# #-#-#-#-# editorcpp.pot (PACKAGE VERSION) #-#-#-#-# # SOME DESCRIPTIVE TITLE. # Copyright (C) YEAR THE PACKAGE'S COPYRIGHT HOLDER # This file is distributed under the same license as the PACKAGE package. # FIRST AUTHOR , YEAR. # #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:1374 msgid "" msgstr "" "#-#-#-#-# winmenu.pot #-#-#-#-#\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "#-#-#-#-# editorcpp.pot (PACKAGE VERSION) #-#-#-#-#\n" "Project-Id-Version: PACKAGE VERSION\n" "Report-Msgid-Bugs-To: \n" "POT-Creation-Date: 2024-02-29 05:41+0000\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" "Language: \n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "#-#-#-#-# editorcpptr.pot #-#-#-#-#\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Project-Id-Version:\n" "PO-Revision-Date:\n" "Last-Translator:\n" "Language-Team:\n" "MIME-Version:\n" "Language:en\n" "#-#-#-#-# editorcs.pot #-#-#-#-#\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Project-Id-Version:\n" "PO-Revision-Date:\n" "Last-Translator:\n" "Language-Team:\n" "MIME-Version:\n" "Language:en\n" "#-#-#-#-# editormenu.pot #-#-#-#-#\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Project-Id-Version:\n" "PO-Revision-Date:\n" "Last-Translator:\n" "Language-Team:\n" "MIME-Version:\n" "Language:en\n" "#-#-#-#-# homescreen.pot #-#-#-#-#\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Project-Id-Version:\n" "PO-Revision-Date:\n" "Last-Translator:\n" "Language-Team:\n" "MIME-Version:\n" "Language:en\n" "#-#-#-#-# editorerrors.pot #-#-#-#-#\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Project-Id-Version:\n" "PO-Revision-Date:\n" "Last-Translator:\n" "Language-Team:\n" "MIME-Version:\n" "Language:en\n" "#-#-#-#-# editorannotations.pot #-#-#-#-#\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Project-Id-Version:\n" "PO-Revision-Date:\n" "Last-Translator:\n" "Language-Team:\n" "MIME-Version:\n" "Language:en\n" "#-#-#-#-# editorautodocumentation.pot #-#-#-#-#\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Project-Id-Version:\n" "PO-Revision-Date:\n" "Last-Translator:\n" "Language-Team:\n" "MIME-Version:\n" "Language:en\n" "#-#-#-#-# extra.pot #-#-#-#-#\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "#-#-#-#-# missing.pot #-#-#-#-#\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:166 msgid "" "\n" "\n" "-enableIncompatibleAssetDowngrade specified.\n" "We 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" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1364 msgid "" "\n" "\n" "Auto 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。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/CPU/ProfilerTimelineGUI.cs:214 msgid "" "\n" "\n" "Current frame accumulated time:" msgstr "\n\n現在のフレームの累積時間:" #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:141 msgid "" "\n" "\n" "If 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。" #: Packages/com.unity.render-pipelines.universal/Editor/Converter/AnimationClipConverter.cs:145 msgid "" "\n" " - The animation clip is used by objects with materials that have not been " "upgraded." msgstr "\n - アニメーションクリップは、アップグレードされなかったマテリアルを持つオブジェクトによって使用されます。" #: Packages/com.unity.render-pipelines.universal/Editor/Converter/AnimationClipConverter.cs:139 msgid "" "\n" " - The animation clip is used by objects with materials that took different " "upgrade paths for the animated property." msgstr "\n - アニメーションクリップは、アニメーション化されたプロパティ用に異なるアップグレードパスを使ったマテリアルを持つオブジェクトによって使用されます。" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/ImportUpdateAction.cs:29 msgid "" "\n" "*This package update has been adapted for this current version of Unity." msgstr "\n*このパッケージ更新は、Unity の現在のバージョンに採用されています。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameViewBase.cs:53 msgid "" "\n" "Closest match:\n" msgstr "\nもっとも適合するもの:\n" #: Modules/ProfilerEditor/ProfilerWindow/UIElements/MemoryUsageBreakdownElement.cs:27 msgid "" "\n" "Reserved" msgstr "\n予約済み" #: Modules/ProfilerEditor/ProfilerWindow/UIElements/MemoryUsageBreakdownElement.cs:23 msgid "" "\n" "Selected: {0}\n" "({1:0.0}% of {2})" msgstr "\n選択: {0}\n({1:0.0}%、{2} 内)" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/CPU/ProfilerTimelineGUI.cs:215 msgid "" "\n" "{0} for {1} instances on thread '{2}'" msgstr "\n{0} ({1} インスタンス中、スレッド '{2}')" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/CPU/ProfilerTimelineGUI.cs:216 msgid "" "\n" "{0} for {1} instances over {2} threads" msgstr "\n{0} ({1} インスタンス中、'{2}' スレッド内)" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/CPU/ProfilerTimelineGUI.cs:213 msgid "" "\n" "{0} total over {1} frames on thread '{2}'" msgstr "\n総数 {0} ({1} フレーム中、スレッド '{2}')" #: Editor/Mono/Inspector/AudioMixerControllerInspector.cs:14 msgid " Threshold Volume" msgstr " しきい値音量" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/VirtualTexturing/VirtualTexturingProfilerView.cs:44 msgid " Cache Format" msgstr " キャッシュ形式" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowHierarchyGUI.cs:45 msgid " (Default Value)" msgstr " (デフォルト値)" #: Editor/Mono/ObjectNames.cs:117 msgid " (Deprecated)" msgstr " (非推奨)" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowHierarchyGUI.cs:49 msgid " (Duplicate GameObject name!)" msgstr " (ゲームオブジェクト名が重複しています!)" #: Modules/AccessibilityEditor/Managed/AccessibilityHierarchyTreeView.cs:152 msgid " (Inactive)" msgstr " (非アクティブ)" #: Editor/Mono/Networking/PlayerConnection/AttachToPlayerGUI.cs:97 msgid " (Localhost prohibited)" msgstr " (ローカルホスト使用禁止)" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowHierarchyGUI.cs:47 msgid " (Missing!)" msgstr " (欠けています!)" #: Modules/AccessibilityEditor/Managed/AccessibilityHierarchyTreeView.cs:147 msgid " (Role)" msgstr " (ロール)" #: Editor/Mono/ObjectNames.cs:64 msgid " (Script)" msgstr " (スクリプト)" #: Editor/Mono/Networking/PlayerConnection/AttachToPlayerGUI.cs:98 msgid " (Version mismatch)" msgstr " (バージョン不適合)" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/Memory/MemoryProfilerModule.cs:466 msgid " (Version {0})" msgstr " (バージョン {0})" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:45 msgid " (local)" msgstr " (ローカル)" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1609 msgid " (not supported on this platform)" msgstr " (このプラットフォームではサポートされていません)" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:234 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。" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsSampleItem.cs:65 msgid " Are you sure you want to continue?" msgstr " 続けてもよろしいですか?" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:164 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。" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:685 msgid " Horizontal in portrait, vertical in landscape" msgstr "縦向きの場合は横、横向きの場合は縦" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:166 msgid " Import Everything" msgstr " すべてをインポート" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LayersUIBlock.cs:20 msgid " Layer 1" msgstr " レイヤー 1" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LayersUIBlock.cs:21 msgid " Layer 2" msgstr " レイヤー 2" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LayersUIBlock.cs:22 msgid " Layer 3" msgstr " レイヤー 3" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LayersUIBlock.cs:19 msgid " Main layer" msgstr " メインレイヤー" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:120 msgid " Not all platforms support all modes" msgstr "すべてのプラットフォームがすべてのモードをサポートしているわけではありません" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:227 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" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteClipboard.cs:18 msgid " Tile Palette" msgstr " タイルパレット" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:17 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" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:656 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" #: Modules/ProfilerEditor/ProfilerWindow/UIElements/MemoryUsageBreakdownElement.cs:25 msgid "" " Used: {0}\n" "({1:0.0}% of {2})" msgstr " 使用: {0}\n({1:0.0}%、{2} 内)" #: Editor/Src/Commands/AssetsMenu.cpp:388 msgid " Variant" msgstr " バリアント" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:683 msgid " Vertical in both portrait and landscape" msgstr " 縦向き横向きともに、縦" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:135 msgid "" " When enabled, Unity considers this renderer as being static for the sake of " "shadow rendering. If the SRP implements cached shadow maps, this field " "indicates to the render pipeline what renderers are considered static and " "what renderers are considered dynamic." msgstr " これを有効にすると、Unityはこのレンダラーをシャドウレンダリングに対して静的であると見なします。SRPがキャッシュされたシャドウマップを実装している場合、このフィールドは、どのレンダラーが静的と見なされ、どのレンダラーが動的と見なされるかをレンダリングパイプラインに示します。" #: Modules/Physics2DEditor/Managed/Colliders/Collider2DEditorBase.cs:14 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" #: Packages/com.unity.2d.tilemap/Editor/UI/TilePaletteBrushPickElement.cs:52 msgid " above to save it" msgstr " 保存します" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsHeader.cs:237 msgid " and " msgstr " および、 " #: Editor/Src/DragAndDropForwarding.cpp:1000 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" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:44 msgid " checking..." msgstr " 確認中..." #: Editor/Mono/Scripting/APIUpdater/APIUpdaterManager.bindings.cs:257 msgid " does not match any return code from AssemblyUpdater.exe" msgstr " AssemblyUpdater.exeのどのリターンコードとも一致しません。" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:250 msgid " sigma" msgstr " シグマ" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:249 msgid " texels" msgstr " テクセル" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:248 msgid " texels per unit" msgstr " 単位ごとのテクセル" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:150 msgid "" "\"BatchRendererGroup Variants\" setting must be \"Keep All\". To fix, modify " "Graphics settings and set \"BatchRendererGroup Variants\" to \"Keep All\"." msgstr "\"BatchRendererGroupバリアント\"設定は\"すべて維持\"にする必要があります。修正するには、グラフィック設定を変更し、\"BatchRendererGroupバリアント\"を\"すべて維持\"に設定します。" #: Modules/PackageManagerUI/Editor/Services/ProjectSettings/RegistryInfoDraft.cs:165 msgid "" "\"URL\" must be a valid uri with a scheme matching the http|https pattern" msgstr "'URL'は、http|httpsパターンに合ったスキームを持つ有効なURIである必要があります" #: Editor/Src/SceneManager/EditorSceneManager.cpp:1161 #, c-format msgid "" "%s\n" "%s" msgstr "%s\n%s" #: Editor/Src/SceneManager/EditorSceneManager.cpp:1163 #, c-format msgid "" "%s\n" "Your 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" #: Modules/VFXEditor/Public/VFXDragAndDropForwarding.cpp:138 #, c-format msgid "%s Drag Add Component" msgstr "%s ドラッグしてコンポーネントを追加" #: Editor/Src/DragAndDropForwarding.cpp:1110 #: Editor/Src/DragAndDropForwarding.cpp:1160 #: Editor/Src/DragAndDropForwarding.cpp:1239 #: Editor/Src/DragAndDropForwarding.cpp:1523 #: Editor/Src/DragAndDropForwarding.cpp:1721 #: Editor/Src/DragAndDropForwarding.cpp:1919 #: Modules/VideoEditor/VideoClipDragAndDrop.cpp:138 #: Modules/VFXEditor/Public/VFXDragAndDropForwarding.cpp:124 #, c-format msgid "%s Drag Instantiate" msgstr "%s ドラッグしてインスタンス化" #: Modules/VFXEditor/Public/VFXDragAndDropForwarding.cpp:156 #, c-format msgid "%s Drag Update Component" msgstr "%s ドラッグしてコンポーネントを更新" #: Editor/Src/SceneManager/EditorSceneManager.cpp:1158 #, c-format msgid "%s and others...\n" msgstr "%s その他...\n" #: Editor/Src/DragAndDropForwarding.cpp:2922 #, c-format 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/BuildPipeline/BuildSerialization.cpp:227 #, c-format 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" #: Modules/AssetDatabase/Editor/V2/AssetOperations/CreateAsset.cpp:90 #, c-format 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。" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildProfileExtension.cs:36 msgid "" "'Build And Run' and 'Build to Device' are disabled while querying for " "Android devices." msgstr "Androidデバイスのクエリ中は、'ビルドして実行'と'デバイスにビルド'は使用できません。" #: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:163 msgid "'CFBundleShortVersionString'" msgstr "'CFBundleShortVersionString'" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:43 msgid "" "'Exceptions: None' build mode is not currently supported when WebAssembly " "2023 mode is enabled. This build mode will behave like build modes that have " "exceptions enabled." msgstr "WebAssembly 2023 モードが有効な場合、'例外: なし'ビルドモードは現在サポートされていません。このビルドモードは、例外が有効になっているビルドモードのように動作します。" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:42 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。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:118 msgid "'LSApplicationCategoryType'" msgstr "'LSApplicationCategoryType'" #: Modules/PackageManager/Editor/PackageManagerPackageAssets.cpp:143 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。" #: Editor/Mono/Networking/PlayerConnection/AttachToPlayerGUI.cs:94 msgid "(Autoconnected Player)" msgstr "(自動接続されたプレイヤー)" #: PlatformDependent/iPhonePlayer/Extensions/Common/DeviceVariation.cs:134 msgid "(Custom)" msgstr "(カスタム)" #: Editor-Missing:Missing detected at runtime. msgid "(Deprecated)" msgstr "(非推奨)" #: Modules/PackageManager/Editor/PackageManagerErrors.cpp:118 #, c-format msgid "(For the full error message, see the editor log file located at [%s])\n" msgstr "(完全なエラーメッセージは、[%s]にあるエディターログファイルを確認してください)\n" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:79 msgid "(Matches the names of the Secondary Textures in your Sprites.)" msgstr "(スプライトの補助的テクスチャの名前に一致)" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:991 msgid "(Missing Reference)" msgstr "(参照がありません)" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:512 msgid "(Missing)" msgstr "(欠如)" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:517 msgid "(Multiple Values)" msgstr "(複数の値)" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsDependenciesTab.cs:108 msgid "(custom)" msgstr "(カスタム)" #: PlatformDependent/iPhonePlayer/Extensions/Common/DeviceVariation.cs:145 msgid "(custom) " msgstr "(カスタム) " #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsDependenciesTab.cs:111 msgid "(local)" msgstr "(ローカル)" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:52 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/CustomRenderTextureEditor.cs:43 msgid "+Z" msgstr "+Z" #: Editor/Mono/Inspector/SpriteFrameInspector.cs:24 msgid "-" msgstr "-" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:43 msgid "-Z" msgstr "-Z" #: /Editor/Src/Application/Application.cpp:1219 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/DragAndDropForwarding.cpp:1004 msgid "." msgstr "." #: Editor/Src/AutoDocumentation.cpp:3236 msgctxt "From AutoDocumentation" msgid ". The columns of the matrix" msgstr ". 行列の列" #: Editor/Mono/Inspector/ShaderInspector.cs:60 msgid "..." msgstr "..." #: Editor/Platform/OSX/EditorUtility.mm:322 #: Editor/Platform/OSX/EditorUtility.mm:415 #, c-format msgid "" "...\n" "\n" "(For the full error message, see the editor log file located at [%s])\n" msgstr "...\n\n(完全なエラーメッセージは、[%s]にあるエディターログファイルを確認してください)\n" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:212 msgid ".NET 2.0" msgstr ".NET 2.0" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:213 msgid ".NET 2.0 Subset" msgstr ".NET 2.0 サブセット" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:214 msgid ".NET 4.x" msgstr ".NET 4.x" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:216 msgid ".NET Framework" msgstr ".NET Framework" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:221 msgid ".NET Standard" msgstr ".NET Standard" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:215 msgid ".NET Standard 2.0" msgstr ".NET Standard 2.0" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:217 msgid ".NET Standard 2.1" msgstr ".NET Standard 2.1" #: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:31 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。" #: Editor-Missing:Missing detected at runtime. msgid "0: Default" msgstr "0: デフォルト" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:158 msgid "1" msgstr "1" #: Editor-Missing:Missing detected at runtime. msgid "1 Bone" msgstr "1 ボーン" #: Editor-Missing:Missing detected at runtime. msgid "1 Large 2 Medium 8 Small" msgstr "1 大 2 中 8 小" #: Editor-Missing:Missing detected at runtime. msgid "1 Large 4 Small" msgstr "1 大 4 小" #: Editor-Missing:Missing detected at runtime. msgid "1 Preferences" msgstr "1 環境設定" #: Editor-Missing:Missing detected at runtime. msgid "1 Texture" msgstr "1 テクスチャ" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:230 msgid "1 unit (File) to {0}m (Unity)" msgstr "1 単位 (ファイル) から {0}m (Unity) へ" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:678 msgid "1 unused override" msgstr "1個の不使用オーバーライド" #: Packages/com.unity.render-pipelines.universal/Editor/LightExplorer.cs:34 msgid "1024" msgstr "1024" #: Modules/TerrainEditor/TerrainInspector.cs:250 msgid "1024 x 1024" msgstr "1024 x 1024" #: Modules/TerrainEditor/TerrainInspector.cs:225 msgid "1025 x 1025" msgstr "1025 x 1025" #: 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 "11th axis (Joysticks)" msgstr "第11軸 (ジョイスティック)" #: Packages/com.unity.render-pipelines.universal/Editor/LightExplorer.cs:31 msgid "128" msgstr "128" #: Modules/TerrainEditor/TerrainInspector.cs:247 msgid "128 x 128" msgstr "128 x 128" #: Editor/Src/AutoDocumentation.cpp:2613 msgctxt "From AutoDocumentation" msgid "128-bit MD5 hash of any content succeeding this header" msgstr "このヘッダーに続くコンテンツの128ビットのMD5ハッシュ" #: Editor/Src/AutoDocumentation.cpp:2589 msgctxt "From AutoDocumentation" msgid "" "128-bit MD5 hash of the content of the page file succeeding this header. " "This has to match the checksum stored in the .gts file." msgstr "このヘッダーに続くページファイルのコンテンツの128ビットのMD5ハッシュ。 これは、.gtsファイルに格納されているチェックサムと一致する必要があります。" #: Editor/Src/AutoDocumentation.cpp:2599 msgctxt "From AutoDocumentation" msgid "128-bit MD5 hash." msgstr "128ビットのMD5ハッシュ" #: Editor/Src/AutoDocumentation.cpp:3260 msgctxt "From AutoDocumentation" msgid "128-bit id data" msgstr "128ビットのIDデータ" #: Modules/TerrainEditor/TerrainInspector.cs:222 msgid "129 x 129" msgstr "129 x 129" #: 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 "13th axis (Joysticks)" msgstr "第13軸 (ジョイスティック)" #: 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 "15th axis (Joysticks)" msgstr "第15軸 (ジョイスティック)" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:160 msgid "16" msgstr "16" #: Modules/TerrainEditor/TerrainInspector.cs:244 msgid "16 x 16" msgstr "16 x 16" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidTextureImportSettingsExtension.cs:15 msgid "16-bit" msgstr "16 ビット" #: 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 "17th axis (Joysticks)" msgstr "第17軸 (ジョイスティック)" #: 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 "19th axis (Joysticks)" msgstr "第19軸 (ジョイスティック)" #: Editor-Missing:Missing detected at runtime. msgid "1: TransparentFX" msgstr "1: 透明 FX" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:223 msgid "1{0} (File) to {1}m (Unity)" msgstr "1{0} (ファイル) から {1}m (Unity) へ" #: Editor/Mono/Inspector/RendererLightingSettings.cs:20 msgid "2 (Minimum)" msgstr "2 (最小値)" #: Editor-Missing:Missing detected at runtime. msgid "2 Bones" msgstr "2 ボーン" #: Editor-Missing:Missing detected at runtime. msgid "2 UI Toolkit Editor Window Creator" msgstr "2 UI ツールキット 編集ウィンドウクリエーター" #: Editor-Missing:Missing detected at runtime. msgid "2 by 3" msgstr "2 x 3 " #: Editor/Mono/Inspector/RenderTextureEditor.cs:32 msgid "2 samples" msgstr "2 サンプル" #: Packages/com.unity.render-pipelines.universal/Editor/LightExplorer.cs:35 msgid "2048" msgstr "2048" #: Modules/TerrainEditor/TerrainInspector.cs:251 msgid "2048 x 2048" msgstr "2048 x 2048" #: Modules/TerrainEditor/TerrainInspector.cs:226 msgid "2049 x 2049" msgstr "2049 x 2049" #: 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 "21st axis (Joysticks)" msgstr "第21軸 (ジョイスティック)" #: 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 "23rd axis (Joysticks)" msgstr "第23軸 (ジョイスティック)" #: Editor-Missing:Missing detected at runtime. msgid "24th axis (Joysticks)" msgstr "第24軸 (ジョイスティック)" #: Packages/com.unity.render-pipelines.universal/Editor/LightExplorer.cs:32 msgid "256" msgstr "256" #: Modules/TerrainEditor/TerrainInspector.cs:248 msgid "256 x 256" msgstr "256 x 256" #: Modules/TerrainEditor/TerrainInspector.cs:223 msgid "257 x 257" msgstr "257 x 257" #: 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 "26th axis (Joysticks)" msgstr "第26軸 (ジョイスティック)" #: 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 "28th axis (Joysticks)" msgstr "第28軸 (ジョイスティック)" #: Editor-Missing:Missing detected at runtime. msgid "2: Ignore Raycast" msgstr "2: レイキャスト無視" #: Editor/Mono/Inspector/AudioSourceInspector.cs:99 Editor-Extra:class Section #: at PreferencesWindow.cs msgid "2D" msgstr "2D" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:203 msgid "2D Array" msgstr "2D 配列" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:218 msgid "2D Atlas Last Valid Mip" msgstr "2D アトラス最新有効ミップ" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:216 msgid "2D Atlas Size" msgstr "2D アトラスサイズ" #: [MenuItem]Packages/com.unity.render-pipelines.universal/Editor/2D/GameObjectCreation.cs:13 msgid "2D Object" msgstr "2D オブジェクト" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:127 msgid "2D Physics" msgstr "2D 物理演算" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:115 msgid "" "2D renderer data must be assigned to your universal render pipeline asset or " "camera." msgstr "2Dレンダラーデータは、ユニバーサルレンダーパイプラインアセットまたはカメラに割り当てる必要があります。" #: 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 "2x2 Grid" msgstr "2x2 グリッド" #: Packages/com.unity.render-pipelines.universal/Editor/LightExplorer.cs:29 msgid "32" msgstr "32" #: Modules/TerrainEditor/TerrainInspector.cs:245 msgid "32 x 32" msgstr "32 x 32" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidTextureImportSettingsExtension.cs:14 msgid "32-bit" msgstr "32 ビット" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidTextureImportSettingsExtension.cs:16 msgid "32-bit (half resolution)" msgstr "32 ビット (半解像度)" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:187 msgid "32-bit ARM architecture" msgstr "32 ビット ARM アーキテクチャ" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:189 msgid "32-bit x86 architecture (not supported on Mono)" msgstr "32 ビットx86 アーキテクチャ (Mono ではサポートなし)" #: Modules/TerrainEditor/TerrainInspector.cs:220 msgid "33 x 33" msgstr "33 x 33" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:240 msgid "360 Stereo Capture*" msgstr "360 度ステレオキャプチャ*" #: Editor/Mono/Inspector/AudioSourceInspector.cs:100 msgid "3D" msgstr "3D" #: Editor/Mono/Annotation/AnnotationWindow.cs:80 msgid "3D Icons" msgstr "3D アイコン" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:49 msgid "3D Layout" msgstr "3D レイアウト" #: [MenuItem]Editor/Mono/RagdollBuilder.cs:106 msgid "3D Object" msgstr "3D 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" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:126 msgid "3D Physics" msgstr "3D 物理演算" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:56 msgid "3D Start Rotation" msgstr "開始時の 3D 回転" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:54 msgid "3D Start Size" msgstr "開始時の 3D サイズ" #: 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 "3x3 Grid" msgstr "3x3 グリッド" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:159 msgid "4" msgstr "4" #: Editor/Mono/Inspector/RendererLightingSettings.cs:21 msgid "4 (Stitchable)" msgstr "4 (ステッチ可能)" #: Editor-Missing:Missing detected at runtime. msgid "4 Bones" msgstr "4 ボーン" #: Editor-Missing:Missing detected at runtime. msgid "4 Split" msgstr "4 分割" #: Editor/Mono/Inspector/RenderTextureEditor.cs:33 msgid "4 samples" msgstr "4 サンプル" #: Modules/TerrainEditor/TerrainInspector.cs:252 msgid "4096 x 4096" msgstr "4096 x 4096" #: Modules/TerrainEditor/TerrainInspector.cs:227 msgid "4097 x 4097" msgstr "4097 x 4097" #: Editor-Missing:Missing detected at runtime. msgid "4: Water" msgstr "4: 水" #: 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 "4x Multi Sampling" msgstr "4x マルチサンプリング" #: Editor-Missing:Missing detected at runtime. msgid "4x4 Grid" msgstr "4x4 グリッド" #: Packages/com.unity.render-pipelines.universal/Editor/LightExplorer.cs:33 msgid "512" msgstr "512" #: Modules/TerrainEditor/TerrainInspector.cs:249 msgid "512 x 512" msgstr "512 x 512" #: Modules/TerrainEditor/TerrainInspector.cs:224 msgid "513 x 513" msgstr "513 x 513" #: Editor-Missing:Missing detected at runtime. msgid "5: UI" msgstr "5: UI" #: Editor-Missing:Missing detected at runtime. msgid "5th axis (Joysticks)" msgstr "第5軸 (ジョイスティック)" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:243 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)" #: Packages/com.unity.render-pipelines.universal/Editor/LightExplorer.cs:30 msgid "64" msgstr "64" #: Modules/TerrainEditor/TerrainInspector.cs:246 msgid "64 x 64" msgstr "64 x 64" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:188 msgid "64-bit ARM architecture (not supported on Mono)" msgstr "64ビットARMアーキテクチャ (Monoではサポートなし)" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:190 msgid "64-bit x86-64 architecture (not supported on Mono)" msgstr "64ビットx86-64アーキテクチャ (Monoではサポートなし)" #: Modules/TerrainEditor/TerrainInspector.cs:221 msgid "65 x 65" msgstr "65 x 65" #: 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 "7th axis (Joysticks)" msgstr "第7軸 (ジョイスティック)" #: Editor/Mono/Inspector/RenderTextureEditor.cs:34 msgid "8 samples" msgstr "8 サンプル" #: 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 "8x Multi Sampling" msgstr "8x マルチサンプリング" #: [MenuItem]Packages/com.unity.2d.sprite/Editor/ObjectMenuCreation/MenuItems.cs:91 msgid "9-Sliced" msgstr "9 スライス" #: Editor-Missing:Missing detected at runtime. msgid "9th axis (Joysticks)" msgstr "第9軸 (ジョイスティック)" #: Editor/Src/AutoDocumentation.cpp:261 msgctxt "From AutoDocumentation" msgid ": FIXME HACKED Time stopping" msgstr "----" #: Editor/Src/AutoDocumentation.cpp:1487 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。" #: Packages/com.unity.2d.tilemap/Editor/EditorTools/TilemapEditorToolPreferences.cs:21 msgid "<<" msgstr "<<" #: Editor/Mono/Networking/PlayerConnection/AttachToPlayerGUI.cs:93 msgid "" msgstr "" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/CPU/ProfilerTimelineGUI.cs:218 msgid "" msgstr "" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:256 msgid "" msgstr "" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:258 msgid "" msgstr "" #: Packages/com.unity.2d.tilemap/Editor/UI/TilePaletteBrushPickElement.cs:49 msgid "\\u2022Activate the Pick Tool " msgstr "<indent=1em>\\\\u2022<indent=2em>選択ツールを有効にする" #: Packages/com.unity.2d.tilemap/Editor/UI/TilePaletteBrushPickElement.cs:51 msgid "\\u2022Hit the Save Button " msgstr "<indent=1em>\\\\u2022<indent=2em>保存ボタンをクリックする" #: Packages/com.unity.2d.tilemap/Editor/UI/TilePaletteBrushPickElement.cs:50 msgid "" "\\u2022Pick with the Brush from the Tile Palette or " "SceneView" msgstr "<indent=1em>\\\\u2022<indent=2em>タイルパレットまたはシーンビューからブラシで選択する" #: Packages/com.unity.2d.tilemap/Editor/UI/TilePaletteBrushPickElement.cs:53 msgid "\\u2022Set up the Brush in Brush Settings" msgstr "<indent=1em>\\\\u2022<indent=2em>ブラシ設定のブラシを設定" #: Packages/com.unity.2d.tilemap/Editor/EditorTools/TilemapEditorToolPreferences.cs:22 msgid ">>" msgstr ">>" #: /Runtime/Math/Color.h:423 #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:121 msgid "A" msgstr "A" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:55 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" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:13 msgid "" "A Light Blend Style is a collection of properties that describe a particular " "way of applying lighting." msgstr "ライトブレンドスタイルは、ライトを適用する特定の方法を表す一群のプロパティです。" #: Editor/Mono/GUI/BumpMapSettingsFixingWindow.cs:22 msgid "" "A Material is using the texture as a normal map.\n" "The 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/Inspector/DirectorEditor.cs:25 msgid "" "A PlayableDirector may contain bindings to objects not referenced by the " "assigned Playable file.\n" "Toggle this field to show them.\n" " It is recommended to remove unused bound objects if their Playable will be " "no longer used by this PlayableDirector." msgstr "PlayableDirectorには、割り当てられたプレイアブルファイルによって参照されていないオブジェクトへのバインディングが含まれている場合があります。\nそれらを表示するには、このフィールドを切り替えます。\nプレイアブルがこのPlayableDirectorによって使用されなくなる場合は、使用しない紐づけられたオブジェクトを削除するよう推奨します。" #: /Runtime/Director/Core/PlayableGraph.cpp:76 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" #: Editor/Mono/Inspector/GraphicsSettingsInspector.cs:28 msgid "" "A Scriptable Render Pipeline is in use. Settings in the Built-In Render " "Pipeline are not currently in use." msgstr "スクリプタブルレンダーパイプラインが使用されています。ビルトインレンダーパイプラインの設定は現在使用されていません。" #: Editor/Src/AutoDocumentation.cpp:3327 msgctxt "From AutoDocumentation" msgid "A Unity motion-vector texture ID returned by CreateTexture." msgstr "CreateTextureによって返されるUnityモーションベクトルテクスチャID。" #: Editor/Src/AutoDocumentation.cpp:3330 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" #: /Runtime/Camera/ImageFilters.cpp:1027 msgctxt "Error Message in ImageFilters.cpp" msgid "" "A call to Blit with source and dest set to the same RenderTexture may result " "in undefined behaviour." msgstr "ソースと目的を同じレンダーテクスチャに設定してBlitを呼び出すと、定義していない動作が発生する可能性があります。" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Rendering.Skin.cs:32 msgid "" "A camera with a higher priority is drawn on top of a camera with a lower " "priority [ -100, 100 ]." msgstr "優先度の高いカメラは優先度の低いカメラに重ねて描画されます [-100, 100]" #: 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/Src/AutoDocumentation.cpp:545 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します。[-100, 100]" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerChart.cs:53 msgid "A chart showing performance counters related to '{0}'." msgstr "'{0}'に関連するパフォーマンスカウンターを示す表。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/FileIO/AssetLoadingProfilerModule.cs:56 msgid "" "A chart showing performance counters related to '{0}'. These only include " "bytes read through the AsyncReadManager." msgstr "'{0}'に関連するパフォーマンスカウンターを示す表。 これらには、AsyncReadManagerを通して読み取られたバイトのみが含まれます。" #: Editor/Mono/Inspector/LightEditor.cs:80 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:936 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-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/Src/AutoDocumentation.cpp:1249 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/Mono/SceneModeWindows/LightingWindowLightmapPreviewTab.cs:34 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。" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsSampleItem.cs:57 msgid "A different version of the sample is already imported at" msgstr "異なるバージョンのサンプルが、すでにインポートされています" #: Editor/Mono/Inspector/TimeManagerInspector.cs:13 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:12 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" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:247 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" #: Editor/Src/AutoDocumentation.cpp:787 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" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:92 msgid "" "A hint for the WebGL implementation to help decide what GPU configuration to " "use in multi-GPU systems." msgstr "WebGL実装のヒント。マルチGPUシステムでどのGPU設定を使用するかを決定するのに役立ちます。" #: Editor/Src/AutoDocumentation.cpp:3265 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。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionManagerEditor.cs:26 msgid "" "A list of color filters that will be executed before composing the frame." msgstr "フレームを合成する前に実行されるカラーフィルターのリスト。" #: Modules/QuickSearch/Editor/Indexing/IndexManager.cs:375 msgid "" "A list of files, folders, and/or file types (by extension) that this index " "must exclude" msgstr "このインデックスから除外する必要のあるファイル、フォルダー、および/またはファイルタイプ(拡張子別)のリスト" #: Modules/QuickSearch/Editor/Indexing/IndexManager.cs:369 msgid "" "A list of files, folders, and/or file types (by extension) that this index " "must include" msgstr "このインデックスに含まれる必要のあるファイル、フォルダー、および/またはファイルタイプ(拡張子別)のリスト" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionManagerEditor.cs:28 msgid "" "A list of layers and sub-layers in the scene. Layers are drawn from top to " "bottom." msgstr "シーン内のレイヤーとサブレイヤーのリスト。レイヤーは上から下に描画されます。" #: /Runtime/Shaders/ShaderImpl/ShaderTextureProperty.cpp:34 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" #: Modules/PackageManagerUI/Editor/UI/PackageItem.cs:324 msgid "A newer version of this {0} is available." msgstr "この {0} にはより新しいバージョンがあります。" #: /Runtime/Shaders/ShaderImpl/ShaderTextureProperty.cpp:36 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。" #: Editor/Mono/Inspector/OffMeshLinkInspector.deprecated.cs:24 msgid "" "A positive value here modifies the cost of the link that is normally given " "by Navigation Area." msgstr "正の値は、ナビゲーションエリアで通常発生するリンクのコストを修正します。" #: Editor/Mono/Prefabs/PrefabUtility.cs:974 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。" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/CancelDownloadAction.cs:54 msgid "" "A resume request has been sent. You cannot cancel this download until it is " "resumed." msgstr "再開のリクエストを送信しました。ダウンロードが再開されるまでダウンロードをキャンセルすることはできません。" #: Editor/Src/AutoDocumentation.cpp:1143 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:1158 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:3264 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/Mono/Audio/Mixer/GUI/AudioMixerSnapshotView.cs:21 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。ランタイムに複数のスナップショットの値を混合します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionFilterUI.Drawer.cs:16 msgid "" "A static texture that overrides the alpha mask of the sub-layer. Post-" "processing is then applied only on the masked frame regions." msgstr "サブレイヤーのアルファマスクをオーバーライドする静的テクスチャ。その後、ポストプロセスはマスクされたフレーム領域にのみ適用されます。" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Environment.Skin.cs:13 msgid "" "A transform that will act as a trigger for volume blending. If none is set, " "the camera itself will act as a trigger." msgstr "ボリュームブレンドのトリガーとして機能する変換。何も設定されていない場合、カメラ自体がトリガーとして機能します。" #: /Runtime/Graphics/ScriptableRenderLoop/ScriptableDrawRenderers.cpp:1922 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/Graphics/ScriptableRenderLoop/ScriptableDrawShadows.cpp:984 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" #: Editor/Mono/Inspector/RendererEditorBase.cs:30 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。" #: /Runtime/Graphics/ScriptableRenderLoop/ScriptableCulling.cpp:315 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" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:47 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" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/CustomPassVolumeEditor.cs:37 msgid "" "A value which determines the execution order when there are several Custom " "Pass Volumes with the same injection point overlaps. Custom Pass Volume with " "a higher value is rendered first." msgstr "同じ投入ポイントを持つカスタムパスボリュームが複数ある場合の実行順序を決定する値。より高い値を持つカスタムパスボリュームが最初に描画されます。" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerGroupViewList.cs:20 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/Src/AutoDocumentation.cpp:692 msgctxt "From AutoDocumentation" msgid "" "A virtual point after the last point used to calculate an adjacent collision " "normal." msgstr "隣接する衝突法線の計算に使用される最後の位置の後の仮想位置。" #: Editor/Src/AutoDocumentation.cpp:693 msgctxt "From AutoDocumentation" msgid "" "A virtual point prior to the first point used to calculate an adjacent " "collision normal." msgstr "隣接する衝突法線の計算に使用される最初の位置の前の仮想位置。" #: Editor/Src/Commands/AddComponentMenu.cpp:218 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?" #: /Runtime/Geometry/AABB.h:39 #: Editor/Mono/Inspector/SkinnedMeshRendererEditor.cs:60 msgid "AABB" msgstr "AABB" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:255 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。" #: Modules/AIEditor/Utilities/NavMeshEditorHelpers.cs:42 msgid "AI Navigation Package Not Installed" msgstr "AI Navigation パッケージがインストールされていません" #: Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeComponentEditor.cs:78 msgid "ALL" msgstr "すべて" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:285 msgid "AMD FidelityFX Super Resolution 1.0 (FSR)" msgstr "AMD FidelityFX Super Resolution 1.0 (FSR)" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:277 msgid "AMD FidelityFX Super Resolution 2.0 (FSR2)" msgstr "AMD FidelityFX Super Resolution 2.0 (FSR2)" #: /Runtime/Graphics/LightingSettings.cpp:97 msgid "AO" msgstr "AO" #: Modules/TreeEditor/TreeEditor.cs:97 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" #: /Editor/Src/LightmapEditorSettings.cpp:117 #: Editor/Mono/Inspector/LightingSettingsEditor.cs:633 msgid "AO Max Distance" msgstr "AO最長距離" #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/ScreenSpaceAmbientOcclusionEditor.cs:95 msgid "AO Method" msgstr "AO メソッド" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:279 msgid "AO Textures" msgstr "AO テクスチャ" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:184 msgid "AOT Compilation Options*" msgstr "AOT コンパイルオプション*" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionLayerUI.Drawers.cs:18 msgid "AOVs" msgstr "AOV" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:267 msgid "API Compatibility level modified" msgstr "API 互換性レベルが変更されました" #: Editor-Missing:Missing detected at runtime. msgid "API Only" msgstr "API のみ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3320 msgid "APIs" msgstr "API" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3680 msgid "APK Expansion Files" msgstr "APK 拡張ファイル" #: /Runtime/Misc/ComponentRequirement.cpp:623 msgctxt "MenuItem./AR" msgid "AR" msgstr "AR" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:230 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/MetroPlayer/Extensions/Managed/UWPBuildProfileExtension.cs:301 msgid "ARM" msgstr "ARM" #: PlatformDependent/MetroPlayer/Extensions/Managed/UWPBuildProfileExtension.cs:293 msgid "ARM 32-bit" msgstr "ARM 32-bit" #: PlatformDependent/WinPlayer/Extensions/Managed/WindowsStandaloneBuildWindowExtension.cs:52 msgid "ARM 64-bit" msgstr "ARM 64-bit" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:188 msgid "ARM64" msgstr "ARM64" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:187 msgid "ARMv7" msgstr "ARMv7" #: Modules/PackageManagerUI/Editor/Services/UserSettings/PackageManagerUserSettingsProvider.cs:348 msgid "ASSETSTORE_CACHE_PATH" msgstr "ASSETSTORE_CACHE_PATH" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:49 msgid "ASTC" msgstr "ASTC" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidTextureImportSettingsExtension.cs:19 msgid "" "ASTC HDR formats are supported only on GPUs with " "GL_KHR_texture_compression_astc_hdr.\n" "At runtime on unsupported devices, depending on the presence of an alpha " "channel, Unity decompresses the texture to RGB9E5 or half precision floating-" "point RGBA." msgstr "ASTC HDR形式はGPUGL_KHR_texture_compression_astc_hdrを使ってGPU上でのみサポートされます。\nサポートされていないデバイスでのランタイムには、アルファチャンネルの有無に応じて、テクスチャはRGB9E5か半精度浮動小数点RGBAに解凍されます。" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSTextureImportSettings.cs:12 msgid "" "ASTC HDR formats are supported only on Metal on A13 GPU or newer.\n" "At runtime on unsupported devices, depending on the presence of an alpha " "channel, Unity decompresses the texture to RGB9E5 or half precision floating-" "point RGBA." msgstr "ASTC HDR形式はA13 GPU以降のMetalでのみサポートされます。\nサポートされていないデバイスでのランタイムには、アルファチャンネルの有無に応じて、テクスチャはRGB9E5か半精度浮動小数点RGBAに解凍されます。" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:1256 #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:1322 msgid "Aborting Build Due to Errors" msgstr "エラーによるビルドの中断" #: /Editor/Src/Commands/HelpMenu.cpp:94 msgctxt "MenuItem./Help/About Unity" msgid "About Unity" msgstr "Unity について" #: Editor-Missing:Missing detected at runtime. msgid "About Unity..." msgstr "Unity について..." #: Editor/Src/SceneManager/EditorSceneManager.cpp:552 msgid "About to open another project!" msgstr "別のプロジェクトを開こうとしています" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:95 msgid "Absorption Distance" msgstr "水中距離" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:35 msgid "Acceleration" msgstr "加速度" #: Editor/Mono/Inspector/RendererEditorBase.cs:333 msgid "Acceleration Structure Build Flags" msgstr "加速構造構築フラグ" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/RayTracingSettingsEditor.cs:21 msgid "Acceleration Structure Build Mode" msgstr "加速構造構築モード" #: /Runtime/Misc/PlayerSettings.cpp:692 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:3028 msgid "Accelerometer Frequency" msgstr "加速度センサーの更新速度" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:165 msgid "Accelerometer Frequency*" msgstr "加速度センサーの更新頻度*" #: Editor/Mono/Collab/CollabDialogs.cs:110 msgid "Accept" msgstr "受け入れる" #: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreDownloadManager.cs:325 msgid "Accepting Terms of Service and EULA" msgstr "サービス規約とエンドユーザーライセンス契約 (EULA) を有効にする" #: /Editor/Src/UnityConnect/UnityConnectCommon.h:134 msgid "Access Token" msgstr "アクセストークン" #: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreOAuth.cs:189 msgid "Access token invalid" msgstr "アクセストークンが無効です" #: [MenuItem]Modules/AccessibilityEditor/Managed/AccessibilityHierarchyViewerWindow.cs:16 msgid "Accessibility" msgstr "アクセシビリティ" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:123 msgid "Accumulation Factor" msgstr "蓄積ファクター" #: 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/Src/AutoDocumentation.cpp:1273 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]" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:35 msgid "Accurate G-buffer normals" msgstr "正確な G バッファ法線" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:91 msgid "Accurate Gbuffer Normals" msgstr "正確な G バッファ法線" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:149 msgid "Acquire swapchain image late as possible*" msgstr "スワップチェーン画像の取得をできる限り遅らせる*" #: /Editor/Src/Collab/CollabClient.h:641 msgid "Action" msgstr "アクション" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3934 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1732 msgid "Action On Dot Net Unhandled Exception" msgstr "未処理の .NET 例外へのアクション" #: /Editor/Src/Undo/UndoManager.cpp:244 msgctxt "Error Message in UndoManager.cpp" msgid "" "Action caused undo stack overflow. Some undo information may have been lost." msgstr "アクションにより、'元に戻す'ためのスタックのオーバーフローが発生しました。一部の'元に戻す'情報が失われた可能性があります。" #: Editor/Mono/Inspector/ConstraintEditorBase.cs:11 msgid "Activate" msgstr "有効にする" #: Editor/Mono/Inspector/ConstraintEditorBase.cs:11 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:12 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。" #: Modules/TerrainEditor/TerrainInspector.cs:166 msgid "Activate this inspector" msgstr "このインスペクターを有効にする" #: Editor/Mono/Inspector/OffMeshLinkInspector.deprecated.cs:26 msgid "Activated" msgstr "有効" #: 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" #: Modules/BuildProfileEditor/TrText.cs:38 msgid "Active" msgstr "有効" #: /Editor/Src/EditorUserBuildSettings.cpp:192 msgid "Active Build Platform Group Name" msgstr "アクティブビルドプラットフォームグループ名" #: /Runtime/Misc/PlayerSettings.cpp:712 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1935 msgid "Active Color Space" msgstr "アクティブな色空間" #: Modules/AccessibilityEditor/Managed/AccessibilityHierarchyViewModel.cs:151 msgid "Active Hierarchy" msgstr "アクティブな階層" #: /Runtime/Misc/PlayerSettings.cpp:1038 msgid "Active Input Handler" msgstr "アクティブな入力ハンドラー" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:225 msgid "Active Input Handling*" msgstr "アクティブな入力処理*" #: Packages/com.unity.2d.tilemap/Editor/UI/TilePaletteActivePalettePopup.cs:142 msgid "Active Palette" msgstr "アクティブなパレット" #: Packages/com.unity.2d.tilemap/Editor/UI/TilePaletteActiveTargetsPopup.cs:229 msgid "Active Target" msgstr "アクティブなターゲット" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:271 msgid "Active build target group modified" msgstr "アクティブなビルドターゲットグループが変更されました" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:269 msgid "Active only when building release AAB" msgstr "リリースAABを作成する場合のみ有効" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/DiffusionProfile/DiffusionProfileSettingsEditor.Styles.cs:12 msgid "" "Acts as a multiplier on the scattering color to control how far light " "travels below the surface, and controls the effective radius of the filter." msgstr "散乱色に対する乗数として機能し、ライトがサーフェスの下をどれだけ移動するかを制御し、フィルターの有効半径を制御します。" #: Packages/com.unity.visualeffectgraph/Editor/Utilities/SDF/BakeTool/SDFBakeTool.cs:168 msgid "Actual Box Size" msgstr "実際のボックスサイズ" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameViewBase.cs:436 msgid "Actual Sample Stack" msgstr "実際のサンプルスタック" #: /Runtime/Camera/Light.cpp:312 msgid "Actually Lightmapped" msgstr "実際にライトマップに加える" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:258 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:256 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)。" #: /Runtime/Graphics/Mesh/SpriteRenderer.cpp:232 msgid "Adaptive Mode Threshold" msgstr "アダプティブモードしきい値" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:18 msgid "Adaptive Performance" msgstr "Adaptive Performance" #: [MenuItem]Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolumeMenuItems.cs:8 msgid "Adaptive Probe Volume" msgstr "アダプティブプローブボリューム" #: /Runtime/2D/SpriteTiling/TilingShapeGenerator.h:48 msgid "Adaptive Tiling" msgstr "アダプティブタイリング" #: /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" #: /Runtime/Graphics/QualitySettings.cpp:599 msgid "Adaptive Vsync" msgstr "Adaptive Vsync" #: /Runtime/Graphics/QualitySettings.cpp:603 msgid "Adaptive Vsync ExtraA" msgstr "Adaptive Vsync ExtraA" #: /Runtime/Graphics/QualitySettings.cpp:604 msgid "Adaptive Vsync ExtraB" msgstr "Adaptive Vsync ExtraB" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:753 msgid "Adaptive Vsync Property" msgstr "Adaptive Vsync プロパティ" #: Editor/Src/Commands/AddComponentMenu.cpp:219 #: Editor/Mono/Inspector/Core/PropertyEditor.cs:207 msgid "Add" msgstr "追加" #: Editor/Src/ObjectFactory.cpp:119 Editor/Src/Undo/ObjectUndo.cpp:1060 #, c-format msgid "Add %s" msgstr "追加 %s" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:57 msgid "Add All Cameras" msgstr "すべてのカメラを追加" #: Editor/Src/DragAndDropForwarding.cpp:942 msgid "Add Animation " msgstr "アニメーションを追加" #: Editor/Mono/Inspector/AnimationClipEditor.cs:137 msgid "Add Animation Event" msgstr "アニメーションイベントを追加" #: Editor/Src/DragAndDropForwarding.cpp:873 #: Editor/Src/DragAndDropForwarding.cpp:953 msgid "Add Animator " msgstr "アニメーターを追加" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateMachineBehaviourEditor.cs:286 msgid "Add Behaviour" msgstr "動作を追加" #: Editor/Graphs/UnityEditor.Graphs/AnimationBlendTree/GraphGUI.cs:50 msgid "Add Blend Tree" msgstr "ブレンドツリーを追加" #: Modules/TreeEditor/TreeEditor.cs:2441 msgid "Add Branch Group" msgstr "枝グループを追加" #: Modules/BuildProfileEditor/TrText.cs:17 msgid "Add Build Profile" msgstr "ビルドプロファイルを追加" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:191 msgid "Add Colliders" msgstr "コライダーを追加" #: Modules/QuickSearch/Editor/UITK/SearchTableView.cs:279 msgid "Add Column..." msgstr "コラムを追加..." #: Editor/Mono/Inspector/Core/PropertyEditor.cs:190 msgid "Add Component" msgstr "コンポーネントを追加" #: [MenuItem]Modules/TextCoreTextEngineEditor/Managed/SpriteAssetCreationMenu.cs:17 msgid "Add Default Material" msgstr "デフォルトマテリアルを追加" #: Modules/PresetsUIEditor/PresetManagerEditor.cs:20 msgid "Add Default Preset" msgstr "デフォルトプリセットを追加" #: Modules/PresetsEditor/AddPresetTypeWindow/AddPresetTypeDataSource.cs:22 msgid "Add Default Type" msgstr "デフォルトタイプを追加" #: [MenuItem]Modules/TerrainEditor/Utilities/TerrainMenus.cs:88 msgid "Add Detail Mesh" msgstr "詳細マスクを追加" #: Editor/Src/DragAndDropForwarding.cpp:860 msgid "Add Director " msgstr "ディレクターを追加" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectView.cs:28 msgid "Add Effect" msgstr "エフェクトを追加" #: Editor/Mono/Inspector/AnimationClipEditor.cs:126 msgid "Add Event." msgstr "イベントを追加" #: Editor/Src/AutoDocumentation.cpp:1602 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/Mono/PresetLibraries/PresetLibraryEditorMenu.cs:82 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" #: [MenuItem]Modules/TerrainEditor/Utilities/TerrainMenus.cs:94 msgid "Add Grass Texture" msgstr "草のテクスチャを追加" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineMenuItems.cs:151 msgid "Add HDRP Default Layer Mask to Loaded Mesh Renderers and Terrains" msgstr "ロードされたメッシュレンダラーとTerrain(テレイン)にHDRPデフォルトレイヤーマスクを加えます" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineMenuItems.cs:173 msgid "Add HDRP Default Layer Mask to Selected Mesh Renderers and Terrains" msgstr "選択したメッシュレンダラーとTerrain(テレイン)にHDRPデフォルトレイヤーマスクを加えます" #: Editor/Mono/Animation/AnimationWindow/DopeSheetEditor.cs:565 msgid "Add Key" msgstr "キーを追加" #: Editor/Mono/Inspector/AnimationClipEditor.cs:135 msgid "Add Keyframe." msgstr "キーフレームを追加" #: Editor/Mono/EditorGUI.cs:4197 msgid "Add Layer..." msgstr "レイヤーを追加..." #: Modules/TreeEditor/TreeEditor.cs:2440 msgid "Add Leaf Group" msgstr "葉グループを追加" #: Editor/Mono/Inspector/AnimationClipEditor.cs:119 msgid "Add Loop Frame" msgstr "ループフレームを追加" #: Editor/Graphs/UnityEditor.Graphs/AnimationBlendTree/GraphGUI.cs:49 msgid "Add Motion" msgstr "モーションを追加" #: Editor/Mono/Inspector/BlendTreeInspector.cs:1288 msgid "Add Motion Field" msgstr "モーションフィールドを追加" #: Packages/com.unity.ugui/Editor/UGUI/EventSystem/EventTriggerEditor.cs:20 msgid "Add New Event Type" msgstr "新しいイベントタイプを追加" #: Editor/Mono/GUI/FlexibleMenu/FlexibleMenu.cs:11 msgid "Add New Item" msgstr "新しいアイテムを追加" #: Modules/PackageManagerUI/Editor/UI/ScopedRegistriesSettings.cs:18 msgid "Add New Registry Draft" msgstr "新しいレジストリドラフトを追加" #: Editor/Mono/Inspector/LODGroupGUI.cs:60 msgid "Add New Renderers" msgstr "新しいレンダラーを追加" #: Editor/Src/Application/Application.cpp:3355 #: Editor/Mono/SceneHierarchy.cs:1598 msgid "Add New Scene" msgstr "新しいシーンを追加" #: Editor/Mono/BuildPlayerWindow.cs:42 msgid "Add Open Scenes" msgstr "開いているシーンを追加" #: Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeComponentListEditor.cs:366 msgid "Add Override" msgstr "オーバーライドを追加" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/AdvancedOptionsUIBlock.cs:44 msgid "Add Precomputed Velocity" msgstr "事前計算された速度を追加" #: Editor/Mono/Inspector/LightProbeGroupInspector.cs:520 msgid "Add Probe" msgstr "プローブを追加" #: Editor/Mono/Animation/AnimationWindow/AddCurvesPopupHierarchyGUI.cs:16 msgid "Add Properties" msgstr "プロパティを追加" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowHierarchyGUI.cs:14 msgid "Add Property" msgstr "プロパティを追加" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:17 msgid "Add Quality Level" msgstr "品質レベルを追加" #: Modules/ProfilerEditor/ProfilerWindow/ModuleEditor/ModuleDetailsViewController.cs:99 msgid "Add Selected" msgstr "選択したものを追加" #: Editor/Mono/GUI/DockArea.cs:701 msgid "Add Tab" msgstr "タブを追加" #: Editor/Mono/EditorGUI.cs:4080 msgid "Add Tag..." msgstr "タグを追加..." #: Packages/com.unity.render-pipelines.high-definition/Samples~/FullscreenSamples/Scripts/Editor/FullscreenSamplesEffectSelectionEditor.cs:39 msgid "Add Time Of Day" msgstr "時刻を加える" #: [MenuItem]Modules/TerrainEditor/Utilities/TerrainMenus.cs:147 msgid "Add Tree" msgstr "樹木を追加" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/CustomPassVolumeEditor.cs:40 msgid "Add a Box Collider" msgstr "ボックスコライダーを追加" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/CustomPassVolumeEditor.cs:42 msgid "Add a Capsule Collider" msgstr "カプセルコライダーを追加" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/CustomPassVolumeEditor.cs:39 msgid "" "Add a Collider to this GameObject to set boundaries for the local Volume." msgstr "このゲームオブジェクトにコライダーを追加して、ローカルのボリューム範囲を設定します。" #: Editor/Mono/Inspector/LightProbeGroupInspector.cs:520 msgid "Add a Light Probe to the Light Probe Group." msgstr "ライトプローブグループにライトプローブを加えます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/CustomPassVolumeEditor.cs:43 msgid "Add a Mesh Collider" msgstr "メッシュコライダーを追加" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/CustomPassVolumeEditor.cs:41 msgid "Add a Sphere Collider" msgstr "スフィアコライダーを追加" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:31 msgid "Add and remove profiler modules" msgstr "プロファイラーモジュールの追加や削除を行います" #: Editor/Mono/Prefabs/PrefabReplaceUtility.cs:191 msgid "Add as Child" msgstr "子として追加" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerGroupTreeView.cs:294 msgid "Add child group" msgstr "子グループを追加" #: Modules/QuickSearch/Editor/UITK/SearchTableView.cs:18 msgid "Add column..." msgstr "コラムを追加..." #: Modules/ProfilerEditor/ProfilerWindow/ModuleEditor/ModuleDetailsViewController.cs:74 msgid "Add counters to be displayed by the module." msgstr "モジュールで表示するカウンターを加えます" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:554 msgid "Add custom entry" msgstr "カスタムエントリーを追加" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:19 msgid "Add event." msgstr "イベントを追加" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:18 msgid "Add keyframe." msgstr "キーフレームを追加" #: Editor/Mono/Audio/Mixer/GUI/AudioMixersTreeView.cs:527 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/PresetLibraries/PresetLibraryEditor.cs:73 msgid "Add new preset" msgstr "新しいプリセットを追加" #: Modules/TerrainEditor/PaintTools/PaintDetailsTool.cs:21 msgid "Add or remove detail meshes" msgstr "ディテールメッシュを追加、または削除します" #: Editor/Mono/Inspector/ScriptExecutionOrderInspector.cs:88 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:87 msgid "" "Add scripts to the custom order and drag them to reorder.\n" "\n" "Scripts 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/Audio/Mixer/GUI/AudioMixerGroupTreeView.cs:469 msgid "Add sibling group" msgstr "同階層グループを追加" #: Packages/com.unity.2d.tilemap/Editor/EditorTools/TilemapEditorToolPreferences.cs:21 msgid "Add to Defaults" msgstr "デフォルトに加える" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSPluginImporterExtension.cs:33 msgid "Add to Embedded Binaries" msgstr "埋め込みバイナリに追加" #: Modules/QuickSearch/Editor/Providers/AssetStoreProvider.cs:54 msgid "Add to My Assets" msgstr "マイアセットに追加" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorTransitionInspectorBase.cs:34 msgid "Add to list" msgstr "リストに追加" #: Editor/Mono/GUI/ReorderableList.cs:155 msgid "Add to the list" msgstr "リストに追加" #: Modules/PresetsUIEditor/PresetEditor.cs:22 msgid "Add to {0} default" msgstr "{0} デフォルトに追加 " #: Editor/Mono/Inspector/ShaderVariantCollectionInspector.cs:12 msgid "Add variant" msgstr "バリアントを追加" #: Editor/Mono/BuildPlayerWindow.cs:49 msgid "Add {0} to your Unity Pro license" msgstr "Unity Pro ライセンスに {0} を追加" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerChannelStripView.cs:1319 msgid "Add..." msgstr "追加..." #: Modules/TerrainEditor/PaintTools/PaintTreesTool.cs:81 msgid "Add/remove tree types." msgstr "樹木タイプの追加/削除" #: Modules/AssetDatabase/Editor/Public/AssetDatabaseUtility.cpp:211 msgid "AddAssetToSameFile failed because the other asset {0} is not persistent" msgstr "AddAssetToSameFileは他のアセット{0}が永続的でないため失敗しました" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesTreeView.cs:632 msgid "Added" msgstr "追加済み" #: /Editor/Src/Prefabs/PrefabMerging.h:139 msgid "Added Object" msgstr "追加オブジェクト" #: /Editor/Src/AssetPipeline/PrefabImporter.cpp:685 msgid "Added Object FileI Ds" msgstr "追加オブジェクトのファイル ID" #: Editor/Src/Commands/AddComponentMenu.cpp:402 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/VersionControl/UnityVersionControl.cpp:26 msgid "Adding collab-proxy package..." msgstr "collab-proxy パッケージを追加..." #: /Editor/Src/Prefabs/Prefab.cpp:54 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/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:191 msgid "Additional Compiler Arguments" msgstr "追加のコンパイラー引数" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4217 msgid "Additional Il2Cpp Args" msgstr "追加の IL2CPP 引数" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:66 msgid "Additional Lights" msgstr "追加ライト" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:77 msgid "Additional Options" msgstr "その他のオプション" #: Packages/com.unity.render-pipelines.core/Editor/AdditionalPropertiesPreferences.cs:62 msgid "Additional Properties" msgstr "追加プロパティ" #: Editor/Mono/Inspector/RendererEditorBase.cs:323 msgid "Additional Settings" msgstr "追加設定" #: Editor/Mono/Inspector/CanvasEditor.cs:44 msgid "Additional Shader Channels" msgstr "追加のシェーダーチャンネル" #: /Runtime/Graphics/Mesh/MeshRenderer.cpp:67 msgid "Additional Vertex Streams" msgstr "追加の頂点ストリーム" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:191 msgid "Additional arguments passed to the C# script compiler." msgstr "C#スクリプトコンパイラーに渡される追加の引数" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:270 msgid "Additional compiler arguments modified" msgstr "追加のコンパイラー引数が変更されました" #: PlatformDependent/EmbeddedLinux/Extensions/Managed/EmbeddedLinuxBuildWindowExtension.cs:25 msgid "Additional exports required to launch application remotely" msgstr "アプリケーションをリモートで起動するために必要な追加エクスポート" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:65 msgid "Additional extensions to include" msgstr "追加する拡張子" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:66 msgid "Additional lights support." msgstr "追加のライトサポート" #: Editor/Src/AutoDocumentation.cpp:2730 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-Missing:Missing detected at runtime. msgid "AdditionalContentPackages" msgstr "追加のコンテンツパッケージ" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerControllerView.cs:53 msgid "Additive Layer." msgstr "加法的レイヤー" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:171 msgid "Additive Normal Blending" msgstr "加法的法線ブレンド" #: Editor/Mono/Inspector/AnimationClipEditor.cs:51 msgid "Additive Reference Pose" msgstr "加法的参照ポーズ" #: PlatformDependent/EmbeddedLinux/Extensions/Managed/EmbeddedLinuxBuildWindowExtension.cs:21 msgid "Address" msgstr "アドレス" #: Packages/com.unity.2d.tilemap/Editor/UI/TilePaletteBrushPickElement.cs:789 msgid "Adds the current Brush as a new saved Pick" msgstr "現在のブラシを新しく保存された選択として加えます" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerDrawUtils.cs:69 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/PreferencesWindow/PreferencesSettingsProviders.cs:84 msgid "Adds timestamp and thread Id to Editor.log messages." msgstr "タイムスタンプとスレッドIDをEditor.logメッセージに加えます。" #: Modules/Physics2DEditor/Managed/Colliders/EdgeCollider2DEditor.cs:67 msgid "Adjacent End Point" msgstr "隣接する終点" #: Modules/Physics2DEditor/Managed/Colliders/EdgeCollider2DEditor.cs:58 msgid "Adjacent Start Point" msgstr "隣接する開始点" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:80 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:81 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/ReflectionProbeEditor.cs:127 msgid "" "Adjust the probe's zone of effect. Holding Alt or Shift and click the " "control handle to pin the center or scale the volume uniformly." msgstr "プローブの効果ゾーンを調節します。AltキーまたはShiftキーを押しながらハンドルをクリックして、中央を固定する、またはボリュームを均一にスケールします。" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:89 msgid "" "Adjusts how this light blends with the Sprites on the Target Sorting Layers. " "Different Blend Styles can be customized in the 2D Renderer Data Asset." msgstr "このライトがターゲットソートレイヤーのスプライトとどのようにブレンドされるかを調節します。2Dレンダラーデータアセットでは、さまざまなブレンドスタイルをカスタマイズできます。" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:92 msgid "" "Adjusts the amount of light occlusion from the Shadow Caster 2D component(s) " "when blocking this light.The higher the value, the more opaque the shadow " "becomes." msgstr "このライトをブロックする場合に、2Dシャドウキャスターコンポーネントからのライトオクルージョンの量を調節します。値が大きいほど、影は不透明になります。" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:93 msgid "Adjusts the amount of softness at the edge of the shadow." msgstr "影のエッジのぼかしの程度を調整します。" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:95 msgid "" "Adjusts the amount of volume light occlusion from the Shadow Caster 2D " "component(s) when blocking this light." msgstr "このライトをブロックする場合に、2Dシャドウキャスターコンポーネントからのボリュームライトオクルージョンの量を調節します。" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:218 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/Inspector/LightingSettingsEditor.cs:219 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" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:84 msgid "" "Adjusts the falloff area of this light. The higher the falloff value, the " "larger area the falloff spans." msgstr "このライトの減衰エリアを調節します。減衰値が高いほど、減衰が及ぶエリアが大きくなります。" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:94 msgid "" "Adjusts the falloff curve to control the softness of the shadow edges. The " "higher the falloff strength, the softer the edges of this shadow." msgstr "減衰カーブを調節して、この影のエッジのぼかしを制御します。減衰度が高いほど、この影のエッジはぼやけます。" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:85 msgid "" "Adjusts the falloff curve to control the softness of this light’s edges. The " "higher the falloff strength, the softer the edges of this light." msgstr "減衰カーブを調節して、このライトのエッジのぼかしを制御します。減衰度が高いほど、このライトのエッジはぼやけます。" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:60 msgid "" "Adjusts the inner / outer angles of this light to change the angle ranges of " "this Spot Light’s beam." msgstr "このライトの内/外円錐角を調節して、このスポットライトのビームの角度範囲を変更します。" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:101 msgid "" "Adjusts the inner / outer radius of this light to change the size of this " "light." msgstr "このライトの内/外側の半径を調節して、このライトのサイズを変更します。" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:88 msgid "" "Adjusts the intensity of this additional light volume that's additively " "blended on top of this light. To enable the Volumetric Shadow Strength, " "increase this Intensity to be greater than 0." msgstr "このライトの上に追加的にブレンドされるこの追加のライトボリュームの強さを調節します。ボリュメトリックな影の強さを使うには、この強さを0より大きくします。" #: Packages/com.unity.2d.tilemap/Editor/UI/TilePaletteBrushPickElement.cs:42 msgid "Adjusts the size of the Picks" msgstr "選択のサイズを調節" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:98 msgid "" "Adjusts the z-axis distance of this light and the lit Sprite(s). Do note " "that this distance does not Transform the position of this light in the " "Scene." msgstr "このライトとLitスプライトのZ軸の距離を調節します。この距離は、シーンのこのライトの位置を変換しないことに注意してください。" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:87 msgid "" "Adjusts this light’s color intensity by using multiply to brighten the " "Sprite beyond its original color." msgstr "スプライトを元の色より明るくするために、乗算を使用してこのライトの色の強さを調節します。" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:86 msgid "Adjusts this light’s color." msgstr "このライトの色を調節します。" #: Modules/UnityConnectEditor/Services/AdsService.cs:55 msgid "Ads" msgstr "Ads" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:367 msgid "Advanced" msgstr "上級者向け" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:31 msgid "Advanced Options" msgstr "詳細オプション" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/AxfSurfaceInputsUIBlock.cs:13 msgid "Advanced Surface Inputs" msgstr "詳細サーフェス入力" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:187 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詳細な設定を行います" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:148 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" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:137 msgid "" "Advanced tuning option to control the growth step in MB (Recommended " "default: 16 MB). A growth step of 16MB means the heap is increased by 16MB " "each time it needs to grow." msgstr "拡張ステップをMB単位で制御するための詳細な調節オプション(推奨デフォルトは16MB)。16MBの拡張ステップは、ヒープ拡張の必要があるたびに16MBずつ拡張されることを意味します。" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:140 msgid "" "Advanced tuning option to control the memory geometric growth factor " "(Recommended default: 0.2). A growth factor of 0.2 means that the size of " "the heap is increased by 0.2 * currentHeapSize each time the heap needs to " "grow." msgstr "メモリの幾何学的拡張ファクターを制御するための詳細な調節オプション(推奨デフォルトは0.2)。拡張ファクター0.2は、ヒープ拡張の必要があるたびに、ヒープのサイズが 0.2 * currentHeapSize ずつ拡張することを意味します。" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:141 msgid "" "Advanced tuning option to control the upper limit for a heap growth step in " "MB if geometric memory growth is enabled (Recommended default: 96 MB). A " "growth cap of 96MB means that the size of the heap is increased by at most " "96 MB." msgstr "幾何学的メモリ拡張が有効になっている場合に、ヒープ拡張ステップの上限をMB単位で制御する高度な調節オプション(推奨デフォルトは96MB)。拡張上限96MBは、ヒープサイズの拡張が最大で96MBであることを意味します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:42 msgid "Affect Diffuse" msgstr "ディフューズに影響" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:73 msgid "Affect Physically Based Sky" msgstr "物理ベースの空に影響" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:43 msgid "Affect Specular" msgstr "スペキュラーに影響" #: /Editor/Src/Undo/UndoBase.cpp:200 msgid "Affected Scene Handles" msgstr "影響を受けるシーンハンドル" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:42 msgid "Affected UV Channels" msgstr "影響を受ける UV チャンネル" #: Modules/TerrainEditor/TerrainWizards.cs:508 msgid "Affected by Density Scale" msgstr "密度スケールの影響を受ける" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/Decal/DecalProjectorEditor.cs:783 msgid "Affects Transparency Property" msgstr "透明度プロパティに影響" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/Decal/DecalProjectorEditor.Skin.cs:27 msgid "Affects Transparent" msgstr "透明サーフェスに影響" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:148 msgid "" "Affects how blocker search samples are distributed. Samples distance to " "center is elevated to this power." msgstr "ブロッカー検索サンプルの配布方法に影響します。中心までのサンプルの距離はこのこの値まで増加されます。