is considered moving 'sideways' against the effector. When true, any existing friction is used." msgstr "台の側面で摩擦を使用するか。無効の場合、オブジェクトがエフェクターの'横'に向かって移動する際は、割り当てられた物理マテリアルに設定されている摩擦は使用されません。有効の場合、物理マテリアルに設定されている摩擦が使用されます。" #: Editor/Src/AutoDocumentation.cpp:1262 msgctxt "From AutoDocumentation" msgid "If set to true, user can press OS specific key combination to switch to/from full screen." msgstr "これを有効にすると、ユーザーはOS特有のキーコンビネーションでフルスクリーンを切り替えできます" #: Editor/Src/AutoDocumentation.cpp:1289 msgctxt "From AutoDocumentation" msgid "value is enum of CompatibilityLevel, but can't serialize that so we use an int instead" msgstr "値はCompatibilityLevelのenumですが、シリアライズすることはできません。そのため、代わりにintを使用します。" #: Editor/Src/AutoDocumentation.cpp:1303 msgctxt "From AutoDocumentation" msgid "< If enabled, Home button on iPhone X will be hidden when there's no interaction with the display" msgstr "<これを有効にすると、ディスプレイを使用しないときiPhone Xのホームボタンは表示されなくなります。" #: Editor/Src/AutoDocumentation.cpp:1310 msgctxt "From AutoDocumentation" msgid "If enable, Unity audio will be forced to play through the speakers." msgstr "有効にすると、Unityのオーディオはスピーカーから音を出すよう強制されます" #: Editor/Src/AutoDocumentation.cpp:1378 msgctxt "From AutoDocumentation" msgid "Stereo rendering path to use." msgstr "使用するステレオレンダリングパス" #: Editor/Src/AutoDocumentation.cpp:1408 msgctxt "From AutoDocumentation" msgid "If enabled, only Unity audio will play, all other audio sources will be muted." msgstr "これを有効にすると、Unityオーディオのみ再生され他の音はミュートされます" #: Editor/Src/AutoDocumentation.cpp:1409 msgctxt "From AutoDocumentation" msgid "If enabled, the AudioSession of iOS will be initialized in recording mode, thus avoiding delays when initializing the Microphone object." msgstr "これを有効にすると、iOSのオーディオセッションはレコーディングモードで初期化されます。よってマイクロフォン初期化時の遅延を軽減できます" #: Editor/Src/AutoDocumentation.cpp:1410 msgctxt "From AutoDocumentation" msgid "Resolution Scaling Mode: Allows your screen resolution to be lower than the native resolution of your device to optimize performance and battery life" msgstr "解像度スケーリングモード: 画面の解像度をデバイスの元来の解像度より低くして、パフォーマンスとバッテリー寿命を最適化します" #: Editor/Src/AutoDocumentation.cpp:1420 msgctxt "From AutoDocumentation" msgid "1, 2, 4, 8, 16 or 32 (in GB)" msgstr "1, 2, 4, 8, 16, 32 (GB)" #: Editor/Src/AutoDocumentation.cpp:1432 msgctxt "From AutoDocumentation" msgid "[MB]" msgstr "[MB]" #: Editor/Src/AutoDocumentation.cpp:1433 msgctxt "From AutoDocumentation" msgid "!< CERO = 0, GRACGCRB = 1, GSRMR = 2, ESRB = 3, ClassInd = 4, USK = 5, PEGI = 6, PEGIPortugal = 7, PEGIBBFC = 8, Russian = 9, ACB = 10, OFLC = 11," msgstr "!< CERO = 0, GRACGCRB = 1, GSRMR = 2, ESRB = 3, ClassInd = 4, USK = 5, PEGI = 6, PEGIPortugal = 7, PEGIBBFC = 8, Russian = 9, ACB = 10, OFLC = 11," #: Editor/Src/AutoDocumentation.cpp:1452 msgctxt "From AutoDocumentation" msgid "Add Extended Game Controller key to info.plist." msgstr "拡張ゲームコントローラーキーをinfo.plistに加えます" #: Editor/Src/AutoDocumentation.cpp:1463 msgctxt "From AutoDocumentation" msgid "Which vertex channels are compressed." msgstr "どの頂点チャネルが圧縮されているか" #: Editor/Src/AutoDocumentation.cpp:1464 msgctxt "From AutoDocumentation" msgid "If set to true, the fullscreen window will remain visible even after switching it into the background." msgstr "有効にすると、全画面表示はバックグラウンドに切り替えた後も維持されます" #: Editor/Src/AutoDocumentation.cpp:1465 msgctxt "From AutoDocumentation" msgid "If set to true, allows toggling sRGB write mode mid-frame." msgstr "これを有効にすると、フレーム途中でもsRGBの書き込みモードの切り替えが可能になります。" #: Editor/Src/AutoDocumentation.cpp:1489 msgctxt "From AutoDocumentation" msgid "The scale applied to the distance between the source and target. When using a force-mode that is a function of distance, this is used to scale the calculated distance from source to target i.e. scale the effective distance, it does not change the actual range in which the effector works as that is always controlled by the collider. { 0.0001, 1000000 }." msgstr "ソースとターゲット間の距離に適用される尺度。距離の関数であるフォースモードを使用する場合、ソースから目標までの計算された距離をスケーリングするために使用されます。すなわち、有効距離の縮尺になり、コライダーによってエフェクターが動作する実際の範囲は変わりません {0.0001, 1000000}" #: Editor/Src/AutoDocumentation.cpp:1492 msgctxt "From AutoDocumentation" msgid "The magnitude of the force to be applied. [ -1000000, 1000000 ]." msgstr "適用される力の大きさです。[-1000000, 1000000]" #: Editor/Src/AutoDocumentation.cpp:1494 msgctxt "From AutoDocumentation" msgid "The mode used to apply the effector force. Constant applies the force the same independent of distance from the point whereas InverseLinear and InverseSquared apply the force as a function of distance." msgstr "エフェクターの外力を適用するために使用されるモード。InverseLinearとInverseSquaredは距離の関数として力を適用しますが、定数は点からの距離に関係なく同じ力を適用します。" #: Editor/Src/AutoDocumentation.cpp:1500 msgctxt "From AutoDocumentation" msgid "The source for where the effector calculates any force. This allows the 'point' to be defined as the center of mass or the collider position." msgstr "エフェクターが何らかの力を計算する場所のソース。 これにより'点'を質量の中心またはコライダー位置として定義することができます。" #: Editor/Src/AutoDocumentation.cpp:1515 msgctxt "From AutoDocumentation" msgid "Topmost GameObject in the GameObject hierarchy of this prefab." msgstr "このプレハブのゲームオブジェクト階層内の一番上のゲームオブジェクト" #: Editor/Src/AutoDocumentation.cpp:1519 msgctxt "From AutoDocumentation" msgid "List of modifications applied to m_ParentPrefab." msgstr "m_ParentPrefabに適用される変更リスト" #: Editor/Src/AutoDocumentation.cpp:1521 msgctxt "From AutoDocumentation" msgid "The prefab that this instance is based on." msgstr "このインスタンスが基づくプレハブ。" #: Editor/Src/AutoDocumentation.cpp:1525 msgctxt "From AutoDocumentation" msgid "Custom material to apply. If set it overrides, texture & blend mode settings." msgstr "適用するカスタムマテリアル。設定するとテクスチャおよびブレンドモード設定をオーバーライドします" #: Editor/Src/AutoDocumentation.cpp:1549 msgctxt "From AutoDocumentation" msgid "The relative angular offset between the two rigid-bodies." msgstr "2つのリジッドボディ間の相対角度オフセット" #: Editor/Src/AutoDocumentation.cpp:1550 msgctxt "From AutoDocumentation" msgid "Should the offsets be automatically calculated from the relative distance between the two rigid-bodies?" msgstr "2つのリジッドボディ間の相対距離からオフセットを自動的に計算するか" #: Editor/Src/AutoDocumentation.cpp:1551 msgctxt "From AutoDocumentation" msgid "Scales both the position and angle correction constraint such that it controls the size of the generated force/torque. Too high a value can lead to overshoot. [ 0.0, 1.0 ]." msgstr "生成された力/トルクの大きさを制御するように位置と角度の両方の補正制約をスケーリングします。値が大きすぎるとオーバーシュート(通り越し)する可能性があります。[0.0, 1.0]" #: Editor/Src/AutoDocumentation.cpp:1553 msgctxt "From AutoDocumentation" msgid "The relative linear offset between the two rigid-bodies." msgstr "2つのリジッドボディ間の相対オフセット" #: Editor/Src/AutoDocumentation.cpp:1554 msgctxt "From AutoDocumentation" msgid "The maximum force which the joint should use to maintain relative position. [ 0.0, 1000000 ]." msgstr "ジョイントが相対位置を維持するために使用する最大の力です。[0.0, 1000000]" #: Editor/Src/AutoDocumentation.cpp:1556 msgctxt "From AutoDocumentation" msgid "The maximum torque which the joint should use to maintain relative rotation. [ 0.0, 1000000 ]." msgstr "ジョイントが相対回転を維持するために使用する最大トルクです。[0.0, 1000000]" #: Editor/Src/AutoDocumentation.cpp:1561 msgctxt "From AutoDocumentation" msgid "Ambient equator color." msgstr "水平線付近の環境光の色" #: Editor/Src/AutoDocumentation.cpp:1562 msgctxt "From AutoDocumentation" msgid "Ambient ground color." msgstr "下半球の環境光の色" #: Editor/Src/AutoDocumentation.cpp:1563 msgctxt "From AutoDocumentation" msgid "Intensity of ambient generated from skybox." msgstr "スカイボックスで生成される環境光の強さ" #: Editor/Src/AutoDocumentation.cpp:1564 msgctxt "From AutoDocumentation" msgid "Ambient lighting mode." msgstr "環境光モード" #: Editor/Src/AutoDocumentation.cpp:1565 msgctxt "From AutoDocumentation" msgid "Ambient sky color." msgstr "上半球の環境光の色" #: Editor/Src/AutoDocumentation.cpp:1566 msgctxt "From AutoDocumentation" msgid "The cubemap used as a default reflection." msgstr "デフォルトのリフレクションとして使用されるキューブマップ" #: Editor/Src/AutoDocumentation.cpp:1567 msgctxt "From AutoDocumentation" msgid "Source of the default reflection probe" msgstr "デフォルトのリフレクションプローブのソース" #: Editor/Src/AutoDocumentation.cpp:1572 msgctxt "From AutoDocumentation" msgid "Fade time for a flare." msgstr "フレアのフェード時間" #: Editor/Src/AutoDocumentation.cpp:1573 msgctxt "From AutoDocumentation" msgid "Strength of light flares [ 0, 1 ]." msgstr "ライトフレアの強さ。[0, 1]" #: Editor/Src/AutoDocumentation.cpp:1575 msgctxt "From AutoDocumentation" msgid "Use fog in the scene?" msgstr "シーンでフォグを使うか" #: Editor/Src/AutoDocumentation.cpp:1576 msgctxt "From AutoDocumentation" msgid "Fog color." msgstr "フォグの色" #: Editor/Src/AutoDocumentation.cpp:1577 msgctxt "From AutoDocumentation" msgid "Density for exponential fog." msgstr "指数フォグの密度" #: Editor/Src/AutoDocumentation.cpp:1578 msgctxt "From AutoDocumentation" msgid "Fog mode to use." msgstr "使用するフォグモード" #: Editor/Src/AutoDocumentation.cpp:1584 msgctxt "From AutoDocumentation" msgid "The cubemap stores reflection generated from skybox." msgstr "キューブマップはスカイボックスから生成された反射を格納します" #: Editor/Src/AutoDocumentation.cpp:1585 msgctxt "From AutoDocumentation" msgid "Strength of light halos [ 0, 1 ]." msgstr "ライトハローの強さ。[0, 1]" #: Editor/Src/AutoDocumentation.cpp:1587 msgctxt "From AutoDocumentation" msgid "The light halo texture." msgstr "ライトハローのテクスチャ" #: Editor/Src/AutoDocumentation.cpp:1588 msgctxt "From AutoDocumentation" msgid "Constant indirect specular color, only used when sampling of environment map is disabled." msgstr "環境マップのサンプリングが無効のときにだけ使用される間接スペキュラーカラー" #: Editor/Src/AutoDocumentation.cpp:1589 msgctxt "From AutoDocumentation" msgid "End distance for linear fog." msgstr "リニアのフォグの終了距離" #: Editor/Src/AutoDocumentation.cpp:1590 msgctxt "From AutoDocumentation" msgid "Starting distance for linear fog." msgstr "リニアのフォグの開始距離" #: Editor/Src/AutoDocumentation.cpp:1593 msgctxt "From AutoDocumentation" msgid "The material used to render the skybox." msgstr "スカイボックスのレンダリングに使用されるマテリアル" #: Editor/Src/AutoDocumentation.cpp:1594 msgctxt "From AutoDocumentation" msgid "The default spotlight cookie." msgstr "デフォルトのスポットライトクッキー" #: Editor/Src/AutoDocumentation.cpp:1595 msgctxt "From AutoDocumentation" msgid "Global shadow color for Mixing realtime shadows with baked lightmaps." msgstr "ベイクしたライトマップとリアルタイムの影を混合するグローバルなシャドウカラー" #: Editor/Src/AutoDocumentation.cpp:1596 msgctxt "From AutoDocumentation" msgid "The light used by the procedural skybox." msgstr "プロシージャルスカイボックスで使用されるライト" #: Editor/Src/AutoDocumentation.cpp:1600 msgctxt "From AutoDocumentation" msgid "Anti-aliasing" msgstr "アンチエイリアス" #: Editor/Src/AutoDocumentation.cpp:1607 msgctxt "From AutoDocumentation" msgid "If enabled, the texture will not go through an AA resolve if bound to a shader." msgstr "これを有効にすると、テクスチャがシェーダーにバインドされている場合にAAリゾルブを施されません" #: Editor/Src/AutoDocumentation.cpp:1608 msgctxt "From AutoDocumentation" msgid "Color buffer format" msgstr "カラーバッファ形式" #: Editor/Src/AutoDocumentation.cpp:1660 msgctxt "From AutoDocumentation" msgid "Depth buffer format" msgstr "深度バッファ形式" #: Editor/Src/AutoDocumentation.cpp:1666 msgctxt "From AutoDocumentation" msgid "If enabled, the color format maybe be changed by a compatible and supported format on the target platform." msgstr "これを有効にすると、色形式はターゲットプラットフォームにおいて、互換性がありサポートされているものに変更されます。" #: Editor/Src/AutoDocumentation.cpp:1667 msgctxt "From AutoDocumentation" msgid "[ 1, 20000 ]" msgstr "[1, 20000]" #: Editor/Src/AutoDocumentation.cpp:1676 msgctxt "From AutoDocumentation" msgid "enum RendererType" msgstr "enum RendererType" #: Editor/Src/AutoDocumentation.cpp:1683 msgctxt "From AutoDocumentation" msgid "Lightmap tiling and offset." msgstr "ライトマップタイリングとオフセット" #: Editor/Src/AutoDocumentation.cpp:1684 msgctxt "From AutoDocumentation" msgid "List of materials to use when rendering." msgstr "描画時のマテリアルリストです" #: Editor/Src/AutoDocumentation.cpp:1685 msgctxt "From AutoDocumentation" msgid "Motion Vector generation mode." msgstr "モーションベクトル生成モード" #: Editor/Src/AutoDocumentation.cpp:1694 msgctxt "From AutoDocumentation" msgid "The angular drag coefficient. 0 means no damping. [ 0, infinity ]." msgstr "回転抗力係数。0は減衰がないことを意味します。[0, 無限大]" #: Editor/Src/AutoDocumentation.cpp:1703 msgctxt "From AutoDocumentation" msgid "The linear drag coefficient. 0 means no damping. [ 0, infinity ]." msgstr "線形抗力係数。0は減衰がないことを意味します。[0, 無限大]" #: Editor/Src/AutoDocumentation.cpp:1711 msgctxt "From AutoDocumentation" msgid "The mass of the body. [ 0.0000001, 1000000000 ]." msgstr "物体の質量です。[0.0000001,1000000000]" #: Editor/Src/AutoDocumentation.cpp:1716 msgctxt "From AutoDocumentation" msgid "The angular drag coefficient. 0 means no damping. [ 0, 1000000 ]." msgstr "回転抗力係数。0は減衰がないことを意味します。[0, 1000000]" #: Editor/Src/AutoDocumentation.cpp:1718 msgctxt "From AutoDocumentation" msgid "The type of the rigidbody." msgstr "リジッドボディの種類" #: Editor/Src/AutoDocumentation.cpp:1724 msgctxt "From AutoDocumentation" msgid "The collision detection mode for the body." msgstr "物体の衝突判定モード" #: Editor/Src/AutoDocumentation.cpp:1729 msgctxt "From AutoDocumentation" msgid "Controls constrained motion and/or rotation." msgstr "位置および回転の制限を制御します" #: Editor/Src/AutoDocumentation.cpp:1730 msgctxt "From AutoDocumentation" msgid "How much gravity affects this body. [ -1000000, 1000000 ]." msgstr "この物体への重力の影響度 [-1000000, 1000000]" #: Editor/Src/AutoDocumentation.cpp:1732 msgctxt "From AutoDocumentation" msgid "The per-frame update mode for the body." msgstr "物体の更新に使用されるフレーム単位の更新モードです" #: Editor/Src/AutoDocumentation.cpp:1738 msgctxt "From AutoDocumentation" msgid "The linear drag coefficient. 0 means no damping. [ 0, 1000000 ]." msgstr "線形抗力係数。0は減衰がないことを意味します。 [0, 1000000]" #: Editor/Src/AutoDocumentation.cpp:1740 msgctxt "From AutoDocumentation" msgid "The mass of the body. [ 0.0001, 1000000 ]." msgstr "物体の質量です。 [0.0001, 1000000]" #: Editor/Src/AutoDocumentation.cpp:1742 msgctxt "From AutoDocumentation" msgid "The physics material used by all attached colliders. Overrides any global physics material." msgstr "アタッチされているすべてのコライダーが使用する物理マテリアル。グローバルな物理マテリアルをオーバーライドします" #: Editor/Src/AutoDocumentation.cpp:1743 msgctxt "From AutoDocumentation" msgid "Is the body to be simulated? If not, it is effectively hidden from the simulation." msgstr "物体がシミュレーションの対象であるか。対象でない場合は、シミュレーションに含まれません。" #: Editor/Src/AutoDocumentation.cpp:1744 msgctxt "From AutoDocumentation" msgid "The sleeping mode for the body." msgstr "物体のスリープモード" #: Editor/Src/AutoDocumentation.cpp:1750 msgctxt "From AutoDocumentation" msgid "Whether to calculate the mass from the collider(s) density and area." msgstr "コライダーの密度や面積から質量を算出するか" #: Editor/Src/AutoDocumentation.cpp:1751 msgctxt "From AutoDocumentation" msgid "Should kinematic/kinematic and kinematic/static collisions be allowed?" msgstr "キネマティック/キネマティック、およびキネマティック/静的な衝突を許可するか" #: Editor/Src/AutoDocumentation.cpp:1755 msgctxt "From AutoDocumentation" msgid "Type tree for the first object in m_Objects." msgstr "m_Objectsにある最初のオブジェクトのタイプツリー" #: Editor/Src/AutoDocumentation.cpp:1759 msgctxt "From AutoDocumentation" msgid "Unity will force matrix calculations for each render, this can be set by users if they want to render skinned meshes multiple times within a frame." msgstr "各レンダリングに対して行列計算を強制します。これは、スキンメッシュをフレーム内で複数回レンダリングしたい場合に、ユーザーが設定することが可能です。" #: Editor/Src/AutoDocumentation.cpp:1760 msgctxt "From AutoDocumentation" msgid "Number of bones to use per vertex during skinning." msgstr "スキニング中に頂点ごとに使うボーンの数" #: Editor/Src/AutoDocumentation.cpp:1767 msgctxt "From AutoDocumentation" msgid "Enabling skinned motion vectors will use double precision motion vectors for the skinned mesh. This increases accuracy of motion vectors at the cost of additional memory usage." msgstr "" #: Editor/Src/AutoDocumentation.cpp:1768 msgctxt "From AutoDocumentation" msgid "Unity will calculate an accurate bounding volume representation every frame." msgstr "Unityは毎フレーム正確なバウンディングボリュームを計算します" #: Editor/Src/AutoDocumentation.cpp:1772 msgctxt "From AutoDocumentation" msgid "The translation angle that the joint slides along. [ -1000000, 1000000 ]." msgstr "ジョイントがスライドする平行移動角度です。 [-1000000, 1000000]" #: Editor/Src/AutoDocumentation.cpp:1774 msgctxt "From AutoDocumentation" msgid "Should the angle be automatically calculated from the relative angle between the anchor points?" msgstr "アンカーポイント間の相対角度から角度を自動的に計算するか" #: Editor/Src/AutoDocumentation.cpp:1782 msgctxt "From AutoDocumentation" msgid "The radius of the sphere. [ 0.00001, infinity ]." msgstr "球の半径です。[0.00001, 無限大]" #: Editor/Src/AutoDocumentation.cpp:1788 msgctxt "From AutoDocumentation" msgid "The damping ratio for the oscillation whilst trying to achieve the specified distance. 0 means no damping. 1 means critical damping. [ 0.0, 1.0 ]." msgstr "指定された距離に達するまでの振動の減衰比。0は減衰がないことを意味します。1は臨界減衰を意味します。[0.0, 1.0]" #: Editor/Src/AutoDocumentation.cpp:1790 msgctxt "From AutoDocumentation" msgid "The distance which the joint should attempt to maintain between attached bodies. [ 0.005, 1000000 ]." msgstr "接続された物体間でジョイントが維持しようとする距離 [0.005, 1000000]" #: Editor/Src/AutoDocumentation.cpp:1792 msgctxt "From AutoDocumentation" msgid "The frequency in Hertz for the oscillation whilst trying to achieve the specified distance. [ 0.0, 1000000 ]." msgstr "指定された距離に達するまでの間の振動の周波数(Hz) [0.0, 1000000]" #: Editor/Src/AutoDocumentation.cpp:1805 msgctxt "From AutoDocumentation" msgid "Sets the draw mode for the SpriteRenderer." msgstr "スプライトレンダラーの描画モードを指定" #: Editor/Src/AutoDocumentation.cpp:1822 msgctxt "From AutoDocumentation" msgid "Sets the tiled mode for SpriteRenderer." msgstr "スプライトレンダラーのタイルモードを指定" #: Editor/Src/AutoDocumentation.cpp:1839 msgctxt "From AutoDocumentation" msgid "The scale of the impulse force applied while attempting to reach the surface speed. 0 stops any impulse force whereas 1 is full impulse. [ 0, 1 ]." msgstr "表面速度に達しようとしているときに加えられる力積のスケール。0はあらゆる力積を停止し、1は力積を完全に有効にします [0, 1]" #: Editor/Src/AutoDocumentation.cpp:1841 msgctxt "From AutoDocumentation" msgid "The speed along the surface. If the speed is negative, then the rigid-body will move in the opposite direction than if it were a positive speed. An acceleration or decelerate force will be automatically applied so that the rigid-body will attain this speed. [ -1000000, 1000000 ]." msgstr "サーフェスに沿った速度。速度が負の場合、リジッドボディは正の速度である場合とは反対の方向に動きます。リジッドボディがこの速度に達するように、加速または減速させる力が自動的に加えられます。[-1000000, 1000000]" #: Editor/Src/AutoDocumentation.cpp:1843 msgctxt "From AutoDocumentation" msgid "The speed variation (a random value from zero to the variation) added to base speed to be applied. If the variation is negative, then the speed will be randomly reduced. [ -1000000, 1000000 ]." msgstr "ベース速度に加えられる速度のばらつきとして適用される値 (0 からこの値へのランダム値)。値が負の場合、速度はランダムに減少します。[-1000000, 1000000]" #: Editor/Src/AutoDocumentation.cpp:1845 msgctxt "From AutoDocumentation" msgid "Should bounce be used for any contact with the surface? When false, no bounce is used from any assigned physics material. When true, any existing bounce is used." msgstr "サーフェスとの接触時に跳ね返り度合いを使うか。無効の場合、割り当てられた物理マテリアルに設定されている跳ね返り度合いは使用されません。有効の場合、物理マテリアルに設定されている値が使用されます。" #: Editor/Src/AutoDocumentation.cpp:1846 msgctxt "From AutoDocumentation" msgid "Should the impulse force be applied at the contact point? Applying the force at the contact point may cause the target to rotate." msgstr "衝撃力を接触点に加えるか。接触点に力を加えると、力を加えた物体が回転することがあります。" #: Editor/Src/AutoDocumentation.cpp:1847 msgctxt "From AutoDocumentation" msgid "Should friction be used for any contact with the surface? When false, no friction is used from any assigned physics material. When true, any existing friction is used." msgstr "サーフェスとの接触に摩擦を使用するか。無効の場合、割り当てられた物理マテリアルからの摩擦は使用されません。真の場合、マテリアルに設定されている摩擦が使用されます" #: Editor/Src/AutoDocumentation.cpp:1851 msgctxt "From AutoDocumentation" msgid "The local-space anchor on the rigid-body the joint is attached to." msgstr "ジョイントが取り付けられているリジッドボディのローカル空間のアンカー" #: Editor/Src/AutoDocumentation.cpp:1852 msgctxt "From AutoDocumentation" msgid "Should the target be automatically calculated as the rigid-body position?" msgstr "目標はリジッドボディの位置として自動的に計算されるか" #: Editor/Src/AutoDocumentation.cpp:1853 msgctxt "From AutoDocumentation" msgid "The damping ratio for the oscillation whilst trying to reach the target. 0 means no damping. 1 means critical damping. [ 0.0, 1.0 ]." msgstr "目標に達するまでの振動の減衰比。0は減衰がないことを意味します。1は臨界減衰を意味します。[0.0, 1.0]" #: Editor/Src/AutoDocumentation.cpp:1855 msgctxt "From AutoDocumentation" msgid "The frequency in Hertz for the oscillation whilst trying to reach the target. [ 0.0, 1000000 ]." msgstr "目標に達するまでの振動の周波数(Hz)。[0.0, 1000000]" #: Editor/Src/AutoDocumentation.cpp:1857 msgctxt "From AutoDocumentation" msgid "The maximum force which the joint should use to reach the target. [ 0.0, 1000000 ]." msgstr "ジョイントが目標に到達するために使用する最大の力です。[0.0, 1000000]" #: Editor/Src/AutoDocumentation.cpp:1859 msgctxt "From AutoDocumentation" msgid "The world-space position that the joint should move the rigid-body towards." msgstr "ジョイントがリジッドボディを動かすときの移動先のワールド空間位置" #: Editor/Src/AutoDocumentation.cpp:1869 msgctxt "From AutoDocumentation" msgid "Where the text-mesh is anchored related to local origo..." msgstr "テキストメッシュがローカル原点に関連して固定される位置..." #: Editor/Src/AutoDocumentation.cpp:1881 msgctxt "From AutoDocumentation" msgid "The font size to use. Set to 0 to use default font size. Only applicable for dynamic fonts. [ 1, 500 ]." msgstr "使用するフォントサイズ。既定のフォントサイズを使用するには、0に設定します。ダイナミックフォントにのみ適用されます。 [1, 500]" #: Editor/Src/AutoDocumentation.cpp:1890 msgctxt "From AutoDocumentation" msgid "Spacing between lines as multiplum of height of a character." msgstr "行間の距離。文字の高さの倍数で指定します。" #: Editor/Src/AutoDocumentation.cpp:1891 msgctxt "From AutoDocumentation" msgid "Place & scale the text to a pixel-correct position." msgstr "テキストのピクセル補正位置への配置およびスケール" #: Editor/Src/AutoDocumentation.cpp:1892 msgctxt "From AutoDocumentation" msgid "Enable HTML-style tags for text formatting." msgstr "テキストフォーマッティングのために HTML スタイルのタグを有効にします" #: Editor/Src/AutoDocumentation.cpp:1893 msgctxt "From AutoDocumentation" msgid "Length of one tab." msgstr "タブ1つの長さ" #: Editor/Src/AutoDocumentation.cpp:1915 msgctxt "From AutoDocumentation" msgid "Size of one character (as its height, since Aspect may change its width)" msgstr "1文字のサイズ(アスペクト指定により幅が変わる可能性があるため、高さで指定)" #: Editor/Src/AutoDocumentation.cpp:1926 msgctxt "From AutoDocumentation" msgid "How much to offset the generated mesh from the Z-position=0." msgstr "生成されたメッシュがZ位置=0からどのぐらいオフセットするか" #: Editor/Src/AutoDocumentation.cpp:1931 msgctxt "From AutoDocumentation" msgid "The Render Orientation of each tile." msgstr "タイルごとのレンダリングの向き" #: Editor/Src/AutoDocumentation.cpp:1944 msgctxt "From AutoDocumentation" msgid "Whether the TilemapRenderer automatically detects chunk culling bounds." msgstr "タイルマップレンダラーがチャンクカリング境界を自動的に検出するかどうか" #: Editor/Src/AutoDocumentation.cpp:1955 msgctxt "From AutoDocumentation" msgid "The render mode." msgstr "レンダーモード" #: Editor/Src/AutoDocumentation.cpp:1960 msgctxt "From AutoDocumentation" msgid "The Sort Order of all tiles." msgstr "すべてのタイルのソート順" #: Editor/Src/AutoDocumentation.cpp:1970 msgctxt "From AutoDocumentation" msgid "How fast compared to the real time does the game time progress (1.0 is realtime, .5 slow motion) [ 0, 100 ]." msgstr "現実時間とゲーム時間の進行速度との比(1.0が現実時間、0.5はスローモーション)。[0, 100]" #: Editor/Src/AutoDocumentation.cpp:1975 msgctxt "From AutoDocumentation" msgid "Destroy GameObject when there is no trail?" msgstr "トレイルがない場合にゲームオブジェクトを破棄します" #: Editor/Src/AutoDocumentation.cpp:1976 msgctxt "From AutoDocumentation" msgid "Pause/unpause trail generation." msgstr "トレイル生成の一時停止/停止解除" #: Editor/Src/AutoDocumentation.cpp:1977 msgctxt "From AutoDocumentation" msgid "The minimum distance to spawn a new point on the trail [ 0, infinity ]." msgstr "トレイルの新しい点が生成される最短距離です。[0, 無限大]" #: Editor/Src/AutoDocumentation.cpp:1979 msgctxt "From AutoDocumentation" msgid "How long the tail should be (seconds) [ 0, infinity ]." msgstr "トレイルの長さ(秒) [0, 無限大]" #: Editor/Src/AutoDocumentation.cpp:1993 msgctxt "From AutoDocumentation" msgid "The Camera which the events are triggered through. This is used to determine clicking and hover positions if the Canvas is in World Space render mode." msgstr "このカメラを通してイベントのトリガーが発生します。キャンバスがワールド空間レンダーモードの場合、これによってクリックとマウスオーバー位置が決定されます。" #: Editor/Src/AutoDocumentation.cpp:2003 msgctxt "From AutoDocumentation" msgid "Bending stiffness. 0 = disabled. [ 0, 1 ]." msgstr "曲げにくさ。0は曲がりません。[0,1]" #: Editor/Src/AutoDocumentation.cpp:2005 msgctxt "From AutoDocumentation" msgid "Motion damping coefficient. 0 = disabled. [ 0, 1 ]." msgstr "モーションの減衰係数。0は減衰無しです。[0, 1]" #: Editor/Src/AutoDocumentation.cpp:2007 msgctxt "From AutoDocumentation" msgid "External acceleration applied to the cloth." msgstr "クロスに適用される外部の加速度" #: Editor/Src/AutoDocumentation.cpp:2008 msgctxt "From AutoDocumentation" msgid "Friction. [ 0, 1 ]." msgstr "摩擦 [0, 1]" #: Editor/Src/AutoDocumentation.cpp:2010 msgctxt "From AutoDocumentation" msgid "Random acceleration applied to the cloth." msgstr "クロスに適用されるランダムな加速度" #: Editor/Src/AutoDocumentation.cpp:2011 msgctxt "From AutoDocumentation" msgid "Self collision distance. 0 = disabled. [ 0, infinity ]." msgstr "セルフコリジョンの距離。0は無効です。 [0, 無限大]" #: Editor/Src/AutoDocumentation.cpp:2013 msgctxt "From AutoDocumentation" msgid "Self collision stiffness. 0 = disabled. [ 0, infinity ]." msgstr "セルフコリジョンの硬さ。0は無効です。[0, 無限大]" #: Editor/Src/AutoDocumentation.cpp:2015 msgctxt "From AutoDocumentation" msgid "The solver frequency is specified as iterations per second. A solver frequency value of 240 corresponds to 4 iterations per frame at 60 frames per second. In general, simulation will become more accurate if higher solver frequency value is used. However, simulation time grows roughly linearly with solver frequency. Typically this value is between 120 and 300." msgstr "ソルバー周波数は、1秒あたりの反復回数で指定されます。ソルバー周波数を240に指定することは、毎60フレームの場合1フレームあたり4回の反復に相当します。一般に、高いソルバー周波数を使用すると、シミュレーションがより正確になります。しかし、シミュレーション時間はソルバー周波数とほぼ比例して増加します。通常この値は120〜300です。" #: Editor/Src/AutoDocumentation.cpp:2016 msgctxt "From AutoDocumentation" msgid "The stiffness frequency controls the power-law nonlinearity of all rate of change parameters. Increasing the frequency avoids numerical cancellation for values near zero or one, but increases the non-linearity of the parameter. It is not recommended to change this parameter after cloth initialization. (default: 10.0)" msgstr "剛性の周波数は、すべての変化率パラメーターの累乗則の非線形性を制御します。周波数を上げると、0または1に近い値の数値キャンセルが回避されますが、パラメーターの非線形性が上昇します。クロスの初期化後にこのパラメーターを変更することは推奨されません。(デフォルト: 10.0)" #: Editor/Src/AutoDocumentation.cpp:2017 msgctxt "From AutoDocumentation" msgid "Stretching stiffness. [ 0, 1 ]." msgstr "伸縮剛性 [0, 1]" #: Editor/Src/AutoDocumentation.cpp:2019 msgctxt "From AutoDocumentation" msgid "Increasing particle mass after collision." msgstr "衝突後にパーティクル質量を増加します" #: Editor/Src/AutoDocumentation.cpp:2020 msgctxt "From AutoDocumentation" msgid "Should gravitational acceleration be applied to the cloth?" msgstr "重力加速度がクロスに影響します" #: Editor/Src/AutoDocumentation.cpp:2021 msgctxt "From AutoDocumentation" msgid "How much world-space acceleration of the character will affect cloth vertices." msgstr "キャラクターのワールド空間の加速度がクロスの頂点に及ぼす影響の大きさ" #: Editor/Src/AutoDocumentation.cpp:2022 msgctxt "From AutoDocumentation" msgid "How much world-space movement of the character will affect cloth vertices." msgstr "キャラクターのワールド空間での移動がクロスの頂点に及ぼす影響の大きさ" #: Editor/Src/AutoDocumentation.cpp:2075 msgctxt "From AutoDocumentation" msgid "activate joint limits" msgstr "ジョイントの制限を有効にする" #: Editor/Src/AutoDocumentation.cpp:2079 msgctxt "From AutoDocumentation" msgid "Maximum force the joint can withstand before breaking. Infinity means unbreakable. [ 0.001, infinity ]." msgstr "ジョイントが破壊されずに耐えられる最大外力です。無限大にすると破壊されません。[0.001, 無限大]" #: Editor/Src/AutoDocumentation.cpp:2081 msgctxt "From AutoDocumentation" msgid "Maximum torque the joint can withstand before breaking. Infinity means unbreakable. [ 0.001, infinity ]." msgstr "ジョイントが破壊されずに耐えられる最大のトルクです。無限大にすると破壊されません。[0.001, 無限大]" #: Editor/Src/AutoDocumentation.cpp:2083 msgctxt "From AutoDocumentation" msgid "The scale to apply to the inverse mass and inertia tensor of the connected body. [ 0.00001, infinity ]." msgstr "接続された物体の質量の逆数と慣性テンソルに適用するスケールです。[0.00001, 無限大]" #: Editor/Src/AutoDocumentation.cpp:2085 msgctxt "From AutoDocumentation" msgid "Enable collisions between bodies connected with a joint." msgstr "ジョイントと接続されている物体間の衝突を有効にする" #: Editor/Src/AutoDocumentation.cpp:2086 msgctxt "From AutoDocumentation" msgid "Disabling joints preprocessing helps stabilizing impossible-to-fulfil configurations." msgstr "ジョイントのプリプロセスを無効にすると、完全な実行が不可能な設定がいくらか安定します。" #: Editor/Src/AutoDocumentation.cpp:2087 msgctxt "From AutoDocumentation" msgid "The scale to apply to the inverse mass and inertia tensor of the body. [ 0.00001, infinity ]." msgstr "物体の質量の逆数と慣性テンソルに適用するスケールです。 [0.00001, 無限大]" #: Editor/Src/AutoDocumentation.cpp:2094 msgctxt "From AutoDocumentation" msgid "[ 0.f, 3.402823e+36f ]" msgstr "[ 0.f, 3.402823e+36f ]" #: Editor/Src/AutoDocumentation.cpp:2123 msgctxt "From AutoDocumentation" msgid "See MovieTexture.quality. [ 0.0, 1.0 ]." msgstr "MovieTexture.quality を参照してください。[0.0, 1.0]" #: Editor/Src/AutoDocumentation.cpp:2128 msgctxt "From AutoDocumentation" msgid "How the video content will be fit into the target area." msgstr "動画がターゲットのエリアにどのようにフィットするか" #: Editor/Src/AutoDocumentation.cpp:2177 msgctxt "From AutoDocumentation" msgid "Asymptote Slip. [ 0.001, infinity ]." msgstr "漸近線のスリップの値 [0.001, 無限大]" #: Editor/Src/AutoDocumentation.cpp:2179 msgctxt "From AutoDocumentation" msgid "Asymptote Value. [ 0.001, infinity ]." msgstr "漸近線の力の値 [0.001, 無限大]" #: Editor/Src/AutoDocumentation.cpp:2181 msgctxt "From AutoDocumentation" msgid "Extremum Slip. [ 0.001, infinity ]." msgstr "極値点のスリップの値 [0.001, 無限大]" #: Editor/Src/AutoDocumentation.cpp:2183 msgctxt "From AutoDocumentation" msgid "Extremum Value. [ 0.001, infinity ]." msgstr "極値 [0.001, 無限大]" #: Editor/Src/AutoDocumentation.cpp:2185 msgctxt "From AutoDocumentation" msgid "Stiffness Factor. [ 0, infinity ]." msgstr "剛性ファクター [0, 無限大]" #: Editor/Src/AutoDocumentation.cpp:2191 msgctxt "From AutoDocumentation" msgid "The joint suspension." msgstr "ジョイントサスペンション" #: Editor/Src/AutoDocumentation.cpp:2204 msgctxt "From AutoDocumentation" msgid "xyz - direction, w - time" msgstr "xyz - 向き、w - 時間" #: Editor/Src/AutoDocumentation.cpp:2205 msgctxt "From AutoDocumentation" msgid "x - ray mask, y - activity flag" msgstr "x - レイマスク、y -アクティビティフラグ" #: Editor/Src/AutoDocumentation.cpp:2206 msgctxt "From AutoDocumentation" msgid "xyz - origin, w - max range" msgstr "xyz - 元の位置、w - 最大範囲" #: Editor/Src/AutoDocumentation.cpp:2219 msgctxt "From AutoDocumentation" msgid "Shader mode" msgstr "シェーダーモード" #: Editor/Src/AutoDocumentation.cpp:2225 msgctxt "From AutoDocumentation" msgid "Shader to use." msgstr "使用するシェーダー" #: Editor/Src/AutoDocumentation.cpp:2229 msgctxt "From AutoDocumentation" msgid "The layer mask used to filter contacts." msgstr "接触フィルターに使用するレイヤーマスク" #: Editor/Src/AutoDocumentation.cpp:2230 msgctxt "From AutoDocumentation" msgid "The maximum depth allowed for a contact." msgstr "接触に許容される最大深さ" #: Editor/Src/AutoDocumentation.cpp:2231 msgctxt "From AutoDocumentation" msgid "The maximum normal angle allowed for a contact. { 0.0, 359.9999 }." msgstr "接触点に許容される最大法線角度 {0.0, 359.9999}" #: Editor/Src/AutoDocumentation.cpp:2232 msgctxt "From AutoDocumentation" msgid "The minimum depth allowed for a contact." msgstr "接触点に許容される最小深度" #: Editor/Src/AutoDocumentation.cpp:2233 msgctxt "From AutoDocumentation" msgid "The minimum normal angle allowed for a contact. { 0.0, 359.9999 }." msgstr "接触点に許容される最小法線角度 {0.0, 359.9999}" #: Editor/Src/AutoDocumentation.cpp:2234 msgctxt "From AutoDocumentation" msgid "Should the min/max depth be used to filter contacts?" msgstr "接触をフィルタリングするために最小/最大の深度を使用するか" #: Editor/Src/AutoDocumentation.cpp:2235 msgctxt "From AutoDocumentation" msgid "Should the layer mask be used to filter contacts?" msgstr "接触をフィルタリングするためにレイヤーマスクを使用するか" #: Editor/Src/AutoDocumentation.cpp:2236 msgctxt "From AutoDocumentation" msgid "Should the min/max normal angle be used to filter contacts?" msgstr "接触をフィルタリングするために最小/最大法線角度を使用するか" #: Editor/Src/AutoDocumentation.cpp:2237 msgctxt "From AutoDocumentation" msgid "Should the range defined by the min/max depth use depths outside the range or inside the range?" msgstr "最小/最大深度で定義された範囲は、範囲外または範囲内の深度を使用するか" #: Editor/Src/AutoDocumentation.cpp:2238 msgctxt "From AutoDocumentation" msgid "Should the range defined by the min/max normal angle use angles outside the range or inside the range?" msgstr "最小/最大法線角度で定義された範囲は、範囲外または範囲内の角度を使用するか" #: Editor/Src/AutoDocumentation.cpp:2239 msgctxt "From AutoDocumentation" msgid "Should contacts involving triggers be returned?" msgstr "接触時に関連するトリガーを返すか" #: Editor/Src/AutoDocumentation.cpp:2243 msgctxt "From AutoDocumentation" msgid "Whether the instance has been fully initialized with results from a culling process." msgstr "インスタンスがカリング処理の結果で完全に初期化されたかどうか" #: Editor/Src/AutoDocumentation.cpp:2247 msgctxt "From AutoDocumentation" msgid "The function call to execute." msgstr "実行する関数の呼び出し" #: Editor/Src/AutoDocumentation.cpp:2248 msgctxt "From AutoDocumentation" msgid "The object to pass to m_Call." msgstr "m_Callに渡されるオブジェクト" #: Editor/Src/AutoDocumentation.cpp:2252 msgctxt "From AutoDocumentation" msgid "Height of the grass billboards (if renderMode is grassBillboard)" msgstr "草のビルボードの高さ(renderModeがgrassBillboardの場合)" #: Editor/Src/AutoDocumentation.cpp:2253 msgctxt "From AutoDocumentation" msgid "Width of the grass billboards (if renderMode is grassBillboard)" msgstr "草のビルボードの幅(renderModeがgrassBillboardの場合)" #: Editor/Src/AutoDocumentation.cpp:2257 msgctxt "From AutoDocumentation" msgid ": Rename to propertyName, that is how it is called in C#" msgstr ": propertyNameに名前を変更すると、C#でそれを呼び出せます。" #: Editor/Src/AutoDocumentation.cpp:2261 msgctxt "From AutoDocumentation" msgid "Element color tint." msgstr "要素の色" #: Editor/Src/AutoDocumentation.cpp:2262 msgctxt "From AutoDocumentation" msgid "Make the flare fade dependent on visibility?" msgstr "フレアフェードを視界に応じて変化させるか" #: Editor/Src/AutoDocumentation.cpp:2263 msgctxt "From AutoDocumentation" msgid "The image index from the flare texture." msgstr "フレアテクスチャの画像インデックス" #: Editor/Src/AutoDocumentation.cpp:2264 msgctxt "From AutoDocumentation" msgid "The position of the element (0 = light, 1 = screen center)" msgstr "要素の位置 (0=ライト, 1=画面中心)" #: Editor/Src/AutoDocumentation.cpp:2265 msgctxt "From AutoDocumentation" msgid "Rotate the flare in respect to light angle?" msgstr "ライトの角度を考慮してフレアを回転するか" #: Editor/Src/AutoDocumentation.cpp:2266 msgctxt "From AutoDocumentation" msgid "The size of the element." msgstr "要素のサイズ" #: Editor/Src/AutoDocumentation.cpp:2267 msgctxt "From AutoDocumentation" msgid "Pick up the color from a light source?" msgstr "光源から色を取得するか" #: Editor/Src/AutoDocumentation.cpp:2268 msgctxt "From AutoDocumentation" msgid "Make the flare size dependent on visibility?" msgstr "フレアのサイズを視界に応じて変化させるか" #: Editor/Src/AutoDocumentation.cpp:2272 msgctxt "From AutoDocumentation" msgid "This is absolute." msgstr "絶対値です" #: Editor/Src/AutoDocumentation.cpp:2273 msgctxt "From AutoDocumentation" msgid "The rectangle of this clipping rect." msgstr "このクリップ矩形に対応する四角形" #: Editor/Src/AutoDocumentation.cpp:2274 msgctxt "From AutoDocumentation" msgid "rendering offset. This is the global GUIClip->buffer coordinates" msgstr "レンダリングオフセット。これはグローバルなGUIClip->バッファ座標です。" #: Editor/Src/AutoDocumentation.cpp:2275 msgctxt "From AutoDocumentation" msgid "The rectangle of the clip in screen space." msgstr "画面空間内のクリップの矩形" #: Editor/Src/AutoDocumentation.cpp:2276 msgctxt "From AutoDocumentation" msgid "physical scrolling offset for coordinates - this is relative to parent." msgstr "座標の物理的なスクロールオフセット(親について相対的)" #: Editor/Src/AutoDocumentation.cpp:2280 msgctxt "From AutoDocumentation" msgid "Background image used by this style." msgstr "このスタイルで使用する背景画像" #: Editor/Src/AutoDocumentation.cpp:2281 msgctxt "From AutoDocumentation" msgid "The color of the text." msgstr "テキストの色" #: Editor/Src/AutoDocumentation.cpp:2285 msgctxt "From AutoDocumentation" msgid "Deferred shading shader settings." msgstr "ディファードシェーディングシェーダー設定" #: Editor/Src/AutoDocumentation.cpp:2286 msgctxt "From AutoDocumentation" msgid "Deferred Reflections shader settings." msgstr "ディファードリフレクションシェーダー設定" #: Editor/Src/AutoDocumentation.cpp:2287 msgctxt "From AutoDocumentation" msgid "Camera depth normal shader settings." msgstr "カメラ深度の法線シェーダー設定" #: Editor/Src/AutoDocumentation.cpp:2288 msgctxt "From AutoDocumentation" msgid "Build-time stripping of fog shader variants" msgstr "フォグシェーダーバリアントのビルド時のストリッピング" #: Editor/Src/AutoDocumentation.cpp:2293 msgctxt "From AutoDocumentation" msgid "Build-time stripping of instancing variants" msgstr "インスタンシングバリアントのビルド時のストリッピング" #: Editor/Src/AutoDocumentation.cpp:2299 msgctxt "From AutoDocumentation" msgid "Legacy (light prepass) deferred shader settings." msgstr "古い(ライトプレパス)ディファードシェーダーセッティング" #: Editor/Src/AutoDocumentation.cpp:2300 msgctxt "From AutoDocumentation" msgid "Lens flare shader settings." msgstr "レンズフレアシェーダー設定" #: Editor/Src/AutoDocumentation.cpp:2301 msgctxt "From AutoDocumentation" msgid "Light halo shader settings." msgstr "ライトハローシェーダー設定" #: Editor/Src/AutoDocumentation.cpp:2302 msgctxt "From AutoDocumentation" msgid "Build-time stripping of lightmap shader variants" msgstr "ライトマップシェーダーバリアントのビルド時のストリッピング" #: Editor/Src/AutoDocumentation.cpp:2307 msgctxt "From AutoDocumentation" msgid "Should lights use the Correlated Color Temperature slider? Correlated ColorTemperature is defined as the color of the electromagnetic radiation emitted from an ideal black body when its surface temperature is set to a temperature defined in Kelvin." msgstr "ライトに相関色温度スライダーを使うか。その表面温度がケルビンで定義された温度に設定されている場合は、相関色温度は、理想的な黒体から放射される電磁波の色として定義されます。" #: Editor/Src/AutoDocumentation.cpp:2308 msgctxt "From AutoDocumentation" msgid "Should lights use physically correct intensity or legacy intensity calculations?" msgstr "ライトは、物理的に正しい強さ、または古い強度計算を使用するか" #: Editor/Src/AutoDocumentation.cpp:2309 msgctxt "From AutoDocumentation" msgid "MotionVectors shader settings." msgstr "モーションベクトルシェーダー設定" #: Editor/Src/AutoDocumentation.cpp:2310 msgctxt "From AutoDocumentation" msgid "Screenspace cascaded shadows shader settings." msgstr "スクリーンスペースカスケードシャドウシェーダー設定" #: Editor/Src/AutoDocumentation.cpp:2321 msgctxt "From AutoDocumentation" msgid "The name of the constraint node, used for logging errors only." msgstr "コンストレイントノードの名前。ロギングエラーのみに使用されます。" #: Editor/Src/AutoDocumentation.cpp:2322 msgctxt "From AutoDocumentation" msgid "Rotation offset." msgstr "回転オフセット" #: Editor/Src/AutoDocumentation.cpp:2323 msgctxt "From AutoDocumentation" msgid "Scaling factor." msgstr "スケール係数" #: Editor/Src/AutoDocumentation.cpp:2324 msgctxt "From AutoDocumentation" msgid "Translation offset." msgstr "移動オフセット" #: Editor/Src/AutoDocumentation.cpp:2328 msgctxt "From AutoDocumentation" msgid "mouse button number. (bitfield of MouseButton enum)" msgstr "マウスのボタン番号(MouseButton enumのビットフィールド)" #: Editor/Src/AutoDocumentation.cpp:2329 msgctxt "From AutoDocumentation" msgid "unicode keyboard character (with modifiers)." msgstr "Unicode キーボード文字 (モディファイア付き)" #: Editor/Src/AutoDocumentation.cpp:2330 msgctxt "From AutoDocumentation" msgid "Delta of mouse events." msgstr "マウスイベントのデルタ" #: Editor/Src/AutoDocumentation.cpp:2331 msgctxt "From AutoDocumentation" msgid "Display index to which this event belongs." msgstr "このイベントが属するディスプレイインデックス" #: Editor/Src/AutoDocumentation.cpp:2332 msgctxt "From AutoDocumentation" msgid "Is the event the result of key repeat?" msgstr "イベントはキーの繰り返しの結果か。" #: Editor/Src/AutoDocumentation.cpp:2333 msgctxt "From AutoDocumentation" msgid "The keyboard scancode of the event." msgstr "イベントのキーボードスキャンコード" #: Editor/Src/AutoDocumentation.cpp:2334 msgctxt "From AutoDocumentation" msgid "keyboard modifier flags. (bitfield of Modifiers enum)" msgstr "キーボードモディファイアのフラグ (Modifiers enum のビットフィールド)" #: Editor/Src/AutoDocumentation.cpp:2335 msgctxt "From AutoDocumentation" msgid "Position of mouse events." msgstr "マウスイベントの位置" #: Editor/Src/AutoDocumentation.cpp:2336 msgctxt "From AutoDocumentation" msgid "Stylus pressure." msgstr "スタイラス圧力" #: Editor/Src/AutoDocumentation.cpp:2337 msgctxt "From AutoDocumentation" msgid "Which type of event." msgstr "どのイベントタイプか" #: Editor/Src/AutoDocumentation.cpp:2341 msgctxt "From AutoDocumentation" msgid "The lower angle (in degrees) limit to constrain the joint to. [ -1000000, 1000000 ]." msgstr "ジョイントを制限するための下限角度(度) です。 [-1000000, 1000000]" #: Editor/Src/AutoDocumentation.cpp:2343 msgctxt "From AutoDocumentation" msgid "The upper angle (in degrees) limit to constrain the joint to. [ -1000000, 1000000 ]." msgstr "ジョイントを制限する上限角度(度)です。 [-1000000, 1000000]" #: Editor/Src/AutoDocumentation.cpp:2348 msgctxt "From AutoDocumentation" msgid "The maximum force the drive can exert to reach the target velocity. [ 0, infinity ]." msgstr "目標速度に到達するための最大外力です。[0, 無限大]" #: Editor/Src/AutoDocumentation.cpp:2350 msgctxt "From AutoDocumentation" msgid "The damping used to reach the target. [ 0, infinity ]." msgstr "目標に到達するまでの間の減衰の値です。[0, 無限大]" #: Editor/Src/AutoDocumentation.cpp:2352 msgctxt "From AutoDocumentation" msgid "The spring used to reach the target. [ 0, infinity ]." msgstr "目標に到達するためのスプリングです。[0, 無限大]" #: Editor/Src/AutoDocumentation.cpp:2357 msgctxt "From AutoDocumentation" msgid "Determines the minimum impact velocity which will cause the joint to bounce. [ 0, infinity ]." msgstr "ジョイントが跳ね返るインパクトスピードの最小値を決定します。[0, 無限大]" #: Editor/Src/AutoDocumentation.cpp:2359 msgctxt "From AutoDocumentation" msgid "When the joint hits the limit. This will determine how bouncy it will be. [ 0, 1 ]." msgstr "ジョイントが限界に達したときの弾力性を決定します。[0, 1]" #: Editor/Src/AutoDocumentation.cpp:2361 msgctxt "From AutoDocumentation" msgid "Solver hint. Setting this low can cause jittering, but runs fast. Setting high can reduce jittering, but runs the solver more often (0 = use default) [Translation limit: Meters, Rotation limit: Degrees]. [ 0, infinity ]." msgstr "ソルバーのヒントです。低くするとジッタリングがおきますが、高速で実行します。 高くするとジッタリングを減らしますが、ソルバーの実行回数が増えます(0=デフォルト値を使用)。[移動制限:メートル、回転制限:度] [0, 無限大]" #: Editor/Src/AutoDocumentation.cpp:2363 msgctxt "From AutoDocumentation" msgid "Maximum value of joints angle or position." msgstr "ジョイントの角度または位置の最大値" #: Editor/Src/AutoDocumentation.cpp:2364 msgctxt "From AutoDocumentation" msgid "Minimum value of joints angle or position." msgstr "ジョイントの角度および位置の最小値" #: Editor/Src/AutoDocumentation.cpp:2368 msgctxt "From AutoDocumentation" msgid "maximum motor force / torque. [ 0, infinity ]" msgstr "最大モーター力/トルクです。