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:2406 msgid "Affects the bit depth of the final swap chain format and color space." msgstr "最終的なスワップチェーン形式と色空間のビット深度に影響します。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:229 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/LightProbeProxyVolumeEditor.cs:56 msgid "Affects the format of the LPPV texture." msgstr "LPPVテクスチャの形式に影響します" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:55 msgid "" "Affects the total number of evaluated Spherical Harmonics(SH) bands for " "Renderers that use a Light Probe Proxy Volume:\n" "\n" "Low Quality - uses only 2 bands (L0 and L1) sampled from a LPPV texture. " "This option might improve the performance by not breaking batching.\n" "\n" "Normal 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。" #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/ScreenSpaceAmbientOcclusionEditor.cs:63 msgid "After Opaque" msgstr "不透明後処理" #: /Editor/Mono/VersionControl/UI/VCMenuPending.cs:97 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:85 msgctxt "MenuItem./CONTEXT/Pending/Diff/Against Head..." msgid "Against Head..." msgstr "ヘッドと比較..." #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:31 msgid "Agent Type" msgstr "エージェントタイプ" #: Modules/AIEditor/Utilities/NavMeshEditorHelpers.cs:43 msgid "" "Agent types cannot be configured, because the AI Navigation package is not " "installed. Would you like to install it?" msgstr "AI Navigation パッケージがインストールされていないため、エージェント タイプを作成できません。インストールしますか?" #: Editor-Missing:Missing detected at runtime. msgid "Aim Constraint" msgstr "照準コンストレイント" #: Editor/Mono/Inspector/AimConstraintEditor.cs:37 msgid "Aim Vector" msgstr "照準ベクトル" #: Editor/Mono/Inspector/StandardShaderGUI.cs:33 msgid "Albedo" msgstr "アルベド" #: Editor/Mono/Inspector/StandardShaderGUI.cs:33 msgid "Albedo (RGB) and Transparency (A)" msgstr "アルベド (RGB) と透明度 (A)" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:39 msgid "Albedo (RGB) and Transparency (A)." msgstr "アルベド (RGB) と透明度 (A)" #: Editor/Mono/Inspector/StandardShaderGUI.cs:47 msgid "Albedo (RGB) multiplied by 2" msgstr "アルベド (RGB) の 2倍" #: /Runtime/Graphics/GISettings.h:77 #: Editor/Mono/Inspector/LightingSettingsEditor.cs:192 msgid "Albedo Boost" msgstr "アルベド強化" #: Editor/Mono/Inspector/RendererLightingSettings.cs:54 msgid "Albedo Scale" msgstr "アルベドスケール" #: /Runtime/Camera/GraphicsSettings.cpp:509 msgid "Albedo Swatch Infos" msgstr "アルべドスウォッチ情報" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:112 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。" #: Packages/com.unity.render-pipelines.universal/Editor/EditorUtils.cs:29 msgid "Alembic Motion Vectors" msgstr "Alembic モーションベクトル" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:113 msgid "Algorithm" msgstr "アルゴリズム" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:171 msgid "Alias" msgstr "エイリアス" #: Editor-Missing:Missing detected at runtime. msgid "Align By Geometry" msgstr "ジオメトリで整列" #: Modules/GridAndSnap/SnapSettingsWindow.cs:83 msgid "Align Selected" msgstr "選択した整列" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:225 msgid "Align To Direction" msgstr "移動方向に整列" #: Modules/TerrainEditor/TerrainWizards.cs:509 msgid "Align To Ground (%)" msgstr "地面に揃える (%)" #: [MenuItem]Editor/Mono/SceneView/SceneView.cs:1892 msgid "Align View to Selected" msgstr "選択したものにビューを揃える" #: /Editor/Mono/SceneView/SceneView.cs:1892 msgctxt "MenuItem./GameObject/Align View to Selected" msgid "Align View to Selected" msgstr "選択したものにビューを揃える" #: Editor-Missing:Missing detected at runtime. msgid "Align With View" msgstr "ビューに揃える" #: [MenuItem]Editor/Mono/SceneView/SceneView.cs:1879 msgid "Align With View %" msgstr "ビューに揃える %" #: /Editor/Mono/SceneView/SceneView.cs:1879 msgctxt "MenuItem./GameObject/Align With View %#f" msgid "Align With View %#f" msgstr "ビューに揃える %#f" #: Editor-Missing:Missing detected at runtime. msgid "Align with view" msgstr "ビューに揃える" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:157 #: Editor/Mono/Inspector/LineRendererEditor.cs:16 msgid "Alignment" msgstr "整列" #: /Runtime/Serialize/SerializationCaching/CachedWriter.h:103 msgctxt "Error Message in CachedWriter.h" msgid "Alignment error " msgstr "整列エラー " #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:117 msgid "All" msgstr "すべて" #: Modules/GridAndSnap/SnapSettingsWindow.cs:85 msgid "All Axes" msgstr "すべての軸" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:223 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" #: Packages/com.unity.render-pipelines.core/Editor/AdditionalPropertiesPreferences.cs:22 msgid "All Hidden" msgstr "すべて隠す" #: Editor-Missing:Missing detected at runtime. msgid "All Sequential" msgstr "すべてを順々に" #: Modules/ShortcutManagerEditor/ShortcutManagerWindowViewController.cs:11 msgid "All Unity Commands" msgstr "すべての Unity コマンド" #: Packages/com.unity.render-pipelines.core/Editor/AdditionalPropertiesPreferences.cs:22 msgid "All Visible" msgstr "すべて表示" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:78 msgid "" "All additional lights are packed into a single cookie atlas. This setting " "controls the atlas format." msgstr "追加のライトはすべて、1つのクッキーアトラスに梱包されています。 この設定は、アトラス形式を制御します。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:77 msgid "" "All additional lights are packed into a single cookie atlas. This setting " "controls the atlas size." msgstr "追加のライトはすべて、1つのクッキーアトラスに梱包されています。 この設定は、アトラスサイズを制御します。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:69 msgid "" "All additional lights are packed into a single shadowmap atlas. This setting " "controls the atlas size." msgstr "追加ライトはすべて、1つのシャドウマップアトラスにパックされます。この設定は、アトラスのサイズを制御します。" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildProfileExtension.cs:29 msgid "All compatible devices" msgstr "互換性のあるデバイスすべて" #: Editor/Mono/GUI/ManagedDebuggerWindow.cs:48 msgid "All compiler errors must be fixed before switching to debug mode." msgstr "デバッグモードに切り替える前に、すべてのコンパイラーエラーを修正する必要があります。" #: Editor/Mono/GUI/ManagedDebuggerWindow.cs:40 msgid "All compiler errors must be fixed before switching to release mode." msgstr "リリースモードに切り替える前に、すべてのコンパイラーエラーを修正する必要があります。" #: Modules/PresetsUIEditor/PresetEditor.cs:23 msgid "All entry using this Preset will be removed from the default list." msgstr "このプリセットを使ったすべてのエントリーはデフォルトリストから削除されます。" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:93 msgid "All files" msgstr "すべてのファイル" #: Modules/QuickSearch/Editor/UITK/SearchEmptyView.cs:65 msgid "All indexes are disabled." msgstr "すべてのインデックスが無効です。" #: Editor/Src/AutoDocumentation.cpp:2542 msgctxt "From AutoDocumentation" msgid "" "All mips smaller than this will be padded to be at least macroblockSize* " "macroblockSize pixels. This is to make some downstream users happy." msgstr "これよりも小さいすべてのミップは、少なくともmacroblockSize*macroblockSizeピクセルになるようにパディングされます。これは、一部のユーザーを満足させるためのものです。" #: Editor/Mono/Audio/Mixer/GUI/AudioMixersTreeView.cs:526 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。" #: Modules/QuickSearch/Editor/SearchSettings.cs:1333 msgid "" "All object selectors will restore their initial preferences (priority, " "active)" msgstr "すべてのオブジェクトセレクターは、初期環境設定(優先度、アクティブ)を復元します" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSPreferenceWindowExtension.cs:75 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" #: Editor/Mono/Inspector/ScriptExecutionOrderInspector.cs:90 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" #: Modules/QuickSearch/Editor/SearchSettings.cs:1315 msgid "" "All search providers will restore their initial preferences (priority, " "active, default action)" msgstr "すべての検索プロバイダーは、初期環境設定(優先度、アクティブ、デフォルトアクション)を復元します" #: Editor/Src/AutoDocumentation.cpp:3415 msgctxt "From AutoDocumentation" msgid "" "All supported texture layout should be specified in the flag, could be " "combination of #UnityXRTextureLayoutFlags." msgstr "サポートされているすべてのテクスチャレイアウトはフラグで指定する必要があります。#UnityXRTextureLayoutFlagsの組み合わせを使用します。" #: Modules/PackageManagerUI/Editor/UI/PackageLoadBar.cs:192 msgid "All {0} packages shown" msgstr "{0} パッケージすべてを表示" #: Editor-Missing:Missing detected at runtime. msgid "Alley" msgstr "路地" #: /Runtime/Allocator/AllocationHeader.h:374 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/Testing/MemoryTestFixtures.cpp:339 msgctxt "Error Message in MemoryTestFixtures.cpp" msgid "" "AllocationsTracker failed to register into memory manager tracking system." msgstr "AllocationsTrackerは、メモリ管理追跡システムに登録できませんでした。" #: /Runtime/Testing/MemoryTestFixtures.cpp:358 msgctxt "Error Message in MemoryTestFixtures.cpp" msgid "" "AllocationsTracker failed to unregister from memory manager tracking system." msgstr "AllocationsTrackerは、メモリ管理追跡システムから登録を解除できませんでした。" #: /Runtime/Export/Unsafe/UnsafeUtility.bindings.cpp:320 msgctxt "Error Message in UnsafeUtility.bindings.cpp" msgid "" "Allocator.Temp allocations are only allowed on the main thread or job worker " "thread with an explicit ManagedTempMemScope." msgstr "Allocator.Temp割り当ては、明示的なManagedTempMemScopeを持つメインスレッドまたはジョブワーカー スレッドでのみ可能です。" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:32 msgid "Allow 'unsafe' Code" msgstr "アンセーフコードを許可" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:266 msgid "Allow 'unsafe' code setting modified" msgstr "アンセーフコードを許可の設定が変更されました" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:159 msgid "Allow Alpha Splitting" msgstr "アルファ値の分離を許可" #: Editor-Missing:Missing detected at runtime. msgid "Allow Audio Scrubbing" msgstr "オーディオスクラブを許可" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:86 msgid "Allow Auto Save" msgstr "自動保存を許可" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:39 msgid "Allow DLSS" msgstr "DLSS を許可" #: /Editor/Src/EditorUserBuildSettings.cpp:225 #: Editor/Mono/Modules/DefaultBuildProfileExtension.cs:333 msgid "Allow Debugging" msgstr "デバッグを許可" #: Editor/Mono/Inspector/CameraEditor.cs:51 msgid "Allow Dynamic Resolution" msgstr "動的解像度を許可" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:43 msgid "Allow FSR2" msgstr "FSR2 を許可" #: /Runtime/Misc/PlayerSettings.cpp:847 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1153 msgid "Allow Fullscreen Switch" msgstr "全画面表示への切り替えを許可" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:129 msgid "Allow Fullscreen Switch*" msgstr "全画面表示への切り替えを許可*" #: Editor-Missing:Missing detected at runtime. msgid "Allow HDR" msgstr "HDR を許可" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:245 msgid "Allow HDR Display Output*" msgstr "HDR ディスプレイ出力を許可*" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VisualEffectEditor.cs:1178 msgid "Allow Instancing" msgstr "インスタンシングを有効にする" #: /Runtime/Shaders/Material.cpp:489 msgid "Allow Locking" msgstr "ロックを許可" #: Editor-Missing:Missing detected at runtime. msgid "Allow MSAA" msgstr "MSAA を許可" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:252 msgid "Allow Mixed Cached Shadows" msgstr "混合キャッシュシャドウを許可" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:342 msgid "Allow Motion Blur" msgstr "モーションブラーを有効にする" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:177 msgid "Allow Off Screen" msgstr "オフ画面を許可" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:207 msgid "Allow OffScreen" msgstr "オフスクリーンを許可" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:138 msgid "Allow Roll" msgstr "回転を許可" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:50 msgid "Allow Rotation" msgstr "回転を許可" #: /Editor/Src/Scripting/EditorOnlyScriptingSettings.cpp:67 #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:263 msgid "Allow Unsafe Code" msgstr "アンセーフコードを許可" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerChannelStripView.cs:1015 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/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:223 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/Src/AutoDocumentation.cpp:350 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可能にします" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:174 msgid "Allow downloads over HTTP*" msgstr "HTTP 経由のダウンロードを可能にします*" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:252 msgid "" "Allow mixed cached shadows for directional lights, it will incurr in further " "memory cost." msgstr "ディレクショナルライトに混合キャッシュシャドウを可能にすると、より高いメモリコストが発生します。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:16 msgid "Allow quality setting on platform" msgstr "プラットフォームの品質設定を許可" #: 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/Src/AutoDocumentation.cpp:2845 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:481 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)" #: Modules/TerrainEditor/TerrainInspector.cs:181 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。" #: Editor/Mono/Inspector/RenderTextureEditor.cs:25 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-Missing:Missing detected at runtime. msgid "Allow the users to hear audio while scrubbing on audio clip." msgstr "ユーザーがオーディオクリップをスクラブしながらオーディオを聞くことが可能になります。" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:37 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/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:127 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" #: /Runtime/Misc/PlayerSettings.cpp:963 msgid "AllowHDR Display Support" msgstr "HDR ディスプレイサポートを許可" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1121 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:1120 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:1118 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:1119 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" #: /Runtime/Misc/PlayerSettings.cpp:772 msgid "Allowed Autorotate To Landscape Left" msgstr "横向き (左) への自動回転を許可" #: /Runtime/Misc/PlayerSettings.cpp:771 msgid "Allowed Autorotate To Landscape Right" msgstr "横向き (右) への自動回転を許可" #: /Runtime/Misc/PlayerSettings.cpp:769 msgid "Allowed Autorotate To Portrait" msgstr "縦向きへの自動回転を許可" #: /Runtime/Misc/PlayerSettings.cpp:770 msgid "Allowed Autorotate 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:61 msgid "Allowed Orientations for Auto Rotation" msgstr "自動回転が可能な向き" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:179 msgid "Allowed in development builds" msgstr "開発者ビルドで使用可能" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:134 msgid "Allows Adaptive Performance to adjust rendering quality during runtime" msgstr "Adaptive Performanceによってランタイムにレンダリング品質を調節することを可能にします" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:55 msgid "Allows Alpha Splitting" msgstr "アルファ値の分離を許可" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:39 msgid "" "Allows DLSS for this camera. For the effect to be enabled, it must be set in " "the quality asset of this project." msgstr "このカメラのDLSSを可能にします。 この効果を有効にするには、このプロジェクトの品質アセットで設定する必要があります。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:43 msgid "" "Allows FSR2 for this camera. For the effect to be enabled, it must be set in " "the quality asset of this project." msgstr "このカメラのFSR2を可能にします。 この効果を有効にするには、このプロジェクトの品質アセットで設定する必要があります。" #: Editor/Mono/Inspector/CameraEditor.cs:54 msgid "" "Allows XR rendering for target eye. This disables stereo rendering and only " "works for the selected eye." msgstr "ターゲットとなる片目のXRレンダリングが可能になります。 これにより、ステレオレンダリングが無効になり、選択した目でのみ機能します。" #: Modules/TerrainEditor/Utilities/TerrainLayerUtility.cs:22 msgid "Allows adding / replacing or removing terrain layers" msgstr "Terrain(地形)レイヤーの追加、置き換え、または削除を可能にします" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:138 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。" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:109 msgid "" "Allows objects on specified layers to be included or excluded in the " "reflection." msgstr "指定したレイヤー上のオブジェクトをリフレクションに含むか含まないか。" #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/DecalRendererFeatureEditor.cs:15 msgid "" "Allows specifying which decals surface data should be blended with surfaces." msgstr "どのデカールサーフェスデータをサーフェスとブレンドするかを指定できます。" #: Editor/Mono/Inspector/RendererLightingSettings.cs:38 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" #: Modules/Physics2DEditor/Managed/Settings/Physics2DSettingsEditor.cs:12 msgid "Allows the configuration of 2D physics gizmos shown in the Editor." msgstr "エディターに表示される2D物理ギズモの設定を可能にします。" #: Modules/Physics2DEditor/Managed/Settings/Physics2DSettingsEditor.cs:11 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。" #: Modules/Physics2DEditor/Managed/Settings/Physics2DSettingsEditor.cs:14 msgid "Allows the configuration of the layer-based collision detection." msgstr "レイヤーベースの衝突検出を設定できます。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:246 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" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:105 msgid "" "Allows to the resolution from the set of predetermined resolutions specified " "in the quality settings." msgstr "品質設定で提供される事前に決められた一群の解像度からの解像度を可能にします。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:243 msgid "" "Allows you to choose whether to choose a faster (Never) or more compatible " "(Always) screen blit technique." msgstr "画面のBlit(転送)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。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:66 msgid "" "Allows you to enable or disable range attenuation. Range attenuation is " "useful for indoor environments because you can avoid having to set up a " "large range for a Light to get correct inverse square attenuation that may " "leak out of the indoor environment." msgstr "範囲の減衰を有効または無効にできます。範囲減衰は屋内環境に役立ちます。理由は、屋内環境から漏れる可能性のある正しい逆2乗減衰を得るために、ライトに広い範囲を設定する必要がないためです。" #: Editor/Mono/Inspector/Texture3DPreview.cs:81 msgid "Alpha" msgstr "アルファ" #: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:15 msgid "Alpha Affects Intensity" msgstr "アルファはライトの強さに影響します" #: Packages/com.unity.shadergraph/Editor/Generation/Targets/Fullscreen/FullscreenShaderGUI.cs:53 msgid "Alpha Blend Op" msgstr "アルファブレンド Op" #: Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/BaseShaderGUI.cs:246 msgid "Alpha Clipping" msgstr "アルファクリッピング" #: Editor/Mono/Inspector/StandardShaderGUI.cs:34 msgid "Alpha Cutoff" msgstr "アルファカットオフ" #: Modules/TreeEditor/TreeEditor.cs:103 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" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:52 msgid "Alpha Dilation" msgstr "アルファ拡張" #: Packages/com.unity.ugui/Editor/UGUI/UI/DropdownEditor.cs:49 msgid "Alpha Fade Speed" msgstr "アルファのフェード速度" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:164 #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:365 msgid "Alpha Is Transparency" msgstr "アルファ値を透明度として使用" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionFilterUI.Drawer.cs:16 msgid "Alpha Mask" msgstr "アルファマスク" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionLayerUI.Drawers.cs:31 msgid "Alpha Range" msgstr "アルファ範囲" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:288 msgid "Alpha Source" msgstr "アルファソース" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2790 msgid "Alpha Test Ref" msgstr "アルファテスト参照" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:118 #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1333 msgid "Alpha Test Reference Value" msgstr "アルファテスト参照値" #: /Runtime/2D/Common/SpriteRenderData.cpp:403 msgid "Alpha Texture" msgstr "アルファテクスチャ" #: /Editor/Src/2D/SpriteAtlas/AtlasCache.cpp:32 msgid "Alpha Textures" msgstr "アルファテクスチャ" #: /Runtime/Shaders/SerializedShaderData.h:1112 msgid "Alpha To Mask" msgstr "アルファをマスクに変換" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:163 msgid "Alpha Usage" msgstr "アルファの使用" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:222 msgid "Alpha affects Particles" msgstr "アルファはパーティクルに影響する" #: Editor/Mono/2D/Common/TexturePlatformSettingsView.cs:15 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/Inspector/MaterialEditor.cs:38 msgid "AlphaTest" msgstr "アルファテスト" #: Editor-Missing:Missing detected at runtime. msgid "Alphanumeric" msgstr "英数字" #: Editor/Mono/Inspector/LightEditor.cs:81 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。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LayerListUIBlock.cs:19 msgid "Also reset UV." msgstr "UVもリセットします。" #: 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 "Alt Positive Button" msgstr "正方向ボタン (副)" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:82 msgid "Alternate Portrait Image*" msgstr "その他の縦向き画像*" #: Modules/TreeEditor/TreeEditor.cs:82 msgid "Alternate|" msgstr "その他|" #: Editor/Src/AutoDocumentation.cpp:820 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:821 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" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteClipboard.cs:20 msgid "Alternatively, get started quickly with a Whitebox Tile Palette" msgstr "または、ホワイトボックスタイルパレットを使ってすぐに始める" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:110 msgid "" "Alternatively, you may choose to upgrade from the menu. Window > Rendering > " "Render Pipeline Converter > URP 2D Converters" msgstr "または、メニューからアップグレードすることもできます。ウィンドウ > レンダリング > レンダーパイプラインコンバーター > URP 2D コンバーター" #: Editor-Missing:Missing detected at runtime. msgid "Always" msgstr "常に" #: Editor-Missing:Missing detected at runtime. msgid "Always Animate" msgstr "常にアニメーション化" #: /Runtime/Camera/GraphicsSettings.cpp:549 msgid "Always Included Shaders" msgstr "常に含まれるシェーダー" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:107 msgid "Always Simulate" msgstr "常にシミュレーションする" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:180 msgid "Always allowed" msgstr "常に可能です" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:357 msgid "" "Always builds occluders from the depth pre-pass. If this flag is on, or the " "Full Depth Prepass within Deferred frame setting is enabled, or Lit Shader " "Mode is Forward Only, occluders are built during the depth pre-pass. " "Otherwise occluders are built during the gbuffer pass." msgstr "常に深度プリパスから遮蔽物を作成します。このフラグがオンの場合、またはディファードフレーム内のフル深度プリパス設定が有効になっている場合、またはLitシェーダーモードがフォワードのみの場合、遮蔽物は深度プリパス中にビルドされます。 それ以外の場合、遮蔽物はgbufferパス中にビルドされます。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:121 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。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:114 msgid "Always draw dynamic" msgstr "常に動的に描画" #: Modules/AssetPipelineEditor/ImportSettings/PluginImporterInspector.cs:35 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" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs:509 msgid "Always recompute bounds and simulate" msgstr "常に、境界を再計算しシミュレートします" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs:508 msgid "Always recompute bounds, simulate only when visible" msgstr "常に境界を再計算し、表示されている場合にのみシミュレートします" #: Editor/Mono/SettingsWindow/LightingEditor.cs:39 msgid "Ambient Color" msgstr "環境光の色 " #: /Runtime/Camera/RenderSettings.cpp:542 msgid "Ambient Equator Color" msgstr "環境光 (境界の色)" #: /Runtime/Camera/RenderSettings.cpp:543 msgid "Ambient Ground Color" msgstr "環境光 (地面の色)" #: /Runtime/Camera/RenderSettings.cpp:544 msgid "Ambient Intensity" msgstr "環境光の強さ" #: /Runtime/Camera/RenderSettings.cpp:588 msgid "Ambient Light" msgstr "環境光" #: /Runtime/Camera/RenderSettings.cpp:545 #: Packages/com.unity.render-pipelines.high-definition/Editor/Sky/VisualEnvironmentEditor.cs:145 msgid "Ambient Mode" msgstr "環境光モード" #: /Editor/Src/LightmappingAnalyticsData.h:76 #: Editor/Mono/Inspector/LightingSettingsEditor.cs:217 msgid "Ambient Occlusion" msgstr "アンビエントオクルージョン " #: Editor/Mono/Inspector/LightingSettingsEditor.cs:230 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/Inspector/LightingSettingsEditor.cs:237 msgid "Ambient Occlusion Filter" msgstr "アンビエントオクルージョンフィルター" #: Modules/TreeEditor/TreeEditor.cs:95 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" #: /Runtime/Camera/RenderSettings.cpp:565 msgid "Ambient Probe" msgstr "アンビエントプローブ" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:132 msgid "Ambient Probe Contribution" msgstr "アンビエントプローブ寄与" #: /Runtime/Camera/RenderSettings.cpp:541 msgid "Ambient Sky Color" msgstr "アンビエントスカイカラー" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:99 msgid "Ambient Term" msgstr "アンビエント" #: Editor/Src/AutoDocumentation.cpp:1744 msgctxt "From AutoDocumentation" msgid "Ambient equator color." msgstr "水平線付近の環境光の色" #: Editor/Src/AutoDocumentation.cpp:1745 msgctxt "From AutoDocumentation" msgid "Ambient ground color." msgstr "下半球の環境光の色" #: Editor/Src/AutoDocumentation.cpp:1747 msgctxt "From AutoDocumentation" msgid "Ambient lighting mode." msgstr "環境光モード" #: Editor/Src/AutoDocumentation.cpp:1748 msgctxt "From AutoDocumentation" msgid "Ambient sky color." msgstr "上半球の環境光の色" #: Modules/AssetPipelineEditor/ImportSettings/AudioImporterInspector.cs:439 msgid "Ambisonic" msgstr "アンビソニック" #: Editor/Mono/Inspector/AudioManagerInspector.cs:22 msgid "Ambisonic Decoder Plugin" msgstr "アンビソニックデコーダープラグイン" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:120 msgid "Amount" msgstr "量" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:69 msgid "" "Amount of friction that is applied as a result of connected bodies moving " "relative to this body." msgstr "このボディに接続されたボディがこのボディに相対的に移動する結果、適用される摩擦の量。" #: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:10 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/TerrainEditor/PaintTools/PaintTreesTool.cs:90 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)。" #: Editor/Mono/AssetPipeline/SpeedTree/SpeedTree9ImporterWindEditor.cs:14 msgid "Amount of world position based noise applied to each tree." msgstr "各樹木に適用されるワールド位置に基づくノイズの量。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:90 msgid "Amplitude" msgstr "大きさ" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:47 msgid "Amplitude Dimmer" msgstr "振幅調節" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:63 msgid "Amplitude of the sampling of the noise." msgstr "ノイズのサンプリングの振幅。" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerGroupTreeView.cs:293 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/Inspector/LightProbeProxyVolumeEditor.cs:54 msgid "" "An enum describing the way a Light Probe Proxy Volume refreshes in the " "Player." msgstr "プレイヤー内でのライトプローブプロキシボリュームの更新方法を記述したenum。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:51 msgid "An error occured while updating texture assets: {0}" msgstr "テクスチャアセットの更新中にエラーが発生しました: {0}" #: Modules/PackageManagerUI/Editor/Services/Upm/UpmBaseOperation.cs:169 msgid "An error occurred, likely on the server. Please try again later." msgstr "おそらくサーバーでエラーが発生しました。時間をおいてもう一度やり直してください。" #: Modules/PackageManagerUI/Editor/Services/Common/UIError.cs:10 msgid "" "An error occurred: This package isn't available because its license isn't " "registered to your user account. If you're licensed to use this package, go " "to Unity Hub > Preferences > Licenses and click Refresh. Otherwise, contact " "your administrator." msgstr "エラーが発生しました: ライセンスがユーザーアカウントに登録されていないため、このパッケージは利用できません。このパッケージを使用するライセンスがある場合は、Unity Hub > 環境設定 > ライセンスの順に移動し、情報を更新をクリックします。それ以外の場合は、管理者に連絡してください。" #: Modules/PackageManagerUI/Editor/Services/Pages/PageManager.cs:156 msgid "An extension page needs to have a non-empty unique name." msgstr "拡張ページには空でない一意の名前が必要です。" #: Modules/PackageManagerUI/Editor/Services/Pages/PageManager.cs:162 msgid "" "An extension page with name {0} already exists. Please use a different name." msgstr "{0}という名前の拡張ページはすでに存在します。別の名前を使用してください。" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:69 msgid "" "An extra velocity value added to emitted particles when the Emitter Velocity " "Mode is Custom." msgstr "エミッター速度モードがカスタムの場合、放出されたパーティクルに加えられる追加の速度値。" #: Editor/Src/AutoDocumentation.cpp:918 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/Mono/Inspector/Enlighten/LightmapParameters.cs:177 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" #: [MenuItem]Editor/Mono/PerformanceTools/FrameDebugger.cs:59 msgid "Analysis" msgstr "分析" #: /Editor/Mono/Annotation/SceneRenderModeWindow.cs:241 msgctxt "MenuItem./Window/Analysis/Rendering Debugger" msgid "Analysis" msgstr "分析" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/HDAnalytics.cs:74 #: Editor-Missing:Missing detected at runtime. msgid "Analytics" msgstr "Analytics" #: Editor-Missing:Missing detected at runtime. msgid "AnalyticsTracker" msgstr "AnalyticsTracker" #: Editor/Mono/Inspector/CameraEditor.cs:42 msgid "Anamorphism" msgstr "アナモルフィック" #: Editor/Mono/Prefabs/PrefabFamilyPopup.cs:86 msgid "Ancestors" msgstr "先祖" #: /Runtime/Transform/RectTransform.cpp:201 msgid "Anchor Max" msgstr "アンカー最大値" #: /Runtime/Transform/RectTransform.cpp:200 msgid "Anchor Min" msgstr "アンカー最小値" #: Editor/Mono/Inspector/RendererEditorBase.cs:27 msgid "Anchor Override" msgstr "アンカーオーバーライド" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:72 msgid "Anchor Position" msgstr "アンカー位置" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/LightAnchorEditor.cs:599 msgid "Anchor Position Offset" msgstr "アンカー位置オフセット" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/LightAnchorEditor.cs:151 msgid "Anchor Position Offset Property" msgstr "アンカー位置オフセットプロパティ" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/LightAnchorEditor.cs:598 msgid "Anchor Position Override" msgstr "アンカー位置オーバーライド" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/LightAnchorEditor.cs:144 msgid "Anchor Position Override Property" msgstr "アンカー位置オーバーライドプロパティ" #: Packages/com.unity.ugui/Editor/TMP/TMPro_TextContainerEditor.cs:71 msgid "Anchor Position_prop" msgstr "アンカー位置" #: Editor/Mono/Inspector/LayoutDropdownWindow.cs:124 msgid "Anchor Presets" msgstr "アンカープリセット" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:74 msgid "Anchor Rotation" msgstr "アンカーの回転" #: /Runtime/Transform/RectTransform.cpp:202 msgid "Anchored Position" msgstr "アンカー位置" #: Modules/TilemapEditor/Editor/Managed/TilemapEditor.cs:29 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" #: Editor/Mono/Inspector/RectTransformEditor.cs:37 msgid "Anchors" msgstr "アンカー" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidPreferenceWindowExtension.cs:196 msgid "Android" msgstr "Android" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3891 msgid "Android App Bundle Size To Validate" msgstr "Android 検証する App Bundle サイズ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3882 msgid "Android Banners" msgstr "Android バナー" #: /Runtime/Misc/PlayerSettings.cpp:787 #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:511 msgid "Android Blit Type" msgstr "Android Blit タイプ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3870 #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1240 msgid "Android Build Apk Per Cpu Architecture" msgstr "Android Build Apk (CPU アーキテクチャごと)" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildProfileExtension.cs:160 msgid "Android Build System" msgstr "Android ビルドシステム" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3652 #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1027 msgid "Android Bundle Version Code" msgstr "Android バンドルバージョンコード" #: /Editor/Src/EditorUserBuildSettings.cpp:217 msgid "Android Current Deployment Target Id" msgstr "Android 現在のデプロイメントターゲット ID" #: /Runtime/Misc/PlayerSettings.cpp:793 msgid "Android Default Window Height" msgstr "Android デフォルトのウィンドウの高さ" #: /Runtime/Misc/PlayerSettings.cpp:792 msgid "Android Default Window Width" msgstr "Android デフォルトウィンドウ幅" #: /Editor/Src/EditorUserBuildSettings.cpp:216 msgid "Android Device Socket Address" msgstr "Android デバイスソケットアドレス" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1233 msgid "Android Enable Arm 64MTE" msgstr "Android Arm 64MTE を有効にする" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3869 msgid "Android Enable Arm64MTE" msgstr "Android Arm64MTE を有効にする" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1224 msgid "Android Enable Armv 9 Security Features" msgstr "Android Armv 9 セキュリティ機能を有効にする" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3868 msgid "Android Enable Armv9Security Features" msgstr "Android Armv9 セキュリティ機能を有効にする" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3874 #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1501 msgid "Android Enable Banner" msgstr "Android バナーを有効にする" #: /Runtime/Misc/PlayerSettings.cpp:682 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" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3873 msgid "Android Enable Tango" msgstr "Android Tango を有効にする" #: /Runtime/Misc/PlayerSettings.cpp:681 msgid "Android Filter Touches When Obscured" msgstr "Android あいまい時のタッチをフィルタリングする" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:195 msgid "Android Game" msgstr "Android ゲーム" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3883 #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:196 msgid "Android Gamepad Support Level" msgstr "Android ゲームパッド サポートレベル" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3872 #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1303 msgid "Android Is Game" msgstr "Android ゲームである" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3867 msgid "Android Keyalias Name" msgstr "Android キーエイリアス名" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3860 msgid "Android Keystore Name" msgstr "Android キーストア名" #: /Runtime/Misc/PlayerSettings.cpp:988 msgid "Android Max Aspect Ratio" msgstr "Android 最大アスペクト比" #: /Runtime/Misc/PlayerSettings.cpp:989 msgid "Android Min Aspect Ratio" msgstr "Android 最低アスペクト比" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3653 msgid "Android Min Sdk Version" msgstr "Android 最低 SDK バージョン" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3887 #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:751 msgid "Android Minify Debug" msgstr "Android デバッグファイルの圧縮" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3886 #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:750 msgid "Android Minify Release" msgstr "Android リリースファイルの圧縮" #: /Runtime/Misc/PlayerSettings.cpp:795 msgid "Android Minimum Window Height" msgstr "Android 最小のウィンドウの高さ" #: /Runtime/Misc/PlayerSettings.cpp:794 msgid "Android Minimum Window Width" msgstr "Android 最小ウィンドウ幅" #: PlatformDependent/AndroidPlayer/Editor/Managed/Android/AndroidNDKTools.cs:10 msgid "" "Android NDK not found or invalid. Please, fix it in Edit / Unity -> " "Preferences -> External Tools" msgstr "Android NDKが見つからないか、無効になっています。編集/Unity -> 環境設定 -> 外部ツール の順に移動して、それを修正してください。" #: /Runtime/Misc/PlayerSettings.cpp:799 #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1296 msgid "Android Predictive Back Support" msgstr "Android 予測型戻るサポート" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3667 #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1256 msgid "Android Preferred Install Location" msgstr "Android 優先インストール先" #: /Runtime/Misc/PlayerSettings.cpp:680 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:3420 msgid "Android Profiler" msgstr "Android プロファイラー" #: /Runtime/Misc/PlayerSettings.cpp:778 #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:492 msgid "Android Render Outside Safe Area" msgstr "Android セーフエリア外を描画する" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3892 msgid "Android Report Google Play App Dependencies" msgstr "Android Google Play アプリの依存関係を表示" #: /Runtime/Misc/PlayerSettings.cpp:790 msgid "Android Resizable Window" msgstr "Android リサイズ可能なウィンドウ" #: PlatformDependent/AndroidPlayer/Editor/Managed/Android/AndroidSDKTools.cs:41 msgid "" "Android SDK Build-tools component is not found. Make sure all tools are " "installed in the SDK manager." msgstr "Android SDK Build ツールコンポーネントが見つかりません。SDKマネージャーにすべての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/AndroidBuildProfileExtension.cs:26 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/Android/AndroidSDKTools.cs:40 msgid "" "Android SDK command-line tools component is not found. Make sure \"Command-" "line Tools (latest)\" is installed in the SDK manager.\n" "If command-line tools are installed, but this message is still shown, please " "restart the Unity editor. " msgstr "Android SDK コマンドラインツールコンポーネントが見つかりません。SDKマネージャーに\"Command-line ツール(最新)\"がインストールされていることを確認してください。\nコマンドラインツールがインストールされているにもかかわらずこのメッセージが表示される場合は、Unity エディターを再起動してください。 " #: PlatformDependent/AndroidPlayer/Editor/Managed/Android/AndroidSDKTools.cs:39 msgid "" "Android SDK is not found or is invalid. Please, fix it in Preferences -> " "External Tools" msgstr "Android SDKが見つからないか、無効になっています。環境設定 -> 外部ツール の順に移動して、それを修正してください。" #: /Runtime/Misc/PlayerSettings.cpp:767 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/EditorOnlyPlayerSettings.cpp:3859 msgid "Android Splash Screen" msgstr "Android スプラッシュスクリーン" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3858 #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1415 msgid "Android Splash Screen Scale" msgstr "Android スプラッシュスクリーンスケール" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3678 msgid "Android Split Application Binary" msgstr "Android アプリケーションバイナリを分割" #: /Runtime/Misc/PlayerSettings.cpp:777 #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:491 msgid "Android Start In Fullscreen" msgstr "Android 全画面表示で開始" #: /Runtime/Misc/PlayerSettings.cpp:987 msgid "Android Supported Aspect Ratio" msgstr "Android 対応アスペクト比" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:222 msgid "Android TV Compatibility" msgstr "Android TV 互換性" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3855 msgid "Android Target Architectures" msgstr "Android ターゲットアーキテクチャ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3856 msgid "Android Target Devices" msgstr "Android ターゲットデバイス" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3656 msgid "Android Target Sdk Version" msgstr "Android ターゲット SDK バージョン" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidTemplatesUpgraderWindow.cs:30 msgid "Android Templates Upgrader" msgstr "Android テンプレートアップグレーダー" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3876 msgid "Android Use Custom Keystore" msgstr "Android カスタムキーストアを使用" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3875 msgid "Android Use Low Accuracy Location" msgstr "Android 低精度位置情報を使用" #: /Runtime/Misc/PlayerSettings.cpp:779 #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:493 msgid "Android Use Swappy" msgstr "Android Swappy を使用" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3889 msgid "Android Validate App Bundle Size" msgstr "Android App Bundle サイズを検証" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidTemplatesUpgraderWindow.cs:34 msgid "Android templates were upgraded to C# script:" msgstr "AndroidのテンプレートはC#スクリプトにアップグレードされました。" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:61 msgid "AndroidETC2Fallback Override" msgstr "AndroidETC2Fallback オーバーライド" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3871 msgid "AndroidTV Compatibility" msgstr "AndroidTV 互換性" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:206 msgid "Angle" msgstr "角度" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:150 msgid "Angle Error" msgstr "角度エラー" #: Packages/com.unity.render-pipelines.universal/Editor/Decal/DecalProjectorEditor.Skin.cs:19 msgid "Angle Fade" msgstr "フェード角度" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:152 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/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:206 msgid "Angle of the cone." msgstr "円錐の角度" #: Editor/Src/AutoDocumentation.cpp:961 msgctxt "From AutoDocumentation" msgid "Angle of the spotlight cone." msgstr "スポットライト円錐の角度" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:68 msgid "Angular Damping" msgstr "角度減衰" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:74 msgid "Angular Diameter" msgstr "角直径" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:77 msgid "Angular Diameter Multiplier" msgstr "角直径乗数" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:129 msgid "Angular Diameter Scale for Softness" msgstr "ぼかしの角直径" #: Modules/Physics2DEditor/Managed/Rigidbody/Rigidbody2DEditor.cs:144 msgid "Angular Drag" msgstr "回転抗力" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:86 msgid "Angular Offset" msgstr "角のオフセット" #: Editor-Missing:Missing detected at runtime. msgid "Angular Sleep Tolerance" msgstr "角運動のスリープ許容範囲" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:34 msgid "Angular Speed" msgstr "角速度" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:163 msgid "Angular Velocity" msgstr "角速度" #: Editor-Missing:Missing detected at runtime. msgid "Angular X Drive" msgstr "角度 X 駆動" #: 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 "Angular X Motion" msgstr "角度 X モーション" #: Editor-Missing:Missing detected at runtime. msgid "Angular Y Limit" msgstr "角度 Y 制限" #: 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 "Angular YZ Drive" msgstr "角度 YZ 駆動" #: 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 "Angular Z Limit" msgstr "角度 Z 制限" #: Editor-Missing:Missing detected at runtime. msgid "Angular Z Motion" msgstr "角度 Z モーション" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:74 msgid "" "Angular diameter of the emissive celestial body represented by the light as " "seen from the camera (in degrees). Used to render the sun/moon disk and " "affects the sharpness of shadows." msgstr "カメラから見る際にライトが作る発光性の天体の角直径(単位は度)。太陽/月の円形をレンダリングするために使用され、影のシャープネスに影響します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:147 msgid "" "Angular diameter to use for blocker search, increase to avoid missing hidden " "close blockers but may cause self-shadowing" msgstr "ブロッカーの検索に使用する角度直径。隠れた近くのブロッカーの見逃しを避けるためには値を増加しますが、セルフシャドウイングが発生する可能性があります。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:78 msgid "" "Angular diameter used to render the celestial body in the sky without " "affecting the sharpness of shadows." msgstr "影の鮮明さに影響を与えずに空に天体を描画するために使用する角直径。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:77 msgid "" "Angular diameter used to render the celestial body in the sky without " "affecting the sharpness of shadows. This value is multiplied by the Angular " "Diameter set in the Shape section." msgstr "影の鮮明さに影響を与えずに空に天体を描画するために使用する角直径。この値は、形状セクションで設定された角直径で乗算されます。" #: Packages/com.unity.ugui/Editor/UGUI/UI/SelectableEditor.cs:151 msgid "Anim Trigger Property" msgstr "アニメーショントリガープロパティ" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:165 msgid "Anim. Compression" msgstr "アニメーション圧縮方法" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:82 msgid "AnimBlend (TEXCOORD1.x)" msgstr "AnimBlend (TEXCOORD1.x)" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:83 msgid "AnimFrame (INSTANCED1.x)" msgstr "AnimFrame (INSTANCED1.x)" #: Editor/Mono/Inspector/LODGroupGUI.cs:73 msgid "Animate Between Previous LOD" msgstr "以前の LOD 間でアニメーション化する" #: /Runtime/Graphics/LOD/LODGroup.cpp:395 #: Editor/Mono/Inspector/LODGroupEditor.cs:641 msgid "Animate Cross Fading" msgstr "クロスフェードをアニメーション化する" #: Editor/Mono/AssetPipeline/SpeedTree/SpeedTreeImporterCommon.cs:199 msgid "Animate Cross-fading" msgstr "クロスフェードをアニメーション化する" #: Editor/Mono/Inspector/AnimatorInspector.cs:34 msgid "Animate Physics" msgstr "物理をアニメーション化する" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs:213 msgid "Animate preview" msgstr "プレビューをアニメーション化する" #: Editor/Src/AutoDocumentation.cpp:910 msgctxt "From AutoDocumentation" msgid "Animate the cross-fading." msgstr "クロスフェードをアニメーション化します" #: Editor/Mono/Inspector/LODGroupGUI.cs:72 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:71 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/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:79 msgid "Animation" msgstr "アニメーション" #: /Editor/Mono/GUI/WindowLayout.cs:1800 msgctxt "MenuItem./Window/Animation/Animation %6" msgid "Animation" msgstr "アニメーション" #: /Editor/Mono/GUI/WindowLayout.cs:1800 msgctxt "MenuItem./Window/Animation/Animation %6" msgid "Animation %6" msgstr "アニメーション %6" #: /Editor/Src/Commands/AssetsMenu.cpp:1228 msgctxt "MenuItem./Assets/Create/Animation/Animation Clip" msgid "Animation Clip" msgstr "アニメーションクリップ" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:34 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" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/Memory/MemoryProfilerModule.cs:54 msgid "Animation Clips" msgstr "アニメーションクリップ" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:415 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/TilemapEditor/Editor/Managed/TilemapEditor.cs:27 msgid "Animation Frame Rate" msgstr "アニメーション 更新レート" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:534 msgid "Animation Position Error" msgstr "アニメーション 位置エラー" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:533 msgid "Animation Rotation Error" msgstr "アニメーション 回転エラー" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:535 msgid "Animation Scale Error" msgstr "アニメーション スケールエラー" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:100 msgid "Animation Type" msgstr "アニメーションタイプ" #: 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/AnimationWindowStyles.cs:21 msgid "Animation Window is linked to Timeline Editor. Press to Unlink." msgstr "アニメーションウィンドウはタイムライン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。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:193 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/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:27 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通常のグリッドテクスチャ上で指定されるか、スプライトのリストとして指定されます" #: /Editor/Src/Animation/AnimationModeSnapshot.cpp:456 msgctxt "Error Message in AnimationModeSnapshot.cpp" msgid "" "AnimationModeSnapshot.AddCandidate may only be called in animation mode." msgstr "AnimationModeSnapshot.AddCandidateは、おそらくアニメーションモードでのみ呼び出せます。" #: [MenuItem]Editor/Mono/Animation/AnimationWindow/AnimationWindowEventInspector.cs:581 msgid "AnimationWindowEvent" msgstr "AnimationWindowEvent" #: /Editor/Mono/Animation/AnimationWindow/AnimationWindowEventInspector.cs:581 msgctxt "MenuItem./CONTEXT/AnimationWindowEvent/Reset" msgid "AnimationWindowEvent" msgstr "AnimationWindowEvent" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:115 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、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:117 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:116 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" #: Editor/Graphs/UnityEditor.Graphs/Animation/AnimatorControllerTool.cs:33 msgid "Animator" msgstr "アニメーター" #: /Editor/Graphs/UnityEditor.Graphs/Animation/AnimatorControllerTool.cs:592 msgctxt "MenuItem./Window/Animation/Animator" msgid "Animator" msgstr "アニメーター" #: /Editor/Src/Commands/AssetsMenu.cpp:1225 msgctxt "MenuItem./Assets/Create/Animation/Animator Controller" msgid "Animator Controller" msgstr "アニメーターコントローラー" #: /Editor/Src/Animation/AnimatorControllerLayer.cpp:24 msgid "Animator Controller Layer" msgstr "アニメーターコントローラーレイヤー" #: /Editor/Src/Commands/AssetsMenu.cpp:1226 msgctxt "MenuItem./Assets/Create/Animation/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" #: [MenuItem]Editor/Graphs/UnityEditor.Graphs/Animation/ParameterControllerEditor.cs:19 msgid "Animator Parameter" msgstr "アニメーターパラメーター" #: /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" #: /Runtime/Graphics/TextureSettings.cpp:153 msgid "Aniso" msgstr "異方性" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:98 #: Packages/com.unity.visualeffectgraph/Editor/Utilities/VectorFieldImporter/Editor/VectorFieldImporterEditor.cs:57 msgid "Aniso Level" msgstr "異方性レベル" #: /Runtime/Graphics/QualitySettings.cpp:592 msgid "Anisotropic Textures" msgstr "異方性テクスチャ" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:789 msgid "Anisotropic Textures Property" msgstr "異方性テクスチャプロパティ" #: Editor/Src/AutoDocumentation.cpp:3035 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)" #: /Runtime/Graphics/QualitySettings.cpp:593 msgid "Anti Aliasing" msgstr "アンチエイリアス" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:39 msgid "Anti Aliasing (MSAA)" msgstr "アンチエイリアス (MSAA)" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:707 msgid "Anti Aliasing Property" msgstr "アンチエイリアスプロパティ" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:141 msgid "Anti Flickering" msgstr "アンチフリッカー" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:98 msgid "Anti Flickering Strength" msgstr "アンチフリッカーの強さ" #: Editor/Mono/Inspector/RenderTextureEditor.cs:18 msgid "Anti-aliasing" msgstr "アンチエイリアス" #: Editor/Src/AutoDocumentation.cpp:1783 msgctxt "From AutoDocumentation" msgid "Anti-aliasing" msgstr "アンチエイリアス" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:174 msgid "Anti-aliasing Samples" msgstr "アンチエイリアスサンプル数" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:20 msgid "Anti-flickering" msgstr "アンチフリッカー" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:24 msgid "Anti-ringing" msgstr "アンチリンギング" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:37 msgid "Any Platform" msgstr "任意のプラットフォーム" #: /Editor/Src/Animation/StateMachine.cpp:877 msgid "Any State Position" msgstr "任意のステート位置" #: /Editor/Src/Animation/StateMachine.cpp:864 msgid "Any State Transitions" msgstr "任意のステート遷移" #: Editor/Src/AutoDocumentation.cpp:1150 msgctxt "From AutoDocumentation" msgid "" "Any collisions with a relative linear velocity below this threshold will be " "treated as inelastic. [ 0, 1000000 ]." msgstr "相対的なリニア速度がこのしきい値未満のコリジョンは弾性体ではないと見なされます。[0, 1000000]。" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3668 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:3389 msgid "Aot Options" msgstr "AOT オプション" #: Editor/Mono/Inspector/CameraEditor.cs:37 msgid "Aperture" msgstr "口径" #: Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.PhysicalCamera.Skin.cs:96 msgid "Aperture Shape" msgstr "口径形状" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:130 msgid "Aperture of the cone used for shadowing the area light." msgstr "エリアライトに影を加えるための円錐の口径。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:211 msgid "Api Compatibility Level*" msgstr "API 互換性レベル*" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:266 msgid "App Bundle size threshold" msgstr "App Bundle サイズのしきい値" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:200 msgid "" "App binary will be split using Asset Packs to support Texture Compression " "Targeting" msgstr "アセットパックを使用してアプリケーションのバイナリは分割され、テクスチャ圧縮ターゲットをサポートします。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:201 msgid "" "App binary will be split using Asset Packs. To split using OBB, disable " "'Export for App Bundle' in Build Settings" msgstr "アプリケーションのバイナリは、アセットパックを使用して分割されます。OBBを使用して分割するには、ビルド設定で'App Bundle 用にエクスポート'を無効にします" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:202 msgid "" "App binary will be split using OBB. To split using Asset Packs, enable " "'Export for App Bundle' in Build Settings" msgstr "アプリケーションのバイナリは、OBBを使用して分割されます。アセットパックを使用して分割するには、ビルド設定で'App Bundle用にエクスポート'を有効にします" #: Editor/Src/AutoDocumentation.cpp:3174 msgctxt "From AutoDocumentation" msgid "App configures optional settings for foveated rendering." msgstr "アプリケーションは中心窩レンダリングのオプション設定を設定します。" #: Editor/Src/AutoDocumentation.cpp:3175 msgctxt "From AutoDocumentation" msgid "App controls the intensity of the foveated rendering." msgstr "アプリケーションは中心窩レンダリングの強度を制御します。" #: Editor/Src/AutoDocumentation.cpp:3172 msgctxt "From AutoDocumentation" msgid "" "App is requesting that the provider enabled or disabled content protection." msgstr "アプリケーションは、プロバイダーがコンテンツ保護を有効または無効にすることをリクエストしています。" #: Editor/Src/AutoDocumentation.cpp:3181 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:3956 msgctxt "From AutoDocumentation" msgid "App requests that the provider enables or disables content protection." msgstr "アプリケーションは、プロバイダーがコンテンツ保護を有効または無効にするようリクエストします。" #: Editor/Src/AutoDocumentation.cpp:3178 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:3182 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レンダリングするアプリケーションリクエスト(例えば RGB565)" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3824 msgid "Apple Developer TeamID" msgstr "Apple Developer TeamID" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3831 msgid "Apple Enable Automatic Signing" msgstr "Apple 自動署名を有効にする" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3837 msgid "Apple Enable Pro Motion" msgstr "Apple ProMotion を有効にする" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGLBuildProfileExtension.cs:134 msgid "Apple Safari" msgstr "Apple Safari" #: PlatformDependent/OSXPlayer/Extensions/Managed/OSXStandaloneBuildWindowExtension.cs:21 msgid "Apple silicon" msgstr "Apple シリコン" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3733 msgid "AppleTV Splash Screen" msgstr "AppleTV スプラッシュスクリーン" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3734 msgid "AppleTV Splash Screen2x" msgstr "AppleTV スプラッシュスクリーン2x" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:962 msgid "Application Bundle Version" msgstr "App Bundle Version" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:87 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:88 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。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:268 msgid "Application Entry Point" msgstr "アプリケーションエントリーポイント" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3646 msgid "Application Identifier" msgstr "アプリケーション識別子" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:351 msgid "Application UI" msgstr "アプリケーション UI" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:283 msgid "" "Application window rotates based on the device’s auto rotate orientation " "settings." msgstr "デバイスの自動回転の向き設定に基づいて、アプリケーションウィンドウは回転します。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:284 msgid "Application window rotates based on the device’s orientation sensor." msgstr "デバイスの方位センサーに基づいて、アプリケーションウィンドウは回転します。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:272 msgid "" "Applications may start as a fixed size window or the full dimensions of the " "screen." msgstr "アプリケーションは固定サイズのウィンドウ、または全画面として開始されます。" #: Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.Rendering.Skin.cs:31 msgid "Applies 8-bit dithering to the final render to reduce color banding." msgstr "色付きの縞模様を減らすために、最終レンダリングに8ビットディザリングを適用します。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:144 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" #: Editor/Src/AutoDocumentation.cpp:489 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/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:192 msgid "Apply" msgstr "適用する" #: Editor/Mono/AssetPipeline/SpeedTree/SpeedTreeImporterCommon.cs:207 msgid "Apply & Generate Materials" msgstr "適用してマテリアルを生成" #: Editor/Mono/Inspector/LineRendererEditor.cs:37 msgid "Apply Active Color Space" msgstr "アクティブな色空間を適用" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:53 msgid "Apply All" msgstr "すべてを適用する" #: Editor/Mono/VersionControl/UI/VCWindowPending.cs:613 msgid "Apply All Incoming Changes" msgstr "全ての変更を適用" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:55 msgid "Apply All to Prefab Variant parent" msgstr "すべてをプレハブバリアントの親に適用" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorWindow.cs:250 msgid "Apply Changes" msgstr "変更を適用" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:189 msgid "Apply Gamma Decoding" msgstr "ガンマデコードを適用" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/IESImporterEditor.cs:138 msgid "Apply Light Attenuation Prop" msgstr "ライト減衰プロパティを適用" #: Editor/Mono/BuildPlayerWindow.cs:117 msgid "Apply Overrides" msgstr "オーバーライドを適用" #: Modules/PresetsEditor/PresetDragAndDrop.cpp:118 #, c-format msgid "Apply Preset %s" msgstr "プリセットを適用 %s" #: Editor/Mono/Inspector/AnimatorInspector.cs:31 msgid "Apply Root Motion" msgstr "ルートモーションを適用" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:54 msgid "Apply Selected" msgstr "選択したものを適用する" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:56 msgid "Apply Selected to Prefab Variant parent" msgstr "選択したものをプレハブバリアントの親に適用" #: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:17 msgid "" "Apply a custom multiplier to the intensity of the lights. If you use a curve " "to set this value, the Particle System applies the curve over the lifetime " "of each particle." msgstr "ライトの強さに適用するカスタムの乗数。 カーブを使用してこの値を設定すると、パーティクルシステムは各パーティクルの生存期間にわたりカーブを適用します。" #: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:16 msgid "" "Apply a custom multiplier to the range of the lights. If you use a curve to " "set this value, the Particle System applies the curve over the lifetime of " "each particle." msgstr "ライトの範囲に適用するカスタムの乗数。 カーブを使用してこの値を設定すると、パーティクルシステムは各パーティクルの生存期間にわたりカーブを適用します。" #: Editor/Mono/Inspector/LineRendererEditor.cs:34 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。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:134 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。" #: Editor/Mono/Inspector/RendererLightingSettings.cs:71 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/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:55 msgid "Apply all overrides to Prefab Variant parent '{0}'." msgstr "すべてのオーバーライドをプレハブバリアントの親'{0}'に適用します。" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:53 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" #: Modules/ParticleSystemEditor/ParticleSystemModules/VelocityModuleUI.cs:25 msgid "Apply an offset to the center of rotation." msgstr "回転の中心にオフセットを適用" #: Editor/Mono/Prefabs/PrefabUtility.cs:2001 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/MaterialProperty.cs:222 msgid "Apply as Override in Variant '{0}'" msgstr "バリアント '{0}' のオーバーライドとして適用" #: Editor/Mono/BuildPlayerWindow.cs:117 msgid "Apply asset import override settings" msgstr "アセットインポートオーバーライド設定を適用" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:218 msgid "" "Apply border when the cookie is copied into the atlas. It avoid the cookie " "border to be clamped when sampling mips but can introduce some blurriness." msgstr "クッキーがアトラスにコピーされるときに境界を適用します。これにより、ミップをサンプリングするときにクッキーの境界が固定されるのを回避しますが、ぼやけを発生させる場合があります。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:223 msgid "" "Apply border when the cube Reflection Probe is copied into the atlas. This " "avoids the Reflection Probe border to be clamped when sampling mips but can " "introduce some blurriness." msgstr "キューブリフレクションプローブがアトラスにコピーされるときに境界を適用します。これにより、ミップをサンプリングするときにリフレクションプローブの境界が固定されるのを回避しますが、ぼやけを発生させる場合があります。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:224 msgid "" "Apply border when the planar Reflection Probe is copied into the atlas. This " "avoids the Reflection Probe border to be clamped when sampling mips but can " "introduce some blurriness." msgstr "平面リフレクションプローブがアトラスにコピーされるときに境界を適用します。これにより、ミップをサンプリングするときにリフレクションプローブの境界が固定されるのを回避しますが、ぼやけを発生させる場合があります。" #: Editor/Mono/AssetPipeline/SpeedTree/SpeedTreeImporterCommon.cs:207 msgid "" "Apply current importer settings and generate asset materials with the new " "settings." msgstr "現在のインポーター設定を適用し、新しい設定でアセットマテリアルを生成します。" #: Editor/Mono/AssetPipeline/SpeedTree/SpeedTree9ImporterEditor.cs:14 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します。" #: Editor/Mono/AssetPipeline/SpeedTree/SpeedTree9ImporterEditor.cs:17 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再度、生成します。" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:88 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" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:270 msgid "Apply display rotation during rendering" msgstr "レンダリング中に表示の回転を適用" #: /Editor/Src/Prefabs/PrefabCreation.cpp:1324 msgctxt "Error Message in PrefabCreation.cpp" msgid "Apply failed. Input GameObject is not valid" msgstr "適用に失敗しました。 入力したゲームオブジェクトは有効ではありません。" #: Modules/ParticleSystemEditor/ParticleSystemModules/VelocityModuleUI.cs:23 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:24 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。" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesTreeView.cs:634 msgid "Apply overrides on this object." msgstr "このオブジェクトにオーバーライドを適用します。" #: Modules/ParticleSystemEditor/ParticleSystemModules/VelocityModuleUI.cs:30 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。" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:56 msgid "Apply selected overrides to Prefab Variant parent '{0}'." msgstr "選択したオーバーライドをプレハブバリアントの親'{0}'に適用します。" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:54 msgid "Apply selected overrides to Prefab source '{0}'." msgstr "選択したオーバーライドをプレハブソース'{0}'に適用します" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Shadows/ShadowCaster2DEditor.cs:55 msgid "Apply shadows to the specified sorting layers." msgstr "指定したソートレイヤーに影を適用します。" #: Editor/Src/AutoDocumentation.cpp:488 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:1623 msgctxt "From AutoDocumentation" msgid "Apply the display rotation during rendering." msgstr "レンダリング中に表示の回転を適用" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:86 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します" #: Editor/Mono/MaterialProperty.cs:221 msgid "Apply to Material '{0}'" msgstr "マテリアル '{0}' に適用" #: Editor/Mono/Prefabs/PrefabUtility.cs:2003 msgid "Apply to Prefab '{0}'" msgstr "プレハブ '{0}' に適用" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:86 msgid "Apply to Systems" msgstr "システムに適用" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:71 msgid "Applying to a Model Prefab is not possible." msgstr "モデルプレハブに適用することはできません。" #: Editor/Mono/BuildPipeline/DesktopStandaloneBuildWindowExtension.cs:11 msgid "Architecture" msgstr "アーキテクチャ" #: /Editor/Src/EditorUserBuildSettings.cpp:204 msgid "Architecture Flags" msgstr "アーキテクチャフラグ" #: Editor/Src/AutoDocumentation.cpp:1016 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:1012 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" #: Modules/BuildPipeline/Editor/Ucbp/UnifiedBuildPipeline.cpp:576 msgid "Archiving" msgstr "アーカイブ" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:111 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。" #: Modules/Licensing/UI/Events/Text/LicenseTrStrings.cs:41 msgid "Are you online?" msgstr "ネットワークに接続していますか?" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorWindow.cs:251 msgid "Are you sure you want to apply the changes?" msgstr "変更を適用してよろしいですか?" #: Modules/ProfilerEditor/ProfilerWindow/ModuleEditor/ModuleDetailsViewController.cs:362 msgid "Are you sure you want to delete the module '{0}'?" msgstr "モジュール'{0}'を削除してもよろしいですか?" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/RemoveAction.cs:62 msgid "Are you sure you want to disable this built-in package?" msgstr "このビルトインパッケージを無効にしてもよろしいですか?" #: Editor/Mono/SceneHierarchy.cs:2027 msgid "" "Are you sure you want to discard the changes in the following scenes:\n" "\n" " {0}\n" "\n" "Your changes will be lost." msgstr "以下のシーンの変更を破棄します。よろしいですか?\n\n {0}\n\n変更は取り消されます。" #: Editor/Mono/SceneManagement/StageManager/Stage.cs:60 msgid "" "Are you sure you want to discard the changes to:\n" "\n" " {0}\n" "\n" "Your changes will be lost." msgstr "以下に対する変更を破棄してよろしいですか:\n\n {0}\n\n変更は取り消されます。" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/AddAction.cs:71 msgid "Are you sure you want to install this deprecated package?" msgstr "この非推奨パッケージのインストールを続けてもよろしいですか?" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:362 msgid "Are you sure you want to re-extract the Materials?" msgstr "マテリアルを再抽出してもよろしいですか?" #: Editor/Src/Commands/AssetsMenu.cpp:719 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?" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/RemoveAction.cs:75 msgid "" "Are you sure you want to remove this {0} that is used by at least one " "installed feature?" msgstr "この{0}を削除してもよろしいですか? これは、少なくとも1つのインストールされた機能に使われています。" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/RemoveAction.cs:81 msgid "Are you sure you want to remove this {0}?" msgstr "この{0}を削除してもよろしいですか?" #: Editor/Src/DragAndDropForwarding.cpp:2164 #, c-format msgid "" "Are you sure you want to replace the contents of the Prefab '%s' with " "GameObjects that are unrelated to it? This action is not undoable." msgstr "プレハブ'%s'のコンテンツをそれ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? この操作は元に戻せません。" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/ResetAction.cs:37 msgid "" "Are you sure you want to reset this {0}?\n" "The following included package will reset to the required version:\n" "\\u2022 {1}" msgstr "この{0}をリセットしてもよろしいですか?\n以下の付属パッケージは必要なバージョンにリセットされます:\n\\u2022 {1}" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/ResetAction.cs:40 msgid "" "Are you sure you want to reset this {0}?\n" "The following included packages will reset to their required versions:\n" "\\u2022 {1}" msgstr "この{0}をリセットしてもよろしいですか?\n以下の付属パッケージは必要なバージョンにリセットされます:\n\\u2022 {1}" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorWindow.cs:249 msgid "Are you sure you want to revert the changes?" msgstr "変更を元に戻してよろしいですか?" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs:105 msgid "Area" msgstr "エリア" #: Editor/Mono/Inspector/LightEditor.cs:126 msgid "Area (baked only)" msgstr "エリア (ベイクのみ)" #: /Runtime/Misc/ComponentRequirement.cpp:529 msgctxt "MenuItem./Area Effector 2D" msgid "Area Effector 2D" msgstr "2D エリアエフェクター" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:151 msgid "Area Error" msgstr "エリアエラー" #: [MenuItem]Editor/Mono/Commands/GOCreationCommands.cs:359 msgid "Area Light" msgstr "エリアライト" #: /Editor/Mono/Commands/GOCreationCommands.cs:359 msgctxt "MenuItem./GameObject/Light/Area Light" msgid "Area Light" msgstr "エリアライト" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:38 msgid "Area Light Shadows" msgstr "エリアライトの影" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:166 msgid "" "Area Light Volumetrics settings are only taken into account with Path " "Tracing." msgstr "エリアライトボリュメトリック設定は、パス トレーシングでのみ考慮されます。" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:44 msgid "Area Mask" msgstr "エリアマスク" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Foam.cs:53 msgid "Area Offset" msgstr "エリアオフセット" #: Packages/com.unity.render-pipelines.high-definition/Editor/Sky/HDRISky/HDRISkyEditor.cs:26 msgid "Area Shadow" msgstr "エリアシャドウ" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:266 msgid "Area Shadow Filtering Quality" msgstr "エリアシャドウフィルタリング品質" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Foam.cs:52 msgid "Area Size" msgstr "エリアサイズ" #: Editor/Mono/Inspector/LightEditor.cs:397 msgid "Area Size X" msgstr "エリアサイズ X" #: Editor/Mono/Inspector/LightEditor.cs:398 msgid "Area Size Y" msgstr "エリアサイズ Y" #: Modules/TreeEditor/TreeEditor.cs:89 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" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:98 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" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/Volume/InfluenceVolumeUI.Skin.cs:30 msgid "" "Area around the probe where the normals influence the probe. Only available " "for deferred Reflection Probes." msgstr "法線がプローブに影響を与えるプローブ周辺のエリア。ディファードリフレクションプローブでのみ使用できます。" #: Editor-Missing:Missing detected at runtime. msgid "Arena" msgstr "アリーナ" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:41 msgid "Arm Stretch" msgstr "腕の伸張" #: Editor/Mono/BuildPlayerWindow.cs:75 msgid "Array Bounds Checks" msgstr "配列境界の確認" #: /Runtime/Shaders/RayTracing/RayTracingShaderStructs.cpp:433 msgid "Array Size" msgstr "配列の長さ" #: /Editor/Src/Utility/SerializedProperty.cpp:2587 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" #: Packages/com.unity.render-pipelines.core/Editor/Debugging/UIFoldoutEditor.cs:28 msgid "Arrow Closed" msgstr "Arrow Closed" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:142 msgid "Arrow Density Multiplier" msgstr "矢の密度乗数" #: Packages/com.unity.render-pipelines.core/Editor/Debugging/UIFoldoutEditor.cs:29 msgid "Arrow Opened" msgstr "Arrow Opened" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:105 msgid "Articulation Bodies" msgstr "連結ボディ" #: Editor-Missing:Missing detected at runtime. msgid "Articulation Body" msgstr "連結ボディ" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:254 msgid "Articulation Joint Type" msgstr "連結ジョイントタイプ" #: /Editor/Src/EditorUserSettings.cpp:314 msgid "Artifact Garbage Collection" msgstr "アーティファクトガベージコレクション" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:302 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" #: Modules/TextRenderingEditor/TrueTypeFontImporterInspector.cs:18 msgid "Ascent Calculation Mode" msgstr "アセント計算モード" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:415 msgid "Ascent Line" msgstr "アセントライン" #: Modules/TextCoreTextEngineEditor/Managed/TextSpriteAssetEditor.cs:125 msgid "Ascent Line Property" msgstr "アセントラインプロパティ" #: Editor-Missing:Missing detected at runtime. msgid "Ascii Start Offset" msgstr "Ascii 開始オフセット" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:174 msgid "Asleep" msgstr "スリープ状態" #: Modules/Physics2DEditor/Managed/Settings/Physics2DPreferences.cs:14 msgid "Asleep Color (Filled)" msgstr "スリープ状態色 (塗りつぶし)" #: Modules/Physics2DEditor/Managed/Settings/Physics2DPreferences.cs:12 msgid "Asleep Color (Outline)" msgstr "スリープ状態色 (アウトライン)" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/CameraSettingsUI.Drawers.cs:21 msgid "Aspect" msgstr "アスペクト比" #: Packages/com.unity.ugui/Editor/UGUI/UI/AspectRatioFitterEditor.cs:35 msgid "Aspect Mode" msgstr "アスペクトモード" #: /Runtime/Camera/Projector.cpp:378 #: Editor/Mono/GameView/GameViewSizesMenuModifyItemUI.cs:17 msgid "Aspect Ratio" msgstr "アスペクト比" #: Editor-Missing:Missing detected at runtime. msgid "Aspect Ratio Fitter" msgstr "アスペクト比調節" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:246 msgid "Aspect Ratio Mode" msgstr "アスペクト比モード" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:63 msgid "Aspect ratio" msgstr "アスペクト比" #: /Editor/Src/AssetPipeline/AssetImporter.h:90 msgid "Assembly" msgstr "アセンブリ名" #: Editor/Mono/Inspector/AssemblyDefinitionReferenceImporterInspector.cs:18 msgid "Assembly Definition" msgstr "アセンブリ定義" #: Editor-Missing:Missing detected at runtime. msgid "Assembly Definition Reference" msgstr "アセンブリ定義参照" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:29 msgid "Assembly Definition References" msgstr "アセンブリ定義参照" #: /Runtime/Misc/RuntimeInitializeOnLoadManager.h:33 #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:254 msgid "Assembly Name" msgstr "アセンブリ名" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:30 msgid "Assembly References" msgstr "アセンブリ参照" #: [MenuItem]Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:732 msgid "AssemblyDefinitionImporter" msgstr "AssemblyDefinitionImporter" #: /Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:732 msgctxt "MenuItem./CONTEXT/AssemblyDefinitionImporter/Reset" msgid "AssemblyDefinitionImporter" msgstr "AssemblyDefinitionImporter" #: [MenuItem]Editor/Mono/Inspector/AssemblyDefinitionReferenceImporterInspector.cs:125 msgid "AssemblyDefinitionReferenceImporter" msgstr "AssemblyDefinitionReferenceImporter" #: /Editor/Mono/Inspector/AssemblyDefinitionReferenceImporterInspector.cs:125 msgctxt "MenuItem./CONTEXT/AssemblyDefinitionReferenceImporter/Reset" msgid "AssemblyDefinitionReferenceImporter" msgstr "AssemblyDefinitionReferenceImporter" #: /Editor/Src/Undo/ImporterChangeUndo.cpp:97 #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:61 msgid "Asset" msgstr "アセット" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:1594 #, c-format 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:1592 #, c-format 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" #: Modules/BuildPipeline/Editor/Ucbp/UnifiedBuildPipeline.cpp:1163 msgid "Asset Bundle Build" msgstr "アセットバンドルビルド" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:1134 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:1116 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" #: [MenuItem]Modules/QuickSearch/Editor/Providers/AdbProvider.cs:182 msgid "Asset Database" msgstr "アセットデータベース" #: /Editor/Src/BuildPipeline/AssetBundleBuildData.h:20 msgid "Asset File Hash" msgstr "アセットファイルハッシュ" #: Editor/Mono/BuildPlayerWindow.cs:79 msgid "Asset Import Overrides" msgstr "アセットインポートオーバーライド" #: Modules/BuildProfileEditor/TrText.cs:42 msgid "Asset Import Overrides are enabled" msgstr "アセットインポートオーバーライドが有効です" #: /Editor/Src/AssetPipeline/AssetImporter.cpp:61 msgid "Asset Importer" msgstr "アセットインポーター" #: Editor/Mono/Inspector/Core/PropertyEditor.cs:189 msgid "Asset Labels" msgstr "アセットラベル" #: /Editor/Src/EditorWindowController.cpp:97 msgctxt "MenuItem./Window/Asset Management/Version Control" msgid "Asset Management" msgstr "アセット管理" #: /Editor/Src/EditorSettings.cpp:242 #: Editor/Mono/Inspector/EditorSettingsInspector.cs:972 msgid "Asset Naming Uses Space" msgstr "アセット名にスペースを使用" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:324 msgid "Asset Path" msgstr "アセットパス" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:34 msgid "Asset Pipeline" msgstr "アセットパイプライン" #: /Editor/Src/EditorSettings.cpp:278 msgid "Asset Pipeline Mode" msgstr "アセットパイプラインモード" #: /Editor/Src/Undo/AssetUndo.cpp:113 msgid "Asset Rename Undo" msgstr "アセット名変更を元に戻す" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:48 msgid "Asset Serialization" msgstr "アセットシリアル化" #: Editor/Mono/AssetStore/AssetStoreWindow.cs:9 msgid "Asset Store" msgstr "アセットストア" #: /Editor/Mono/AssetStore/AssetStoreWindow.cs:28 msgctxt "MenuItem./Window/Asset Store" msgid "Asset Store" msgstr "アセットストア" #: /Editor/Src/AssetPipeline/AssetMetaData.cpp:30 msgid "Asset Store Ref" msgstr "アセットストア参照" #: Modules/EditorToolbar/ToolbarElements/StoreButton.cs:61 msgid "Asset Store Web" msgstr "アセットストアウェブ" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VisualEffectEditor.cs:1409 msgid "Asset Template" msgstr "アセットテンプレート" #: Modules/AssetDatabase/Editor/V2/GuidDB.cpp:140 msgid "Asset file '{0}' and meta file '{1}' has inconsistent casing.\n" msgstr "アセットファイル'{0}'とメタファイル'{1}'の大文字と小文字が一致していません。\n" #: Packages/com.unity.2d.tilemap/Editor/GridBrushPickStoreSettings.cs:25 msgid "Asset for storing Brush Picks for the Project." msgstr "プロジェクトのブラシ選択を格納するためのアセット。" #: Modules/AssetPipelineEditor/Public/ScriptedImporter.cpp:215 #, c-format msgid "" "Asset import failed, \"%s\" > %s\r\n" "%s" msgstr "アセットインポートが失敗しました。\"%s\" > %s\\r\n%s" #: Modules/AssetPipelineEditor/Public/ScriptedImporter.cpp:196 #, c-format 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。" #: Editor/Mono/BuildPlayerWindow.cs:79 msgid "" "Asset import overrides for local development. Reducing maximum texture size " "or compression settings can speed up asset imports and platform switches." msgstr "ローカル開発のためのアセットインポートオーバーライド。最大テクスチャサイズまたは圧縮設定を小さくすると、アセットのインポートとプラットフォームの切り替えを高速化できます。" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsImportedAssetsTab.cs:17 msgid "Asset name" msgstr "アセット名" #: Editor/Mono/Inspector/AssetBundleNameGUI.cs:15 msgid "AssetBundle" msgstr "アセットバンドル" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:1037 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}\"は同じビルドに存在することはできません。なぜなら、\"{2}\"がバリアントを持っているからです。" #: Editor/Src/AutoDocumentation.cpp:323 msgctxt "From AutoDocumentation" msgid "AssetInfo for the main asset." msgstr "メインアセットのアセット情報" #: /Runtime/PreloadManager/PreloadData.cpp:14 Editor/Mono/ObjectSelector.cs:36 msgid "Assets" msgstr "アセット" #: /Editor/Mono/ProjectBrowser/SearchableEditorWindow.cs:84 msgctxt "MenuItem./Assets/Find References In Scene" msgid "Assets" msgstr "アセット" #: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreDownloadManager.cs:304 msgid "Assets Cache location changed" msgstr "アセットキャッシュの場所が変更されました" #: [MenuItem]Modules/QuickSearch/Editor/Indexing/SearchDatabaseImporter.cs:157 msgid "Assets Index" msgstr "アセットインデックス" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:111 msgid "Assets Migration" msgstr "アセット移行" #: /Editor/Src/Undo/AssetUndo.cpp:66 msgid "Assets Move Undo" msgstr "アセット移動 元に戻す" #: Packages/com.unity.render-pipelines.universal/Editor/2D/PixelPerfectCameraEditor.cs:158 msgid "Assets PPU" msgstr "アセット PPU" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:436 #, c-format 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に加えることはできません: \"%s\" " #: Editor/Src/DragAndDropForwarding.cpp:2437 msgid "" "Assets in the StreamingAssets folder are not imported.\n" "The created asset will not be connected to the original GameObject" msgstr "StreamingAssetsフォルダー内のアセットはインポートされません。\n作成されたアセットは元のゲームオブジェクトに接続されません。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:92 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" #: Modules/TerrainEditor/TerrainInspector.cs:164 msgid "Assign" msgstr "割り当てる" #: Editor/Src/DragAndDropForwarding.cpp:946 msgid "Assign Animation " msgstr "アニメーションを割り当てる" #: Editor/Src/DragAndDropForwarding.cpp:955 msgid "Assign Animator " msgstr "アニメーターを割り当てる" #: Editor/Src/DragAndDropForwarding.cpp:1132 msgid "Assign AudioResource" msgstr "オーディオリソースを割り当てる" #: Editor/Src/DragAndDropForwarding.cpp:888 #: Editor/Src/DragAndDropForwarding.cpp:917 msgid "Assign Controller " msgstr "コントローラーを割り当てる" #: Editor/Src/DragAndDropForwarding.cpp:648 #, c-format msgid "Assign Material %s " msgstr "マテリアルを割り当てる %s " #: Editor/Src/DragAndDropForwarding.cpp:685 msgid "Assign Parent" msgstr "親を割り当てる" #: Modules/Physics2DEditor/Native/DragAndDrop.cpp:19 #, c-format msgid "Assign Physics Material 2D %s" msgstr "2D 物理マテリアルを割り当てる %s " #: Editor/Src/DragAndDropForwarding.cpp:1170 msgid "Assign Playable" msgstr "プレイアブルを割り当てる" #: Editor/Src/DragAndDropForwarding.cpp:721 #, c-format msgid "Assign Shader %s " msgstr "シェーダーを割り当てる %s " #: Editor/Src/DragAndDropForwarding.cpp:849 #, c-format msgid "Assign Skybox Material %s " msgstr "スカイボックスマテリアルを割り当てる %s " #: Modules/VideoEditor/VideoClipDragAndDrop.cpp:62 msgid "Assign VideoClip" msgstr "ビデオクリップを割り当てる" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:106 msgid "Assign a Sprite which acts as a mask to create a light cookie." msgstr "ライトクッキーを作成するために、マスクとして機能するスプライトを指定します。" #: Modules/TerrainEditor/Utilities/TerrainLayerUtility.cs:24 msgid "Assign a tiling texture" msgstr "タイリングテクスチャを割り当てます" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:90 msgid "Assigned - Graphics" msgstr "割り当て - グラフィックス" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:93 msgid "Assigned - HDRP Global Settings" msgstr "割り当て - HDRP グローバル設定" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:96 msgid "Assigned - Quality" msgstr "割り当て - 品質" #: Modules/ShortcutManager/ShortcutManagerWindowView.cs:485 msgid "Assigned Key" msgstr "割り当てられたキー" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsOverviewTabContent.cs:34 msgid "Assigned Label" msgstr "割り当てられたラベル" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsOverviewTabContent.cs:34 msgid "Assigned Labels" msgstr "割り当てられたラベル" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:48 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/Src/AutoDocumentation.cpp:318 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:2383 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:2385 msgctxt "From AutoDocumentation" msgid "Asymptote Value. [ 0.001, infinity ]." msgstr "漸近線の値 [0.001, 無限大]" #: /Editor/Src/EditorSettings.cpp:231 #: Editor/Mono/Inspector/EditorSettingsInspector.cs:980 msgid "Async Shader Compilation" msgstr "非同期シェーダーコンパイル" #: /Runtime/Graphics/QualitySettings.cpp:619 msgid "Async Upload Buffer Size" msgstr "非同期アップロードバッファサイズ" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:916 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" #: /Runtime/Graphics/QualitySettings.cpp:620 msgid "Async Upload Persistent Buffer" msgstr "非同期アップロード永続バッファ" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:917 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-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)" #: /Runtime/Graphics/QualitySettings.cpp:618 msgid "Async Upload Time Slice" msgstr "非同期アップロードタイムスライス" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:915 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-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)" #: /Runtime/Graphics/AsyncGPUReadback.cpp:123 msgctxt "Error Message in AsyncGPUReadback.cpp" msgid "AsyncGPUReadback - Buffer has been disposed" msgstr "AsyncGPUReadback - バッファが破棄されています" #: /Runtime/Graphics/AsyncGPUReadback.cpp:270 msgctxt "Error Message in AsyncGPUReadback.cpp" msgid "AsyncGPUReadback - Buffer is NULL" msgstr "AsyncGPUReadback - バッファがNULLです" #: /Runtime/Graphics/AsyncGPUReadback.cpp:276 msgctxt "Error Message in AsyncGPUReadback.cpp" msgid "AsyncGPUReadback - GfxBufferID is invalid" msgstr "AsyncGPUReadback - GfxBufferIDが無効です" #: /Runtime/Graphics/AsyncGPUReadback.cpp:319 msgctxt "Error Message in AsyncGPUReadback.cpp" msgid "AsyncGPUReadback - Texture is NULL" msgstr "AsyncGPUReadback - テクスチャがNULLです" #: /Runtime/Graphics/AsyncGPUReadback.cpp:325 msgctxt "Error Message in AsyncGPUReadback.cpp" msgid "AsyncGPUReadback - TextureID is invalid" msgstr "AsyncGPUReadback - TextureIDが無効です" #: /Runtime/Graphics/AsyncUploadTexture.cpp:275 msgctxt "Error Message in AsyncUploadTexture.cpp" msgid "AsyncResourceUpload failed." msgstr "AsyncResourceUploadは失敗しました" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/FrameSettingsUI.Skin.cs:12 msgid "Asynchronous Compute Shaders" msgstr "非同期コンピュートシェーダー" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:83 msgid "Asynchronous Shader Compilation" msgstr "非同期シェーダーコンパイル" #: /Editor/Src/Lightmapping.cpp:99 msgctxt "Warning Message in Lightmapping.cpp" msgid "" "Asynchronous shader compilation was in progress while baked lighting was " "generated. This may result in invalid lighting data. Try setting ShaderUtil." "allowAsyncCompilation to false or check ShaderUtil.anythingCompiling before " "generating lighting." msgstr "ベイクされたライトが生成されている間、非同期シェーダーのコンパイルが進んでいました。これにより、無効なライティングデータが生成される可能性があります。ライトを生成する前に、ShaderUtil.allowAsyncCompilationをfalseに設定するか、または、ShaderUtil.anythingCompilingの確認を行ってください。" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/LightUI.Skin.cs:56 msgid "At" msgstr "At" #: Editor/Mono/Inspector/ConstraintEditorBase.cs:217 msgid "At Rest" msgstr "静止" #: Editor-Missing:Missing detected at runtime. msgid "At least 16 bits depth (no stencil)" msgstr "最低 16 ビット深度 (ステンシルなし)" #: Editor-Missing:Missing detected at runtime. msgid "At least 24 bits depth (with stencil)" msgstr "最低 24 ビット深度 (ステンシル含む)" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:54 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" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:112 msgid "" "At least one of the HDRP assets used in quality or the current " "HDRenderPipelineGlobalSettings have not been migrated to last version." msgstr "品質で使用されているHDRPアセットまたは現在のHDRenderPipelineGlobalSettingの少なくとも1つが、最後のバージョンに移行されていません。" #: /Runtime/Graphics/EnlightenSceneMapping.h:242 #: Editor/Mono/Inspector/RendererLightingSettings.cs:59 msgid "Atlas Hash" msgstr "アトラスハッシュ" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:262 msgid "Atlas Height" msgstr "アトラスの高さ" #: /Runtime/Graphics/EnlightenSceneMapping.h:223 msgid "Atlas Index" msgstr "アトラスインデックス" #: Editor/Mono/Inspector/RendererLightingSettings.cs:60 msgid "Atlas Instance Offset" msgstr "アトラスインスタンスオフセット" #: /Runtime/Graphics/EnlightenSceneMapping.h:224 msgid "Atlas OffsetX" msgstr "アトラスの X 軸オフセット" #: /Runtime/Graphics/EnlightenSceneMapping.h:225 msgid "Atlas OffsetY" msgstr "アトラスの Y 軸オフセット" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:552 msgid "Atlas Padding_prop" msgstr "アトラスパディング" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:472 msgid "Atlas Population Mode_prop" msgstr "アトラス作成モード" #: /Runtime/2D/Common/SpriteRenderData.cpp:491 msgid "Atlas Rect Offset" msgstr "アトラス矩形オフセット" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:543 msgid "Atlas Render Mode_prop" msgstr "アトラス描画モード" #: /Runtime/Graphics/EnlightenSceneMapping.h:241 msgid "Atlas Size" msgstr "アトラスサイズ" #: /Runtime/Graphics/SpriteFrame.cpp:185 msgid "Atlas Tags" msgstr "アトラスタグ" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:261 msgid "Atlas Width" msgstr "アトラスの幅" #: Editor/Src/AutoDocumentation.cpp:2999 msgctxt "From AutoDocumentation" msgid "Atlas filter Mode" msgstr "アトラスフィルターモード" #: /Runtime/Graphics/SpriteFrame.cpp:205 msgid "AtlasRD" msgstr "アトラス RD" #: /Editor/Src/Animation/Transition.cpp:231 msgid "Atomic" msgstr "アトミック" #: /Runtime/Jobs/AtomicSafetyHandle.cpp:232 msgctxt "Error Message in AtomicSafetyHandle.cpp" msgid "" "AtomicSafetyNode has either been corrupted or is being accessed on a job " "which is not allowed." msgstr "AtomicSafetyNodeは破損しているか、許可されていないジョブでアクセスされています。" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:28 msgid "Attach Ribbons to Transform" msgstr "リボンをトランスフォームにアタッチ" #: Packages/com.unity.visualeffectgraph/Editor/GraphView/Views/VFXView.cs:186 msgid "Attached to {0}" msgstr "{0} にアタッチ" #: Modules/UnityConnectEditor/Common/SimpleStateMachine.cs:157 msgid "Attempting to change to an undefined state. Contact Unity Support." msgstr "定義されていない状態に変更しようとしています。Unityサポートにお問い合わせください。" #: /Runtime/GfxDevice/vulkan/GfxDeviceVK.cpp:783 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:710 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:1135 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?" #: Editor/Mono/GUI/CacheServerWindow.cs:30 msgid "Attempting to reconnect" msgstr "再接続を試みています" #: /Runtime/GI/Enlighten/EnlightenRuntimeManager.cpp:456 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。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:142 msgid "Attenuation By Light Shape" msgstr "ライト形状による減衰" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:195 msgid "Attenuation Distance" msgstr "減衰距離" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:196 msgid "Attenuation Distance Curve" msgstr "減衰距離カーブ" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectGUI.cs:69 msgid "Attenuation Snapshot Transition" msgstr "減衰スナップショット遷移" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerDrawUtils.cs:78 msgid "Attenuation fader" msgstr "減衰フェーダー" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:77 msgid "Attraction" msgstr "引力" #: /Runtime/Shaders/RayTracing/RayTracingShaderStructs.cpp:23 msgid "Attribute Size In Bytes" msgstr "属性サイズ (バイト)" #: Packages/com.unity.visualeffectgraph/Samples~/VFXOutputEventHandlers/Editor/VFXOutputEventCinemachineCameraShakeEditor.cs:26 msgid "Attribute Space" msgstr "属性スペース" #: /Runtime/Shaders/SerializedShaderData.h:1665 msgid "Attributes" msgstr "属性" #: [MenuItem]Editor/Mono/Commands/GOCreationCommands.cs:388 msgid "Audio" msgstr "オーディオ" #: /Editor/Mono/Commands/GOCreationCommands.cs:388 msgctxt "MenuItem./GameObject/Audio/Audio Source" msgid "Audio" msgstr "オーディオ" #: /Runtime/Misc/ComponentRequirement.cpp:551 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:549 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:548 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:547 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:542 msgctxt "MenuItem./Audio Listener" msgid "Audio Listener" msgstr "オーディオリスナー" #: /Runtime/Misc/ComponentRequirement.cpp:546 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" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:12 msgid "Audio Mixer" msgstr "オーディオミキサー" #: /Editor/Src/Commands/AssetsMenu.cpp:1231 msgctxt "MenuItem./Assets/Create/Audio/Audio Mixer" msgid "Audio Mixer" msgstr "オーディオミキサー" #: /Editor/Mono/GUI/WindowLayout.cs:1812 msgctxt "MenuItem./Window/Audio/Audio Mixer %8" msgid "Audio Mixer %8" msgstr "オーディオミキサー %8" #: 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/Mono/Audio/Mixer/GUI/AudioMixerExposedParametersPopup.cs:22 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の1つを右クリックして'公開'を選択してください。" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:51 msgid "Audio Output Mode" msgstr "オーディオ出力モード" #: [MenuItem]Editor/Mono/GUI/WindowLayout.cs:1806 msgid "Audio Random Container" msgstr "オーディオランダムコンテナ" #: /Editor/Mono/GUI/WindowLayout.cs:1806 msgctxt "MenuItem./Window/Audio/Audio Random Container" msgid "Audio Random Container" msgstr "オーディオランダムコンテナ" #: Editor/Mono/Inspector/AudioSourceInspector.cs:85 msgid "Audio Resource" msgstr "オーディオリソース" #: /Runtime/Misc/ComponentRequirement.cpp:550 msgctxt "MenuItem./Audio Reverb Filter" msgid "Audio Reverb Filter" msgstr "オーディオリバーブフィルター" #: [MenuItem]Editor/Mono/Commands/GOCreationCommands.cs:395 msgid "Audio Reverb Zone" msgstr "オーディオリバーブゾーン" #: /Editor/Mono/Commands/GOCreationCommands.cs:395 msgctxt "MenuItem./GameObject/Audio/Audio Reverb Zone" msgid "Audio Reverb Zone" msgstr "オーディオリバーブゾーン" #: [MenuItem]Editor/Mono/Commands/GOCreationCommands.cs:388 msgid "Audio Source" msgstr "オーディオソース" #: /Editor/Mono/Commands/GOCreationCommands.cs:388 msgctxt "MenuItem./GameObject/Audio/Audio Source" msgid "Audio Source" msgstr "オーディオソース" #: 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 "Audio Spatializer Microsoft" msgstr "オーディオスペーシャライザー (Microsoft)" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:41 msgid "Audio Worker Block Size" msgstr "オーディオワーカーブロックサイズ" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:183 msgid "" "Audio input from Bluetooth microphones is not supported when Mute Other " "Audio Sources and Prepare iOS for Recording are both off." msgstr "'他のオーディオソースをミュートにする'と'iOSで録画を準備'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-Missing:Missing detected at runtime. msgid "AudioManager" msgstr "オーディオ設定" #: [MenuItem]Editor/Mono/Inspector/AudioMixerGroupEditor.cs:65 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:65 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" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:53 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" #: Editor-Missing:Missing detected at runtime. msgid "Auditorium" msgstr "オーディトリアム" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:41 msgid "Authentication (using Unity ID)" msgstr "認証 (Unity ID を使用)" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsVersionHistoryItem.cs:263 msgid "Author" msgstr "作成者" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsHeader.cs:398 msgid "Author unknown" msgstr "作成者不明" #: Editor/Mono/HostView.cs:36 msgid "Authoring" msgstr "オーサリング" #: Editor/Mono/Inspector/AvatarPreview.cs:557 msgid "Auto" msgstr "自動" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:37 msgid "Auto Braking" msgstr "自動ブレーキ" #: Modules/TerrainEditor/TerrainInspector.cs:181 msgid "Auto Connect" msgstr "自動結合" #: Editor-Missing:Missing detected at runtime. msgid "Auto Create Player" msgstr "自動プレイヤー生成" #: /Editor/Src/LightmappingAnalyticsData.h:58 #: Editor/Mono/SceneModeWindows/LightingWindow.cs:28 msgid "Auto Generate" msgstr "自動生成 " #: Editor/Mono/Inspector/RenderTextureEditor.cs:202 msgid "Auto Generates Mipmaps" msgstr "ミップマップの自動生成" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:141 msgid "Auto Graphics API is not supported on Windows!" msgstr "自動グラフィックスAPIはWindowsではサポートされていません。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:137 msgid "Auto Graphics API is not supported!" msgstr "自動グラフィックスAPIはサポートされていません。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1507 msgid "Auto Graphics API {0}" msgstr "自動グラフィックス API {0}" #: Editor-Missing:Missing detected at runtime. msgid "Auto Hide" msgstr "自動非表示" #: 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/Graphs/UnityEditor.Graphs/Animation/AnimatorControllerTool.cs:1279 msgid "Auto Live Link" msgstr "自動ライブリンク" #: Editor/Mono/Inspector/AudioMixerControllerInspector.cs:13 msgid "Auto Mixer Suspend" msgstr "ミキサー自動サスペンド" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:67 msgid "Auto Random Seed" msgstr "自動ランダムシード" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:34 msgid "Auto Referenced" msgstr "自動参照" #: Editor/Mono/PreferencesWindow/AssetPipelinePreferences.cs:20 msgid "Auto Refresh" msgstr "自動更新" #: Editor/Mono/PreferencesWindow/AssetPipelinePreferences.cs:21 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/Inspector/NavMeshAgentInspector.cs:43 msgid "Auto Repath" msgstr "パスの自動再取得" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:79 msgid "Auto Rotate" msgstr "自動回転" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:282 msgid "Auto Rotation Behavior" msgstr "自動回転動作" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:21 msgid "Auto Save" msgstr "自動保存" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:24 msgid "Auto Saving..." msgstr "自動保存..." #: Editor-Missing:Missing detected at runtime. msgid "Auto Simulation" msgstr "自動シミュレーション" #: Packages/com.unity.ugui/Editor/TMP/TMP_BaseEditorPanel.cs:754 msgid "Auto Sizing Prop" msgstr "自動サイズ設定プロパティ" #: Modules/Physics2DEditor/Managed/Settings/Physics2DSettingsEditor.cs:139 #: Editor-Missing:Missing detected at runtime. msgid "Auto Sync Transforms" msgstr "自動トランスフォーム同期" #: Modules/Physics2DEditor/Managed/Colliders/Collider2DEditorBase.cs:120 msgid "Auto Tiling" msgstr "自動タイリング" #: Modules/Physics2DEditor/Managed/Colliders/Collider2DEditorBase.cs:14 msgid "Auto Tiling " msgstr "自動タイリング " #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:42 msgid "Auto Traverse Off Mesh Link" msgstr "オフメッシュリンクを自動移動" #: Editor/Mono/Inspector/RendererLightingSettings.cs:482 msgid "Auto UV Max Distance" msgstr "自動 UV 最大距離" #: Editor/Mono/Inspector/OffMeshLinkInspector.deprecated.cs:27 msgid "Auto Update Positions" msgstr "位置を自動更新" #: Editor/Mono/Inspector/RenderTextureEditor.cs:24 msgid "Auto generate Mip Maps" msgstr "ミップマップを自動生成" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:136 msgid "Auto graphics API" msgstr "自動グラフィックス API " #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:133 msgid "Auto-hide gizmos" msgstr "ギズモを自動的に隠す" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:48 msgid "Auto-save scenes before building" msgstr "ビルドする前にシーンを自動保存" #: /Runtime/Graphics/Renderer.cpp:866 msgid "AutoUV Max Angle" msgstr "自動 UV 最大角度" #: /Runtime/Graphics/Renderer.cpp:865 msgid "AutoUV Max Distance" msgstr "自動 UV 最長距離" #: Editor/Mono/BuildPlayerWindow.cs:66 msgid "Autoconnect Profiler" msgstr "プロファイラーを自動接続" #: Editor-Missing:Missing detected at runtime. msgid "Autocorrected" msgstr "自動補正" #: /Runtime/Graphics/TrailRenderer.cpp:620 #: Editor/Mono/Inspector/TrailRendererEditor.cs:278 msgid "Autodestruct" msgstr "自動破棄" #: Editor/Mono/Inspector/Avatar/AvatarMappingEditor.cs:46 msgid "Automap" msgstr "オートマップ" #: /Runtime/Camera/GraphicsSettings.cpp:384 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:146 msgid "Automatic" msgstr "自動" #: Editor/Mono/HostView.cs:33 msgid "Automatic (Authoring)" msgstr "自動 (オーサリング)" #: Editor/Mono/HostView.cs:34 msgid "Automatic (Mixed)" msgstr "自動 (混合)" #: Editor/Mono/HostView.cs:35 msgid "Automatic (Runtime)" msgstr "自動 (ランタイム)" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:58 msgid "Automatic Center Of Mass" msgstr "自動の質量の中心" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:59 msgid "Automatic Tensor" msgstr "自動テンソル" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporter.cpp:860 msgid "Automatic Texture Format" msgstr "自動テクスチャ形式設定" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:298 msgid "Automatically Detect And Add Capabilities" msgstr "自動的に機能を検知して加える" #: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:46 msgid "Automatically Sign" msgstr "自動的に署名" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:228 msgid "Automatically add capabilities" msgstr "自動的に機能を加える" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:225 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" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:88 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。" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:133 msgid "Automatically hide gizmos of Components collapsed in the Inspector" msgstr "インスペクターで折りたたまれたコンポーネントのギズモを自動的に隠します" #: Editor/Mono/PreferencesWindow/AssetPipelinePreferences.cs:20 msgid "Automatically import changed assets." msgstr "変更されたアセットを自動的にインポートします。" #: Modules/ParticleSystemEditor/ParticleEffectUI.cs:65 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" #: Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.Rendering.Skin.cs:36 msgid "" "Automatically replaces NaN/Inf in shaders by a black pixel to avoid breaking " "some effects. This will slightly affect performances and should only be used " "if you experience NaN issues that you can't fix." msgstr "一部の効果が損なわれないように、シェーダーのNaN/Infを黒いピクセルに自動的に置き換えます。これはパフォーマンスにわずかに影響するため、修正できないNaNの問題が発生した場合にのみ使用してください。" #: Editor/Mono/Inspector/OffMeshLinkInspector.deprecated.cs:27 msgid "" "Automatically update the link's endpoints to match the positions of the " "Start and End transforms." msgstr "リンクの終点を自動的に更新して、始点と終点のトランスフォームを一致させます。" #: Modules/ProfilerEditor/ProfilerWindow/ModuleEditor/ModuleDetailsViewController.cs:90 msgid "Available Counters" msgstr "使用可能カウンター" #: Editor/Mono/Inspector/AnimatorInspector.cs:112 msgid "Avatar" msgstr "アバター" #: /Editor/Mono/Inspector/Avatar/AvatarEditor.cs:370 msgctxt "MenuItem./CONTEXT/Avatar/Reset" msgid "Avatar" msgstr "アバター" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:131 msgid "Avatar Definition" msgstr "アバターの定義" #: /Editor/Src/Commands/AssetsMenu.cpp:1227 msgctxt "MenuItem./Assets/Create/Animation/Avatar Mask" msgid "Avatar Mask" msgstr "アバターマスク" #: Editor-Missing:Missing detected at runtime. msgid "Average" msgstr "平均" #: Editor/Mono/Inspector/AnimationClipEditor.cs:49 msgid "" "Average Velocity: {0}\n" "Average Angular Y Speed: {1} deg/s" msgstr "平均速度: {0}\n平均 Y 角速度: {1} 度/秒" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:86 msgid "Avoidance Priority" msgstr "回避優先度" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:175 msgid "Awake" msgstr "アクティブ状態" #: Modules/Physics2DEditor/Managed/Settings/Physics2DPreferences.cs:13 msgid "Awake Color (Filled)" msgstr "アクティブ状態色 (塗りつぶし)" #: Modules/Physics2DEditor/Managed/Settings/Physics2DPreferences.cs:11 msgid "Awake Color (Outline)" msgstr "アクティブ状態色 (アウトライン)" #: /Runtime/Input/InputManager.cpp:277 msgid "Axes" msgstr "軸" #: /Runtime/Input/InputAxis.h:157 #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:77 msgid "Axis" msgstr "軸" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:46 msgid "Axis Transform" msgstr "軸トランスフォーム" #: Editor/Src/AutoDocumentation.cpp:822 msgctxt "From AutoDocumentation" msgid "Axis to use." msgstr "使用する軸" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:17 msgid "Axis used for custom axis sorting mode" msgstr "カスタムの軸ソートモードに使用する軸" #: /Runtime/Math/Color.h:422 #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:120 msgid "B" msgstr "B" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:69 msgid "BC7 Compressor" msgstr "BC7 圧縮" #: Editor/Mono/GUI/PackageImport.cs:246 msgid "Back" msgstr "後方" #: Editor/Mono/Inspector/ClothInspector.cs:112 msgid "Back Face Manipulation" msgstr "背面操作" #: /Runtime/Camera/ReflectionProbes.cpp:65 msgid "Back Ground Color" msgstr "背景色" #: /Runtime/Camera/OcclusionArea.cpp:58 msgid "Backface Culling" msgstr "裏面カリング" #: /Runtime/Camera/OcclusionCullingSettings.cpp:143 #: Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:44 msgid "Backface Threshold" msgstr "裏面のしきい値" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:169 msgid "Backface Tolerance" msgstr "裏面の許容範囲" #: Editor/Mono/Inspector/CameraEditor.cs:28 msgid "Background" msgstr "背景" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:160 msgid "Background Cloud Occlusion" msgstr "背景雲オクルージョン" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:202 msgid "Background Clouds" msgstr "背景雲" #: Editor/Mono/Inspector/CameraEditor.cs:312 msgid "Background Color" msgstr "背景色" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:81 msgid "Background Image" msgstr "背景画像" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:50 msgid "Background Job Allocator Block Size" msgstr "バックグラウンドジョブアロケーターブロックサイズ" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:39 msgid "Background Job Worker Block Size" msgstr "バックグラウンドジョブワーカーブロックサイズ" #: Modules/Progress/ProgressWindow.cs:95 Editor-Missing:Missing detected at #: runtime. msgid "Background Tasks" msgstr "バックグラウンドタスク" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Environment.Skin.cs:11 msgid "Background Type" msgstr "背景タイプ" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:84 msgid "Background Zoom" msgstr "背景ズーム" #: Packages/com.unity.render-pipelines.high-definition/Editor/Sky/VisualEnvironmentEditor.cs:139 msgid "Background clouds" msgstr "背景雲" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:779 msgid "Background color" msgstr "背景色" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:80 msgid "" "Background color when no background image is used. On Android, use this " "property to set static splash image background color." msgstr "背景画像を使用しない場合の背景色。 Androidでは、このプロパティを使用して静的なスプラッシュ画像の背景色を設定します。" #: Editor/Src/AutoDocumentation.cpp:2486 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/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:83 msgid "Background*" msgstr "背景*" #: Packages/com.unity.render-pipelines.high-definition/Editor/Sky/HDRISky/HDRISkyEditor.cs:17 msgid "Backplate" msgstr "バックプレート" #: Modules/SceneTemplateEditor/SceneTemplateAssetInspectorWindow.cs:354 msgid "Badge" msgstr "バッジ" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:86 msgid "Bake" msgstr "ベイク" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:163 msgid "Bake Animations" msgstr "アニメーションをベイク" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:161 msgid "Bake Axis Conversion" msgstr "軸変換をベイク" #: /Editor/Src/LightmapEditorSettings.cpp:132 msgid "Bake Backend" msgstr "バックエンドをベイク" #: /Runtime/Misc/PlayerSettings.cpp:827 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:3372 msgid "Bake Collision Meshes" msgstr "衝突メッシュをベイク" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:200 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/Inspector/AnimationClipEditor.cs:60 msgid "Bake Into Pose" msgstr "ポーズにベイク" #: Modules/TerrainEditor/TerrainInspector.cs:174 msgid "Bake Light Probes For Trees" msgstr "樹木のライトプローブをベイク" #: /Editor/Src/Commands/EditMenu.cpp:95 msgctxt "MenuItem./Edit/Lighting/Bake Reflection Probes" msgid "Bake Reflection Probes" msgstr "リフレクションプローブをベイク" #: /Editor/Src/LightmapEditorSettings.cpp:113 msgid "Bake Resolution" msgstr "ベイク解像度" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:500 msgid "Bake Simulation" msgstr "ベイクシミュレーション" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:89 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/LightEditor.cs:123 msgid "Baked" msgstr "ベイク" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:92 msgid "Baked Albedo" msgstr "ベイクしたアルベド" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:282 msgid "Baked Ambient Probe In Linear" msgstr "リニアでベイクしたアンビエントプローブ" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:323 msgid "Baked Ambient Probes In Linear" msgstr "リニアでベイクしたアンビエントプローブ" #: /Runtime/Camera/LightProbes.cpp:54 msgid "Baked Coefficients" msgstr "ベイク係数" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:90 msgid "Baked Directionality" msgstr "ベイクした指向性" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/AdvancedOptionsUIBlock.cs:46 msgid "Baked Emission" msgstr "ベイクした放出" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:93 msgid "Baked Emissive" msgstr "ベイクしたエミッシブ要素" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:189 msgid "Baked Global Illumination" msgstr "ベイクした GI" #: 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/Mono/Inspector/LightingSettingsEditor.cs:146 msgid "Baked Indirect" msgstr "ベイクした間接光" #: /Editor/Src/LightmappingAnalyticsData.h:246 msgid "Baked Light Count" msgstr "ベイクしたライト数" #: /Runtime/Camera/LightProbes.cpp:55 msgid "Baked Light Occlusion" msgstr "ベイクしたライトオクルージョン" #: Editor/Mono/Inspector/RendererLightingSettings.cs:50 msgid "Baked Lightmap" msgstr "ベイクしたライトマップ" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:125 msgid "Baked Lightmap Tag" msgstr "ベイクしたライトマップタグ" #: Editor/Mono/SceneModeWindows/LightingWindow.cs:23 msgid "Baked Lightmaps" msgstr "ベイクしたライトマップ" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:292 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/GI/Enlighten/LightingDataAsset.cpp:293 msgid "Baked Reflection Probes" msgstr "ベイクしたリフレクションプローブ" #: Editor/Mono/Inspector/LightEditor.cs:97 msgid "Baked Shadow Angle" msgstr "ベイクした影の角度" #: Editor/Mono/Inspector/LightEditor.cs:96 msgid "Baked Shadow Radius" msgstr "ベイクした影の半径" #: Editor/Mono/Inspector/LightEditor.cs:661 msgid "Baked Shadow Radius Prop" msgstr "ベイクした影の半径プロパティ" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:91 msgid "Baked Shadowmask" msgstr "ベイクしたシャドウマスク" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:16 msgid "Baked Shadows" msgstr "ベイクした影" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:324 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" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:177 msgid "Baked Tag" msgstr "ベイクしたタグ" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:95 msgid "Baked Texel Validity" msgstr "ベイクしたテクセルの有効性" #: /Runtime/Camera/ReflectionProbes.cpp:88 msgid "Baked Texture" msgstr "ベイクしたテクスチャ" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:94 msgid "Baked UV Charts" msgstr "ベイクした UV チャート" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:96 msgid "Baked UV Overlap" msgstr "ベイクした UV の重複" #: Editor/Mono/SceneModeWindows/LightingWindow.cs:38 msgid "" "Baked environment lighting does not match the current Scene state. Generate " "Lighting to update this." msgstr "ベイクした環境光が現在のシーンの状態と一致しません。これを更新するためにライトを生成します。" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:622 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/Mono/Inspector/ReflectionProbeEditor.cs:90 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/Src/AutoDocumentation.cpp:1017 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/EditorOnlyPlayerSettings.cpp:3272 msgid "Banner" msgstr "バナー" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:61 msgid "Barn Door Angle" msgstr "バーンドア角度" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:62 msgid "Barn Door Length" msgstr "バーンドア長さ" #: Editor/Mono/Inspector/CameraEditor.cs:41 msgid "Barrel Clipping" msgstr "バレルクリッピング" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:280 msgid "Base" msgstr "基本" #: Editor-Missing:Missing detected at runtime. msgid "Base Input" msgstr "基本入力" #: Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/BaseShaderGUI.cs:270 msgid "Base Map" msgstr "ベースマップ" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:86 msgid "Base Map Dist." msgstr "ベースマップ距離" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:32 msgid "Base Offset" msgstr "基本オフセット" #: Editor-Missing:Missing detected at runtime. msgid "Base Score" msgstr "基本値" #: Modules/TerrainEditor/TerrainInspector.cs:267 msgid "Base Texture Resolution" msgstr "基本テクスチャ解像度" #: /Runtime/Graphics/Mesh/SubMesh.h:63 msgid "Base Vertex" msgstr "基本頂点" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Rendering.Skin.cs:19 msgid "Base blend factor" msgstr "基本ブレンドファクター" #: Editor-Missing:Missing detected at runtime. msgid "Base texture level" msgstr "基本テクスチャレベル" #: Editor/Src/AutoDocumentation.cpp:2829 msgctxt "From AutoDocumentation" msgid "Base texture level" msgstr "基本テクスチャレベル" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LayeringOptionsUIBlock.cs:24 msgid "BaseColor influence" msgstr "基本色の影響" #: Editor-Missing:Missing detected at runtime. msgid "Based On Clips" msgstr "クリップに基づく" #: Editor/Mono/Inspector/AnimationClipEditor.cs:63 msgid "Based Upon" msgstr "基準" #: Editor/Mono/Inspector/AnimationClipEditor.cs:64 msgid "Based Upon (at Start)" msgstr "基準 (開始時)" #: /Editor/Src/VersionControl/VCMergeTypeInfo.cpp:38 msgid "Baseid" msgstr "基本 ID" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:418 msgid "Baseline" msgstr "ベースライン" #: Modules/TextCoreTextEngineEditor/Managed/TextSpriteAssetEditor.cs:126 msgid "Baseline Property" msgstr "ベースラインプロパティ" #: Modules/TerrainEditor/TerrainInspector.cs:179 msgid "Basic Terrain" msgstr "基本 Terrain (地形)" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UISystemProfiler.cs:272 msgid "Batch Breaking Reason" msgstr "バッチの中断理由" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:263 msgid "Batch cause" msgstr "バッチ原因" #: /Runtime/Camera/BatchRendererGroup.cpp:797 msgctxt "Error Message in BatchRendererGroup.cpp" msgid "" "BatchRendererGroup requires a non-zero visibleInstancesBufferWindowSizeBytes " "parameter when BufferTarget is ConstantBuffer." msgstr "BufferTargetがConstantBufferの場合、BatchRendererGroupにはゼロ以外のvisibleInstancesBufferWindowSizeBytesパラメーターが必要です。" #: /Runtime/Camera/BatchRendererGroup.cpp:217 msgctxt "Error Message in BatchRendererGroup.cpp" msgid "BatchRendererGroup requires the use of a ScriptableRenderPipeline." msgstr "BatchRendererGroupでは、ScriptableRenderPipelineを使用する必要があります。" #: /Runtime/Camera/BatchRendererGroup.cpp:372 msgctxt "Error Message in BatchRendererGroup.cpp" msgid "" "BatchRendererGroup.AddBatch requires a non-zero windowSize parameter when " "BufferTarget is ConstantBuffer." msgstr "BufferTargetがConstantBufferの場合、BatchRendererGroup.AddBatchにはゼロ以外のwindowSizeパラメーターが必要です。" #: /Runtime/Graphics/ScriptableRenderLoop/ScriptableDrawRenderers.cpp:1626 msgctxt "Warning Message in ScriptableDrawRenderers.cpp" msgid "BatchRendererGroups currently don't support override Shaders." msgstr "BatchRendererGroupsは現在、オーバーライドシェーダーをサポートしていません。" #: Editor-Missing:Missing detected at runtime. msgid "Batching Static" msgstr "バッチ処理 静的" #: Editor-Missing:Missing detected at runtime. msgid "Bathroom" msgstr "浴室" #: 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 "Baumgarte Time Of Impact Scale" msgstr "バウムガルテ (Baumgarte) インパクト時間スケール" #: /Runtime/GameCode/Behaviour.cpp:263 #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AddStateMachineBehaviourComponentWindow.cs:261 msgid "Behaviour" msgstr "動作" #: /Editor/Src/Animation/AnimatorControllerLayer.cpp:40 msgid "Behaviours" msgstr "動作" #: Modules/TerrainEditor/TerrainInspector.cs:209 msgid "Bending" msgstr "草がしなる角度" #: Editor/Src/AutoDocumentation.cpp:2204 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/Mono/Inspector/EditorSettingsInspector.cs:73 msgid "Best" msgstr "最適" #: Editor-Missing:Missing detected at runtime. msgid "Best Fit" msgstr "サイズ自動調節" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2797 msgid "Best Wind Quality" msgstr "最適な風の品質" #: Editor-Missing:Missing detected at runtime. msgid "Best latency" msgstr "最適な遅延" #: Editor-Missing:Missing detected at runtime. msgid "Best performance" msgstr "最高のパフォーマンス" #: Editor/Mono/Inspector/OffMeshLinkInspector.deprecated.cs:51 msgid "Bi Directional" msgstr "双方向" #: /Runtime/Camera/ShadowSettings.h:39 Editor/Mono/Inspector/LightEditor.cs:92 msgid "Bias" msgstr "バイアス" #: Editor/Src/AutoDocumentation.cpp:2960 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:3036 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/Mono/Inspector/OffMeshLinkInspector.deprecated.cs:25 msgid "Bidirectional" msgstr "双方向" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs:97 msgid "Bilateral Aggressiveness" msgstr "強度バランス" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:73 msgid "Bilateral Upsample" msgstr "バイラテラルアップサンプリング" #: Editor/Mono/ImportSettings/IHVImageFormatImporterInspector.cs:40 msgid "Bilinear" msgstr "バイリニア" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:223 msgid "Bilinear Filtering" msgstr "バイリニアフィルタリング" #: /Runtime/Graphics/Billboard/BillboardRenderer.cpp:225 #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:26 msgid "Billboard" msgstr "ビルボード" #: Editor-Missing:Missing detected at runtime. msgid "Billboard Renderer" msgstr "ビルボードレンダラー" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:90 msgid "Billboard Start" msgstr "ビルボード開始" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2812 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" #: Editor/Mono/AssetPipeline/SpeedTree/SpeedTreeImporterCommon.cs:204 msgid "" "Billboard options are separate from the 3D model options shown above.\n" "Change the options below for influencing billboard rendering." msgstr "ビルボードオプションは、上記の3Dモデルオプションとは別のものです。\nビルボードのレンダリングに影響を与えるには、以下のオプションを変更してください。" #: /Runtime/Graphics/QualitySettings.cpp:597 #: Editor/Mono/Inspector/QualitySettingsEditor.cs:63 msgid "Billboards Face Camera Position" msgstr "ビルボードの向きはカメラ位置方向" #: Editor/Src/AutoDocumentation.cpp:2828 msgctxt "From AutoDocumentation" msgid "Billboards face towards camera position rather than camera orientation?" msgstr "ビルボードはカメラの向きにあわせているのではなく、カメラ位置に向いていますか?" #: Modules/TreeEditor/TreeEditor.cs:45 msgid "Billboard|" msgstr "ビルボード" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlasImporter.cpp:982 #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:441 msgid "Bind As Default" msgstr "デフォルトとしてバインド" #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/FullScreenPassRendererFeatureEditor.cs:49 msgid "Bind Depth Stencil Attachment Property" msgstr "深度ステンシルリソースバインドプロパティ" #: /Runtime/Shaders/RayTracing/RayTracingShaderStructs.cpp:452 msgid "Bind Point" msgstr "屈曲点" #: /Runtime/Graphics/RenderTexture.h:375 msgid "BindMS" msgstr "マルチサンプル" #: Modules/ShortcutManager/ShortcutManagerWindowView.cs:84 msgid "Binding Conflict" msgstr "バインディングの競合" #: Modules/ShortcutManagerEditor/ShortcutManagerWindowViewController.cs:12 msgid "Binding Conflicts" msgstr "バインディングの競合" #: Editor/Mono/Inspector/DirectorEditor.cs:24 msgid "Bindings" msgstr "バインディング" #: Editor/Mono/Inspector/Avatar/AvatarMappingEditor.cs:47 msgid "Biped" msgstr "2 足" #: Editor/Mono/Inspector/Avatar/AvatarMappingEditor.cs:55 msgid "Biped Pose" msgstr "2 足ポーズ" #: Modules/ParticleSystemEditor/ParticleSystemModules/SubModuleUI.cs:36 msgid "Birth" msgstr "発生" #: /Runtime/Utilities/BitSetSerialization.h:24 msgid "Bit Count" msgstr "ビットカウント" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:2407 msgid "Bit Depth 10" msgstr "ビット深度 10" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:2407 msgid "Bit Depth 16" msgstr "ビット深度 16" #: /Runtime/BaseClasses/BitField.h:6 msgid "Bit Field" msgstr "ビットフィールド" #: /Runtime/Graphics/Mesh/CompressedMesh.h:139 msgid "Bit Size" msgstr "ビットサイズ" #: Editor/Src/AutoDocumentation.cpp:3163 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 (あるとすれば) 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。" #: [MenuItem]Modules/TextCoreTextEngineEditor/Managed/FontAssetCreationMenu.cs:59 msgid "Bitmap" msgstr "ビットマップ" #: /Runtime/Graphics/RenderingLayerMask.h:61 msgid "Bits" msgstr "ビット" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UISystemProfiler.cs:391 msgid "Black" msgstr "黒" #: Editor/Mono/Inspector/CameraEditor.cs:39 msgid "Blade Count" msgstr "ブレード数" #: [MenuItem]Packages/com.unity.shadergraph/Editor/AssetCallbacks/CreateShaderGraph.cs:8 msgid "Blank Shader Graph" msgstr "空のシェーダーグラフ" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:58 msgid "Blend" msgstr "ブレンド" #: Editor/Mono/GUI/GradientEditor.cs:30 msgid "Blend (Classic)" msgstr "ブレンド (標準)" #: Editor/Mono/GUI/GradientEditor.cs:31 msgid "Blend (Perceptual)" msgstr "ブレンド (知覚)" #: /Runtime/Camera/ReflectionProbes.cpp:68 #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:98 msgid "Blend Distance" msgstr "ブレンド距離" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:27 msgid "Blend Mode" msgstr "ブレンドモード" #: Editor/Src/AutoDocumentation.cpp:503 msgctxt "From AutoDocumentation" msgid "Blend Node type." msgstr "ブレンドノードタイプ" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/Volume/InfluenceVolumeUI.Skin.cs:30 msgid "Blend Normal Distance" msgstr "ブレンド法線距離" #: /Runtime/Shaders/SerializedShaderData.h:965 msgid "Blend Op" msgstr "ブレンド調節" #: /Runtime/Shaders/SerializedShaderData.h:966 msgid "Blend Op Alpha" msgstr "ブレンド調節 アルファ" #: /Editor/Src/Animation/BlendTree.cpp:74 msgid "Blend Parameter" msgstr "ブレンドパラメーター" #: /Editor/Src/Animation/BlendTree.cpp:75 msgid "Blend ParameterY" msgstr "ブレンドパラメーター Y" #: Editor-Missing:Missing detected at runtime. msgid "Blend Probes" msgstr "プローブをブレンド" #: 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ブレンド" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterDeformer/WaterDeformerEditor.cs:111 msgid "Blend Range" msgstr "ブレンド範囲" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:143 msgid "Blend Shape Normals" msgstr "ブレンドシェイプの法線" #: /Runtime/Graphics/Mesh/SkinnedMeshRenderer.cpp:1997 #: Editor/Mono/Inspector/SkinnedMeshRendererEditor.cs:114 msgid "Blend Shape Weights" msgstr "ブレンドシェイプのウェイト" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:89 msgid "Blend Style" msgstr "ブレンドスタイル" #: /Editor/Src/Animation/BlendTree.cpp:81 #: Editor/Mono/Inspector/BlendTreeInspector.cs:242 msgid "Blend Type" msgstr "ブレンドタイプ" #: /Runtime/Graphics/QualitySettings.cpp:589 msgid "Blend Weights" msgstr "ブレンドウェイト" #: Modules/TerrainEditor/PaintTools/StampTool.cs:33 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/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:223 msgid "Blend between pixels on the texture." msgstr "テクスチャのピクセル間のブレンド" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitSurfaceInputsUIBlock.cs:105 msgid "BlendMask UV Mapping" msgstr "ブレンドマスク UV マッピング" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerSettingsWindow.cs:19 msgid "Blending" msgstr "ブレンド" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:58 msgid "Blending Memory Budget" msgstr "ブレンドメモリバジェット" #: Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/BaseShaderGUI.cs:216 msgid "Blending Mode" msgstr "ブレンドモード" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:70 msgid "Blending Options" msgstr "ブレンドオプション" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:243 msgid "Blit Type" msgstr "Blit タイプ" #: /Editor/Src/Windowing/GUIViewCommon.cpp:592 msgctxt "Error Message in GUIViewCommon.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/Windowing/GUIViewCommon.cpp:608 msgctxt "Error Message in GUIViewCommon.cpp" msgid "BlitCopyHDRTonemap shader. Are editor resources out of date" msgstr "BlitCopyHDRTonemap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。" #: /Runtime/Shaders/SerializedShaderData.h:809 msgid "Blob Index" msgstr "BLOB インデックス" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:158 msgid "Block Offset" msgstr "ブロックオフセット" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:36 msgid "Block size can grow to 8 times the initial size" msgstr "ブロックサイズが初期サイズの8倍に増える可能性があります" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:35 msgid "Block size can grow to twice the initial size" msgstr "ブロックサイズが初期サイズの2倍に増える可能性があります" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:44 msgid "Block size for GI baking workers temp allocators" msgstr "GI ベイクワーカーの一時アロケーターのブロックサイズ" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:50 msgid "" "Block size for background worker job temp allocators. Can grow to 64 blocks" msgstr "バックグラウンドワーカージョブ一時アロケーターのブロックサイズ。64ブロックまで増加が可能。" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:38 msgid "Block size for worker job temp allocators" msgstr "ワーカージョブ一時アロケーターのブロックサイズ" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:49 msgid "Block size for worker job temp allocators. Can grow to 64 blocks" msgstr "ワーカージョブ一時アロケーターのブロックサイズ。64ブロックまで増加が可能。" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:32 msgid "" "Block size used by file cache allocator. Setting this value to 0 will cause " "the file cache allocations to be passed to the main allocator" msgstr "ファイルキャッシュアロケーターが使うブロックサイズ。この値を0に設定すると、ファイルキャッシュの割り当てはメインアロケーターに渡されます。" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:60 msgid "Block size used by main profiler allocations" msgstr "メインプロファイラーアロケーションによって使われるブロックサイズ" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:24 msgid "Block size used by main thread allocator" msgstr "メインスレッドアロケーターが使うブロックサイズ" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:28 msgid "Block size used by main thread for gfx allocations" msgstr "Gfx アロケーターのメインスレッドが使うブロックサイズ" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:25 msgid "Block size used by shared thread allocator" msgstr "共有スレッドアロケーターが使うブロックサイズ" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:29 msgid "Block size used by shared threads for gfx allocations" msgstr "Gfx アロケーターの共有スレッドが使うブロックサイズ" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:33 msgid "" "Block size used by the tree allocator. Setting this value to 0 will cause " "the type tree allocations to be passed to the main allocator" msgstr "ツリーアロケーターが使用するブロックサイズ。この値を0に設定すると、ツリー型の割り当てはメインアロケーターに渡されます。" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:51 msgid "Block sizes for job and background if platform has less than 2GB memory" msgstr "プラットフォームのメモリが2GB未満の場合の、ジョブとバックグラウンドのブロックサイズ" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:125 msgid "Blocker Sample Count" msgstr "ブロッカーサンプル数" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:148 msgid "Blocker Sampling Clump Exponent" msgstr "ブロッカーサンプルクランプ指数" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:147 msgid "Blocker Search Angular Diameter" msgstr "ブロッカー検索角直径" #: 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 "Blocking Objects" msgstr "ブロッキングオブジェクト" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:48 msgid "Bloom" msgstr "ブルーム" #: Packages/com.unity.render-pipelines.universal/Editor/Overrides/ScreenSpaceLensFlareEditor.cs:31 msgid "Bloom Mip Bias" msgstr "ブルームミップバイアス" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:310 msgid "Blue" msgstr "青" #: Packages/com.unity.render-pipelines.universal/Editor/Overrides/ChannelMixerEditor.cs:48 msgid "Blue output channel." msgstr "青の出力チャンネル" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3943 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:3086 msgid "Bluetooth Usage Description" msgstr "Bluetooth 使用説明" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:169 msgid "Bluetooth Usage Description*" msgstr "Bluetooth 使用説明*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:85 msgid "Blur Background Image" msgstr "背景画像をぼかす" #: Modules/TerrainEditor/PaintTools/SmoothHeightTool.cs:20 msgid "Blur Direction" msgstr "ブラー方向" #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/ScreenSpaceAmbientOcclusionEditor.cs:64 msgid "Blur Quality" msgstr "ブラー品質 " #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4116 msgid "Blur Splash Screen Background" msgstr "スプラッシュスクリーンの背景をぼかす" #: Modules/TerrainEditor/PaintTools/SmoothHeightTool.cs:20 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)" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:142 msgid "Blur passes" msgstr "ブラーパス" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs:96 msgid "Blur sharpness" msgstr "ブラーシャープネス" #: Editor/Mono/Inspector/Avatar/AvatarMappingEditor.cs:31 msgid "Body" msgstr "ボディ" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:177 msgid "Body Index" msgstr "ボディインデックス" #: Editor/Mono/Inspector/AnimationClipEditor.cs:69 msgid "Body Orientation" msgstr "ボディの向き" #: Modules/Physics2DEditor/Managed/Rigidbody/Rigidbody2DEditor.cs:100 msgid "Body Type" msgstr "ボディタイプ" #: Editor-Missing:Missing detected at runtime. msgid "Bold" msgstr "太字" #: Editor-Missing:Missing detected at runtime. msgid "Bold And Italic" msgstr "太字斜体" #: Editor-Missing:Missing detected at runtime. msgid "Bold and Italic" msgstr "太字斜体" #: /Runtime/Graphics/Mesh/MeshTypes.h:34 msgid "Bone Index" msgstr "ボーンインデックス" #: /Runtime/Graphics/Mesh/CompressedMesh.h:162 msgid "Bone Indices" msgstr "ボーンインデックス" #: /Runtime/Graphics/Mesh/Mesh.cpp:783 msgid "Bone Name Hashes" msgstr "ボーン名のハッシュ" #: /Editor/Src/Animation/HumanTemplate.cpp:40 msgid "Bone Template" msgstr "ボーンテンプレート" #: /Runtime/Graphics/Mesh/MeshTypes.h:26 msgid "Bone Weight" msgstr "ボーンウェイト" #: /Runtime/Graphics/Mesh/MeshTypes.h:54 msgid "Bone Weights4" msgstr "ボーンウェイト4" #: 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/Src/AutoDocumentation.cpp:2880 msgctxt "From AutoDocumentation" msgid "Bone count for mesh skinning" msgstr "メッシュスキニングのボーン数" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:140 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。" #: /Runtime/Graphics/Mesh/SkinnedMeshRenderer.cpp:1994 msgid "Bones" msgstr "ボーン" #: /Runtime/Graphics/Mesh/Mesh.cpp:785 msgid "BonesAABB" msgstr "ボーン AABB" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:442 msgid "Bool Property" msgstr "ブーリアンプロパティ" #: /Runtime/Graphics/SpriteFrame.cpp:172 #: Editor/Mono/Inspector/SpriteFrameInspector.cs:22 msgid "Border" msgstr "枠線" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:116 msgid "Border Mip Map" msgstr "ミップマップ色のにじみを避ける" #: Editor/Src/AutoDocumentation.cpp:2634 msgctxt "From AutoDocumentation" msgid "Border in pixels around the tile." msgstr "タイルの周囲の境界線(ピクセル)。" #: Editor/Src/AutoDocumentation.cpp:746 msgctxt "From AutoDocumentation" msgid "Border of the background images." msgstr "背景画像がないときの背景色" #: Editor/Mono/Inspector/SpriteFrameInspector.cs:22 msgid "" "Border values for the Sprite set in Sprite Editor window. May be useful for " "9-Slicing Sprites. The values are in pixels units." 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。値はピクセル単位です。" #: Editor/Mono/Inspector/CameraEditor.cs:199 msgid "Both" msgstr "両方" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:134 msgid "Both Tangents/Constant" msgstr "両接線/定数" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:132 msgid "Both Tangents/Free" msgstr "両接線/フリー" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:133 msgid "Both Tangents/Linear" msgstr "両接線/リニア" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:135 msgid "Both Tangents/Weighted" msgstr "両接線/ウェイト付け" #: Editor/Mono/Inspector/AnimationClipEditor.cs:124 msgid "" "Both legacy and non legacy Animation Clips have been selected. This " "combination cannot be edited together. Select either legacy or non legacy " "Animation Clips." msgstr "古いアニメーションクリップとそうでないアニメーション クリップの両方が選択されています。 この組み合わせは一緒に編集できません。 古い、またはそうでないアニメーションクリップのどちらかを選択してください。" #: /Runtime/Graphics/Billboard/SharedBillboardData.cpp:20 #: Editor/Mono/Inspector/RectTransformEditor.cs:520 msgid "Bottom" msgstr "下" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:354 msgid "Bottom Left" msgstr "左下" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:356 msgid "Bottom Right" msgstr "右下" #: Editor-Missing:Missing detected at runtime. msgid "Bottom To Top" msgstr "下から上" #: Packages/com.unity.ugui/Editor/UGUI/UI/ImageEditor.cs:57 msgid "BottomLeft" msgstr "左下" #: Packages/com.unity.ugui/Editor/UGUI/UI/ImageEditor.cs:60 msgid "BottomRight" msgstr "右下" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:51 msgid "Bounce" msgstr "バウンス" #: Modules/PhysicsEditor/PhysicsMaterialEditor.cs:16 Editor-Missing:Missing #: detected at runtime. msgid "Bounce Combine" msgstr "衝突時の弾性処理モード" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:136 msgid "Bounce Count" msgstr "バウンス数" #: Editor/Mono/Inspector/LightEditor.cs:491 msgid "Bounce Intensity" msgstr "バウンスの強さ" #: /Runtime/Graphics/GISettings.h:75 #: Editor/Mono/Inspector/LightingSettingsEditor.cs:190 msgid "Bounce Scale" msgstr "バウンスの大きさ" #: Editor-Missing:Missing detected at runtime. msgid "Bounce Threshold" msgstr "バウンスのしきい値" #: /Editor/Src/LightmappingAnalyticsData.h:94 #: Editor/Mono/SettingsWindow/LightingEditor.cs:33 msgid "Bounces" msgstr "バウンス " #: Modules/PhysicsEditor/PhysicsMaterialEditor.cs:14 Editor-Missing:Missing #: detected at runtime. msgid "Bounciness" msgstr "弾性力" #: Editor/Src/AutoDocumentation.cpp:1324 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/Mono/Inspector/LightProbeProxyVolumeEditor.cs:51 msgid "Bounding Box Mode" msgstr "バウンディングボックスモード" #: /Runtime/Camera/LightProbeProxyVolume.cpp:162 #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:251 msgid "Bounding Box Origin" msgstr "バウンディングボックスの源" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:49 msgid "Bounding Box Settings" msgstr "バウンディングボックス設定" #: /Runtime/Camera/LightProbeProxyVolume.cpp:161 #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:250 msgid "Bounding Box Size" msgstr "バウンディングボックスサイズ" #: /Runtime/Camera/Culling/CullingGroup.cpp:121 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" #: Editor/Mono/Inspector/SkinnedMeshRendererEditor.cs:17 msgid "Bounds" msgstr "範囲" #: Modules/Physics2DEditor/Managed/Settings/Physics2DPreferences.cs:15 msgid "Bounds Color" msgstr "境界色" #: /Runtime/Geometry/BoundsInt.h:15 msgid "Bounds Int" msgstr "範囲 Int" #: Editor/Mono/Inspector/LODGroupGUI.cs:67 msgid "Bounds are already up-to-date." msgstr "範囲はすでに最新です" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceMenuItems.cs:160 msgid "Bow Wave" msgstr "船首波" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterDeformer/WaterDeformerEditor.cs:120 msgid "Bow Wave Elevation" msgstr "船首波の高さ" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:91 msgid "Box" msgstr "ボックス" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterDeformer/WaterDeformerEditor.cs:219 msgid "Box Blend" msgstr "ボックスブレンド" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterDeformer/WaterDeformerEditor.cs:123 msgid "Box Blend Distance" msgstr "ボックスブレンド距離" #: /Runtime/Misc/ComponentRequirement.cpp:488 msgctxt "MenuItem./Box Collider" msgid "Box Collider" msgstr "ボックスコライダー" #: /Runtime/Misc/ComponentRequirement.cpp:511 msgctxt "MenuItem./Box Collider 2D" msgid "Box Collider 2D" msgstr "2D ボックスコライダー" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:246 msgid "Box Handle Change" msgstr "ボックスハンドルの変更" #: /Runtime/Camera/ReflectionProbes.cpp:60 #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:100 msgid "Box Offset" msgstr "ボックスのオフセット" #: /Runtime/Camera/ReflectionProbes.cpp:70 #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:97 msgid "Box Projection" msgstr "ボックス投影" #: /Runtime/Camera/ReflectionProbes.cpp:59 #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:99 msgid "Box Size" msgstr "ボックスサイズ" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:208 msgid "Box Thickness" msgstr "ボックスの厚さ" #: [MenuItem]Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeMenuItems.cs:16 msgid "Box Volume" msgstr "ボックスボリューム" #: Modules/TreeEditor/TreeEditor.cs:125 msgid "Branch + Fronds|" msgstr "枝 + 群葉|" #: Modules/TreeEditor/TreeEditor.cs:130 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:124 msgid "Branch Only|" msgstr "枝のみ|" #: Editor/Mono/Inspector/SpeedTree9ShaderGUI.cs:24 msgid "Branch1 Motion" msgstr "枝1 モーション" #: Editor/Mono/Inspector/SpeedTree9ShaderGUI.cs:25 msgid "Branch2 Motion" msgstr "枝2 モーション" #: Modules/Physics2DEditor/Managed/Joints/Joint2DEditor.cs:37 msgid "Break Action" msgstr "限界時アクション" #: Modules/TreeEditor/TreeEditor.cs:166 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/Physics2DEditor/Managed/Joints/Joint2DEditor.cs:38 msgid "Break Force" msgstr "外力限界値" #: Modules/TreeEditor/TreeEditor.cs:168 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:132 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/Physics2DEditor/Managed/Joints/Joint2DEditor.cs:45 msgid "Break Torque" msgstr "トルク限界値" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterDeformer/WaterDeformerEditor.cs:116 msgid "Breaking Range" msgstr "崩れる範囲" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectGUI.cs:68 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/AudioMixerEffectGUI.cs:67 msgid "BrickwallStart Snapshot Transition" msgstr "レンガ壁開始スナップショット遷移" #: Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:123 msgid "Brief Description" msgstr "簡単な説明" #: /Runtime/Camera/Flare.cpp:946 msgid "Brightness" msgstr "明度" #: Editor/Src/AutoDocumentation.cpp:926 msgctxt "From AutoDocumentation" msgid "Brightness scale of the flare." msgstr "フレアの明るさスケール" #: Editor-Missing:Missing detected at runtime. msgid "Bring All to Front" msgstr "すべてを手前に移動" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:185 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" #: Editor-Extra:Editor/Src/Commands/EditSimulationNetwork.cpp msgid "Broadband" msgstr "ブロードバンド" #: Editor-Missing:Missing detected at runtime. msgid "Broadphase Type" msgstr "ブロードフェーズタイプ" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:122 msgid "Broken" msgstr "折れ線" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:121 msgid "Browse for GI Cache location" msgstr "GI キャッシュフォルダーをブラウズ" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:306 msgid "Browse for certificate." msgstr "証明書を検索してください" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:35 msgid "Browse..." msgstr "検索..." #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:44 msgid "" "Browser support for >4GB WebAssembly Memory (\"Wasm64\") is not yet " "available. Max supported memory size is 4096 MB." msgstr "4GBを超えるWebAssemblyメモリ(\"Wasm64\")に対するブラウザーサポートはまだ利用できません。