[0, 無限大]" #: Editor/Src/AutoDocumentation.cpp:2370 msgctxt "From AutoDocumentation" msgid "disables braking behaviour when the angular velocity at the joint exceeds the target velocity" msgstr "ジョイントの角速度が目標速度を超えたときの制動動作を無効にします" #: Editor/Src/AutoDocumentation.cpp:2371 msgctxt "From AutoDocumentation" msgid "target velocity of motor" msgstr "モーターの目標速度" #: Editor/Src/AutoDocumentation.cpp:2375 msgctxt "From AutoDocumentation" msgid "The maximum force the motor can use to achieve the desired motor speed. [ 0.0, 1000000 ]." msgstr "目標のモーター速度を達成するために使用可能な最大の力 [0.0,1000000]" #: Editor/Src/AutoDocumentation.cpp:2377 msgctxt "From AutoDocumentation" msgid "The target motor speed in meters/second or degrees/second (depending upon usage of linear or angular motor). [ -1000000, 1000000 ]." msgstr "目標モーター速度 (メートル/秒または度/秒)。リニアモーターまたは回転式モーターのどちらを使用しているかに依存します。 [-1000000, 1000000]" #: Editor/Src/AutoDocumentation.cpp:2382 msgctxt "From AutoDocumentation" msgid "damper coefficient [ 0, infinity ]" msgstr "ダンパー係数 [0, 無限大]" #: Editor/Src/AutoDocumentation.cpp:2384 msgctxt "From AutoDocumentation" msgid "spring coefficient [ 0, infinity ]" msgstr "スプリング係数 [0, 無限大]" #: Editor/Src/AutoDocumentation.cpp:2386 msgctxt "From AutoDocumentation" msgid "target value (angle/position) of spring where the spring force is zero." msgstr "スプリング力が0のときのスプリングの目標値(角度/位置)。" #: Editor/Src/AutoDocumentation.cpp:2390 msgctxt "From AutoDocumentation" msgid "The world movement angle for the suspension. [ -1000000, 1000000 ]." msgstr "サスペンションのワールド移動角度 [-1000000, 1000000]" #: Editor/Src/AutoDocumentation.cpp:2392 msgctxt "From AutoDocumentation" msgid "The damping ratio for the oscillation of the suspension. 0 means no damping. 1 means critical damping. [ 0.0, 1.0 ]." msgstr "サスペンションの振動に対する減衰比。0は減衰がないことを意味します。1は臨界減衰を意味します。[0.0, 1.0]" #: Editor/Src/AutoDocumentation.cpp:2394 msgctxt "From AutoDocumentation" msgid "The frequency in Hertz for the oscillation of the suspension. [ 0.0, 1000000 ]." msgstr "サスペンション振動の周波数(Hz) [0.0, 1000000]" #: Editor/Src/AutoDocumentation.cpp:2399 msgctxt "From AutoDocumentation" msgid "The lower translation limit to constrain the joint to. [ -1000000, 1000000 ]." msgstr "ジョイントを制限する下限の移動限界 [-1000000, 1000000]" #: Editor/Src/AutoDocumentation.cpp:2401 msgctxt "From AutoDocumentation" msgid "The upper translation limit to constrain the joint to. [ -1000000, 1000000 ]." msgstr "ジョイントを制限する上限の移動限界 [-1000000, 1000000]" #: Editor/Src/AutoDocumentation.cpp:2406 msgctxt "From AutoDocumentation" msgid "Width of the transition (proportion to the current LOD 's whole length) [ 0, 1 ]." msgstr "遷移の幅(現在のLODの全長との比) [0,1]" #: Editor/Src/AutoDocumentation.cpp:2411 msgctxt "From AutoDocumentation" msgid "Only for Terrains." msgstr "Terrain(地形)専用" #: Editor/Src/AutoDocumentation.cpp:2414 msgctxt "From AutoDocumentation" msgid "Additional mesh with the UVs. Only for MeshRenderers. Stored in the lighting data asset file itself." msgstr "UVを伴う追加メッシュ。メッシュレンダラーにのみ適用可能。ライティングデータアセットファイル自体に格納されます。" #: Editor/Src/AutoDocumentation.cpp:2433 msgctxt "From AutoDocumentation" msgid "Face the transform component or the camera." msgstr "トランスフォームコンポーネントまたはカメラの方を向きます。" #: Editor/Src/AutoDocumentation.cpp:2438 msgctxt "From AutoDocumentation" msgid "U coordinate will stretch or tile." msgstr "U座標は伸縮するか、タイル状になります。" #: Editor/Src/AutoDocumentation.cpp:2448 msgctxt "From AutoDocumentation" msgid "Command name. If empty, item is a separator." msgstr "コマンド名。空の場合はセパレーター。" #: Editor/Src/AutoDocumentation.cpp:2449 msgctxt "From AutoDocumentation" msgid "The text displayed on the MenuItem label. Useful for MenuItems like 'Undo','Redo' etc." msgstr "MenuItem ラベルに表示されるテキスト。「取り消し」、「やり直し」、その他の MenuItem に便利です。" #: Editor/Src/AutoDocumentation.cpp:2450 msgctxt "From AutoDocumentation" msgid "Localization resource." msgstr "ローカライゼーションリソース" #: Editor/Src/AutoDocumentation.cpp:2451 msgctxt "From AutoDocumentation" msgid "Name of the command (without prefix)" msgstr "コマンド名 (プレフィックスなし)" #: Editor/Src/AutoDocumentation.cpp:2452 msgctxt "From AutoDocumentation" msgid "Integer position (this is what we sort by)" msgstr "整数位置 (ソートで使用)" #: Editor/Src/AutoDocumentation.cpp:2453 msgctxt "From AutoDocumentation" msgid "Pointer to a submenu." msgstr "サブメニューへのポインター" #: Editor/Src/AutoDocumentation.cpp:2454 msgctxt "From AutoDocumentation" msgid "the target for the event." msgstr "イベントのターゲット" #: Editor/Src/AutoDocumentation.cpp:2458 msgctxt "From AutoDocumentation" msgid "Node hooked into the mesh user list of cached meshes so we get notified when a mesh goes away." msgstr "ノードはキャッシュされたメッシュのメッシュユーザーリストに登録され、メッシュがなくなったときに通知を受けます" #: Editor/Src/AutoDocumentation.cpp:2485 msgctxt "From AutoDocumentation" msgid "Controls the minimum number of bodies to be cleared in each simulation job. [ 1, 1000000 ]." msgstr "各シミュレーションジョブで破棄する物体の最小数を制御します。 [1, 1000000]" #: Editor/Src/AutoDocumentation.cpp:2487 msgctxt "From AutoDocumentation" msgid "Controls the minimum number of flags to be cleared in each simulation job. [ 1, 1000000 ]." msgstr "各シミュレーションジョブで破棄するフラグの最小数を制御します。 [1, 1000000]" #: Editor/Src/AutoDocumentation.cpp:2489 msgctxt "From AutoDocumentation" msgid "Controls the minimum number of contacts to collide in each simulation job. [ 1, 1000000 ]." msgstr "各シミュレーションジョブで発生する接触の最小数を制御します。 [1, 1000000]" #: Editor/Src/AutoDocumentation.cpp:2491 msgctxt "From AutoDocumentation" msgid "Controls the minimum number of nearest contacts to find in each simulation job. [ 1, 1000000 ]." msgstr "各シミュレーションジョブで探索する最も近い接触の最小数を制御します。 [1, 1000000]" #: Editor/Src/AutoDocumentation.cpp:2493 msgctxt "From AutoDocumentation" msgid "Controls the minimum number of Rigidbody2D being interpolated in each simulation job. [ 1, 1000000 ]." msgstr "各シミュレーションジョブで補間するRigidbody2Dの最小数を制御します。 [1, 1000000]" #: Editor/Src/AutoDocumentation.cpp:2495 msgctxt "From AutoDocumentation" msgid "Controls the minimum number of bodies solved in each simulation job. [ 1, 1000000 ]." msgstr "各シミュレーションジョブで解決する物体の最小数を制御します。 [1, 1000000]" #: Editor/Src/AutoDocumentation.cpp:2497 msgctxt "From AutoDocumentation" msgid "Scales the cost of each body during discrete island solving. [ 1, 1000000 ]." msgstr "非連続的なアイランドの解決のときに各物体のコストをスケールします。[ 1, 1000000 ]" #: Editor/Src/AutoDocumentation.cpp:2499 msgctxt "From AutoDocumentation" msgid "Scales the cost of each contact during discrete island solving. [ 1, 1000000 ]." msgstr "非連続的なアイランドの解決のときに各接触のコストをスケールします。[ 1, 1000000 ]" #: Editor/Src/AutoDocumentation.cpp:2501 msgctxt "From AutoDocumentation" msgid "Controls the minimum number of contacts solved in each simulation job. [ 1, 1000000 ]." msgstr "各シミュレーションジョブで解決される接触の最小数を制御します。 [1, 1000000]" #: Editor/Src/AutoDocumentation.cpp:2503 msgctxt "From AutoDocumentation" msgid "The minimum threshold cost of all bodies, contacts and joints in an island during discrete island solving. [ 1, 1000000 ]." msgstr "非連続的なアイランドの解決のとき、1 つのアイランドでの、すべての物体、接触、およびジョイントのコストのしきい値の最小値。[1, 1000000]" #: Editor/Src/AutoDocumentation.cpp:2505 msgctxt "From AutoDocumentation" msgid "Scales the cost of each joint during discrete island solving. [ 1, 1000000 ]." msgstr "非連続的なアイランドの解決のときに各ジョイントのコストをスケールします。[1, 1000000]" #: Editor/Src/AutoDocumentation.cpp:2507 msgctxt "From AutoDocumentation" msgid "Controls the minimum number of new contacts to find in each simulation job. [ 1, 1000000 ]." msgstr "各シミュレーションジョブで探索する新しい接触の最小数を制御します。 [1, 1000000]" #: Editor/Src/AutoDocumentation.cpp:2509 msgctxt "From AutoDocumentation" msgid "Controls the minimum number of fixtures to synchronize in the broadphase during continuous island solving in each simulation job. [ 1, 1000000 ]." msgstr "各シミュレーションジョブでの連続的なアイランドの解決中に、ブロードフェーズで同期するフィクスチャの最小数を制御します。[1, 1000000]。" #: Editor/Src/AutoDocumentation.cpp:2511 msgctxt "From AutoDocumentation" msgid "Controls the minimum number of fixtures to synchronize in the broadphase during discrete island solving in each simulation job. [ 1, 1000000 ]." msgstr "各シミュレーションジョブでの非連続的なアイランドの解決中に、ブロードフェーズで同期するフィクスチャの最小数を制御します。 [1, 1000000]。" #: Editor/Src/AutoDocumentation.cpp:2513 msgctxt "From AutoDocumentation" msgid "Controls the minimum number of trigger contacts to update in each simulation job. [ 1, 1000000 ]." msgstr "各シミュレーションジョブで更新するトリガーとなる接触の最小数を制御します。[1, 1000000]" #: Editor/Src/AutoDocumentation.cpp:2515 msgctxt "From AutoDocumentation" msgid "Whether to use sorting when performing multi-threaded simulation or not. Sorting maintains the same consistency as when not running multi-threaded simulation. You get better performance with sorting off. [ 1, 1000000 ]." msgstr "マルチスレッドシミュレーションの実行時にソートを使用するかどうか。ソートは、マルチスレッドシミュレーションを実行していないときと同じ一貫性を維持します。ソートをオフにすると、パフォーマンスが向上します。 [1, 1000000]" #: Editor/Src/AutoDocumentation.cpp:2517 msgctxt "From AutoDocumentation" msgid "Whether to use the Job System to perform simulation steps or not. [ 1, 1000000 ]." msgstr "シミュレーション処理を実行するためにジョブシステムを使うか。[1, 1000000]" #: Editor/Src/AutoDocumentation.cpp:2522 msgctxt "From AutoDocumentation" msgid "When to enable anisotropic texturing" msgstr "異方性テクスチャが有効になる条件" #: Editor/Src/AutoDocumentation.cpp:2528 msgctxt "From AutoDocumentation" msgid "Screen anti-aliasing" msgstr "画面アンチエイリアス" #: Editor/Src/AutoDocumentation.cpp:2535 msgctxt "From AutoDocumentation" msgid "Async Upload Ring Buffer Size in MB." msgstr "非同期アップロードリングバッファサイズ(MB)" #: Editor/Src/AutoDocumentation.cpp:2536 msgctxt "From AutoDocumentation" msgid "Should the Async Upload Ring Buffer persist when there is nothing left to upload." msgstr "アップロードするものが残っていない場合は、非同期アップロードリングバッファを保持する必要があります。" #: Editor/Src/AutoDocumentation.cpp:2537 msgctxt "From AutoDocumentation" msgid "Async Upload Time Slice in Milliseconds." msgstr "非同期アップロードタイムスライス(ミリ秒)" #: Editor/Src/AutoDocumentation.cpp:2538 msgctxt "From AutoDocumentation" msgid "Billboards face towards camera position rather than camera orientation?" msgstr "カメラ方向ではなくカメラ位置を向くビルボードであるか" #: Editor/Src/AutoDocumentation.cpp:2539 msgctxt "From AutoDocumentation" msgid "Number of rays to cast for approximate world collisions." msgstr "ワールドの衝突を近似するためにキャストするレイの数" #: Editor/Src/AutoDocumentation.cpp:2540 msgctxt "From AutoDocumentation" msgid "Number of pixel lights to use." msgstr "使用するピクセルライトの数" #: Editor/Src/AutoDocumentation.cpp:2541 msgctxt "From AutoDocumentation" msgid "Allow real-time rendering of Reflection Probes?" msgstr "リフレクションプローブのリアルタイムレンダリングを許可するか" #: Editor/Src/AutoDocumentation.cpp:2542 msgctxt "From AutoDocumentation" msgid "Scale factor for Fixed DPI when scaling the screen resolution." msgstr "画面の解像度をスケールした際の固定 DPI にかけるスケールファクター" #: Editor/Src/AutoDocumentation.cpp:2543 msgctxt "From AutoDocumentation" msgid "Shadow cascade split position percentage with 2 splits (normalized to 0-1)" msgstr "2分割のシャドウカスケード分割位置のパーセンテージ (0-1 に正規化)" #: Editor/Src/AutoDocumentation.cpp:2544 msgctxt "From AutoDocumentation" msgid "Shadow cascade split position percentage with 4 splits (normalized to 0-1)" msgstr "4分割のシャドウカスケード分割位置のパーセンテージ (0-1 に正規化)" #: Editor/Src/AutoDocumentation.cpp:2545 msgctxt "From AutoDocumentation" msgid "Number of cascades for directional light shadows" msgstr "ディレクショナルライトの影のカスケード数" #: Editor/Src/AutoDocumentation.cpp:2551 msgctxt "From AutoDocumentation" msgid "Shadow drawing distance." msgstr "影の描画距離" #: Editor/Src/AutoDocumentation.cpp:2552 msgctxt "From AutoDocumentation" msgid "Offset shadow near plane to account for large triangles being distorted by shadow pancaking." msgstr "シャドウパンケーキで歪む大きな三角形を考慮して、シャドウのニアクリップ面をオフセットします。" #: Editor/Src/AutoDocumentation.cpp:2553 msgctxt "From AutoDocumentation" msgid "Shadow projection" msgstr "影の投影法" #: Editor/Src/AutoDocumentation.cpp:2558 msgctxt "From AutoDocumentation" msgid "Shadow resolution" msgstr "影の解像度" #: Editor/Src/AutoDocumentation.cpp:2565 msgctxt "From AutoDocumentation" msgid "Sets the shadowmask behaviour when using Shadowmask Mixed Lighting mode. Distance Shadowmask: Realtime shadows are used up to Shadow Distance, baked shadows after. Shadowmask: Static shadow casters always use baked shadows. Refer to documentation for further details." msgstr "シャドウマスク混合ライティングモードを使用するときのシャドウマスクの動作を設定します。距離シャドウマスク:リアルタイムの影はシャドウディスタンスまで使用され、その後はベイクされた影になります。シャドウマスク:静的なシャドウキャスターは常にベイクした影を使用します。詳細はドキュメントを参照してください。" #: Editor/Src/AutoDocumentation.cpp:2570 msgctxt "From AutoDocumentation" msgid "Shadow quality" msgstr "影の品質" #: Editor/Src/AutoDocumentation.cpp:2576 msgctxt "From AutoDocumentation" msgid "Bone count for mesh skinning" msgstr "メッシュスキニングのボーン数" #: Editor/Src/AutoDocumentation.cpp:2583 msgctxt "From AutoDocumentation" msgid "Use soft blending for particles?" msgstr "パーティクルにソフトブレンドを使用するか" #: Editor/Src/AutoDocumentation.cpp:2584 msgctxt "From AutoDocumentation" msgid "Use soft shading for terrain vegetation?" msgstr "Terrain(地形)に置く植物にはソフトシェーディングを使用しますか?" #: Editor/Src/AutoDocumentation.cpp:2585 msgctxt "From AutoDocumentation" msgid "Base texture level" msgstr "基本テクスチャレベル" #: Editor/Src/AutoDocumentation.cpp:2592 msgctxt "From AutoDocumentation" msgid "Limit refresh rate to avoid tearing" msgstr "ティアリングを回避するために更新レートを制限" #: Editor/Src/AutoDocumentation.cpp:2637 msgctxt "From AutoDocumentation" msgid "This stores the visibility of previous culling operations." msgstr "前回のカリング処理の可視性を保存します" #: Editor/Src/AutoDocumentation.cpp:2641 msgctxt "From AutoDocumentation" msgid "Bias for shadows [ 0.0, 10.0 ]." msgstr "影のバイアス [0.0, 10.0]" #: Editor/Src/AutoDocumentation.cpp:2643 msgctxt "From AutoDocumentation" msgid "Custom Shadow resolution." msgstr "カスタムの影の解像度" #: Editor/Src/AutoDocumentation.cpp:2644 msgctxt "From AutoDocumentation" msgid "Near plane for shadows, default to 0.2 {0.0, 10.0}." msgstr "影のニアクリップ面。デフォルトは 0.2 です。{0.0, 10.0}" #: Editor/Src/AutoDocumentation.cpp:2645 msgctxt "From AutoDocumentation" msgid "Normal bias for shadows [ 0.0, 3.0 ]." msgstr "影の法線バイアス [0.0, 3.0]" #: Editor/Src/AutoDocumentation.cpp:2655 msgctxt "From AutoDocumentation" msgid "Shadow intensity [ 0.0, 1.0 ]." msgstr "影の強さ [0.0, 1.0]" #: Editor/Src/AutoDocumentation.cpp:2657 msgctxt "From AutoDocumentation" msgid "Shadow cast options" msgstr "投影オプション" #: Editor/Src/AutoDocumentation.cpp:2673 msgctxt "From AutoDocumentation" msgid "If spring is greater than zero, the limit is soft. This is the damping of spring. [ 0, infinity ]." msgstr "スプリングの値が0より大きければ制限が緩くなります。これはスプリングの減衰となります。[0, 無限大]" #: Editor/Src/AutoDocumentation.cpp:2675 msgctxt "From AutoDocumentation" msgid "If greater than zero, the limit is soft. The spring will pull the joint back. [ 0, infinity ]." msgstr "0より大きければ制限が緩くなります。バネはジョイントを引き戻します。[0, 無限大]" #: Editor/Src/AutoDocumentation.cpp:2680 msgctxt "From AutoDocumentation" msgid "Atlas filter Mode" msgstr "アトラスフィルターモード" #: Editor/Src/AutoDocumentation.cpp:2689 msgctxt "From AutoDocumentation" msgid "Anisotropy factor (1 = None, 0 = Always disabled)" msgstr "異方性ファクター (1=なし, 0=常に無効)" #: Editor/Src/AutoDocumentation.cpp:2690 msgctxt "From AutoDocumentation" msgid "Bias used for LOD-selection (0 = none)" msgstr "LOD選択に使用するバイアス (0=なし)" #: Editor/Src/AutoDocumentation.cpp:2691 msgctxt "From AutoDocumentation" msgid "Texture U wrapping mode." msgstr "テクスチャUラップモード" #: Editor/Src/AutoDocumentation.cpp:2698 msgctxt "From AutoDocumentation" msgid "Texture V wrapping mode." msgstr "テクスチャVラップモード" #: Editor/Src/AutoDocumentation.cpp:2705 msgctxt "From AutoDocumentation" msgid "Texture W wrapping mode." msgstr "テクスチャWラッピングモード" #: Editor/Src/AutoDocumentation.cpp:2715 msgctxt "From AutoDocumentation" msgid "Plugin-specific data pointer." msgstr "プラグイン専用データポインター" #: Editor/Src/AutoDocumentation.cpp:2719 msgctxt "From AutoDocumentation" msgid "Feature index of parent bone (kUnityInvalidXRInputFeatureIndex indicates bone is root and has no parent)" msgstr "親のボーンの特徴インデックス (kUnityInvalidXRInputFeatureIndex は、ボーンはルートであり親を持たないことを示しています)" #: Editor/Src/AutoDocumentation.cpp:2720 msgctxt "From AutoDocumentation" msgid "Positions for the bone's joint." msgstr "ボーンのジョイントの位置" #: Editor/Src/AutoDocumentation.cpp:2721 msgctxt "From AutoDocumentation" msgid "Rotation of the Bone joint." msgstr "ボーンのジョイントの回転" #: Editor/Src/AutoDocumentation.cpp:2725 msgctxt "From AutoDocumentation" msgid "If available, the estimated brightness of the scene." msgstr "可能な場合は、シーンの推定明度。" #: Editor/Src/AutoDocumentation.cpp:2726 msgctxt "From AutoDocumentation" msgid "If available, the estimated color temperature of the scene." msgstr "可能な場合は、シーンの推定色温度。" #: Editor/Src/AutoDocumentation.cpp:2727 msgctxt "From AutoDocumentation" msgid "A 4x4 matrix representing a display transform for use in the shader associated with the Unity Material." msgstr "4x4 の行列。Unity のマテリアルに関連付けられたシェーダーで使用する表示のトランスフォームを表します。" #: Editor/Src/AutoDocumentation.cpp:2728 msgctxt "From AutoDocumentation" msgid "The number of textures provided in the array of textureDescriptors." msgstr "テクスチャディスクリプターの配列で供給されるテクスチャ数" #: Editor/Src/AutoDocumentation.cpp:2729 msgctxt "From AutoDocumentation" msgid "A 4x4 projection matrix that will be assigned to the Unity Camera associated with this XRCameraSubsystem." msgstr "4x4 の射影行列。XRCameraSubsystem に関連付けられた Unity のカメラに割り当てます。" #: Editor/Src/AutoDocumentation.cpp:2730 msgctxt "From AutoDocumentation" msgid "A bitfield representing the fields of this struct which have been filled out." msgstr "入力された構造体のフィールドを表すビットフィールド。" #: Editor/Src/AutoDocumentation.cpp:2731 msgctxt "From AutoDocumentation" msgid "An array of texture descriptors describing the textures Unity should create and maintain." msgstr "Unity が作成し保存するテクスチャを示すテクスチャディスクリプターの配列。" #: Editor/Src/AutoDocumentation.cpp:2732 msgctxt "From AutoDocumentation" msgid "The timestamp, in nanoseconds, associated with this frame." msgstr "このフレームのタイムスタンプ (ナノ秒) " #: Editor/Src/AutoDocumentation.cpp:2736 msgctxt "From AutoDocumentation" msgid "The orientation of the screen." msgstr "画面の向き" #: Editor/Src/AutoDocumentation.cpp:2737 msgctxt "From AutoDocumentation" msgid "The height of the screen resolution, in pixels." msgstr "画面の解像度の縦 (ピクセル)" #: Editor/Src/AutoDocumentation.cpp:2738 msgctxt "From AutoDocumentation" msgid "The width of the screen resolution, in pixels." msgstr "画面の解像度の横 (ピクセル)" #: Editor/Src/AutoDocumentation.cpp:2739 msgctxt "From AutoDocumentation" msgid "The distance from the camera to the far plane." msgstr "カメラからファークリップ面までの距離" #: Editor/Src/AutoDocumentation.cpp:2740 msgctxt "From AutoDocumentation" msgid "The distance from the camera to the near plane." msgstr "カメラからニアクリップ面までの距離" #: Editor/Src/AutoDocumentation.cpp:2744 msgctxt "From AutoDocumentation" msgid "Pointer which will be passed to every callback as the userData parameter." msgstr "userDataパラメーターとしてすべてのコールバックに渡されるポインター。" #: Editor/Src/AutoDocumentation.cpp:2748 msgctxt "From AutoDocumentation" msgid "The alpha channel." msgstr "アルファチャンネル" #: Editor/Src/AutoDocumentation.cpp:2749 msgctxt "From AutoDocumentation" msgid "The blue channel." msgstr "青のチャンネル" #: Editor/Src/AutoDocumentation.cpp:2750 msgctxt "From AutoDocumentation" msgid "The green channel." msgstr "緑のチャンネル" #: Editor/Src/AutoDocumentation.cpp:2751 msgctxt "From AutoDocumentation" msgid "The red channel." msgstr "赤のチャンネル" #: Editor/Src/AutoDocumentation.cpp:2767 msgctxt "From AutoDocumentation" msgid "Set this value to true when the display is not active or is not rendering the application content." msgstr "ディスプレイがアクティブでない場合、またはアプリケーションコンテンツをレンダリングしていない場合は、この値を true に設定します。" #: Editor/Src/AutoDocumentation.cpp:2775 msgctxt "From AutoDocumentation" msgid "Description of theBool." msgstr "Bool値の説明" #: Editor/Src/AutoDocumentation.cpp:2776 msgctxt "From AutoDocumentation" msgid "Description of theDouble." msgstr "Double値の説明" #: Editor/Src/AutoDocumentation.cpp:2777 msgctxt "From AutoDocumentation" msgid "Description of theFloat." msgstr "Float値の説明" #: Editor/Src/AutoDocumentation.cpp:2778 msgctxt "From AutoDocumentation" msgid "Description of theString." msgstr "String値の説明" #: Editor/Src/AutoDocumentation.cpp:2782 msgctxt "From AutoDocumentation" msgid "Fixation point that both eyes are fixated on." msgstr "両目が見つめる凝視点" #: Editor/Src/AutoDocumentation.cpp:2783 msgctxt "From AutoDocumentation" msgid "Pose of left Eye." msgstr "左目の向き" #: Editor/Src/AutoDocumentation.cpp:2784 msgctxt "From AutoDocumentation" msgid "Float value indicating how much the left eye is open." msgstr "左目がどれだけ開いているかを示す float 値" #: Editor/Src/AutoDocumentation.cpp:2785 msgctxt "From AutoDocumentation" msgid "Pose of right Eye." msgstr "右目の向き" #: Editor/Src/AutoDocumentation.cpp:2786 msgctxt "From AutoDocumentation" msgid "Float value indicating how much the right eye is open." msgstr "右目がどれだけ開いているかを示す float 値" #: Editor/Src/AutoDocumentation.cpp:2790 msgctxt "From AutoDocumentation" msgid "Options that are configured directly by the application." msgstr "アプリケーションによって直接設定されるオプション。" #: Editor/Src/AutoDocumentation.cpp:2791 msgctxt "From AutoDocumentation" msgid "Bitfield representing which, if any, of the hint fields changed last frame. Combination of #UnityXRFrameSetupHintsChanged." msgstr "どのヒントのフィールド (もし、あれば) が最後のフレームを変更したかを表すビットフィールド。 #UnityXRFrameSetupHintsChangedの組み合わせ。" #: Editor/Src/AutoDocumentation.cpp:2792 msgctxt "From AutoDocumentation" msgid "State of layers that unity just rendered to and are to be submitted this frame." msgstr "Unityがたった今描画し、このフレームに使用するレイヤーの状態" #: Editor/Src/AutoDocumentation.cpp:2793 msgctxt "From AutoDocumentation" msgid "Number of entries in layers." msgstr "レイヤーのエントリー数" #: Editor/Src/AutoDocumentation.cpp:2794 msgctxt "From AutoDocumentation" msgid "Descriptor of the textures for layers that unity intends to render to next frame." msgstr "次のフレームにレンダリングするレイヤーのテクスチャの記述子。" #: Editor/Src/AutoDocumentation.cpp:2795 msgctxt "From AutoDocumentation" msgid "True if textureDescs changed last frame. You may need to recreate the textures to match textureDescs." msgstr "textureDescが最後のフレームを変更した場合。textureDescと一致させるにはテクスチャの再作成が必要な場合があります。" #: Editor/Src/AutoDocumentation.cpp:2796 msgctxt "From AutoDocumentation" msgid "Number of entries in textureDescs." msgstr "textureDescのエントリー数" #: Editor/Src/AutoDocumentation.cpp:2800 msgctxt "From AutoDocumentation" msgid "The rect which unity rendered the last frame to." msgstr "最新のフレームをレンダリングした矩形" #: Editor/Src/AutoDocumentation.cpp:2801 msgctxt "From AutoDocumentation" msgid "App requests to render to sRGB textures." msgstr "sRGBテクスチャにレンダリングするアプリケーションリクエスト" #: Editor/Src/AutoDocumentation.cpp:2802 msgctxt "From AutoDocumentation" msgid "Is the scene + user's shaders configured to use single-pass rendering?" msgstr "シーンとユーザーのシェーダーは、シングルパスレンダリングを使用するように設定されているか。" #: Editor/Src/AutoDocumentation.cpp:2803 msgctxt "From AutoDocumentation" msgid "App requests texture sizes to be scaled. If this field changes, the provider should reallocate relevant textures with this scale." msgstr "アプリケーションがテクスチャサイズをスケールするようリクエストします。このフィールドを変更すると、このスケールに適切なテクスチャを再割り当てする必要があります。" #: Editor/Src/AutoDocumentation.cpp:2804 msgctxt "From AutoDocumentation" msgid "App requests to render with 16-bit color buffers if possible (ex: RGB565)" msgstr "可能な場合は、16ビットカラーバッファを使って描画するというアプリケーションリクエスト(例えばRGB565)" #: Editor/Src/AutoDocumentation.cpp:2805 msgctxt "From AutoDocumentation" msgid "Distance of far plane in meters from main camera." msgstr "メインカメラからファークリップ面までの距離(メートル)" #: Editor/Src/AutoDocumentation.cpp:2806 msgctxt "From AutoDocumentation" msgid "Distance of near plane in meters from main camera." msgstr "メインカメラからニアクリップ面までの距離(メートル)" #: Editor/Src/AutoDocumentation.cpp:2810 msgctxt "From AutoDocumentation" msgid "Location of the origin of the coordinate system. (0,0,0)" msgstr "座標系の原点位置。(0,0,0)" #: Editor/Src/AutoDocumentation.cpp:2811 msgctxt "From AutoDocumentation" msgid "Quaternion orientation of the layer." msgstr "レイヤーのクォータニオンでの向き" #: Editor/Src/AutoDocumentation.cpp:2812 msgctxt "From AutoDocumentation" msgid "Position of the layer in world-space." msgstr "ワールド空間でのレイヤーの位置" #: Editor/Src/AutoDocumentation.cpp:2813 msgctxt "From AutoDocumentation" msgid "Size of the layer in meters." msgstr "レイヤーのサイズ(メートル)" #: Editor/Src/AutoDocumentation.cpp:2814 msgctxt "From AutoDocumentation" msgid "Is this layer visible?" msgstr "このレイヤーは可視か。" #: Editor/Src/AutoDocumentation.cpp:2818 msgctxt "From AutoDocumentation" msgid "Feature indices of finger bones (kUnityInvalidXRInputFeatureIndex indicates that bone does not exist)" msgstr "指のボーンの特徴インデックス (kUnityInvalidXRInputFeatureIndex は、ボーンは存在しないことを示しています)" #: Editor/Src/AutoDocumentation.cpp:2819 msgctxt "From AutoDocumentation" msgid "Feature index of root bone of hand (kUnityInvalidXRInputFeatureIndex indicates no root)" msgstr "手のボーンの特徴インデックス (kUnityInvalidXRInputFeatureIndex は、ルートがないことを示しています)" #: Editor/Src/AutoDocumentation.cpp:2823 msgctxt "From AutoDocumentation" msgid "The buffer frequency the device operates at in Hertz. This can help Unity understand how fast the device consumes buffered haptic data." msgstr "デバイスが動作するバッファ周波数 (ヘルツ)。これは、Unityが、デバイスがバッファリングされた触覚データをどれくらい速く消費するかを把握するのに役立ちます。" #: Editor/Src/AutoDocumentation.cpp:2824 msgctxt "From AutoDocumentation" msgid "The max amount of buffer data that can be stored provider-side." msgstr "プロバイダー側に格納できるバッファデータの最大量" #: Editor/Src/AutoDocumentation.cpp:2825 msgctxt "From AutoDocumentation" msgid "The optimal size of a device's buffer, taking into account frequency and latency." msgstr "頻度と遅延 (待ち時間) を考慮したデバイスのバッファの最適なサイズ。" #: Editor/Src/AutoDocumentation.cpp:2826 msgctxt "From AutoDocumentation" msgid "The number of haptic channels available on this device." msgstr "このデバイスで利用可能な触覚チャンネルの数。" #: Editor/Src/AutoDocumentation.cpp:2827 msgctxt "From AutoDocumentation" msgid "Does this device support the kUnityXRInputEventTypeHapticSendBuffer event?" msgstr "このデバイスは kUnityXRInputEventTypeHapticSendBuffer イベントをサポートするか" #: Editor/Src/AutoDocumentation.cpp:2828 msgctxt "From AutoDocumentation" msgid "Does this device support the kUnityXRInputEventTypeHapticSendImpulse event?" msgstr "このデバイスは kUnityXRInputEventTypeHapticSendImpulse イベントをサポートするか" #: Editor/Src/AutoDocumentation.cpp:2832 msgctxt "From AutoDocumentation" msgid "The amplitude of the haptic impulse in a [0,1] range." msgstr "[0,1] の範囲内の触覚刺激の振幅" #: Editor/Src/AutoDocumentation.cpp:2833 msgctxt "From AutoDocumentation" msgid "The haptic channel Unity wants to send the haptic impulse to." msgstr "Unity が触覚刺激の送信に使用したい触覚チャンネル" #: Editor/Src/AutoDocumentation.cpp:2834 msgctxt "From AutoDocumentation" msgid "The duration of the impulse, in seconds." msgstr "刺激の存続時間 (秒)" #: Editor/Src/AutoDocumentation.cpp:2838 msgctxt "From AutoDocumentation" msgid "The channel that Unity wants the haptic state of. This is passed in to the provider." msgstr "Unity が触覚の状態を取得したいチャンネル。これは、プロバイダーに渡されます。" #: Editor/Src/AutoDocumentation.cpp:2839 msgctxt "From AutoDocumentation" msgid "The number of samples that can currently be queued up before running out of space. This is set by the provider." msgstr "空きを使い果たす前に現在キューに入れることができるサンプルの数。これはプロバイダーによって設定されます。" #: Editor/Src/AutoDocumentation.cpp:2840 msgctxt "From AutoDocumentation" msgid "The number of samples currently queued up, but not yet consumed. This is set by the provider." msgstr "現在キューに入っていて、まだ使用されていないサンプルの数。これはプロバイダーによって設定されます。" #: Editor/Src/AutoDocumentation.cpp:2844 msgctxt "From AutoDocumentation" msgid "The buffer data itself, only filled in up to bufferSize." msgstr "バッファデータ自体。バッファサイズまでしか挿入できません。" #: Editor/Src/AutoDocumentation.cpp:2845 msgctxt "From AutoDocumentation" msgid "The size of the buffer data being passed to the provider." msgstr "プロバイダーに渡されるバッファデータのサイズ" #: Editor/Src/AutoDocumentation.cpp:2846 msgctxt "From AutoDocumentation" msgid "The haptic channel Unity wants to rumble." msgstr "Unity が振動させたい触覚チャンネル" #: Editor/Src/AutoDocumentation.cpp:2858 msgctxt "From AutoDocumentation" msgid ". The columns of the matrix" msgstr ". 行列の列" #: Editor/Src/AutoDocumentation.cpp:2862 msgctxt "From AutoDocumentation" msgid "Index buffers." msgstr "インデックスバッファ" #: Editor/Src/AutoDocumentation.cpp:2863 msgctxt "From AutoDocumentation" msgid "Pointer to colors buffer. May be null." msgstr "色のバッファへのポインター。nullの場合もあります。" #: Editor/Src/AutoDocumentation.cpp:2864 msgctxt "From AutoDocumentation" msgid "The number of indices in the mesh." msgstr "メッシュのインデックス数" #: Editor/Src/AutoDocumentation.cpp:2865 msgctxt "From AutoDocumentation" msgid "Which index format should be used, 16 or 32 bit." msgstr "16ビットと32ビット、どちらのインデックス形式を使用しますか。" #: Editor/Src/AutoDocumentation.cpp:2866 msgctxt "From AutoDocumentation" msgid "Used if indexFormat is kUnityXRIndexFormat16Bit." msgstr "indexFormatがkUnityXRIndexFormat16Bitの場合に使用" #: Editor/Src/AutoDocumentation.cpp:2867 msgctxt "From AutoDocumentation" msgid "Used if indexFormat is kUnityXRIndexFormat32Bit." msgstr "indexFormatがkUnityXRIndexFormat32Bitの場合に使用" #: Editor/Src/AutoDocumentation.cpp:2868 msgctxt "From AutoDocumentation" msgid "Pointer to normals buffer. May be null." msgstr "法線バッファへのポインター。nullの場合もあります。" #: Editor/Src/AutoDocumentation.cpp:2869 msgctxt "From AutoDocumentation" msgid "Pointer to positions buffer. May not be null." msgstr "位置バッファへのポインター。nullでない場合があります。" #: Editor/Src/AutoDocumentation.cpp:2870 msgctxt "From AutoDocumentation" msgid "Pointer to tangents buffer. May be null." msgstr "法線バッファへのポインター。nullの場合もあります。" #: Editor/Src/AutoDocumentation.cpp:2871 msgctxt "From AutoDocumentation" msgid "The primitive type of the mesh data (e.g., points, lines, triangles, quads)" msgstr "メッシュデータのプリミティブなタイプ(例えば点、線、三角形、クアッド)" #: Editor/Src/AutoDocumentation.cpp:2872 msgctxt "From AutoDocumentation" msgid "Pointer to uvs buffer. May be null." msgstr "UVバッファへのポインター。nullの場合もあります。" #: Editor/Src/AutoDocumentation.cpp:2873 msgctxt "From AutoDocumentation" msgid "The number of vertices." msgstr "頂点の数" #: Editor/Src/AutoDocumentation.cpp:2877 msgctxt "From AutoDocumentation" msgid "A session-unique identifier for the mesh." msgstr "メッシュのセッション固有の識別子" #: Editor/Src/AutoDocumentation.cpp:2878 msgctxt "From AutoDocumentation" msgid "A hint for the system that determines when it should update the corresponding Unity mesh." msgstr "システムにとっての手がかり。それにより、対応するUnityのメッシュをいつ更新するかを決定します。" #: Editor/Src/AutoDocumentation.cpp:2879 msgctxt "From AutoDocumentation" msgid "True if the mesh has been updated (e.g., since the last query)." msgstr "(例えば、最後にクエリを行ってから)メッシュが更新されている場合はTrue" #: Editor/Src/AutoDocumentation.cpp:2887 msgctxt "From AutoDocumentation" msgid "Collection of culling pass data for render passes. Each render pass will call out which culling pass to use via index." msgstr "レンダーパスのカリングパスデータ。各レンダーパスがどのカリングパスを使用するかは、インデックスを通して指定されます。" #: Editor/Src/AutoDocumentation.cpp:2888 msgctxt "From AutoDocumentation" msgid "Texture ids that unity will render to for each layer next frame." msgstr "Unityが次のフレームの各レイヤーにレンダリングするテクスチャID" #: Editor/Src/AutoDocumentation.cpp:2889 msgctxt "From AutoDocumentation" msgid "Render Passes that unity should execute next frame." msgstr "Unityが次のフレームを実行するレンダーパス" #: Editor/Src/AutoDocumentation.cpp:2890 msgctxt "From AutoDocumentation" msgid "Number of entries in renderPasses." msgstr "renderPassのエントリー数" #: Editor/Src/AutoDocumentation.cpp:2894 msgctxt "From AutoDocumentation" msgid "Culling pose in device anchor space." msgstr "デバイスアンカー空間におけるカリング姿勢" #: Editor/Src/AutoDocumentation.cpp:2895 msgctxt "From AutoDocumentation" msgid "Center transform of culling frustum." msgstr "カリング錐台のトランスフォームの中心" #: Editor/Src/AutoDocumentation.cpp:2896 msgctxt "From AutoDocumentation" msgid "Viewing frustum." msgstr "視錐台を表示" #: Editor/Src/AutoDocumentation.cpp:2897 msgctxt "From AutoDocumentation" msgid "Diameter of a sphere of visibility." msgstr "可視範囲の直径" #: Editor/Src/AutoDocumentation.cpp:2901 msgctxt "From AutoDocumentation" msgid "Index into cullingPasses array, pointing at the culling data for this render pass." msgstr "cullingPasses配列のインデックス。このレンダーパスのカリングデータを指します。" #: Editor/Src/AutoDocumentation.cpp:2902 msgctxt "From AutoDocumentation" msgid "Parameters for rendering." msgstr "レンダリングのためのパラメーター" #: Editor/Src/AutoDocumentation.cpp:2903 msgctxt "From AutoDocumentation" msgid "Number of entries in UnityXRNextFrameDesc::UnityXRRenderPass::UnityXRRenderParams." msgstr "UnityXRNextFrameDesc::UnityXRRenderPass::UnityXRRenderParamsへのエントリー数" #: Editor/Src/AutoDocumentation.cpp:2904 msgctxt "From AutoDocumentation" msgid "A Unity texture ID returned by CreateTexture." msgstr "CreateTextureによって返されたUnityのテクスチャID" #: Editor/Src/AutoDocumentation.cpp:2908 msgctxt "From AutoDocumentation" msgid "Eye pose in device anchor space." msgstr "デバイスアンカー空間における視線" #: Editor/Src/AutoDocumentation.cpp:2909 msgctxt "From AutoDocumentation" msgid "Position and orientation to render from." msgstr "レンダリング元の位置と方向" #: Editor/Src/AutoDocumentation.cpp:2910 msgctxt "From AutoDocumentation" msgid "Projection to render with." msgstr "レンダリングに使用する投影モード" #: Editor/Src/AutoDocumentation.cpp:2911 msgctxt "From AutoDocumentation" msgid "Slice of the texture array to render to. Only valid if single-pass rendering mode is active." msgstr "レンダリング先のテクスチャ配列のスライス。 シングルパスレンダリングモードがアクティブな場合にのみ有効です。" #: Editor/Src/AutoDocumentation.cpp:2912 msgctxt "From AutoDocumentation" msgid "Normalized viewport from zero (bottom/left) to one (top/right)." msgstr "ビューポートは0(左下)から1(右上)に正規化されます" #: Editor/Src/AutoDocumentation.cpp:2916 msgctxt "From AutoDocumentation" msgid "The dimensions of the plane (see above picture)" msgstr "平面の次元(上の図参照)" #: Editor/Src/AutoDocumentation.cpp:2917 msgctxt "From AutoDocumentation" msgid "The center of the plane in device space." msgstr "デバイス空間の平面の中心" #: Editor/Src/AutoDocumentation.cpp:2918 msgctxt "From AutoDocumentation" msgid "The unique (to this session) id for the plane." msgstr "平面のこのセッション固有のID " #: Editor/Src/AutoDocumentation.cpp:2919 msgctxt "From AutoDocumentation" msgid "If wasMerged is true, then this is the id of the plane with which this plane has been combined." msgstr "wasMergedがtrueの場合、この平面が結合する平面のIDです" #: Editor/Src/AutoDocumentation.cpp:2920 msgctxt "From AutoDocumentation" msgid "The pose (position and rotation) of the plane in device space." msgstr "デバイス空間の平面のポーズ(位置と回転)" #: Editor/Src/AutoDocumentation.cpp:2921 msgctxt "From AutoDocumentation" msgid "True if the plane was merged into another plane." msgstr "平面が他の平面と結合された場合" #: Editor/Src/AutoDocumentation.cpp:2922 msgctxt "From AutoDocumentation" msgid "True if the plane has changed since the last call to GetAllPlanes." msgstr "最後にGetAllPlanesを呼び出してから平面が変更されている場合" #: Editor/Src/AutoDocumentation.cpp:2930 msgctxt "From AutoDocumentation" msgid "Position of the pose." msgstr "ポーズの位置" #: Editor/Src/AutoDocumentation.cpp:2931 msgctxt "From AutoDocumentation" msgid "Rotation of the pose, stored as a quaternion." msgstr "ポーズの回転。クォータニオンで保存されます。" #: Editor/Src/AutoDocumentation.cpp:2939 msgctxt "From AutoDocumentation" msgid "Contains all supported ways of representing a projection matrix." msgstr "射影行列を表すためのサポートされている方法すべてを含みます。" #: Editor/Src/AutoDocumentation.cpp:2940 msgctxt "From AutoDocumentation" msgid "Valid if type is kUnityXRProjectionTypeHalfAngles." msgstr "タイプがkUnityXRProjectionTypeHalfAnglesの場合は有効です。" #: Editor/Src/AutoDocumentation.cpp:2941 msgctxt "From AutoDocumentation" msgid "Valid if type is kUnityXRProjectionTypeMatrix." msgstr "タイプがkUnityXRProjectionTypeMatrixの場合は有効です。" #: Editor/Src/AutoDocumentation.cpp:2942 msgctxt "From AutoDocumentation" msgid "Choose the way this projection is represented." msgstr "この投影法を表現する方法を選択します" #: Editor/Src/AutoDocumentation.cpp:2946 msgctxt "From AutoDocumentation" msgid "Tangent of the half angle from center to bottom clipping plane. (should be negative)" msgstr "中心から下のクリップ面へのハーフアングルの接線。(負の数)" #: Editor/Src/AutoDocumentation.cpp:2947 msgctxt "From AutoDocumentation" msgid "Tangent of the half angle from center to left clipping plane. (should be negative)" msgstr "中心から左のクリップ面へのハーフアングルの接線。(負の数)" #: Editor/Src/AutoDocumentation.cpp:2948 msgctxt "From AutoDocumentation" msgid "Tangent of the half angle from center to right clipping plane. (should be positive)" msgstr "中心から右のクリップ面へのハーフアングルの接線。(正の数)" #: Editor/Src/AutoDocumentation.cpp:2949 msgctxt "From AutoDocumentation" msgid "Tangent of the half angle from center to top clipping plane. (should be positive)" msgstr "中心から上のクリップ面へのハーフアングルの接線。(正の数)" #: Editor/Src/AutoDocumentation.cpp:2953 msgctxt "From AutoDocumentation" msgid "The distance from the ray's origin." msgstr "レイの光源からの距離" #: Editor/Src/AutoDocumentation.cpp:2954 msgctxt "From AutoDocumentation" msgid "The type of trackable that was hit." msgstr "打たれた追跡可能オブジェクトのタイプ" #: Editor/Src/AutoDocumentation.cpp:2955 msgctxt "From AutoDocumentation" msgid "The pose of the hit." msgstr "当たったポーズ " #: Editor/Src/AutoDocumentation.cpp:2956 msgctxt "From AutoDocumentation" msgid "The unique (to this session) id of the trackable hit by the raycast." msgstr "レイキャストに打たれた追跡可能オブジェクトのセッション固有のID " #: Editor/Src/AutoDocumentation.cpp:2964 msgctxt "From AutoDocumentation" msgid "Height of the rectangle." msgstr "矩形の高さ" #: Editor/Src/AutoDocumentation.cpp:2965 msgctxt "From AutoDocumentation" msgid "Width of the rectangle." msgstr "矩形の幅" #: Editor/Src/AutoDocumentation.cpp:2966 msgctxt "From AutoDocumentation" msgid "X position of the rectangle." msgstr "矩形のX位置" #: Editor/Src/AutoDocumentation.cpp:2967 msgctxt "From AutoDocumentation" msgid "Y position of the rectangle." msgstr "矩形のY位置" #: Editor/Src/AutoDocumentation.cpp:2971 msgctxt "From AutoDocumentation" msgid "The unique (to this session) id for the reference point." msgstr "参照位置のこのセッション固有のID " #: Editor/Src/AutoDocumentation.cpp:2972 msgctxt "From AutoDocumentation" msgid "The pose (position and rotation) of the reference point." msgstr "参照位置のポーズ(位置と回転)" #: Editor/Src/AutoDocumentation.cpp:2973 msgctxt "From AutoDocumentation" msgid "The current tracking state of the reference point." msgstr "参照位置の現在のトラッキング状態" #: Editor/Src/AutoDocumentation.cpp:2981 msgctxt "From AutoDocumentation" msgid "Data for color texture." msgstr "カラーテクスチャのデータ" #: Editor/Src/AutoDocumentation.cpp:2982 msgctxt "From AutoDocumentation" msgid "Color format of the texture. Format will be sRGB if kUnityXRRenderTextureFlagsSRGB is set and there is an equivalent sRGB native format." msgstr "テクスチャの色形式。kUnityXRRenderTextureFlagsSRGB が設定されていて同等なネイティブの sRGB 形式がある場合は、sRGB になります。" #: Editor/Src/AutoDocumentation.cpp:2983 msgctxt "From AutoDocumentation" msgid "Data for depth texture." msgstr "深度テクスチャのデータ" #: Editor/Src/AutoDocumentation.cpp:2984 msgctxt "From AutoDocumentation" msgid "Depth format of the texture." msgstr "テクスチャの深度形式" #: Editor/Src/AutoDocumentation.cpp:2985 msgctxt "From AutoDocumentation" msgid "Combination of #UnityXRRenderTextureFlags." msgstr "#UnityXRRenderTextureFlagの組み合わせ" #: Editor/Src/AutoDocumentation.cpp:2986 msgctxt "From AutoDocumentation" msgid "Height of the texture in pixels." msgstr "テクスチャの高さ(ピクセル)" #: Editor/Src/AutoDocumentation.cpp:2987 msgctxt "From AutoDocumentation" msgid "If requesting a texture array, the length of the texture array." msgstr "テクスチャ配列をリクエストする場合は、テクスチャ配列の長さ。" #: Editor/Src/AutoDocumentation.cpp:2988 msgctxt "From AutoDocumentation" msgid "Width of the texture in pixels." msgstr "テクスチャの幅(ピクセル)" #: Editor/Src/AutoDocumentation.cpp:2992 msgctxt "From AutoDocumentation" msgid "Invalidate graphics state after each graphics thread callback. If your plugin changes any graphics state, set this bit." msgstr "各グラフィックススレッドのコールバックの後にグラフィックス状態を無効にします。プラグインがグラフィックスの状態を変更した場合は、このビットを設定してください。" #: Editor/Src/AutoDocumentation.cpp:2993 msgctxt "From AutoDocumentation" msgid "If the hardware or SDK we're running on cannot support single-pass rendering, set this bit." msgstr "現在実行しているハードウェアまたはSDKがシングルパスレンダリングをサポートしない場合は、このビットを設定してください。" #: Editor/Src/AutoDocumentation.cpp:2994 msgctxt "From AutoDocumentation" msgid "RefreshFrameDesc will be called whenever this amount of time (in secs) has passed after retrieving data from WaitNextFrameDesc and before calling BeginFrame." msgstr "RefreshFrameDesc は、WaitNextFrameDesc からデータを取得してから BeginFrame を呼び出すまでに、この時間 (秒単位) が経過するたびに呼び出されます。" #: Editor/Src/AutoDocumentation.cpp:2995 msgctxt "From AutoDocumentation" msgid "Don't present to the main screen (eglSwapBuffers, etc)." msgstr "メイン画面に表示されません (eglSwapBuffers など)" #: Editor/Src/AutoDocumentation.cpp:3003 msgctxt "From AutoDocumentation" msgid "The format used by the texture." msgstr "テクスチャに使用する形式" #: Editor/Src/AutoDocumentation.cpp:3004 msgctxt "From AutoDocumentation" msgid "The height of the texture." msgstr "テクスチャの高さ" #: Editor/Src/AutoDocumentation.cpp:3005 msgctxt "From AutoDocumentation" msgid "The name to assign the texture in its associated Material." msgstr "関連するマテリアルでテクスチャを割り当てるための名前" #: Editor/Src/AutoDocumentation.cpp:3006 msgctxt "From AutoDocumentation" msgid "A pointer to the native texture id." msgstr "元来のテクスチャ ID へのポインター" #: Editor/Src/AutoDocumentation.cpp:3007 msgctxt "From AutoDocumentation" msgid "The width of the texture." msgstr "テクスチャの幅" #: Editor/Src/AutoDocumentation.cpp:3011 msgctxt "From AutoDocumentation" msgid "X component of the vector." msgstr "ベクトルのX成分" #: Editor/Src/AutoDocumentation.cpp:3012 msgctxt "From AutoDocumentation" msgid "Y component of the vector." msgstr "ベクトルのY成分" #: Editor/Src/AutoDocumentation.cpp:3018 msgctxt "From AutoDocumentation" msgid "Z component of the vector." msgstr "ベクトルのZ成分" #: Editor/Src/AutoDocumentation.cpp:3022 msgctxt "From AutoDocumentation" msgid "W component of the vector." msgstr "ベクトルのW成分" #: Editor-Extra:Editor/Src/Commands/AssetsMenu.cpp msgid "Playables" msgstr "プレイアブル" #: Editor-Extra:Editor/Src/Commands/AssetsMenu.cpp msgid "C# Script" msgstr "C# スクリプト" #: Editor-Extra:class Section at PreferencesWindow.cs msgid "Keys" msgstr "キー" #: Editor-Extra:Create/Shader msgid "Image Effect Shader" msgstr "イメージエフェクトシェーダー" #: Editor-Extra:MenuItem/Edit/Frame Selected msgid "Frame Selected _f" msgstr "選択したものを中央に _f" #: Editor-Extra:MenuItem/Window/Previous Window msgid "Previous Window %#TAB" msgstr "前のウィンドウ %#TAB" #: Editor-Extra:for elements of array property msgid "Element 22" msgstr "要素 22" #: Editor-Extra:for elements of array property msgid "Element 19" msgstr "要素 19" #: Editor-Extra:for elements of array property msgid "Element 16" msgstr "要素 16" #: Editor-Extra:Editor/Src/Commands/EditSimulationCaps.cpp msgid "Shader Hardware Tier 1" msgstr "Shader Hardware Tier 1" #: Editor-Extra:for elements of array property msgid "Element 31" msgstr "要素 31" #: Editor-Extra:for elements of array property msgid "Element 20" msgstr "要素 20" #: Editor-Extra:PreferencesWindow msgid "Diagnostics" msgstr "診断" #: Editor-Extra:MenuItem/Edit/Duplicate msgid "Duplicate %d" msgstr "複製 %d" #: Editor-Extra:for elements of array property msgid "Element 17" msgstr "要素 17" #: Editor-Extra:Editor/Src/Commands/EditSimulationCaps.cpp msgid "Shader Model 4" msgstr "Shader Model 4" #: Editor-Extra:Create/Shader msgid "Standard Surface Shader" msgstr "標準サーフェスシェーダー" #: Editor-Extra:class Section at PreferencesWindow.cs msgid "GI Cache" msgstr "GI キャッシュ" #: Editor-Extra:MenuItem/Edit/Redo_with_action msgid "Redo %s %y" msgstr "やり直し %s %y" #: Editor-Extra:Editor/Src/Commands/AssetsMenu.cpp msgid "Javascript" msgstr "JavaScript" #: Editor-Extra:for elements of array property msgid "Element 12" msgstr "要素 12" #: Editor-Extra:for elements of array property msgid "Element 25" msgstr "要素 25" #: Editor-Extra:for elements of array property msgid "Element 29" msgstr "要素 29" #: Editor-Extra:Editor/Src/Commands/EditSimulationNetwork.cpp msgid "Network Emulation" msgstr "ネットワークエミュレーション" #: Editor-Extra:Editor/Src/Commands/EditSimulationNetwork.cpp msgid "ISDN" msgstr "ISDN" #: Editor-Extra:Editor/Src/Commands/EditSimulationNetwork.cpp msgid "Dial-Up" msgstr "ダイヤルアップ" #: Editor-Extra:class Section at PreferencesWindow.cs Editor-Missing:Missing detected runtime. msgid "Unity Services" msgstr "Unity Services" #: Editor-Extra:for elements of array property msgid "Element 11" msgstr "要素 11" #: Editor-Extra:for elements of array property msgid "Element 26" msgstr "要素 26" #: Editor-Extra:for elements of array property msgid "Element 15" msgstr "要素 15" #: Editor-Extra:for elements of array property msgid "Element 30" msgstr "要素 30" #: Editor-Extra:Editor/Src/ScriptCompilation/ScriptCompilationPipeline.cpp msgid "Recompile Editor Code, Editor and Bindings %k" msgstr "エディターコード、エディター、バインディングを再コンパイル %k" #: Editor-Extra:Editor/Src/Commands/EditSimulationCaps.cpp msgid "Shader Hardware Tier 3" msgstr "Shader Hardware Tier 3" #: Editor-Extra:MenuItem/Edit/Lock View to Selected msgid "Lock View to Selected #f" msgstr "選択対象にビューをロック #F" #: Editor-Extra:Camera Editor msgid "Clipping Pnaes" msgstr "クリップ面" #: Editor-Extra:for elements of array property msgid "Element 3" msgstr "要素 3" #: Editor-Extra:MenuItem/Edit/Undo_with_action msgid "Undo %s %z" msgstr "元に戻す %s %z" #: Editor-Extra:class Section at PreferencesWindow.cs msgid "External Tools" msgstr "外部ツール" #: Editor-Extra:Editor/Src/Commands/APIUpdaterMenu.cpp msgid "Run API Updater..." msgstr "API アップデータを実行..." #: Editor-Extra:for elements of array property msgid "Element 23" msgstr "要素 23" #: Editor-Extra:MenuItem/Edit/Redo msgid "Redo %y" msgstr "やり直し %y" #: Editor-Extra:MenuItem/Edit/Delete msgid "Delete #DEL" msgstr "削除 #DEL" #: Editor-Extra:for elements of array property msgid "Element 5" msgstr "要素 5" #: Editor-Extra:Editor/Src/Commands/EditSimulationCaps.cpp msgid "Shader Model 3" msgstr "Shader Model 3" #: Editor-Extra:for elements of array property msgid "Element 7" msgstr "要素 7" #: Editor-Extra:Editor/Src/GI/Progressive/PVRRuntimeManager.cpp msgid "Recompile RSLS Shaders %#l" msgstr "RSLS シェーダーを再コンパイル %#l" #: Editor-Extra:MenuItem/Window/Next Window msgid "Next Window %TAB" msgstr "次のウィンドウ %TAB" #: Editor-Extra:for elements of array property msgid "Element 13" msgstr "要素 13" #: Editor-Extra:for elements of array property msgid "Element 4" msgstr "要素 4" #: Editor-Extra:for elements of array property msgid "Element 10" msgstr "要素 10" #: Editor-Extra:for elements of array property msgid "Element 27" msgstr "要素27" #: Editor-Extra:for elements of array property msgid "Element 28" msgstr "要素28" #: Editor-Extra:Create/Shader msgid "Compute Shader" msgstr "コンピュートシェーダー" #: Editor-Extra:Editor/Src/Commands/EditSimulationNetwork.cpp msgid "DSL" msgstr "DSL" #: Editor-Extra:for elements of array property msgid "Element 24" msgstr "要素 24" #: Editor-Extra:for elements of array property msgid "Element 9" msgstr "要素 9" #: Editor-Extra:for elements of array property msgid "Element 0" msgstr "要素 0" #: Editor-Extra:Editor/Src/Commands/EditSimulationNetwork.cpp msgid "Broadband" msgstr "ブロードバンド" #: Editor-Extra:Editor/Src/Commands/AssetsMenu.cpp msgid "Playable C# Script" msgstr "プレイアブル C#スクリプト" #: Editor-Extra:class Section at PreferencesWindow.cs msgid "Language" msgstr "言語" #: Editor-Extra:for elements of array property msgid "Element 2" msgstr "要素 2" #: Editor-Extra:Create/Shader msgid "Unlit Shader" msgstr "Unlit シェーダー" #: Editor-Extra:Editor/Src/Commands/EditSimulationCaps.cpp msgid "No Emulation" msgstr "エミュレーションなし" #: Editor-Extra:for elements of array property msgid "Element 6" msgstr "要素 6" #: Editor-Extra:for elements of array property msgid "Element 21" msgstr "要素 21" #: Editor-Extra:for elements of array property msgid "Element 18" msgstr "要素 18" #: Editor-Extra:Editor/Src/Commands/EditSimulationCaps.cpp msgid "Shader Hardware Tier 2" msgstr "Shader Hardware Tier 2" #: Editor-Extra:for elements of array property msgid "Element 8" msgstr "要素 8" #: Editor-Extra:for elements of array property msgid "Element 14" msgstr "要素 14" #: Editor-Extra:Editor/Src/Commands/AssetsMenu.cpp msgid "Playable Asset C# Script " msgstr "プレイアブルアセット C#スクリプト" #: Editor-Extra:Editor/Src/Commands/AssetsMenu.cpp msgid "Playable Behaviour C# Script" msgstr "プレイアブルビヘイビア C# スクリプト" #: Editor-Extra:title label for PreferencesWindow msgid "Unity Preferences" msgstr "環境設定" #: Editor-Extra:for elements of array property msgid "Element 1" msgstr "要素 1" #: Editor-Extra:Editor/Src/Commands/EditSimulationCaps.cpp msgid "Shader Model 2" msgstr "Shader Model 2" #: Editor-Missing:Missing detected at runtime. msgid "Font Style" msgstr "フォントスタイル" #: Editor-Missing:Missing detected at runtime. msgid "The per-frame update mode for the body." msgstr "物体の更新に使用されるフレーム単位の更新モードです" #: Editor-Missing:Missing detected at runtime. msgid "Warn" msgstr "警告" #: Editor-Missing:Missing detected at runtime. msgid "23rd axis (Joysticks)" msgstr "第23軸 (ジョイスティック)" #: Editor-Missing:Missing detected at runtime. msgid "MaxDistance is the distance a sound stops attenuating at." msgstr "最長距離は減衰を停止する距離です" #: Editor-Missing:Missing detected at runtime. msgid "Graphics Tier" msgstr "グラフィックス階層" #: Editor-Missing:Missing detected at runtime. msgid "Z-Axis" msgstr "Z 軸" #: Editor-Missing:Missing detected at runtime. msgid "Unity Answers" msgstr "Unity Answers" #: Editor-Missing:Missing detected at runtime. msgid "Position and Rotation" msgstr "位置と回転" #: Editor-Missing:Missing detected at runtime. msgid "HoloLens Input Module" msgstr "HoloLens 入力モジュール" #: Editor-Missing:Missing detected at runtime. msgid "NetworkIdentity" msgstr "ネットワーク ID" #: Editor-Missing:Missing detected at runtime. msgid "Projection Angle" msgstr "投影角度" #: Editor-Missing:Missing detected at runtime. msgid "Toggle Group" msgstr "グループを切り替える" #: Editor-Missing:Missing detected at runtime. msgid "The damping used to reach the target. [ 0, infinity ]." msgstr "目標に到達するまでの間の減衰の値です。[0, 無限大]" #: Editor-Missing:Missing detected at runtime. msgid "The Export Raw button allows you to save the terrain’s heightmap to an image file in the RAW grayscale format. RAW format can be generated by third party terrain editing tools (such as Bryce) and can also be opened, edited and saved by Photoshop. This allows for sophisticated generation and editing of terrains outside Unity." msgstr "Raw形式でエクスポートのボタンで、RAWグレースケール形式の画像ファイルにTerrain(地形)の高さ情報を保存できます。RAW形式は、サードパーティのTerrain(地形)編集ツール(Bryceなど)で生成することも、Photoshopで編集して保存することもできます。これにより、Unity外部のTerrain(地形)の高度な生成と編集が可能になります" #: Editor-Missing:Missing detected at runtime. msgid "Toggles skybox, fog and lens flare effects." msgstr "スカイボックス、フォグ、レンズフレアの効果を切り替えます" #: Editor-Missing:Missing detected at runtime. msgid "Create Image" msgstr "画像の作成" #: Editor-Missing:Missing detected at runtime. msgid "|Leaf Group" msgstr "|葉グループ" #: Editor-Missing:Missing detected at runtime. msgid "Multi Line Submit" msgstr "状況による複数行" #: Editor-Missing:Missing detected at runtime. msgid "Submit" msgstr "提出" #: Editor-Missing:Missing detected at runtime. msgid "Create Scroll View" msgstr "スクロールビューの作成" #: Editor-Missing:Missing detected at runtime. msgid "Tall" msgstr "縦長" #: Editor-Missing:Missing detected at runtime. msgid "21st axis (Joysticks)" msgstr "第21軸 (ジョイスティック)" #: Editor-Missing:Missing detected at runtime. msgid "Multi Line Newline" msgstr "改行による複数行" #: Editor-Missing:Missing detected at runtime. msgid "Middle center" msgstr "中央" #: Editor-Missing:Missing detected at runtime. msgid "Font" msgstr "フォント" #: Editor-Missing:Missing detected at runtime. msgid "Constant Physical Size" msgstr "物理サイズ定数" #: Editor-Missing:Missing detected at runtime. msgid "Tool handles are in global rotation." msgstr "ツールハンドルはグローバル回転にあります" #: Editor-Missing:Missing detected at runtime. msgid "No Services Apply" msgstr "適用されるサービスはありません" #: Editor-Missing:Missing detected at runtime. msgid "Camera Far Plane" msgstr "カメラのファークリップ面" #: Editor-Missing:Missing detected at runtime. msgid "Allow MSAA" msgstr "MSAA を許可" #: Editor-Missing:Missing detected at runtime. msgid "Alphanumeric" msgstr "英数字順" #: Editor-Missing:Missing detected at runtime. msgid "Sets the shadowmask behaviour when using Shadowmask Mixed Lighting mode. Distance Shadowmask: Realtime shadows are used up to Shadow Distance, baked shadows after. Shadowmask: Static shadow casters always use baked shadows. Refer to documentation for further details." msgstr "シャドウマスク混合ライティングモードを使用するときのシャドウマスクの動作を設定します。距離シャドウマスク:リアルタイムの影はシャドウディスタンスまで使用され、その後はベイクされた影になります。シャドウマスク:静的なシャドウキャスターは常にベイクした影を使用します。詳細はドキュメントを参照してください。" #: Editor-Missing:Missing detected at runtime. msgid "Tango Mesh Reconstruction Server" msgstr "Tango メッシュ再構築サーバー" #: Editor-Missing:Missing detected at runtime. msgid "Collaborate" msgstr "Collaborate" #: Editor-Missing:Missing detected at runtime. msgid "The physics material used by the collider. Overrides any Rigidbody2D or global physics material." msgstr "コライダーが使用する物理マテリアル。Rigidbody2D、またはグローバル物理マテリアルを上書きします。" #: Editor-Missing:Missing detected at runtime. msgid "Create Dropdown" msgstr "ドロップダウンを作成" #: Editor-Missing:Missing detected at runtime. msgid "Visual Studio 2012" msgstr "Visual Studio 2012" #: Editor-Missing:Missing detected at runtime. msgid "Callbacks On Disable" msgstr "無効化時のコールバック" #: Editor-Missing:Missing detected at runtime. msgid "Built In Standard" msgstr "ビルトイン標準" #: Editor-Missing:Missing detected at runtime. msgid "Blend Probes And Skybox" msgstr "プローブとスカイボックスを混合" #: Editor-Missing:Missing detected at runtime. msgid "Go to the end of the timeline. (Shift+>)" msgstr "タイムラインの最後に移動します。(Shift+>)" #: Editor-Missing:Missing detected at runtime. msgid "Maximum torque the joint can withstand before breaking. Infinity means unbreakable. [ 0.001, infinity ]." msgstr "ジョイントが破壊されずに耐えられる最大のトルクです。無限大にすると破壊されません。[0.001, 無限大]" #: Editor-Missing:Missing detected at runtime. msgid "Total Mass" msgstr "総質量" #: Editor-Missing:Missing detected at runtime. msgid "No Cascades" msgstr "カスケードなし" #: Editor-Missing:Missing detected at runtime. msgid "Offset Z" msgstr "オフセット Z" #: Editor-Missing:Missing detected at runtime. msgid "Create InputField" msgstr "入力フィールドの作成" #: Editor-Missing:Missing detected at runtime. msgid "GvrAudioRoom" msgstr "Gvr オーディオルーム" #: Editor-Missing:Missing detected at runtime. msgid "Get Motion from all Joysticks" msgstr "すべてのジョイスティックの動きを取得" #: Editor-Missing:Missing detected at runtime. msgid "Async Upload Ring Buffer Size in MB." msgstr "非同期アップロードリングバッファサイズ(MB)" #: Editor-Missing:Missing detected at runtime. msgid "MainCamera" msgstr "メインカメラ" #: Editor-Missing:Missing detected at runtime. msgid "Vertical Layout Group" msgstr "垂直レイアウトグループ" #: Editor-Missing:Missing detected at runtime. msgid "Hand Tool" msgstr "ハンドツール" #: Editor-Missing:Missing detected at runtime. msgid "Set the source to loop. If loop points are defined in the clip, these will be respected." msgstr "ソースをループさせます。ループポイントがクリップで定義されていればそちらが採用されます。" #: Editor-Missing:Missing detected at runtime. msgid "Positive Button" msgstr "正方向ボタン" #: Editor-Missing:Missing detected at runtime. msgid "Chinese (Experimental)" msgstr "中国語 (実験的)" #: Editor-Missing:Missing detected at runtime. msgid "Use soft blending for particles?" msgstr "パーティクルにソフトブレンドを使用するか" #: Editor-Missing:Missing detected at runtime. msgid "Vertical Overflow" msgstr "垂直オーバーフロー" #: Editor-Missing:Missing detected at runtime. msgid "6th axis (Joysticks)" msgstr "第6軸 (ジョイスティック)" #: Editor-Missing:Missing detected at runtime. msgid "PlayerSettings" msgstr "プレイヤー設定" #: Editor-Missing:Missing detected at runtime. msgid "The size of the box." msgstr "ボックスのサイズ" #: Editor-Missing:Missing detected at runtime. msgid "Analytics" msgstr "分析" #: Editor-Missing:Missing detected at runtime. msgid "Don't Sync" msgstr "同期しない" #: Editor-Missing:Missing detected at runtime. msgid "Underwater" msgstr "水中" #: Editor-Missing:Missing detected at runtime. msgid "17th axis (Joysticks)" msgstr "第17軸 (ジョイスティック)" #: Editor-Missing:Missing detected at runtime. msgid "Canvas Scaler (Script)" msgstr "Canvas Scaler (スクリプト)" #: Editor-Missing:Missing detected at runtime. msgid "Forest" msgstr "森林" #: Editor-Missing:Missing detected at runtime. msgid "Shadow projection" msgstr "影の投影法" #: Editor-Missing:Missing detected at runtime. msgid "Tool handles are in active object's rotation." msgstr "ツールハンドルはアクティブなオブジェクトの回転にあります" #: Editor-Missing:Missing detected at runtime. msgid "Alt Negative Button" msgstr "負方向ボタン (副)" #: Editor-Missing:Missing detected at runtime. msgid "Smooth the terrain height." msgstr "Terrain (地形) の高さを滑らかにします" #: Editor-Missing:Missing detected at runtime. msgid "Check Method" msgstr "確認方法" #: Editor-Missing:Missing detected at runtime. msgid "Redo " msgstr "やり直し" #: Editor-Missing:Missing detected at runtime. msgid "Screen Space - Overlay" msgstr "スクリーンスペース - オーバーレイ" #: Editor-Missing:Missing detected at runtime. msgid "Lower left" msgstr "左下" #: Editor-Missing:Missing detected at runtime. msgid "PhysicsManager" msgstr "物理設定" #: Editor-Missing:Missing detected at runtime. msgid "Custom Provided" msgstr "カスタム" #: Editor-Missing:Missing detected at runtime. msgid "This tree uses multiple bark shaders but only one bark shader can be used on a tree. Select which bark shader to apply to all the bark materials used by this tree.|" msgstr "この樹木は樹皮(bark)のシェーダーを複数使用していますが、各樹木には1つの樹皮のシェーダーしか使用できません。この樹木の樹皮のマテリアルすべてに適用する樹皮シェーダー1つを選択してください。" #: Editor-Missing:Missing detected at runtime. msgid "Angular YZ Drive" msgstr "角度 YZ 駆動" #: Editor-Missing:Missing detected at runtime. msgid "Occludee Static" msgstr "静的被遮蔽物にする" #: Editor-Missing:Missing detected at runtime. msgid "Base Input" msgstr "基本入力" #: Editor-Missing:Missing detected at runtime. msgid "Hierachy Stats" msgstr "ヒエラルキー統計" #: Editor-Missing:Missing detected at runtime. msgid "English" msgstr "英語" #: Editor-Missing:Missing detected at runtime. msgid "Connected Mass Scale" msgstr "接続した質量のスケール" #: Editor-Missing:Missing detected at runtime. msgid "Sprite Mask" msgstr "スプライトマスク" #: Editor-Missing:Missing detected at runtime. msgid "Build & Run %b" msgstr "ビルドして実行 %b" #: Editor-Missing:Missing detected at runtime. msgid "How fast compared to the real time does the game time progress (1.0 is realtime, .5 slow motion) [ 0, 100 ]." msgstr "現実時間とゲーム時間の進行速度との比(1.0が現実時間、0.5はスローモーション)。[0, 100]" #: Editor-Missing:Missing detected at runtime. msgid "Dizzy" msgstr "めまい" #: Editor-Missing:Missing detected at runtime. msgid "Left Foot" msgstr "左足" #: Editor-Missing:Missing detected at runtime. msgid "Eighth Res" msgstr "1/8 解像度" #: Editor-Missing:Missing detected at runtime. msgid "Motion Vector generation mode." msgstr "モーションベクトル生成モード" #: Editor-Missing:Missing detected at runtime. msgid "Line Spacing" msgstr "行間隔" #: Editor-Missing:Missing detected at runtime. msgid "Four Cascades" msgstr "カスケード 4 つ" #: Editor-Missing:Missing detected at runtime. msgid "Metal" msgstr "Metal" #: Editor-Missing:Missing detected at runtime. msgid "Parkinglot" msgstr "駐車場" #: Editor-Missing:Missing detected at runtime. msgid "Built In Legacy Specular" msgstr "ビルトインスペキュラー (旧型)" #: Editor-Missing:Missing detected at runtime. msgid "Best latency" msgstr "最小の遅延" #: Editor-Missing:Missing detected at runtime. msgid "Languages" msgstr "言語" #: Editor-Missing:Missing detected at runtime. msgid "Respawn" msgstr "再発生" #: Editor-Missing:Missing detected at runtime. msgid "Full Res" msgstr "フル解像度" #: Editor-Missing:Missing detected at runtime. msgid "Dolly" msgstr "ドリー" #: Editor-Missing:Missing detected at runtime. msgid "Selectable" msgstr "選択可能" #: Editor-Missing:Missing detected at runtime. msgid "Angular Y Limit" msgstr "角度 Y 制限" #: Editor-Missing:Missing detected at runtime. msgid "Untagged" msgstr "タグのない" #: Editor-Missing:Missing detected at runtime. msgid "Joystick 6" msgstr "ジョイスティック 6" #: Editor-Missing:Missing detected at runtime. msgid "X-Axis" msgstr "X 軸" #: Editor-Missing:Missing detected at runtime. msgid "Enables the persistent contact manifolds for contact generation. Otherwise, all contacts are being regenerated every frame." msgstr "複数接触情報の保持を有効にします。無効の場合、すべての接触情報がフレームごとに再生成されます" #: Editor-Missing:Missing detected at runtime. msgid "Half Res" msgstr "半解像度" #: Editor-Missing:Missing detected at runtime. msgid "Cull Completely" msgstr "完全に除外" #: Editor-Missing:Missing detected at runtime. msgid "Rotation Drive Mode" msgstr "回転制御モード" #: Editor-Missing:Missing detected at runtime. msgid "Limited" msgstr "制限された" #: Editor-Missing:Missing detected at runtime. msgid "HideSelectedItems" msgstr "選択したアイテムを非表示にする" #: Editor-Missing:Missing detected at runtime. msgid "Time To Sleep" msgstr "スリープ時間" #: Editor-Missing:Missing detected at runtime. msgid "Connected Anchor" msgstr "接続されたアンカー" #: Editor-Missing:Missing detected at runtime. msgid "Angular Z Limit" msgstr "角度 Z 制限" #: Editor-Missing:Missing detected at runtime. msgid "Frame Selected" msgstr "選択したものを中央に" #: Editor-Missing:Missing detected at runtime. msgid "Baumgarte Time Of Impact Scale" msgstr "バウムガルテ (Baumgarte) インパクト発生時間スケール" #: Editor-Missing:Missing detected at runtime. msgid "Network Lobby Manager (Script)" msgstr "ネットワークロビーマネージャー (スクリプト)" #: Editor-Missing:Missing detected at runtime. msgid "Alley" msgstr "路地" #: Editor-Missing:Missing detected at runtime. msgid "|Branch Group" msgstr "|枝グループ" #: Editor-Missing:Missing detected at runtime. msgid "Min Size" msgstr "最小サイズ" #: Editor-Missing:Missing detected at runtime. msgid "GUI Text" msgstr "GUI テキスト" #: Editor-Missing:Missing detected at runtime. msgid "Physics 2D Raycaster" msgstr "2D 物理レイキャスター" #: Editor-Missing:Missing detected at runtime. msgid "Whether the collider is used by an attached effector or not." msgstr "コライダーが接続されたエフェクターに使用されるかどうか" #: Editor-Missing:Missing detected at runtime. msgid "How long the tail should be (seconds) [ 0, infinity ]." msgstr "トレイルの長さ(秒) [0, 無限大]" #: Editor-Missing:Missing detected at runtime. msgid "Bathroom" msgstr "浴室" #: Editor-Missing:Missing detected at runtime. msgid "Display 1" msgstr "ディスプレイ 1" #: Editor-Missing:Missing detected at runtime. msgid "Joystick 1" msgstr "ジョイスティック 1" #: Editor-Missing:Missing detected at runtime. msgid "Hard Shadows" msgstr "ハードシャドウ" #: Editor-Missing:Missing detected at runtime. msgid "GraphicsSettings" msgstr "グラフィックス設定" #: Editor-Missing:Missing detected at runtime. msgid "Whether the collider can be used by an attached composite collider or not." msgstr "コライダーが、接続された複合コライダーを利用するかどうか" #: Editor-Missing:Missing detected at runtime. msgid "Stereo" msgstr "ステレオ" #: Editor-Missing:Missing detected at runtime. msgid "QualitySettings" msgstr "品質設定" #: Editor-Missing:Missing detected at runtime. msgid "Mouse Y" msgstr "マウス Y" #: Editor-Missing:Missing detected at runtime. msgid "GameController" msgstr "ゲーム管理" #: Editor-Missing:Missing detected at runtime. msgid "Cube (Mesh Filter)" msgstr "キューブ (メッシュフィルター)" #: Editor-Missing:Missing detected at runtime. msgid "Create Slider" msgstr "スライダーを作成" #: Editor-Missing:Missing detected at runtime. msgid "Content Size Fitter" msgstr "コンテンツサイズ調節" #: Editor-Missing:Missing detected at runtime. msgid "15th axis (Joysticks)" msgstr "第15軸 (ジョイスティック)" #: Editor-Missing:Missing detected at runtime. msgid "Unrestricted" msgstr "制限なし" #: Editor-Missing:Missing detected at runtime. msgid "Mouse ScrollWheel" msgstr "マウススクロールホイール" #: Editor-Missing:Missing detected at runtime. msgid "Drag Threshold" msgstr "ドラッグしきい値" #: Editor-Missing:Missing detected at runtime. msgid "Hide Others %&h" msgstr "他を非表示 %&h" #: Editor-Missing:Missing detected at runtime. msgid "Key or Mouse Button" msgstr "キーまたはマウスボタン" #: Editor-Missing:Missing detected at runtime. msgid "0: Default" msgstr "0: デフォルト" #: Editor-Missing:Missing detected at runtime. msgid "Cancel Button" msgstr "キャンセルボタン" #: Editor-Missing:Missing detected at runtime. msgid "Which layers the camera does render." msgstr "カメラが描画するレイヤー" #: Editor-Missing:Missing detected at runtime. msgid "Round Robin" msgstr "ラウンドロビン" #: Editor-Missing:Missing detected at runtime. msgid "Upper right" msgstr "右上" #: Editor-Missing:Missing detected at runtime. msgid "Scale the selected objects." msgstr "選択したオブジェクトを拡大/縮小します" #: Editor-Missing:Missing detected at runtime. msgid "When this flag is set, multi-channel audio will be downmixed to a mono track before packing." msgstr "これが有効の場合は、マルチチャンネルオーディオはパッキング前にモノラルにダウンミックスされます" #: Editor-Missing:Missing detected at runtime. msgid "Within the minDistance, the volume will stay at the loudest possible. Outside of this mindistance it begins to attenuate." msgstr "最短距離以下では最大音量を維持します。