サポートされる最大メモリサイズは4096MBです。" #: [MenuItem]Modules/TerrainEditor/Brush/Brush.cs:10 msgid "Brush" msgstr "ブラシ" #: Editor/Mono/Inspector/ClothInspector.cs:101 msgid "Brush Color" msgstr "ブラシ色" #: Modules/TerrainEditor/Brush/BrushEditor.cs:28 msgid "Brush Invert" msgstr "ブラシ反転" #: Packages/com.unity.2d.tilemap/Editor/GridBrushPickStoreSettings.cs:23 msgid "Brush Picks" msgstr "ブラシ選択" #: Packages/com.unity.2d.tilemap/Editor/GridBrushPickStoreSettings.cs:25 msgid "Brush Picks Asset" msgstr "ブラシ選択アセット" #: Editor/Mono/Inspector/ClothInspector.cs:105 msgid "Brush Radius" msgstr "ブラシ半径" #: Modules/TerrainEditor/Brush/BrushEditor.cs:27 msgid "Brush Remap" msgstr "ブラシの再マップ" #: Modules/TerrainEditor/TerrainInspector.cs:157 msgid "Brush Size" msgstr "ブラシサイズ" #: Modules/TerrainEditor/Brush/BrushList.cs:27 msgid "Brushes" msgstr "ブラシ" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:57 msgid "Bucket Allocator Block Count" msgstr "バケットアロケーターブロック数" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:56 msgid "Bucket Allocator Block Size" msgstr "バケットアロケーターブロックサイズ" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:55 msgid "Bucket Allocator BucketCount" msgstr "バケットアロケーターバケット数" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:54 msgid "Bucket Allocator Granularity" msgstr "バケットアロケーター粒度" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:57 msgid "Bucket allocator block count" msgstr "バケットアロケーターのブロック数" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:56 msgid "Bucket allocator block size" msgstr "バケットアロケーターのブロックサイズ" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:54 msgid "Bucket allocator bucket granularity" msgstr "バケットアロケーターのバケット粒度" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.cs:1170 msgid "Budget" msgstr "バジェット" #: /Editor/Src/Undo/StructureUndoBase.cpp:35 msgid "Buffer" msgstr "バッファ" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:257 msgid "Buffer Format" msgstr "バッファ形式" #: /Runtime/Shaders/SerializedShaderData.h:741 msgid "Buffer Params" msgstr "バッファパラメーター" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:73 msgid "Buffer Size" msgstr "バッファサイズ" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:276 msgid "Buffers" msgstr "バッファ" #: Editor/Mono/BuildPlayerWindow.cs:38 msgid "Build" msgstr "ビルド" #: Editor-Missing:Missing detected at runtime. msgid "Build & Run %b" msgstr "ビルドして実行 %b" #: /Editor/Src/UnityConnect/UnityConnectCommon.h:70 msgid "Build Allowed" msgstr "可能ビルド" #: Editor/Mono/BuildPlayerWindow.cs:39 msgid "Build And Run" msgstr "ビルドして実行" #: /Editor/Src/Commands/FileMenu.cpp:164 msgctxt "MenuItem./File/Build And Run" msgid "Build And Run" msgstr "ビルドして実行" #: /Editor/Src/EditorUserBuildSettings.cpp:276 #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildProfileExtension.cs:179 msgid "Build App Bundle" msgstr "App Bundle をビルド" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildProfileExtension.cs:23 msgid "Build App Bundle (Google Play)" msgstr "App Bundle をビルド (Google Play)" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:810 msgid "Build AssetBundle" msgstr "アセットバンドルをビルド" #: Modules/UnityConnectEditor/Services/BuildService.cs:41 msgid "Build Automation" msgstr "オートメーションをビルド" #: Modules/BuildProfileEditor/TrText.cs:23 msgid "Build Data" msgstr "ビルドデータ" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:1110 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/EditorUserBuildSettings.cpp:187 msgid "Build Location" msgstr "ビルド場所" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3647 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:2716 msgid "Build Number" msgstr "ビルド番号" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:52 msgid "Build Pipeline" msgstr "ビルドパイプライン " #: Editor/Mono/BuildPlayerWindow.cs:68 msgid "" "Build Player with Deep Profiling Support. This might affect Player " "performance." msgstr "詳細プロファイリングサポートを備えたプレイヤーを作成します。これはプレイヤーのパフォーマンスに影響を与える可能性があります。" #: Modules/BuildProfileEditor/TrText.cs:18 msgid "Build Profiles" msgstr "ビルドプロファイル" #: /Editor/Src/Commands/FileMenu.cpp:163 msgctxt "MenuItem./File/Build Profiles..." msgid "Build Profiles..." msgstr "ビルドプロファイル..." #: Packages/com.unity.shaderanalysis/Editor/Internal/ShaderAnalysisInspectorWindow.cs:460 msgid "Build Report" msgstr "ビルドレポート" #: /Editor/Src/EditorUserBuildSettings.cpp:243 msgid "Build Scripts Only" msgstr "スクリプトのみビルド" #: Editor/Mono/BuildPlayerWindow.cs:214 Editor-Extra:title label for #: BuildPlayerWindow msgid "Build Settings" msgstr "ビルド設定" #: Editor-Missing:Missing detected at runtime. msgid "Build Settings..." msgstr "ビルド設定..." #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildProfileExtension.cs:19 msgid "Build System" msgstr "ビルドシステム" #: /Runtime/Misc/BuildSettings.cpp:164 msgid "Build Tags" msgstr "ビルドタグ" #: /Runtime/Shaders/ComputeShaderStructs.cpp:184 #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:186 msgid "Build Target" msgstr "ビルドターゲット" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3898 msgid "Build Target Batching" msgstr "ビルドターゲットバッチ処理" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3901 msgid "Build Target Graphics Job Mode" msgstr "ビルドターゲットグラフィックスジョブモード" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3900 msgid "Build Target Graphics Jobs" msgstr "ビルドターゲットグラフィックスジョブ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3902 msgid "Build Target GraphicsAP Is" msgstr "ビルドターゲットグラフィックス API" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3925 msgid "Build Target Group Load Store Debug Mode Settings" msgstr "ビルドターゲットグループのデバッグモード設定のロード/保存" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3895 msgid "Build Target Icons" msgstr "ビルドターゲットアイコン" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3896 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" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporter.cpp:871 msgid "Build Target Settings" msgstr "ビルドターゲット設定" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3899 msgid "Build Target Shader Settings" msgstr "ビルドターゲットシェーダー設定" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3903 msgid "Build TargetVR Settings" msgstr "ビルドターゲット VR 設定" #: /Runtime/Interfaces/IVirtualTexturingManager.cpp:117 msgid "Build Texture Stack Reference" msgstr "ビルドテクスチャスタック参照" #: /Runtime/Shaders/Material.cpp:481 msgid "Build Texture Stacks" msgstr "テクスチャスタックを作成" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildProfileExtension.cs:24 msgid "Build Type" msgstr "ビルドタイプ" #: /Editor/Src/EditorUserBuildSettings.cpp:224 #: Editor/Mono/Modules/DefaultBuildProfileExtension.cs:301 msgid "Build With Deep Profiling Support" msgstr "詳細プロファイリングサポート付きのビルド" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:33 msgid "" "Build a Player with Deep Profiling Support to be able to enable " "instrumentation of all scripting methods in a Player." msgstr "プレイヤーにすべてのスクリプトメソッドを装備できるように、詳細プロファイリングサポートを備えたプレイヤーを作成します。" #: PlatformDependent/WinPlayer/Extensions/Managed/WindowsStandaloneBuildWindowExtension.cs:11 msgid "Build and Run on" msgstr "ビルドして実行 " #: PlatformDependent/EmbeddedLinux/Extensions/Managed/EmbeddedLinuxBuildWindowExtension.cs:17 msgid "Build architecture" msgstr "ビルドアーキテクチャ" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:20 msgid "Build configuration" msgstr "ビルド設定" #: Modules/UnityConnectEditor/Services/BuildService.cs:42 msgid "Build games faster" msgstr "ゲームをより短時間でビルドします" #: Editor/Mono/BuildPipeline/DesktopStandaloneBuildWindowExtension.cs:11 msgid "Build m_Architecture for standalone" msgstr "スタンドアロン用の m_Architecture を作成" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:575 msgid "Build streamed scene bundle" msgstr "ストリーム化されたシーンバンドルをビルド" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildProfileExtension.cs:35 msgid "Build to Device" msgstr "デバイスにビルド" #: Editor/Src/AutoDocumentation.cpp:2491 msgctxt "From AutoDocumentation" msgid "Build-time stripping of BatchRendererGroup variants" msgstr "BatchRendererGroupバリアントのビルド時のストリッピング" #: Editor/Src/AutoDocumentation.cpp:2501 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:2506 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:2515 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/BuildPipeline/BuildAssetBundle.cpp:855 msgid "Building Asset Bundle" msgstr "アセットバンドルをビルド中" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:642 #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:875 #: Modules/BuildPipeline/Editor/Ucbp/UnifiedBuildPipeline.cpp:1352 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/Mono/BuildPipeline.bindings.h:110 msgctxt "Warning Message in BuildPipeline.bindings.h" msgid "Building AssetBundle using Binary Backward Compatibility Mode." msgstr "バイナリ後方互換モードを使用してアセットバンドルをビルドします。" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:637 #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:870 #: Modules/BuildPipeline/Editor/Ucbp/UnifiedBuildPipeline.cpp:1348 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/BuildAssetBundleHelper.cpp:58 #, c-format 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/BuildAssetBundle.cpp:1082 #: Modules/BuildPipeline/Editor/Ucbp/BuildTargetSwitcher.cpp:33 #, c-format 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/BuildAssetBundleHelper.cpp:65 #, c-format 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" #: Modules/BuildPipeline/Editor/Ucbp/UnifiedBuildPipeline.cpp:1163 msgid "Building asset bundles" msgstr "アセットバンドルをビルド中" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGLBuildProfileExtension.cs:118 msgid "Building for WebGL requires a 64-bit Unity editor." msgstr "WebGL用にビルドするには、64ビットのUnityエディターが必要です。" #: Editor-Missing:Missing detected at runtime. msgid "Built In Legacy Diffuse" msgstr "ビルトインディフューズ (旧型)" #: 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 "Built In Standard" msgstr "ビルトイン標準" #: Modules/PackageManagerUI/Editor/Services/Pages/PageTypes/BuiltInPage.cs:15 msgid "Built-in" msgstr "ビルトイン" #: Editor/Mono/Annotation/AnnotationWindow.cs:452 msgid "Built-in Components" msgstr "ビルトインコンポーネント" #: Modules/PackageManagerUI/Editor/Services/Upm/UpmPackageVersion.cs:257 msgid "Built-in package" msgstr "ビルトインパッケージ" #: Editor/Mono/Inspector/ShaderInspector.cs:58 msgid "Built-in shader" msgstr "ビルトインシェーダー" #: [MenuItem]Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/Editor/ShaderGraph/AssetCallbacks/CreateLitShaderGraph.cs:9 msgid "BuiltIn" msgstr "ビルトイン" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:391 msgid "Builtin Keywords" msgstr "ビルトインキーワード" #: /Runtime/Shaders/RayTracing/RayTracingShaderStructs.cpp:441 msgid "Builtin Samplers" msgstr "ビルトインサンプラー" #: Editor/Mono/Inspector/StandardShaderGUI.cs:273 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/ImportSettings/TextureImporterInspector.cs:226 msgid "Bumpiness" msgstr "でこぼこさ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4499 msgid "Bundle Identifier" msgstr "バンドル識別子" #: /Runtime/Misc/PlayerSettings.cpp:928 msgid "Bundle Version" msgstr "バンドルバージョン" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:183 msgid "Bundle Version Code" msgstr "バンドルバージョンコード" #: /Runtime/Misc/ComponentRequirement.cpp:530 msgctxt "MenuItem./Buoyancy Effector 2D" msgid "Buoyancy Effector 2D" msgstr "2D 浮力エフェクター" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:296 msgid "Burst Spread" msgstr "バーストスプレッド" #: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:25 msgid "Bursts" msgstr "バースト" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:69 msgid "Busy Progress Delay" msgstr "ビジープログレスバー遅延" #: [MenuItem]Packages/com.unity.ugui/Editor/UGUI/UI/MenuOptions.cs:307 msgid "Button" msgstr "ボタン" #: Editor-Missing:Missing detected at runtime. msgid "Button (Script)" msgstr "Button (スクリプト)" #: [MenuItem]Packages/com.unity.ugui/Editor/TMP/TMPro_CreateObjectMenu.cs:119 #: Editor-Missing:Missing detected at runtime. msgid "Button - TextMeshPro" msgstr "ボタン - TextMeshPro" #: Editor/Src/AutoDocumentation.cpp:879 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:880 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" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:58 msgid "By Base Texture Name" msgstr "基本テクスチャ名" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:172 msgid "By Depth" msgstr "深度" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:174 msgid "By Depth (Reverse)" msgstr "深度 (逆)" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:169 msgid "By Distance" msgstr "距離" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:173 msgid "By Distance (Reverse)" msgstr "距離 (逆)" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:197 msgid "" "By default, Chrome OS converts mouse and touchpad events to touchscreen " "events. Un-check this setting to disable the default behavior." msgstr "デフォルトでは、ChromeOSはマウスとタッチパッドのイベントをタッチスクリーンのイベントに変換します。 デフォルトの動作を無効にするには、この設定のチェックを外します。" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:35 msgid "" "By default, when you start the Editor, Unity removes unused artifact files " "in the Library folder, and removes their entries in the asset database. This " "is a form of \"garbage collection\". This setting allows you to turn off the " "asset database garbage collection, so that previous artifact revisions which " "are no longer used are still preserved after restarting the Editor. This is " "useful if you need to debug unexpected import results." msgstr "デフォルトでは、エディターを起動すると、Unityはライブラリフォルダーの不使用のアーティファクトファイルを削除し、アセットデータベースにあるそれらのエントリーを削除します。これは\"ガベージコレクション\"の一種です。この設定により、アセットデータベースのガベージコレクションをオフにできるため、エディターを再起動した後も、使用されなくなった以前のアーティファクトリビジョンが保持されます。これは、予期しないインポート結果をデバッグする必要がある場合に役立ちます。" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsHeader.cs:396 msgid "By {0}" msgstr "{0}" #: /Editor/Src/Audio/Mixer/AudioMixerEffectController.cpp:59 #: Editor/Mono/Audio/Mixer/GUI/AudioMixerChannelStripView.cs:1016 msgid "Bypass" msgstr "バイパス" #: Editor/Mono/Inspector/AudioSourceInspector.cs:368 msgid "Bypass Effects" msgstr "バイパスエフェクト" #: Editor/Mono/Inspector/AudioSourceInspector.cs:373 msgid "Bypass Listener Effects" msgstr "バイパスリスナーエフェクト" #: Editor/Mono/Inspector/AudioSourceInspector.cs:380 msgid "Bypass Reverb Zones" msgstr "バイパスリバーブゾーン" #: 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/Src/AutoDocumentation.cpp:478 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-Missing:Missing detected at runtime. msgid "Bypass/ignore any applied effects on AudioSource." msgstr "オーディオソースの効果をバイパスあるいは無視" #: Editor/Src/AutoDocumentation.cpp:477 msgctxt "From AutoDocumentation" msgid "Bypass/ignore any applied effects on AudioSource." msgstr "オーディオソースの効果をバイパスあるいは無視" #: 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します" #: Editor/Src/AutoDocumentation.cpp:479 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します" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerDrawUtils.cs:71 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" #: /Runtime/Shaders/RayTracing/RayTracingShaderStructs.cpp:420 msgid "Byte Size" msgstr "バイトサイズ" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:64 msgid "C# Project Generation" msgstr "C# プロジェクト生成" #: Editor-Extra:Editor/Src/Commands/AssetsMenu.cpp msgid "C# Script" msgstr "C# スクリプト" #: Editor-Missing:Missing detected at runtime. msgid "C# Test Script" msgstr "C# テストスクリプト" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:198 msgid "C++ Compiler Configuration" msgstr "C++ コンパイラー設定" #: /Runtime/Scripting/ManagedReference/IManagedObjectHost.h:278 msgid "CLASS_" msgstr "CLASS_" #: Editor/Mono/VersionControl/UI/VCWindowPending.cs:21 msgid "CONNECTING..." msgstr "接続中..." #: [MenuItem]Editor/Mono/Inspector/CustomRenderTextureEditor.cs:420 msgid "CONTEXT" msgstr "CONTEXT" #: /Editor/Mono/Inspector/CustomRenderTextureEditor.cs:420 msgctxt "MenuItem./CONTEXT/CustomRenderTexture/Export" msgid "CONTEXT" msgstr "CONTEXT" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:189 msgid "CPU" msgstr "CPU" #: Modules/ProfilerEditor/ProfilerWindow/Bottlenecks/Details/BottlenecksDetailsViewController.cs:35 msgid "" "CPU Active Time is the duration within the frame that the CPU was doing work " "for.\n" "\n" "This is computed by taking the longest thread duration between the main " "thread and the render thread, and subtracting the time that thread spent " "waiting, including waiting for 'present' and 'target FPS'.\n" "\n" "It is possible for this duration to be longer than the 'CPU Time' value " "shown in the CPU Usage module's Timeline view when the Render Thread took " "longer than the Main Thread. This is because the Timeline view displays the " "beginning and end of the frame on the main thread." msgstr "CPUのアクティブ時間は、CPUが処理していたフレームの継続時間です。\n\nこれは、メインスレッドとレンダースレッド間の最長のスレッド継続時間を取得し、スレッドが待機に費やした時間('現在'と'ターゲットFPS'の待機時間を含む)を差し引くことによって計算されます。\n\nレンダースレッドの処理がメイン スレッドよりも長い時間がかかった場合、この時間は CPU使用率モジュールのタイムラインビューに表示される'CPU 時間'の値よりも長くなる可能性があります。これは、タイムラインビューにはメインスレッドのフレームの始まりと終わりが表示されるためです。" #: /Runtime/GfxDevice/threaded/GfxDeviceClient.cpp:3304 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。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameViewBase.cs:21 msgid "CPU:{0}ms GPU:{1}ms" msgstr "CPU:{0}ミリ秒 GPU:{1}ミリ秒" #: Editor-Missing:Missing detected at runtime. msgid "CSharp" msgstr "C#" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:117 msgid "Cache Folder Location" msgstr "キャッシュフォルダーの場所" #: Editor-Extra:PreferencesWindow msgid "Cache Server" msgstr "キャッシュサーバー" #: Editor-Missing:Missing detected at runtime. msgid "Cache Server (global)" msgstr "キャッシュサーバー (グローバル)" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:33 msgid "Cache Server (project specific)" msgstr "キャッシュサーバー (プロジェクト特定)" #: /Editor/Src/EditorSettings.cpp:293 msgid "Cache Server Enable Auth" msgstr "キャッシュサーバー Auth 有効" #: /Editor/Src/EditorSettings.cpp:291 msgid "Cache Server Enable Download" msgstr "キャッシュサーバーダウンロード有効" #: /Editor/Src/EditorSettings.cpp:294 msgid "Cache Server Enable Tls" msgstr "キャッシュサーバー TLS 有効" #: /Editor/Src/EditorSettings.cpp:292 msgid "Cache Server Enable Upload" msgstr "キャッシュサーバー アップロード有効" #: /Editor/Src/EditorSettings.cpp:289 msgid "Cache Server Endpoint" msgstr "キャッシュサーバー エンドポイント" #: /Editor/Src/EditorSettings.cpp:288 msgid "Cache Server Mode" msgstr "キャッシュサーバーモード" #: /Editor/Src/EditorSettings.cpp:290 msgid "Cache Server Namespace Prefix" msgstr "キャッシュサーバー 名前空間プレフィックス" #: Editor/Mono/GUI/CacheServerToggle.cs:22 msgid "Cache Server connected" msgstr "キャッシュサーバー接続" #: Editor/Mono/GUI/CacheServerToggle.cs:20 msgid "Cache Server disabled" msgstr "キャッシュサーバー無効" #: Editor/Mono/GUI/CacheServerToggle.cs:21 msgid "Cache Server disconnected" msgstr "キャッシュサーバー切断" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:118 msgid "Cache compression" msgstr "キャッシュの圧縮" #: Editor/Src/AutoDocumentation.cpp:352 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/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:119 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:122 msgid "Cache size is" msgstr "キャッシュサイズは" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:207 msgid "Cached Data" msgstr "キャッシュデータ" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:242 msgid "Cached Resolution" msgstr "キャッシュ解像度" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:188 msgid "Calculate mesh skinning and blend shapes on the GPU via shaders" msgstr "シェーダーを使って、GPUのメッシュスキニングとブレンドシェイプを計算します" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedObjectsView.cs:19 msgid "Call Stack:" msgstr "コールスタック:" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:44 msgid "Call Stacks" msgstr "コールスタック" #: Editor/Mono/Inspector/RayTracingShaderInspector.cs:25 msgid "Callable Shaders" msgstr "呼び出し可能シェーダー" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:99 msgid "Callback" msgstr "コールバック" #: Modules/Physics2DEditor/Managed/Colliders/Collider2DEditorBase.cs:178 msgid "Callback Layers" msgstr "コールバックレイヤー" #: Editor-Missing:Missing detected at runtime. msgid "Callbacks On Disable" msgstr "無効化時のコールバック" #: Packages/com.unity.ugui/Editor/UGUI/EventSystem/EventTriggerEditor.cs:50 msgid "Callbacks Property" msgstr "コールバックプロパティ" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedCallsView.cs:425 msgid "Called From" msgstr "呼び出し元" #: /Runtime/Mono/MonoManager.cpp:821 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/Graphics/CommandBuffer/RenderingCommandBuffer.cpp:3960 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:4104 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" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedCallsView.cs:427 msgid "Calls" msgstr "呼び出し" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedCallsView.cs:426 msgid "Calls To" msgstr "呼び出し先" #: /Runtime/Camera/Camera.cpp:5014 Editor/Mono/Inspector/CanvasEditor.cs:171 msgid "Camera" msgstr "カメラ" #: /Editor/Mono/Commands/GOCreationCommands.cs:450 msgctxt "MenuItem./GameObject/Camera" msgid "Camera" msgstr "カメラ" #: Editor/Mono/Annotation/SceneViewCameraWindow.cs:69 msgid "Camera Acceleration" msgstr "カメラ加速度" #: Packages/com.unity.render-pipelines.high-definition/Runtime/Utilities/HDAdditionalSceneViewSettings.cs:12 msgid "Camera Anti-aliasing" msgstr "カメラのアンチエイリアス" #: Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.PhysicalCamera.Skin.cs:23 msgid "Camera Body" msgstr "カメラボディ" #: Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/MotionBlurEditor.cs:61 msgid "Camera Clamp Mode" msgstr "カメラ範囲制限モード" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDAdditionalMeshRendererSettingsUI.cs:19 msgid "Camera Distance LOD" msgstr "カメラ距離 LOD" #: Editor/Mono/Annotation/SceneViewCameraWindow.cs:73 msgid "Camera Easing" msgstr "カメライージング" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:64 msgid "Camera Fading" msgstr "カメラフェード" #: Editor-Missing:Missing detected at runtime. msgid "Camera Far Plane" msgstr "カメラのファークリップ面" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:341 msgid "Camera Jitter" msgstr "カメラジッター" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:199 msgid "Camera Motion Only" msgstr "カメラモーションのみ" #: Editor-Missing:Missing detected at runtime. msgid "Camera Near Plane" msgstr "カメラのニアクリップ面" #: /Runtime/Camera/GraphicsSettings.cpp:633 msgid "Camera Relative Light Culling" msgstr "カメラ相対ライトカリング" #: /Runtime/Camera/GraphicsSettings.cpp:634 msgid "Camera Relative Shadow Culling" msgstr "カメラ相対の影のカリング" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:123 msgid "Camera Scale" msgstr "カメラスケール" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:183 msgid "Camera Sorting Layer Downsampling Method" msgstr "カメラソートレイヤーダウンサンプル方法" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:32 msgid "Camera Sorting Layer Texture" msgstr "カメラソーティングレイヤーテクスチャ" #: Editor/Mono/Annotation/SceneViewCameraWindow.cs:68 msgid "Camera Speed" msgstr "カメラ速度" #: Packages/com.unity.render-pipelines.high-definition/Runtime/Utilities/HDAdditionalSceneViewSettings.cs:13 msgid "Camera Stop NaNs" msgstr "カメラ NaN を停止" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3940 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:3004 msgid "Camera Usage Description" msgstr "カメラの使用説明" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:166 msgid "Camera Usage Description*" msgstr "カメラの使用説明*" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:92 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/Src/AutoDocumentation.cpp:2500 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/Mono/Inspector/StandardParticlesShaderGUI.cs:66 msgid "Camera far fade distance." msgstr "カメラ遠方フェード距離" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:65 msgid "Camera near fade distance." msgstr "カメラ至近フェード距離" #: /Runtime/Camera/Camera.cpp:2299 msgctxt "Error Message in Camera.cpp" msgid "Camera rendering during OnValidate is not allowed." msgstr "検証中のカメラレンダリングはできません" #: /Runtime/Graphics/ScriptableRenderLoop/ScriptableCulling.cpp:96 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。" #: /Editor/Src/SceneView/EditorCameraDrawing.cpp:2902 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。" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Output.Skin.cs:47 msgid "Camera target texture requires {0}x MSAA. Universal pipeline {1}." msgstr "カメラターゲットテクスチャは{0}xMSAAを必要とします。ユニバーサルパイプライン{1}。" #: /Runtime/Camera/Camera.cpp:5475 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" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:43 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" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Skin.cs:14 #: Editor-Missing:Missing detected at runtime. msgid "Cameras" msgstr "カメラ" #: /Editor/Src/Animation/Transition.cpp:252 #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:266 msgid "Can Transition To Self" msgstr "自身に遷移" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:18 msgid "Can be interrupted by transitions from" msgstr "中断の要因となる遷移" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSPreferenceWindowExtension.cs:76 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" #: /Runtime/Testing/MemoryTestFixtures.cpp:353 msgctxt "Error Message in MemoryTestFixtures.cpp" msgid "Can not stop logging as AllocationsTracker is not running." msgstr "AllocationsTrackerが実行されていないため、ロギングを停止できません。" #: /Editor/Src/VersionControl/VCAsset.cpp:173 msgctxt "Warning Message in VCAsset.cpp" msgid "Can only append to a folder" msgstr "フォルダーにのみ追加できます" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:22 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/Src/Commands/AddComponentMenu.cpp:208 #: Editor/Mono/Prefabs/PrefabUtility.cs:1369 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:159 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:188 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:161 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/ComponentUtility.cpp:1327 #: Editor/Src/DragAndDropForwarding.cpp:977 #: Editor/Src/DragAndDropForwarding.cpp:983 #: Editor/Src/DragAndDropForwarding.cpp:1012 #: Modules/PresetsEditor/PresetDragAndDrop.cpp:113 msgid "Can't add script" msgstr "スクリプトを追加出来ません" #: Editor/Src/DragAndDropForwarding.cpp:997 #, c-format 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/ObjectFactory.cpp:143 #, c-format 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/DragAndDropForwarding.cpp:984 #: Editor/Src/DragAndDropForwarding.cpp:1009 #, c-format 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/Commands/AddComponentMenu.cpp:180 msgid "Can't add the same component multiple times!" msgstr "同じコンポーネントを複数回加えることはできません" #: /Runtime/GfxDevice/vulkan/GfxDeviceVK.cpp:1491 msgctxt "Error Message in GfxDeviceVK.cpp" 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" #: Editor/Mono/Prefabs/PrefabUtility.cs:1330 msgid "Can't apply added component" msgstr "加えたコンポーネントを適用できません" #: Editor/Mono/Prefabs/PrefabUtility.cs:1327 msgid "Can't apply added component {0} because it depends on {1}." msgstr "加えたコンポーネント {0} を適用できません。 なぜなら、それは {1} に依存しているからです。" #: Editor/Mono/Prefabs/PrefabUtility.cs:1507 msgid "Can't apply removed component" msgstr "削除したコンポーネントを適用できません " #: Editor/Mono/Prefabs/PrefabUtility.cs:1504 msgid "" "Can't apply removed component {0} because {1} component in the Prefab Asset " "depends on it." msgstr "削除したコンポーネント {0} を適用できません。 なぜなら、プレハブアセットの {1} コンポーネントがそれに依存しているからです。" #: Editor/Mono/Prefabs/PrefabUtility.cs:3425 msgid "Can't apply selected overrides" msgstr "選択したオーバーライドを適用できません" #: Editor/Mono/Prefabs/PrefabUtility.cs:3426 msgid "" "Can't apply selected overrides due to dependencies with non-selected " "overrides:" msgstr "選択されていないオーバーライドとの依存関係のため、選択されたオーバーライドを適用できません。" #: Editor/Src/Prefabs/PrefabCreation.cpp:1427 msgid "" "Can't connect a Prefab in the StreamingAssets folder to GameObjects in the " "scene." msgstr "StreamingAssetsフォルダー内のプレハブをシーンのゲームオブジェクトに接続できません。" #: Editor/Src/DragAndDropForwarding.cpp:2437 msgid "Can't connect to GameObject" msgstr "ゲームオブジェクトに接続できません" #: Modules/AssetDatabase/Editor/V2/AssetOperations/CreateAsset.cpp:78 msgid "Can't create asset at {0} because it's a folder." msgstr "{0} にアセットを作成できま せん。なぜなら、それはフォルダーだからです。" #: /Runtime/GfxDevice/vulkan/GfxDeviceVK.cpp:1577 msgctxt "Error Message in GfxDeviceVK.cpp" 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/Graphics/DrawUtil.cpp:457 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:262 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" #: /Editor/Platform/Linux/MenuControllerLinux.cpp:105 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" #: /Runtime/Graphics/ScriptableRenderLoop/ScriptableRenderContext.cpp:1092 msgctxt "Warning Message in ScriptableRenderContext.cpp" msgid "Can't get cameras with uninitialized list" msgstr "初期化されていないリストでカメラを取得できません" #: /Editor/Src/Application/Application.cpp:2183 msgctxt "Error Message in Application.cpp" msgid "" "Can't have -activeBuildProfile argument defined when using -buildTarget " "argument" msgstr "-buildTarget 引数を使用する場合は、-activeBuildProfile引数を定義できません" #: /Runtime/GfxDevice/vulkan/GfxDeviceVK.cpp:1497 msgctxt "Error Message in GfxDeviceVK.cpp" 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" #: Editor/Src/Commands/AddComponentMenu.cpp:234 msgid "Can't remove component" msgstr "コンポーネントを削除できません" #: Modules/AssetDatabase/Editor/V2/AssetDatabaseInternal.cpp:2734 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" #: Editor/Mono/Prefabs/PrefabUtility.cs:1413 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:1410 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:1625 msgid "Can't revert removed component" msgstr "削除し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:1620 msgid "Can't revert removed component {0} because it depends on {1}." msgstr "削除したコンポーネント{0} を元に戻すことはできません。なぜなら、{1} に依存しているからです。" #: Editor/Mono/Prefabs/PrefabUtility.cs:3430 msgid "Can't revert selected overrides" msgstr "選択したオーバーライドを元に戻せません" #: Editor/Mono/Prefabs/PrefabUtility.cs:3431 msgid "" "Can't revert selected overrides due to dependencies with non-selected " "overrides." msgstr "選択されていないオーバーライドとの依存関係のため、選択したオーバーライドを元に戻せません" #: /Editor/Src/Prefabs/PrefabCreation.cpp:1486 msgctxt "Error Message in PrefabCreation.cpp" msgid "" "Can't save Prefab instance with missing asset and no scene backup 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てシーンのバックアップがない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。インスタンスを展開し、展開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/PrefabCreation.cpp:1473 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:1466 msgid "Can't save persistent Objects and connect them to the saved Prefab" msgstr "永続的なオブジェクトを保存して、保存されたプレハブに接続することはできません" #: /Editor/Src/Prefabs/PrefabCreation.cpp:1359 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/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1362 msgid "" "Can't save the Prefab Variant when its parent Prefab is missing. You have to " "unpack the root GameObject or recover the missing parent Prefab in order to " "save the Prefab Variant" msgstr "親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、足りない親プレハブを復元する必要があります。" #: /Editor/Platform/Linux/MenuControllerLinux.cpp:116 msgctxt "Error Message in MenuControllerLinux.cpp" msgid "Can't set hotkey on null menu item" msgstr "nullのメニュー項目にホットキーを設定することはできません" #: /Editor/Src/EditorSettings.cpp:119 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/Platform/Windows/EditorUtility.cpp:1227 #: Editor/Platform/Linux/EditorUtility.cpp:328 #: Editor/Platform/OSX/EditorUtility.mm:355 #: Editor/Src/DragAndDropForwarding.cpp:1956 #: Editor/Src/DragAndDropForwarding.cpp:1972 #: Editor/Src/DragAndDropForwarding.cpp:2015 #: Editor/Src/DragAndDropForwarding.cpp:2040 #: Editor/Src/DragAndDropForwarding.cpp:2056 #: Editor/Src/DragAndDropForwarding.cpp:2830 #: Editor/Src/DragAndDropForwarding.cpp:3101 #: Editor/Src/DragAndDropForwarding.cpp:3104 Editor/Src/PackageUtility.cpp:1219 #: Editor/Src/Application/Application.cpp:3272 #: Editor/Src/Application/Application.cpp:3355 #: Editor/Src/Commands/AssetsMenu.cpp:723 #: Editor/Src/Commands/AddComponentMenu.cpp:161 #: Editor/Src/Commands/AddComponentMenu.cpp:180 #: Editor/Src/Commands/AddComponentMenu.cpp:188 #: Editor/Src/Commands/AddComponentMenu.cpp:219 #: Editor/Src/Commands/AddComponentMenu.cpp:403 #: Editor/Src/Commands/AnimatorHelper.cpp:57 #: Editor/Src/Commands/AnimatorHelper.cpp:73 #: Editor/Src/SceneManager/EditorSceneManager.cpp:552 #: Editor/Src/SceneManager/EditorSceneManager.cpp:1165 #: Editor/Src/SceneManager/EditorSceneManager.cpp:1253 #: Editor/Src/SceneManager/EditorSceneManager.cpp:2143 #: Editor/Mono/GameObjectUtility.bindings.cs:68 msgid "Cancel" msgstr "キャンセル" #: Editor-Missing:Missing detected at runtime. msgid "Cancel Button" msgstr "キャンセルボタン" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:86 msgid "Cancel Preview" msgstr "プレビューをキャンセル" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1589 msgid "Cancel Save" msgstr "保存をキャンセル" #: Editor/Mono/ProjectBrowser/ProjectWindowUtil.cs:997 msgid "Cannot Delete" msgstr "削除できません" #: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStorePackageInstaller.cs:113 msgid "Cannot Remove" msgstr "削除できません" #: Editor/Mono/Prefabs/PrefabUtility.cs:1146 msgid "" "Cannot apply SerializeReference field since the Prefab instance is " "referencing a new object compared to the Prefab Asset.\n" "\n" "This means that the changes from the Prefab Asset cannot be merged back to " "the Prefab instance.\n" "\n" "You can apply the root of the field or the entire component" msgstr "プレハブインスタンスがプレハブアセットと比較して新しいオブジェクトを参照しているため、SerializeReferenceフィールドを適用することはできません。\n\nつまり、プレハブアセットからの変更をプレハブインスタンスにマージして戻すことはできません。\n\nフィールドのルートまたはコンポーネント全体を適用することはできます。" #: Editor/Mono/Prefabs/PrefabUtility.cs:1165 msgid "" "Cannot apply a SerializeReference sub field when the type from the Prefab " "instance is different from the Prefab Asset.\n" "\n" "You can apply the root of the field or the entire component" msgstr "プレハブインスタンスのタイプがプレハブアセットのものと異なる場合、SerializeReferenceサブ フィールドを適用できません。\n\nフィールドのルートまたはコンポーネント全体を適用できます。" #: Editor/Mono/Prefabs/PrefabUtility.cs:888 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:427 msgid "Cannot apply property override to Prefab" msgstr "プレハブにプロパティのオーバーライドを適用できません" #: Editor/Mono/Prefabs/PrefabUtility.cs:973 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/Src/Picking/Picking.cpp:1032 msgctxt "Error Message in Picking.cpp" msgid "Cannot begin the frame on the graphics device!" msgstr "グラフィックスデバイスでフレームを開始できません。" #: Editor/Src/BuildPipeline/BuildAssetBundleHelper.cpp:50 msgid "" "Cannot build AssetBundles while imports of assets are in progress.\n" "Are 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/Mono/BuildPlayerWindow.cs:29 msgid "" "Cannot build player because Virtual Texturing is enabled, but the target " "platform or graphics API does not support Virtual Texturing. Go to Player " "Settings to resolve the incompatibility." msgstr "仮想テクスチャリングは有効になっていますが、ターゲットプラットフォームやのグラフィックスAPIがそれをサポートしていないためプレイヤーをビルドできません。プレイヤー設定に移動して、不整合を解決してください。" #: Editor/Mono/BuildPlayerWindow.cs:30 msgid "" "Cannot build player while editor is importing assets or compiling scripts." msgstr "エディターがアセットをインポートしたりスクリプトをコンパイルしているときに、プレイヤーをビルドすることはできません。" #: /Runtime/Export/Director/PlayableGraph.bindings.cpp:246 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/Director/PlayableHandle.bindings.cpp:283 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" #: Modules/AssetDatabase/Editor/Public/AssetDatabaseUtility.cpp:1201 msgid "Cannot create Assets folder" msgstr "Assets フォルダーを作成できません" #: Modules/AssetDatabase/Editor/V2/AssetOperations/CreateAsset.cpp:66 msgid "" "Cannot create asset {0} while serializing a scripted object. Are you " "creating assets from the constructor of a serialized object?" msgstr "アセット{0}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。シリアル化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?" #: Editor/Src/BuildPipeline/BuildAssetBundleHelper.cpp:190 msgid "Cannot create folder \"{0}\"" msgstr "フォルダー \"{0}\" を作成できません" #: /Runtime/Jobs/JobReflectionData.cpp:713 msgctxt "Error Message in JobReflectionData.cpp" msgid "Cannot create job reflection data during domain unloading" msgstr "ドメインのアンロード中にジョブリフレクションデータを作成できません" #: Modules/AssetPipelineEditor/Public/AudioImporter.cpp:1133 #: Modules/AssetPipelineEditor/Public/AudioImporter.cpp:1165 #, c-format msgid "Cannot create resource file for asset: '%s'\n" msgstr "アセットのリソースファイルを作成できません: '%s'\n" #: Modules/PackageManagerUI/Editor/UI/ScopedRegistriesSettings.cs:156 msgid "Cannot delete scoped registry" msgstr "スコープ付きレジストリを削除できません" #: /Runtime/GfxDevice/HDROutputSettings.cpp:177 msgctxt "Error Message in HDROutputSettings.cpp" msgid "" "Cannot enable automatic HDR tonemapping if the platform doesn't support it." msgstr "プラットフォームがサポートしない場合、自動HDRトーンマッピングを有効にできません。" #: Modules/SafeMode/SafeModeToolbarWindow.cs:60 msgid "Cannot exit Safe Mode while compiling scripts" msgstr "スクリプトのコンパイル中にセーフモードを終了できません" #: /Editor/Src/Utility/SerializedManagedReferencesIndex.cpp:176 msgctxt "Error Message in SerializedManagedReferencesIndex.cpp" msgid "Cannot get managed reference index with out of bounds offset" msgstr "範囲外のオフセットでマネージ参照インデックスを取得できません" #: Modules/PackageManagerUI/Editor/Services/UserSettings/PackageManagerUserSettingsProvider.cs:157 msgid "Cannot get the Packages Cache location, UPM server is not running." msgstr "パッケージキャッシュの場所を取得できません。UPMサーバーが動いていません。" #: Modules/PackageManagerUI/Editor/Services/UserSettings/PackageManagerUserSettingsProvider.cs:319 msgid "Cannot get the Packages Cache location, reason: {0}." msgstr "以下の理由でパッケージキャッシュの場所を取得できません: {0}" #: /Runtime/Graphics/RenderTarget.cpp:306 msgctxt "Error Message in RenderTarget.cpp" msgid "" "Cannot grab pixels into RenderTarget 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ターゲット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。" #: /Editor/Platform/OSX/Windowing/GUIViewOSX.mm:1180 msgctxt "Error Message in GUIViewOSX.mm" 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/Texture/GraphicsTexture.cpp:628 msgctxt "Error Message in GraphicsTexture.cpp" msgid "" "Cannot grab pixels into a GraphicsTexture without color render-usage. Ensure " "the GraphicsTexture has been successfully initialized as a color render " "surface." msgstr "ピクセルをカラーレンダーを使用せずにグラフィックステクスチャに取り込むことはできません。グラフィックステクスチャがカラーレンダーサーフェスとして正常に初期化されていることを確認してください。" #: /Runtime/GameCode/CloneObject.cpp:503 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。" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:50 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。" #: Modules/SceneTemplateEditor/SceneTemplateDialog.cs:67 msgid "" "Cannot load the scene additively. You can only have one unsaved untitled " "scene at a time." msgstr "シーンを付加的にロードすることはできません。保存されていないタイトルのないシーンが、一度に1つだけ可能です。" #: /Editor/Src/VersionControl/SemanticMerge.cpp:45 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:143 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/BuildPipeline/BuildAssetBundleHelper.cpp:167 #, c-format 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でアセットとシーンを両方マークすることはできません。アセットバンドル名は \"%s\" です。\n" #: /Runtime/GfxDevice/GfxDevice.cpp:2164 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リロードできません" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:138 msgid "Cannot remove Default Renderer" msgstr "デフォルトレンダラーを削除できません" #: Editor/Src/ComponentUtility.cpp:267 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" #: Modules/PackageManagerUI/Editor/Services/UserSettings/PackageManagerUserSettingsProvider.cs:215 msgid "Cannot reset the Assets Cache location to default." msgstr "アセットキャッシュの場所をデフォルトにリセットできません。" #: Modules/PackageManagerUI/Editor/Services/UserSettings/PackageManagerUserSettingsProvider.cs:329 msgid "Cannot reset the Packages Cache location to default, reason: {0}." msgstr "以下の理由でパッケージキャッシュの場所をデフォルトにリセットできません: {0}" #: Editor/Src/EditorHelper.cpp:102 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" #: /Runtime/Scripting/Internal/TypeCache/AssemblyTypeRecordsBuilder.cpp:204 msgctxt "Warning Message in AssemblyTypeRecordsBuilder.cpp" msgid "" "Cannot reuse ReverseAssemblyDependencies from previous domain because it is " "empty!" msgstr "ReverseAssemblyDependencyは空であるため、以前のドメインから再利用できません。" #: Editor/Mono/Prefabs/PrefabUtility.cs:1207 msgid "" "Cannot revert a parts of a SerializeReference property since the Prefab " "instance is referencing a different type compared to the Prefab Asset.\n" "\n" "You can revert the root of the serialized reference or the entire component." msgstr "プレハブインスタンスがプレハブアセットと比較して異なるタイプを参照しているため、一部のSerializeReferenceプロパティを元に戻すことはできません。\n\nシリアル化された参照のルート、またはコンポーネント全体を元に戻すことはできます。" #: Editor/Mono/Prefabs/PrefabUtility.cs:1200 msgid "" "Cannot revert a single SerializeReference field since the Prefab instance is " "referencing a new object compared to the Prefab Asset.\n" "\n" "This means that the entire object is considered an override, cannot revert " "parts of it.\n" "\n" "You can revert the root of the serialized reference or the entire component." msgstr "プレハブインスタンスがプレハブアセットと比較して新しいオブジェクトを参照しているため、単一のSerializeReferenceフィールドを元に戻すことはできません。\n\nつまり、オブジェクト全体がオーバーライドと見なされ、その一部だけを元に戻すことができないことを意味します。\n\nシリアル化された参照またはコンポーネント全体のルートを元に戻すことはできます。" #: Editor/Mono/Prefabs/PrefabUtility.cs:433 msgid "Cannot revert property override" msgstr "プロパティのオーバーライドを元に戻すことはできません" #: /Runtime/Graphics/Texture/GraphicsTexture.cpp:679 msgctxt "Error Message in GraphicsTexture.cpp" msgid "" "Cannot set a GraphicsTexture without RenderTarget mode flag as a render " "target. Ensure the GraphicsTexture has been successfully initialized as a " "render surface." msgstr "レンダーターゲットモードフラグのないグラフィックステクスチャをレンダーターゲットとして設定することはできません。グラフィックステクスチャがレンダーサーフェスとして正常に初期化されていることを確認してください。" #: /Editor/Src/Utility/SerializedProperty.cpp:4839 msgctxt "Error Message in SerializedProperty.cpp" msgid "" "Cannot set a managed reference for a serialized object that does not have a " "managed references defined" msgstr "マネージ参照が定義されていないシリアル化されたオブジェクトに対して、マネージ参照を設定できません" #: /Runtime/Director/Core/PlayableOutput.cpp:150 msgctxt "Error Message in PlayableOutput.cpp" msgid "" "Cannot set multiple PlayableOutputs to the same source playable and output " "port" msgstr "同じソースのプレイアブルと出力ポートに複数のPlayableOutputを設定できません" #: Modules/PackageManagerUI/Editor/Services/UserSettings/PackageManagerUserSettingsProvider.cs:324 msgid "Cannot set the Packages Cache location to '{0}', reason: {1}." msgstr "以下の理由でパッケージキャッシュの場所を'{0}'に設定できません: {1}" #: /Runtime/GfxDevice/HDROutputSettings.cpp:54 msgctxt "Error Message in HDROutputSettings.cpp" msgid "" "Cannot switch in or out of HDR mode at runtime if the platform doesn't " "support it." msgstr "プラットフォームがサポートしていない場合、ランタイムにHDRモードのオンとオフを切り替えることはできません。" #: Editor/Src/Application/Application.cpp:902 msgid "Cannot switch to the Project folder" msgstr "プロジェクトフォルダーに切り替えられません" #: Editor/Src/AssetPipeline/TextureImporting/TextureImporterUtils.cpp:1358 #, c-format msgid "" "Cannot use format %s with Virtual Texturing. The texture will have Virtual " "Texture Only disabled.\n" msgstr "仮想テクスチャリングではフォーマット%s。テクスチャの\"仮想テクスチャのみ\"は無効になります。\n" #: Editor/Src/BuildPipeline/BuildAssetBundleHelper.cpp:77 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:82 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/ProjectVersion.cpp:136 msgctxt "Error Message in ProjectVersion.cpp" msgid "Cannot write ProjectVersion.txt" msgstr "ProjectVersion.txtに書き込めません" #: [MenuItem]Packages/com.unity.ugui/Editor/UGUI/UI/MenuOptions.cs:280 msgid "Canvas" msgstr "キャンバス" #: 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 "Canvas Renderer" msgstr "キャンバスレンダラー" #: 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 "Canvas Scaler (Script)" msgstr "Canvas Scaler (スクリプト)" #: [MenuItem]Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/AssetCallbacks/CreateCanvasShaderGraph.cs:10 msgid "Canvas Shader Graph" msgstr "キャンバスシェーダーグラフ" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:416 msgid "Cap Line" msgstr "キャップライン" #: Modules/TreeEditor/TreeEditor.cs:142 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" #: [MenuItem]Editor/Mono/Commands/GOCreationCommands.cs:300 msgid "Capsule" msgstr "カプセル" #: /Editor/Mono/Commands/GOCreationCommands.cs:300 msgctxt "MenuItem./GameObject/3D Object/Capsule" msgid "Capsule" msgstr "カプセル" #: Editor-Missing:Missing detected at runtime. msgid "Capsule (Mesh Filter)" msgstr "カプセル (メッシュフィルター)" #: /Runtime/Misc/ComponentRequirement.cpp:490 msgctxt "MenuItem./Capsule Collider" msgid "Capsule Collider" msgstr "カプセルコライダー" #: /Runtime/Misc/ComponentRequirement.cpp:515 msgctxt "MenuItem./Capsule Collider 2D" msgid "Capsule Collider 2D" msgstr "2D カプセルコライダー" #: Packages/com.unity.ugui/Editor/UGUI/UI/DropdownEditor.cs:45 msgid "Caption Image" msgstr "キャプション画像" #: Packages/com.unity.ugui/Editor/UGUI/UI/DropdownEditor.cs:44 msgid "Caption Text" msgstr "キャプションテキスト" #: /Runtime/Input/TimeManager.cpp:648 msgid "Capture Delta Time" msgstr "デルタタイムを取得" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:79 msgid "Capture Logs" msgstr "ログをキャプチャ" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/ProbeSettingsUI.Drawers.cs:71 msgid "Capture Position" msgstr "位置をキャプチャ" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/ProbeSettingsUI.Drawers.cs:78 msgid "Capture Rotation" msgstr "回転をキャプチャ" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDProbeUI.Skin.cs:17 msgid "Capture Settings" msgstr "キャプチャ設定" #: /Runtime/Misc/PlayerSettings.cpp:814 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1145 msgid "Capture Single Screen" msgstr "1 画面をキャプチャ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4356 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:249 msgid "Capture Startup Logs" msgstr "起動ログのキャプチャ" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:249 msgid "Capture startup logs for later processing (e.g., by com.unity.logging" msgstr "後で処理するために起動ログをキャプチャします(例えばcom.unity.loggingを使用)" #: 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 "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/Mono/GameView/GameView.cs:110 msgid "Capture the current view and open in Xcode frame debugger" msgstr "現在のビューをキャプチャしてXcodeフレームデバッガーで開きます" #: Packages/com.unity.ugui/Editor/UGUI/UI/InputFieldEditor.cs:123 msgid "Caret Blink Rate" msgstr "キャレットの点滅間隔" #: Packages/com.unity.ugui/Editor/UGUI/UI/InputFieldEditor.cs:132 msgid "Caret Color" msgstr "キャレット色" #: Packages/com.unity.ugui/Editor/UGUI/UI/InputFieldEditor.cs:124 msgid "Caret Width" msgstr "キャレット幅" #: Editor-Missing:Missing detected at runtime. msgid "Carpetted Hallway" msgstr "絨毯のあるホール" #: Editor/Mono/Inspector/NavMeshObstacleInspector.cs:23 msgid "Carve" msgstr "くり抜く" #: Editor/Mono/Inspector/NavMeshObstacleInspector.cs:108 msgid "Carve Only Stationary" msgstr "静止時のみくり抜く" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:93 msgid "Cascade Count" msgstr "カスケード数" #: Editor/Mono/Inspector/GraphicsSettingsInspectors/GraphicsSettingsInspectorTierSettings.cs:126 msgid "Cascaded Shadows" msgstr "カスケードシャドウ" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:140 msgid "Cast" msgstr "キャスト" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2769 #: Editor/Mono/Inspector/RendererLightingSettings.cs:68 msgid "Cast Shadows" msgstr "投影" #: /Editor/Src/Utility/YAMLNode.cpp:57 msgctxt "Warning Message in YAMLNode.cpp" msgid "Cast from Int64 to Int32 may cause data lose." msgstr "Int64からInt32へのキャストはデータ消失の原因になる場合があります。" #: /Editor/Src/Utility/YAMLNode.cpp:86 msgctxt "Warning Message in YAMLNode.cpp" msgid "Cast from Int64 to float may cause data lose." msgstr "Int64からFloatへのキャストはデータ消失の原因になる場合があります" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Shadows/ShadowCaster2DEditor.cs:58 msgid "Casting Option" msgstr "投影オプション" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Shadows/ShadowCaster2DEditor.cs:54 msgid "Casting Source" msgstr "投影ソース" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Shadows/ShadowCaster2DEditor.cs:53 msgid "Casts Shadows" msgstr "投影する" #: Modules/PackageManagerUI/Editor/UI/Filters/AssetStoreFiltersWindow.cs:154 msgid "Categories" msgstr "カテゴリ" #: /Editor/Src/ProjectUtility.h:97 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:118 msgid "Category" msgstr "カテゴリ" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:146 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:145 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/InitialModuleUI.cs:58 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)" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:105 msgid "Caustics" msgstr "コースティクス" #: Editor-Missing:Missing detected at runtime. msgid "Cave" msgstr "洞窟" #: /Runtime/Shaders/ComputeShaderStructs.cpp:61 msgid "Cb Variant Indices" msgstr "Cb バリアントインデックス" #: /Runtime/Shaders/ComputeShaderStructs.cpp:62 msgid "Cbs" msgstr "Cbs" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:12 msgid "Celestial Body" msgstr "天体" #: Modules/GridEditor/Managed/GridEditor.cs:28 msgid "Cell Gap" msgstr "セルギャップ" #: Modules/GridEditor/Managed/GridEditor.cs:29 msgid "Cell Layout" msgstr "セルレイアウト" #: Modules/GridEditor/Managed/GridEditor.cs:26 msgid "Cell Size" msgstr "セルサイズ" #: Packages/com.unity.2d.tilemap/Editor/GridPaletteEditor.cs:14 msgid "Cell Sizing" msgstr "セルサイズ" #: Modules/GridEditor/Managed/GridEditor.cs:30 msgid "Cell Swizzle" msgstr "セルスウィズル" #: /Runtime/Geometry/AABB.h:256 Editor/Mono/EditorGUI.cs:152 msgid "Center" msgstr "中心" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:61 msgid "Center Of Mass" msgstr "質量の中心" #: /Editor/Src/Commands/GOPlacement.cpp:75 msgctxt "MenuItem./GameObject/Center On Children" msgid "Center On Children" msgstr "子の中心に配置" #: Editor/Mono/Inspector/AnimationClipEditor.cs:88 msgid "Center of Mass" msgstr "質量の中心" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:29 msgid "Center of the partial update zone." msgstr "部分的な更新ゾーンの中心" #: Editor/Src/AutoDocumentation.cpp:3320 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" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:193 msgid "Centimeters" msgstr "センチメートル" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3366 msgid "Cert Path" msgstr "証明書パス" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:289 msgid "Certificate" msgstr "証明書" #: Editor/Mono/Utils/MetroCreateTestCertificateWindow.cs:129 msgid "Certificate password." msgstr "証明書のパスワード" #: /Editor/Mono/VersionControl/UI/VCMenuChange.cs:17 msgctxt "MenuItem./CONTEXT/Change/Submit..." msgid "Change" msgstr "変更" #: Editor/Src/DragAndDropForwarding.cpp:1290 #: Editor/Src/DragAndDropForwarding.cpp:1317 #: Editor/Src/DragAndDropForwarding.cpp:1343 #: Editor/Src/DragAndDropForwarding.cpp:1405 #, c-format msgid "Change %s Parent" msgstr "%s 親を変更" #: Modules/TerrainEditor/TerrainInspector.cs:1614 msgid "Change Detail Scatter Mode" msgstr "ディテール散布モードを変更" #: Modules/Physics2DEditor/Managed/Joints/HingeJoint2DTool.cs:12 msgid "Change Joint Angular Limits" msgstr "ジョイント角度制限を変更" #: Editor/Mono/Inspector/GameObjectInspector.cs:834 msgid "Change Layer" msgstr "レイヤーを変更" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/VolumetricLighting/LocalVolumetricFogEditor.cs:158 msgid "Change Local Volumetric Fog Blend" msgstr "ローカルボリュメトリックフォグブレンドを変更" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/VolumetricLighting/LocalVolumetricFogEditor.cs:203 msgid "Change Local Volumetric Fog Bounding Box" msgstr "ローカルボリュメトリックフォグバウンディングボックスを変更" #: Modules/PackageManagerUI/Editor/Services/UserSettings/PackageManagerUserSettingsProvider.cs:28 msgid "Change Location" msgstr "場所を変更" #: Modules/QuickSearch/Editor/UITK/SearchQueryPanelView.cs:127 msgid "Change Searches sorting order" msgstr "検索のソート順を変更" #: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteFrameModule/SpritePolygonModeModuleView.cs:13 msgid "Change Shape" msgstr "形状を変更" #: Editor-Missing:Missing detected at runtime. msgid "Change Stops Callbacks" msgstr "コールバックの報告変更" #: Editor/Mono/Inspector/MeshPreview.cs:16 msgid "Change active UV channel" msgstr "アクティブ UV チャンネルを変更" #: Editor/Mono/Inspector/MeshPreview.cs:15 msgid "Change display mode" msgstr "表示モードを変更します" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerSettingsWindow.cs:18 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/Mono/Inspector/LightProbeGroupInspector.cs:525 msgid "Change positions for Light Probes." msgstr "ライトプローブの位置を変更します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDProbeUI.Skin.cs:34 msgid "Change the capture position." msgstr "キャプチャ位置を変更します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDProbeUI.Skin.cs:35 msgid "Change the mirror position." msgstr "ミラー位置を変更します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDProbeUI.Skin.cs:36 msgid "Change the mirror rotation." msgstr "ミラー回転を変更します。" #: Editor/Mono/Inspector/ClothInspector.cs:159 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/PlayerSettingsEditor/PlayerSettingsEditor.cs:250 msgid "Changed Batching Settings" msgstr "変更したバッチング設定" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:251 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:254 msgid "Changed Graphics Job Mode Setting" msgstr "変更したグラフィックスジョブモード設定" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:253 msgid "Changed Graphics Jobs Setting" msgstr "変更したグラフィックスジョブ設定" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsIconsEditor.cs:18 msgid "Changed Icon" msgstr "変更したアイコン" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:252 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:259 msgid "Changed Shader Chunk Count Default Setting" msgstr "変更したシェーダーチャンク数のデフォルト設定" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:257 msgid "Changed Shader Chunk Count Platform Setting" msgstr "変更したシェーダーチャンク数のプラットフォーム設定" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:258 msgid "Changed Shader Chunk Size Default Setting" msgstr "変更したシェーダーチャンクサイズのデフォルト設定" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:256 msgid "Changed Shader Chunk Size Platform Setting" msgstr "変更したシェーダーチャンクサイズのプラットフォーム設定" #: Editor/Mono/Collab/CollabDialogs.cs:38 msgid "Changed assets:" msgstr "アセットを変更:" #: Modules/PackageManagerUI/Editor/Services/Packages/PackageLink/PackageLinkFactory.cs:194 msgid "Changelog" msgstr "変更ログ" #: Modules/PackageManagerUI/Editor/Services/Packages/PackageLink/PackageUpmChangelogLink.cs:22 msgid "Changelog unavailable" msgstr "変更ログ不可" #: 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:195 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" #: Modules/PackageManagerUI/Editor/Services/UserSettings/PackageManagerUserSettingsProvider.cs:229 msgid "Changing Assets Cache location" msgstr "アセットキャッシュの場所を変更" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:18 msgid "Changing Memory setup values can cause severe performance degradation." msgstr "メモリ設定値を変更すると、パフォーマンスが著しく低下する場合があります。" #: Editor/Mono/Inspector/RenderPipelineAssetSelector.cs:17 msgid "Changing Render Pipeline" msgstr "レンダーパイプラインの変更" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/UpdateAction.cs:54 msgid "" "Changing a {0} that is part of a feature can lead to errors. Are you sure " "you want to proceed?" msgstr "機能の一部である{0}を変更すると、エラーが発生する可能性があります。 続けてもよろしいですか?" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:80 msgid "" "Changing default memory setting can have severe negative impact on " "performance. Are you sure you want to continue?" msgstr "デフォルトのメモリ設定を変更すると、パフォーマンスに深刻な悪影響を与える可能性があります。 続行してもよろしいですか?" #: Modules/TerrainEditor/TerrainInspector.cs:1615 msgid "" "Changing detail scatter mode to \"Instance count\" will erase existing " "detail placements. This action is undoable. Do you wish to continue?" msgstr "ディテール散布モードを\"インスタンス数\"に変更すると、既存の詳細ディテール配置が消去されます。 このアクションは元に戻すことができます。 続行しますか?" #: Modules/PackageManagerUI/Editor/Services/UserSettings/PackageManagerUserSettingsProvider.cs:230 msgid "" "Changing the Assets Cache location will abort all downloads in progress." msgstr "アセットキャッシュの場所を変更すると、進行中のすべてのダウンロードが中止されます。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:255 msgid "Changing the color space may take a significant amount of time." msgstr "色空間の変更には、著しく時間がかかる場合があります。" #: Editor/Mono/SceneModeWindows/LightingWindow.cs:35 msgid "" "Changing the compute device used by the Progressive GPU Lightmapper requires " "the editor to be relaunched. Do you want to change device and restart?" msgstr "プログレッシブGPUライトマッパーが使用する計算デバイスを変更するには、エディターを再起動する必要があります。デバイスを変更して再起動しますか?" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:19 msgid "" "Changing the memory setup for editor will update the ProjectSettings/boot." "config file. This file is loaded at Editor startup, so will take effect at " "next startup." msgstr "エディターのメモリ設定を変更すると、ProjectSettings/boot.configファイルが更新されます。このファイルはエディターの起動時に読み込まれるため、次回の起動時に有効になります。" #: Editor/Mono/Inspector/RenderPipelineAssetSelector.cs:16 msgid "" "Changing this render pipeline asset may take a significant amount of time." msgstr "このレンダーパイプラインアセットの変更には、著しく時間がかかる場合があります。" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:94 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/ImportSettings/TextureImporterInspector.cs:302 msgid "Channel" msgstr "チャンネル" #: Modules/TerrainEditor/Utilities/TerrainLayerInspector.cs:24 msgid "Channel Remapping" msgstr "チャンネルの再マッピング" #: /Runtime/Graphics/Mesh/MeshBlendShape.h:108 #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:116 msgid "Channels" msgstr "チャンネル" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:43 msgid "Chaos" msgstr "カオス" #: Modules/TextRenderingEditor/TrueTypeFontImporterInspector.cs:17 msgid "Character" msgstr "文字" #: /Runtime/Misc/ComponentRequirement.cpp:486 msgctxt "MenuItem./Character Controller" msgid "Character Controller" msgstr "キャラクターコントローラー" #: Editor-Missing:Missing detected at runtime. msgid "Character Joint" msgstr "キャラクタージョイント" #: Packages/com.unity.ugui/Editor/UGUI/UI/InputFieldEditor.cs:96 msgid "Character Limit" msgstr "文字数制限" #: Editor-Missing:Missing detected at runtime. msgid "Character Padding" msgstr "文字のパディング" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:875 msgid "Character Property" msgstr "文字プロパティ" #: Editor-Missing:Missing detected at runtime. msgid "Character Rects" msgstr "文字矩形" #: 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 "Character Spacing" msgstr "文字間隔" #: Packages/com.unity.ugui/Editor/UGUI/UI/InputFieldEditor.cs:114 msgid "Character Validation" msgstr "文字検証" #: Editor/Mono/Inspector/Avatar/AvatarSkeletonDrawer.cs:68 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/Graphs/UnityEditor.Graphs/Animation/LayerControllerView.cs:57 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" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:139 msgid "Check" msgstr "確認" #: Editor-Missing:Missing detected at runtime. msgid "Check Method" msgstr "確認方法" #: Editor/Mono/EditorGUI.cs:3264 msgid "Check Out" msgstr "チェックアウト" #: Editor/Mono/Inspector/Core/PropertyEditor.cs:206 msgid "Check Out Meta" msgstr "メタをチェックアウト" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineMenuItems.cs:507 msgid "Check Scene Content for HDRP Ray Tracing" msgstr "HDRP レイトレーシングのシーンコンテンツを確認" #: Editor/Mono/GUI/EditorUpdateWindow.cs:81 msgid "Check for Updates" msgstr "更新を確認" #: /Editor/Src/Commands/HelpMenu.cpp:104 msgctxt "MenuItem./Help/Check for Updates" msgid "Check for Updates" msgstr "更新を確認" #: Modules/PackageManagerUI/Editor/UI/PackageStatusBar.cs:207 msgid "Check for updates" msgstr "更新を確認" #: Editor/Mono/BuildPlayerWindow.cs:41 msgid "Check out" msgstr "チェックアウト" #: Editor/Mono/Prefabs/PrefabImporterEditor.cs:200 msgid "" "Check the Console window to get more insight into what needs to be fixed on " "the Prefab Asset.\n" "\n" "You 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。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:222 msgid "" "Check the game for Android TV compatibility, update the manifest if needed" msgstr "Android TV 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" #: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:13 msgid "" "Check the option to multiply the particle color by the light color. " "Otherwise, only the color of the light is used." msgstr "これを有効にすると、パーティクルカラーをライトのカラーで乗算します。有効にしないと、ライトの色のみが使用されます" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:73 msgid "" "Check this option to make the light and the Physically Based sky affect one " "another." msgstr "これを有効にすると、ライトと物理ベースの空が互いに影響し合います。" #: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:46 msgid "Check this to allow Xcode to Automatically sign your build." msgstr "これを有効にすると、Xcode によって自動的にビルドに署名することができます" #: Editor/Mono/Annotation/SceneViewCameraWindow.cs:69 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:73 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:71 msgid "" "Check this to enable camera's near and far clipping planes to be calculated " "relative to the viewport size of the Scene." msgstr "これを有効にすると、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/PreferencesWindow/PreferencesSettingsProviders.cs:61 msgid "" "Check this to enable extended Dynamic Hints. If available, extended Dynamic " "Hints will display more information when a property, object or tool is " "hovered for enough time, or when a Dynamic Hint is displayed" msgstr "これを有効にすると、拡張動的ヒントが使用可能になります。使用可能な場合、拡張動的ヒントは、プロパティ、オブジェクト、ツールに十分な時間カーソルが置かれた場合、または動的ヒントが表示されたときに、より多くの情報を表示します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:43 msgid "Check update" msgstr "アップデートを確認" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UISystemProfiler.cs:391 msgid "Checkerboard" msgstr "チェッカーボード" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:336 msgid "Checkerboarded depth buffer downsample" msgstr "チェッカーボード深度バッファダウンサンプル" #: Modules/PackageManagerUI/Editor/UI/PackageList.cs:178 msgid "Checking for updates {0}%..." msgstr "更新を確認中 {0}%..." #: Modules/PackageManagerUI/Editor/UI/PackageStatusBar.cs:141 msgid "Checking for updates..." msgstr "更新を確認しています..." #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:34 msgid "Checking if the config package is embedded in your project." msgstr "コンフィギュレーションパッケージがプロジェクトに組み込まれているかどうかを確認します。" #: Modules/PackageManagerUI/Editor/UI/MultiSelect/CheckUpdateFoldout.cs:14 msgid "Checking update for {0}..." msgstr "{0} の更新プログラムを確認しています..." #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:246 msgid "" "Checks if the main display supports HDR and if it does, switches to HDR " "output at the start of the application." msgstr "メインディスプレイがHDRに対応しているかどうかを確認し、対応している場合はアプリケーションの開始時にHDR出力に切り替えます。" #: Packages/com.unity.ugui/Editor/UGUI/UI/GridLayoutGroupEditor.cs:45 msgid "Child Alignment" msgstr "子を整列" #: Packages/com.unity.ugui/Editor/UGUI/UI/HorizontalOrVerticalLayoutGroupEditor.cs:68 msgid "Child Force Expand" msgstr "子を強制的に拡大" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXSlotContainerEditor.cs:129 msgid "Child Prop" msgstr "子プロパティ" #: /Editor/Src/Animation/StateMachine.cpp:793 msgid "Child State Machine" msgstr "子ステートマシン" #: /Editor/Src/Animation/StateMachine.cpp:794 msgid "Child State Machine Position" msgstr "子ステートマシン位置" #: /Editor/Src/Animation/StateMachine.cpp:863 msgid "Child State Machines" msgstr "子ステートマシン" #: /Editor/Src/Animation/StateMachine.cpp:862 msgid "Child States" msgstr "子のステート" #: /Runtime/Transform/Transform.cpp:1551 #: Editor/Mono/Prefabs/PrefabFamilyPopup.cs:88 msgid "Children" msgstr "子" #: Editor/Src/EditorHelper.cpp:96 msgid "" "Children of a Prefab instance cannot be moved, and components cannot be " "reordered." msgstr "プレハブインスタンスの子を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/Animation/BlendTree.cpp:73 msgid "Childs" msgstr "子" #: Editor-Missing:Missing detected at runtime. msgid "Chinese (Experimental)" msgstr "中国語 (実験的)" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:75 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/CameraEditor.cs:45 msgid "" "Choose a rendering method for this camera.\n" "\n" "Use Graphics Settings to use the rendering path specified in graphics " "settings.\n" "\n" "Use Forward to render all objects with one pass per light.\n" "\n" "Use Deferred to draw all objects once without lighting and then draw the " "lighting of all objects at the end of the render queue.\n" "\n" "Use Legacy Vertex Lit to render all lights in a single pass, calculated at " "vertices." msgstr "カメラのレンダリング方法を選択します。\n\nグラフィックス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ライトごとに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、古い頂点ライティングを使用します。" #: Modules/QuickSearch/Editor/UITK/SearchGroupBar.cs:112 msgid "Choose a specific search tab (eg. Project) to enable synchronization." msgstr "特定の検索タブ (例: プロジェクト) を選択して、同期を有効にします。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:131 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。" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:161 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/Graphs/UnityEditor.Graphs/Animation/LayerSettingsWindow.cs:19 msgid "Choose between Override and Additive layer." msgstr "オーバーライドか加法的レイヤーかを選択します" #: Editor/Mono/Inspector/LightEditor.cs:79 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。" #: Modules/QuickSearch/Editor/Indexing/IndexManager.cs:1300 msgid "Choose file" msgstr "ファイルを選択" #: Modules/QuickSearch/Editor/Indexing/IndexManager.cs:1296 msgid "Choose folder" msgstr "フォルダーを選択" #: Editor/Src/HubClient/HubClient.cpp:284 #: Editor/Src/HubClient/HubClient.cpp:395 msgid "Choose project folder" msgstr "プロジェクトフォルダーを選択します" #: Editor/Src/AutoDocumentation.cpp:1299 msgctxt "From AutoDocumentation" msgid "Choose solver." msgstr "ソルバーを選びます。" #: Editor/Src/AutoDocumentation.cpp:3355 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-Missing:Missing detected at runtime. msgid "Choose to add to list" msgstr "リストに加えることを選択" #: Editor/Mono/GUI/ReorderableList.cs:156 msgid "Choose to add to the list" msgstr "リストに加えることを選択" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:11 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を選択します。" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:72 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/RendererModuleUI.cs:148 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:149 msgid "Choose whether to send custom particle trail data to the shader." msgstr "カスタムパーティクルトレイルデータをシェーダーに送るかどうかを選択します" #: Editor/Mono/Inspector/AudioChorusFilterEditor.cs:22 msgid "Chorus delay in ms" msgstr "コーラスディレイ (ミリ秒)" #: Editor/Mono/Inspector/AudioChorusFilterEditor.cs:24 msgid "Chorus modulation depth" msgstr "コーラスモジュレーションデプス" #: Editor/Mono/Inspector/AudioChorusFilterEditor.cs:23 msgid "Chorus modulation rate in hz" msgstr "コーラスモジュレーションレート (Hz)" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionFilterUI.Drawer.cs:11 msgid "Chroma Keying" msgstr "クロマキー合成" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:49 msgid "Chromatic Aberration" msgstr "色収差" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:197 msgid "Chrome OS Input Emulation" msgstr "Chrome OS 入力エミュレーション" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3884 #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1295 msgid "Chromeos Input Emulation" msgstr "Chrome OS 入力エミュレーション" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGLBuildProfileExtension.cs:137 msgid "Chromium" msgstr "Chromium" #: Modules/TilemapEditor/Editor/Managed/TilemapRendererEditor.cs:49 msgid "Chunk Culling Bounds" msgstr "チャンクカリング境界" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3295 msgid "Chunk Size InMB" msgstr "チャンクサイズ (MB)" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:87 msgid "Chunk count" msgstr "チャンク数" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:86 msgid "Chunk size (MB)" msgstr "チャンクサイズ (MB)" #: Packages/com.unity.visualeffectgraph/Samples~/VFXOutputEventHandlers/Editor/VFXOutputEventCinemachineCameraShakeEditor.cs:25 msgid "Cinemachine Impulse Source" msgstr "Cinemachine インパルスソース" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:266 msgid "Circle" msgstr "円" #: /Runtime/Misc/ComponentRequirement.cpp:512 msgctxt "MenuItem./Circle Collider 2D" msgid "Circle Collider 2D" msgstr "2D サークルコライダー" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:239 msgid "Circle Handle Change" msgstr "サークルハンドルの変更" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:238 msgid "Circle Thickness Handle Change" msgstr "サークルハンドルの厚さ変更" #: Editor/Mono/UIElements/StyleSheets/StyleSheetImportGlossary.cs:32 msgid "" "Circular @import dependencies detected. All @import directives will be " "ignored for this StyleSheet." msgstr "循環する@import依存関係が検出されました。このスタイルシートでは、すべての@importディレクティブが無視されます。" #: Editor-Missing:Missing detected at runtime. msgid "City" msgstr "市街地" #: Editor/Mono/Inspector/TextureInspector.cs:87 msgid "Clamp" msgstr "固定" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:235 msgid "Clamp BlendShapes (Deprecated)*" msgstr "ブレンドシェイプを固定 (非推奨)*" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:93 msgid "Clamp Value" msgstr "固定値" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:160 msgid "ClampForever" msgstr "永続固定" #: Editor-Missing:Missing detected at runtime. msgid "Clamped" msgstr "クランプ" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:118 msgid "Clamped Auto" msgstr "自動調節" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:134 msgid "" "Clamps the exposed intensity, this only affects reflections on opaque " "objects." msgstr "露出強度を固定します。 これは、不透明なオブジェクトのリフレクションにのみ影響します。" #: /Editor/Src/BuildPipeline/AssetBundleBuildData.h:88 msgid "Class" msgstr "クラス" #: /Runtime/Misc/RuntimeInitializeOnLoadManager.h:35 msgid "Class Name" msgstr "クラス名" #: Modules/BuildProfileEditor/TrText.cs:9 msgid "Clean Build..." msgstr "クリーンビルド..." #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:120 msgid "Clean Cache" msgstr "キャッシュを消去" #: Modules/PackageManagerUI/Editor/Services/Packages/PackageSample.cs:198 msgid "Cleaning previous import..." msgstr "前のインポートを消去しています..." #: Editor/Mono/ConsoleWindow.cs:60 msgid "Clear" msgstr "消去" #: [MenuItem]Editor/Mono/UnityConnect/UnityConnect.bindings.cs:367 msgid "Clear Access Token" msgstr "アクセストークンを消去" #: /Editor/Mono/UnityConnect/UnityConnect.bindings.cs:367 msgctxt "MenuItem./Window/Unity Connect/Clear Access Token" msgid "Clear Access Token" msgstr "アクセストークンを消去" #: [MenuItem]Editor/Mono/PlayerPrefsSettings.cs:8 msgid "Clear All PlayerPrefs" msgstr "すべての PlayerPrefs を消去" #: /Editor/Mono/PlayerPrefsSettings.cs:8 msgctxt "MenuItem./Edit/Clear All PlayerPrefs" msgid "Clear All PlayerPrefs" msgstr "すべての PlayerPrefs を消去" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionLayerUI.Drawers.cs:26 msgid "Clear Alpha" msgstr "アルファをクリア" #: /Editor/Src/Commands/EditMenu.cpp:96 msgctxt "MenuItem./Edit/Lighting/Clear Baked Data" msgid "Clear Baked Data" msgstr "ベイクしたデータを消去" #: Editor-Missing:Missing detected at runtime. msgid "Clear Body Forces Per Job" msgstr "ジョブごとに消去するボディ数" #: Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/ShadingModels/LitGUI.cs:117 msgid "Clear Coat" msgstr "クリアコート" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionLayerUI.Drawers.cs:27 msgid "Clear Color" msgstr "色を消去" #: Editor-Missing:Missing detected at runtime. msgid "Clear Default Parent" msgstr "デフォルトの親を解除" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Rendering.Skin.cs:29 msgid "Clear Depth" msgstr "深度を消去" #: [MenuItem]Modules/TextCoreTextEngineEditor/Managed/TextCoreContextMenuItems.cs:386 msgid "Clear Dynamic Data" msgstr "動的データを消去" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:567 msgid "Clear Dynamic Data On Build_prop" msgstr "ビルド時に動的データを消去" #: Editor/Mono/GameView/GameView.cs:108 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" #: /Runtime/Camera/ReflectionProbes.cpp:64 #: Editor/Mono/Inspector/CameraEditor.cs:27 msgid "Clear Flags" msgstr "フラグを消去" #: Editor-Missing:Missing detected at runtime. msgid "Clear Flags Per Job" msgstr "ジョブごとに消去するフラグ数" #: Modules/Progress/ProgressWindow.cs:107 msgid "Clear Inactive" msgstr "非アクティブなものを消去" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/CameraSettingsUI.Drawers.cs:13 msgid "Clear Mode" msgstr "消去モード" #: Editor/Src/Commands/GOParent.cpp:115 msgid "Clear Parent" msgstr "親子関係を解除" #: /Editor/Src/Commands/GOParent.cpp:126 msgctxt "MenuItem./GameObject/Clear Parent" msgid "Clear Parent" msgstr "親子関係を解除" #: Modules/SceneTemplateEditor/SceneTemplateProjectSettings.cs:430 msgid "Clear Scene Template Preferences" msgstr "シーンテンプレート設定を消去" #: /Editor/Src/Commands/AssetsMenu.cpp:1361 msgctxt "MenuItem./Assets/Clear Shader Cache" msgid "Clear Shader Cache" msgstr "シェーダーキャッシュを消去" #: Editor/Mono/ConsoleWindow.cs:60 msgid "Clear console entries" msgstr "コンソールエントリーを消去" #: Editor/Mono/Inspector/GraphicsSettingsInspectors/GraphicsSettingsInspectorShaderPreload.cs:17 msgid "Clear currently tracked shader variant information." msgstr "現在追跡中のシェーダーバリアント情報を消去します" #: Editor-Missing:Missing detected at runtime. msgid "Clear inactive" msgstr "非アクティブなものを消去" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:71 msgid "Clear locked objects" msgstr "ロックしたオブジェクトを消去" #: Editor/Mono/ConsoleWindow.cs:62 msgid "Clear on Build" msgstr "ビルド時に消去" #: Editor/Mono/ConsoleWindow.cs:61 msgid "Clear on Play" msgstr "再生時に消去" #: Editor/Mono/ConsoleWindow.cs:63 msgid "Clear on Recompile" msgstr "再コンパイル時に消去" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:70 msgid "Clear the captured data" msgstr "取得したデータを消去する" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:69 msgid "" "Clear the captured data on entering Play Mode, or connecting to a new Player" msgstr "再生モードに入るとき、または新しいプレイヤーに接続するときに、取得したデータを消去します" #: Modules/PackageManager/Editor/PackageManagerErrors.cpp:151 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:156 msgid "Click on Diagnose to launch the Unity Package Manager Diagnostics tool." msgstr "'診断'をクリックし、Unityパッケージマネージャーの診断ツールを起動します。" #: Modules/PackageManager/Editor/PackageManagerErrors.cpp:145 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" #: Editor/Mono/AssetPipeline/SpeedTree/SpeedTree9ImporterMaterialEditor.cs:16 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" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:104 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" #: Editor/Mono/AssetPipeline/SpeedTree/SpeedTree9ImporterMaterialEditor.cs:12 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" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:143 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/TerrainEditor/TerrainInspector.cs:150 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/PackageManagerUI/Editor/Services/Packages/Actions/CancelDownloadAction.cs:45 msgid "Click to cancel the download of this {0}." msgstr "クリックすると、この{0}のダウンロードをキャンセルします。" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerControllerView.cs:43 msgid "Click to change layer settings." msgstr "クリックすると、レイヤー設定を変更できます。" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/GitUpdateAction.cs:32 msgid "Click to check for updates and update to latest version" msgstr "クリックすると、アップデートを確認し最新バージョンにアップデートします" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/DeselectAction.cs:35 msgid "Click to deselect these items from the list." msgstr "クリックすると、これらのアイテムをリストから削除します。" #: Packages/com.unity.visualeffectgraph/Editor/GraphView/Views/VFXView.cs:185 msgid "Click to disable auto-attachment to selection" msgstr "クリックすると、選択に自動的に取付ける機能が無効になります。" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/DownloadUpdateAction.cs:28 msgid "Click to download the recommended version of this {0}." msgstr "クリックすると、この{0}の推奨バージョンをダウンロードできます。" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/DownloadNewAction.cs:27 msgid "Click to download this {0} for later use." msgstr "クリックすると、後で使用するためにこの{0}をダウンロードできます。" #: Editor/Graphs/UnityEditor.Graphs/Animation/AnimatorControllerTool.cs:605 msgid "Click to edit controller's layers." msgstr "クリックすると、コントローラーのレイヤーを編集できます。" #: Editor/Graphs/UnityEditor.Graphs/Animation/AnimatorControllerTool.cs:606 msgid "Click to edit controller's parameters." msgstr "クリックすると、コントローラーのパラメーターを編集できます。" #: Packages/com.unity.visualeffectgraph/Editor/GraphView/Views/VFXView.cs:184 msgid "Click to enable auto-attachment to selection" msgstr "クリックすると、選択に自動的に取付ける機能が有効になります。" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/AddAction.cs:95 msgid "Click to enable this {0} in your project." msgstr "クリックすると、この{0}がプロジェクトで使用できるようになります。" #: Packages/com.unity.2d.tilemap/Editor/GridPaintTargetsDropdown.cs:37 msgid "Click to hide Target in SceneView" msgstr "クリックすると、シーンビューでターゲットを非表示にできます" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/ImportNewAction.cs:30 msgid "Click to import assets from the {0} into your project." msgstr "クリックすると、{0}からプロジェクトにアセットをインポートします。" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/ImportUpdateAction.cs:27 msgid "Click to import updates from the {0} into your project." msgstr "クリックすると、{0}からプロジェクトに更新をインポートします。" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/AddAction.cs:97 msgid "Click to install this {0} into your project." msgstr "クリックすると、この{0}をプロジェクトにインストールします。" #: Editor/Mono/SceneView/SceneOrientationGizmo.cs:109 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。" #: Packages/com.unity.render-pipelines.core/Editor/RenderGraph/RenderGraphViewer.cs:146 msgid "Click to open {0} definition in C# editor." msgstr "クリックすると、C# エディターの {0} 定義が開きます。" #: Modules/ParticleSystemEditor/ParticleSystemCurveEditor.cs:23 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/TerrainEditor/TerrainInspector.cs:153 msgid "" "Click to paint details.\n" "\n" "Hold shift and click to erase details.\n" "\n" "Hold Ctrl and click to erase only details of the selected type." msgstr "クリックすると、ディテールをペイントできます。\n\nShift を押しながらクリックすると、ディテールを消去できます。\n\nCtrl を押しながらクリックすると、選択したタイプのディテールのみを消去できます。" #: Modules/TerrainEditor/TerrainInspector.cs:152 msgid "" "Click to paint trees.\n" "\n" "Hold shift and click to erase trees.\n" "\n" "Hold 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/PackageManagerUI/Editor/Services/Packages/Actions/PauseDownloadAction.cs:42 msgid "Click to pause the download of this {0}." msgstr "クリックすると、この{0}のダウンロードを一時停止します。" #: Packages/com.unity.2d.tilemap/Editor/GridPaintTargetsDropdown.cs:39 msgid "Click to ping Target in Hierarchy" msgstr "クリックして、ヒエラルキーでターゲットを確認します" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/ReDownloadAction.cs:24 msgid "Click to re-download this {0} to get the current editor's version." msgstr "クリックしてこの{0}を再ダウンロードし、現在のエディターのバージョンを取得してください。" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/ReImportAction.cs:22 msgid "Click to re-import assets from the {0} into your project." msgstr "クリックすると、アセットを{0}からプロジェクトに再インポートします。" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/RemoveAction.cs:126 msgid "Click to remove this {0} from your project." msgstr "クリックすると、この{0}をプロジェクトから削除します。" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/ResetAction.cs:65 msgid "Click to reset this {0} dependencies to their default versions." msgstr "クリックすると、この{0}の依存関係をデフォルトバージョンにリセットします。" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/ResumeDownloadAction.cs:39 msgid "Click to resume the download of this {0}." msgstr "クリックすると、この{0}のダウンロードを再開します。" #: Modules/PackageManagerUI/Editor/UI/PackageManagerToolbar.cs:212 msgid "Click to see progress details" msgstr "クリックして、進捗の詳細を表示します" #: Packages/com.unity.2d.tilemap/Editor/GridPaintTargetsDropdown.cs:38 msgid "Click to show Target in SceneView" msgstr "クリックすると、シーンビューでターゲットが表示されます" #: Modules/TerrainEditor/PaintTools/SmoothHeightTool.cs:19 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" #: Editor/Mono/SceneView/SceneOrientationGizmo.cs:110 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" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/UpdateAction.cs:127 msgid "Click to update this {0} to the specified version." msgstr "クリックすると、この{0}を指定したバージョンに更新します。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:219 msgid "Clip Channel" msgstr "クリップチャンネル" #: Editor/Mono/Inspector/AnimationEditor.cs:25 msgid "Clip Property" msgstr "クリッププロパティ" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:220 msgid "Clip Threshold" msgstr "クリップのしきい値" #: Editor/Src/AutoDocumentation.cpp:747 msgctxt "From AutoDocumentation" msgid "Clip offset." msgstr "クリップオフセット" #: Editor/Mono/EditorGUI.cs:158 msgid "Clipping Planes" msgstr "クリップ面" #: Editor-Extra:Camera Editor msgid "Clipping Pnaes" msgstr "クリップ面" #: Editor/Src/AutoDocumentation.cpp:748 msgctxt "From AutoDocumentation" msgid "Clipping mode to use." msgstr "使用するクリッピングモード" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:199 msgid "Clips" msgstr "クリップ" #: Packages/com.unity.ugui/Editor/UGUI/UI/ImageEditor.cs:86 msgid "Clockwise" msgstr "右回り" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:197 msgid "Clone" msgstr "複製" #: Packages/com.unity.render-pipelines.core/Editor/Settings/RenderPipelineGlobalSettingsProvider.deprecated.cs:27 msgid "Clone a Global Settings asset in the Assets folder." msgstr "Assetsフォルダーのグローバル設定アセットの複製を作成します。" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3841 msgid "Cloned FromGUID" msgstr "GUID から複製" #: Editor/Src/SceneManager/EditorSceneManager.cpp:533 #: Editor/Mono/GUI/AssetSaveDialog.cs:21 msgid "Close" msgstr "閉じる" #: /Editor/Src/Commands/FileMenu.cpp:174 msgctxt "MenuItem./File/Close" msgid "Close" msgstr "閉じる" #: Editor/Mono/Inspector/GraphicsSettingsInspectors/GraphicsSettingsInspectorTierSettings.cs:101 msgid "Close Editor" msgstr "エディターを閉じる" #: Editor/Mono/Inspector/Avatar/AvatarMappingEditor.cs:58 msgid "Close Error(s)" msgstr "エラーを閉じる" #: Editor-Missing:Missing detected at runtime. msgid "Close Fit" msgstr "範囲自動調整" #: Editor/Mono/GUI/DockArea.cs:695 msgid "Close Tab" msgstr "タブを閉じる" #: Editor-Missing:Missing detected at runtime. msgid "Close all floating panels..." msgstr "すべてのフローティングパネルを閉じる..." #: Modules/SceneTemplateEditor/SceneTemplateDialog.cs:242 msgid "Close scene template dialog without instantiating a new scene." msgstr "新しいシーンをインスタンス化せずに、シーンテンプレートダイアログを閉じます。" #: Editor-Missing:Missing detected at runtime. msgid "Cloth" msgstr "クロス" #: Editor-Missing:Missing detected at runtime. msgid "Cloth Gravity" msgstr "クロスの重力" #: Editor/Mono/Inspector/ClothInspector.cs:102 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" #: Modules/UnityConnectEditor/Services/CrashService.cs:40 msgid "Cloud Diagnostics" msgstr "Cloud Diagnostics" #: /Runtime/Misc/PlayerSettings.cpp:1050 msgid "Cloud Enabled" msgstr "クラウド有効" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/VolumetricLighting/VolumetricCloudsEditor.cs:178 msgid "Cloud Map Offset" msgstr "クラウドマップオフセット" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/VolumetricLighting/VolumetricCloudsEditor.cs:177 msgid "Cloud Map Tiling" msgstr "クラウドマップタイリング" #: /Runtime/Misc/PlayerSettings.cpp:1042 msgid "Cloud Project Id" msgstr "クラウドプロジェクトID" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4316 msgid "Cloud Services Enabled" msgstr "Cloud Services 有効" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:42 msgid "Cloud Worker Block Size" msgstr "クラウドワーカーブロックサイズ" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:166 msgid "Cluster Resolution" msgstr "クラスター解像度" #: /Runtime/Shaders/RayTracing/RayTracingShaderStructs.cpp:463 msgid "Code" msgstr "コード" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:330 msgid "Code Hash" msgstr "コードハッシュ" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:93 msgid "Code Optimization On Startup" msgstr "起動時のコード最適化 " #: /Editor/Src/UnityConnect/UnityErrors.h:116 msgid "Code Str" msgstr "コードストリング" #: Editor/Src/AutoDocumentation.cpp:2606 msgctxt "From AutoDocumentation" msgid "Codec for which this parameter block is meant." msgstr "このパラメーターブロックの対象となるコーデック。" #: /Runtime/Shaders/RayTracing/RayTracingShaderStructs.cpp:39 msgid "Col Count" msgstr "列数" #: /Runtime/Shaders/SerializedShaderData.h:967 msgid "Col Mask" msgstr "Col マスク" #: Editor-Missing:Missing detected at runtime. msgid "Collab" msgstr "Collab" #: /Editor/Src/VersionControlSettings.cpp:144 msgid "Collab Editor Settings" msgstr "エディター設定を共有" #: Editor-Missing:Missing detected at runtime. msgid "Collab is disabled." msgstr "Collaborateは無効です" #: Modules/UnityConnectEditor/Services/CollabService.cs:57 msgid "Collaborate" msgstr "Collaborate" #: Editor/Mono/ConsoleWindow.cs:64 msgid "Collapse" msgstr "折りたたむ" #: Editor/Mono/SceneHierarchy.cs:2263 msgid "Collapse All" msgstr "すべてを折りたたむ" #: Editor/Mono/Inspector/Core/PropertyEditor.cs:631 msgid "Collapse All Components" msgstr "すべてのコンポーネントを折りたたむ" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/CPUorGPUProfilerModule.cs:159 msgid "Collapse EditorOnly Samples" msgstr "エディター専用サンプルを折りたたむ" #: Editor/Mono/ConsoleWindow.cs:64 msgid "Collapse identical entries" msgstr "同じエントリーを折りたたむ" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/Memory/MemoryProfilerModule.cs:460 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。" #: Editor/Src/AutoDocumentation.cpp:3311 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-Missing:Missing detected at runtime. msgid "Collide Contacts Per Job" msgstr "ジョブごとの衝突接触数" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:62 msgid "Collide with a list of Planes, or the Physics World." msgstr "リストの平面、または、物理演算世界と衝突します。" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:64 msgid "Collider Force" msgstr "コライダーのスケール" #: Modules/Physics2DEditor/Managed/Effectors/Effector2DEditor.cs:44 msgid "Collider Mask" msgstr "コライダーマスク" #: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:29 msgid "Collider Query Mode" msgstr "コライダークエリモード" #: Modules/TilemapEditor/Editor/Managed/TileEditor.cs:70 msgid "Collider Type" msgstr "コライダータイプ" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:91 msgid "Collider Types" msgstr "コライダータイプ" #: Modules/Physics2DEditor/Managed/Colliders/Collider2DEditorBase.cs:13 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" #: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:22 msgid "Collider shape used for tile" msgstr "タイルに使用されるコライダー形状" #: Modules/Physics2DEditor/Managed/Settings/Physics2DPreferences.cs:20 msgid "Colliders" msgstr "コライダー" #: Editor/Src/AutoDocumentation.cpp:1153 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]" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:56 msgid "Collides With" msgstr "衝突設定" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:56 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/ParticleSystemUI.cs:714 msgid "Collision" msgstr "衝突" #: Modules/Physics2DEditor/Managed/Rigidbody/Rigidbody2DEditor.cs:152 msgid "Collision Detection" msgstr "衝突判定" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:199 msgid "Collision Detection Mode" msgstr "衝突判定モード" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:147 msgid "Collision Geometry" msgstr "衝突ジオメトリ" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:59 msgid "Collision Quality" msgstr "衝突品質" #: Modules/Physics2DEditor/Managed/Settings/Physics2DSettingsEditor.cs:19 msgid "Collision Settings" msgstr "衝突設定" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:105 msgid "Collision module plane editing mode." msgstr "衝突モジュール平面編集モード" #: /Runtime/Camera/Flare.cpp:945 Editor/Mono/Inspector/StandardShaderGUI.cs:45 msgid "Color" msgstr "色" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:78 msgid "Color (COLOR.xyzw)" msgstr "色 (COLOR.xyzw)" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:79 msgid "Color (INSTANCED0.xyzw)" msgstr "色 (INSTANCED0.xyzw)" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:11 msgid "Color (RGB) and Opacity (A)" msgstr "色 (RGB) と透明度(A)" #: Packages/com.unity.shadergraph/Editor/Generation/Targets/Fullscreen/FullscreenShaderGUI.cs:44 msgid "Color Blend Op" msgstr "カラーブレンド Op" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:81 msgid "Color Blind Mode" msgstr "色覚障害モード" #: Packages/com.unity.ugui/Editor/UGUI/UI/SelectableEditor.cs:139 msgid "Color Block Property" msgstr "カラーブロックプロパティ" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:164 msgid "Color Buffer Format" msgstr "カラーバッファ形式" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/Tools/ColorCheckerToolEditor.cs:259 msgid "Color Checker Tool" msgstr "カラーチェッカーツール" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs:68 msgid "Color Filter" msgstr "カラーフィルター" #: /Runtime/Graphics/RenderTexture.h:360 #: Editor/Mono/Inspector/RenderTextureEditor.cs:19 msgid "Color Format" msgstr "色形式" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:141 msgid "Color Gamut For Mac*" msgstr "Mac の色域*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:140 msgid "Color Gamut*" msgstr "色域*" #: /Runtime/Misc/PlayerSettings.cpp:980 msgid "Color Gamuts" msgstr "色域" #: /Runtime/Graphics/LineBuilder.h:162 #: Editor/Mono/Inspector/LineRendererEditor.cs:464 msgid "Color Gradient" msgstr "カラーグラデーション" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:50 msgid "Color Mode" msgstr "カラーモード" #: Editor-Missing:Missing detected at runtime. msgid "Color Multiplier" msgstr "カラー乗数" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:138 msgid "Color Shadow" msgstr "色付き影" #: /Runtime/Graphics/Texture.h:220 msgid "Color Space" msgstr "色空間" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:138 msgid "Color Space*" msgstr "色空間*" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs:72 msgid "Color Temperature" msgstr "色温度" #: Editor-Missing:Missing detected at runtime. msgid "Color Tint" msgstr "色" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:69 msgid "Color Type" msgstr "色タイプ" #: Editor/Mono/AssetPipeline/SpeedTree/SpeedTreeImporterCommon.cs:140 msgid "Color Variation" msgstr "カラーバリエーション" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:221 msgid "Color affects Particles" msgstr "色はパーティクルに影響します" #: Editor/Src/AutoDocumentation.cpp:1791 msgctxt "From AutoDocumentation" msgid "Color buffer format" msgstr "カラーバッファ形式" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:707 msgid "Color by Speed" msgstr "速度による色" #: Editor/Src/AutoDocumentation.cpp:3398 msgctxt "From AutoDocumentation" msgid "" "Color format of the texture. Format is 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です。" #: Editor/Src/AutoDocumentation.cpp:3374 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。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:221 msgid "" "Color format used for reflection and planar probes. Keep in mind that probes " "are not pre-exposed when selecting the format." msgstr "リフレクションプローブと平面プローブに使用されるカラー形式。形式を選択する際、プローブは事前に露光されないことに注意してください。" #: Editor/Mono/AssetPipeline/SpeedTree/SpeedTreeImporterCommon.cs:140 msgid "" "Color is determined by linearly interpolating between the Main Color & Color " "Variation values based on the world position X, Y and Z values" msgstr "色は、ワールド位置のX、Y、Z値に基づいて、メインカラーとカラーバリエーションの値の間を線形補間することによって決定されます。" #: Editor/Src/AutoDocumentation.cpp:927 msgctxt "From AutoDocumentation" msgid "Color of the flare." msgstr "フレアの色" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:83 msgid "Color of the light source." msgstr "光源の色" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:706 msgid "Color over Lifetime" msgstr "生存期間の色 " #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:23 msgid "Color over Trail" msgstr "トレイルの色 " #: Editor/Mono/Inspector/GraphicsSettingsInspectors/GraphicsSettingsInspectorTierSettings.cs:140 msgid "" "Color render texture format for the HDR buffer to use when HDR is enabled." msgstr "HDRが有効なときに使用するHDRバッファのカラーレンダーテクスチャ形式。" #: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:21 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.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:76 msgid "Color space" msgstr "色空間" #: Modules/TilemapEditor/Editor/Managed/TilemapEditor.cs:28 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/PhysicsEditor/PhysicsDebugWindow.cs:133 msgid "Color used for query visualization" msgstr "クエリの表示に使う色" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:23 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" #: /Runtime/Graphics/Mesh/Mesh.cpp:832 #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:102 #: Editor-Extra:class Section at PreferencesWindow.cs msgid "Colors" msgstr "色" #: /Editor/Src/Handles/Handles.bindings.h:193 msgctxt "Error Message in Handles.bindings.h" msgid "Colors array must be of equal of greater length to points array." msgstr "色の配列の長さは、点の配列と同じか長い必要があります。" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorMenu.cs:94 msgid "Column & Row" msgstr "列 & 行" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:374 msgid "Columns" msgstr "列" #: Editor/Src/AutoDocumentation.cpp:3377 msgctxt "From AutoDocumentation" msgid "Combination of #UnityXRRenderTextureFlags." msgstr "#UnityXRRenderTextureFlagの組み合わせ" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:134 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" #: Packages/com.unity.shaderanalysis/Editor/Internal/ShaderAnalysisInspectorWindow.cs:674 msgid "" "Comma separated include (+PASS_NAME) or exclude (-PASS_NAME) pass names. " "'+PASS_NAME_1,PASS_NAME_2' or '-PASS_NAME_1,-PASS_NAME_2'." msgstr "カンマ区切りのインクルードパス名 (+PASS_NAME)、またはエクスクルードパス名 (-PASS_NAME)。'+PASS_NAME_1,PASS_NAME_2' または '-PASS_NAME_1,-PASS_NAME_2'。" #: Modules/ShortcutManager/ShortcutManagerWindowView.cs:308 msgid "Command" msgstr "コマンド" #: Editor/Src/AutoDocumentation.cpp:2765 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/Collab/Jobs/CollabPublishAsyncJob.h:71 msgid "Comment" msgstr "コメント" #: /Runtime/Shaders/SerializedShaderData.h:898 msgid "Common Parameters" msgstr "共通パラメーター" #: Editor/Mono/Inspector/CameraEditor.cs:44 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。" #: /Runtime/Shaders/SerializedShaderData.h:920 msgid "Comp" msgstr "比較" #: /Editor/Src/LightmapEditorSettings.cpp:118 msgid "CompAO Exponent" msgstr "アンビエントオクルージョン指数の比較" #: /Editor/Src/LightmapEditorSettings.cpp:119 msgid "CompAO Exponent Direct" msgstr "アンビエントオクルージョン指数指示" #: /Runtime/Misc/PlayerSettings.cpp:696 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:960 msgid "Company Name" msgstr "企業名" #: Packages/com.unity.render-pipelines.universal/Editor/RenderStateDataEditor.cs:18 msgid "Compare Function" msgstr "Compare 関数" #: Packages/com.unity.shadergraph/Editor/Generation/Targets/Fullscreen/FullscreenShaderGUI.cs:71 msgid "Comparison" msgstr "比較" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:309 msgid "Compatible With Any Platform" msgstr "すべてのプラットフォームと互換性あり" #: /Runtime/Shaders/ComputeShader.cpp:1886 msgid "Compilation Context" msgstr "コンパイルコンテキスト" #: /Runtime/Shaders/Shader.cpp:1591 msgid "Compile Smoke Test After Import" msgstr "インポート後にスモークテストをコンパイル" #: Editor/Mono/Inspector/ShaderInspector.cs:50 msgid "Compile and show code \\u007C \\u25BE" msgstr "コード \\u007C \\u25BE をコンパイルして表示" #: PlatformDependent/AppleTV/Extensions/Managed/AppleTVPluginImporterExtension.cs:32 msgid "Compile flags" msgstr "コンパイルフラグ" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:224 msgid "Compile with -deterministic compilation flag" msgstr "コンパイルフラグ -deterministic を設定してコンパイルする" #: /Runtime/Shaders/ShaderImpl/ShaderErrors.h:101 msgid "Compiler Platform" msgstr "コンパイラープラットフォーム" #: Editor/Mono/Modules/DefaultBuildWindowExtension.cs:10 msgid "" "Compiles only the scripts and patches the previous build with the updated " "code." msgstr "スクリプトのみをコンパイルしてから、前のビルドに更新したコードを適用します。" #: Editor/Mono/Modules/DefaultBuildWindowExtension.cs:11 msgid "" "Compiles only the scripts, patches the previous build with the updated code, " "then runs the build." msgstr "スクリプトのみをコンパイルしてから前のビルドに更新されたコードを適用し、ビルドを実行します。" #: Modules/BuildPipeline/Editor/Ucbp/ShaderPrecompileStage.cpp:67 msgid "Compiling Shaders" msgstr "シェーダーのコンパイル" #: Modules/BuildPipeline/Editor/Ucbp/UnifiedBuildPipeline.cpp:535 msgid "Compiling scripts" msgstr "スクリプトのコンパイル" #: /Runtime/Graphics/Texture2D.cpp:1251 msgid "Complete Image Size" msgstr "完全な画像サイズ" #: Editor/Src/AutoDocumentation.cpp:384 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)" #: /Runtime/BaseClasses/GameObject.cpp:1066 #: [MenuItem]Editor/Mono/ProjectBrowser/SearchableEditorWindow.cs:66 msgid "Component" msgstr "コンポーネント" #: /Editor/Mono/ProjectBrowser/SearchableEditorWindow.cs:66 msgctxt "MenuItem./CONTEXT/Component/Find References In Scene" msgid "Component" msgstr "コンポーネント" #: /Editor/Src/Commands/MiscContextMenus.cpp:125 msgctxt "MenuItem./CONTEXT/Transform/Paste/Component As New" msgid "Component As New" msgstr "新しいコンポーネント" #: /Runtime/Misc/GameObjectUtility.cpp:2039 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" #: /Editor/Src/Commands/MiscContextMenus.cpp:127 msgctxt "MenuItem./CONTEXT/Transform/Paste/Component Values" msgid "Component Values" msgstr "コンポーネントの値" #: Editor-Missing:Missing detected at runtime. msgid "" "Components that are only on some of the selected objects cannot be multi-" "edited." msgstr "選択したオブジェクトの一部にのみ存在するコンポーネントは、一括編集できません。" #: /Runtime/Misc/ComponentRequirement.cpp:516 msgctxt "MenuItem./Composite Collider 2D" msgid "Composite Collider 2D" msgstr "2D 複合コライダー" #: Modules/Physics2DEditor/Managed/Colliders/Collider2DEditorBase.cs:125 msgid "Composite Operation" msgstr "複合操作" #: Modules/Physics2DEditor/Managed/Colliders/Collider2DEditorBase.cs:128 msgid "Composite Order" msgstr "複合順" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UISystemProfiler.cs:401 msgid "Composite overdraw" msgstr "合成オーバードロー" #: Modules/Physics2DEditor/Managed/Settings/Physics2DPreferences.cs:16 msgid "Composited Color" msgstr "合成色" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionManagerEditor.cs:23 msgid "Composition Graph" msgstr "合成グラフ" #: /Editor/Src/EditorUserSettings.cpp:315 msgid "Compress Assets On Import" msgstr "インポート時にアセットを圧縮" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:220 msgid "Compress Baked Reflection Probes" msgstr "ベイクしたリフレクションプローブを圧縮" #: /Editor/Src/EditorUserBuildSettings.cpp:232 msgid "Compress Files In Package" msgstr "パッケージにファイルを圧縮" #: Modules/TerrainEditor/TerrainInspector.cs:213 msgid "Compress Holes Texture" msgstr "穴あきテクスチャを圧縮する" #: Editor/Mono/PreferencesWindow/AssetPipelinePreferences.cs:25 msgid "Compress Textures on Import" msgstr "インポート時にテクスチャを圧縮" #: [MenuItem]Modules/TilemapEditor/Editor/Managed/TilemapEditor.cs:173 msgid "Compress Tilemap Bounds" msgstr "タイルマップ範囲を圧縮 " #: /Runtime/Shaders/Shader.cpp:1523 msgid "Compressed Blob" msgstr "圧縮 BLOB" #: /Runtime/Shaders/Shader.cpp:1184 msgid "Compressed Data" msgstr "圧縮データ" #: Editor-Missing:Missing detected at runtime. msgid "Compressed In Memory" msgstr "圧縮状態でメモリに格納" #: /Runtime/Shaders/Shader.cpp:1516 msgid "Compressed Lengths" msgstr "圧縮した長さ" #: /Runtime/Graphics/Mesh/Mesh.cpp:905 msgid "Compressed Mesh" msgstr "圧縮メッシュ" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:216 msgid "" "Compresses baked lightmaps created using this Lighting Settings Asset. Lower " "quality compression reduces memory and storage requirements, at the cost of " "more visual artifacts. Higher quality compression requires more memory and " "storage, but provides better visual results." msgstr "このライティング設定アセットを使用してベイクしたライトマップを圧縮します。低品質の圧縮では、メモリとストレージの要件が減りますが、視覚的なアーティファクトが増えます。高品質の圧縮では、より多くのメモリとストレージが必要ですが、より良い外観の結果が得られます。" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:21 msgid "Compression" msgstr "圧縮" #: Modules/AssetPipelineEditor/ImportSettings/AudioImporterInspector.cs:23 msgid "Compression Format" msgstr "圧縮形式" #: Editor/Mono/BuildPlayerWindow.cs:77 msgid "Compression Method" msgstr "圧縮方法" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:152 msgid "Compression Quality" msgstr "圧縮品質" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:185 msgid "Compression Quality Set" msgstr "圧縮品質セット" #: Editor/Mono/BuildPlayerWindow.cs:77 msgid "" "Compression applied to Player data (scenes and resources).\n" "Default - none or default platform compression.\n" "LZ4 - fast compression suitable for Development Builds.\n" "LZ4HC - 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" #: /Runtime/VirtualFileSystem/ArchiveFileSystem/ArchiveStorageCreator.cpp:335 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" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:86 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。" #: Editor/Mono/2D/Common/TexturePlatformSettingsView.cs:16 msgid "Compressor Quality" msgstr "圧縮品質" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:69 msgid "Compressor to use for BC7 format texture compression" msgstr "BC7 形式のテクスチャ圧縮に使用します" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:70 msgid "Compressors to use for ETC/ETC2/EAC format texture compression" msgstr "ETC/ETC2/EAC 形式のテクスチャ圧縮に使用します" #: /Editor/Src/LightmappingAnalyticsData.h:65 msgid "Compute Baked" msgstr "ベイクを計算" #: /Editor/Src/LightmappingAnalyticsData.h:64 msgid "Compute Realtime" msgstr "リアルタイムを計算" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:262 #: Editor-Extra:Create/Shader msgid "Compute Shader" msgstr "コンピュートシェーダー" #: /Runtime/Shaders/ComputeShaderStructs.cpp:216 msgid "Compute Shader Compilation Context" msgstr "コンピュートシェーダーコンパイルコンテキスト" #: /Runtime/Shaders/ComputeShaderStructs.cpp:220 msgid "Compute Shader Platform Variant" msgstr "コンピュートシェーダープラットフォームバリアント" #: /Runtime/Shaders/ComputeShaderStructs.cpp:219 msgid "Compute ShaderCB" msgstr "コンピュートシェーダー CB" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:137 msgid "Compute Thickness" msgstr "厚さ計算" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:160 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。" #: [MenuItem]Editor/Mono/UnityConnect/UnityConnect.bindings.cs:379 msgid "Computer DidWakeUp" msgstr "Computer DidWakeUp" #: /Editor/Mono/UnityConnect/UnityConnect.bindings.cs:379 msgctxt "MenuItem./Window/Unity Connect/Computer DidWakeUp" msgid "Computer DidWakeUp" msgstr "Computer DidWakeUp" #: [MenuItem]Editor/Mono/UnityConnect/UnityConnect.bindings.cs:373 msgid "Computer GoesToSleep" msgstr "Computer GoesToSleep" #: /Editor/Mono/UnityConnect/UnityConnect.bindings.cs:373 msgctxt "MenuItem./Window/Unity Connect/Computer GoesToSleep" msgid "Computer GoesToSleep" msgstr "Computer GoesToSleep" #: /Editor/Src/Lightmapping.cpp:89 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-Missing:Missing detected at runtime. msgid "Concerthall" msgstr "コンサートホール" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:208 msgid "Concurrent Jobs" msgstr "同時発生ジョブ" #: /Editor/Src/Animation/Transition.h:52 msgid "Condition Event" msgstr "条件イベント" #: /Editor/Src/Animation/Transition.h:51 msgid "Condition Mode" msgstr "条件モード" #: /Editor/Src/Animation/Transition.cpp:32 msgid "Conditions" msgstr "条件" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:258 msgid "Cone" msgstr "円錐" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:243 msgid "Cone Handle Change" msgstr "円錐ハンドルの変更" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:242 msgid "Cone Thickness Handle Change" msgstr "円錐ハンドルの厚さ変更" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:245 msgid "Cone Volume Handle Change" msgstr "円錐ボリュームハンドルの変更" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:244 msgid "Cone Volume Thickness Handle Change" msgstr "円錐ボリュームハンドルの厚さ変更" #: /Editor/Src/EditorBuildSettings.cpp:203 msgid "Config Objects" msgstr "設定オブジェクト" #: /Editor/Src/EditorUserSettings.cpp:258 msgid "Config Settings" msgstr "設定" #: /Editor/Src/EditorUserSettings.cpp:243 msgid "Config Values" msgstr "設定値" #: Editor-Missing:Missing detected at runtime. msgid "Configurable Joint" msgstr "自由設定ジョイント" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:73 msgid "Configuration" msgstr "設定" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:30 msgid "Configuration Checking" msgstr "設定確認" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:20 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" #: Modules/PackageManagerUI/Editor/External/EditorGameServiceExtension.cs:137 msgid "Configure" msgstr "設定" #: Editor/Mono/Inspector/Avatar/AvatarEditor.cs:159 msgid "Configure Avatar" msgstr "アバターを設定" #: Modules/SceneView/CameraOverlay.cs:131 msgid "Configure overscan opacity." msgstr "オーバースキャンの不透明度を設定します。" #: Modules/SceneView/CameraOverlay.cs:130 msgid "Configure size of overscan view guides." msgstr "オーバースキャンビューガイドのサイズを設定します。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:207 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" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:36 msgid "" "Configure the stencil state for the opaque and transparent render passes." msgstr "不透明および透明のレンダーパスのステンシル状態を設定します。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:122 msgid "Configure..." msgstr "設定..." #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:239 msgid "Configured variant names" msgstr "設定されたバリアント名" #: Modules/BuildPipeline/Editor/Ucbp/UnifiedBuildPipeline.cpp:525 msgid "Configuring target platform" msgstr "ターゲットプラットフォームの設定" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:48 msgid "Confirm key password." msgstr "キーパスワードを確認します。" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:47 msgid "Confirm keystore password." msgstr "キーストアのパスワードを確認します。" #: Editor/Mono/Utils/MetroCreateTestCertificateWindow.cs:138 msgid "Confirm password" msgstr "パスワードを確認" #: Editor/Mono/Utils/MetroCreateTestCertificateWindow.cs:169 msgid "Confirm the password." msgstr "パスワードを確認します。" #: /Editor/Src/VersionControl/VCMergeTypeInfo.cpp:61 msgid "Conflicts" msgstr "競合" #: Editor/Mono/Networking/PlayerConnection/AttachToPlayerGUI.cs:404 msgid "Connect" msgstr "接続" #: /Editor/Src/EditorUserBuildSettings.cpp:223 #: Editor/Mono/Modules/DefaultBuildProfileExtension.cs:293 msgid "Connect Profiler" msgstr "プロファイラーに接続" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:156 msgid "Connect SDK Debugger" msgstr "SDK デバッガーに接続" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerDrawUtils.cs:76 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:75 msgid "Connect a Send to this Receive" msgstr "\"送信\"をこの\"受信\"に接続" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:28 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" #: Editor/Src/AutoDocumentation.cpp:1093 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、ループを作成します" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerDrawUtils.cs:74 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" #: Modules/Licensing/UI/Events/Text/LicenseTrStrings.cs:42 msgid "" "Connect to the internet and confirm your license. Your license will become " "invalid if you stay offline for more than {0} day." msgstr "インターネットに接続しライセンスを確認します。{0}日より長くオフライン状態が続くと、ライセンスは無効になります。" #: Modules/Licensing/UI/Events/Text/LicenseTrStrings.cs:43 msgid "" "Connect to the internet and confirm your license. Your license will become " "invalid if you stay offline for more than {0} days." msgstr "インターネットに接続しライセンスを確認します。{0}日より長くオフライン状態が続くと、ライセンスは無効になります。" #: Editor/Mono/GUI/CacheServerWindow.cs:29 msgid "Connected" msgstr "接続中" #: Editor-Missing:Missing detected at runtime. msgid "Connected Anchor" msgstr "接続されたアンカー" #: Modules/PhysicsEditor/JointEditor.cs:109 msgid "Connected Articulation Body" msgstr "接続された連結ボディ" #: Modules/PhysicsEditor/JointEditor.cs:106 msgid "Connected Body" msgstr "接続されたボディ" #: Editor-Missing:Missing detected at runtime. msgid "Connected Mass Scale" msgstr "接続した質量スケール" #: Modules/PackageManager/Editor/PackageManagerServer.cpp:62 msgid "Connecting to Package Manager" msgstr "パッケージマネージャーに接続" #: Editor/Mono/Networking/PlayerConnection/AttachToPlayerGUI.cs:95 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)" #: Modules/Licensing/Module.cpp:488 msgid "Connection Lost" msgstr "接続が切れました" #: /Runtime/Shaders/SerializedShaderData.h:1109 msgid "Conservative" msgstr "慎重" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:97 msgid "Conservative Enclosing Sphere" msgstr "慎重 スフィアを囲む" #: Editor/Mono/ConsoleWindow.cs:19 msgid "Console" msgstr "コンソール" #: [MenuItem]Editor/Mono/GUI/WindowLayout.cs:1826 msgid "Console %" msgstr "コンソール %" #: /Editor/Mono/GUI/WindowLayout.cs:1826 msgctxt "MenuItem./Window/General/Console %#c" msgid "Console %#c" msgstr "コンソール %#c" #: Editor/Mono/Inspector/MinMaxCurvePropertyDrawer.cs:39 msgid "Constant" msgstr "定数" #: /Runtime/Shaders/SerializedShaderData.h:743 msgid "Constant Buffer Bindings" msgstr "定数バッファバインディング" #: /Runtime/Shaders/RayTracing/RayTracingShaderStructs.cpp:445 #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:277 msgid "Constant Buffers" msgstr "定数バッファ" #: /Runtime/Shaders/RayTracing/RayTracingShaderStructs.cpp:444 msgid "Constant Buffers Desc" msgstr "定数バッファ設定" #: Modules/ParticleSystemEditor/ParticleSystemModules/ModuleUIHelpers.cs:1248 msgid "Constant Color" msgstr "一定色" #: /Runtime/Misc/ComponentRequirement.cpp:506 msgctxt "MenuItem./Constant Force" msgid "Constant Force" msgstr "一定力" #: /Runtime/Misc/ComponentRequirement.cpp:535 msgctxt "MenuItem./Constant Force 2D" msgid "Constant Force 2D" msgstr "2D 一定力" #: 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 "Constant Pixel Size" msgstr "ピクセルサイズ定数" #: Editor/Src/AutoDocumentation.cpp:1771 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" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:108 msgid "Constant screen size" msgstr "特定の画面サイズ" #: Packages/com.unity.ugui/Editor/UGUI/UI/GridLayoutGroupEditor.cs:46 msgid "Constraint" msgstr "制約" #: Packages/com.unity.ugui/Editor/UGUI/UI/GridLayoutGroupEditor.cs:50 msgid "Constraint Count" msgstr "制約数" #: Editor/Mono/Inspector/ConstraintEditorBase.cs:28 msgid "Constraint Settings" msgstr "コンストレイント設定" #: Editor/Mono/Inspector/ClothInspector.cs:106 msgid "Constraint Size" msgstr "コンストレイントサイズ" #: Editor/Src/AutoDocumentation.cpp:338 msgctxt "From AutoDocumentation" msgid "Constructed AB object reference." msgstr "作成されたABオブジェクトの参照" #: Modules/Physics2DEditor/Managed/Settings/Physics2DPreferences.cs:18 msgid "Contact Arrow Scale" msgstr "接点矢印スケール" #: Modules/Physics2DEditor/Managed/Colliders/Collider2DEditorBase.cs:177 msgid "Contact Capture Layers" msgstr "接触キャプチャレイヤー" #: Modules/Physics2DEditor/Managed/Settings/Physics2DPreferences.cs:17 msgid "Contact Color" msgstr "接触色" #: Editor-Missing:Missing detected at runtime. msgid "Contact Pairs Mode" msgstr "接触ペアモード" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:82 msgid "Contact Shadows" msgstr "コンタクトシャドウ " #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs:74 msgid "Contact Shadows Level" msgstr "コンタクトシャドウレベル" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs:75 msgid "Contact Shadows Value" msgstr "コンタクトシャドウ値" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:119 msgid "Contact color" msgstr "接触色" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:118 msgid "Contact colors" msgstr "接触色" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:121 msgid "Contact impulse color" msgstr "接触衝撃色" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:120 msgid "Contact separation color" msgstr "接触分離色" #: Modules/Physics2DEditor/Managed/Settings/Physics2DPreferences.cs:21 msgid "Contacts" msgstr "接触" #: Editor-Missing:Missing detected at runtime. msgid "Contacts Generation" msgstr "接触生成" #: /Runtime/Misc/ResourceManager.cpp:1934 msgid "Container" msgstr "コンテナ" #: /Editor/Src/Prefabs/Prefab.cpp:105 msgid "Contains Missing Serialize Reference Types" msgstr "欠けているシリアル化参照型を含む" #: Modules/SceneTemplateEditor/SceneTemplateUtils.cs:70 msgid "Contains a camera and directional light, works with built-in renderer." msgstr "カメラとディレクショナルライトが含まれています。ビルトインのレンダラーで動作します。" #: Modules/SceneTemplateEditor/SceneTemplateUtils.cs:61 msgid "Contains a camera and directional light. Works with built-in renderer." msgstr "カメラとディレクショナルライトが含まれています。ビルトインのレンダラーで動作します。" #: Editor/Src/AutoDocumentation.cpp:3352 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。" #: Modules/SceneTemplateEditor/SceneTemplateUtils.cs:52 msgid "" "Contains an orthographic camera setup for 2D games. Works with built-in " "renderer." msgstr "2Dゲーム用の平行投影カメラ設定が含まれています。ビルトインのレンダラーで動作します。" #: Packages/com.unity.ugui/Editor/UGUI/UI/ScrollRectEditor.cs:106 msgid "Content" msgstr "コンテンツ" #: Editor-Missing:Missing detected at runtime. msgid "Content Container Id" msgstr "コンテンツコンテナ ID" #: Editor-Missing:Missing detected at runtime. msgid "Content Hash" msgstr "コンテンツハッシュ" #: Editor-Missing:Missing detected at runtime. msgid "Content Size Fitter" msgstr "コンテンツサイズ調節" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3337 #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:384 msgid "Content Type" msgstr "コンテンツタイプ" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:44 msgid "Content Validation" msgstr "コンテンツの検証" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:205 msgid "" "Content hashes are calculated for uploaded artifacts and sent to the " "Accelerator. Content hashes are not validated for downloaded artifacts." msgstr "コンテンツハッシュは、アップロードされたアーティファクトに対して計算されAcceleratorに送信されます。コンテンツハッシュはダウンロードされたアーティファクトに対して検証されません。" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:207 msgid "" "Content hashes are calculated for uploaded artifacts and sent to the " "Accelerator. Content hashes are required and validated for downloaded " "artifacts." msgstr "コンテンツハッシュは、アップロードされたアーティファクトに対して計算されAcceleratorに送信されます。コンテンツハッシュはダウンロードされたアーティファクトに必要であり、検証されます。" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:206 msgid "" "Content hashes are calculated for uploaded artifacts and sent to the " "Accelerator. Content hashes, if provided by the Accelerator, are validated " "for downloaded artifacts." msgstr "コンテンツハッシュは、アップロードされたアーティファクトに対して計算されAcceleratorに送信されます。コンテンツハッシュは、Acceleratorが提供する場合は、ダウンロードされたアーティファクトに対して検証されます。" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:204 msgid "" "Content hashes are not calculated for uploaded artifacts and are not " "validated for downloaded artifacts." msgstr "コンテンツハッシュは、アップロードされたアーティファクトに対して計算されず、ダウンロードされたアーティファクトに対して検証されません。" #: Modules/ShortcutManager/ShortcutManagerWindowView.cs:633 msgid "Context" msgstr "コンテキスト" #: /Editor/Src/PopupMenuUtility.cpp:83 msgctxt "Error Message in PopupMenuUtility.cpp" msgid "Context is null." msgstr "コンテキストがnullです" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:31 msgid "Context:" msgstr "コンテキスト:" #: Editor/Src/Application/Application.cpp:485 #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:144 #: Modules/PackageManager/Editor/PackageManagerErrors.cpp:135 #: Editor/Mono/Inspector/RenderPipelineAssetSelector.cs:18 msgid "Continue" msgstr "続行" #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:165 msgid "Continue and Risk Data Loss" msgstr "データの消失を承知で実行" #: Editor-Missing:Missing detected at runtime. msgid "Continuous" msgstr "連続的" #: Editor-Missing:Missing detected at runtime. msgid "Continuous Dynamic" msgstr "連続的かつ動的" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Rendering.Skin.cs:18 msgid "Contrast Adaptive Sharpening" msgstr "コントラスト適応シャープニング" #: Editor/Mono/Inspector/RendererLightingSettings.cs:72 msgid "Contribute Global Illumination" msgstr "グローバルイルミネーションに影響" #: /Editor/Src/LightmappingAnalyticsData.h:234 msgid "Contributing Instance Count" msgstr "貢献するインスタンス数" #: /Editor/Src/LightmappingAnalyticsData.h:258 msgid "Contributing Light Probe Lit Instance Count" msgstr "貢献するライトプローブ Lit インスタンス数" #: Packages/com.unity.render-pipelines.universal/Editor/Overrides/ColorLookupEditor.cs:27 msgid "Contribution" msgstr "寄与" #: Packages/com.unity.ugui/Editor/UGUI/UI/HorizontalOrVerticalLayoutGroupEditor.cs:50 msgid "Control Child Size" msgstr "子のサイズを制御" #: Modules/TerrainEditor/TerrainInspector.cs:241 msgid "Control Texture Resolution" msgstr "制御テクスチャの解像度" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:133 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/ParticleSystemEditor/ParticleSystemModules/ClampVelocityModuleUI.cs:29 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" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:282 msgid "" "Control the application window orientation based on device’s orientation " "settings or orientation sensor." msgstr "デバイスの向き設定または方位センサーに基づいて、アプリケーションウィンドウの向きを制御します。" #: Modules/SceneView/CameraOverlay.cs:169 msgid "Control the selected camera in first person." msgstr "選択したカメラを一人称視点で制御します。" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:64 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/ShapeModuleUI.cs:205 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/VideoEditor/Editor/VideoPlayerEditor.cs:748 msgid "Controlled Audio Track Count" msgstr "制御されたオーディオトラック数" #: /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/Animation/AnimatorControllerLayer.cpp:51 msgid "Controller" msgstr "コントローラー" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:123 msgid "" "Controls Controls the amount of accumulation (0 no accumulation, 1 just " "accumulate)." msgstr "蓄積量を制御します(0は蓄積なし、1は蓄積のみ)。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:26 msgid "" "Controls after which pass URP copies the scene depth. It has a significant " "impact on mobile devices bandwidth usage. It also allows to force a depth " "prepass to generate it." msgstr "どのパスの後でURPがシーンの深度をコピーするかを制御します。 これは、モバイルデバイスの帯域幅使用量に大きな影響を与えます。また、深度プリパスを強制してそれを生成することもできます。" #: Editor/Src/AutoDocumentation.cpp:1935 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" #: Modules/TerrainEditor/TerrainWizards.cs:506 msgid "" "Controls detail density for this detail prototype, relative to it's size. " "Only enabled in \"Coverage\" detail scatter mode." msgstr "このディテールプロトタイプのディテール密度を、そのサイズと相対的に制御します。\"範囲\"のディテール散布モードでのみ有効です。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:26 msgid "" "Controls distance at which HDRP shrinks the shadow casting surfaces along " "the surface normal. Useful for avoiding false self-shadowing artifacts." msgstr "HDRPがサーフェス法線に沿って影を作るサーフェスを縮小する距離を制御します。誤ってそれ自体の影を作るアーティファクトを回避するのに役立ちます。" #: Editor/Mono/Inspector/LightEditor.cs:93 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。" #: Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/Editor/ShaderGUI/BaseShaderGUI.cs:59 msgid "Controls how Built-In RP renders the Material on a screen." msgstr "ビルトインレンダーパイプラインが画面でマテリアルをレンダリングする方法を制御します。" #: Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/BaseShaderGUI.cs:193 msgid "Controls how URP Renders the material on screen." msgstr "ユニバーサルレンダーパイプラインが画面でマテリアルをレンダリングする方法を制御します。" #: Editor/Mono/SettingsWindow/LightingEditor.cs:31 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。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:111 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" #: Editor/Mono/Inspector/LightEditor.cs:90 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" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:56 msgid "" "Controls how directional the agitation is. The lower the value, the more the " "agitation waves are traveling in the Distant Wind Orientation." msgstr "攪拌の方向性を制御します。値が低いほど、攪拌する波が'遠方の風向き'に沿って移動します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:68 msgid "" "Controls how directional the ripples are. The lower the value, the more the " "ripples are traveling in the Local Wind Orientation." msgstr "さざ波の方向を制御します。値が低いほど、さざ波が'局地の風向き'に沿って移動します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:43 msgid "" "Controls how directional the swell is. The lower the value, the more the " "swell waves are traveling in the Distant Wind Orientation." msgstr "波の方向を制御します。値が低いほど、波が'遠方の風向き'に沿って移動します。" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/LightAnchorEditor.cs:596 msgid "Controls how far 'back', the light is placed from its anchor" msgstr "アンカーからどのくらい後方にライトを配置するかを制御します" #: Modules/TerrainEditor/TerrainWizards.cs:507 msgid "" "Controls how far away detail objects are from the edge of the hole area.\n" "\n" "Specify this value as a percentage of the detail width, which determines the " "radius of the circular area around the detail object used for hole testing." msgstr "ディテールオブジェクトが穴のエリアのエッジからどれだけ離れているかを制御します。\n\nこの値をディテール幅のパーセンテージとして指定します。これにより、穴のテストに使用されるディテールオブジェクトの周囲の円形エリアの半径が決まります。" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:220 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/Inspector/LightEditor.cs:75 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/LightingSettingsEditor.cs:247 msgid "" "Controls how many samples are used for Light Probes as a multiplier of the " "general sample counts above. Higher values improve the quality of Light " "Probes, but also take longer to bake. Enable the Light Probe sample count " "multiplier by disabling Project Settings > Editor > Use legacy Light Probe " "sample counts" msgstr "一般的なサンプル数の乗数としてライトプローブに使用するサンプル数を制御します。値を大きくすると、ライトプローブの品質が向上しますが、ベイクにより長く時間がかかります。ライトプローブのサンプル数の乗数を使用可能にするには、以下の順に選択します。プロジェクト設定 > エディター > 古いライトプローブのサンプル数を使用" #: Editor/Mono/SettingsWindow/LightingEditor.cs:33 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" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs:81 msgid "Controls how much the ambient light affects occlusion." msgstr "アンビエントライトがオクルージョンに与える影響を制御します。" #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/ScreenSpaceAmbientOcclusionEditor.cs:57 msgid "Controls how much the ambient occlusion affects direct lighting." msgstr "アンビエントオクルージョンが直接光に与える影響を制御します。" #: Editor/Mono/SettingsWindow/LightingEditor.cs:32 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" #: Modules/ParticleSystemEditor/ParticleSystemModules/ClampVelocityModuleUI.cs:24 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。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:98 msgid "Controls how multiple lens flare elements are distributed." msgstr "これを有効にすると、複数のレンズフレア要素の分布方法を制御します。" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:84 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:77 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/DirectorEditor.cs:21 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/Src/AutoDocumentation.cpp:1157 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/Mono/Inspector/ReflectionProbeEditor.cs:105 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" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Environment.Skin.cs:11 msgid "" "Controls how to initialize the Camera's background.\n" "\n" "Skybox initializes camera with Skybox, defaulting to a background color if " "no skybox is found.\n" "\n" "Solid Color initializes background with the background color.\n" "\n" "Uninitialized has undefined values for the camera background. Use this only " "if you are rendering all pixels in the Camera's view." msgstr "カメラの背景を初期化する方法を制御します。\n\n\"スカイボックス\"の場合は、カメラをスカイボックスで初期化します。スカイボックスが見つからない場合はデフォルトで背景色に設定します。\n\n\"ソリッドカラー\"の場合は、背景色で背景を初期化します。\n\n\"初期化なし\"の場合は、カメラの背景の値は定義されていません。これは、カメラのビューですべてのピクセルをレンダリングする場合にのみ使用してください。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:209 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:148 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" #: Editor/Mono/Inspector/RendererEditorBase.cs:325 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" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:210 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。" #: Editor/Mono/Inspector/MaterialEditor.cs:25 msgid "" "Controls if the emission is Baked or Realtime.\n" "\n" "Baked only has effect in scenes where Baked Global Illumination is enabled.\n" "\n" "Realtime uses Realtime Global Illumination if enabled in the scene. " "Otherwise the emission won't light up other objects." msgstr "放出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効果があります。\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、放出によって、他のオブジェクトは照明されません。" #: Editor/Mono/Inspector/MaterialEditor.cs:26 msgid "" "Controls if the emission is Baked or Realtime.\n" "\n" "Baked only has effect in scenes where Baked Global Illumination is enabled.\n" "\n" "Realtime won't light up other objects since Realtime Global Illumination is " "not supported." msgstr "放出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効果があります。\n\nリアルタイムのグローバルイルミネーションはサポートされていないため、リアルタイムでは他のオブジェクトは照明されません。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/GlobalIlluminationEditor.cs:106 msgid "" "Controls if the screen space global illumination should be evaluated at half " "resolution." msgstr "スクリーンスペースのグローバルイルミネーションを半分の解像度で評価するかどうかを制御します。" #: Packages/com.unity.render-pipelines.universal/Editor/Overrides/ScreenSpaceLensFlareEditor.cs:31 msgid "" "Controls the Bloom mip used as a source for the Lens Flare effect. A high " "value will result in a blurrier result for all the flares." msgstr "レンズフレア効果のソースとして使用されるブルームミップを制御します。値が高いと、すべてのフレアをよりぼかします。" #: Modules/TerrainEditor/Brush/BrushEditor.cs:25 msgid "" "Controls the Brush falloff curve, over the distance from the center of the " "Brush." msgstr "ブラシの中心からの距離にわたって、ブラシの減衰カーブを制御します。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:45 msgid "" "Controls the LOD Cross Fade Dithering Type that will be used to draw " "Renderer LOD when LODGroup has CrossFade Fade Mode selected." msgstr "LODGroupでクロスフェードモードが選択されている場合に、レンダラーLODを描画するために使用されるLODクロスフェードディザリングタイプを制御します。" #: Editor/Src/AutoDocumentation.cpp:667 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/Mono/Inspector/LightEditor.cs:97 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:96 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縁をぼかす量を設定します" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:29 msgid "" "Controls the amount of artificial softening the baking process applies to " "the edges of shadows cast by Directional Lights." msgstr "ディレクショナルライトによって作られる影の縁に、ベイク処理によって適用される人工的なぼかしの量を制御します。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:92 msgid "" "Controls the amount of distortion between the position of the lens flare and " "the edge of the screen." msgstr "レンズフレアの位置と画面の端の間の歪みの量を制御します。" #: Modules/ParticleSystemEditor/ParticleSystemModules/InheritVelocityModuleUI.cs:16 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" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:192 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/Inspector/LightEditor.cs:76 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。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:23 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)を制御します。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RotationByVelocityModuleUI.cs:11 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/RotationModuleUI.cs:15 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" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:141 msgid "Controls the anti-flickering strength of reflection denoiser." msgstr "リフレクションノイズ除去のアンチフリッカーの強さを制御します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:95 msgid "" "Controls the approximative distance in meters that the camera can perceive " "through a water surface. This distance can vary widely depending on the " "intensity of the light the object receives." msgstr "カメラが水面を通して認識できるおおよその距離をメートル単位で制御します。 この距離は、オブジェクトが受ける光の強度によって大きく異なります。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:85 msgid "Controls the area of the surface illuminated by the Sun." msgstr "太陽が照らすサーフェスの領域を制御します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:63 msgid "" "Controls the aspect ration of the Pyramid Light's projection. A value of 1 " "results in a square." msgstr "ピラミッドライト投影のアスペクト比を制御します。値が1の場合、正方形になります。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:47 msgid "" "Controls the attenuation of amplitude on the first frequency band of the " "swell." msgstr "波の1番目の周波数帯域の振幅の減衰を制御します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:57 msgid "" "Controls the attenuation of amplitude on the frequency band of the agitation." msgstr "攪拌の周波数帯域の振幅の減衰を制御します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:48 msgid "" "Controls the attenuation of amplitude on the second frequency band of the " "swell." msgstr "波の2番目の周波数帯域の振幅の減衰を制御します。" #: Editor/Mono/Inspector/DirectorEditor.cs:22 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" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs:56 msgid "" "Controls the bias applied to the screen space ray cast to get contact " "shadows. Increasing this value can help with self-intersection issues, but " "can lead to detached contact shadows." msgstr "コンタクトシャドウを取得するためにスクリーンスペースのレイキャストに適用されるバイアスを制御します。この値を大きくすると、自己交差の問題に役立つ可能性がありますが、コンタクトシャドウが切り離される可能性があります。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:120 msgid "" "Controls the bias that HDRP adds to the rendered shadow map, it is " "proportional to the slope of the polygons relative to the light." msgstr "レンダリングされたシャドウマップにHDRPが加えるバイアスを制御します。これは、ライトに対するポリゴンの傾きに比例します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:122 msgid "" "Controls the bias this Light applies along the normal of surfaces it " "illuminates." msgstr "このライトが照らすサーフェスの法線に沿って適用するバイアスを制御します。" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:193 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/Inspector/LightEditor.cs:82 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/SettingsWindow/LightingEditor.cs:27 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/Inspector/LightEditor.cs:78 msgid "Controls the color being emitted by the light." msgstr "光が放出する色を制御します。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ColorByVelocityModuleUI.cs:10 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/ColorModuleUI.cs:10 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" #: Editor/Mono/SettingsWindow/LightingEditor.cs:38 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:37 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:36 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:39 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/FogEditor.cs:15 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" #: Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.PhysicalCamera.Skin.cs:106 msgid "" "Controls the curvature of the lens aperture blades. The minimum value " "results in fully-curved, perfectly-circular bokeh, and the maximum value " "results in visible aperture blades." msgstr "レンズ絞り羽根の曲率を制御します。最小値は完全に湾曲した完全に円形のボケになり、最大値は目に見える絞り羽根になります。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:117 msgid "" "Controls the custom angle this Spot Light uses for shadow map rendering." msgstr "このスポットライトがシャドウマップのレンダリングに使用するカスタムの角度を制御します。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:238 msgid "Controls the default sampler precision and the definition of HLSL half." msgstr "デフォルトのサンプラー精度とHLSLハーフの定義を制御します。" #: Editor/Mono/SettingsWindow/FogEditor.cs:11 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" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterDeformer/WaterDeformerEditor.cs:130 msgid "Controls the dimmer for the deep foam generated by the deformer." msgstr "深水泡の調節を制御します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterDeformer/WaterDeformerEditor.cs:131 msgid "Controls the dimmer for the surface foam generated by the deformer." msgstr "デフォーマーによって生成された表面泡の調節を設定します。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:87 msgid "" "Controls the direction and speed the element appears to move. For example, " "values of (1,0) make the lens flare move horizontally." msgstr "要素が移動するように見える方向と速度を制御します。 たとえば、値が(1,0)の場合、レンズフレアは水平方向に移動します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:122 msgid "" "Controls the distance at which HDRP fades out SSR near the edge of the " "screen." msgstr "画面の端近くでHDRPがSSRをフェードアウトする距離を制御します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/ScreenSpaceRefractionEditor.cs:23 msgid "" "Controls the distance at which HDRP fades out the refraction effect when the " "destination of the ray is near the boundaries of the screen. Increase this " "value to increase the distance from the screen edge at which HDRP fades out " "the refraction effect for a ray destination." msgstr "レイの目標が画面の境界に近い場合に、HDRPが屈折効果をフェードアウトさせる距離を制御します。この値を大きくすると、HDRPがレイの目標の屈折効果をフェードアウトさせる画面の端からの距離が長くなります。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:25 msgid "" "Controls the distance at which HDRP pushes shadows away from the Light. " "Useful for avoiding false self-shadowing artifacts." msgstr "HDRPが影をライトから遠ざける距離を制御します。誤ってそれ自体の影を作るアーティファクトを回避するのに役立ちます。" #: Editor/Mono/Inspector/LightEditor.cs:92 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。誤って発生するセルフシャドウイングアーティファクトの回避に有効です。" #: Packages/com.unity.render-pipelines.universal/Editor/Decal/DecalProjectorEditor.Skin.cs:18 msgid "" "Controls the distance from the Camera at which this component begins to fade " "the decal out." msgstr "このコンポーネントがデカールをフェードアウトし始めるカメラからの距離を制御します。" #: Editor/Mono/SettingsWindow/FogEditor.cs:13 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:12 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" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/Decal/DecalProjectorEditor.Skin.cs:23 msgid "" "Controls the fade out range of the decal based on the angle between the " "Decal backward direction and the vertex normal of the receiving surface. " "Requires 'Decal Layers' to be enabled in the HDRP Asset and Frame Settings." msgstr "デカールの後方方向とそれを受けるサーフェスの頂点法線との間の角度に基づいて、デカールのフェードアウト範囲を制御します。 HDRPアセットとフレーム設定で'デカールレイヤー'を有効にする必要があります。" #: Packages/com.unity.render-pipelines.universal/Editor/Decal/DecalProjectorEditor.Skin.cs:19 msgid "" "Controls the fade out range of the decal based on the angle between the " "Decal backward direction and the vertex normal of the receiving surface. " "Requires 'Decal Layers' to be enabled in the URP Asset and Frame Settings." msgstr "デカールの後方方向とそれを受けるサーフェスの頂点法線との間の角度に基づいて、デカールのフェードアウト範囲を制御します。 URPアセットとフレーム設定で'デカールレイヤー'を有効にする必要があります。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/GlobalIlluminationEditor.cs:108 msgid "" "Controls the fallback hierarchy for indirect diffuse in case the ray misses." msgstr "レイが欠落する場合の間接拡散光のフォールバック階層を制御します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/GlobalIlluminationEditor.cs:109 msgid "Controls the fallback hierarchy for lighting the last bounce." msgstr "最後のバウンスを照明するためのフォールバック階層を制御します。" #: Packages/com.unity.render-pipelines.universal/Editor/Lighting/UniversalRenderPipelineLightUI.Skin.cs:50 msgid "" "Controls the filtering quality of soft shadows. Higher quality has lower " "performance." msgstr "ソフトシャドウのフィルタリング品質を制御します。 品質が高いほど、パフォーマンスは悪くなります。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:122 msgid "" "Controls the foam intensity depending on the normalized Distant Wind Speed. " "The X axis refers to the normalized Distant Wind Speed, the Y axis refers to " "the dimmer value." msgstr "正規化された'遠方風速'に応じて泡の強さを制御します。 X軸は正規化された'遠方風速'を表し、Y軸は調節値を表します。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:37 msgid "Controls the global HDR settings." msgstr "グローバルHDR設定を制御します。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:39 msgid "Controls the global anti aliasing settings." msgstr "グローバルのアンチエイリアス設定を制御します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Sky/VisualEnvironmentEditor.cs:178 msgid "Controls the global wind speed in kilometers per hour." msgstr "キロメートル毎時でグローバルの風速を制御します。" #: Editor/Mono/Inspector/LightEditor.cs:110 msgid "Controls the height in units of the area light." msgstr "エリアライトの高さを単位で制御します" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterDeformer/WaterDeformerEditor.cs:120 msgid "Controls the height, in meters, of the bow wave." msgstr "船首波の高さをメートル単位で制御します" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs:83 msgid "" "Controls the influence of the ambient occlusion on the specular occlusion. " "Increase this value to reduce the amount of specular leaking in occluded " "areas." msgstr "スペキュラーオクルージョンに対するアンビエントオクルージョンの影響を制御します。この値を増やすと、遮られた領域での反射漏れの量が減少します。" #: Modules/ParticleSystemEditor/ParticleSystemModules/LifetimeByEmitterSpeedModuleUI.cs:13 msgid "" "Controls the initial lifetime of particles based on the speed of the emitter." msgstr "エミッターの速度に基づいて、パーティクルの最初の生存期間を制御します。" #: Editor/Mono/Inspector/LightEditor.cs:77 msgid "" "Controls the inner and outer angles in degrees, at the base of a Spot " "light's cone." msgstr "スポットライトの頂点部で内円錐と外円錐の角(単位は度)を制御します。" #: Packages/com.unity.render-pipelines.universal/Editor/Overrides/ScreenSpaceLensFlareEditor.cs:42 msgid "" "Controls the intensity of streaks effect. This effect has an impact on " "performance when above zero. When this intensity is zero, this effect is not " "evaluated to save costs." msgstr "ストリーク (筋が出る) 効果の強度を制御します。この効果は、この強度が0より大きい場合にパフォーマンスに影響を与えます。0の場合、コストを節約するためにこの効果は評価されません。" #: Packages/com.unity.render-pipelines.universal/Editor/Overrides/ScreenSpaceLensFlareEditor.cs:32 msgid "" "Controls the intensity of the Regular Flare sample. Those flares are sampled " "using scaled screen coordinates." msgstr "通常のフレアのサンプルの強度を制御します。これらのフレアは、スケールされたスクリーン座標を使用してサンプリングされます。" #: Packages/com.unity.render-pipelines.universal/Editor/Overrides/ScreenSpaceLensFlareEditor.cs:33 msgid "" "Controls the intensity of the Reversed Flare sample. Those flares are " "sampled using scaled and flipped screen coordinates." msgstr "逆フレアのサンプルの強度を制御します。これらのフレアは、スケールされた反転したスクリーン座標を使用してサンプリングされます。" #: Packages/com.unity.render-pipelines.universal/Editor/Overrides/ScreenSpaceLensFlareEditor.cs:34 msgid "" "Controls the intensity of the Warped Flare sample. Those flares are sampled " "using polar screen coordinates." msgstr "ワープフレアのサンプルの強度を制御します。これらのフレアは、スケールされた極スクリーン座標を使用してサンプリングされます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:99 msgid "" "Controls the intensity of the ambient scattering term. This can be adjusted " "for artistic purposes." msgstr "環境散乱の強度を制御します。 これは、芸術的効果のために調節できます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:103 msgid "" "Controls the intensity of the direct light scattering on the body of the " "waves. The effect is more perceivable at grazing angles." msgstr "波の本体の直接光散乱の強度を制御します。 この効果は、グレージング角度でより顕著になります。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:102 msgid "" "Controls the intensity of the direct light scattering on the tip of the " "waves. The effect is more perceivable at grazing angles." msgstr "波の先端の直接光散乱の強度を制御します。 この効果は、グレージング角度でより顕著になります。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:101 msgid "" "Controls the intensity of the displacement based scattering. The bigger " "horizontal displacement, the more the water receives scattering. This can be " "adjusted for artistic purposes." msgstr "凹凸にもとづく散乱の強度を制御します。 水平方向の凹凸が大きいほど、水は散乱を受けます。 これは、芸術的効果のために調節できます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:100 msgid "" "Controls the intensity of the height based scattering. The higher the " "vertical displacement, the more the water receives scattering. This can be " "adjusted for artistic purposes." msgstr "高さベースの散乱の強度を制御します。 垂直方向の変位が大きいほど、水は散乱を受けます。 これは、芸術的効果のために調節できます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:30 msgid "" "Controls the intensity of the indirect light this Light contributes to the " "Scene. A value of 0 with a Realtime Light causes HDRP to remove it from " "realtime global illumination. A value of 0 for Baked and Mixed Lights cause " "them to no longer emit indirect lighting. This has no effect if you disable " "both Realtime and Baked global illumination." msgstr "このライトがシーンに寄与する間接光の強度を制御します。リアルタイムライトの値が0の場合、HDRPはそれをリアルタイムグローバルイルミネーションから削除します。ベイクしたライトと混合ライトの値が0の場合、間接光は放出されなくなります。リアルタイム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を無効にすると、効果がありません。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:99 msgid "Controls the intensity of the scattered Volumetric lighting." msgstr "拡散ボリュメトリックライトの強度を制御します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:319 msgid "" "Controls the intensity of the sharpening filter used by AMD FidelityFX Super " "Resolution." msgstr "AMD FidelityFX Super Resolutionで使用されるシャープニングフィルターの強度を制御します。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:43 msgid "" "Controls the intensity of the sharpening filter used by FidelityFX Super " "Resolution." msgstr "FidelityFX Super Resolutionで使用されるシャープニングフィルターの強度を制御します。" #: Packages/com.unity.render-pipelines.universal/Editor/Overrides/ScreenSpaceLensFlareEditor.cs:38 msgid "" "Controls the intensity of the vignette effect to occlude the Lens Flare " "effect at the center of the screen." msgstr "ビネット効果の強度を制御して、画面中央のレンズフレア効果を遮ります。" #: Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/ScreenSpaceLensFlareEditor.cs:40 msgid "" "Controls the intensity of the vignette effect to occlude the Lens Flare " "effect at the center of the screen. This parameter only impacts regular, " "reversed and warped flares." msgstr "ビネット効果の強度を制御して、画面中央のレンズフレア効果を遮ります。このパラメーターは、通常のフレア、反転フレア、ワープフレアのみに影響します。" #: Packages/com.unity.render-pipelines.universal/Editor/Overrides/ScreenSpaceLensFlareEditor.cs:44 msgid "" "Controls the length of streaks effect. A value of one creates streaks about " "the width of the screen." msgstr "ストリーク (筋) の効果の長さを制御します。値が1の場合、画面の幅くらいの長さの筋が作成されます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs:47 msgid "" "Controls the length of the rays HDRP uses to calculate Contact Shadows. Uses " "meters." msgstr "HDRPがコンタクトシャドウの計算に使用する光線の長さを制御します。メーターを使用します。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:34 msgid "" "Controls the level of debug information generated by the render pipeline. " "When Profiling is selected, the pipeline provides detailed profiling tags." msgstr "レンダーパイプラインによって生成されるデバッグ情報のレベルを制御します。プロファイリングを選択すると、パイプラインは詳細なプロファイリングタグを提供します。" #: Packages/com.unity.render-pipelines.core/Editor/Deprecated.cs:73 msgid "" "Controls the level of logging of shader variant information outputted during " "the build process. Information appears in the Unity Console when the build " "finishes." msgstr "ビルドの処理の間に出力されるシェーダーバリアント情報のロギングレベルを制御します。 ビルドが完了すると、Unityコンソールに情報が表示されます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:126 msgid "" "Controls the likelihood history will be rejected based on the previous frame " "motion vectors of both the surface and the hit object." msgstr "サーフェスとヒットオブジェクト両方の前のフレームのモーションベクトルに基づいて、見込み履歴の拒否を制御します。" #: Editor/Mono/SettingsWindow/FogEditor.cs:16 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。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs:84 msgid "" "Controls the maximal length of ambient occlusion rays. The higher this value " "is, the more expensive ray traced ambient occlusion is." msgstr "アンビエントオクルージョンのレイの最大の長さを制御します。この値が高いほど、レイトレースされたアンビエントオクルージョンのコストが高くなります。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/GlobalIlluminationEditor.cs:105 msgid "" "Controls the maximal length of global illumination rays in meters. The " "higher this value is, the more expensive ray traced global illumination is." msgstr "グローバルイルミネーションのレイの最大の長さをメートル単位で制御します。この値が高いほど、レイトレーシングされたグローバルイルミネーションのコストが高くなります。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:133 msgid "" "Controls the maximal length of reflection rays in meters. The higher this " "value is, the more expensive ray traced reflections are." msgstr "リフレクションレイの最大の長さをメートル単位で制御します。この値が大きいほど、レイトレースされたリフレクションのコストが高くなります。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:94 msgid "" "Controls the maximum distance in meters used to clamp the underwater " "refraction depth. Higher value increases the distortion amount." msgstr "水中の屈折深度を固定するために使用される最大距離をメートル単位で制御します。 値が大きいほど歪みが大きくなります。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:127 msgid "" "Controls the minimum blur intensity regardless of the distance between the " "pixel and the shadow caster. The range [0..1] maps to [0..0.001] in UV space." msgstr "ピクセルと投影元の間の距離に関係なく、最小のブラー強度を制御します。範囲[0..1]は、UV空間の[0..0.001]にマップされます。" #: Editor/Src/AutoDocumentation.cpp:2786 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2Dリジッドボディの最小数を制御します。 [1, 1000000]" #: Editor/Src/AutoDocumentation.cpp:2788 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:2778 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:2794 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:2782 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:2802 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:2804 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:2780 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:2784 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:2800 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:2806 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]" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitSurfaceInputsUIBlock.cs:108 msgid "Controls the number of layers for this Material." msgstr "このマテリアルのレイヤー数を制御します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs:64 msgid "Controls the number of samples HDRP uses for ray casting." msgstr "HDRPがレイキャスティングに使用するサンプルの数を制御します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/ScreenSpaceLensFlareEditor.cs:45 msgid "" "Controls the number of samples HDRP uses to render the Chromatic Aberration " "effect. A lower sample number results in better performance." msgstr "色収差効果をレンダリングするためにHDRPに使用されるサンプル数を制御します。サンプル数が少ないほど、パフォーマンスが向上します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:150 msgid "" "Controls the number of samples that HDRP uses to blur shadows over the " "kernel, increases quality at the expense of performance." msgstr "カーネル上の影をぼかすためにHDRPが使用するサンプル数を制御し、パフォーマンスを犠牲にして品質を向上させます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:126 msgid "Controls the number of samples that HDRP uses to blur shadows." msgstr "影をぼかすためにHDRPが使用するサンプル数を制御します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:149 msgid "" "Controls the number of samples that HDRP uses to determine average blocker " "distance, increases quality at the expense of performance." msgstr "HDRPが使用するサンプル数を制御してブロッカーの平均距離を決定し、パフォーマンスを犠牲にして品質を向上させます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:125 msgid "" "Controls the number of samples that HDRP uses to determine the size of the " "blocker." msgstr "ブロッカーのサイズを決定するためにHDRPが使用するサンプル数を制御します。" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:225 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/Inspector/LightingSettingsEditor.cs:246 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/Inspector/LightingSettingsEditor.cs:226 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/GUI/EditorGUIInternal.cs:19 msgid "Controls the number of stops to over or under expose the texture." msgstr "テクスチャの露出を高くする、または低くするために停止する回数を制御します" #: Packages/com.unity.render-pipelines.universal/Editor/Overrides/ScreenSpaceLensFlareEditor.cs:36 msgid "" "Controls the number of times the flare effect is repeated for each flare " "type (regular, reversed, warped). This parameter has a strong impact on " "performance." msgstr "各フレアタイプ (通常、逆、ワープ) でフレア効果が繰り返される回数を制御します。このパラメーターは、パフォーマンスに大きな影響を与えます。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:54 msgid "" "Controls the offset of the Procedural Flare gradient relative to its " "starting point. A higher value means the gradient starts further from the " "center of the shape." msgstr "プロシージャルフレアグラデーションのオフセットを開始点と相対的に制御します。 大きい値は、グラデーションが形状の中心から離れた位置で始まることを意味します。" #: Packages/com.unity.render-pipelines.universal/Editor/Lighting/UniversalRenderPipelineLightUI.Skin.cs:65 msgid "Controls the offset 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オフセットを制御します" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:101 msgid "" "Controls the offset of the intensities. A value of 0 means no variations, a " "value of 1 means variations between 0 and 1." msgstr "強度のオフセットを制御します。 値0はばらつきがないことを意味し、値1は0と1の間の変動を意味します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs:55 msgid "Controls the opacity of the Contact Shadow." msgstr "コンタクトシャドウの不透明度を制御します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:117 msgid "Controls the order in which fall backs are used when a ray misses." msgstr "レイが失われたときにフォールバックが使用される順序を制御します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Sky/VisualEnvironmentEditor.cs:177 msgid "Controls the orientation of the wind relative to the X world vector." msgstr "Xワールドベクトルに対する風の方向を制御します。" #: Packages/com.unity.render-pipelines.universal/Editor/Overrides/ScreenSpaceLensFlareEditor.cs:43 msgid "" "Controls the orientation streaks effect in degrees. A value of 0 creates " "horizontal streaks." msgstr "ストリーク (筋) の効果の向きを度単位で制御します。値を0にすると、横方向の筋が作成されます。" #: Packages/com.unity.render-pipelines.universal/Editor/Decal/DecalProjectorEditor.Skin.cs:23 msgid "Controls the position of the pivot point of the decal." msgstr "デカールのピボットポイントの位置を制御します。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:38 msgid "" "Controls the precision of the camera color buffer in HDR rendering. 32-bits " "is the default. 64-bits can reduce banding artifacts at the cost of memory " "and performance." msgstr "HDRレンダリングでカメラカラーバッファの精度を制御します。 32ビットがデフォルトです。 64ビットでは、メモリとパフォーマンスと引き換えにバンディングアーティファクトを減らすことができます。" #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/DecalRendererFeatureEditor.cs:16 msgid "" "Controls the quality of normal reconstruction. The higher the value the more " "accurate normal reconstruction and the cost on performance." msgstr "法線再構築の品質を制御します。 値が高いほど、法線の再構築がより正確になり、パフォーマンスのコストが高くなります。" #: Editor/Mono/Inspector/LightEditor.cs:111 msgid "Controls the radius in units of the disc area light." msgstr "円形のエリアライトの半径を単位で制御します" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:140 msgid "Controls the radius of reflection denoiser." msgstr "リフレクションのノイズ除去の半径を制御します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/GlobalIlluminationEditor.cs:114 msgid "Controls the radius of the GI denoiser (First Pass)." msgstr "GIノイズ除去の半径を制御します(1番目のパス)。" #: Modules/TerrainEditor/Brush/BrushEditor.cs:26 msgid "Controls the radius of the falloff curve." msgstr "減衰カーブの半径を制御します。" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:240 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/Inspector/LightingSettingsEditor.cs:238 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/Inspector/LightingSettingsEditor.cs:239 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。" #: Modules/TerrainEditor/TerrainWizards.cs:510 msgid "" "Controls the randomness of the detail distribution, from ordered to random. " "Only available when legacy distribution in Quality Settings is turned off." msgstr "ディテール分布のランダム性を整列からランダムの状態まで制御します。 品質設定の従来の分布がオフになっている場合にのみ使用できます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterDeformer/WaterDeformerEditor.cs:123 msgid "" "Controls the range in meters, where HDRP blends between the water neutral " "height and the deformer amplitude." msgstr "HDRP が水のニュートラルな高さとデフォーマーの大きさをブレンドする範囲をメートル単位で制御します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterDeformer/WaterDeformerEditor.cs:117 msgid "" "Controls the range on the X axis where the shore wave generates deep foam." msgstr "海岸の波が深水の泡を生成するX軸の範囲を制御します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterDeformer/WaterDeformerEditor.cs:116 msgid "" "Controls the range on the X axis where the shore wave should break. The wave " "reaches its maximum amplitude at the start of the range, generates surface " "foam inside it and looses 70% of its amplitude at the end of the range." msgstr "海岸の波が崩れるX軸の範囲を制御します。波は範囲の開始時に最大の大きさに達し、その内部に表面泡を生成し、範囲の終わりにその大きさの70%を失います。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/DiffusionProfile/DiffusionProfileSettingsEditor.Styles.cs:17 msgid "" "Controls the refractive behavior of the Material, where larger values " "increase the intensity of specular reflection." msgstr "マテリアルの屈折動作を制御します。値が大きいほど鏡面反射の強度が増加します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterDeformer/WaterDeformerEditor.cs:107 msgid "" "Controls the region size of the deformer. Outside this region, there will be " "no deformation." msgstr "デフォーマーの地域サイズを制御します。この地域外ではデフォーメーションはありません。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:124 msgid "" "Controls the relative roughness offset. A low value means material roughness " "stays the same, a high value means smoother reflections." msgstr "相対的な粗さのオフセットを制御します。 低い値はマテリアルの粗さが同じままであることを意味し、高い値はより滑らかなリフレクションを意味します。" #: Editor/Mono/Inspector/LightEditor.cs:91 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パフォーマンスやメモリを消費して影の忠実度が高くなります" #: Packages/com.unity.shadergraph/Editor/Generation/Targets/Fullscreen/FullscreenShaderGUI.cs:29 msgid "Controls the rendering states of the fullscreen material." msgstr "全画面マテリアルのレンダリング状態を制御します。" #: Editor/Mono/SettingsWindow/LightingEditor.cs:30 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効果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" #: Packages/com.unity.render-pipelines.universal/Editor/Overrides/ScreenSpaceLensFlareEditor.cs:40 msgid "" "Controls the scale at which the flares are sampled. This parameter only " "impacts regular, reversed and warped flares." msgstr "フレアをサンプリングするスケールを制御します。このパラメーターは、通常のフレア、逆フレア、ワープフレアのみに影響します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/DiffusionProfile/DiffusionProfileSettingsEditor.Styles.cs:16 msgid "Controls the scale of Unity's world units for this Diffusion Profile." msgstr "この拡散プロファイルのUnityのワールド単位のスケールを制御します。" #: Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.PhysicalCamera.Skin.cs:111 msgid "Controls the self-occlusion of the lens, creating a cat's eye effect." msgstr "レンズの自己閉塞を制御し、猫の目の効果を作成します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionFilterUI.Drawer.cs:14 msgid "" "Controls the sensitivity of the mask color parameter. Increasing this value " "will include more pixels (with a value close to the mask color) in the " "masked areas." msgstr "マスクカラーパラメーターの感度を制御します。この値を増やすと、マスクされたエリアにより多くのピクセル(マスクカラーに近い値)が含まれます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/DiffusionProfile/DiffusionProfileSettingsEditor.Styles.cs:11 msgid "" "Controls the shape of the Diffusion Profile, and should be similar to the " "diffuse color of the Material." msgstr "拡散プロファイルの形状を制御し、マテリアルのディフューズ色に似ている必要があります。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:120 msgid "" "Controls the simulation foam amount. Higher values generate larger foam " "patches. Foam presence is highly dependent on the Distant Wind Speed." msgstr "シミュレーションの泡の量のを制御します。 値が高いほど、より大きな泡のパッチが生成されます。 泡の状態は、'遠方風速'に大きく依存します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:114 msgid "Controls the simulation foam smoothness." msgstr "シミュレーションの泡の滑らかさを制御します。" #: Modules/ParticleSystemEditor/ParticleSystemModules/SizeByVelocityModuleUI.cs:11 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/SizeModuleUI.cs:15 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" #: Editor/Mono/Inspector/LightEditor.cs:100 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" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:53 msgid "" "Controls the size of the water patch in meters. Larger values results in " "less visible repetition across the water surface. This parameter also " "affects the maximum amplitude of the agitation frequency bands." msgstr "水のパッチのサイズをメートル単位で制御します。値が大きいほど、水面での繰り返しが目立たなくなります。このパラメーターは、攪拌振動帯の最大振幅にも影響します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:40 msgid "" "Controls the size of the water patch in meters. Larger values results in " "less visible repetition across the water surface. This parameter also " "affects the maximum amplitude of the swell frequency bands." msgstr "水のパッチのサイズをメートル単位で制御します。値が大きいほど、水面の反復が目立たなくなります。このパラメーターは、波の振動帯の最大振幅にも影響します。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:55 msgid "" "Controls the smoothness of the gradient. A higher value creates a sharper " "gradient." msgstr "グラデーションの滑らかさを制御します。 値を大きくすると、グラデーションがはっきりとします。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:120 msgid "" "Controls the smoothness value at which HDRP activates SSR and the smoothness-" "controlled fade out stops." msgstr "HDRPがSSRをアクティブにし、スムースネスに制御されたフェードアウトが終わる滑らかさの値を制御します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:121 msgid "" "Controls the smoothness value at which the smoothness-controlled fade out " "starts. The fade is in the range [Min Smoothness, Smoothness Fade Start]." msgstr "滑らかさのフェードアウトを始める滑らかさの値を制御します。フェードの範囲は[最低の滑らかさ, 滑らかさフェード開始]です。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:85 msgid "Controls the smoothness value range over the Fade region." msgstr "フェード領域の滑らかさの値の範囲を制御します。" #: Modules/TerrainEditor/TerrainWizards.cs:505 msgid "" "Controls the spatial frequency of the noise pattern used to vary the scale " "and color of the detail objects." msgstr "ディテールオブジェクトのスケールと色を変更するために使用されるノイズパターンの空間的な頻度を制御します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:54 msgid "" "Controls the speed of the distant wind in kilometers per hour that blowed " "over the water surface for a long period of time. This indirectly controls " "the maximum amplitude and shape of the agitation in a non-linear way." msgstr "水面上で長時間吹く遠方の風の速さをキロメートル毎時で制御します。 これは、間接的に、攪拌の最大振幅と形状を非直線的に制御します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:42 msgid "" "Controls the speed of the distant wind in kilometers per hour that blowed " "over the water surface for a long period of time. This indirectly controls " "the maximum amplitude and shape of the swell in a non-linear way." msgstr "水面上で長時間吹く遠方の風の速さをキロメートル毎時で制御します。 これは、間接的に、波の最大振幅と形状を非直線的に制御します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:67 msgid "" "Controls the speed of the local wind in kilometers per hour that is blowing " "over the water surface. This indirectly controls the maximum amplitude and " "shape of the ripples in a non-linear way." msgstr "水面上で吹く局所的な風の速さをキロメートル毎時で制御します。 これは、間接的に、さざ波の最大振幅と形状を非直線的に制御します。" #: Packages/com.unity.render-pipelines.universal/Editor/Overrides/ScreenSpaceLensFlareEditor.cs:39 msgid "" "Controls the starting position of the flares in screen space relative to " "their source." msgstr "スクリーンスペースのフレアの開始位置をソースに対応させて制御します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/ScreenSpaceLensFlareEditor.cs:41 msgid "" "Controls the starting position of the flares in screen space relative to " "their source. This parameter only impacts regular, reversed and warped " "flares." msgstr "ソースに相対的なスクリーンスペースのフレアの開始位置を制御します。このパラメーターは、通常のフレア、反転フレア、ワープフレアのみに影響します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LayeringOptionsUIBlock.cs:24 msgid "Controls the strength of the Base Color inherited from the base layer." msgstr "基本レイヤーから継承された基本色の強度を制御します。" #: Packages/com.unity.render-pipelines.universal/Editor/Overrides/ScreenSpaceLensFlareEditor.cs:41 msgid "" "Controls the strength of the Chromatic Aberration effect. The higher the " "value, the more light is dispersed on the sides of the screen." msgstr "色収差効果の強さを制御します。値が高いほど、画面のわきに分散する光が多くなります。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs:80 msgid "" "Controls the strength of the ambient occlusion effect. Increase this value " "to produce darker areas." msgstr "アンビエントオクルージョン効果の強さを制御します。この値を大きくすると、暗いエリアが生成されます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LayeringOptionsUIBlock.cs:23 msgid "Controls the strength of the height map inherited from the base layer." msgstr "基本レイヤーから継承されたハイトマップの強度を制御します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LayeringOptionsUIBlock.cs:22 msgid "Controls the strength of the normals inherited from the base layer." msgstr "基本レイヤーから継承された法線の強度を制御します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:114 msgid "" "Controls the technique used to compute the reflection.Controls the technique " "used to compute the reflections. Ray marching uses a ray-marched screen-" "space solution, Ray tracing uses a hardware accelerated world-space " "solution. Mixed uses first Ray marching, then Ray tracing if it fails to " "intersect on-screen geometry." msgstr "リフレクションの計算に使用される方法を制御します。 レイマーチングはレイマーチされたスクリーンスペースソリューションを使用し、レイトレーシングはハードウェアアクセラレーションによるワールド空間ソリューションを使用します。混合は、最初にレイマーチングを使用してから、画面上のジオメトリと交差しない場合はレイトレーシングを使用します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs:57 msgid "" "Controls the thickness of the objects found along the ray, essentially " "thickening the contact shadows." msgstr "レイに沿って検出されるオブジェクトの厚さを制御し、基本的にコンタクトシャドウを厚くします。" #: Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/ScreenSpaceLensFlareEditor.cs:49 msgid "" "Controls the threshold of streak effect. A high value makes the effect more " "localised on the high intensity areas of the screen." msgstr "ストリーク (筋) 効果のしきい値を制御します。値を大きくすると、画面の高輝度領域で効果がより局所化されます。" #: Packages/com.unity.render-pipelines.universal/Editor/Overrides/ScreenSpaceLensFlareEditor.cs:45 msgid "" "Controls the threshold of streak effect. A high value makes the effect more " "localised on the high intensity areas of the screen. When using a non HDR " "Camera, a high threshold can remove streaks entirely." msgstr "ストリーク (筋) 効果のしきい値を制御します。値を大きくすると、画面の高輝度領域で効果がより局所化されます。HDR以外のカメラを使用する場合、しきい値を高くすると、筋が完全になくなります。" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:243 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/Inspector/LightingSettingsEditor.cs:241 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/Inspector/LightingSettingsEditor.cs:242 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/SettingsWindow/OtherRenderingEditor.cs:13 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" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/GlobalIlluminationEditor.cs:107 msgid "Controls the tolerance when comparing the depth of two pixels." msgstr "2つのピクセルの深度を比較するときの許容誤差を制御します。" #: Packages/com.unity.render-pipelines.universal/Editor/Decal/DecalProjectorEditor.Skin.cs:22 msgid "Controls the transparency of the decal." msgstr "デカールの透明度を制御します。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:41 msgid "" "Controls the type of filter used for upscaling when render scale is lower " "than 1.0." msgstr "レンダースケールが1.0より小さい場合に、アップスケーリングに使用されるフィルターのタイプを制御します。" #: Editor/Src/AutoDocumentation.cpp:659 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" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:131 msgid "" "Controls the typical thickness of objects the reflection rays may pass " "behind." msgstr "リフレクションレイが背後を通過する可能性のあるオブジェクトの一般的な厚さを制御します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:127 msgid "" "Controls the upper range of speed. The faster the objects or camera are " "moving, the higher this number should be." msgstr "速度の上限を制御します。 オブジェクトまたはカメラの動きが速ければ速いほど、この数値は高くなります。" #: Editor/Src/AutoDocumentation.cpp:696 msgctxt "From AutoDocumentation" msgid "Controls the use of the next point." msgstr "次の位置の使用を制御します。" #: Editor/Src/AutoDocumentation.cpp:697 msgctxt "From AutoDocumentation" msgid "Controls the use of the previous point." msgstr "前の位置の使用を制御します。" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:30 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。" #: Packages/com.unity.render-pipelines.universal/Editor/Overrides/ScreenSpaceLensFlareEditor.cs:37 msgid "" "Controls the value by which each additionnal sample is multiplied. This " "parameter has an effect only after the first sample." msgstr "各追加サンプルに乗じる値を制御します。このパラメーターは、最初のサンプルの後にのみ効果があります。" #: Editor/Mono/Inspector/LightEditor.cs:94 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値の設定をします。現在、0.1単位、またはライトの範囲プロパティの1%、のどちらかより小さな値に設定されています。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:27 msgid "" "Controls the value of the shadow camera's near clipping plane for rendering " "shadows. Clamped to [0.01, 10] for Cone, Pyramid and Point Lights, and [0, " "10] for Box and Area Lights." msgstr "影をレンダリングするためのシャドウカメラのニアニアクリップ面の値を制御します。 コーン形ライト、四角すい形ライト、ポイントライトの場合は[0.01, 10]に、ボックスライトとエリアライトの場合は[0, 10]に固定されます。" #: Editor/Mono/SettingsWindow/OtherRenderingEditor.cs:12 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:10 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/Inspector/LightEditor.cs:109 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/AssetPipeline/SpeedTree/SpeedTreeImporterCommon.cs:175 msgid "Controls the wind effect's quality." msgstr "風の効果の品質を制御します。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:39 msgid "Controls when URP renders via an intermediate texture." msgstr "いつURPが中間テクスチャを通してレンダリングするかを制御します。" #: Modules/Physics2DEditor/Managed/Settings/Physics2DSettingsEditor.cs:13 msgid "Controls when and how the physics simulation will be run." msgstr "物理演算シミュレーションのタイミングと方法を制御します。" #: Editor/Src/AutoDocumentation.cpp:1178 msgctxt "From AutoDocumentation" msgid "Controls when and how the physics simulation will be run." msgstr "物理演算シミュレーションのタイミングと方法を制御します。" #: Editor/Src/AutoDocumentation.cpp:654 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:1292 msgctxt "From AutoDocumentation" msgid "Controls when the physics simulation will be run." msgstr "物理演算シミュレーションの実行時の制御。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:44 msgid "Controls whether LOD Cross Fade enabled or disabled." msgstr "LODクロスフェードの有効/無効を制御します。" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:189 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/Inspector/LightingSettingsEditor.cs:194 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。" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:56 msgid "Controls whether gravity affects this articulation body." msgstr "重力がこの連結ボディに影響を与えるかどうかを制御します。" #: Modules/PhysicsEditor/RigidbodyEditor.cs:38 msgid "Controls whether gravity affects this rigid body." msgstr "重力がこのリジッドボディに影響を与えるかどうかを制御します。" #: Modules/PhysicsEditor/RigidbodyEditor.cs:42 msgid "Controls whether physics affects the rigidbody." msgstr "リジッドボディが物理演算の影響を受けるかどうかを制御します。" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:78 msgid "Controls whether the motion is free or limited." msgstr "モーションが自由か制限ありかを制御します。" #: Packages/com.unity.render-pipelines.core/Editor/Deprecated.cs:78 msgid "Controls whether to output shader variant information to a file." msgstr "シェーダーバリアント情報をファイルに出力するかどうかを制御します。" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:71 msgid "" "Controls whether to set the anchor relative to the parent to be the same as " "the anchor relative to this body." msgstr "親を基準にしたアンカーを、このボディを基準にしたアンカーと同じに設定するかどうかを制御します。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:19 msgid "Controls which opaque layers this renderer draws." msgstr "どの不透明なレイヤーをこのレンダラーが描画するかを制御します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:109 msgid "" "Controls which simulation band is used for the caustics evaluation. The " "first (index 0) and second band (index 1) come from the swell simulation and " "the third (index 2) one from the ripples." msgstr "コースティクスの評価に使用するシミュレーション帯域を制御します。 最初の帯域(インデックス0)と 2番目の帯域(インデックス1)は波のシミュレーションから、3番目の帯域(インデックス2)はさざ波からです。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:110 msgid "" "Controls which simulation band is used for the caustics evaluation. The " "first band (index 0) comes from the agitation simulation and the second one " "(index 1) from the ripples." msgstr "コースティクスの評価に使用するシミュレーション帯域を制御します。 最初の帯域(インデックス0)は攪拌のシミュレーションから、2番目の帯域(インデックス1)はさざ波からです。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:20 msgid "Controls which transparent layers this renderer draws." msgstr "どの透明なレイヤーをこのレンダラーが描画するかを制御します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:137 msgid "Controls which version of the effect should be used." msgstr "使用する効果のバージョンを制御します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:38 msgid "Convert All Built-in Materials to HDRP" msgstr "すべてのビルトインマテリアルを HDRP に変換" #: Editor-Missing:Missing detected at runtime. msgid "Convert Case" msgstr "ケースの変換" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineMenuItems.cs:222 msgid "Convert Loaded Mesh Renderers to receive GI from Light Probes" msgstr "ロードしたメッシュレンダラーを変換し、ライトプローブから GI を受信" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/Upgraders/UpgradeStandardShaderMaterials.cs:41 msgid "Convert Scene Terrains to HDRP Terrains" msgstr "シーン Terrain (地形) を HDRP Terrain (地形) に変換" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:39 msgid "Convert Selected Built-in Materials to HDRP" msgstr "選択したビルトインマテリアルを HDRP に変換" #: [MenuItem]Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineMaterialUpgrader.cs:48 msgid "Convert Selected Built-in Materials to URP" msgstr "選択したビルトインマテリアルを URP に変換" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineMenuItems.cs:204 msgid "Convert Selected Mesh Renderers to receive GI from Light Probes" msgstr "選択したメッシュレンダラーを変換し、ライトプローブから GI を受信" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:124 msgid "Convert To Normal Map" msgstr "法線マップに変換" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:114 msgid "Convert Units" msgstr "単位を変換する" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:114 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。" #: Editor/Src/AutoDocumentation.cpp:351 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/Mono/Shaders/MaterialHierarchyPopup.cs:91 msgid "Converting to Material Variant" msgstr "マテリアルバリアントに変換" #: Modules/PhysicsEditor/MeshColliderEditor.cs:17 msgid "Convex" msgstr "凸状にする" #: [MenuItem]Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeMenuItems.cs:38 msgid "Convex Mesh Volume" msgstr "凸状メッシュボリューム" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:255 msgid "Convolution Type" msgstr "コンボリューション型" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:260 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:259 msgid "" "Convolve cubemap for specular reflections with varying smoothness (Glossy " "Reflections)." msgstr "滑らかさ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/Inspector/LightEditor.cs:99 msgid "Cookie" msgstr "クッキー" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:78 msgid "Cookie Atlas Format" msgstr "クッキーのアトラス形式" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:77 msgid "Cookie Atlas Resolution" msgstr "クッキーのアトラス解像度 " #: Packages/com.unity.render-pipelines.core/Editor/Lighting/IESImporterEditor.cs:139 msgid "Cookie Compression Prop" msgstr "クッキー圧縮プロパティ" #: /Editor/Src/LightmappingAnalyticsData.h:249 msgid "Cookie Light Count" msgstr "クッキーライト数" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:192 msgid "Cookie Light Type" msgstr "クッキーライトタイプ" #: Packages/com.unity.render-pipelines.universal/Editor/Lighting/UniversalRenderPipelineLightUI.Skin.cs:65 msgid "Cookie Offset" msgstr "クッキーオフセット" #: Editor/Mono/Inspector/LightEditor.cs:595 msgid "Cookie Size" msgstr "クッキーサイズ" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:31 msgid "Cookie mask currently assigned to the area light." msgstr "現在、エリアライトに割り当てられているクッキーマスク。" #: Editor/Src/AutoDocumentation.cpp:939 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/Mono/Inspector/LightEditor.cs:116 msgid "" "Cookie support for baked lights is not enabled. Please enable it in Project " "Settings > Editor > Enable baked cookies support" msgstr "ベイクしたライトのクッキーが有効になっていません。以下のように移動して有効にしてください。プロジェクト設定>エディター>ベイクしたクッキーのサポートを有効にする" #: Editor/Mono/Inspector/LightEditor.cs:117 msgid "" "Cookie support for mixed lights is not enabled for indirect lighting. You " "can enable it in Project Settings > Editor > Enable baked cookies support" msgstr "混合ライトのクッキーが間接光に対して有効になっていません。以下のように移動して有効にしてください。プロジェクト設定>エディター>ベイクしたクッキーのサポートを有効にする" #: Editor/Mono/Inspector/LightEditor.cs:115 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。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:26 msgid "Cookies" msgstr "クッキー" #: Modules/PhysicsEditor/MeshColliderEditor.cs:18 msgid "Cooking Options" msgstr "クッキングオプション" #: /Editor/Src/UnityConnect/UnityConnectCommon.h:79 msgid "Coppa Lock" msgstr "COPPA ロック" #: Editor/Mono/MaterialProperty.cs:234 msgid "Copy" msgstr "コピー" #: /Editor/Mono/Clipboard/ClipboardContextMenu.cs:696 msgctxt "MenuItem./CONTEXT/Transform/Copy/Position" msgid "Copy" msgstr "コピー" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:255 msgid "Copy All Buffer Properties" msgstr "すべてのバッファプロパティをコピー" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:256 msgid "Copy All Constant Buffer Properties" msgstr "すべての定数バッファプロパティをコピー" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:248 msgid "Copy All Details" msgstr "すべての詳細をコピー" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:252 msgid "Copy All Float Properties" msgstr "すべての Float プロパティをコピー" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:251 msgid "Copy All Integer Properties" msgstr "すべての Int プロパティをコピー" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:249 msgid "Copy All Keyword Properties" msgstr "すべてのキーワードプロパティをコピー" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:254 msgid "Copy All Matrix Properties" msgstr "すべての行列プロパティをコピー" #: Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeProfileUtils.cs:26 msgid "Copy All Settings" msgstr "すべての設定をコピー" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:250 msgid "Copy All Texture Properties" msgstr "すべてのテクスチャプロパティをコピー" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:253 msgid "Copy All Vector Properties" msgstr "すべてのベクトルプロパティをコピー" #: Editor/Mono/Inspector/AnimationClipEditor.cs:140 msgid "Copy Animation Events" msgstr "アニメーションイベントをコピー" #: [MenuItem]Modules/TextCoreTextEngineEditor/Managed/TextCoreContextMenuItems.cs:98 msgid "Copy Atlas" msgstr "アトラスをコピー" #: /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/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:194 msgid "Copy Defines" msgstr "定義をコピー" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:108 msgid "Copy Depth Mode" msgstr "深度モードをコピー " #: Editor/Mono/Clipboard/ClipboardContextMenu.cs:251 msgid "Copy Euler Angles" msgstr "オイラー角をコピー" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:243 msgid "Copy Event Info" msgstr "イベント情報をコピー" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:165 msgid "Copy From Other Mask" msgstr "他のマスクからコピー" #: Editor/Mono/Clipboard/ClipboardContextMenu.cs:254 msgid "Copy GUID" msgstr "GUID をコピー" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasImporterInspector.cs:62 msgid "Copy Master's Settings" msgstr "マスターの設定をコピー" #: [MenuItem]Modules/TextCoreTextEngineEditor/Managed/TextCoreContextMenuItems.cs:151 msgid "Copy Material Properties" msgstr "マテリアルプロパティをコピー" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:593 msgid "Copy Module" msgstr "モジュールをコピー" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:247 msgid "Copy Output" msgstr "出力をコピー" #: PlatformDependent/WinPlayer/Extensions/Managed/WindowsBuildProfileExtension.cs:401 msgid "Copy PDB Files" msgstr "PDB ファイルをコピー" #: PlatformDependent/WinPlayer/Extensions/Managed/WindowsStandaloneBuildWindowExtension.cs:56 msgid "Copy PDB files" msgstr "PDB ファイルをコピー" #: PlatformDependent/WinPlayer/Extensions/Managed/WindowsStandaloneBuildWindowExtension.cs:56 msgid "Copy PDB files containing debugging symbols to the final destination." msgstr "デバッグシンボルを含むPDBファイルを最終的な場所にコピーします" #: Editor/Mono/Clipboard/ClipboardContextMenu.cs:253 msgid "Copy Path" msgstr "パスをコピー" #: /Editor/Src/Commands/AssetsMenu.cpp:1299 msgctxt "MenuItem./Assets/Copy Path" msgid "Copy Path" msgstr "パスをコピー" #: Editor/Mono/Annotation/SceneViewCameraWindow.cs:11 msgid "Copy Placement" msgstr "配置をコピー" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:244 msgid "Copy Property" msgstr "プロパティをコピー" #: Editor/Mono/MaterialProperty.cs:375 msgid "Copy Property Name" msgstr "プロパティ名をコピー" #: /Editor/Mono/Inspector/Core/ScriptAttributeGUI/PropertyHandler.cs:396 msgctxt "MenuItem./Copy Property Path" msgid "Copy Property Path" msgstr "プロパティパスをコピー" #: Editor/Mono/Clipboard/ClipboardContextMenu.cs:252 msgid "Copy Quaternion" msgstr "クォータニオンをコピー" #: PlatformDependent/MetroPlayer/Extensions/Managed/UWPBuildProfileExtension.cs:534 msgid "Copy Refences" msgstr "参照をコピー" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:21 msgid "Copy References" msgstr "参照をコピー" #: Editor/Mono/Annotation/SceneViewCameraWindow.cs:13 msgid "Copy Settings" msgstr "設定をコピー" #: Modules/BuildProfileEditor/Handlers/BuildProfileContextMenu.cs:10 msgid "Copy To New Profile" msgstr "新しいプロファイルにコピー" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorTransitionInspectorBase.cs:50 msgid "Copy Transition Parameters" msgstr "遷移パラメーターをコピー" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:21 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。" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:165 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。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LayerListUIBlock.cs:20 msgid "" "Copy again Material parameters to layer. If UV is disabled, this will not " "copy UV." msgstr "マテリアルパラメーターをレイヤーに再度コピーします。UVが無効になっている場合は、UVをコピーしません。" #: [MenuItem]Editor/Mono/Inspector/AudioMixerGroupEditor.cs:65 msgid "Copy all effect settings to all snapshots" msgstr "すべてのスナップショットのすべてのエフェクト設定をコピー" #: /Editor/Mono/Inspector/AudioMixerGroupEditor.cs:65 msgctxt "MenuItem./CONTEXT/AudioMixerGroupController/Copy all effect settings to all snapshots" msgid "Copy all effect settings to all snapshots" msgstr "すべてのスナップショットのすべてのエフェクト設定をコピー" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasImporterInspector.cs:62 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/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:194 msgid "Copy applied defines" msgstr "適用された定義をコピーします" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/GraphGUI.cs:875 msgid "Copy current StateMachine" msgstr "現在のステートマシンをコピー" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectView.cs:380 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:392 msgid "Copy effect settings to all snapshots, including wet level" msgstr "ウェットレベルを含むエフェクト設定を、すべてのスナップショットにコピー" #: Editor/Mono/Inspector/ShaderInspector.cs:288 msgid "Copy error text" msgstr "エラーテキストをコピー" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameViewBase.cs:36 msgid "Copy to Clipboard" msgstr "クリップボードにコピー" #: /Editor/Src/EditorUserBuildSettings.cpp:1790 msgctxt "Error Message in EditorUserBuildSettings.cpp" msgid "" "CopyToBuildProfile called when build profile scripting is not available." msgstr "ビルドプロファイルスクリプトが使用できない場合にCopyToBuildProfileが呼び出されます。" #: Modules/PackageManagerUI/Editor/Services/Packages/PackageSample.cs:16 msgid "Copying samples files" msgstr "サンプルファイルをコピーしています" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:204 msgid "CoreCLR" msgstr "CoreCLR" #: Editor/Mono/Inspector/LineRendererEditor.cs:23 msgid "Corner Vertices" msgstr "角の頂点" #: /Runtime/Mono/Coroutine.cpp:64 msgctxt "Error Message in Coroutine.cpp" msgid "Coroutine continue failure" msgstr "コルーチンの継続的な失敗" #: Editor/Src/EditorHelper.cpp:365 Editor/Src/Application/Application.cpp:3528 msgid "Correct the file name" msgstr "ファイル名を修正する" #: Editor/Src/AutoDocumentation.cpp:937 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。" #: /Runtime/BaseClasses/EditorExtension.cpp:70 msgid "Corresponding Object From Source" msgstr "ソースからの対応オブジェクト" #: /Runtime/Graphics/Mesh/CompressedMesh.cpp:487 msgctxt "Error Message in CompressedMesh.cpp" msgid "Corrupt compressed mesh" msgstr "破損した圧縮メッシュ" #: Editor/Mono/Inspector/OffMeshLinkInspector.deprecated.cs:24 msgid "Cost Override" msgstr "コストオーバーライド" #: /Editor/Platform/Windows/Windowing/ContainerWindowWin.cpp:1047 msgctxt "Error Message in ContainerWindowWin.cpp" msgid "Could not adjust window rect" msgstr "ウィンドウの矩形を調節できませんでした" #: 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/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:1537 #: Editor/Src/2D/SpriteAtlas/SpriteAtlasImporter.cpp:403 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用に割り当てできませんでした" #: Editor/Mono/Prefabs/PrefabUtility.cs:2838 msgid "Could not apply to {0}" msgstr "{0} に適用できませんでした。" #: Modules/PackageManager/Editor/PackageManagerServer.cpp:95 msgid "" "Could not establish a connection with the Unity Package Manager local server " "process." 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。" #: Editor/Mono/Prefabs/PrefabUtility.bindings.cpp:735 msgid "" "Could not find AssetImporter from instanceID. Are you sure the instanceID is " "for a persistent object?" msgstr "インスタンスIDからアセットインポーターが見つかりませんでした。そのインスタンスIDは永続オブジェクトのものですか?" #: /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/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" #: Modules/PackageManager/Editor/PackageManagerServer.cpp:81 msgid "" "Could not find Unity Package Manager local server application at [{0}]. " "Missing files could be the result of an antivirus action or a corrupt Unity " "installation." msgstr "[{0}]でUnityPackageManagerのローカルサーバーアプリケーションが見つかりませんでした。ファイルの欠落は、アンチウイルス対応、またはUnityインストールの破損に起因する可能性があります。" #: Modules/PackageManager/Editor/PackageManagerDiagnostics.cpp:203 msgid "Could not find a supported terminal to run the diagnostics." msgstr "診断を実行するためのサポートされている端末が見つかりませんでした。" #: /Editor/Src/ComponentUtility.cpp:876 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/Windowing/GUIViewCommon.cpp:600 msgctxt "Error Message in GUIViewCommon.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/Windowing/GUIViewCommon.cpp:592 msgctxt "Error Message in GUIViewCommon.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/Picking/Picking.cpp:80 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/Picking/Picking.cpp:65 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" #: Modules/AssetPipelineEditor/Public/AudioImporter.cpp:1050 msgid "Could not generate asset {0} from {1}.\n" msgstr "アセット {0} から{1} を生成できませんでした。\n" #: /Editor/Src/PackageUtility.cpp:222 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/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/GI/Jobs/WriteLightingDataAssetJob.cpp:536 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/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/GI/Jobs/WriteLightingDataAssetJob.cpp:546 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/AssetPipeline/TextureImporting/ImageConverter.cpp:140 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/Mono/Prefabs/PrefabUtility.cs:2837 msgid "Could not save {0}" msgstr "{0} を保存できませんでした" #: /Editor/Mono/ShaderUtil.bindings.cpp:316 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/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" #: Modules/AssetDatabase/Editor/Public/AssetDatabaseUtility.cpp:132 msgid "" "Couldn't add object to asset file because '{0}' is a Component that belongs " "to the scene object!" msgstr "'{0}' はシーンオブジェクトに属するコンポーネントのため、オブジェクトをアセットファイルに追加することはできませんでした。" #: Modules/AssetDatabase/Editor/Public/AssetDatabaseUtility.cpp:124 msgid "" "Couldn't add object to asset file because '{0}' is a GameObject! Use the " "PrefabUtility class instead." msgstr "'{0}'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ファイル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:116 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:108 msgid "Couldn't add object to asset file because the {0} '{1}' is invalid." msgstr "{0} '{1}' は無効であるため、オブジェクトをアセットファイルに加えることができませんでした。" #: /Editor/Src/PackageUtility.cpp:1239 msgctxt "Error Message in PackageUtility.cpp" msgid "Couldn't copy Package Manager Dependencies file to temporary directory" msgstr "パッケージマネージャーの依存関係ファイルを一時的なディレクトリにコピーできませんでした" #: Modules/AssetDatabase/Editor/V2/AssetOperations/CreateAsset.cpp:126 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" #: Editor/Src/DragAndDropForwarding.cpp:3132 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:1232 msgctxt "Error Message in PackageUtility.cpp" msgid "" "Couldn't create temporary directory in which to update 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を更新する一時的なディレクトリを作成できませんでした" #: /Editor/Src/SceneView/EditorCameraDrawing.cpp:236 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" #: Modules/ShortcutManagerEditor/ShortcutManagerWindowViewController.cs:19 msgid "Couldn't find active profile" msgstr "アクティブなプロファイルが見つかりませんでした" #: /Editor/Src/Prefabs/PrefabInstanceMerging.cpp:1423 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/PackageUtility.cpp:1165 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/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のイベントを受け取れませんでした" #: /Editor/Src/PackageUtility.cpp:1172 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/VersionControl/SemanticMerge.cpp:184 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" #: /Runtime/Input/RationalTime.cpp:218 #: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:27 msgid "Count" msgstr "数" #: Modules/ProfilerEditor/ProfilerWindow/ModuleEditor/ModuleDetailsViewController.cs:73 msgid "Counters" msgstr "カウンター" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:67 msgid "Crash Reporting" msgstr "クラッシュレポート" #: Editor/Src/DragAndDropForwarding.cpp:2056 #: [MenuItem]Editor/Mono/ProjectBrowser/ProjectWindowUtil.cs:240 msgid "Create" msgstr "作成" #: /Editor/Mono/ProjectBrowser/ProjectWindowUtil.cs:240 msgctxt "MenuItem./Assets/Create/GUI Skin" msgid "Create" msgstr "作成" #: Editor/Src/ObjectFactory.cpp:191 #, c-format msgid "Create %s" msgstr "作成 %s" #: /Editor/Src/Commands/AssetsMenu.cpp:1360 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/DragAndDropForwarding.cpp:1956 msgid "Create Base" msgstr "基本を作成する" #: Modules/ShortcutManager/ShortcutManagerWindowView.cs:86 msgid "Create Conflict" msgstr "競合キーを作成" #: Editor-Missing:Missing detected at runtime. msgid "Create Dropdown" msgstr "ドロップダウンを作成" #: [MenuItem]Modules/TextRenderingEditor/TrueTypeFontImporterInspector.cs:134 msgid "Create Editable Copy" msgstr "編集可能なコピーを作成" #: /Editor/Mono/SceneHierarchy.cs:877 msgctxt "MenuItem in SceneHierarchy.cs" msgid "Create Empty" msgstr "空のオブジェクトを作成" #: [MenuItem]Editor/Mono/Commands/GOCreationCommands.cs:79 msgid "Create Empty %" msgstr "空のオブジェクトを作成 %" #: /Editor/Mono/Commands/GOCreationCommands.cs:79 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/SceneHierarchy.cs:878 msgctxt "MenuItem in SceneHierarchy.cs" msgid "Create Empty Child" msgstr "空の子オブジェクトを作成" #: [MenuItem]Editor/Mono/Commands/GOCreationCommands.cs:86 msgid "Create Empty Child &" msgstr "空の子オブジェクトを作成 &" #: /Editor/Mono/Commands/GOCreationCommands.cs:86 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-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" #: [MenuItem]Editor/Mono/Commands/GOCreationCommands.cs:108 msgid "Create Empty Parent %" msgstr "空の親を作成 %" #: /Editor/Mono/Commands/GOCreationCommands.cs:108 msgctxt "MenuItem./GameObject/Create Empty Parent %#g" msgid "Create Empty Parent %#g" msgstr "空の親オブジェクトを作成 %#g" #: [MenuItem]Modules/TextCoreTextEngineEditor/Managed/TextCoreContextMenuItems.cs:445 msgid "Create Font Asset..." msgstr "フォントアセットを作成..." #: Editor/Mono/Inspector/AvatarMaskInspector.cs:164 msgid "Create From This Model" msgstr "このモデルから作成" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:60 msgid "Create Game View On Play" msgstr "再生時にゲームビューを作成" #: Editor/Src/DragAndDropForwarding.cpp:1637 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-Missing:Missing detected at runtime. msgid "Create Image" msgstr "画像の作成" #: Editor-Missing:Missing detected at runtime. msgid "Create InputField" msgstr "入力フィールドの作成" #: [MenuItem]Modules/TerrainEditor/Utilities/TerrainLayerUtility.cs:252 msgid "Create Layer..." msgstr "レイヤーを作成..." #: Editor/Mono/SettingsWindow/LightingEditor.cs:35 msgid "Create Light" msgstr "ライトを作成" #: Editor/Mono/Inspector/LineRendererEditor.cs:184 msgid "Create LineRenderer Points in the Scene View." msgstr "シーン ビューでラインレンダラーの点を作成します。" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:169 msgid "Create Mask" msgstr "マスクを作成" #: [MenuItem]Packages/com.unity.ugui/Editor/TMP/TMPro_ContextMenus.cs:42 msgid "Create Material Preset" msgstr "マテリアルプリセットを作成" #: Modules/TerrainEditor/TerrainInspector.cs:141 msgid "Create Neighbor Terrains" msgstr "隣接する Terrain (地形) を作成" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowUtility.cs:1051 msgid "Create New Animation" msgstr "新しいアニメーションの作成" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:31 msgid "Create New Clip..." msgstr "新しいクリップを作成…" #: Editor/Graphs/UnityEditor.Graphs/Animation/AnimatorControllerTool.cs:1251 msgid "Create New Layer" msgstr "新しいレイヤーの作成" #: Editor/Mono/PresetLibraries/PopupWindowContentForNewLibrary.cs:18 msgid "Create New Library" msgstr "新しいライブラリを作成" #: Editor/Mono/PresetLibraries/PresetLibraryEditorMenu.cs:78 msgid "Create New Library..." msgstr "新しいライブラリを作成..." #: Packages/com.unity.2d.tilemap/Editor/GridPaletteAddWhiteboxPopup.cs:14 msgid "Create New Palette" msgstr "新しいパレットを作成" #: Modules/SceneTemplateEditor/SceneTemplateAssetInspectorWindow.cs:35 msgid "Create New Scene Template Pipeline" msgstr "新しいシーンのテンプレートパイプラインを作成" #: Packages/com.unity.2d.tilemap/Editor/UI/TilePaletteActivePalettePopup.cs:18 msgid "Create New Tile Palette" msgstr "新しいタイルパレットを作成" #: Packages/com.unity.2d.tilemap/Editor/GridPaintTargetsDropdown.cs:65 msgid "Create New Tilemap" msgstr "新しいタイルマップを作成" #: Modules/TreeEditor/TreeEditor.cs:49 msgid "Create New Tree" msgstr "新しい樹木を作成" #: Editor/Mono/GUI/AssetPopupBackend.cs:127 msgid "Create New..." msgstr "新規作成..." #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:30 msgid "Create New/Anywhere..." msgstr "新規作成/任意の場所..." #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:31 msgid "Create New/In Dedicated Location..." msgstr "新規作成/特定の場所..." #: Editor-Missing:Missing detected at runtime. msgid "Create Object" msgstr "オブジェクトを生成" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:131 msgid "Create Objects at Origin" msgstr "原点でオブジェクトを作成" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:132 msgid "Create Objects with Constrained Proportions scale on" msgstr "制約した比率でオブジェクトを作成するスケール" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:206 msgid "Create One" msgstr "作成する" #: Editor-Missing:Missing detected at runtime. msgid "Create Panel" msgstr "パネルを作成" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:650 msgid "Create Particle System" msgstr "パーティクルシステムを作成" #: Editor/Src/DragAndDropForwarding.cpp:2015 msgid "Create Prefab or Variant?" msgstr "プレハブかバリアントを作成しますか?" #: Editor/Src/DragAndDropForwarding.cpp:2046 msgid "Create Prefabs and Variants?" msgstr "プレハブとバリアントを作成しますか?" #: Editor/Src/DragAndDropForwarding.cpp:2040 msgid "Create Prefabs or Variants?" msgstr "プレハブかバリアントを作成しますか?" #: Editor-Missing:Missing detected at runtime. msgid "Create RawImage" msgstr "RAW 画像を作成" #: 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 "Create Slider" msgstr "スライダーを作成" #: PlatformDependent/WinPlayer/Extensions/Managed/WindowsBuildProfileExtension.cs:406 msgid "Create Solution" msgstr "ソリューションの作成" #: Modules/SpriteMaskEditor/Editor/Managed/SpriteMaskEditor.cs:26 msgid "Create Sprite Mask" msgstr "スプライトマスクを作成" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/GraphGUI.cs:861 msgid "Create State/Empty" msgstr "ステートを作成/空" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/GraphGUI.cs:866 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:863 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:867 msgid "Create Sub-State Machine" msgstr "サブステートマシンを作成" #: [MenuItem]Packages/com.unity.ugui/Editor/TMP/TMPro_ContextMenus.cs:455 msgid "Create TMP Font Asset..." msgstr "TMP フォントアセットを作成..." #: Editor/Mono/Utils/MetroCreateTestCertificateWindow.cs:88 msgid "Create Test Certificate for Windows Store" msgstr "Windows ストア用のテスト証明証を作成" #: Editor-Missing:Missing detected at runtime. msgid "Create Text" msgstr "テキストを作成" #: Packages/com.unity.2d.tilemap/Editor/ObjectCreationMenu/GameObjectCreation.cs:10 msgid "Create Tilemap" msgstr "タイルマップを作成" #: /Editor/Mono/Inspector/MaterialEditor.cs:3145 msgctxt "MenuItem./Create Variant for Renderer" msgid "Create Variant for Renderer" msgstr "レンダラーのバリアントを作成" #: Editor/Src/DragAndDropForwarding.cpp:2051 msgid "Create Variants?" msgstr "バリアントを作成しますか?" #: PlatformDependent/WinPlayer/Extensions/Managed/WindowsStandaloneBuildWindowExtension.cs:57 msgid "Create Visual Studio Solution" msgstr "Visual Studio ソリューションを作成" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3676 msgid "Create Wallpaper" msgstr "壁紙を作成" #: Modules/TreeEditor/TreeEditor.cs:51 msgid "Create Wind Zone" msgstr "ウインドゾーンを作成" #: PlatformDependent/OSXPlayer/Extensions/Managed/OSXStandaloneBuildWindowExtension.cs:25 msgid "Create Xcode Project" msgstr "Xcode プロジェクトを作成" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:249 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。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ExternalForcesModuleUI.cs:21 msgid "" "Create a GameObject containing a Particle System Force Field and assign it " "to the list." msgstr "パーティクルシステム力場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:24 msgid "" "Create a GameObject containing a sphere collider and assign 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" #: Packages/com.unity.render-pipelines.core/Editor/Settings/RenderPipelineGlobalSettingsProvider.deprecated.cs:26 msgid "Create a Global Settings asset in the Assets folder." msgstr "Assetsフォルダーのグローバル設定アセットを作成します。" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:164 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/SceneModeWindows/LightingWindowLightingTab.cs:20 msgid "Create a new Lighting Settings Asset based on the current settings." msgstr "現在の設定に基づいて新しいライティング設定アセットを作成します。" #: Editor/Mono/SceneModeWindows/LightingWindowLightingTab.cs:19 msgid "Create a new Lighting Settings Asset with default settings." msgstr "デフォルト設定によって新しいライティング設定アセットを作成します。" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:197 msgid "Create a new Lightmap Parameters Asset based on the current settings." msgstr "現在の設定に基づいて新しいライトマップパラメーターアセットを作成します。" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:196 msgid "Create a new Lightmap Parameters Asset with default settings." msgstr "デフォルト設定によって新しいライトマップパラメーターアセットを作成します。" #: Modules/TerrainEditor/TerrainInspector.cs:193 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。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:192 msgid "" "Create a new SRP Lens Flare Data asset and copy the content of the currently " "assigned data." msgstr "新しいSRPレンズフレアデータアセットを作成し、現在割り当てられているデータのコンテンツをコピーします。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:191 msgid "Create a new SRP Lens Flare Data asset." msgstr "新しいSRPレンズフレアデータアセットを作成します。" #: Modules/SceneTemplateEditor/SceneTemplateAssetInspectorWindow.cs:34 msgid "Create a new Scene Template Pipeline." msgstr "新しいシーンのテンプレートパイプラインを作成します。" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteClipboard.cs:19 msgid "Create a new Whitebox Tile Palette" msgstr "新しいホワイトボックスタイルパレットを作成" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowUtility.cs:1041 msgid "Create a new animation for the game object '{0}':" msgstr "ゲームオブジェクト'{0}'用の新しいアニメーションを生成します。" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:15 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" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:169 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/QualitySettingsEditor.cs:43 msgid "" "Create a new mipmap limit group. Note that this adds a group to all quality " "levels, not only the active one!" msgstr "新しいミップマップ制限グループを作成します。これにより、アクティブな品質レベルだけでなく、すべての品質レベルにグループが追加されます。" #: Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeEditor.cs:30 msgid "" "Create a new profile and copy the content of the currently assigned profile." msgstr "新しいプロファイルを作成し、現在割り当てられているプロファイルのコンテンツをコピーします。" #: Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeEditor.cs:28 msgid "Create a new profile." msgstr "新しいプロファイルを作成します。" #: Modules/ShortcutManager/ShortcutManagerWindowView.cs:391 msgid "Create a shortcut profile" msgstr "ショートカットプロファイルを作成" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:47 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" #: Editor/Mono/Inspector/Core/AddComponent/AddComponentGUI.cs:112 msgid "Create and Add" msgstr "作成して追加" #: Modules/ParticleSystemEditor/ParticleSystemModules/SubModuleUI.cs:29 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" #: Editor/Src/HubClient/HubClient.cpp:280 msgid "Create empty project" msgstr "空のプロジェクトを作成" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:225 msgid "Create from Grayscale" msgstr "グレースケールから作成" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateNode.cs:67 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" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:652 msgid "Create new Particle System" msgstr "新しいパーティクルシステムの作成" #: Modules/SceneTemplateEditor/SceneTemplateService.cs:264 msgid "Create new Scene Template Pipeline" msgstr "新しいシーンのテンプレートパイプラインを作成" #: Modules/ShortcutManager/ShortcutManagerWindowView.cs:440 msgid "Create new profile..." msgstr "新しいプロファイルを作成..." #: Packages/com.unity.visualeffectgraph/Editor/Utilities/SDF/BakeTool/SDFBakeTool.cs:393 msgid "Create new session" msgstr "新しいセッションを作成" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:204 msgid "Create or Load HDRenderPipelineAsset" msgstr "HDRenderPipelineAsset を作成/ロード" #: Modules/ShortcutManager/ShortcutManagerWindowView.cs:390 msgid "Create profile" msgstr "プロファイル作成" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:314 msgid "" "Create progressively smaller versions of the texture, for reduced texture " "shimmering and better GPU performance when the texture is viewed at a " "distance." msgstr "徐々に小さいバージョンのテクスチャを作成し、遠くから見たときにテクスチャのちらつきを減らし、GPUパフォーマンスを向上させます。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:191 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/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:342 msgid "Create test certificate." msgstr "テスト証明証を作成します" #: Modules/UnityConnectEditor/Services/CollabService.cs:58 msgid "Create together seamlessly" msgstr "メンバー間のスムーズな開発を支援します" #: /Editor/Src/Prefabs/PrefabCreation.cpp:2091 msgctxt "Error Message in PrefabCreation.cpp" msgid "Create variant failed. Input GameObject is not valid" msgstr "バリアントの作成に失敗しました。 