それ以上離れると減衰し始めます。" #: Editor-Missing:Missing detected at runtime. msgid "Free" msgstr "フリー" #: Editor-Missing:Missing detected at runtime. msgid "UnityEngine.EventSystems" msgstr "UnityEngine.EventSystems" #: Editor-Missing:Missing detected at runtime. msgid "Canvas Renderer" msgstr "キャンバスレンダラー" #: Editor-Missing:Missing detected at runtime. msgid "Allow real-time rendering of Reflection Probes?" msgstr "リフレクションプローブのリアルタイムレンダリングを許可するか" #: Editor-Missing:Missing detected at runtime. msgid "Place trees" msgstr "樹木を置きます" #: Editor-Missing:Missing detected at runtime. msgid "Force Module Active" msgstr "フォースモジュール有効" #: Editor-Missing:Missing detected at runtime. msgid "8th axis (Joysticks)" msgstr "第8軸 (ジョイスティック)" #: Editor-Missing:Missing detected at runtime. msgid "Should the one-way collision behaviour be used? When true, an object considered moving 'up' through the effector, won't collide however an object considered moving 'down' will." msgstr "一方向の衝突動作を使用しますか? 有効の場合、オブジェクトはエフェクターを通って上に移動するとみなされますが、オブジェクトは下に移動すると見なされます" #: Editor-Missing:Missing detected at runtime. msgid "Fit Horizontally" msgstr "水平方向に合わせる" #: Editor-Missing:Missing detected at runtime. msgid "Preserve Sample Rate" msgstr "サンプルレートを保存" #: Editor-Missing:Missing detected at runtime. msgid "Disabling joints preprocessing helps stabilizing impossible-to-fulfil configurations." msgstr "ジョイントのプリプロセスを無効にすると、完全な実行が不可能な設定がいくらか安定します。" #: Editor-Missing:Missing detected at runtime. msgid "Toggle (Script)" msgstr "Toggle (スクリプト)" #: Editor-Missing:Missing detected at runtime. msgid "Graphic Raycaster" msgstr "グラフィックスレイキャスター" #: Editor-Missing:Missing detected at runtime. msgid "NetworkMigrationManager" msgstr "ネットワークマイグレーションマネージャー" #: Editor-Missing:Missing detected at runtime. msgid "Raw Image (Script)" msgstr "Raw Image (スクリプト)" #: Editor-Missing:Missing detected at runtime. msgid "4th axis (Joysticks)" msgstr "第4軸 (ジョイスティック)" #: Editor-Missing:Missing detected at runtime. msgid "Network Address" msgstr "ネットワークアドレス" #: Editor-Missing:Missing detected at runtime. msgid "Top To Bottom" msgstr "上から下" #: Editor-Missing:Missing detected at runtime. msgid "|Node Count" msgstr "|ノード数" #: Editor-Missing:Missing detected at runtime. msgid "Force Hidden" msgstr "強制非表示" #: Editor-Missing:Missing detected at runtime. msgid "Vis Update Interval" msgstr "Vis 更新インターバル" #: Editor-Missing:Missing detected at runtime. msgid "25th axis (Joysticks)" msgstr "第25軸 (ジョイスティック)" #: Editor-Missing:Missing detected at runtime. msgid "Toggle Transition" msgstr "遷移を切り替える" #: Editor-Missing:Missing detected at runtime. msgid "Self Collision Stiffness" msgstr "セルフコリジョン硬さ" #: Editor-Missing:Missing detected at runtime. msgid "Create Panel" msgstr "パネルを作成" #: Editor-Missing:Missing detected at runtime. msgid "7th axis (Joysticks)" msgstr "第7軸 (ジョイスティック)" #: Editor-Missing:Missing detected at runtime. msgid "Angular X Limit Spring" msgstr "角度 X スプリング制限" #: Editor-Missing:Missing detected at runtime. msgid "Spatial Mapping Collider" msgstr "立体マッピングコライダー" #: Editor-Missing:Missing detected at runtime. msgid "Set as last sibling" msgstr "同階層の最後に移動" #: Editor-Missing:Missing detected at runtime. msgid "Single Line" msgstr "単一ライン" #: Editor-Missing:Missing detected at runtime. msgid "Scene Filter:" msgstr "シーンフィルター" #: Editor-Missing:Missing detected at runtime. msgid "Rect Mask 2D" msgstr "矩形マスク 2D" #: Editor-Missing:Missing detected at runtime. msgid "Network View" msgstr "ネットワークビュー" #: Editor-Missing:Missing detected at runtime. msgid "Physics Raycaster" msgstr "物理レイキャスター" #: Editor-Missing:Missing detected at runtime. msgid "A contact with a relative velocity below this will not bounce." msgstr "これ以下の相対速度の接触では反発しません" #: Editor-Missing:Missing detected at runtime. msgid "Paint the terrain texture." msgstr "Terrain(地形)テクスチャをペイントします。" #: Editor-Missing:Missing detected at runtime. msgid "Build Settings..." msgstr "ビルド設定..." #: Editor-Missing:Missing detected at runtime. msgid "WinMerge" msgstr "WinMerge" #: Editor-Missing:Missing detected at runtime. msgid "The rotational offset angle from the local 'up'. This allows both the surface and sides to be rotated in local-space." msgstr "ローカルの「上」からの回転オフセット角度。これにより表面と側面の両方をローカル空間で回転させることができます" #: Editor-Missing:Missing detected at runtime. msgid "Event System (Script)" msgstr "Event System (スクリプト)" #: Editor-Missing:Missing detected at runtime. msgid "Scroll Rect" msgstr "スクロール矩形" #: Editor-Missing:Missing detected at runtime. msgid "Hide Selected Items" msgstr "選択したアイテムを非表示にする" #: Editor-Missing:Missing detected at runtime. msgid "Angular Y Motion" msgstr "角度 Y モーション" #: Editor-Missing:Missing detected at runtime. msgid "Reset Packages to defaults" msgstr "パッケージをデフォルトにリセット" #: Editor-Missing:Missing detected at runtime. msgid "10th axis (Joysticks)" msgstr "第10軸 (ジョイスティック)" #: Editor-Missing:Missing detected at runtime. msgid "Mass Scale" msgstr "質量スケール" #: Editor-Missing:Missing detected at runtime. msgid "Native Plugin" msgstr "ネイティブプラグイン" #: Editor-Missing:Missing detected at runtime. msgid "Decompress On Load" msgstr "ロード時に解凍" #: Editor-Missing:Missing detected at runtime. msgid "A camera with a larger depth is drawn on top of a camera with a smaller depth [ -100, 100 ]." msgstr "深度値がより大きいカメラによる描画が、深度値がより小さいカメラによる描画を上書きします。[-100, 100]" #: Editor-Missing:Missing detected at runtime. msgid "Velocity Iterations" msgstr "速度算出の反復数" #: Editor-Missing:Missing detected at runtime. msgid "Prologic DTS" msgstr "プロロジック DTS" #: Editor-Missing:Missing detected at runtime. msgid "ZX" msgstr "ZX" #: Editor-Missing:Missing detected at runtime. msgid "Target Graphic" msgstr "ターゲットグラフィックス" #: Editor-Missing:Missing detected at runtime. msgid "Enable PCM" msgstr "PCMを有効にする" #: Editor-Missing:Missing detected at runtime. msgid "UnityEngine.PerformanceTesting" msgstr "UnityEngine.PerformanceTesting" #: Editor-Missing:Missing detected at runtime. msgid "NetworkStartPosition" msgstr "ネットワーク開始位置" #: Editor-Missing:Missing detected at runtime. msgid "Maximum force the joint can withstand before breaking. Infinity means unbreakable. [ 0.001, infinity ]." msgstr "ジョイントが破壊されずに耐えられる最大外力です。無限大にすると破壊されません。[0.001, 無限大]" #: Editor-Missing:Missing detected at runtime. msgid "Very High Resolution" msgstr "超高解像度" #: Editor-Missing:Missing detected at runtime. msgid "Cloth" msgstr "クロス" #: Editor-Missing:Missing detected at runtime. msgid "Bone count for mesh skinning" msgstr "メッシュスキニングのボーン数" #: Editor-Missing:Missing detected at runtime. msgid "Hard Shadows Only" msgstr "ハードシャドウのみ" #: Editor-Missing:Missing detected at runtime. msgid "Text Mesh" msgstr "テキストメッシュ" #: Editor-Missing:Missing detected at runtime. msgid "Fit Inside" msgstr "内側にフィット" #: Editor-Missing:Missing detected at runtime. msgid "Touch Input Module" msgstr "タッチ入力モジュール" #: Editor-Missing:Missing detected at runtime. msgid "The width of the Camera’s view angle, measured in degrees along the local Y axis." msgstr "カメラのビュー角度の幅。ローカルY軸に沿って度で測定されます" #: Editor-Missing:Missing detected at runtime. msgid "Dropdown (Script)" msgstr "Dropdown (スクリプト)" #: Editor-Missing:Missing detected at runtime. msgid "Mutes the sound." msgstr "サウンドをミュート" #: Editor-Missing:Missing detected at runtime. msgid "Stoneroom" msgstr "石の部屋" #: Editor-Missing:Missing detected at runtime. msgid "Send Navigation Events" msgstr "ナビゲーションイベントの送信" #: Editor-Missing:Missing detected at runtime. msgid "Please update, there are server changes." msgstr "アップデートしてください、サーバー側の変更があります" #: Editor-Missing:Missing detected at runtime. msgid "Constant Pixel Size" msgstr "ピクセルサイズ定数" #: Editor-Missing:Missing detected at runtime. msgid "Named Control" msgstr "名前付き制御" #: Editor-Missing:Missing detected at runtime. msgid "Editor Settings" msgstr "エディター設定" #: Editor-Missing:Missing detected at runtime. msgid "Truncate" msgstr "切り詰める" #: Editor-Missing:Missing detected at runtime. msgid "No Scaling" msgstr "スケーリングなし" #: Editor-Missing:Missing detected at runtime. msgid "Profiler %7" msgstr "プロファイラー %7" #: Editor-Missing:Missing detected at runtime. msgid "Collab" msgstr "Collab" #: Editor-Missing:Missing detected at runtime. msgid "Discrete" msgstr "非連続的" #: Editor-Missing:Missing detected at runtime. msgid "Blocking Mask" msgstr "ブロッキングマスク" #: Editor-Missing:Missing detected at runtime. msgid "When to enable anisotropic texturing" msgstr "異方性テクスチャが有効になる条件" #: Editor-Missing:Missing detected at runtime. msgid "Create Text" msgstr "テキストを作成" #: Editor-Missing:Missing detected at runtime. msgid "4 Bones" msgstr "4 ボーン" #: Editor-Missing:Missing detected at runtime. msgid "Projection Mode" msgstr "投影モード" #: Editor-Missing:Missing detected at runtime. msgid "Best performance" msgstr "ベストパフォーマンス" #: Editor-Missing:Missing detected at runtime. msgid "First Selected" msgstr "最初の選択" #: Editor-Missing:Missing detected at runtime. msgid "URL of the VRPN server." msgstr "VRPNサーバーのURL" #: Editor-Missing:Missing detected at runtime. msgid "Concerthall" msgstr "コンサートホール" #: Editor-Missing:Missing detected at runtime. msgid "Surround 7.1" msgstr "サラウンド 7.1" #: Editor-Missing:Missing detected at runtime. msgid "20th axis (Joysticks)" msgstr "第20軸 (ジョイスティック)" #: Editor-Missing:Missing detected at runtime. msgid "Livingroom" msgstr "リビングルーム" #: Editor-Missing:Missing detected at runtime. msgid "Good latency" msgstr "良好な遅延" #: Editor-Missing:Missing detected at runtime. msgid "Sphere (Mesh Filter)" msgstr "スフィア (メッシュフィルター)" #: Editor-Missing:Missing detected at runtime. msgid "Create Empty Game Object" msgstr "空のゲームオブジェクトを生成" #: Editor-Missing:Missing detected at runtime. msgid "Screen anti aliasing" msgstr "スクリーンアンチエイリアス" #: Editor-Missing:Missing detected at runtime. msgid "The texture to render this camera into." msgstr "このカメラが描画するテクスチャ" #: Editor-Missing:Missing detected at runtime. msgid "Logarithmic Rolloff" msgstr "対数的なロールオフ" #: Editor-Missing:Missing detected at runtime. msgid "(Deprecated)" msgstr "(非推奨)" #: Editor-Missing:Missing detected at runtime. msgid "Carpetted Hallway" msgstr "絨毯のあるホール" #: Editor-Missing:Missing detected at runtime. msgid "API Only" msgstr "API のみ" #: Editor-Missing:Missing detected at runtime. msgid "Whether the collider behaves as a trigger or not." msgstr "コライダーがトリガーとして動作するかどうか" #: Editor-Missing:Missing detected at runtime. msgid "Decimal Number" msgstr "10 進数" #: Editor-Missing:Missing detected at runtime. msgid "Reflection Probe Static" msgstr "リフレクションプローブ事前計算に含む" #: Editor-Missing:Missing detected at runtime. msgid "Baumgarte Scale" msgstr "バウムガルテ (Baumgarte) スケール" #: Editor-Missing:Missing detected at runtime. msgid "Quarter Res" msgstr "1/4 解像度" #: Editor-Missing:Missing detected at runtime. msgid "The collision detection mode for the body." msgstr "物体の衝突判定モード" #: Editor-Missing:Missing detected at runtime. msgid "EditorOnly" msgstr "エディター専用" #: Editor-Missing:Missing detected at runtime. msgid "Color Tint" msgstr "色" #: Editor-Missing:Missing detected at runtime. msgid "Shadow drawing distance." msgstr "影の描画距離" #: Editor-Missing:Missing detected at runtime. msgid "Save As..." msgstr "別名で保存..." #: Editor-Missing:Missing detected at runtime. msgid "Custom Axis" msgstr "カスタム軸" #: Editor-Missing:Missing detected at runtime. msgid "ReadWriteProtection" msgstr "読み取り書き込み保護" #: Editor-Missing:Missing detected at runtime. msgid "Tango Spatial Mapper" msgstr "Tango 立体化マッパー" #: Editor-Missing:Missing detected at runtime. msgid "Position As UV1 (Script)" msgstr "Position As UV1 (スクリプト)" #: Editor-Missing:Missing detected at runtime. msgid "Tab Size" msgstr "タブサイズ" #: Editor-Missing:Missing detected at runtime. msgid "Vertical Axis" msgstr "垂直軸" #: Editor-Missing:Missing detected at runtime. msgid "Direct" msgstr "直接" #: Editor-Missing:Missing detected at runtime. msgid "2 Bones" msgstr "2 ボーン" #: Editor-Missing:Missing detected at runtime. msgid "Text (Script)" msgstr "Text (スクリプト)" #: Editor-Missing:Missing detected at runtime. msgid "XR" msgstr "XR" #: Editor-Missing:Missing detected at runtime. msgid "Spatial Mapping Renderer" msgstr "立体マッピングレンダラー" #: Editor-Missing:Missing detected at runtime. msgid "Unity Logo Below" msgstr "Unity ロゴ" #: Editor-Missing:Missing detected at runtime. msgid "4 Split" msgstr "4 分割" #: Editor-Missing:Missing detected at runtime. msgid "Hidden By Default" msgstr "デフォルトで非表示" #: Editor-Missing:Missing detected at runtime. msgid "TransparentFX" msgstr "透明 FX" #: Editor-Missing:Missing detected at runtime. msgid "Bold" msgstr "太字" #: Editor-Missing:Missing detected at runtime. msgid "Upper left" msgstr "左上" #: Editor-Missing:Missing detected at runtime. msgid "Default-LowResolution" msgstr "デフォルトの低解像度" #: Editor-Missing:Missing detected at runtime. msgid "Middle left" msgstr "中央左" #: Editor-Missing:Missing detected at runtime. msgid "Holo Lens Input" msgstr "ホロレンズ入力" #: Editor-Missing:Missing detected at runtime. msgid "Shadow resolution" msgstr "影の解像度" #: Editor-Missing:Missing detected at runtime. msgid "The linear drag coefficient. 0 means no damping. [ 0, 1000000 ]." msgstr "線形抗力係数。0は減衰がないことを意味します。[0, 1000000]" #: Editor-Missing:Missing detected at runtime. msgid "Input Actions Per Second" msgstr "入力アクション数/秒" #: Editor-Missing:Missing detected at runtime. msgid "Depth only" msgstr "深度のみ" #: Editor-Missing:Missing detected at runtime. msgid "5: UI" msgstr "5: UI" #: Editor-Missing:Missing detected at runtime. msgid "ZY" msgstr "ZY" #: Editor-Missing:Missing detected at runtime. msgid "Navigation Static" msgstr "ナビゲーション事前計算に含む" #: Editor-Missing:Missing detected at runtime. msgid "Bold and Italic" msgstr "太字斜体" #: Editor-Missing:Missing detected at runtime. msgid "Baked Global Illumination is Enabled but there are no Static Meshes or Terrains in the Scene. Please enable the Lightmap Static property on the meshes you want included in baked lighting." msgstr "ベイクしたグローバルイルミネーションは使用可能ですが、シーンに静的メッシュ、または、静的Terrain(地形)がありません。ベイクしたライティングに加えたいメッシュのライトマップ静的プロパティを有効にしてください。" #: Editor-Missing:Missing detected at runtime. msgid "Terrain" msgstr "Terrain (地形)" #: Editor-Missing:Missing detected at runtime. msgid "Free Cpu Per Frame Measurement Script" msgstr "フレームごとのCPU空き時間を計測するスクリプト" #: Editor-Missing:Missing detected at runtime. msgid "Y-Axis" msgstr "Y 軸" #: Editor-Missing:Missing detected at runtime. msgid "NetworkProximityChecker" msgstr "ネットワーク近接性チェッカー" #: Editor-Missing:Missing detected at runtime. msgid "UV2" msgstr "UV2" #: Editor-Missing:Missing detected at runtime. msgid "Play the timeline (Space)." msgstr "タイムラインを再生します。(スペースキー)" #: Editor-Missing:Missing detected at runtime. msgid "Enables the force which improves the stability of large stacks." msgstr "積み重ねた際の安定性を向上させる外力を有効にします" #: Editor-Missing:Missing detected at runtime. msgid "2x Multi Sampling" msgstr "2x マルチサンプリング" #: Editor-Missing:Missing detected at runtime. msgid "Camera Near Plane" msgstr "カメラのニアクリップ面" #: Editor-Missing:Missing detected at runtime. msgid "Player Prefab" msgstr "プレイヤープレハブ" #: Editor-Missing:Missing detected at runtime. msgid "Horizontal Overflow" msgstr "水平オーバーフロー" #: Editor-Missing:Missing detected at runtime. msgid "The local offset of the collider geometry." msgstr "コライダージオメトリのローカルオフセット。" #: Editor-Missing:Missing detected at runtime. msgid "Player Spawn Method" msgstr "プレイヤースポーン方法" #: Editor-Missing:Missing detected at runtime. msgid "Ignore Raycast" msgstr "レイキャスト無視" #: Editor-Missing:Missing detected at runtime. msgid "Swing 2 Limit" msgstr "スイングの制限 2" #: Editor-Missing:Missing detected at runtime. msgid "NetworkTransform" msgstr "ネットワークトランスフォーム" #: Editor-Missing:Missing detected at runtime. msgid "Billboard Renderer" msgstr "ビルボードレンダラー" #: Editor-Missing:Missing detected at runtime. msgid "Left Elbow" msgstr "左ひじ" #: Editor-Missing:Missing detected at runtime. msgid "Number of rays to cast for approximate world collisions." msgstr "ワールドの衝突を近似するためにキャストするレイの数" #: Editor-Missing:Missing detected at runtime. msgid "Hard and Soft Shadows" msgstr "ハードおよびソフトシャドウ" #: Editor-Missing:Missing detected at runtime. msgid "Auto Hide And Expand Viewport" msgstr "自動非表示とビューポート拡張" #: Editor-Missing:Missing detected at runtime. msgid "The scale to apply to the inverse mass and inertia tensor of the connected body. [ 0.00001, infinity ]." msgstr "接続された物体の質量の逆数と慣性テンソルに適用するスケールです。[0.00001, 無限大]" #: Editor-Missing:Missing detected at runtime. msgid "Plain" msgstr "Plain" #: Editor-Missing:Missing detected at runtime. msgid "Raise and lower the terrain height." msgstr "Terrain(地形)の高さを上げ下げします" #: Editor-Missing:Missing detected at runtime. msgid "Rename GameObject" msgstr "ゲームオブジェクト名を変更" #: Editor-Missing:Missing detected at runtime. msgid "Sewerpipe" msgstr "下水管" #: Editor-Missing:Missing detected at runtime. msgid "Self Collision Distance" msgstr "セルフコリジョン距離" #: Editor-Missing:Missing detected at runtime. msgid "Stone Corridor" msgstr "石の廊下" #: Editor-Missing:Missing detected at runtime. msgid "Async Upload TimeSlice in Milliseconds." msgstr "非同期アップロードタイムスライス(ミリ秒)" #: Editor-Missing:Missing detected at runtime. msgid "Simple" msgstr "シンプル" #: Editor-Missing:Missing detected at runtime. msgid "Default Solver Velocity Iterations" msgstr "デフォルトソルバー速度反復数" #: Editor-Missing:Missing detected at runtime. msgid "Korean (Experimental)" msgstr "韓国語 (実験的)" #: Editor-Missing:Missing detected at runtime. msgid "Physics 3D" msgstr "3D 物理" #: Editor-Missing:Missing detected at runtime. msgid "Joystick 11" msgstr "ジョイスティック 11" #: Editor-Missing:Missing detected at runtime. msgid "Default Contact Offset" msgstr "デフォルト接続オフセット" #: Editor-Missing:Missing detected at runtime. msgid "Show Selected Items" msgstr "選択したアイテムを表示" #: Editor-Missing:Missing detected at runtime. msgid "Fullscreen Window With Menu Bar And Dock" msgstr "メニューバーとドックつきの全画面" #: Editor-Missing:Missing detected at runtime. msgid "1: TransparentFX" msgstr "1: 透明 FX" #: Editor-Missing:Missing detected at runtime. msgid "There are removed tags. They will be removed from this list the next time the project is loaded." msgstr "いくつかのタグが削除されています。プロジェクトが読み込まれる際にリストから消えます" #: Editor-Missing:Missing detected at runtime. msgid "Right Hips" msgstr "右腰" #: Editor-Missing:Missing detected at runtime. msgid "Default Solver Iterations" msgstr "デフォルトソルバー反復数" #: Editor-Missing:Missing detected at runtime. msgid "Left Hips" msgstr "左腰" #: Editor-Missing:Missing detected at runtime. msgid "When the joint hits the limit. This will determine how bouncy it will be. [ 0, 1 ]." msgstr "ジョイントが限界に達したときの弾力性を決定します。[0, 1]" #: Editor-Missing:Missing detected at runtime. msgid "Built In Legacy Diffuse" msgstr "ビルトインのディフューズ (旧型)" #: Editor-Missing:Missing detected at runtime. msgid "The tool handle is placed at the active object's pivot point." msgstr "ツールハンドルは、選択されたオブジェクトのピボットポイントに配置されます" #: Editor-Missing:Missing detected at runtime. msgid "Stable Fit" msgstr "安定重視" #: Editor-Missing:Missing detected at runtime. msgid "|Tree Root Node" msgstr "|ツリールートのノード" #: Editor-Missing:Missing detected at runtime. msgid "The physics material used by all attached colliders. Overrides any global physics material." msgstr "アタッチされているすべてのコライダーが使用する物理マテリアル。グローバルな物理マテリアルをオーバーライドします" #: Editor-Missing:Missing detected at runtime. msgid "Cutout" msgstr "切り抜き" #: Editor-Missing:Missing detected at runtime. msgid "Continuous Dynamic" msgstr "連続的かつ動的" #: Editor-Missing:Missing detected at runtime. msgid "24th axis (Joysticks)" msgstr "第24軸 (ジョイスティック)" #: Editor-Missing:Missing detected at runtime. msgid "Game Time" msgstr "ゲーム時間" #: Editor-Missing:Missing detected at runtime. msgid "Please fix your conflicts prior to publishing." msgstr "パブリッシュする前に競合を解決してください" #: Editor-Missing:Missing detected at runtime. msgid "Set the terrain height." msgstr "Terrain(地形)の高さを設定します" #: Editor-Missing:Missing detected at runtime. msgid "2 by 3" msgstr "2 x 3 " #: Editor-Missing:Missing detected at runtime. msgid "Per Texture" msgstr "テクスチャごと" #: Editor-Missing:Missing detected at runtime. msgid "Strip Unused" msgstr "不使用のものを除去" #: Editor-Missing:Missing detected at runtime. msgid "Brush" msgstr "ブラシ" #: Editor-Missing:Missing detected at runtime. msgid "Bypass/ignore any applied effects on AudioSource." msgstr "オーディオソースからの効果をバイパスあるいは無視" #: Editor-Missing:Missing detected at runtime. msgid "Position As UV1" msgstr "UV1 の位置を使う" #: Editor-Missing:Missing detected at runtime. msgid "AdditionalContentPackages" msgstr "追加のコンテンツパッケージ" #: Editor-Missing:Missing detected at runtime. msgid "Solver hint. Setting this low can cause jittering, but runs fast. Setting high can reduce jittering, but runs the solver more often (0 = use default) [Translation limit: Meters, Rotation limit: Degrees]. [ 0, infinity ]." msgstr "ソルバーのヒントです。低くするとジッタリングがおきますが、高速で実行します。 高くするとジッタリングを減らしますが、ソルバーの実行回数が増えます(0=デフォルト値を使用)。