入力したゲームオブジェクトは有効ではありません。" #: Modules/TerrainEditor/TerrainInspector.cs:193 msgid "Create..." msgstr "作成..." #: Editor/Src/DragAndDropForwarding.cpp:2420 msgid "Create/Replace Prefab" msgstr "プレハブの作成/置き換え" #: Editor/Src/DragAndDropForwarding.cpp:2453 msgid "Create/Replace prefab" msgstr "プレハブの作成/置き換え" #: Modules/AssetDatabase/Editor/V2/AssetDatabaseInternal.cpp:3031 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/AssetOperations/CreateAsset.cpp:54 msgid "CreateSerializedAsset is not supported while importing in a slave" msgstr "スレーブへのインポート中は、CreateSerializedAssetはサポートされません" #: Modules/AssetDatabase/Editor/Public/AssetDatabaseUtility.cpp:165 #: Modules/AssetDatabase/Editor/V2/AssetOperations/CreateAsset.cpp:60 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" #: Packages/com.unity.2d.tilemap/Editor/GridBrushPickStoreSettings.cs:27 msgid "" "Creates a new Brush Picks Asset in the Project from the current Brush Picks " "Asset (From default if there is none set)." msgstr "現在のブラシ選択アセット(なにも設定されていない場合は、デフォルト)からプロジェクトの新しいブラシ選択アセットを作成します。" #: Packages/com.unity.2d.tilemap/Editor/GridBrushPickStoreSettings.cs:26 msgid "Creates a new Brush Picks Asset in the Project." msgstr "プロジェクトに新しいブラシ選択アセットを作成します。" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VisualEffectEditor.cs:1413 msgid "" "Creates a new Visual Effect Graph and opens it for editing within the Visual " "Effect Graph window." msgstr "Visual Effect Graphウィンドウ内で編集するには、現在割り当てられているテンプレートを開きます。" #: Editor/Src/Application/Application.cpp:485 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/DragAndDropForwarding.cpp:1972 msgid "" "Creating a new Prefab as the root of the currently open Prefab Variant.\n" "\n" "The new Variant parent can either be inserted into the inheritance chain " "between the open Prefab Variant and the original Variant parent or replace " "the existing Variant parent." msgstr "現在開いているプレハブバリアントのルートとして新しいプレハブを作成します。\n\nバリアントの新しい親は、開いているプレハブバリアントとバリアントの元の親の間の継承チェーンに挿入するか、または、元のバリアントの親を置き換えることができます。" #: Editor/Src/Application/Application.cpp:485 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" #: Packages/com.unity.2d.tilemap/Editor/ObjectCreationMenu/GameObjectCreation.cs:18 msgid "Creating the Tilemap will modify the existing selected Grid. Continue?" msgstr "タイルマップを作成すると、選択された既存のグリッドが変更されます。 続けてもよろしいですか?" #: Modules/TreeEditor/TreeEditor.cs:144 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" #: Packages/com.unity.render-pipelines.universal/Editor/2D/PixelPerfectCameraEditor.cs:180 msgid "Crop Frame" msgstr "クロップフレーム" #: Editor/Mono/GUI/PackageExport.cs:193 msgid "Cross platform incompatibility" msgstr "クロスプラットフォームの非互換性" #: Editor/Src/SceneManager/EditorSceneUtilities.cpp:326 #, c-format 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) 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/BuildPipeline/BuildSerialization.cpp:225 #, c-format 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/Mono/Inspector/LODGroupGUI.cs:73 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/AssetPipeline/SpeedTree/SpeedTreeImporterCommon.cs:199 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化されます" #: Editor/Mono/AssetPipeline/SpeedTree/SpeedTreeImporterCommon.cs:200 msgid "Crossfade Width" msgstr "クロスフェード幅" #: Modules/TreeEditor/TreeEditor.cs:43 msgid "Cross|" msgstr "交差|" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:54 msgid "Crunched Compression" msgstr "クランチ圧縮" #: Editor/Mono/Inspector/RenderTextureEditor.cs:38 msgid "Cube" msgstr "キューブ" #: /Editor/Mono/Commands/GOCreationCommands.cs:288 msgctxt "MenuItem./GameObject/3D Object/Cube" msgid "Cube" msgstr "キューブ" #: 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/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:97 msgid "Cube Intermediate Size" msgstr "キューブ中間サイズ" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:99 msgid "Cube Layout" msgstr "キューブレイアウト" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:98 msgid "Cube Mode" msgstr "キューブモード" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:151 msgid "Cube Reflection Resolution Tiers" msgstr "キューブリフレクション解像度階層" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:101 msgid "Cubemap" msgstr "キューブマップ" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:215 msgid "Cubemap Array Size" msgstr "キューブマップ配列サイズ" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:96 msgid "Cubemap Capture Settings" msgstr "キューブマップキャプチャ設定" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:144 msgid "Cubemap Convolution" msgstr "キューブマップコンボリューション" #: /Runtime/Graphics/CubemapArrayTexture.cpp:646 msgid "Cubemap Count" msgstr "キューブマップ数" #: /Runtime/Graphics/CustomRenderTexture.cpp:724 msgid "Cubemap Face Mask" msgstr "キューブマップ面のマスク" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:28 msgid "Cubemap Faces" msgstr "キューブマップ面" #: /Runtime/Camera/Camera.cpp:5389 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" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterDeformer/WaterDeformerEditor.cs:124 msgid "Cubic Blend" msgstr "立方体ブレンド" #: Editor-Missing:Missing detected at runtime. msgid "Cull Completely" msgstr "完全に除外" #: /Runtime/Input/TimeManager.cpp:646 msgid "Cull Frame Count" msgstr "フレーム数をカリング" #: Editor/Mono/Inspector/CanvasRendererEditor.cs:11 msgid "Cull Transparent Mesh" msgstr "透明メッシュを除外" #: Editor/Mono/Inspector/CanvasRendererEditor.cs:25 msgid "Cull Transparent Mesh Property" msgstr "透明メッシュプロパティを除外" #: 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/Mono/Inspector/CanvasRendererEditor.cs:11 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除外します。" #: /Runtime/Shaders/SerializedShaderData.h:1108 msgid "Culling" msgstr "カリング" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs:751 msgid "Culling Flags" msgstr "カリングフラグ" #: /Runtime/Camera/ReflectionProbes.cpp:66 #: Editor/Mono/Inspector/LightEditor.cs:106 msgid "Culling Mask" msgstr "カリングマスク" #: /Runtime/Camera/ShadowSettings.h:42 msgid "Culling Matrix Override" msgstr "カリング行列のオーバーライド" #: Editor/Mono/Inspector/AnimatorInspector.cs:33 msgid "Culling Mode" msgstr "カリングモード" #: /Runtime/Export/Camera/CullingGroup.bindings.cpp:62 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/Graphics/ScriptableRenderLoop/ScriptableCulling.cpp:309 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" #: Editor/Src/AutoDocumentation.cpp:3319 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" #: /Runtime/Camera/Culling/CullingGroup.cpp:206 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/Culling/CullingGroup.cpp:84 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" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UISystemProfiler.cs:267 msgid "Cumulative Batch Count" msgstr "累積バッチ数" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UISystemProfiler.cs:269 msgid "Cumulative Vertex Count" msgstr "頂点数" #: Editor/Mono/Prefabs/PrefabFamilyPopup.cs:84 msgid "Current" msgstr "現在" #: /Runtime/Graphics/Mesh/VertexData.cpp:325 msgid "Current Channels" msgstr "現在のチャンネル" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:42 msgid "Current HDRP version: " msgstr "現在の HDRP バージョン: " #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:116 msgid "Current Influence" msgstr "現在の影響" #: /Runtime/Input/InputManager.cpp:280 msgid "Current Key State" msgstr "現在のキーステート" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:36 msgid "Current Map" msgstr "潮流マップ" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:53 msgid "Current Packing Hash" msgstr "現在のパッキングハッシュ" #: /Runtime/Graphics/QualitySettings.cpp:678 #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:49 msgid "Current Quality" msgstr "現在の品質" #: /Runtime/Camera/GraphicsSettings.cpp:629 msgid "Current Render Pipeline Global Settings" msgstr "現レンダーパイプラインのグローバル設定" #: /Editor/Src/Collab/Requests/RevisionRequests.h:70 msgid "Current RevisionID" msgstr "現在のリビジョン ID" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:35 msgid "Current Speed" msgstr "潮流速度" #: Editor/Mono/Inspector/DirectorEditor.cs:19 msgid "Current Time" msgstr "現在の時間" #: /Editor/Src/Undo/UndoManager.cpp:2230 msgid "Current Undo Index" msgstr "現在の Undo インデックス" #: /Runtime/Graphics/CustomRenderTexture.cpp:719 msgid "Current Update Zone Space" msgstr "現在の更新ゾーン空間" #: /Editor/Src/Undo/UndoPropertyModification.h:36 msgid "Current Value" msgstr "現在の値" #: Editor/Mono/Utils/MetroCreateTestCertificateWindow.cs:75 msgid "Current file will be overwritten." msgstr "現在のファイルが上書きされます" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:67 msgid "Current frame" msgstr "現在のフレーム" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:104 msgid "Current scaling" msgstr "現在のスケーリング" #: Editor/Src/AutoDocumentation.cpp:3179 msgctxt "From AutoDocumentation" msgid "" "Currently selected shared texture layout flag, could be one of the " "#UnityXRTextureLayoutFlags." msgstr "現在選択されている共有テクスチャレイアウトフラグ。#UnityXRTextureLayoutFlagsのうちの1つになります。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:179 msgid "Cursor" msgstr "カーソル" #: /Runtime/Misc/PlayerSettings.cpp:700 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:54 msgid "Cursor Hotspot" msgstr "カーソルのホットスポット" #: Editor/Mono/Inspector/CameraEditor.cs:40 msgid "Curvature" msgstr "曲率" #: /Runtime/Math/AnimationCurve.h:328 #: Editor/Mono/Inspector/MinMaxCurvePropertyDrawer.cs:40 msgid "Curve" msgstr "カーブ" #: Editor/Mono/Animation/AnimationWindow/MinMaxCurveEditorWindow.cs:264 msgid "Curve Editor" msgstr "カーブエディター" #: Editor/Mono/Inspector/AnimationClipEditor.cs:117 msgid "Curves" msgstr "カーブ" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:112 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 "Custom" msgstr "カスタム" #: Editor-Missing:Missing detected at runtime. msgid "Custom Axis" msgstr "カスタム軸" #: /Runtime/Camera/ReflectionProbes.cpp:77 msgid "Custom Baked Texture" msgstr "カスタムベイクテクスチャ" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:237 msgid "Custom Base Gradle Template" msgstr "カスタム Gradle 基本テンプレート" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:166 msgid "Custom Buffer Format" msgstr "カスタムバッファ形式" #: Packages/com.unity.ugui/Editor/UGUI/UI/InputFieldEditor.cs:126 msgid "Custom Caret Color" msgstr "カスタムキャレット色" #: Modules/TextRenderingEditor/TrueTypeFontImporterInspector.cs:19 msgid "Custom Chars" msgstr "カスタム文字" #: /Runtime/Misc/ComponentRequirement.cpp:517 msgctxt "MenuItem./Custom Collider 2D" msgid "Custom Collider 2D" msgstr "2D カスタムコライダー" #: /Editor/Src/AssetPipeline/TextureImporting/SpriteFrameMetaData.h:169 #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:720 msgid "Custom Data" msgstr "カスタムデータ" #: /Runtime/Shaders/SerializedShaderData.h:1847 msgid "Custom Editor For Render Pipelines" msgstr "レンダリングパイプラインのカスタムエディター" #: /Runtime/Shaders/SerializedShaderData.h:1844 msgid "Custom Editor Name" msgstr "カスタム エディター名" #: /Editor/Src/Commands/AssetsMenu.cpp:1291 msgctxt "MenuItem./Assets/Create/Custom Font" msgid "Custom Font" msgstr "カスタムフォント" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:29 msgid "Custom Frame Settings" msgstr "カスタムフレーム設定" #: Editor-Missing:Missing detected at runtime. msgid "Custom Framerate" msgstr "カスタムフレームレート" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:238 msgid "Custom Gradle Properties Template" msgstr "カスタム Gradle プロパティテンプレート" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:239 msgid "Custom Gradle Settings Template" msgstr "カスタム Gradle 設定テンプレート" #: [MenuItem]Packages/com.unity.shadergraph/Editor/Drawing/Colors/ShaderGraphHeatmapValues.cs:65 msgid "Custom Heatmap Values" msgstr "カスタムヒートマップ値" #: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:409 msgid "Custom Height Property" msgstr "カスタム高さプロパティ" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:176 msgid "Custom Keystore" msgstr "カスタムキーストア" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:236 msgid "Custom Launcher Gradle Template" msgstr "カスタム Gradle ランチャーテンプレート" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:234 msgid "Custom Launcher Manifest" msgstr "カスタムランチャーマニフェスト" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:71 msgid "Custom Layer" msgstr "カスタムレイヤー" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:235 msgid "Custom Main Gradle Template" msgstr "カスタム Gradle メインテンプレート" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:233 msgid "Custom Main Manifest" msgstr "カスタムメインマニフェスト" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:84 msgid "Custom Material" msgstr "カスタムマテリアル" #: /Editor/Src/Commands/AssetsMenu.cpp:1309 msgctxt "MenuItem./Assets/Import Package/Custom Package..." msgid "Custom Package..." msgstr "カスタムパッケージ..." #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineMenuItems.cs:476 msgid "Custom Pass" msgstr "カスタムパス" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorMenu.cs:103 msgid "Custom Pivot" msgstr "カスタムピボット" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:240 msgid "Custom Proguard File" msgstr "カスタムプロガードファイル" #: Editor-Missing:Missing detected at runtime. msgid "Custom Provided" msgstr "カスタム" #: Editor-Missing:Missing detected at runtime. msgid "Custom Provided Input" msgstr "カスタム入力" #: Modules/SpriteMaskEditor/Editor/Managed/SpriteMaskEditor.cs:25 msgid "Custom Range" msgstr "カスタム範囲" #: /Runtime/Camera/RenderSettings.cpp:561 #: Editor/Mono/SettingsWindow/LightingEditor.cs:217 msgid "Custom Reflection" msgstr "カスタムリフレクション" #: /Runtime/Camera/GraphicsSettings.cpp:556 msgid "Custom Render Pipeline" msgstr "カスタムレンダーパイプライン" #: /Runtime/Shaders/Material.cpp:304 msgid "Custom Render Queue" msgstr "カスタムレンダーキュー" #: [MenuItem]Packages/com.unity.shadergraph/Editor/Generation/Targets/CustomRenderTexture/CreateCustomRenderTextureShaderGraph.cs:9 msgid "Custom Render Texture" msgstr "カスタムレンダーテクスチャ" #: /Editor/Src/Commands/AssetsMenu.cpp:1241 msgctxt "MenuItem./Assets/Create/Rendering/Custom Render Texture" msgid "Custom Render Texture" msgstr "カスタムレンダーテクスチャ" #: /Runtime/Camera/ShadowSettings.h:37 msgid "Custom Resolution" msgstr "カスタム解像度" #: Editor-Missing:Missing detected at runtime. msgid "Custom Rolloff" msgstr "カスタムロールオフ" #: Packages/com.unity.render-pipelines.universal/Editor/Lighting/UniversalRenderPipelineLightUI.Skin.cs:61 msgid "Custom Shadow Layers" msgstr "カスタムシャドウレイヤー" #: Editor/Src/AutoDocumentation.cpp:2962 msgctxt "From AutoDocumentation" msgid "Custom Shadow resolution." msgstr "カスタムの影の解像度" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:64 msgid "Custom Simulation Space" msgstr "カスタムシミュレーション空間 " #: /Runtime/Camera/Skybox.cpp:356 msgid "Custom Skybox" msgstr "カスタムスカイボックス" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:116 msgid "Custom Spot Angle" msgstr "カスタムスポット角度" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:242 msgid "Custom Storyboard" msgstr "カスタムストーリーボード" #: Editor-Missing:Missing detected at runtime. msgid "Custom Tool" msgstr "カスタムツール" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:149 msgid "Custom Trail Vertex Streams" msgstr "カスタムトレイル頂点ストリーム" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:15 msgid "Custom Universal Renderer for Universal RP." msgstr "ユニバーサルレンダーパイプライン用のカスタムユニバーサルレンダラー。" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:69 msgid "Custom Velocity" msgstr "カスタム速度" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:148 msgid "Custom Vertex Streams" msgstr "カスタム頂点ストリーム" #: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:406 msgid "Custom Width Property" msgstr "カスタム幅プロパティ" #: /Editor/Src/GI/BakePipeline/BakePipelineRuntimeManager.cpp:65 msgctxt "Error Message in BakePipelineRuntimeManager.cpp" msgid "" "Custom bake will not generate any rays. Please make sure the .w component " "has a non-negative pushoff value." msgstr "カスタムベイクではレイは生成されません。 .wコンポーネントに負ではないプッシュオフ値があることを確認してください。" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:116 msgid "Custom cache location" msgstr "カスタムキャッシュの場所" #: Editor/Src/AutoDocumentation.cpp:938 msgctxt "From AutoDocumentation" msgid "Custom cookie (optional)" msgstr "カスタムクッキー (任意)" #: Editor-Missing:Missing detected at runtime. msgid "Custom framerate value used for new Timeline Assets." msgstr "新しいタイムラインアセットに使用されるカスタムのフレームレート値。" #: Editor/Src/AutoDocumentation.cpp:1708 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-Missing:Missing detected at runtime. msgid "Custom shader" msgstr "カスタムシェーダー" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:241 msgid "Custom value" msgstr "カスタム値" #: [MenuItem]Editor/Mono/Inspector/CustomRenderTextureEditor.cs:420 msgid "CustomRenderTexture" msgstr "カスタムレンダーテクスチャ" #: /Editor/Mono/Inspector/CustomRenderTextureEditor.cs:420 msgctxt "MenuItem./CONTEXT/CustomRenderTexture/Export" msgid "CustomRenderTexture" msgstr "カスタムレンダーテクスチャ" #: Editor/Mono/AssetPipeline/SpeedTree/SpeedTreeImporterCommon.cs:203 msgid "" "Customizing LOD options may help with tuning the GPU performance but will " "likely negatively impact the instanced draw batching, i.e. CPU performance.\n" "Please use the per-LOD customizations with careful memory and performance " "profiling for both CPU and GPU and remember that these options are a trade-" "off rather than a free win." msgstr "LODオプションをカスタマイズすると、GPUパフォーマンスの調節に役立つ場合がありますが、インスタンス化された描画のバッチ処理、つまりCPUパフォーマンスに悪影響を与える可能性があります。\nLODごとのカスタマイズは良いことだけでなく、妥協策であるため、それらのオプションはCPUとGPUの両方のメモリとパフォーマンスのプロファイリングに注意して使用してください。 " #: Editor/Mono/EditorGUI.cs:726 msgid "Cut" msgstr "切り取り" #: /Editor/Src/Commands/EditMenu.cpp:74 msgctxt "MenuItem./Edit/Cut" msgid "Cut" msgstr "切り取り" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:44 msgid "Cutoff" msgstr "カットオフ" #: Editor/Mono/Inspector/AudioHighPassFilterInspector.cs:15 msgid "Cutoff Frequency" msgstr "カットオフ周波数" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:60 msgid "Cutoff Radius" msgstr "カットオフ半径" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:59 msgid "Cutoff Speed" msgstr "カットオフ速度" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:48 msgid "" "Cutoff the IES Light in percent, of the base angle of the Spot Light's cone." msgstr "スポットライトの円錐の頂点角のIESライトをパーセントで制御します。" #: Editor-Missing:Missing detected at runtime. msgid "Cutout" msgstr "切り抜き" #: /Editor/Src/Animation/BlendTree.h:36 #: Editor/Mono/Inspector/AnimationClipEditor.cs:55 msgid "Cycle Offset" msgstr "サイクルオフセット" #: /Editor/Src/Animation/StateMachine.cpp:364 msgid "Cycle Offset Parameter" msgstr "サイクルオフセット パラメーター" #: /Editor/Src/Animation/StateMachine.cpp:337 msgid "Cycle Offset Parameter Active" msgstr "サイクルオフセットパラメーター有効" #: Editor/Mono/Inspector/AnimationClipEditor.cs:901 msgid "Cycle Offset Property" msgstr "サイクルオフセットプロパティ" #: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:28 msgid "Cycles" msgstr "サイクル" #: Editor/Src/Prefabs/PrefabUtility.cpp:1106 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/Mono/Inspector/ParticleSystemForceFieldInspector.cs:90 msgid "Cylinder" msgstr "シリンダー" #: /Editor/Mono/Commands/GOCreationCommands.cs:306 msgctxt "MenuItem./GameObject/3D Object/Cylinder" msgid "Cylinder" msgstr "シリンダー" #: 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)" #: Modules/PackageManagerUI/Editor/UI/PackageTagLabel/PackageDynamicTagLabel.cs:44 msgid "D" msgstr "D" #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/DecalRendererFeatureEditor.cs:55 msgid "D Buffer Surface Data" msgstr "D バッファサーフェスデータ" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:52 msgid "D3D Project" msgstr "D3D プロジェクト" #: /Runtime/Misc/PlayerSettings.cpp:857 msgid "D3d11Fullscreen Mode" msgstr "D3D11全画面モード" #: /Runtime/Misc/PlayerSettings.cpp:856 msgid "D3d9Fullscreen Mode" msgstr "D3d9全画面モード" #: /Editor/Mono/SceneHierarchy.cs:2271 msgctxt "MenuItem./DEVELOPER/Debug Mode - Hierarchy " msgid "DEVELOPER" msgstr "開発者" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:733 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:737 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:734 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:735 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:736 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:738 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:739 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:740 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:741 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:732 msgid "DEVELOPER/Groups Rendered Above" msgstr "開発者/上でレンダーされたグループ" #: Editor/Mono/ProjectBrowser/ProjectBrowser.cs:2302 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/Audio/Mixer/GUI/AudioMixerWindow.cs:742 msgid "DEVELOPER/Show overlays" msgstr "開発者/オーバーレイを表示" #: Editor/Mono/ProjectBrowser/ProjectBrowser.cs:2303 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" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:273 msgid "DLSS Injection Point" msgstr "DLSS 投入ポイント" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:272 msgid "DLSS Mode" msgstr "DLSS モード" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:275 msgid "DLSS Sharpness" msgstr "DLSS シャープネス" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:274 msgid "DLSS Use Optimal Settings" msgstr "DLSS 最適設定を使用" #: Editor-Extra:Editor/Src/Commands/EditSimulationNetwork.cpp msgid "DSL" msgstr "DSL" #: Editor/Mono/Inspector/AudioManagerInspector.cs:18 msgid "DSP Buffer Size" msgstr "DSPバッファサイズ" #: Editor-Missing:Missing detected at runtime. msgid "DSP Clock" msgstr "DSP クロック" #: /Runtime/Export/Unsafe/UnsafeUtility.bindings.h:214 msgctxt "Error Message in UnsafeUtility.bindings.h" msgid "DSPGraph module is no longer loaded" msgstr "DSPGraphモジュールはロードされなくなりました" #: /Runtime/Export/Unsafe/UnsafeUtility.bindings.h:160 msgctxt "Error Message in UnsafeUtility.bindings.h" msgid "DSPGraph module is not loaded" msgstr "DSPGraphモジュールがロードされません" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:189 msgid "DXR activated" msgstr "DXR 有効" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:190 msgid "DXR is not activated!" msgstr "DXR は有効になっていません。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:192 msgid "DXR resources" msgstr "DXR リソース" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:49 msgid "DXT" msgstr "DXT" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildProfileExtension.cs:70 msgid "DXT (Tegra and Magic Leap 2)" msgstr "DXT (Tegra と Magic Leap 2)" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:228 msgid "DXT5nm-style" msgstr "DXT5nm 形式" #: Modules/ParticleSystemEditor/ParticleSystemModules/ClampVelocityModuleUI.cs:24 msgid "Dampen" msgstr "減衰率" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs:48 msgid "Dampens the scale up effect HDRP process with distance from the Camera." msgstr "カメラからの距離に応じて、スケールアップ効果のHDRPプロセスを減衰させます。" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:84 msgid "Damping" msgstr "減衰" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:67 msgid "Damping factor that affects how this body resists linear motion." msgstr "このボディの直線運動に対する抵抗に影響を与える減衰ファクター。" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:68 msgid "Damping factor that affects how this body resists rotations." msgstr "このボディの回転に対する抵抗に影響を与える減衰ファクター。" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:53 msgid "Dark" msgstr "ダーク" #: Editor-Missing:Missing detected at runtime. msgid "Dark on Light" msgstr "白基調" #: /Runtime/Camera/LightProbes.cpp:53 #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:17 msgid "Data" msgstr "データ" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:88 msgid "Data Caching" msgstr "データキャッシング" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:112 msgid "Data Driven Lens Flare" msgstr "データ駆動型レンズフレア " #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:56 msgid "Data Format" msgstr "データ形式" #: /Runtime/Graphics/CubemapArrayTexture.cpp:649 msgid "Data Size" msgstr "データサイズ" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:231 msgid "Data Source" msgstr "データソース" #: /Editor/Src/EditorExtensionImpl.cpp:59 msgid "Data Template" msgstr "データテンプレート" #: Editor/Src/AutoDocumentation.cpp:3373 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:3375 msgctxt "From AutoDocumentation" msgid "Data for depth texture." msgstr "深度テクスチャのデータ" #: Editor/Src/AutoDocumentation.cpp:3379 msgctxt "From AutoDocumentation" msgid "Data for shading rate texture." msgstr "シェーディングレートテクスチャのデータ" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UIProfilerModule.cs:14 msgid "Data is only available when profiling Play Mode in the Editor." msgstr "データは、エディターで再生モードをプロファイルする場合にのみ使用できます。" #: /Runtime/Utilities/DateTime.h:45 msgid "Date Time" msgstr "日付時刻" #: Packages/com.unity.render-pipelines.high-definition/Samples~/FullscreenSamples/Scripts/Editor/FullscreenSamplesEffectSelectionEditor.cs:43 msgid "Day Time" msgstr "日中" #: Packages/com.unity.render-pipelines.high-definition/Samples~/FullscreenSamples/Scripts/Editor/FullscreenSamplesEffectSelectionEditor.cs:46 msgid "Day Volume Profile" msgstr "日中ボリュームプロファイル" #: /Runtime/Input/InputAxis.h:150 msgid "Dead" msgstr "無効" #: /Runtime/Allocator/AllocationHeader.h:380 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" #: Modules/ParticleSystemEditor/ParticleSystemModules/SubModuleUI.cs:38 msgid "Death" msgstr "消滅" #: Editor/Mono/Inspector/Core/PropertyEditor.cs:612 msgid "Debug" msgstr "デバッグ" #: /Editor/Src/Commands/AssetsDebugMenu.cpp:42 msgctxt "MenuItem./Assets/Debug/Open Imported Asset" msgid "Debug" msgstr "デバッグ" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs:108 msgid "Debug Color" msgstr "デバッグ色" #: Modules/SceneView/SceneViewToolbarElements.cs:155 msgid "Debug Draw Mode" msgstr "描画モードをデバッグ" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:34 msgid "Debug Level" msgstr "デバッグレベル" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:139 msgid "Debug Mode" msgstr "デバッグモード" #: /Editor/Mono/SceneHierarchy.cs:2273 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/SceneHierarchy.cs:2271 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:2272 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:2274 msgctxt "MenuItem./DEVELOPER/Debug Mode - Preview Scenes" msgid "Debug Mode - Preview Scenes" msgstr "デバッグモード - プレビューシーン" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3433 msgid "Debug Mode Enabled" msgstr "デバッグモード有効" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:89 msgid "Debug Symbols" msgstr "デバッグシンボル" #: Editor/Mono/GUI/ManagedDebuggerWindow.cs:47 msgid "" "Debug mode enables C# debugging but reduces C# performance.\n" "Switching to debug mode will recompile and reload all scripts." msgstr "デバッグモードではC#デバッグが有効になりますが、C#のパフォーマンスは減退します。\nデバッグモードに切り替えると、すべてのスクリプトが再コンパイルされリロードされます。" #: Editor/Mono/Inspector/Core/PropertyEditor.cs:616 msgid "Debug-Internal" msgstr "デバッグ 内部" #: Editor-Missing:Missing detected at runtime. msgid "Debugger" msgstr "デバッガー" #: Editor/Mono/GUI/ManagedDebuggerToggle.cs:16 msgid "Debugger Attached" msgstr "デバッガー設定" #: Editor/Mono/GUI/ManagedDebuggerToggle.cs:17 msgid "Debugger Disabled" msgstr "デバッガー無効" #: Editor/Mono/GUI/ManagedDebuggerToggle.cs:18 msgid "Debugger Enabled" msgstr "デバッガー有効" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:66 msgid "Debugging" msgstr "デバッグ" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildShared.cs:24 msgid "Debugging (Full)" msgstr "デバッグ (完全)" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:65 msgid "Debugging and crash reporting" msgstr "デバッグとクラッシュ報告" #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/DecalRendererFeatureEditor.cs:67 msgid "Decal Layers" msgstr "デカールレイヤー" #: [MenuItem]Packages/com.unity.render-pipelines.universal/Editor/Decal/CreateDecalShaderGraph.cs:9 msgid "Decal Shader Graph" msgstr "デカールシェーダーグラフ" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:29 msgid "Decals" msgstr "デカール" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:30 msgid "Decals Metal And AO" msgstr "デカール Metal と AO" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:37 msgid "Decay HF Ratio" msgstr "高周波減衰率" #: Editor/Mono/Inspector/AudioEchoFilterInspector.cs:16 msgid "Decay Ratio" msgstr "減衰比" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:36 msgid "Decay Time" msgstr "減衰時間" #: Packages/com.unity.ugui/Editor/UGUI/UI/ScrollRectEditor.cs:124 msgid "Deceleration Rate" msgstr "減速度" #: Editor-Missing:Missing detected at runtime. msgid "Decimal Number" msgstr "10 進数" #: Editor-Missing:Missing detected at runtime. msgid "Decompress On Load" msgstr "ロード中に解凍" #: /Runtime/Shaders/Shader.cpp:1517 msgid "Decompressed Lengths" msgstr "解凍された長さ" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:91 msgid "Decompression Fallback" msgstr "解凍フォールバック" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:225 msgid "Decrease Reflection Probe Resolution To Fit" msgstr "リフレクションプローブ解像度を低下" #: Modules/QuickSearch/Editor/SearchSettings.cs:1335 msgid "Decrease the object selector's priority" msgstr "オブジェクトセレクターの優先度を下げます" #: Modules/QuickSearch/Editor/SearchSettings.cs:1317 msgid "Decrease the provider's priority" msgstr "プロバイダーの優先度を下げます" #: /Runtime/Graphics/SharedTextureData.h:198 msgctxt "Error Message in SharedTextureData.h" msgid "Decrunching failed." msgstr "クランチ圧縮を解凍するのに失敗しました" #: /Runtime/Misc/PlayerSettings.cpp:826 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:3370 msgid "Dedicated Server Optimizations" msgstr "専用のサーバー最適化" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterDeformer/WaterDeformerEditor.cs:130 msgid "Deep Foam Dimmer" msgstr "深水泡調節" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterDeformer/WaterDeformerEditor.cs:117 msgid "Deep Foam Range" msgstr "深水泡の範囲" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:32 msgid "Deep Profile" msgstr "詳細プロファイル" #: Editor/Mono/BuildPlayerWindow.cs:69 msgid "Deep Profiling" msgstr "詳細プロファイリング" #: Editor/Mono/BuildPlayerWindow.cs:68 msgid "Deep Profiling Support" msgstr "詳細プロファイリングサポート" #: /Runtime/Shaders/SerializedShaderData.h:1672 msgid "Def Texture" msgstr "Def Texture" #: Editor/Mono/BuildPlayerWindow.cs:128 msgid "Default" msgstr "デフォルト" #: Editor-Missing:Missing detected at runtime. msgid "Default ( English )" msgstr "デフォルト (英語)" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:219 msgid "Default (.NET Framework)" msgstr "デフォルト (.NET Framework)" #: /Editor/Src/EditorSettings.cpp:203 msgid "Default Behavior Mode" msgstr "デフォルト動作モード" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:50 msgid "Default Behaviour Mode" msgstr "デフォルト動作モード" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:174 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:174 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:169 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:169 msgid "Default Canvas Width*" msgstr "デフォルトのキャンバス幅*" #: Editor-Missing:Missing detected at runtime. msgid "Default Contact Offset" msgstr "デフォルト接続オフセット" #: /Runtime/Misc/PlayerSettings.cpp:699 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:55 msgid "Default Cursor" msgstr "デフォルトのカーソル" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:23 msgid "Default Custom Material" msgstr "デフォルトカスタムマテリアル" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:327 msgid "Default Fallback Upscale Filter" msgstr "デフォルトフォールバックアップスケールフィルター" #: Editor-Missing:Missing detected at runtime. msgid "Default Framerate" msgstr "デフォルトフレームレート" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsIconsEditor.cs:16 msgid "Default Icon" msgstr "デフォルトのアイコン" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:108 msgid "Default Is Full Screen*" msgstr "デフォルトで全画面にする*" #: /Runtime/Misc/PlayerSettings.cpp:811 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1067 msgid "Default Is Native Resolution" msgstr "デフォルトで機器固有の解像度にする" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:430 msgid "Default Language (.vcxproj)" msgstr "デフォルト言語 (.vcxproj)" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:108 msgid "Default Look Dev volume profile" msgstr "デフォルトルックデブボリュームプロファイル" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:109 msgid "" "Default Look Dev volume profile must be assigned in the HDRP Global " "Settings! Also, for it to be editable, it should be outside of package." msgstr "デフォルトのルックデブボリュームプロファイルをHDRPグローバル設定で割り当てる必要があります。また、それを編集可能にするには、パッケージの外に置く必要があります。" #: Editor-Missing:Missing detected at runtime. msgid "Default Material" msgstr "デフォルトマテリアル" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:147 msgid "Default Material Quality Level" msgstr "デフォルトマテリアル品質レベル" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:22 msgid "Default Material Type" msgstr "デフォルトマテリアルタイプ" #: Editor-Missing:Missing detected at runtime. msgid "Default Max Angular Speed" msgstr "デフォルトの最大角速度" #: Editor-Missing:Missing detected at runtime. msgid "Default Max Depenetration Velocity" msgstr "デフォルトの最高非貫通速度" #: /Runtime/Graphics/QualitySettings.cpp:701 msgid "Default Mobile Quality" msgstr "モバイルのデフォルト品質" #: /Runtime/Shaders/SerializedShaderData.h:1553 msgid "Default Name" msgstr "デフォルト名" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:109 msgid "Default Orientation*" msgstr "デフォルトの向き*" #: Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:47 msgid "Default Parameters" msgstr "デフォルトパラメーター" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:29 msgid "Default Path Settings" msgstr "デフォルトパス設定" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:56 msgid "Default Prefab Mode" msgstr "デフォルトプレハブモード" #: /Runtime/Mono/MonoScript.cpp:289 msgid "Default References" msgstr "デフォルトの解像度" #: /Runtime/Camera/RenderSettings.cpp:557 #: Editor/Mono/SettingsWindow/LightingEditor.cs:203 msgid "Default Reflection Mode" msgstr "デフォルトリフレクションモード" #: /Runtime/Camera/RenderSettings.cpp:558 msgid "Default Reflection Resolution" msgstr "デフォルトのリフレクション解像度" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:19 msgid "Default Resources Folder" msgstr "デフォルトリソースフォルダー" #: [MenuItem]Modules/UIElementsEditor/UIElementsEditorWindowCreator/UssTemplateCreator.cs:31 msgid "Default Runtime Theme File" msgstr "デフォルトランタイムテーマファイル" #: /Editor/Src/ProjectUtility.h:95 msgid "Default Scene" msgstr "デフォルトシーン" #: /Runtime/Misc/PlayerSettings.cpp:708 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:106 msgid "Default Screen Height" msgstr "デフォルトの画面の高さ" #: /Runtime/Misc/PlayerSettings.cpp:710 msgid "Default Screen Height Web" msgstr "デフォルトの画面の高さ ウェブ" #: /Runtime/Misc/PlayerSettings.cpp:685 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1093 msgid "Default Screen Orientation" msgstr "デフォルトの画面の向き" #: /Runtime/Misc/PlayerSettings.cpp:707 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:105 msgid "Default Screen Width" msgstr "デフォルトの画面幅" #: /Runtime/Misc/PlayerSettings.cpp:709 msgid "Default Screen Width Web" msgstr "デフォルトの画面の幅 ウェブ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3909 msgid "Default Shader Chunk Count" msgstr "デフォルトシェーダーチャンク数" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3904 msgid "Default Shader Chunk Size InMB" msgstr "デフォルトシェーダーチャンクサイズ (MB)" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:780 msgid "Default Size" msgstr "デフォルトサイズ" #: Editor-Missing:Missing detected at runtime. msgid "Default Solver Iterations" msgstr "デフォルトソルバー処理数" #: Editor-Missing:Missing detected at runtime. msgid "Default Solver Velocity Iterations" msgstr "デフォルトソルバー速度処理数" #: Editor/Mono/Inspector/AudioManagerInspector.cs:16 msgid "Default Speaker Mode" msgstr "デフォルトスピーカーモード" #: Packages/com.unity.ugui/Editor/UGUI/UI/CanvasScalerEditor.cs:160 msgid "Default Sprite DPI" msgstr "デフォルトスプライト DPI" #: /Runtime/Graphics/QualitySettings.cpp:700 msgid "Default Standalone Quality" msgstr "スタンドアロンのデフォルト品質" #: /Editor/Src/Animation/StateMachine.cpp:881 msgid "Default State" msgstr "デフォルトステート" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:36 msgid "Default Stencil State" msgstr "デフォルトステンシル状態" #: /Runtime/Shaders/Shader.cpp:1584 msgid "Default Textures" msgstr "デフォルトテクスチャ" #: Packages/com.unity.2d.tilemap/Editor/EditorTools/TilemapEditorToolPreferences.cs:20 msgid "Default Tile Palette Tools" msgstr "デフォルトタイルパレットツール" #: Editor/Mono/Inspector/ScriptExecutionOrderInspector.cs:90 msgid "Default Time" msgstr "デフォルト" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:326 msgid "Default Upscale Filter" msgstr "デフォルトアップスケールフィルター" #: /Editor/Src/Animation/AnimatorControllerLayer.cpp:46 msgid "Default Weight" msgstr "デフォルトのウェイト" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:277 msgid "Default Window Height" msgstr "デフォルトのウィンドウの高さ" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:276 msgid "Default Window Width" msgstr "デフォルトウィンドウ幅" #: PlatformDependent/OSXPlayer/Extensions/Managed/OSXStandaloneBuildWindowExtension.cs:57 msgid "" "Default build config for the Run action (can be changed in Xcode any time)" msgstr "実行動作のデフォルトのビルド設定 (Xcodeでいつでも変更できます)" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:84 msgid "Default chunk count*" msgstr "デフォルトチャンク数*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:83 msgid "Default chunk size (MB)*" msgstr "デフォルトチャンクサイズ (MB)*" #: Editor/Src/AutoDocumentation.cpp:348 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" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildProfileExtension.cs:28 msgid "Default device" msgstr "デフォルトデバイス" #: Modules/ProfilerEditor/Public/ProfilerSettingsProvider.cs:14 msgid "Default editor target mode on start" msgstr "開始時のデフォルトのエディターターゲットモード" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:48 msgid "Default format for compressed textures" msgstr "圧縮テクスチャのデフォルトフォーマット" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:130 msgid "" "Default minimum screen percentage (0-20%) gpu-driven Renderers can cover " "before getting culled. If a Renderer is part of a LODGroup, this will be " "ignored." msgstr "デフォルトの最小画面パーセンテージ(0-20%)GPU駆動のレンダラーは、カリングされる前にカバーできます。レンダラーがLODGroupの一部である場合、これは無視されます。" #: Modules/ShortcutManagerEditor/ShortcutManagerWindowViewController.cs:18 msgid "Default profile cannot be renamed" msgstr "デフォルトプロファイルの名前を変更することはできません" #: Modules/ProfilerEditor/Public/ProfilerSettingsProvider.cs:14 msgid "Default profiler recording target mode, which is set on editor start." msgstr "デフォルトプロファイラーの記録のターゲットモード。エディター開始時に設定されます。" #: Modules/ProfilerEditor/Public/ProfilerSettingsProvider.cs:13 msgid "Default recording state" msgstr "デフォルトのレコード状態" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:26 msgid "Default renderer missing. Click this to select a new renderer." msgstr "デフォルトレンダラーがありません。これをクリックして、新しいレンダラーを選択します。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:99 msgid "Default shadow quality setting for Lights." msgstr "ライトの影の品質のデフォルト設定。" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:16 msgid "Default sorting mode used for transparent objects" msgstr "透明オブジェクトに使用するデフォルトソートモード" #: Modules/SceneTemplateEditor/SceneTemplateProjectSettings.cs:447 msgid "Default types" msgstr "デフォルトタイプ" #: Editor/Src/AutoDocumentation.cpp:2497 msgctxt "From AutoDocumentation" msgid "" "Default value used to initialize the Gate Fit Mode property of a Camera." msgstr "カメラのゲートフィットモードのプロパティを初期化するために使用されるデフォルト値。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/FrameSettingsUI.Skin.cs:8 msgid "" "Default values for Frame Settings are defined in the Global Settings asset " "located in Project Settings > Graphics > HDRP Global Settings." msgstr "フレーム設定のデフォルト値は、グローバル設定アセット(プロジェクト設定>グラフィックス>HDRPグローバル設定)で定義されます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:105 msgid "Default volume profile" msgstr "デフォルトボリュームプロファイル" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:106 msgid "" "Default volume profile must be assigned in the HDRP Global Settings! Also, " "for it to be editable, it should be outside of package." msgstr "デフォルトのボリュームプロファイルをHDRPグローバル設定で割り当てる必要があります。 また、それを編集可能にするには、パッケージの外に置く必要があります。" #: 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 "Default-LowResolution" msgstr "デフォルトの低解像度" #: Editor-Missing:Missing detected at runtime. msgid "Default-VeryLowResolution" msgstr "デフォルトの超低解像度" #: Editor/Mono/Prefabs/PrefabUtility.cs:889 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" #: /Runtime/Misc/PlayerSettings.cpp:821 msgid "Defer System Gestures Mode" msgstr "システムのジェスチャモードをデファー" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:234 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" #: /Runtime/Camera/GraphicsSettings.cpp:529 #: Editor/Mono/Inspector/CameraEditor.cs:173 msgid "Deferred" msgstr "ディファード" #: /Runtime/Camera/GraphicsSettings.cpp:530 msgid "Deferred Reflections" msgstr "ディファードリフレクション" #: Editor/Src/AutoDocumentation.cpp:2499 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/Mono/Inspector/CameraEditor.cs:56 msgid "" "Deferred rendering does not work with Orthographic camera, will use Forward." msgstr "ディファードレンダリングには平行投影カメラを使用できません。フォワードカメラが使用されます。" #: Editor/Src/AutoDocumentation.cpp:2498 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/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:23 msgid "Define Constraints" msgstr "制約の定義" #: /Editor/Src/Scripting/EditorOnlyScriptingSettings.cpp:66 msgid "Define Symbols" msgstr "定義シンボル" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:188 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/PluginImporterInspector.cs:40 msgid "Define constraint is compatible." msgstr "制約の定義には互換性があります。" #: Modules/AssetPipelineEditor/ImportSettings/PluginImporterInspector.cs:41 msgid "Define constraint is incompatible." msgstr "制約の定義には互換性がありません。" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:68 msgid "Define constraint is invalid." msgstr "制約の定義は無効です。" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:66 msgid "Define constraint is met." msgstr "制約の定義が満たされました。" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:67 msgid "Define constraint is not met." msgstr "制約の定義が満たされていません。" #: Modules/AssetPipelineEditor/ImportSettings/PluginImporterInspector.cs:57 msgid "Define constraints are compatible." msgstr "制約の定義には互換性があります。" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:58 msgid "Define constraints are met." msgstr "制約の定義が満たされました。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:29 msgid "Define custom values for Frame Settings for this Camera to use." msgstr "このカメラが使用するフレーム設定のカスタム値を定義します。" #: Packages/com.unity.shaderanalysis/Editor/Internal/ShaderAnalysisInspectorWindow.cs:677 msgid "" "Define keywords that must be present in a variant. 'A&C|B&C' means that all " "variant must have keyword 'C' and either keyword 'A' or 'B'" msgstr "バリアントに存在する必要があるキーワードを定義します。'A&C|B&C' は、すべてのバリアントにキーワード'C'、かつ、キーワード'A'または'B'のいずれかが必要であることを意味します。" #: Editor-Missing:Missing detected at runtime. msgid "Define scrolling behavior during playback." msgstr "再生中のスクロール動作を定義します。" #: Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.Rendering.Skin.cs:51 msgid "Define the custom Frame Settings for this Camera to use." msgstr "このカメラに使用するカスタムフレーム設定を定義します。" #: Editor-Missing:Missing detected at runtime. msgid "" "Define the time unit for the timeline window (Frames, Timecode or Seconds)." msgstr "タイムラインウィンドウの時間単位(フレーム、タイムコード、秒)を定義します。" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:176 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:177 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" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:109 msgid "" "Defines how color grading will be applied. Operators will react differently " "depending on the mode." msgstr "カラーグレーディングの適用方法を定義します。演算子はモードによって異なる反応をします。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:180 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:179 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:181 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" #: Editor/Src/AutoDocumentation.cpp:1287 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" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:106 msgid "" "Defines how the multiple elements are placed along the spread using a curve." msgstr "カーブを使用して、複数の要素をスプレッドに沿って配置する方法を定義します。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:107 msgid "Defines how the multiple elements are scaled along the spread." msgstr "複数の要素をスプレッドに沿ってスケールする方法を定義します。" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Skin.cs:9 msgid "" "Defines if a camera renders directly to a target or overlays on top of " "another camera’s output. Overlay option is not available when Deferred " "Render Data is in use." msgstr "カメラがターゲットに直接レンダリングするか、別のカメラの出力の上に重ねるかを定義します。 ディファードレンダリングデータが使用されている場合、オーバーレイオプションは使用できません。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:46 msgid "" "Defines the Spherical Harmonic (SH) lighting evaluation type (per vertex, " "per pixel, or mixed)." msgstr "球面調和関数(SH)ライティングの評価タイプ(頂点ごと、ピクセルごと、または混合)を定義します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:257 msgid "" "Defines the format of the buffer used for screen space shadows. The buffer " "format can be R8G8B8A8 or R16G16B16A16." msgstr "スクリーンスペースシャドウに使用されるバッファ形式を指定します。バッファ形式は、R8G8B8A8かR16G16B16A16です。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:124 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:125 msgid "" "Defines the length of the particle compared to its width. This determines " "the base length of particles when they don't move. A value of 1 is neutral, " "causing no stretching or squashing." msgstr "パーティクルの幅に対する長さを定義します。これにより、パーティクルの静止時の基本の長さが決まります。値1はニュートラルであり、伸縮や収縮は発生しません。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:204 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:118 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:117 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" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:169 msgid "" "Defines the percentage of rays which must hit front-facing geometry for the " "lightmapper to consider a texel valid. Increasing this number increases the " "likelihood that texels will be invalidated when backfaces can be seen. " "Invalid texels will then receive dilation." msgstr "ライトマッパーがテクセルを有効と見なすために、前面のジオメトリにヒットする必要があるレイのパーセンテージを定義します。 この数値を大きくすると、裏面が見えるときにテクセルが無効になる可能性が高くなります。無効なテクセルは拡張されます。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:116 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/ShapeModuleUI.cs:203 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/UVModuleUI.cs:33 msgid "Defines the tiling of the texture." msgstr "テクスチャのタイリングを設定します。" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:161 msgid "Definition" msgstr "定義" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:125 msgid "Deformation" msgstr "デフォーメーション " #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:126 msgid "Deformation Atlas Size" msgstr "デフォーメーションアトラスサイズ" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceMenuItems.cs:115 msgid "Deformer" msgstr "デフォーマー" #: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:506 msgid "Deinterlace" msgstr "インターレース解除" #: Editor/Mono/Inspector/AudioChorusFilterEditor.cs:22 msgid "Delay" msgstr "遅延" #: Packages/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXBasicSpawner.cs:99 msgid "Delay After Loop Property" msgstr "ループ後遅延プロパティ" #: Packages/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXBasicSpawner.cs:98 msgid "Delay Before Loop Property" msgstr "ループ前遅延プロパティ" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:69 msgid "Delay in seconds before 'Unity is busy' progress bar shows up." msgstr "'Unityがビジー状態'のプログレスバーが表示されるまでの時間" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:49 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遅延として待つ時間。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" #: Editor/Mono/Inspector/LODGroupEditor.cs:1228 msgid "Delete" msgstr "削除" #: /Editor/Src/Commands/AssetsMenu.cpp:1297 msgctxt "MenuItem./Assets/Delete" msgid "Delete" msgstr "削除" #: Editor-Extra:MenuItem/Edit/Delete msgid "Delete #DEL" msgstr "削除 #DEL" #: Modules/BuildProfileEditor/Handlers/BuildProfileContextMenu.cs:16 msgid "Delete Active Build Profile" msgstr "アクティブビルドプロファイルを削除" #: Editor/Mono/Inspector/AnimationClipEditor.cs:139 msgid "Delete Animation Event" msgstr "アニメーションイベントを削除" #: Editor/Mono/Inspector/AnimationClipEditor.cs:138 msgid "Delete Animation Events" msgstr "アニメーションイベントを削除" #: Editor/Mono/EditorGUI.cs:3183 msgid "Delete Array Element" msgstr "配列要素を削除" #: Editor/Mono/Audio/Mixer/GUI/AudioMixersTreeView.cs:573 msgid "Delete AudioMixer" msgstr "オーディオミキサーを削除" #: Modules/TerrainEditor/Brush/BrushList.cs:156 msgid "Delete Brush" msgstr "ブラシの削除" #: /Editor/Mono/VersionControl/UI/VCMenuChange.cs:113 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/VCWindowPending.cs:731 msgid "Delete Empty Changesets" msgstr "空のチェンジセットを削除" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorMenu.cs:79 msgid "Delete Existing" msgstr "既存を削除" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorMenu.cs:85 msgid "" "Delete Existing removes all existing Sprites and recreates them from scratch." msgstr "'既存を削除'は既存のすべてのスプライトを削除し、最初から再作成します。" #: Editor/Src/CommandImplementation.cpp:1244 msgid "Delete Game Objects" msgstr "ゲームオブジェクトを削除" #: Editor/Mono/SceneHierarchy.cs:1169 msgid "Delete GameObject" msgstr "ゲームオブジェクトを削除" #: Editor/Mono/Animation/AnimationWindow/DopeSheetEditor.cs:571 msgid "Delete Key" msgstr "キーを削除" #: Editor/Mono/Animation/AnimationWindow/DopeSheetEditor.cs:571 msgid "Delete Keys" msgstr "キーを削除" #: /Editor/Mono/GUI/WindowLayout.cs:667 msgctxt "MenuItem./Window/Layouts/Delete Layout/" msgid "Delete Layout" msgstr "レイアウトを削除" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:61 msgid "Delete Level" msgstr "レベルを削除" #: Modules/ProfilerEditor/ProfilerWindow/ModuleEditor/ModuleDetailsViewController.cs:87 msgid "Delete Module" msgstr "モジュールを削除" #: Modules/ShortcutManagerEditor/DeleteShortcutProfileWindow.cs:52 msgid "Delete Profile" msgstr "プロファイルを削除" #: Editor/Mono/Inspector/LightProbeGroupInspector.cs:521 msgid "Delete Selected" msgstr "選択したものを削除" #: Editor/Mono/Inspector/LineRendererEditor.cs:26 msgid "Delete Selected Array Elements" msgstr "選択した配列要素を削除" #: Modules/TreeEditor/TreeEditor.cs:2442 msgid "Delete Selected Group" msgstr "選択したグループを削除" #: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:29 msgid "Delete Selection" msgstr "選択を削除" #: Editor/Mono/ProjectBrowser/ProjectWindowUtil.cs:1049 msgid "Delete and reparent children" msgstr "削除して親を変更" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:72 msgid "Delete currently selected settings." msgstr "現在選択されている設定を削除します。" #: Editor/Mono/ProjectBrowser/ProjectWindowUtil.cs:1049 msgid "Delete only" msgstr "削除のみ" #: Modules/ShortcutManager/ShortcutManagerWindowView.cs:448 msgid "Delete profile..." msgstr "プロファイルを削除..." #: Editor/Mono/ProjectBrowser/ProjectWindowUtil.cs:1016 msgid "Delete selected asset?" msgstr "選択したアセットを削除しますか?" #: Editor/Mono/ProjectBrowser/ProjectWindowUtil.cs:1012 msgid "Delete selected assets?" msgstr "選択したアセットを削除しますか?" #: Modules/QuickSearch/Editor/Indexing/IndexManager.cs:891 msgid "Delete selected index?" msgstr "選択したインデックスを削除しますか?" #: Editor/Mono/Inspector/LightProbeGroupInspector.cs:521 msgid "Delete the selected Light Probes from the Light Probe Group." msgstr "選択したライトプローブをライトプローブグループから削除します。" #: Editor/Mono/ProjectBrowser/ProjectBrowser.cs:1710 msgid "Deleting a root folder is not allowed." msgstr "ルートフォルダーを削除することはできません" #: Modules/PackageManagerUI/Editor/UI/ScopedRegistriesSettings.cs:161 msgid "Deleting a scoped registry" msgstr "スコープ付きレジストリを削除しています" #: Editor/Mono/ProjectBrowser/ProjectWindowUtil.cs:997 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" #: Modules/TerrainEditor/Brush/BrushList.cs:156 msgid "" "Deleting this brush will delete the brush asset from disk. You cannot undo " "this operation. Do you wish to continue?" msgstr "このブラシを削除すると、ディスクからブラシアセットが削除されます。この操作を元に戻すことはできません。続行しますか?" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:66 msgid "Delta Time" msgstr "デルタタイム" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/VirtualTexturing/VirtualTexturingProfilerView.cs:45 msgid "Demand" msgstr "需要" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:79 msgid "Denoise" msgstr "ノイズ除去" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/GlobalIlluminationEditor.cs:112 msgid "Denoise the screen space GI." msgstr "スクリーンスペースGIのノイズを除去します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:80 msgid "Denoiser Radius" msgstr "ノイズ除去の半径" #: /Runtime/Input/RationalTime.cpp:48 msgid "Denominator" msgstr "分母" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:45 msgid "Density" msgstr "密度" #: Editor/Src/AutoDocumentation.cpp:1760 msgctxt "From AutoDocumentation" msgid "Density for exponential fog." msgstr "指数フォグの密度" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:63 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/Src/Commands/AnimatorHelper.cpp:73 msgid "Deoptimize Transform Hierarchy" msgstr "トランスフォーム階層を非最適化" #: /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を非最適化" #: /Runtime/PreloadManager/PreloadData.cpp:15 #: Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:125 msgid "Dependencies" msgstr "依存関係" #: Modules/SceneTemplateEditor/DependencyListView.cs:214 msgid "Dependency type" msgstr "依存関係のタイプ" #: /Runtime/Misc/ResourceManager.cpp:1937 msgid "Dependent Assets" msgstr "依存アセット" #: Modules/TerrainEditor/Utilities/TerrainLayerInspector.cs:20 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:21 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/PackageManagerUI/Editor/Services/Pages/PageFilters.cs:69 msgid "Deprecated" msgstr "非推奨" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:575 msgid "Deprecated Point Light Sprite" msgstr "非推奨のポイントライトスプライト" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/AddAction.cs:71 msgid "Deprecated package installation" msgstr "非推奨パッケージのインストール" #: Modules/PackageManagerUI/Editor/Services/EntitlementsErrorAndDeprecationChecker.cs:78 msgid "Deprecated packages" msgstr "非推奨のパッケージ" #: /Runtime/Graphics/Texture2DArray.cpp:629 #: Editor/Mono/Inspector/AudioChorusFilterEditor.cs:24 msgid "Depth" msgstr "深度" #: /Runtime/GfxDevice/vulkan/VKRenderPass.cpp:779 msgctxt "Warning Message in VKRenderPass.cpp" msgid "Depth" msgstr "深度" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:94 msgid "Depth Bias" msgstr "深度バイアス" #: Packages/com.unity.shadergraph/Editor/Generation/Targets/Fullscreen/FullscreenShaderGUI.cs:77 msgid "Depth Fail" msgstr "深度の失敗時" #: /Runtime/Graphics/RenderTexture.h:410 msgid "Depth Format" msgstr "深度形式" #: /Runtime/Camera/GraphicsSettings.cpp:532 msgid "Depth Normals" msgstr "深度法線" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:51 msgid "Depth Of Field" msgstr "被写界深度" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:24 msgid "Depth Priming Mode" msgstr "深度プライムモード" #: /Runtime/Graphics/RenderTexture.h:359 #: Editor/Mono/Inspector/RenderTextureEditor.cs:20 msgid "Depth Stencil Format" msgstr "深度ステンシル形式" #: Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/BaseShaderGUI.cs:240 msgid "Depth Test" msgstr "深度テスト" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Rendering.Skin.cs:26 msgid "Depth Texture" msgstr "深度テクスチャ" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:26 msgid "Depth Texture Mode" msgstr "深度テクスチャモード" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/GlobalIlluminationEditor.cs:107 msgid "Depth Tolerance" msgstr "深度許容範囲" #: Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/BaseShaderGUI.cs:234 msgid "Depth Write" msgstr "深度書き込み" #: Editor/Src/AutoDocumentation.cpp:3376 msgctxt "From AutoDocumentation" msgid "Depth format of the texture." msgstr "テクスチャの深度形式" #: Editor-Missing:Missing detected at runtime. msgid "Depth only" msgstr "深度のみ" #: Editor/Src/AutoDocumentation.cpp:1854 msgctxt "From AutoDocumentation" msgid "Depth stencil buffer format" msgstr "深度ステンシルバッファ形式" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:28 msgid "Depth/Stencil Buffer" msgstr "深度/ステンシルバッファ" #: /Runtime/BaseClasses/PPtr.h:275 msgctxt "Error Message in PPtr.h" msgid "Dereferencing NULL PPtr!" msgstr "NULL PPtrの参照を解除します" #: Editor/Mono/Inspector/LightProbeGroupInspector.cs:710 msgid "Dering" msgstr "リンギング除去" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:419 msgid "Descent Line" msgstr "ディセントライン" #: Modules/TextCoreTextEngineEditor/Managed/TextSpriteAssetEditor.cs:127 msgid "Descent Line Property" msgstr "ディセントラインプロパティ" #: Editor/Mono/Collab/CollabDialogs.cs:37 msgid "Describe your changes here" msgstr "ここに変更を記述してください" #: Editor/Mono/Inspector/RendererEditorBase.cs:330 msgid "" "Describes how the acceleration structure associated with a renderer will " "update for ray tracing." msgstr "レンダラーに関連付けられた加速構造が、レイトレーシング用にどのように更新されるかを表します。" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:18 msgid "" "Describes the scaling used by lighting to remap dynamic range between LDR " "and HDR" msgstr "LDRとHDRの間の動的な範囲を再マップするためにライティングに使用されるスケールを表します。" #: /Runtime/Shaders/SerializedShaderData.h:1664 #: Modules/PackageManagerUI/Editor/UI/PackageSelectionEditor.cs:38 msgid "Description" msgstr "説明" #: Editor/Src/AutoDocumentation.cpp:3012 msgctxt "From AutoDocumentation" msgid "Description of theBool." msgstr "Bool値の説明" #: Editor/Src/AutoDocumentation.cpp:3085 msgctxt "From AutoDocumentation" msgid "Description of theDouble." msgstr "Double値の説明" #: Editor/Src/AutoDocumentation.cpp:3013 msgctxt "From AutoDocumentation" msgid "Description of theFloat." msgstr "Float値の説明" #: Editor/Src/AutoDocumentation.cpp:3027 msgctxt "From AutoDocumentation" msgid "Description of theString." msgstr "String値の説明" #: /Runtime/Input/InputAxis.h:133 msgid "Descriptive Name" msgstr "正方向ボタンの通称" #: /Runtime/Input/InputAxis.h:134 msgid "Descriptive Negative Name" msgstr "負方向ボタンの通称" #: Editor/Src/AutoDocumentation.cpp:3166 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。" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/DeselectAction.cs:40 msgid "Deselect" msgstr "選択を解除" #: Editor/Mono/SceneHierarchy.cs:1353 msgid "Deselect All" msgstr "すべての選択を解除" #: /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/Inspector/AssemblyDefinitionImporterInspector.cs:41 msgid "Deselect all" msgstr "すべての選択を解除" #: Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/BaseShaderGUI.cs:283 msgid "" "Designates a Normal Map to create the illusion of bumps and dents on this " "Material's surface." msgstr "法線マップを指定して、このマテリアルのサーフェスに凹凸の錯覚を作成します。" #: Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/ShadingModels/SimpleLitGUI.cs:54 msgid "" "Designates a Specular Map and specular color determining the apperance of " "reflections on this Material's surface." msgstr "このマテリアルのサーフェスのリフレクションの外観を決定するスペキュラーマップとスペキュラー色を指定します。" #: /Editor/Src/EditorUserSettings.cpp:299 #: Editor/Mono/Inspector/EditorSettingsInspector.cs:29 msgid "Desired Import Worker Count" msgstr "必要なインポートワーカー数" #: Editor/Mono/PreferencesWindow/AssetPipelinePreferences.cs:22 msgid "" "Desired asset import worker count for new projects in percentage of " "available logical CPU cores." msgstr "新しいプロジェクトに必要なアセットインポートワーカー数。利用可能な論理CPUコアに対するパーセンテージで表示。" #: /Runtime/Shaders/SerializedShaderData.h:962 msgid "Dest Blend" msgstr "ブレンド先" #: /Runtime/Shaders/SerializedShaderData.h:964 msgid "Dest Blend Alpha" msgstr "ブレンドアルファ先" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:207 msgid "Destination" msgstr "保存先" #: PlatformDependent/EmbeddedLinux/Extensions/Managed/EmbeddedLinuxBuildWindowExtension.cs:21 msgid "" "Destination address of the remote device. A port can be specified by " "appending it separated with a colon." msgstr "リモートデバイスの目的アドレス。ポートは、コロンで区切って付加することによって指定できます。" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:207 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/BuildPipeline/DesktopStandaloneBuildWindowExtension.cs:10 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/Src/Utility/SerializedProperty.cpp:5384 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:5422 msgctxt "Error Message in SerializedProperty.cpp" msgid "Destination property underlying types does not match the given one" msgstr "目的となるプロパティの基になる型が、指定されたものと一致しません" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:98 msgid "Destroy" msgstr "破棄" #: 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か?" #: Editor/Src/AutoDocumentation.cpp:2165 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か?" #: /Runtime/Mono/MonoBehaviour.cpp:294 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/Misc/GameObjectUtility.cpp:1916 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/Testing/MemoryTestFixtures.cpp:316 msgctxt "Error Message in MemoryTestFixtures.cpp" msgid "Destroying running AllocationsTracker." msgstr "実行中のAllocationsTrackerを破棄します。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UISystemProfiler.cs:389 msgid "Detach" msgstr "切断" #: Editor/Mono/Inspector/StandardShaderGUI.cs:47 msgid "Detail Albedo x2" msgstr "詳細アルべド x 2" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:87 msgid "Detail Density Scale" msgstr "ディテール密度スケール" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:88 msgid "Detail Distance" msgstr "ディテール距離" #: Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/ShadingModels/LitDetailGUI.cs:11 msgid "Detail Inputs" msgstr "ディテール入力" #: Editor/Mono/Inspector/StandardShaderGUI.cs:46 msgid "Detail Mask" msgstr "詳細マスク" #: Editor/Mono/Inspector/GraphicsSettingsInspectors/GraphicsSettingsInspectorTierSettings.cs:124 msgid "Detail Normal Map" msgstr "詳細法線マップ" #: Modules/TerrainEditor/TerrainInspector.cs:1986 msgid "Detail Resolution" msgstr "ディテールの解像度" #: Modules/TerrainEditor/TerrainInspector.cs:1981 msgid "Detail Resolution Per Patch" msgstr "パッチごとのディテール解像度" #: Modules/TerrainEditor/TerrainInspector.cs:201 msgid "Detail Scatter Mode" msgstr "ディテール散布モード" #: Modules/TerrainEditor/TerrainWizards.cs:506 msgid "Detail density" msgstr "ディテール密度" #: Editor-Missing:Missing detected at runtime. msgid "Detailed" msgstr "詳細" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:132 msgid "Detailed mesh data" msgstr "詳細なメッシュのデータ" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:269 msgid "Details" msgstr "ディテール" #: Editor/Mono/Prefabs/PrefabUtility.cs:3656 msgid "Details will be written to the Editor log." msgstr "詳細はエディターログに書き込まれます。" #: Modules/TilemapEditor/Editor/Managed/TilemapRendererEditor.cs:47 msgid "Detect Chunk Culling Bounds" msgstr "チャンクカリング境界を検出" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:70 msgid "" "Detected platforms with textures that never use their highest resolution " "mips. Enable Texture Mipmap Stripping in the Player Settings to reduce the " "package size of those platforms." msgstr "最高解像度のミップを使用したことがないテクスチャを持つプラットフォームを検出しました。プレイヤー設定でテクスチャミップマップストリッピングを有効にすると、これらのプラットフォームのパッケージサイズを縮小できます。" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:37 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" #: Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/MotionBlurEditor.cs:61 msgid "" "Determine if and how the component of the motion vectors coming from the " "camera is clamped in a special fashion." msgstr "カメラからのモーションベクトルのコンポーネントが特別な方法で範囲制限されているかどうか、およびどのように制限されているかを判断します。" #: Modules/QuickSearch/Editor/UITK/SearchGroupBar.cs:108 msgid "Determine which items should be shown." msgstr "どのアイテムを表示するかを決定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:44 msgid "" "Determines Shadowmask functionality when using Mixed lighting. Distance " "Shadowmask casts real-time shadows within the Shadow Distance, and baked " "shadows beyond. In Shadowmask mode, static GI contributors always cast baked " "shadows.\n" "Enable Shadowmask support in the HDRP asset to make use of this feature. " "Only available when Lighting Mode is set to Shadowmask in the Lighting " "window." msgstr "混合ライティングを使用する場合のシャドウマスク機能を決定します。距離シャドウマスクは、シャドウ距離内にリアルタイムの影を投影し、それを超えると影をベイク処理します。シャドウマスクモードでは、静的GIに影響を与えるオブジェクトは常にベイクした影を投影します。\\ nこの機能を利用するには、HDRPアセットでシャドウマスクのサポートを有効にします。ライティングウィンドウでライティングモードがシャドウマスクに設定されている場合にのみ使用できます。" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBakingProcessSettingsDrawer.cs:18 msgid "" "Determines how far Unity pushes a probe out of geometry after a ray hit." msgstr "レイがヒットした後、プローブがジオメトリから押し出される距離を決定します。" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Rendering.Skin.cs:21 msgid "" "Determines how much texture mip map selection is biased when rendering. " "Lowering this can slightly reduce blur on textures at the cost of " "performance. Requires mip maps in textures." msgstr "レンダリング時にテクスチャ ミップマップの選択がどの程度バイアスされるかを決定します。これを下げると、パフォーマンスを犠牲にして、テクスチャのぼかしをわずかに減らすことができます。テクスチャのミップマップが必要です。" #: Editor/Mono/Inspector/AudioHighPassFilterInspector.cs:14 msgid "Determines how much the filter's self-resonance is dampened" msgstr "フィルターの自己共振が減衰する度合いを決定します" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Rendering.Skin.cs:19 msgid "" "Determines how much the history buffer is blended together with current " "frame result. Higher values means more history contribution, which leads to " "better anti aliasing, but also more prone to ghosting." msgstr "履歴バッファが現在のフレーム結果とブレンドされる量を決定します。値が高いほど、履歴の寄与が大きくなります。これにより、アンチエイリアスは向上しますが、ゴーストが発生しやすくなります。" #: Editor/Mono/Inspector/CameraEditor.cs:50 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" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:90 msgid "" "Determines how this light blends with the other lights either through " "additive or alpha blending." msgstr "このライトを加法的ブレンドまたはアルファブレンドのいずれかによって他のライトとどのようにブレンドするかを決定します。" #: Editor/Mono/Inspector/AudioSourceInspector.cs:96 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" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/CustomPassVolumeEditor.cs:38 msgid "" "Determines on which camera this custom pass volume will be applied. If this " "property is null and the mode is set to camera, the volume is ignored." msgstr "このカスタムパスボリュームを適用するカメラを設定します。このプロパティがnullで、モードがカメラに設定されている場合、ボリュームは無視されます。" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:99 msgid "" "Determines the accuracy of the lighting calculations when normal map is " "used. To optimize for performance, select Fast." msgstr "法線マップを使用する場合のライティング計算の精度を決定します。パフォーマンスを最適化するには、\"高速\"を選択します。" #: Packages/com.unity.render-pipelines.universal/Editor/Lighting/UniversalRenderPipelineLightUI.Skin.cs:30 msgid "" "Determines the bias at which shadows are pushed away from the shadow-casting " "Game Object along the line from the Light." msgstr "ライトからの線に沿って影を投影するゲームオブジェクトから離れる方向にずらすバイアスを設定します。" #: Packages/com.unity.render-pipelines.universal/Editor/Lighting/UniversalRenderPipelineLightUI.Skin.cs:29 msgid "" "Determines the bias this Light applies along the normal of surfaces it " "illuminates. This is ignored for point lights." msgstr "このライトが照らすサーフェスの法線に沿って適用するバイアスを設定します。