[移動制限:メートル、回転制限:度] [0, 無限大]" #: Editor-Missing:Missing detected at runtime. msgid "Use Proxy Volume" msgstr "プロキシボリュームを使用" #: Editor-Missing:Missing detected at runtime. msgid "Joystick 5" msgstr "ジョイスティック 5" #: Editor-Missing:Missing detected at runtime. msgid "Two Cascades" msgstr "カスケード 2 つ" #: Editor-Missing:Missing detected at runtime. msgid "Auto Create Player" msgstr "プレイヤー生成を自動化" #: Editor-Missing:Missing detected at runtime. msgid "Number of pixel lights to use." msgstr "使用するピクセルライトの数" #: Editor-Missing:Missing detected at runtime. msgid "NetworkManager" msgstr "ネットワークマネージャー" #: Editor-Missing:Missing detected at runtime. msgid "|Show / Hide Group" msgstr "|グループを表示/非表示" #: Editor-Missing:Missing detected at runtime. msgid "Flip Forward" msgstr "前方に反転" #: Editor-Missing:Missing detected at runtime. msgid "Toggle skybox, fog and lens flare effects." msgstr "スカイボックス、フォグ、レンズフレアの効果を切り替えます" #: Editor-Missing:Missing detected at runtime. msgid "Minimize %m" msgstr "最小化 %m" #: Editor-Missing:Missing detected at runtime. msgid "Canvas Group" msgstr "キャンバスグループ" #: Editor-Missing:Missing detected at runtime. msgid "Surround" msgstr "サラウンド" #: Editor-Missing:Missing detected at runtime. msgid "Joystick 4" msgstr "ジョイスティック 4" #: Editor-Missing:Missing detected at runtime. msgid "Wrap" msgstr "折り返し" #: Editor-Missing:Missing detected at runtime. msgid "Angular Z Motion" msgstr "角度 Z モーション" #: Editor-Missing:Missing detected at runtime. msgid "Max Rotation Speed" msgstr "最高回転速度" #: Editor-Missing:Missing detected at runtime. msgid "Never Sleep" msgstr "スリープしない" #: Editor-Missing:Missing detected at runtime. msgid "Horizontal Axis" msgstr "水平軸" #: Editor-Missing:Missing detected at runtime. msgid "Detailed" msgstr "詳細" #: Editor-Missing:Missing detected at runtime. msgid "Quarry" msgstr "採石場" #: Editor-Missing:Missing detected at runtime. msgid "List of materials to use when rendering." msgstr "描画時のマテリアルリストです" #: Editor-Missing:Missing detected at runtime. msgid "Water" msgstr "水" #: Editor-Missing:Missing detected at runtime. msgid "Event" msgstr "イベント" #: Editor-Missing:Missing detected at runtime. msgid "Place plants, stones and other small foliage" msgstr "植物、石、他の小さな葉を置きます" #: Editor-Missing:Missing detected at runtime. msgid "Settings for the terrain" msgstr "Terrain (地形) の設定" #: Editor-Missing:Missing detected at runtime. msgid "Ignore Reversed Graphics" msgstr "反対方向を無視" #: Editor-Missing:Missing detected at runtime. msgid "Capsule (Mesh Filter)" msgstr "カプセル (メッシュフィルター)" #: Editor-Missing:Missing detected at runtime. msgid "Angular YZ Limit Spring" msgstr "角度 YZ スプリング制限" #: Editor-Missing:Missing detected at runtime. msgid "City" msgstr "市街地" #: Editor-Missing:Missing detected at runtime. msgid "Create Object" msgstr "オブジェクトを生成" #: Editor-Missing:Missing detected at runtime. msgid "Tracker" msgstr "トラッカー" #: Editor-Missing:Missing detected at runtime. msgid "Highlighted Color" msgstr "強調色" #: Editor-Missing:Missing detected at runtime. msgid "Permanent" msgstr "永久" #: Editor-Missing:Missing detected at runtime. msgid "Layout Element" msgstr "レイアウト要素" #: Editor-Missing:Missing detected at runtime. msgid "The linear drag coefficient. 0 means no damping. [ 0, infinity ]." msgstr "線形抗力係数。0は減衰がないことを意味します。[0, 無限大]" #: Editor-Missing:Missing detected at runtime. msgid "UV3" msgstr "UV3" #: Editor-Missing:Missing detected at runtime. msgid "NetworkLobbyManager" msgstr "ネットワークロビーマネージャー" #: Editor-Missing:Missing detected at runtime. msgid "Canvas Scaler" msgstr "キャンバススケーラー" #: Editor-Missing:Missing detected at runtime. msgid "Shadow quality" msgstr "影の品質" #: Editor-Missing:Missing detected at runtime. msgid "Play the sound when the scene loads." msgstr "シーンロード時にサウンドを再生します。" #: Editor-Missing:Missing detected at runtime. msgid "The TerrainData used by the TerrainCollider component is different from this terrain. Would you like to assign the same TerrainData to the TerrainCollider component?" msgstr "Terrain(地形)コライダーコンポーネントで使用されるTerrain(地形)データは、このTerrain(地形)とは異なります。 Terrain(地形)コライダーコンポーネントに同じTerrain(地形)データを割り当てますか?" #: Editor-Missing:Missing detected at runtime. msgid "Move To View" msgstr "ビューに移動" #: Editor-Missing:Missing detected at runtime. msgid "Open Scene" msgstr "シーンを開く" #: Editor-Missing:Missing detected at runtime. msgid "Clamped" msgstr "固定" #: Editor-Missing:Missing detected at runtime. msgid "No Support" msgstr "サポートされていません" #: Editor-Missing:Missing detected at runtime. msgid "Queries Hit Backfaces" msgstr "裏面ヒットをクエリ" #: Editor-Missing:Missing detected at runtime. msgid "Kinematic" msgstr "キネマティック" #: Editor-Missing:Missing detected at runtime. msgid "Jump" msgstr "ジャンプ" #: Editor-Missing:Missing detected at runtime. msgid "The radius of the edge(s). [ 0.0, 1000000 ]." msgstr "エッジの半径です。[0.0, 1000000]" #: Editor-Missing:Missing detected at runtime. msgid "User" msgstr "ユーザー" #: Editor-Missing:Missing detected at runtime. msgid "Mask (Script)" msgstr "Mask (スクリプト)" #: Editor-Missing:Missing detected at runtime. msgid "Aspect Ratio Fitter" msgstr "アスペクト比調節" #: Editor-Missing:Missing detected at runtime. msgid "OpenGL ES 2.0" msgstr "OpenGL ES 2.0" #: Editor-Missing:Missing detected at runtime. msgid "Lock View to Selected" msgstr "選択対象にビューをロック" #: Editor-Missing:Missing detected at runtime. msgid "Whether physics queries hit backface triangles or not." msgstr "ポリゴンの裏面に物理衝突が発生するかどうか" #: Editor-Missing:Missing detected at runtime. msgid "Joystick 2" msgstr "ジョイスティック 2" #: Editor-Missing:Missing detected at runtime. msgid "Allow HDR" msgstr "HDR を許可" #: Editor-Missing:Missing detected at runtime. msgid "Joystick 3" msgstr "ジョイスティック 3" #: Editor-Missing:Missing detected at runtime. msgid "The mass of the body. [ 0.0000001, 1000000000 ]." msgstr "物体の質量です。[0.0000001,1000000000]" #: Editor-Missing:Missing detected at runtime. msgid "The mass of the body. [ 0.0001, 1000000 ]." msgstr "物体の質量です。[0.0001, 1000000]" #: Editor-Missing:Missing detected at runtime. msgid "Mesh Renderers" msgstr "メッシュレンダラー" #: Editor-Missing:Missing detected at runtime. msgid "Repeat Per Segment" msgstr "セグメント単位の繰り返し" #: Editor-Missing:Missing detected at runtime. msgid "Psychotic" msgstr "精神病" #: Editor-Missing:Missing detected at runtime. msgid "Spherical" msgstr "球形" #: Editor-Missing:Missing detected at runtime. msgid "Angular X Drive" msgstr "角度 X 駆動" #: Editor-Missing:Missing detected at runtime. msgid "Medium Resolution" msgstr "中解像度" #: Editor-Missing:Missing detected at runtime. msgid "Shadows Only" msgstr "影のみ" #: Editor-Missing:Missing detected at runtime. msgid "Tags & Layers" msgstr "タグとレイヤー" #: Editor-Missing:Missing detected at runtime. msgid "Server Bind To IP" msgstr "サーバーの IP へのバインド" #: Editor-Missing:Missing detected at runtime. msgid "Production" msgstr "プロダクション" #: Editor-Missing:Missing detected at runtime. msgid "Unified" msgstr "統一" #: Editor-Missing:Missing detected at runtime. msgid "Capture the current view and open in RenderDoc." msgstr "現在のビューをキャプチャしてRenderDocで開きます" #: Editor-Missing:Missing detected at runtime. msgid "1 Bone" msgstr "1 ボーン" #: Editor-Missing:Missing detected at runtime. msgid "28th axis (Joysticks)" msgstr "第28軸 (ジョイスティック)" #: Editor-Missing:Missing detected at runtime. msgid "Best Fit" msgstr "サイズ自動調節" #: Editor-Missing:Missing detected at runtime. msgid "You are up to date." msgstr "最新状態です" #: Editor-Missing:Missing detected at runtime. msgid "Accuracy of the resulting velocity after a bounce. Higher value costs more performance. (Default 1) [ 1, 255 ]." msgstr "跳ね返り後の速度の精度です。高い値は処理負荷がかかります (デフォルト値は1)。[1, 255]" #: Editor-Missing:Missing detected at runtime. msgid "Use Quality Settings" msgstr "品質設定を使用" #: Editor-Missing:Missing detected at runtime. msgid "PC Hosted" msgstr "PC ホスト" #: Editor-Missing:Missing detected at runtime. msgid "AudioManager" msgstr "オーディオ設定" #: Editor-Missing:Missing detected at runtime. msgid "AnalyticsTracker" msgstr "分析トラッカー" #: Editor-Missing:Missing detected at runtime. msgid "NetworkTransformVisualizer" msgstr "ネットワークトランスフォームビジュアライザー" #: Editor-Missing:Missing detected at runtime. msgid "The scale to apply to the inverse mass and inertia tensor of the body. [ 0.00001, infinity ]." msgstr "物体の質量の逆数と慣性テンソルに適用するスケールです。 [0.00001, 無限大]" #: Editor-Missing:Missing detected at runtime. msgid "Uncompressed" msgstr "非圧縮" #: Editor-Missing:Missing detected at runtime. msgid "Progressive (Preview)" msgstr "プログレッシブ (プレビュー)" #: Editor-Missing:Missing detected at runtime. msgid "Right To Left" msgstr "右から左" #: Editor-Missing:Missing detected at runtime. msgid "NamedControl" msgstr "名前付き制御" #: Editor-Missing:Missing detected at runtime. msgid "NetworkAnimator" msgstr "ネットワークアニメーター" #: Editor-Missing:Missing detected at runtime. msgid "Distance Shadowmask" msgstr "距離シャドウマスク" #: Editor-Missing:Missing detected at runtime. msgid "Specifies distance which the collision detection system uses to generate collision contacts. The value must be positive and if set too close to zero can cause jitter." msgstr "衝突判定システムが衝突接点を生成するための距離です。値は正でなければならず、0に近すぎると不安定になる可能性があります" #: Editor-Missing:Missing detected at runtime. msgid "Drugged" msgstr "ドラッグ状態" #: Editor-Missing:Missing detected at runtime. msgid "Mode A (Normal)" msgstr "モード A (通常)" #: Editor-Missing:Missing detected at runtime. msgid "Pelvis" msgstr "腰" #: Editor-Missing:Missing detected at runtime. msgid "The angular drag coefficient. 0 means no damping. [ 0, infinity ]." msgstr "回転抗力係数。0は減衰がないことを意味します。[0, 無限大]" #: Editor-Missing:Missing detected at runtime. msgid "When this flag is set, the clip will load in the background and won't stall the main thread. Can be used in combination with the Preload Audio Data flag." msgstr "これが有効の場合は、クリップはバックグラウンドでロードされメインスレッドのストールを起こしません。プリロードオーディオデータフラグと同時に使用できます。" #: Editor-Missing:Missing detected at runtime. msgid "Screen Space - Camera" msgstr "スクリーンスペース - カメラ" #: Editor-Missing:Missing detected at runtime. msgid "Character Joint" msgstr "キャラクタージョイント" #: Editor-Missing:Missing detected at runtime. msgid "Physics2DSettings" msgstr "2D 物理設定" #: Editor-Missing:Missing detected at runtime. msgid "Autocorrected" msgstr "自動修正済み" #: Editor-Missing:Missing detected at runtime. msgid "26th axis (Joysticks)" msgstr "第26軸 (ジョイスティック)" #: Editor-Missing:Missing detected at runtime. msgid "Lobby Player Prefab" msgstr "ロビープレイヤープレハブ" #: Editor-Missing:Missing detected at runtime. msgid "Blocking Objects" msgstr "ブロッキングオブジェクト" #: Editor-Missing:Missing detected at runtime. msgid "Compressed In Memory" msgstr "メモリ内で圧縮" #: Editor-Missing:Missing detected at runtime. msgid "Toggles audio on or off." msgstr "オーディオのオン/オフを切り替えます" #: Editor-Missing:Missing detected at runtime. msgid "Go to the previous frame." msgstr "前のフレームに戻ります" #: Editor-Missing:Missing detected at runtime. msgid "Configurable Joint" msgstr "自由設定ジョイント" #: Editor-Missing:Missing detected at runtime. msgid "Y Motion" msgstr "Y モーション" #: Editor-Missing:Missing detected at runtime. msgid "Off Mesh Link Generation" msgstr "オフメッシュリンク生成" #: Editor-Missing:Missing detected at runtime. msgid "Linear Sleep Tolerance" msgstr "リニアスリープ許容値" #: Editor-Missing:Missing detected at runtime. msgid "Info" msgstr "情報" #: Editor-Missing:Missing detected at runtime. msgid "Visual Studio 2015" msgstr "Visual Studio 2015" #: Editor-Missing:Missing detected at runtime. msgid "Cave" msgstr "洞窟" #: Editor-Missing:Missing detected at runtime. msgid "Max Delay" msgstr "最大遅延" #: Editor-Missing:Missing detected at runtime. msgid "Developer" msgstr "開発者" #: Editor-Missing:Missing detected at runtime. msgid "Manage License..." msgstr "ライセンスの管理..." #: Editor-Missing:Missing detected at runtime. msgid "Slerp" msgstr "球面線形補間" #: Editor-Missing:Missing detected at runtime. msgid "Email Address" msgstr "E メールアドレス" #: Editor-Missing:Missing detected at runtime. msgid "Whether to calculate the mass from the collider(s) density and area." msgstr "コライダーの密度や面積から質量を算出するか" #: Editor-Missing:Missing detected at runtime. msgid "Elastic" msgstr "弾性" #: Editor-Missing:Missing detected at runtime. msgid "18th axis (Joysticks)" msgstr "第18軸 (ジョイスティック)" #: Editor-Missing:Missing detected at runtime. msgid "Capture the current view and open in RenderDoc" msgstr "現在のビューをキャプチャしてRenderDocで開きます" #: Editor-Missing:Missing detected at runtime. msgid "Services Preferences..." msgstr "サービス設定..." #: Editor-Missing:Missing detected at runtime. msgid "Network Manager HUD (Script)" msgstr "Network Manager HUD (スクリプト)" #: Editor-Missing:Missing detected at runtime. msgid "Terrain Layer" msgstr "Terrain (地形) レイヤー" #: Editor-Missing:Missing detected at runtime. msgid "Soft Shadows" msgstr "ソフトシャドウ" #: Editor-Missing:Missing detected at runtime. msgid "Set In Scripting" msgstr "スクリプトで設定" #: Editor-Missing:Missing detected at runtime. msgid "Visual Studio 2010" msgstr "Visual Studio 2010" #: Editor-Missing:Missing detected at runtime. msgid "Surround 5.1" msgstr "サラウンド 5.1" #: Editor-Missing:Missing detected at runtime. msgid "Create RawImage" msgstr "RAW 画像を作成" #: Editor-Missing:Missing detected at runtime. msgid "Transition" msgstr "遷移" #: Editor-Missing:Missing detected at runtime. msgid "YZ" msgstr "YZ" #: Editor-Missing:Missing detected at runtime. msgid "Please check your network connection." msgstr "ネットワーク接続を確認してください" #: Editor-Missing:Missing detected at runtime. msgid "Time Measurement Script (Script)" msgstr "Time Measurement Script (スクリプト)" #: Editor-Missing:Missing detected at runtime. msgid "Fit Vertically" msgstr "垂直方向にフィット" #: Editor-Missing:Missing detected at runtime. msgid "Max Linear Correction" msgstr "最大リニア補正" #: Editor-Missing:Missing detected at runtime. msgid "Start Awake" msgstr "アクティブ状態で開始" #: Editor-Missing:Missing detected at runtime. msgid "16th axis (Joysticks)" msgstr "第16軸 (ジョイスティック)" #: Editor-Missing:Missing detected at runtime. msgid "X Motion" msgstr "X モーション" #: Editor-Missing:Missing detected at runtime. msgid "3rd axis (Joysticks and Scrollwheel)" msgstr "第3軸 (ジョイスティックおよびマウスホイール)" #: Editor-Missing:Missing detected at runtime. msgid "Y axis" msgstr "Y 軸" #: Editor-Missing:Missing detected at runtime. msgid "The angular drag coefficient. 0 means no damping. [ 0, 1000000 ]." msgstr "回転抗力係数。0は減衰がないことを意味します。[0, 1000000]" #: Editor-Missing:Missing detected at runtime. msgid "Custom Rolloff" msgstr "カスタムロールオフ" #: Editor-Missing:Missing detected at runtime. msgid "Upper center" msgstr "上中央" #: Editor-Missing:Missing detected at runtime. msgid "When this flag is set, audio will be normalized upon mono-downmixing." msgstr "これが有効の場合は、オーディオはモノラルダウンミックスで正規化されます" #: Editor-Missing:Missing detected at runtime. msgid "Fade Duration" msgstr "フェード間隔" #: Editor-Missing:Missing detected at runtime. msgid "Max Angular Correction" msgstr "最大角度補正" #: Editor-Missing:Missing detected at runtime. msgid "Always Animate" msgstr "常にアニメーション化" #: Editor-Missing:Missing detected at runtime. msgid "Rotate the selected objects." msgstr "選択したオブジェクトを回転します" #: Editor-Missing:Missing detected at runtime. msgid "Changes the model to use for previewing." msgstr "プレビュー用に使うモデルを変更します" #: Editor-Missing:Missing detected at runtime. msgid "Change Stops Callbacks" msgstr "コールバックの報告変更" #: Editor-Missing:Missing detected at runtime. msgid "You need to enable collab." msgstr "Collaborateを有効にする必要があります" #: Editor-Missing:Missing detected at runtime. msgid "You must be eligible to use Unity Personal Edition to use this build option. Please refer to our EULA for further information." msgstr "このビルドオプションを使用するには、Unityパーソナルを使用する資格が必要です。詳細についてはEULAを参照してください" #: Editor-Missing:Missing detected at runtime. msgid "Graphic Raycaster (Script)" msgstr "グラフィックスレイキャスター (スクリプト)" #: Editor-Missing:Missing detected at runtime. msgid "Vis Range" msgstr "Vis 範囲" #: Editor-Missing:Missing detected at runtime. msgid "Joystick 10" msgstr "ジョイスティック 10" #: Editor-Missing:Missing detected at runtime. msgid "Quad (Mesh Filter)" msgstr "クアッド (メッシュフィルター)" #: Editor-Missing:Missing detected at runtime. msgid "Maximum LOD Level" msgstr "最大 LOD レベル" #: Editor-Missing:Missing detected at runtime. msgid "Offset shadow near plane to account for large triangles being distorted by shadow pancaking." msgstr "シャドウパンケーキで歪む大きな三角形を考慮して、シャドウのニアクリップ面をオフセットします。" #: Editor-Missing:Missing detected at runtime. msgid "The angle of an arc that defines the surface of the platform centered of the local 'up' of the effector. Any collision normals within this arc are never considered for one-way whereas everything outside this arc is considered for one-way. [ 0, 360.0 ]." msgstr "エフェクターのローカルの 「上」を基準とした台の表面を定義する円弧の角度。この円弧の内側の衝突法線は決して一方向とみなされませんが、この円弧の外側では一方向とみなされます。[0,360.0]" #: Editor-Missing:Missing detected at runtime. msgid "13th axis (Joysticks)" msgstr "第13軸 (ジョイスティック)" #: Editor-Missing:Missing detected at runtime. msgid "Raise/Lower Terrain)" msgstr "Terrain (地形) の上げ下げ" #: Editor-Missing:Missing detected at runtime. msgid "Repeat Delay" msgstr "リピートの遅延" #: Editor-Missing:Missing detected at runtime. msgid "Time Measurement Script" msgstr "タイム計測 (スクリプト)" #: Editor-Missing:Missing detected at runtime. msgid "Audio Spatializer" msgstr "オーディオスペーシャライザー" #: Editor-Missing:Missing detected at runtime. msgid "The default Physics Material that will be used if none has been assigned to an individual Collider." msgstr "コライダーに割り当てられていない場合に使用されるデフォルトの物理マテリアルです" #: Editor-Missing:Missing detected at runtime. msgid "Default-Medium" msgstr "デフォルトの中間" #: Editor-Missing:Missing detected at runtime. msgid "All Sequential" msgstr "連続再生" #: Editor-Missing:Missing detected at runtime. msgid "Right Elbow" msgstr "右ひじ" #: Editor-Missing:Missing detected at runtime. msgid "Perspective" msgstr "透視投影" #: Editor-Missing:Missing detected at runtime. msgid "Max Translation Speed" msgstr "最高移動速度" #: Editor-Missing:Missing detected at runtime. msgid "Light Table" msgstr "ライトテーブル" #: Editor-Missing:Missing detected at runtime. msgid "Wide" msgstr "幅広" #: Editor-Missing:Missing detected at runtime. msgid "Pressed Color" msgstr "押下時の色" #: Editor-Missing:Missing detected at runtime. msgid "Extrapolate" msgstr "外挿" #: Editor-Missing:Missing detected at runtime. msgid "Operation in progress." msgstr "オペレーションが進行中です" #: Editor-Missing:Missing detected at runtime. msgid "Network" msgstr "ネットワーク" #: Editor-Missing:Missing detected at runtime. msgid "Distribute Per Segment" msgstr "セグメント単位の分布" #: Editor-Missing:Missing detected at runtime. msgid "Close Fit" msgstr "解像度重視" #: Editor-Missing:Missing detected at runtime. msgid "Fatal" msgstr "致命的" #: Editor-Missing:Missing detected at runtime. msgid "Is On" msgstr "オンにする" #: Editor-Missing:Missing detected at runtime. msgid "Disabled Color" msgstr "無効時の色" #: Editor-Missing:Missing detected at runtime. msgid "Graphic" msgstr "グラフィックス" #: Editor-Missing:Missing detected at runtime. msgid "Set as first sibling" msgstr "同階層の先頭に設定" #: Editor-Missing:Missing detected at runtime. msgid "Network Lobby Player (Script)" msgstr "Network Lobby Player (スクリプト)" #: Editor-Missing:Missing detected at runtime. msgid "Selection Change" msgstr "選択変更" #: Editor-Missing:Missing detected at runtime. msgid "NetworkManagerHUD" msgstr "ネットワークマネージャーHUD" #: Editor-Missing:Missing detected at runtime. msgid "Remote" msgstr "リモート" #: Editor-Missing:Missing detected at runtime. msgid "Transform Z" msgstr "トランスフォーム Z" #: Editor-Missing:Missing detected at runtime. msgid "Fire1" msgstr "Fire1" #: Editor-Missing:Missing detected at runtime. msgid "Scale With Screen Size" msgstr "画面サイズに拡大" #: Editor-Missing:Missing detected at runtime. msgid "When this flag is not set, the AudioClip will first load its audio data when the LoadAudioData() function is called. Audio can be unloaded at any point via UnloadAudioData(). Note that streamed audio cannot be preloaded. This is to reduce the number of open file handles for which the allowed maximum is rather low on many platforms." msgstr "このフラグが設定されていない場合、オーディオクリップはLoadAudioData関数が呼び出されると、まずオーディオデータをロードします。UnloadAudioDataを使用すると、いつでもオーディオをアンロードできます。ストリーミングのオーディオをプリロードすることはできません。これはファイルハンドルのオープン数を減らすためで、多くのプラットフォームではファイルハンドルをたくさんオープンすることを許容していません。" #: Editor-Missing:Missing detected at runtime. msgid "Auditorium" msgstr "オーディトリアム" #: Editor-Missing:Missing detected at runtime. msgid "14th axis (Joysticks)" msgstr "第14軸 (ジョイスティック)" #: Editor-Missing:Missing detected at runtime. msgid "Filled" msgstr "塗りつぶし" #: Editor-Missing:Missing detected at runtime. msgid "The scene lighting is used when toggled on. When toggled off a light attached to the scene view camera is used." msgstr "シーンライティングは、オンに切り替えると使用できます。 オフにすると、シーンビューカメラに取り付けられたライトが使用されます" #: Editor-Missing:Missing detected at runtime. msgid "Position Iterations" msgstr "位置算出の反復数" #: Editor-Missing:Missing detected at runtime. msgid "Auto Hide" msgstr "自動非表示" #: Editor-Missing:Missing detected at runtime. msgid "Swing 1 Limit" msgstr "スイングの制限 1" #: Editor-Missing:Missing detected at runtime. msgid "Tiled" msgstr "タイル" #: Editor-Missing:Missing detected at runtime. msgid "Occlusion Areas" msgstr "オクルージョンエリア" #: Editor-Missing:Missing detected at runtime. msgid "4x Multi Sampling" msgstr "4x マルチサンプリング" #: Editor-Missing:Missing detected at runtime. msgid "Collab is disabled." msgstr "Collaborateは無効です" #: Editor-Missing:Missing detected at runtime. msgid "Hinge Joint" msgstr "ヒンジジョイント" #: Editor-Missing:Missing detected at runtime. msgid "How much gravity affects this body. [ -1000000, 1000000 ]." msgstr "この物体への重力の影響度 [-1000000, 1000000]" #: Editor-Missing:Missing detected at runtime. msgid "Explicit" msgstr "明示的" #: Editor-Missing:Missing detected at runtime. msgid "Scroll Rect (Script)" msgstr "Scroll Rect (スクリプト)" #: Editor-Missing:Missing detected at runtime. msgid "X axis" msgstr "X 軸" #: Editor-Missing:Missing detected at runtime. msgid "22nd axis (Joysticks)" msgstr "第22軸 (ジョイスティック)" #: Editor-Missing:Missing detected at runtime. msgid "Alt Positive Button" msgstr "正方向ボタン (副)" #: Editor-Missing:Missing detected at runtime. msgid "Gamma" msgstr "ガンマ" #: Editor-Missing:Missing detected at runtime. msgid "Japanese (Experimental)" msgstr "日本語 (実験的)" #: Editor-Missing:Missing detected at runtime. msgid "Input Field (Script)" msgstr "Input Field (スクリプト)" #: Editor-Missing:Missing detected at runtime. msgid "Enable collisions between bodies connected with a joint." msgstr "ジョイントと接続されている物体間の衝突を有効にする" #: Editor-Missing:Missing detected at runtime. msgid "Padded Cell" msgstr "パッド付きのセル" #: Editor-Missing:Missing detected at runtime. msgid "High Resolution" msgstr "高解像度" #: Editor-Missing:Missing detected at runtime. msgid "Middle Spine" msgstr "中央の背骨" #: Editor-Missing:Missing detected at runtime. msgid "Every Second V Blank" msgstr "1 つおきの V ブランク" #: Editor-Missing:Missing detected at runtime. msgid "Exclusive Mode" msgstr "専用モード" #: Editor-Missing:Missing detected at runtime. msgid "Russian (Experimental)" msgstr "ロシア語 (実験的)" #: Editor-Missing:Missing detected at runtime. msgid "Network Proximity Checker (Script)" msgstr "Network Proximity Checker (スクリプト)" #: Editor-Missing:Missing detected at runtime. msgid "Align By Geometry" msgstr "ジオメトリで整列" #: Editor-Missing:Missing detected at runtime. msgid "Hangar" msgstr "格納庫" #: Editor-Missing:Missing detected at runtime. msgid "Name of the device." msgstr "デバイスの名前" #: Editor-Missing:Missing detected at runtime. msgid "Important" msgstr "重要" #: Editor-Missing:Missing detected at runtime. msgid "ShowSelectedItems" msgstr "ShowSelectedItems" #: Editor-Missing:Missing detected at runtime. msgid "Go to the beginning of the timeline. (Shift+<)" msgstr "タイムラインの先頭に移動します。(Shift+<)" #: Editor-Missing:Missing detected at runtime. msgid "The gravity applied to all rigid bodies in the scene." msgstr "シーンのリジッドボディすべてに適用される重力" #: Editor-Missing:Missing detected at runtime. msgid "Run the physics simulation automatically or allow the explicit control of it." msgstr "物理シミュレーションを自動で走らせるか、明示的な制御を許可するか" #: Editor-Missing:Missing detected at runtime. msgid "Left Knee" msgstr "左ひざ" #: Editor-Missing:Missing detected at runtime. msgid "Mouse Movement" msgstr "マウス動作" #: Editor-Missing:Missing detected at runtime. msgid "Light on Dark" msgstr "黒基調" #: Editor-Missing:Missing detected at runtime. msgid "Display {0}" msgstr "ディスプレイ {0}" #: Editor-Missing:Missing detected at runtime. msgid "Submit Button" msgstr "送信ボタン" #: Editor-Missing:Missing detected at runtime. msgid "If greater than zero, the limit is soft. The spring will pull the joint back. [ 0, infinity ]." msgstr "0より大きければ制限が緩くなります。バネはジョイントを引き戻します。[0, 無限大]" #: Editor-Missing:Missing detected at runtime. msgid "Input And Motion" msgstr "入力とモーション" #: Editor-Missing:Missing detected at runtime. msgid "Pin" msgstr "ピン" #: Editor-Missing:Missing detected at runtime. msgid "TimeManager" msgstr "時間設定" #: Editor-Missing:Missing detected at runtime. msgid "Italic" msgstr "斜体" #: Editor-Missing:Missing detected at runtime. msgid "Show GUI" msgstr "GUI を表示" #: Editor-Missing:Missing detected at runtime. msgid "Insert HDRI" msgstr "HDRI を挿入" #: Editor-Missing:Missing detected at runtime. msgid "12th axis (Joysticks)" msgstr "第12軸 (ジョイスティック)" #: Editor-Missing:Missing detected at runtime. msgid "Normal Color" msgstr "通常色" #: Editor-Missing:Missing detected at runtime. msgid "Bold And Italic" msgstr "太字斜体" #: Editor-Missing:Missing detected at runtime. msgid "Shadow" msgstr "影" #: Editor-Missing:Missing detected at runtime. msgid "Streaming" msgstr "ストリーミング" #: Editor-Missing:Missing detected at runtime. msgid "activate joint limits" msgstr "ジョイントの制限を有効にする" #: Editor-Missing:Missing detected at runtime. msgid "Mouse X" msgstr "マウス X" #: Editor-Missing:Missing detected at runtime. msgid "Mesh (Mesh Filter)" msgstr "メッシュ (メッシュフィルター)" #: Editor-Missing:Missing detected at runtime. msgid "2: Ignore Raycast" msgstr "2: レイキャスト無視" #: Editor-Missing:Missing detected at runtime. msgid "Mountains" msgstr "山" #: Editor-Missing:Missing detected at runtime. msgid "Raw" msgstr "Raw" #: Editor-Missing:Missing detected at runtime. msgid "Two D" msgstr "2D" #: Editor-Missing:Missing detected at runtime. msgid "Don't Show" msgstr "表示しない" #: Editor-Missing:Missing detected at runtime. msgid "Right Knee" msgstr "右ひざ" #: Editor-Missing:Missing detected at runtime. msgid "User friendly name used to access this input from script." msgstr "スクリプトがこの入力にアクセスするために使用する任意の名称" #: Editor-Missing:Missing detected at runtime. msgid "Last operation failed. Please retry later." msgstr "最後の操作が失敗しました。後でやり直してください。" #: Editor-Missing:Missing detected at runtime. msgid "Save As Template..." msgstr "テンプレートとして保存..." #: Editor-Missing:Missing detected at runtime. msgid "Audio Mixer Group" msgstr "オーディオミキサーグループ" #: Editor-Missing:Missing detected at runtime. msgid "The maximum force the drive can exert to reach the target velocity. [ 0, infinity ]." msgstr "目標速度に到達するための最大外力です。[0, 無限大]" #: Editor-Missing:Missing detected at runtime. msgid "8x Multi Sampling" msgstr "8x マルチサンプリング" #: Editor-Missing:Missing detected at runtime. msgid "Don't Clear" msgstr "消去しない" #: Editor-Missing:Missing detected at runtime. msgid "Sliced" msgstr "スライス" #: Editor-Missing:Missing detected at runtime. msgid "Color Multiplier" msgstr "カラー乗数" #: Editor-Missing:Missing detected at runtime. msgid "No Shadows" msgstr "影なし" #: Editor-Missing:Missing detected at runtime. msgid "Spring Joint" msgstr "スプリングジョイント" #: Editor-Missing:Missing detected at runtime. msgid "Disable Shadows" msgstr "影を無効にする" #: Editor-Missing:Missing detected at runtime. msgid "Fixed Joint" msgstr "固定ジョイント" #: Editor-Missing:Missing detected at runtime. msgid "Preferences..." msgstr "環境設定..." #: Editor-Missing:Missing detected at runtime. msgid "YX" msgstr "YX" #: Editor-Missing:Missing detected at runtime. msgid "The radius of the circle. [ 0.0001, 1000000 ]." msgstr "円の半径です。[0.0001, 1000000]" #: Editor-Missing:Missing detected at runtime. msgid "The minimum distance to spawn a new point on the trail [ 0, infinity ]." msgstr "トレイルの新しい点が生成される最短距離です。[0, 無限大]" #: Editor-Missing:Missing detected at runtime. msgid "Network Manager (Script)" msgstr "Network Manager (スクリプト)" #: Editor-Missing:Missing detected at runtime. msgid "Joystick Axis" msgstr "ジョイスティック軸" #: Editor-Missing:Missing detected at runtime. msgid "Terrains" msgstr "Terrain (地形)" #: Editor-Missing:Missing detected at runtime. msgid "Bottom To Top" msgstr "下から上" #: Editor-Missing:Missing detected at runtime. msgid "Three D" msgstr "3D" #: Editor-Missing:Missing detected at runtime. msgid "Activation Log Component" msgstr "ログコンポーネントをアクティベート" #: Editor-Missing:Missing detected at runtime. msgid "27th axis (Joysticks)" msgstr "第27軸 (ジョイスティック)" #: Editor-Missing:Missing detected at runtime. msgid "Arena" msgstr "アリーナ" #: Editor-Missing:Missing detected at runtime. msgid "5th axis (Joysticks)" msgstr "第5軸 (ジョイスティック)" #: Editor-Missing:Missing detected at runtime. msgid "19th axis (Joysticks)" msgstr "第19軸 (ジョイスティック)" #: Editor-Missing:Missing detected at runtime. msgid "Z Motion" msgstr "Z モーション" #: Editor-Missing:Missing detected at runtime. msgid "Custom shader" msgstr "カスタムシェーダー" #: Editor-Missing:Missing detected at runtime. msgid "4: Water" msgstr "4: 水" #: Editor-Missing:Missing detected at runtime. msgid "GNU Emacs: The extensible self-documenting text editor" msgstr "GNU Emacs: 拡張性の高い自己文書化テキストエディター" #: Editor-Missing:Missing detected at runtime. msgid "Go to the next frame." msgstr "次のフレームに進みます" #: Editor-Missing:Missing detected at runtime. msgid "Not Important" msgstr "重要ではない" #: Editor-Missing:Missing detected at runtime. msgid "This tree uses multiple leaf shaders but only one leaf shader can be used on a tree. Select which leaf shader to apply to all the leaf materials used by this tree.|" msgstr "この樹木は葉(leaf)のシェーダーを複数使用していますが、各樹木には1つの葉のシェーダーしか使用できません。この樹木の葉のマテリアルすべてに適用する葉シェーダー1つを選択してください。" #: Editor-Missing:Missing detected at runtime. msgid "Solver Frequency" msgstr "ソルバー頻度" #: Editor-Missing:Missing detected at runtime. msgid "Free Aspect" msgstr "自由なアスペクト比" #: Editor-Missing:Missing detected at runtime. msgid "Mono2x" msgstr "Mono2x" #: Editor-Missing:Missing detected at runtime. msgid "Number of cascades for directional light shadows" msgstr "ディレクショナルライトの影のカスケード数" #: Editor-Missing:Missing detected at runtime. msgid "Hallway" msgstr "廊下" #: Editor-Missing:Missing detected at runtime. msgid "Character Size" msgstr "キャラクターサイズ" #: Editor-Missing:Missing detected at runtime. msgid "High Angular X Limit" msgstr "高角度 X 制限" #: Editor-Missing:Missing detected at runtime. msgid "Middle right" msgstr "中央右" #: Editor-Missing:Missing detected at runtime. msgid "Unscaled Time" msgstr "スケールされていない時間" #: Editor-Missing:Missing detected at runtime. msgid "The Light’s GameObject is active, but the Light component is disabled. These lights have no effect on the Scene." msgstr "ライトのゲームオブジェクトはアクティブですが、ライトのコンポーネントは無効です。 これらのライトはシーンに影響しません" #: Editor-Missing:Missing detected at runtime. msgid "Sprite Swap" msgstr "スプライトスワップ" #: Editor-Missing:Missing detected at runtime. msgid "The Light’s GameObject is inactive. These lights have no effect on the Scene." msgstr "ライトのゲームオブジェクトはアクティブではありません。 これらのライトはシーンに影響しません" #: Editor-Missing:Missing detected at runtime. msgid "Slider (Script)" msgstr "Slider (スクリプト)" #: Editor-Missing:Missing detected at runtime. msgid "Align With View" msgstr "ビューに揃える" #: Editor-Missing:Missing detected at runtime. msgid "9th axis (Joysticks)" msgstr "第9軸 (ジョイスティック)" #: Editor-Missing:Missing detected at runtime. msgid "Hide Unity %h" msgstr "Unity を非表示 %h" #: Editor-Missing:Missing detected at runtime. msgid "Bypass/ignore any reverb zones." msgstr "リバーブゾーンをバイパスあるいは無視" #: Editor-Missing:Missing detected at runtime. msgid "Cameras" msgstr "カメラ" #: Editor-Missing:Missing detected at runtime. msgid "Fire2" msgstr "Fire2" #: Editor-Missing:Missing detected at runtime. msgid "Cull Update Transforms" msgstr "トランスフォーム更新を除外" #: Editor-Missing:Missing detected at runtime. msgid "Fire3" msgstr "Fire3" #: Editor-Missing:Missing detected at runtime. msgid "Resolution Scaling Fixed DPI Factor" msgstr "解像度スケーリング固定 DPI 係数" #: Editor-Missing:Missing detected at runtime. msgid "Horizontal Layout Group" msgstr "水平レイアウトグループ" #: Editor-Missing:Missing detected at runtime. msgid "Tree" msgstr "樹木" #: Editor-Missing:Missing detected at runtime. msgid "The mass-normalized kinetic energy threshold below which a non-kinematic Rigidbody may go to sleep. Rigidbodies whose kinetic energy divided by their mass is below this threshold will be candidates for sleeping." msgstr "質量で正規化された運動エネルギーのしきい値。これ以下の値では、キネマティックでないリジッドボディはスリープ状態に入ります。運動エネルギーをそれ自体の質量で割った値がこのしきい値よりも低いリジッドボディはスリープ状態になることがあります。" #: Editor-Missing:Missing detected at runtime. msgid "Event Trigger" msgstr "イベントトリガー" #: Editor-Missing:Missing detected at runtime. msgid "Network Migration Manager (Script)" msgstr "Network Migration Manager (スクリプト)" #: Editor-Missing:Missing detected at runtime. msgid "Joystick 7" msgstr "ジョイスティック 7" #: Editor-Missing:Missing detected at runtime. msgid "11th axis (Joysticks)" msgstr "第11軸 (ジョイスティック)" #: Editor-Missing:Missing detected at runtime. msgid "Joystick 8" msgstr "ジョイスティック 8" #: Editor-Missing:Missing detected at runtime. msgid "Resolving packages..." msgstr "パッケージの解決中..." #: Editor-Missing:Missing detected at runtime. msgid "Keep All" msgstr "すべて維持" #: Editor-Missing:Missing detected at runtime. msgid "Button (Script)" msgstr "Button (スクリプト)" #: Editor-Missing:Missing detected at runtime. msgid "Joystick 9" msgstr "ジョイスティック 9" #: Editor-Missing:Missing detected at runtime. msgid "Grid Layout Group" msgstr "グリッドレイアウトグループ" #: Editor-Missing:Missing detected at runtime. msgid "XY" msgstr "XY" #: Editor-Missing:Missing detected at runtime. msgid "Network Port" msgstr "ネットワークポート" #: Editor-Missing:Missing detected at runtime. msgid "UI Vita Input Module" msgstr "UI Vita 入力モジュール" #: Editor-Missing:Missing detected at runtime. msgid "enum RendererType" msgstr "enum RendererType" #: Editor-Missing:Missing detected at runtime. msgid "Is the body to be simulated? If not, it is effectively hidden from the simulation." msgstr "物体がシミュレーションの対象であるか。対象でない場合は、シミュレーションに含まれません。" #: Editor-Missing:Missing detected at runtime. msgid "The sleeping mode for the body." msgstr "物体のスリープモード" #: Editor-Missing:Missing detected at runtime. msgid "Scale factor for Fixed DPI when scaling the screen resolution." msgstr "画面の解像度をスケールした際の固定DPIにかけるスケールファクター" #: Editor-Missing:Missing detected at runtime. msgid "Bypass/ignore any applied effects from listener." msgstr "リスナーからの効果をバイパスあるいは無視" #: Editor-Missing:Missing detected at runtime. msgid "Network Identity (Script)" msgstr "Network Identity (スクリプト)" #: Editor-Missing:Missing detected at runtime. msgid "Angular X Motion" msgstr "角度 X モーション" #: Editor-Missing:Missing detected at runtime. msgid "UV0" msgstr "UV0" #: Editor-Missing:Missing detected at runtime. msgid "Occluder Static" msgstr "静的遮蔽物にする" #: Editor-Missing:Missing detected at runtime. msgid "Batching Static" msgstr "メッシュをバッチ処理" #: Editor-Missing:Missing detected at runtime. msgid "InputManager" msgstr "InputManager" #: Editor-Missing:Missing detected at runtime. msgid "Undo " msgstr "元に戻す" #: Editor-Missing:Missing detected at runtime. msgid "Standalone Input Module" msgstr "スタンドアロン入力モジュール" #: Editor-Missing:Missing detected at runtime. msgid "Unscaled Game Time" msgstr "スケールされていないゲーム時間" #: Editor-Missing:Missing detected at runtime. msgid "Integer Number" msgstr "整数" #: Editor-Missing:Missing detected at runtime. msgid "Left To Right" msgstr "左から右" #: Editor-Missing:Missing detected at runtime. msgid "When this flag is set, the clip will be treated as being ambisonic." msgstr "これが有効の場合は、クリップはアンビソニックとみなされます" #: Editor-Missing:Missing detected at runtime. msgid "NetworkLobbyPlayer" msgstr "ネットワークロビープレイヤー" #: Editor-Missing:Missing detected at runtime. msgid "Standalone Input Module (Script)" msgstr "Standalone Input Module (スクリプト)" #: Editor-Missing:Missing detected at runtime. msgid "If spring is greater than zero, the limit is soft. This is the damping of spring. [ 0, infinity ]." msgstr "スプリングの値が0より大きければ制限が緩くなります。これはスプリングの減衰となります。[0, 無限大]" #: Editor-Missing:Missing detected at runtime. msgid "Edit in playmode and your changes are automatically saved. Note when editting is disabled then live values are shown." msgstr "再生モードで編集すると、変更内容は自動的に保存されます。 編集が無効の場合、再生中の値が表示されます。" #: Editor-Missing:Missing detected at runtime. msgid "Linear Rolloff" msgstr "リニアロールオフ" #: Editor-Missing:Missing detected at runtime. msgid "Toggle Active State" msgstr "アクティブ状態を切り替える" #: Editor-Missing:Missing detected at runtime. msgid "Default-HighResolution" msgstr "デフォルトの高解像度" #: Editor-Missing:Missing detected at runtime. msgid "Mono Script" msgstr "Mono スクリプト" #: Editor-Missing:Missing detected at runtime. msgid "Custom Provided Input" msgstr "カスタム入力" #: Editor-Missing:Missing detected at runtime. msgid "Forced On" msgstr "オンに強制" #: Editor-Missing:Missing detected at runtime. msgid "Blend Probes" msgstr "ブレンドプローブ" #: Editor-Missing:Missing detected at runtime. msgid "Network Discovery (Script)" msgstr "Network Discovery (スクリプト)" #: Editor-Missing:Missing detected at runtime. msgid "Lower center" msgstr "中央下" #: Editor-Missing:Missing detected at runtime. msgid "Start Asleep" msgstr "スリープ状態で開始" #: Editor-Missing:Missing detected at runtime. msgid "Angular Sleep Tolerance" msgstr "角運動のスリープ許容範囲" #: Editor-Missing:Missing detected at runtime. msgid "Limit refresh rate to avoid tearing" msgstr "ティアリングを回避するためにリフレッシュレートを制限" #: Editor-Missing:Missing detected at runtime. msgid "Lower right" msgstr "右下" #: Editor-Missing:Missing detected at runtime. msgid "Image (Script)" msgstr "Image (スクリプト)" #: Editor-Missing:Missing detected at runtime. msgid "Strip All" msgstr "すべて除去" #: Editor-Missing:Missing detected at runtime. msgid "Services" msgstr "サービス" #: Editor-Missing:Missing detected at runtime. msgid "Cylinder (Mesh Filter)" msgstr "シリンダー (メッシュフィルター)" #: Editor-Missing:Missing detected at runtime. msgid "You have files to publish." msgstr "公開すべきファイルがあります" #: Editor-Missing:Missing detected at runtime. msgid "Queries Start In Colliders" msgstr "コライダーの開始クエリ" #: Editor-Missing:Missing detected at runtime. msgid "CSharp" msgstr "C#" #: Editor-Missing:Missing detected at runtime. msgid "Negative Button" msgstr "負方向ボタン" #: Editor-Missing:Missing detected at runtime. msgid "Sprite Shape Renderer" msgstr "スプライトシェイプレンダラー" #: Editor-Missing:Missing detected at runtime. msgid "Align with view" msgstr "ビューに揃える" #: Editor-Missing:Missing detected at runtime. msgid "Should the collider mask be used or the global collision matrix? When true, the collider mask is used. When false, the global collision matrix is used." msgstr "コライダーマスクを使うか、グローバルコリジョンマトリクスを使うか指定します。有効の場合、コライダーマスクが使用されます。無効の場合、グローバルコリジョンマトリクスが使用されます" #: Editor-Missing:Missing detected at runtime. msgid "The joystick number or sensor number of a device that have multiple inputs." msgstr "複数の入力があるデバイスのジョイスティック番号あるいはセンサー番号" #: Editor-Missing:Missing detected at runtime. msgid "Right Foot" msgstr "右足" #: Editor-Missing:Missing detected at runtime. msgid "Every V Blank" msgstr "すべての V ブランク" #: Editor-Missing:Missing detected at runtime. msgid "NetworkDiscovery" msgstr "ネットワーク探索" #: Editor-Missing:Missing detected at runtime. msgid "Destroy GameObject when there is no trail?" msgstr "トレイルがない場合にゲームオブジェクトを破棄します" #: Editor-Missing:Missing detected at runtime. msgid "No Shader Selected" msgstr "シェーダーが選択されていません" #: Editor-Missing:Missing detected at runtime. msgid "Optimize Sample Rate" msgstr "サンプルレートの最適化" #: Editor-Missing:Missing detected at runtime. msgid "See Differences" msgstr "違いを見る" #: Editor-Missing:Missing detected at runtime. msgid "DSP Clock" msgstr "DSP クロック" #: Editor-Missing:Missing detected at runtime. msgid "NetworkTransformChild" msgstr "ネットワークトランスフォーム 子" #: Editor-Missing:Missing detected at runtime. msgid "Audio Spatializer Microsoft" msgstr "オーディオスペーシャライザー (Microsoft)" #: Editor-Missing:Missing detected at runtime. msgid "The spring used to reach the target. [ 0, infinity ]." msgstr "目標に到達するためのスプリングです。[0, 無限大]" #: Editor-Missing:Missing detected at runtime. msgid "Scaled" msgstr "スケールされている" #: Editor-Missing:Missing detected at runtime. msgid "Should a contact, disabled by the one-way collision behaviour, affect all colliders attached to the effector? When true, all collider contacts will be disabled when any are disabled." msgstr "一方通行の衝突によって無効にされた接触先が、エフェクターに接続されているすべてのコライダーに影響を与えるか。有効の場合、無効になっているすべてのコライダーの接続先は無効になります" #: Editor-Missing:Missing detected at runtime. msgid "Opaque" msgstr "不透明" #: Editor-Missing:Missing detected at runtime. msgid "The type of the rigidbody." msgstr "リジッドボディの種類" #: Editor-Missing:Missing detected at runtime. msgid "Fit Outside" msgstr "外側にフィット" #: Editor-Missing:Missing detected at runtime. msgid "Finish" msgstr "終了" #: Editor-Missing:Missing detected at runtime. msgid "Low Resolution" msgstr "低解像度" #: Editor-Missing:Missing detected at runtime. msgid "About Unity..." msgstr "Unity について..." #: Editor-Missing:Missing detected at runtime. msgid "Low Angular X Limit" msgstr "低角度 X リミット" #: Editor-Missing:Missing detected at runtime. msgid "Copy Path" msgstr "パスをコピー" #: Editor-Missing:Missing detected at runtime. msgid "Base texture level" msgstr "基本テクスチャレベル" #: Editor-Missing:Missing detected at runtime. msgid "Default-VeryLowResolution" msgstr "デフォルトの超低解像度" #: Editor-Missing:Missing detected at runtime. msgid "Wind Zone" msgstr "ウインドゾーン" #: Editor-Missing:Missing detected at runtime. msgid "The tool handle is placed at the center of the selection." msgstr "ツールハンドルは、選択されたオブジェクトの中心に配置されます。" #: Editor-Missing:Missing detected at runtime. msgid "Scrollbar (Script)" msgstr "Scrollbar (スクリプト)" #: Editor-Missing:Missing detected at runtime. msgid "If enabled, any Raycast, SphereCast, SphereTest, etc. that intersects with a Collider marked as a Trigger will return a hit. Individual raycasts can override this behavior." msgstr "これを有効にすると、トリガーとしてマークされたコライダーと交差するRaycast、SphereCast、SphereTestなどがヒットを返します。個々のレイキャストで無効にできます" #: Editor-Missing:Missing detected at runtime. msgid "Show Lobby GUI" msgstr "ロビー GUI を表示" #: Editor-Missing:Missing detected at runtime. msgid "Find" msgstr "検索" #: Editor-Missing:Missing detected at runtime. msgid "Rect Transform" msgstr "矩形トランスフォーム" #: Editor-Missing:Missing detected at runtime. msgid "Plane (Mesh Filter)" msgstr "平面 (メッシュフィルター)" #: Editor-Missing:Missing detected at runtime. msgid "On Click" msgstr "クリック時" #: Editor-Missing:Missing detected at runtime. msgid "Default ( English )" msgstr "デフォルト (英語)" #: Editor-Missing:Missing detected at runtime. msgid "Dark on Light" msgstr "白基調" #: Editor-Missing:Missing detected at runtime. msgid "X and YZ" msgstr "X と YZ" #: Editor-Missing:Missing detected at runtime. msgid "Slow and Safe" msgstr "低速だが安全" #: Editor-Missing:Missing detected at runtime. msgid "Continuous" msgstr "連続的" #: Editor-Missing:Missing detected at runtime. msgid "Bring All To Front" msgstr "すべてを手前に移動" #: Editor-Missing:Missing detected at runtime. msgid "The mask used to select specific layers allowed to interact with the effector. This overrides the global collision layers used for collision." msgstr "エフェクターと相互作用する、特定のレイヤーを選択するのに使用されるマスクです。これは、衝突に使用されるグローバルコリジョンレイヤーをオーバーライドします" #: Editor-Missing:Missing detected at runtime. msgid "Material Override" msgstr "マテリアルオーバーライド" #: Editor-Missing:Missing detected at runtime. msgid "Solver accuracy. Higher value costs more performance. (Default 6) [ 1, 255 ]." msgstr "ソルバー精度です。高い値にすると処理が重くなります (デフォルト値は6)。[1, 255]" #: Editor-Missing:Missing detected at runtime. msgid "Override Sample Rate" msgstr "サンプルレートのオーバーライド" #: Editor-Missing:Missing detected at runtime. msgid "XZ" msgstr "XZ"