これは、ポイントライトでは無視されます。" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:50 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/LightEditor.cs:84 msgid "" "Determines the intensity of indirect light being contributed to the scene. " "Has no effect when both Realtime and Baked Global Illumination are disabled. " "If this value is 0, Realtime lights to be removed from realtime global " "illumination and Baked and Mixed lights to no longer emit indirect lighting." msgstr "シーンに寄与する間接光の強さを定義します。リアルタイム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無効の場合は効果がありません。値が0の場合は、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。" #: Editor/Mono/Inspector/LightEditor.cs:85 msgid "" "Determines the intensity of indirect light being contributed to to the " "scene. Has no effect when Baked Global Illumination is disabled. If this " "value is 0, Baked and Mixed lights no longer emit indirect lighting." msgstr "シーンに寄与する間接光の強さを定義します。ベイクしたグローバルイルミネーションが無効の場合は効果がありません。値が0の場合は、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。" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBakingProcessSettingsDrawer.cs:17 msgid "" "Determines the length of the sampling ray Unity uses to search for valid " "probe positions." msgstr "Unityが有効なプローブ位置を検索するために使用するサンプリングのためのレイの長さを決定します。" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidPreferenceWindowExtension.cs:30 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。" #: Editor/Src/AutoDocumentation.cpp:2673 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]" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/AdvancedOptionsUIBlock.cs:43 msgid "Determines the mode used to compute specular occlusion" msgstr "スペキュラーオクルージョンの計算に使うモードを決定します" #: Modules/ParticleSystemEditor/ParticleSystemModules/SubModuleUI.cs:31 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。" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:91 msgid "" "Determines the relative order in which lights of the same Blend Style get " "rendered. Lights with lower values are rendered first." msgstr "同じブレンドスタイルのライトがレンダリングされる相対的な順序を決定します。値が小さいライトが最初にレンダリングされます。" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Rendering.Skin.cs:20 msgid "" "Determines the scale to the jitter applied when TAA is enabled. Lowering " "this value will lead to less visible flickering and jittering, but also will " "produce more aliased images." msgstr "TAAが有効な場合に適用されるジッターのスケールを決定します。 この値を下げると、ちらつきやジッターが目立たなくなりますが、エイリアスを持つ画像がより多く生成されます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:135 msgid "" "Determines the size of graphics memory allocations for high quality line " "rendering." msgstr "高品質のラインレンダリング用のグラフィックスメモリ割り当てのサイズを決定します。" #: Packages/com.unity.2d.tilemap/Editor/GridPaletteEditor.cs:14 msgid "Determines the sizing of cells based on Tiles in the Palette" msgstr "パレットのタイルに基づいてセルのサイズを決定します" #: Packages/com.unity.2d.tilemap/Editor/GridPaletteEditor.cs:16 msgid "" "Determines the sorting axis if the transparency sort mode is set to Custom " "Axis Sort" msgstr "透明度ソートモードがカスタム軸ソートに設定されている場合、ソート軸を決定します" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Rendering.Skin.cs:22 msgid "" "Determines the strength of the history color rectification clamp. Lower " "values can reduce ghosting, but produce more flickering. Higher values " "reduce flickering, but are prone to blur and ghosting." msgstr "履歴色修正クランプの強度を決定します。値を小さくするとゴーストが減少しますが、ちらつきが多くなります。値を高くするとちらつきが減りますが、ブラーやゴーストが発生しやすくなります。" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:47 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" #: Packages/com.unity.2d.tilemap/Editor/GridPaletteEditor.cs:15 msgid "Determines the transparency sorting mode of renderers in the Palette" msgstr "パレット内のレンダラーの透明度のソートモードを決定します" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:58 msgid "" "Determines the width and height of the 3D textures used to store light " "scenario blending data from probes. Depth is fixed." msgstr "プローブのライトシナリオブレンディングデータを格納するために使用される3Dテクスチャの幅と高さを決定します。深度は固定です。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:57 msgid "" "Determines the width and height of the 3D textures used to store lighting " "data from probes. Depth is fixed." msgstr "プローブのライティングデータを格納するために使用される3Dテクスチャの幅と高さを決定します。 深度は固定です。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:193 msgid "" "Determines the width and height of the textures used to blend between " "lighting scenarios. Note that the textures also has a fixed depth dimension." msgstr "ライティングシナリオをブレンドするテクスチャの幅と高さを決定します。 テクスチャには固定された深さ寸法もあることに注意してください。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:192 msgid "" "Determines the width and height of the textures used to store GI data from " "probes. Note that the textures also has a fixed depth dimension." msgstr "プローブからのGIデータの格納に使用するテクスチャの幅と高さを決定します。 テクスチャには固定された深さ寸法もあることに注意してください。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:198 msgid "" "Determines up to what SH bands the Probe Volume will use. Choosing L2 will " "lead to better quality, but also higher memory and runtime cost." msgstr "プローブボリュームがどの球面調和関数(SH)バンドまでを使うか決定します。 L2を選択すると、品質が向上しますが、メモリとランタイムのコストも高くなります。" #: Modules/ParticleSystemEditor/ParticleSystemModules/SubModuleUI.cs:30 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を決定します。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:199 msgid "" "Determines whether IL2CPP should generate code optimized for runtime " "performance or build size/iteration." msgstr "IL2CPPが、ランタイムパフォーマンス用またはビルドサイズ/イテレーション用に最適化されたコードを生成する必要があるかどうかを決定します。" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:59 msgid "" "Determines whether cookies should be evaluated by the Progressive " "Lightmapper during Global Illumination calculations. Introduced in version " "2020.1. " msgstr "グローバルイルミネーションの計算中にプログレッシブライトマッパーによるクッキーの評価を行うかどうかを決定します。バージョン2020.1で導入されます。 " #: Editor/Src/AutoDocumentation.cpp:1290 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:1176 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/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:231 msgid "Determines which encoding scheme Unity uses to encode HDR cubemaps." msgstr "UnityがHDRキューブマップをエンコードするために使用するエンコードスキームを設定します。" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:96 msgid "" "Determines which layers this light affects. To optimize performance, " "minimize the number of layers this light affects." msgstr "このライトが影響するレイヤーを決定します。パフォーマンスを最適化するには、このライトが影響するレイヤーの数を最少にします。" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:36 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" #: Modules/SpriteShapeEditor/Managed/SpriteShapeRendererEditor.cs:24 msgid "Determines which position of the SpriteShape is used for sorting." msgstr "スプライトシェイプのどの位置をソートに使用するかを決定します。" #: Modules/SpriteMaskEditor/Editor/Managed/SpriteMaskEditor.cs:31 msgid "Determines which source will be used for the mask" msgstr "マスクに使用するソースを決定します" #: Editor-Missing:Missing detected at runtime. msgid "Developer" msgstr "開発者" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:146 msgid "Developer Mode" msgstr "開発者モード" #: Editor/Mono/GUI/AboutWindow.cs:154 msgid "Developer Mode {0}" msgstr "開発者モード {0}" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:162 msgid "" "Developers can retrieve their Team ID by visiting the Apple Developer site " "under Account > Membership." msgstr "開発者は Account > Membership から Apple Developer サイトにアクセスして、チームIDを取得できます" #: /Editor/Src/EditorUserBuildSettings.cpp:222 #: Editor/Mono/Modules/DefaultBuildProfileExtension.cs:278 msgid "Development" msgstr "開発" #: Editor/Mono/BuildPlayerWindow.cs:65 msgid "Development Build" msgstr "開発ビルド" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:182 msgid "Development Keystore" msgstr "開発キーストア" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:20 msgid "Device" msgstr "デバイス" #: /Editor/Src/LightmappingAnalyticsData.h:271 msgid "Device Name" msgstr "デバイス名" #: PlatformDependent/WinPlayer/Extensions/Managed/WindowsStandaloneBuildWindowExtension.cs:12 msgid "Device Portal Address" msgstr "デバイスポータルアドレス" #: PlatformDependent/WinPlayer/Extensions/Managed/WindowsStandaloneBuildWindowExtension.cs:14 msgid "Device Portal Password" msgstr "デバイスポータルパスワード" #: PlatformDependent/WinPlayer/Extensions/Managed/WindowsStandaloneBuildWindowExtension.cs:13 msgid "Device Portal Username" msgstr "デバイスポータルユーザー名" #: [MenuItem]Modules/DeviceSimulatorEditor/SimulatorWindow.cs:58 msgid "Device Simulator" msgstr "デバイスシミュレーター" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3350 msgid "Device Usages" msgstr "デバイスの使い方" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:1129 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:3331 #: Editor/Mono/Networking/PlayerConnection/ConnectionDropDown.cs:16 msgid "Devices" msgstr "デバイス" #: Modules/PackageManager/Editor/PackageManagerErrors.cpp:136 msgid "Diagnose" msgstr "診断" #: Editor-Extra:PreferencesWindow msgid "Diagnostics" msgstr "診断" #: Editor-Extra:Editor/Src/Commands/EditSimulationNetwork.cpp msgid "Dial-Up" msgstr "ダイヤルアップ" #: Editor/Src/AutoDocumentation.cpp:3322 msgctxt "From AutoDocumentation" msgid "Diameter of a sphere of visibility." msgstr "可視範囲の直径" #: /Runtime/GfxDevice/threaded/GfxDeviceClientPool.cpp:69 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" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:17 msgid "Die with Particles" msgstr "パーティクルとともに消滅" #: /Editor/Mono/VersionControl/UI/VCMenuPending.cs:85 msgctxt "MenuItem./CONTEXT/Pending/Diff/Against Head..." msgid "Diff" msgstr "差分" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsSampleItem.cs:45 msgid "Different versions of the sample are already imported at" msgstr "異なるバージョンのサンプルが、すでにインポートされています" #: Modules/TerrainEditor/Utilities/TerrainLayerInspector.cs:20 msgid "Diffuse" msgstr "ディフューズ" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:260 msgid "Diffuse (Irradiance)" msgstr "ディフューズ (照射)" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:44 msgid "Diffusion" msgstr "拡散" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/DiffusionProfile/DiffusionProfileSettingsEditor.Styles.cs:28 msgid "Diffusion Profile Preview" msgstr "拡散プロファイルプレビュー" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:102 msgid "Diffusion profile" msgstr "拡散プロファイル" #: /Runtime/Shaders/SerializedShaderData.h:659 msgid "Dim" msgstr "淡色" #: /Runtime/Graphics/Mesh/VertexData.h:129 #: Editor/Mono/Inspector/RenderTextureEditor.cs:22 msgid "Dimension" msgstr "寸法" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:108 msgid "Dimmer" msgstr "暗さ" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:108 msgid "Dims the shadows this Light casts." msgstr "このライトが投影する影を暗くします。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:102 msgid "Dims the volumetric shadows this Light casts." msgstr "このライトが投影するボリュメトリックシャドウを暗くします。" #: /Runtime/Graphics/LightmapData.h:40 msgid "Dir Lightmap" msgstr "指向性ライトマップ" #: Editor-Missing:Missing detected at runtime. msgid "Direct" msgstr "直接" #: /Editor/Src/Animation/BlendTree.h:40 msgid "Direct Blend Event" msgstr "直接ブレンド イベント" #: /Editor/Src/Animation/BlendTree.h:37 msgid "Direct Blend Parameter" msgstr "直接ブレンド パラメーター" #: Editor/Mono/Networking/PlayerConnection/ConnectionDropDown.cs:206 msgid "Direct Connection" msgstr "直接接続" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:219 msgid "Direct Contribution" msgstr "直接寄与 " #: Editor/Mono/Inspector/LightingSettingsEditor.cs:228 msgid "Direct Denoiser" msgstr "直接ノイズ除去" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:235 msgid "Direct Filter" msgstr "直接フィルター" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:103 msgid "Direct Light Body Term" msgstr "本体の直接光" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:102 msgid "Direct Light Tip Term" msgstr "先端の直接光" #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/ScreenSpaceAmbientOcclusionEditor.cs:57 msgid "Direct Lighting Strength" msgstr "直接ライトの強さ" #: /Editor/Src/LightmappingAnalyticsData.h:92 #: Editor/Mono/Inspector/LightingSettingsEditor.cs:225 msgid "Direct Samples" msgstr "直接サンプル " #: /Runtime/Network/PlayerCommunicator/PlayerConnection.cpp:809 msgctxt "Warning Message in PlayerConnection.cpp" msgid "Direct connection to host time out." msgstr "ホストへの直接接続がタイムアウトしました。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:145 msgid "Direct3D 12" msgstr "Direct3D 12" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:150 msgid "" "Direct3D 12 needs to be the active device on windows! (Editor restart is " "required). If an API different than D3D12 is forced via command line " "argument, clicking Fix won't change it, so please consider removing it if " "wanting to run DXR." msgstr "Direct3D 12がWindowsでアクティブデバイスである必要があります(エディターの再起動が必要です)。 D3D12と異なるAPIがコマンドライン引数を通して強制された場合、'修正'をクリックしても変更できないため、DXRを実行したい場合は削除することを検討してください。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:146 msgid "" "Direct3D 12 needs to be the active device! (Editor restart is required). If " "an API different than D3D12 is forced via command line argument, clicking " "Fix won't change it, so please consider removing it if wanting to run DXR." msgstr "Direct3D 12がアクティブデバイスである必要があります(エディターの再起動が必要です)。 D3D12と異なるAPIがコマンドライン引数を通して強制された場合、'修正'をクリックしても変更できないため、DXRを実行したい場合は削除することを検討してください。" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:95 msgid "Direction" msgstr "向き" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:72 msgid "Direction Count" msgstr "方向数" #: Editor/Mono/AssetPipeline/SpeedTree/SpeedTree9ImporterWindEditor.cs:13 msgid "Direction Response" msgstr "方向応答" #: /Runtime/Camera/Flare.cpp:949 Editor/Mono/Inspector/LightEditor.cs:126 msgid "Directional" msgstr "ディレクショナル" #: [MenuItem]Editor/Mono/Commands/GOCreationCommands.cs:324 msgid "Directional Light" msgstr "ディレクショナルライト" #: /Editor/Mono/Commands/GOCreationCommands.cs:324 msgctxt "MenuItem./GameObject/Light/Directional Light" msgid "Directional Light" msgstr "ディレクショナルライト" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:37 msgid "Directional Light Shadows" msgstr "ディレクショナルライトの影" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:182 msgid "Directional Lightmap" msgstr "指向性ライトマップ" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:194 msgid "Directional Mode" msgstr "ディレクショナルモード " #: Editor/Mono/Inspector/LightingSettingsEditor.cs:186 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。" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineMenuItems.cs:76 msgid "Directional Moon Light" msgstr "ディレクショナルムーンライト" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:111 msgid "Directional Shadow" msgstr "ディレクショナルシャドウ" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:112 msgid "Directional Shadow Dimmer" msgstr "ディレクショナルシャドウの濃さ" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:265 msgid "Directional Shadow Filtering Quality" msgstr "ディレクショナルシャドウフィルタリング品質" #: PlatformDependent/iPhonePlayer/Extensions/Common/BuildWindowExtension.cs:13 msgid "" "Directly reference .m, .mm, .c, .cpp, .swift, .h, .xib files and libraries " "from Unity project instead of copying them. Unity internal libraries - " "libil2cpp.a, libiphone-lib.a are symlinked." msgstr "Unityプロジェクトから.m、.mm、.c、.cpp、.swift、.h、.xibファイルおよびライブラリをコピーするのではなく直接参照します。 Unity内部ライブラリであるlibil2cpp.a、libiphone-lib.aはシンボリックリンクされます。" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildProfileExtension.cs:21 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のではなく、Unityプロジェクトからそれらを直接参照します" #: Packages/com.unity.visualeffectgraph/Editor/Utilities/Playables/VisualEffectControlSceneOverlay.cs:61 msgid "Director:" msgstr "ディレクター:" #: Packages/com.unity.visualeffectgraph/Editor/Utilities/Playables/VisualEffectControlSceneOverlay.cs:42 msgid "Director: " msgstr "ディレクター: " #: Editor/Mono/PreferencesWindow/AssetPipelinePreferences.cs:24 msgid "Directory Monitoring" msgstr "ディレクトリの監視" #: /Runtime/Graphics/Mesh/SkinnedMeshRenderer.cpp:2002 msgid "DirtyAABB" msgstr "DirtyAABB" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:71 msgid "Disable" msgstr "無効 " #: Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeEditor.cs:32 msgid "Disable All" msgstr "すべてを無効にする" #: Editor/Mono/Inspector/AudioManagerInspector.cs:135 msgid "Disable Audio" msgstr "オーディオを無効にする" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/RemoveAction.cs:61 msgid "Disable Built-In Package" msgstr "ビルトインパッケージを無効にする" #: /Editor/Src/EditorSettings.cpp:270 msgid "Disable Cookies In Lightmapper" msgstr "ライトマッパーのクッキーを無効にする" #: /Runtime/Misc/PlayerSettings.cpp:776 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1176 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/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:133 msgid "Disable Depth and Stencil*" msgstr "深度とステンシルを無効にする*" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:47 msgid "Disable Editor Analytics" msgstr "エディター分析を無効にする" #: /Runtime/Shaders/SerializedShaderData.h:1848 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" #: /Runtime/Misc/PlayerSettings.cpp:1213 msgid "Disable Old Input Manager Support" msgstr "古い入力マネージャーサポートを無効にする" #: Editor-Missing:Missing detected at runtime. msgid "Disable Shadows" msgstr "影を無効にする" #: Editor/Mono/Inspector/AudioManagerInspector.cs:23 msgid "Disable Unity Audio" msgstr "Unity オーディオを無効にする" #: Editor/Mono/UIElements/StyleSheets/StyleSheetImporter.cs:103 msgid "Disable Validation" msgstr "検証を無効にする" #: Editor/Mono/BuildPlayerWindow.cs:106 msgid "Disable crunch compression on textures." msgstr "テクスチャのクランチ圧縮を無効にします。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:39 msgid "Disable deep script profiling" msgstr "詳細なスクリプトプロファイリングを無効にします" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/RemoveAction.cs:125 msgid "Disable the use of this {0} in your project." msgstr "この{0}をプロジェクトで使用できないようにします。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:277 msgid "" "Disable this if the number of mips to upload should not be limited by the " "quality settings. (effectively: always upload at full resolution, regardless " "of the global mipmap limit or mipmap limit groups)" msgstr "アップロードするミップ数を品質設定によって制限したいくない場合は、これを無効にします (効率的にするには、グローバルのミップマップ制限またはミップマップ制限グループに関係なく、常にフル解像度でアップロードします)。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:130 msgid "" "Disable this option to fallback to Windows 7-style BitBlt model. Using flip " "model (leaving this option enabled) ensures the best performance. This " "setting affects only D3D11 graphics API." msgstr "これを無効にすると、Windows 7スタイルのBitBltモデルにフォールバックします。フリップモデルを使うと(このオプションを有効のままにします)、最高のパフォーマンスを保証します。この設定はD3D11グラフィックスAPIにのみ影響します。" #: Editor/Mono/PreferencesWindow/AssetPipelinePreferences.cs:25 msgid "" "Disable to skip texture compression during import process (textures will be " "imported into uncompressed formats, and compressed when making a build). " "This preference is per project and local to a single user, to prevent cross " "project pollution." msgstr "インポート中にテクスチャ圧縮をスキップできないようにします(テクスチャは非圧縮形式でインポートされ、ビルド時に圧縮されます)。この設定はプロジェクトごとに、単一ユーザーに対してローカルに設定され、プロジェクト間の汚染を防ぎます。" #: Modules/PackageManagerUI/Editor/UI/MultiSelect/RemoveFoldoutGroup.cs:19 msgid "Disable {0}" msgstr "{0} を無効にする" #: Editor/Mono/HostView.cs:39 msgid "Disabled" msgstr "無効 " #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildShared.cs:22 msgid "Disabled (None)" msgstr "無効 (なし)" #: Editor-Missing:Missing detected at runtime. msgid "Disabled Color" msgstr "無効時の色" #: /Runtime/Shaders/Material.cpp:343 msgid "Disabled Shader Passes" msgstr "無効なシェーダーパス" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:168 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/PackageManagerUI/Editor/Services/Packages/Actions/RemoveAction.cs:132 msgid "Disabling" msgstr "無効にする" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:131 msgid "" "Disabling DXGI flip model swapchain will result in Unity falling back to the " "slower and less efficient BitBlt model. See documentation for more " "information." msgstr "DXGIフリップモデルスワップチェーンを無効にすると、Unityは速度が遅く効率の劣るBitBltモデルにフォールバックします。詳しくは、ドキュメントを参照してください。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:40 msgid "Disabling deep profiling requires reloading all scripts." msgstr "詳細なプロファイリングを無効にするには、すべてのスクリプトをリロードする必要があります。" #: 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/Src/AutoDocumentation.cpp:2288 msgctxt "From AutoDocumentation" msgid "" "Disabling joints preprocessing helps stabilizing impossible-to-fulfill " "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。" #: Modules/PackageManagerUI/Editor/UI/MultiSelect/RemoveFoldoutGroup.cs:24 msgid "Disabling {0}" msgstr "{0} を無効にする" #: Editor/Mono/Inspector/LightEditor.cs:129 msgid "Disc" msgstr "円形" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:55 msgid "Disc (Baked only)" msgstr "円形 (ベイクのみ)" #: Editor/Mono/ContainerWindow.cs:317 msgid "Discard" msgstr "破棄" #: Editor/Mono/ContainerWindow.cs:335 msgid "Discard All" msgstr "すべてを破棄" #: Editor/Mono/SceneHierarchy.cs:2026 msgid "Discard Changes" msgstr "変更を破棄" #: Editor/Mono/SceneHierarchy.cs:1577 msgid "Discard changes" msgstr "変更を破棄" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:253 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。" #: Modules/PackageManagerUI/Editor/UI/ScopedRegistriesSettings.cs:316 msgid "Discard unsaved changes" msgstr "保存していない変更を破棄" #: /Runtime/Mono/SerializationBackend_DirectMemoryAccess/SerializationCommands/ManagedObjectReference.h:738 msgctxt "Warning Message in ManagedObjectReference.h" msgid "Discarding missing types on write" msgstr "書き込み時に欠落しているタイプを破棄" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:157 msgid "Disconnect SDK Debugger" msgstr "SDK デバッガーを切断" #: Modules/UnityConnectEditor/Services/CrashService.cs:41 msgid "Discover app errors and collect user feedback" msgstr "アプリケーションエラーを発見し、ユーザーフィードバックを収集します" #: Modules/UnityConnectEditor/Services/AnalyticsService.cs:46 msgid "Discover player insights" msgstr "プレイヤーの動向を探ります" #: Editor-Missing:Missing detected at runtime. msgid "Discrete" msgstr "非連続的" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGLBuildProfileExtension.cs:144 msgid "Disk Size" msgstr "ディスクサイズ" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGLBuildProfileExtension.cs:145 msgid "Disk Size with LTO" msgstr "ディスクサイズ LTO 有効" #: Modules/SafeMode/SafeModeToolbarWindow.cs:200 msgid "Dismiss" msgstr "閉じる" #: Modules/PackageManagerUI/Editor/Services/EntitlementsErrorAndDeprecationChecker.cs:82 msgid "Dismiss Forever" msgstr "今後表示しない" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:101 msgid "Displacement Term" msgstr "ディスプレイスメント" #: Editor-Missing:Missing detected at runtime. msgid "Display 1" msgstr "ディスプレイ 1" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:67 msgid "Display Emissive Mesh" msgstr "エミッシブメッシュを表示" #: /Editor/Src/UnityConnect/UnityConnectCommon.h:137 #: Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:315 msgid "Display Name" msgstr "ディスプレイ名" #: Editor/Mono/Annotation/AnnotationWindow.cs:87 msgid "Display Occlusion" msgstr "オクルージョンを表示" #: Editor/Mono/Annotation/AnnotationWindow.cs:86 msgid "Display Weights" msgstr "ウェイトを表示" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/CPUorGPUProfilerModule.cs:160 msgid "" "Display fully qualified method names including assembly name and namespace." msgstr "アセンブリ名と名前空間を含む完全に有効なメソッド名を表示します。" #: Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:110 msgid "Display name" msgstr "ディスプレイ名" #: Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:110 msgid "Display name used in UI." msgstr "UI で使用されるディスプレイ名" #: Editor/Mono/Inspector/CanvasEditor.cs:42 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/Texture3DPreview.cs:89 msgid "Display texture as a Signed Distance Field surface" msgstr "符号付き距離フィールドサーフェスとしてテクスチャを表示します" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameViewBase.cs:44 msgid "" "Display the current or selected frame while recording Playmode or Editor. " "This increases the overhead in the EditorLoop when the Profiler Window is " "repainted." msgstr "再生モードやエディターでの録画中に、現在のフレームまたは選択されたフレームを表示します。これは、プロファイラーウィンドウを書き換えるときのEditorLoopのオーバーヘッドを増加させます。" #: Editor/Mono/Inspector/Texture3DPreview.cs:88 msgid "Display three planar slices of the texture" msgstr "テクスチャの3つの平面スライスを表示します" #: Editor-Missing:Missing detected at runtime. msgid "Display {0}" msgstr "ディスプレイ {0}" #: Editor/Mono/Inspector/CubemapArrayInspector.cs:20 msgid "Displayed array slice" msgstr "表示された配列スライス" #: Editor/Mono/Inspector/AvatarPreview.cs:192 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" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:58 msgid "Displays the current maximum amplitude of the agitation." msgstr "攪拌の潮流の最大振幅を表示します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:44 msgid "" "Displays the current maximum amplitude of the swell. This is the sum of the " "first and second frequency bands." msgstr "波の現在の最大振幅を表示します。 これは、1番目の周波数帯域と2番目の波数帯域の合計です。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:50 msgid "Displays the current maximum amplitude of this frequency band." msgstr "この周波数帯域の最大潮流振幅を表示します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/DiffusionProfile/DiffusionProfileSettingsEditor.Styles.cs:31 msgid "" "Displays the fraction of light passing through the GameObject depending on " "the values from the Thickness Remap (mm)." msgstr "厚さ再マップ(ミリメートル単位)の値に応じて、ゲームオブジェクトを通過するライトの一部を表示します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/DiffusionProfile/DiffusionProfileSettingsEditor.Styles.cs:29 msgid "" "Displays the fraction of lights scattered from the source located in the " "center." msgstr "中央に位置するソースから散乱するライトの一部を表示します。" #: /Runtime/Geometry/Plane.h:70 #: Editor/Mono/Inspector/AudioSourceInspector.cs:103 msgid "Distance" msgstr "距離" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:145 msgid "Distance Attenuation Curve" msgstr "距離減衰カーブ" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:136 msgid "Distance Based Denoising" msgstr "距離に基づくノイズ除去" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDProbeUI.Drawers.cs:275 msgid "Distance Based Roughness" msgstr "距離に基づく粗さ" #: /Runtime/Misc/ComponentRequirement.cpp:519 msgctxt "MenuItem./Distance Joint 2D" msgid "Distance Joint 2D" msgstr "2D ディスタンスジョイント" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/LightAnchorEditor.cs:135 msgid "Distance Property" msgstr "距離プロパティ" #: Modules/Physics2DEditor/Managed/Effectors/PointEffector2DEditor.cs:65 msgid "Distance Scale" msgstr "距離のスケール" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs:48 msgid "Distance Scale Factor" msgstr "距離スケールファクター" #: Editor-Missing:Missing detected at runtime. msgid "Distance Shadowmask" msgstr "距離シャドウマスク" #: Editor/Src/AutoDocumentation.cpp:775 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" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:79 msgid "" "Distance from the camera (in meters) to the emissive celestial body " "represented by the light. This value is only used for sorting." msgstr "ライトで表される発光天体までのカメラからの距離(単位はメートル)。この値は並べ替えにのみ使用されます。" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBakingProcessSettingsDrawer.cs:19 msgid "" "Distance from the probe position used to determine the origin of the " "sampling ray." msgstr "サンプリングのためのレイの原点を決定するために使用されるプローブ位置からの距離。" #: Editor/Src/AutoDocumentation.cpp:3183 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:3184 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)" #: Modules/TerrainEditor/TerrainInspector.cs:204 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。" #: Editor/Src/AutoDocumentation.cpp:664 msgctxt "From AutoDocumentation" msgid "" "Distance vertices are offset by when compositing multiple shapes. Any " "vertices between shapes within this distance will be combined. [ 0.0f, " "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。 [0.0f, 1000000]" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:42 msgid "Distant Wind Speed" msgstr "遠方風速" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:56 msgid "Distortion" msgstr "ディストーション" #: Editor/Mono/Inspector/AudioDistortionFilterInspector.cs:12 msgid "Distortion Level" msgstr "ディストーションレベル" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:57 msgid "Distortion Strength." msgstr "ディストーションの強さ" #: Editor/Mono/Inspector/AudioDistortionFilterInspector.cs:12 msgid "Distortion value" msgstr "ディストーションの値" #: Editor-Missing:Missing detected at runtime. msgid "Distribute Per Segment" msgstr "セグメント単位の分布" #: Modules/UnityConnectEditor/Services/UDPServices.cs:33 msgid "Distribute to multiple app stores through a single hub." msgstr "1つのハブから複数のアプリストアにゲームを配布できます" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:40 msgid "DistributePerSegment" msgstr "セグメント単位の分布" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:98 msgid "Distribution" msgstr "分布" #: Modules/TreeEditor/TreeEditor.cs:2024 msgid "Distribution|" msgstr "分布|" #: Modules/TreeEditor/TreeEditor.cs:2104 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/Includes/TreeGroupLeaf.cs:27 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/TreeGroupBranch.cs:27 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" #: Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.Rendering.Skin.cs:31 msgid "Dithering" msgstr "ディザリング" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:175 msgid "Dithering Cross-fade" msgstr "ディザリングクロスフェード" #: Editor/Mono/BuildPlayerWindow.cs:74 msgid "Divide By Zero Checks" msgstr "ゼロ除算の確認" #: Editor-Missing:Missing detected at runtime. msgid "Dizzy" msgstr "めまい" #: Editor/Mono/BuildPlayerWindow.cs:105 msgid "Do not compress textures." msgstr "テクスチャを圧縮しません。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:77 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" #: Editor/Mono/BuildPlayerWindow.cs:103 msgid "Do not modify texture import compression settings." msgstr "テクスチャインポートの圧縮設定を変更しないでください。" #: Editor/Mono/EditorUtility.cs:58 msgid "Do not show me this message again for this session." msgstr "このセッションで再びこのメッセージを表示しなでください。" #: Editor/Mono/EditorUtility.cs:57 msgid "Do not show me this message again on this machine." msgstr "このマシンで再びこのメッセージを表示しないでください。" #: /Runtime/Serialize/PersistentManager.cpp:1914 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" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:205 msgid "" "Do you want to create a fresh HDRenderPipelineAsset in the default resource " "folder and automatically assign it?" msgstr "デフォルトのリソースフォルダーに新しいHDRenderPipelineAssetを作成し、自動的に割り当てますか?" #: Editor/Src/Application/Application.cpp:3270 msgid "" "Do you want to keep this project?\n" "\n" "Any 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/Mono/Prefabs/PrefabUtility.cs:3662 msgid "Do you want to remove 1 unused override from '{0}'?" msgstr "1個の不使用オーバーライドを'{0}'から削除しますか?" #: Editor/Mono/Prefabs/PrefabUtility.cs:3660 msgid "Do you want to remove 1 unused override from {0} Prefab instances?" msgstr "1個の不使用オーバーライドを{0}プレハブインスタンスから削除しますか?" #: Editor/Src/Application/Application.cpp:3355 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/Mono/Prefabs/PrefabUtility.cs:3661 msgid "Do you want to remove {0} unused overrides from '{1}'?" msgstr "{0}個の不使用オーバーライドを'{1}'から削除しますか?" #: Editor/Mono/Prefabs/PrefabUtility.cs:3659 msgid "Do you want to remove {0} unused overrides from {1} Prefab instances?" msgstr "{0}個の不使用オーバーライドを{1}プレハブインスタンスから削除しますか?" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModulesDropdownWindow.cs:154 msgid "" "Do you want to restore the default Profiler Window modules? All custom " "modules will be deleted and the order of modules will be reset." msgstr "プロファイラーウィンドウのデフォルトのモジュールを復元しますか? すべてのカスタムモジュールは削除され、モジュールの順序はリセットされます。" #: Modules/ProfilerEditor/ProfilerWindow/ModuleEditor/ModuleEditorWindow.cs:119 msgid "Do you want to save the changes you made before closing?" msgstr "終了する前に変更を保存しますか?" #: Editor/Src/SceneManager/EditorSceneManager.cpp:1149 #, c-format 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/Mono/Inspector/GameObjectInspector.cs:834 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?" #: /Runtime/Graphics/AsyncUploadTexture.cpp:218 msgctxt "Error Message in AsyncUploadTexture.cpp" msgid "DoDeCruncherJob failed." msgstr "DoDeCruncherJobは失敗しました" #: /Editor/Src/EditorWindowController.cpp:104 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/Mono/Inspector/Core/PreviewWindow.cs:168 msgid "Dock Preview to Inspector" msgstr "プレビューをインスペクターにドッキング" #: Modules/PackageManagerUI/Editor/Services/Packages/PackageLink/PackageLinkFactory.cs:180 msgid "Documentation" msgstr "ドキュメント" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:149 msgid "Documentation Server" msgstr "ドキュメントサーバー" #: Modules/PackageManagerUI/Editor/Services/Packages/PackageLink/PackageUpmDocumentationLink.cs:22 msgid "Documentation unavailable" msgstr "ドキュメント不可" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:81 msgid "Does Texture Contain Alpha" msgstr "テクスチャがアルファを含む" #: Editor/Src/AutoDocumentation.cpp:942 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:941 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" #: Modules/TerrainEditor/TerrainInspector.cs:192 msgid "Does the terrain cast shadows?" msgstr "Terrain(地形)が影を落とすかどうか" #: Editor/Src/AutoDocumentation.cpp:3205 msgctxt "From AutoDocumentation" msgid "Does this device support the kInputFourCCXREventHapticSendBuffer event?" msgstr "このデバイスはkInputFourCCXREventHapticSendBufferイベントをサポートしていますか?" #: Editor/Src/AutoDocumentation.cpp:3206 msgctxt "From AutoDocumentation" msgid "" "Does this device support the kInputFourCCXREventHapticSendImpulse event?" msgstr "このデバイスはkInputFourCCXREventHapticSendImpulseイベントをサポートしていますか?" #: Editor-Missing:Missing detected at runtime. msgid "Dolly" msgstr "ドリー" #: Editor-Missing:Missing detected at runtime. msgid "Don't Clear" msgstr "クリアしない" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:114 msgid "Don't Import" msgstr "インポートしない" #: Editor/Src/DragAndDropForwarding.cpp:2168 msgid "Don't Replace" msgstr "置き換えしない" #: Editor/Src/SceneManager/EditorSceneManager.cpp:1165 #: Editor/Mono/GUI/AssetSaveDialog.cs:20 msgid "Don't Save" msgstr "保存しない" #: Editor-Missing:Missing detected at runtime. msgid "Don't Show" msgstr "表示しない" #: Editor-Missing:Missing detected at runtime. msgid "Don't Sync" msgstr "同期しない" #: /Runtime/GfxDevice/GfxDevice.h:1518 msgctxt "Error Message in GfxDevice.h" msgid "" "Don't call SetGeometryRayTracingShaderMainThread 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/GfxDevice.h:1511 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" #: Editor/Mono/Inspector/CubemapInspector.cs:129 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/Src/AutoDocumentation.cpp:4039 msgctxt "From AutoDocumentation" msgid "" "Don't present to the main screen (To skip eglSwapBuffers, or other " "equivalent graphics API present calls)." msgstr "メイン画面に表示しないでください(eglSwapBuffers、または他の同等のグラフィックスAPIの現在の呼び出しをスキップするため)。" #: Editor/Src/AutoDocumentation.cpp:3414 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)" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroPluginImporterExtension.cs:125 msgid "Don't process" msgstr "処理を行わない" #: /Editor/Src/ComponentUtility.cpp:848 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/Mono/Inspector/Avatar/AvatarMappingEditor.cs:42 msgid "Done" msgstr "完了" #: /Runtime/SceneManager/SceneManager.cpp:736 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。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:259 msgid "Donut" msgstr "ドーナツ" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:247 msgid "Donut Handle Change" msgstr "ドーナツハンドルの変更" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:230 msgid "Donut Radius" msgstr "ドーナツ半径" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:249 msgid "Donut Radius Handle Change" msgstr "ドーナツ半径ハンドルの変更" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:248 msgid "Donut Radius Thickness Handle Change" msgstr "ドーナツ半径ハンドルの厚さ変更" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:28 msgid "Dopesheet" msgstr "ドープシート" #: Editor/Mono/Inspector/AudioManagerInspector.cs:15 msgid "Doppler Factor" msgstr "ドップラーファクター" #: Editor/Mono/Inspector/AudioSourceInspector.cs:89 msgid "Doppler Level" msgstr "ドップラーレベル" #: /Runtime/Graphics/CustomRenderTexture.cpp:725 #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:20 msgid "Double Buffered" msgstr "ダブルバッファ" #: Editor/Mono/Inspector/MaterialEditor.cs:66 msgid "Double Sided Global Illumination" msgstr "両面 GI" #: /Runtime/Shaders/Material.cpp:301 msgid "Double SidedGI" msgstr "両面 GI" #: Modules/QuickSearch/Editor/UITK/SearchEmptyView.cs:56 msgid "Double click to search in: {0}" msgstr "ダブルクリックして検索: {0} 内" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:58 msgid "Down scale ratio." msgstr "スケールの割合を落とします" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:38 msgid "Download" msgstr "ダウンロード" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:45 msgid "Download Batch Size" msgstr "バッチサイズをダウンロード" #: /Editor/Src/Commands/HelpMenu.cpp:105 msgctxt "MenuItem./Help/Download Beta..." msgid "Download Beta..." msgstr "ベータ版をダウンロード..." #: Editor/Src/Commands/AssetsMenu.cpp:724 msgid "Download from Cache Server" msgstr "キャッシュサーバーからダウンロード" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/DownloadUpdateAction.cs:38 msgid "Download update" msgstr "更新をダウンロード" #: Modules/PackageManagerUI/Editor/UI/MultiSelect/DownloadUpdateFoldoutGroup.cs:13 msgid "Download update for {0}" msgstr "{0} の更新をダウンロードします" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/DownloadUpdateAction.cs:39 msgid "Download update {0}" msgstr "更新 {0} をダウンロード" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/DownloadUpdateAction.cs:39 msgid "Download update {0}*" msgstr "更新 {0} をダウンロード* " #: Modules/PackageManagerUI/Editor/UI/MultiSelect/DownloadFoldoutGroup.cs:12 msgid "Download {0}" msgstr "{0} をダウンロード" #: Modules/PackageManagerUI/Editor/Services/Pages/PageFilters.cs:65 msgid "Downloaded" msgstr "ダウンロード済み" #: Modules/PackageManagerUI/Editor/UI/Common/ProgressBar.cs:62 msgid "Downloading" msgstr "ダウンロードしています" #: Modules/PackageManager/Editor/PackageManagerProgressMessageBuilder.cpp:89 #, c-format msgid "Downloading %d packages (%s/%s)" msgstr "%d パッケージをダウンロードしています (%s/%s)" #: Modules/PackageManager/Editor/PackageManagerProgressMessageBuilder.cpp:84 #, c-format msgid "Downloading %d packages (calculating size)" msgstr "%d パッケージをダウンロードしています (サイズを計算中)" #: Modules/AdaptivePerformance/Editor/AdaptivePerformanceInstaller.cs:22 msgid "Downloading Adaptive Performance ..." msgstr "Adaptive Performance をダウンロード中..." #: Modules/PackageManagerUI/Editor/UI/MultiSelect/DownloadUpdateFoldoutGroup.cs:14 msgid "Downloading updates for {0}..." msgstr "{0} の更新プログラムをダウンロードしています..." #: Modules/PackageManagerUI/Editor/UI/InProgressDropdown.cs:93 msgid "Downloading {0}" msgstr "{0} をダウンロードしています" #: Modules/PackageManagerUI/Editor/UI/MultiSelect/DownloadFoldoutGroup.cs:13 msgid "Downloading {0}..." msgstr "{0} をダウンロードしています..." #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/ScreenSpaceAmbientOcclusionEditor.cs:62 msgid "Downsample" msgstr "ダウンサンプル" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:159 msgid "Downsample Level" msgstr "ダウンサンプルレベル" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:34 msgid "Downsampling Method" msgstr "ダウンサンプル方法" #: /Runtime/2D/Common/SpriteRenderData.cpp:496 msgid "Downscale Multiplier" msgstr "オクターブ乗数" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:98 msgid "Drag" msgstr "抗力" #: Editor/Src/DragAndDropForwarding.cpp:989 msgid "Drag MonoBehaviour" msgstr "MonoBehaviour をドラッグ" #: Editor-Missing:Missing detected at runtime. msgid "Drag Threshold" msgstr "ドラッグしきい値" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteClipboard.cs:23 msgid "Drag Tile, Sprite or Texture (Sprite type) asset/s here." msgstr "タイル 、スプライト、テクスチャ (スプライトタイプ) アセットをここに" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteClipboard.cs:16 msgid "Drag Tile, Sprite, Texture (Sprite type) asset/s here to" msgstr "タイル 、スプライト、テクスチャ (スプライトタイプ) アセットをここに" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerDrawUtils.cs:72 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/Platform/Windows/DragAndDrop.cpp:600 msgctxt "Warning Message in DragAndDrop.cpp" msgid "" "Drag started without any data. Nothing will be dropped. Did you call " "DragAndDrop.SetGenericData() from inside your override of SetupDragAndDrop()?" msgstr "データなしでドラッグを開始しました。 何もドロップされません。 SetupDragAndDrop()のオーバーライドの内部からDragAndDrop.SetGenericData()を呼び出しましたか?" #: Modules/TerrainEditor/TerrainInspector.cs:183 msgid "Draw" msgstr "描画" #: Packages/com.unity.render-pipelines.universal/Editor/Decal/DecalProjectorEditor.Skin.cs:17 msgid "Draw Distance" msgstr "描画距離" #: Packages/com.unity.render-pipelines.universal/Editor/Decal/DecalProjectorEditor.cs:668 msgid "Draw Distance Property" msgstr "描画距離プロパティ" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:72 msgid "Draw Gizmos for:" msgstr "ギズモを表示:" #: Editor/Mono/Inspector/LightEditor.cs:103 msgid "Draw Halo" msgstr "ハローの描画" #: Modules/TerrainEditor/TerrainInspector.cs:185 msgid "Draw Instanced" msgstr "インスタンスを描画" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:25 msgid "Draw Mode" msgstr "描画モード" #: Editor/Src/AutoDocumentation.cpp:1100 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/Mono/Inspector/SpriteRendererEditor.cs:38 msgid "Draw mode Change" msgstr "描画モード変更" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:130 msgid "" "Draw order of the particles. They can be sorted by:\n" "- Distance (from the camera position)\n" "- Oldest particles in front\n" "- Youngest prticles in front\n" "- Depth (distance from the camera plane)\n" "- Distance Reversed (from the camera position)\n" "- Depth Reversed (distance from the camera plane)" msgstr "パーティクルの描画の順番。以下の順でソートします。\n-距離(カメラ位置からの距離)\n-古いパーティクルほど前面\n- 新しいパーティクルほど前面\n-深度(カメラ面からの距離)\n-逆距離(カメラ位置から)\n-逆深度(カメラ面からの距離)" #: Editor-Missing:Missing detected at runtime. msgid "Draw the waveforms for all audio clips." msgstr "すべてのオーディオクリップの波形を描画します。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:413 msgid "DrawCalls" msgstr "ドローコール" #: /Runtime/Graphics/DrawUtil.cpp:468 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" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:110 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" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:92 msgid "Drive Type" msgstr "ドライブタイプ" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:433 msgid "Drive Type Property" msgstr "ドライブタイププロパティ" #: Editor/Mono/Animation/AnimationWindow/DopeSheetEditor.cs:1215 msgid "Drop Key" msgstr "ドロップキー" #: [MenuItem]Packages/com.unity.ugui/Editor/UGUI/UI/MenuOptions.cs:316 msgid "Dropdown" msgstr "ドロップダウンを作成" #: Editor-Missing:Missing detected at runtime. msgid "Dropdown (Script)" msgstr "Dropdown (スクリプト)" #: [MenuItem]Packages/com.unity.ugui/Editor/TMP/TMPro_CreateObjectMenu.cs:140 #: Editor-Missing:Missing detected at runtime. msgid "Dropdown - TextMeshPro" msgstr "ドロップダウン - TextMeshPro" #: Editor/Src/Prefabs/PrefabUtility.cpp:1107 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-Missing:Missing detected at runtime. msgid "Drugged" msgstr "ドラッグ状態" #: Editor/Mono/Inspector/AudioChorusFilterEditor.cs:18 msgid "Dry Mix" msgstr "ドライミックス" #: Packages/com.unity.shadergraph/Editor/Generation/Targets/Fullscreen/FullscreenShaderGUI.cs:50 msgid "Dst Alpha" msgstr "画面上のアルファ" #: Packages/com.unity.shadergraph/Editor/Generation/Targets/Fullscreen/FullscreenShaderGUI.cs:41 msgid "Dst Color" msgstr "画面上の色" #: /Editor/Src/Animation/Transition.cpp:34 msgid "Dst State" msgstr "遷移先ステート" #: /Editor/Src/Animation/Transition.cpp:33 msgid "Dst State Machine" msgstr "遷移先ステートマシン" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/DiffusionProfile/DiffusionProfileSettingsEditor.Styles.cs:20 msgid "Dual Lobe Multipliers" msgstr "2 重ローブ乗数" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerDrawUtils.cs:77 msgid "Ducking Fader" msgstr "ダッキングフェーダー" #: Editor/Mono/Inspector/TransformInspector.cs:20 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/Audio/Mixer/GUI/AudioMixerSnapshotView.cs:290 msgid "Duplicate" msgstr "複製" #: /Editor/Src/Commands/EditMenu.cpp:79 msgctxt "MenuItem./Edit/Duplicate" msgid "Duplicate" msgstr "複製" #: Editor-Extra:MenuItem/Edit/Duplicate msgid "Duplicate %d" msgstr "複製 %d" #: Editor/Mono/EditorGUI.cs:3124 msgid "Duplicate Array Element" msgstr "重複配列要素" #: Editor/Mono/Inspector/LightProbeGroupInspector.cs:523 msgid "Duplicate Selected" msgstr "選択したものを複製" #: Modules/TreeEditor/TreeEditor.cs:2443 msgid "Duplicate Selected Group" msgstr "選択したグループを複製" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:41 msgid "Duplicate group" msgstr "グループを複製" #: Editor/Mono/Inspector/LightProbeGroupInspector.cs:523 msgid "Duplicate the selected Light Probes." msgstr "選択したライトプローブを複製します。" #: /Runtime/Misc/PlayerSettings.cpp:45 #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:254 msgid "Duration" msgstr "継続時間" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:26 msgid "" "During an asset database refresh some asset imports can be performed in " "parallel in sub processes." msgstr "アセットデータベースの更新中に、一部のアセットのインポートをサブプロセスで並行して実行できます。" #: Modules/UIElementsEditor/Debugger/TextureAtlas/TextureAtlasViewerWindow.cs:10 msgid "Dynamic Atlas Viewer" msgstr "動的アトラスビューアー" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3287 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:153 msgid "Dynamic Batching" msgstr "動的バッチ処理" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:154 msgid "" "Dynamic Batching is always enabled for Sprites and this controls max vertex " "threshold for batching. " msgstr "動的バッチ処理はスプライトに対して常に有効であり、これによりバッチ処理の最大の頂点しきい値が制御されます。 " #: Editor/Mono/Annotation/SceneViewCameraWindow.cs:71 msgid "Dynamic Clipping" msgstr "動的クリッピング" #: /Runtime/Graphics/GISettings.h:102 msgid "Dynamic Env" msgstr "動的 Env" #: Modules/PhysicsEditor/PhysicsMaterialEditor.cs:12 Editor-Missing:Missing #: detected at runtime. msgid "Dynamic Friction" msgstr "動摩擦" #: /Runtime/Shaders/ComputeShaderStructs.cpp:125 msgid "Dynamic Keywords" msgstr "動的キーワード" #: /Runtime/Graphics/EnlightenSceneMapping.h:212 msgid "Dynamic LightmapST In System" msgstr "システムの動的ライトマップST" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:103 msgid "Dynamic Objects" msgstr "動的オブジェクト" #: Editor/Mono/Inspector/RendererEditorBase.cs:428 msgid "Dynamic Occludee" msgstr "動的被遮蔽物" #: Editor/Mono/Inspector/RendererEditorBase.cs:325 msgid "Dynamic Occlusion" msgstr "動的オクルージョン" #: Packages/com.unity.ugui/Editor/UGUI/UI/CanvasScalerEditor.cs:137 msgid "Dynamic Pixels Per Unit" msgstr "単位毎の動的ピクセル数" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:245 msgid "Dynamic Rescale" msgstr "動的再スケール" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:323 msgid "Dynamic Resolution Type" msgstr "動的解像度タイプ" #: Editor/Mono/Inspector/RenderTextureEditor.cs:25 msgid "Dynamic Scaling" msgstr "動的スケーリング" #: [MenuItem]Packages/com.unity.2d.sprite/Editor/ObjectMenuCreation/MenuItems.cs:201 msgid "Dynamic Sprite" msgstr "動的スプライト" #: /Runtime/Modules/LoadDylib.cpp:27 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" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:44 msgid "Dynamic resolution" msgstr "動的解像度" #: /Runtime/Jobs/ScriptBindings/JobsBindings.cpp:1422 msgctxt "Error Message in JobsBindings.cpp" msgid "" "DynamicReadWriteBuffers are not supported in jobs that restore buffers after " "execution" msgstr "DynamicReadWriteBuffersは、実行後にバッファを復元するジョブでサポートされていません" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildProfileExtension.cs:67 msgid "ETC (GLES 2.0)" msgstr "ETC (GLES 2.0)" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:70 msgid "ETC Compressor" msgstr "ETC 圧縮" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:49 msgid "ETC2" msgstr "ETC2" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildProfileExtension.cs:68 msgid "ETC2 (GLES 3.0)" msgstr "ETC2 (GLES 3.0)" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:139 msgid "EVSM Exponent" msgstr "EVSM 指数" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:38 msgid "Early reflections level relative to room effect" msgstr "室内効果に対する初期リフレクションレベル" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:87 msgid "Earthshine" msgstr "Earthshine" #: Editor/Mono/Inspector/AudioEchoFilterInspector.cs:16 msgid "Echo decay per delay" msgstr "ディレイあたりのエコー減衰" #: Editor/Mono/Inspector/AudioEchoFilterInspector.cs:15 msgid "Echo delay in ms" msgstr "エコーディレイ (ミリ秒)" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:267 msgid "Edge" msgstr "エッジ" #: /Runtime/Misc/ComponentRequirement.cpp:513 msgctxt "MenuItem./Edge Collider 2D" msgid "Edge Collider 2D" msgstr "2D エッジコライダー" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:250 msgid "Edge Handle Change" msgstr "エッジハンドルの変更" #: Modules/SpriteShapeEditor/Managed/SpriteShapeRendererEditor.cs:18 msgid "Edge Material" msgstr "エッジマテリアル" #: Modules/SpriteShapeEditor/Managed/SpriteShapeRendererEditor.cs:18 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/Physics2DEditor/Managed/Colliders/EdgeCollider2DEditor.cs:44 msgid "Edge Radius" msgstr "エッジの半径" #: Editor-Missing:Missing detected at runtime. msgid "Edge Snap" msgstr "エッジスナップ" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:90 msgid "Edge Stitching" msgstr "エッジステッチ" #: Modules/TreeEditor/Includes/TreeGroupLeaf.cs:34 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/TreeEditor/Includes/TreeGroupBranch.cs:34 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" #: /Editor/Src/AssetPipeline/TextureImporting/SpriteFrameMetaData.h:177 msgid "Edges" msgstr "エッジ" #: Editor/Platform/Windows/MenuControllerWin.cpp:591 #: [MenuItem]Editor/Mono/SceneHierarchyWindow.cs:324 msgid "Edit" msgstr "編集" #: /Editor/Mono/SceneHierarchyWindow.cs:324 msgctxt "MenuItem./Edit/Paste Special/Paste as Child (Keep Local Transform) %#V" msgid "Edit" msgstr "編集" #: Modules/Physics2DEditor/Managed/Joints/HingeJoint2DEditor.cs:18 msgid "Edit Angular Limits" msgstr "角度制限を編集" #: /Editor/Mono/VersionControl/UI/VCMenuChange.cs:94 msgctxt "MenuItem./CONTEXT/Change/Edit Changeset..." msgid "Edit Changeset..." msgstr "チェンジセットを編集..." #: Modules/Physics2DEditor/Managed/Colliders/CapsuleCollider2DEditor.cs:24 msgid "Edit Collider" msgstr "コライダーの編集" #: Editor/Mono/Inspector/ClothInspector.cs:99 msgid "Edit Collision Particles" msgstr "衝突パーティクルを編集" #: Editor/Mono/Inspector/ClothInspector.cs:98 msgid "Edit Constraints" msgstr "制限の編集" #: Editor/Mono/Animation/AnimationWindow/CurveEditor.cs:220 msgid "Edit Curve" msgstr "カーブを編集" #: Modules/TerrainEditor/PaintTools/PaintDetailsTool.cs:21 msgid "Edit Details..." msgstr "ディテールを編集..." #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:168 msgid "Edit Joints" msgstr "ジョイントを編集" #: Editor/Mono/Animation/AnimationWindow/CurveEditor.cs:219 msgid "Edit Key..." msgstr "キーを編集..." #: Editor/Mono/Animation/AnimationWindow/CurveEditor.cs:218 msgid "Edit Keys..." msgstr "キーを編集..." #: Editor/Mono/Annotation/LayerVisibilityWindow.cs:22 msgid "Edit Layers..." msgstr "レイヤーを編集..." #: Editor/Mono/Inspector/LightProbeGroupInspector.cs:527 msgid "" "Edit Light Probe Group.\n" "\n" "Use the overlay to add Light Probes and modify probe positions." msgstr "ライトプローブグループを編集します。\n\nライトプローブを追加しプローブの位置を変更するには、オーバーレイを使用します。" #: Editor/Mono/Inspector/LightProbeGroupInspector.cs:525 msgid "Edit Light Probe Positions" msgstr "ライトプローブ位置を編集" #: Editor/Mono/Inspector/LineRendererEditor.cs:94 msgid "Edit LineRenderer Points in the Scene View." msgstr "シーンビューでラインレンダラーの点を編集します。" #: Editor/Mono/Networking/PlayerConnection/AttachToPlayerGUI.cs:92 msgid "Edit Mode" msgstr "編集モード" #: Modules/PackageManagerUI/Editor/UI/ScopedRegistriesSettings.cs:15 msgid "Edit Registry Name" msgstr "レジストリ名を編集" #: Modules/PackageManagerUI/Editor/UI/ScopedRegistriesSettings.cs:17 msgid "Edit Registry Scopes" msgstr "レジストリスコープを編集" #: Modules/PackageManagerUI/Editor/UI/ScopedRegistriesSettings.cs:16 msgid "Edit Registry URL" msgstr "レジストリ URL を編集" #: /Editor/Src/Commands/MiscContextMenus.cpp:116 msgctxt "MenuItem./CONTEXT/MonoBehaviour/Edit Script" msgid "Edit Script" msgstr "スクリプトを編集" #: Modules/QuickSearch/Editor/Table/ColumnEditor.cs:9 msgid "Edit Search Column Settings" msgstr "検索コラム設定を編集" #: Modules/TerrainEditor/Utilities/TerrainLayerUtility.cs:22 msgid "Edit Terrain Layers..." msgstr "Terrain (地形) レイヤーを編集..." #: [MenuItem]Modules/TerrainEditor/Utilities/TerrainMenus.cs:154 msgid "Edit Tree" msgstr "樹木を編集…" #: Modules/TerrainEditor/PaintTools/PaintTreesTool.cs:81 msgid "Edit Trees..." msgstr "樹木を編集…" #: Editor/Mono/Handles/BoundsHandle/PrimitiveBoundsHandle.cs:40 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、制御ハンドルをクリックしAltキーを押します。\n - 均等にスケールするには、ハンドルをクリックした後に Shift キーを押します。" #: Editor/Mono/Inspector/ClothInspector.cs:172 msgid "Edit cloth constraints" msgstr "クロス制限の編集" #: Editor/Mono/Inspector/ClothInspector.cs:173 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" #: Modules/QuickSearch/Editor/UITK/SearchQueryListView.cs:23 msgid "Edit in Inspector" msgstr "インスペクターで編集" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:111 msgid "Edit in Play Mode" msgstr "再生モードで編集" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectView.cs:26 msgid "Edit in Playmode" msgstr "再生モードで編集" #: 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/Mono/Inspector/MemorySettingsEditor.cs:79 msgid "Edit memory settings" msgstr "メモリ設定を編集" #: Modules/PhysicsEditor/ArticulatonBodyAnchorTransformTool.cs:13 msgid "Edit the anchor transforms of this Articulation Body" msgstr "この連結ボディのアンカートランスフォームを編集する" #: Modules/Physics2DEditor/Managed/Colliders/Collider2DToolBase.cs:17 msgid "Edit the collider geometry." msgstr "コライダージオメトリを編集します。" #: Modules/PhysicsEditor/ArticulationBodyJointLimitTool.cs:21 msgid "Edit the joint angular limits of this Articulation Body" msgstr "この連結ボディのジョイントの角度制限を編集する" #: Editor/Mono/GUI/FlexibleMenu/FlexibleMenu.cs:303 msgid "Edit..." msgstr "編集..." #: Editor/Mono/Inspector/EditorSettingsInspector.cs:87 msgid "Editing Environments" msgstr "編集環境" #: Packages/com.unity.2d.tilemap/Editor/UI/TilePaletteActiveTargetsPopup.cs:22 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'にすると、プレハブモードで編集する場合にパフォーマンスが向上します。" #: Packages/com.unity.2d.tilemap/Editor/TilePaletteActiveTargetsProperties.cs:15 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。" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:33 msgid "" "Editing and playback of animations on optimized game object hierarchy is not " "supported.\n" "Please 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。" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorWindow.cs:233 msgid "Editing is disabled because the asset is not editable." msgstr "アセットは編集不可能のため、編集は無効になっています。" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorWindow.cs:232 msgid "Editing is disabled during play mode" msgstr "再生モード中は編集無効です" #: Editor/Mono/Inspector/LineRendererEditor.cs:18 msgid "" "Editing is only available when editing a single LineRenderer in a scene." msgstr "編集は、シーンで1つのラインレンダラーを編集するときのみ可能です" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:69 msgid "Editor" msgstr "エディター" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:218 msgid "Editor Assemblies Compatibility Level*" msgstr "エディターアセンブリ互換性レベル*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:268 msgid "Editor Assemblies Compatibility level modified" msgstr "エディターアセンブリ互換性レベルが変更されました" #: /Editor/Src/BuildPipeline/BuildBuiltinAssetBundles.cpp:363 msgctxt "Error Message in BuildBuiltinAssetBundles.cpp" msgid "" "Editor Default Resources or in any package Editor Default Resources folders" msgstr "エディターデフォルトリソース、または任意のパッケージのエディターデフォルトリソースフォルダー" #: /Runtime/BaseClasses/EditorExtension.cpp:185 msgid "Editor Extension" msgstr "エディター拡張" #: /Editor/Src/Undo/StructureUndoBase.cpp:80 msgid "Editor Extension Flags" msgstr "エディター拡張フラグ" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:50 msgid "Editor Font" msgstr "エディターフォント" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:177 msgid "Editor GUI and Legacy GUI" msgstr "エディター GUI と古い GUI" #: /Runtime/Mono/MonoBehaviour.cpp:1655 msgid "Editor Hide Flags" msgstr "エディター非表示フラグ" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:139 msgid "Editor Language (Experimental)" msgstr "エディター言語 (実験的)" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:244 msgid "Editor Only" msgstr "エディターのみ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4610 msgid "Editor Only Player Settings" msgstr "エディター専用プレイヤー設定" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:61 msgid "Editor Profiler Block Size" msgstr "エディタープロファイラーブロックサイズ" #: /Runtime/Graphics/QualitySettings.cpp:702 msgid "Editor Quality" msgstr "エディター品質" #: Editor-Missing:Missing detected at runtime. msgid "Editor Settings" msgstr "エディター設定" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:51 msgid "Editor Text Sharpness" msgstr "エディターテキストシャープネス" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:52 msgid "Editor Theme" msgstr "エディターテーマ" #: /Editor/Src/Undo/UndoManager.cpp:2227 msgid "Editor Version" msgstr "エディターバージョン" #: /Editor/Src/ProjectVersion.cpp:147 msgid "Editor Version With Revision" msgstr "リビジョン付きのエディターバージョン" #: [MenuItem]Modules/UIElementsEditor/UIElementsEditorWindowCreator/UIElementsEditorWindowCreator.cs:73 #: Editor-Missing:Missing detected at runtime. msgid "Editor Window" msgstr "エディターウィンドウ" #: /Editor/Src/Application/Application.cpp:1348 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/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:102 msgid "Editor icons and text scaling" msgstr "エディターアイコンとテキストスケーリング" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:140 msgid "Editor language" msgstr "エディター言語" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:441 #, c-format msgid "Editor only objects cannot be included in AssetBundles: \"%s\" (%s)." msgstr "エディター専用オブジェクトはアセットバンドルに加えることはできません: “%s” (%s) " #: Editor/Mono/Inspector/MemorySettingsEditor.cs:61 msgid "Editor only: Block size used by editor specific profiler allocations" msgstr "エディターのみ。エディター特定のプロファイラーアロケーションによって使われるブロックサイズ。" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:69 msgid "Editor settings" msgstr "エディター設定" #: /Editor/Src/Utility/EditorGUIUtility.cpp:280 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:306 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/EditorGUIUtility.cpp:293 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-Missing:Missing detected at runtime. msgid "EditorOnly" msgstr "エディター専用" #: /Editor/Src/Audio/Mixer/AudioMixerEffectController.cpp:54 msgid "Effect Name" msgstr "エフェクト名" #: Packages/com.unity.render-pipelines.high-definition/Samples~/FullscreenSamples/Scripts/Editor/FullscreenSamplesEffectSelectionEditor.cs:49 msgid "Effect Prefabs" msgstr "エフェクトプレハブ" #: /Editor/Src/Audio/Mixer/AudioMixerEffectController.cpp:53 msgid "EffectID" msgstr "エフェクトID" #: [MenuItem]Editor/Mono/Commands/GOCreationCommands.cs:409 msgid "Effects" msgstr "エフェクト" #: /Editor/Mono/Commands/GOCreationCommands.cs:409 msgctxt "MenuItem./GameObject/Effects/Particle System" msgid "Effects" msgstr "エフェクト" #: Editor-Missing:Missing detected at runtime. msgid "Eighth Res" msgstr "1/8 解像度" #: Editor-Missing:Missing detected at runtime. msgid "Elastic" msgstr "弾性" #: Packages/com.unity.ugui/Editor/UGUI/UI/ScrollRectEditor.cs:115 msgid "Elasticity" msgstr "弾性" #: Editor-Extra:for elements of array property msgid "Element 0" msgstr "要素 0" #: Editor-Extra:for elements of array property msgid "Element 1" msgstr "要素 1" #: Editor-Extra:for elements of array property msgid "Element 10" msgstr "要素 10" #: Editor-Extra:for elements of array property msgid "Element 11" msgstr "要素 11" #: Editor-Extra:for elements of array property msgid "Element 12" msgstr "要素 12" #: Editor-Extra:for elements of array property msgid "Element 13" msgstr "要素 13" #: Editor-Extra:for elements of array property msgid "Element 14" msgstr "要素 14" #: Editor-Extra:for elements of array property msgid "Element 15" msgstr "要素 15" #: Editor-Extra:for elements of array property msgid "Element 16" msgstr "要素 16" #: Editor-Extra:for elements of array property msgid "Element 17" msgstr "要素 17" #: Editor-Extra:for elements of array property msgid "Element 18" msgstr "要素 18" #: Editor-Extra:for elements of array property msgid "Element 19" msgstr "要素 19" #: Editor-Extra:for elements of array property msgid "Element 2" msgstr "要素 2" #: Editor-Extra:for elements of array property msgid "Element 20" msgstr "要素 20" #: Editor-Extra:for elements of array property msgid "Element 21" msgstr "要素 21" #: Editor-Extra:for elements of array property msgid "Element 22" msgstr "要素 22" #: Editor-Extra:for elements of array property msgid "Element 23" msgstr "要素 23" #: Editor-Extra:for elements of array property msgid "Element 24" msgstr "要素 24" #: Editor-Extra:for elements of array property msgid "Element 25" msgstr "要素 25" #: Editor-Extra:for elements of array property msgid "Element 26" msgstr "要素 26" #: 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:for elements of array property msgid "Element 29" msgstr "要素 29" #: Editor-Extra:for elements of array property msgid "Element 3" msgstr "要素 3" #: Editor-Extra:for elements of array property msgid "Element 30" msgstr "要素 30" #: Editor-Extra:for elements of array property msgid "Element 31" msgstr "要素 31" #: Editor-Extra:for elements of array property msgid "Element 4" msgstr "要素 4" #: Editor-Extra:for elements of array property msgid "Element 5" msgstr "要素 5" #: Editor-Extra:for elements of array property msgid "Element 6" msgstr "要素 6" #: Editor-Extra:for elements of array property msgid "Element 7" msgstr "要素 7" #: Editor-Extra:for elements of array property msgid "Element 8" msgstr "要素 8" #: Editor-Extra:for elements of array property msgid "Element 9" msgstr "要素 9" #: Editor/Src/AutoDocumentation.cpp:2467 msgctxt "From AutoDocumentation" msgid "Element color tint." msgstr "要素の色" #: Modules/UIElementsEditor/Debugger/StylesDebugger.cs:408 msgid "Element styles" msgstr "要素スタイル" #: Editor/Mono/Inspector/SpriteFrameInspector.cs:25 msgid "Element {0}" msgstr "要素 {0}" #: /Runtime/Camera/Flare.cpp:74 #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:37 msgid "Elements" msgstr "要素" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:38 msgid "Elements in the Lens Flare." msgstr "レンズフレアの要素" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/LightAnchorEditor.cs:603 msgid "Elevation" msgstr "高さ" #: Editor-Missing:Missing detected at runtime. msgid "Email Address" msgstr "E メールアドレス" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:33 msgid "Embed Configuration Editable Package" msgstr "組み込みコンフィギュレーション編集パッケージ" #: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:17 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/Src/EditorOnlyPlayerSettings.cpp:4340 msgid "Embedded Linux Enable Gamepad Input" msgstr "埋め込み Linux でゲームパッド入力を有効にする" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:1031 msgctxt "Error Message in SpeedTreeImporter.cpp" msgid "" "Embedded SpeedTree data is corrupt. Be sure to re-save the tree using the " "Unity-specific version of the SpeedTree Modeler" msgstr "埋め込みのSpeedTreeデータが壊れています。 Unity固有のバージョンのSpeedTree Modelerを使用して、樹木を再保存してください。" #: Modules/PackageManager/Editor/PackageManagerPackageAssets.cpp:169 msgid "" "Embedded package [{0}] was found in the directory [{1}]. Please consider " "changing the directory name to match the package name." msgstr "埋め込みパッケージ [{0}] がディレクトリ [{1}] で見つかりました。パッケージ名と一致するようにディレクトリ名を変更することを検討してください。" #: Editor/Mono/Inspector/MaterialEditor.cs:67 msgid "Emission" msgstr "放出" #: Editor/Mono/Inspector/StandardShaderGUI.cs:45 msgid "Emission (RGB)" msgstr "放出 (RGB)" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:45 msgid "Emission (RGB)." msgstr "放出 (RGB)" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/EmissionUIBlock.cs:49 msgid "Emission Inputs" msgstr "放出入力" #: Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/BaseShaderGUI.cs:276 msgid "Emission Map" msgstr "放出マップ" #: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:25 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/SubModuleUI.cs:31 msgid "Emit Probability" msgstr "放出確率" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:229 msgid "Emit from:" msgstr "放射元" #: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:11 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/InitialModuleUI.cs:70 msgid "Emitter Velocity Mode" msgstr "エミッター速度モード" #: /Runtime/Graphics/TrailRenderer.cpp:621 #: Editor/Mono/Inspector/TrailRendererEditor.cs:279 msgid "Emitting" msgstr "放出" #: Packages/com.unity.ugui/Editor/TMP/TMP_BaseEditorPanel.cs:1204 msgid "Emoji Fallback Support Prop" msgstr "絵文字フォールバックサポートプロパティ " #: Editor/Mono/Inspector/ScriptExecutionOrderInspector.cs:91 msgid "Empty" msgstr "空" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:1522 msgid "Empty Glyph Pair Adjustment Record_prop" msgstr "空グリフのペアカーニングレコード" #: [MenuItem]Packages/com.unity.shadergraph/Editor/Drawing/Colors/ShaderGraphHeatmapValues.cs:83 msgid "Empty Heatmap" msgstr "空のヒートマップ" #: Editor/Mono/UIElements/StyleSheets/StyleSheetImportGlossary.cs:21 msgid "Empty function argument" msgstr "関数引数が空です" #: Editor/Mono/UIElements/StyleSheets/StyleSheetImportGlossary.cs:19 msgid "Empty variable name" msgstr "変数名が空です" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:70 msgid "Enable" msgstr "有効にする" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:3557 msgid "Enable 360 Stereo Capture" msgstr "360 度ステレオキャプチャを有効にする" #: Editor-Missing:Missing detected at runtime. msgid "Enable Adaptive Force" msgstr "適応外力を有効にする" #: Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeEditor.cs:31 msgid "Enable All" msgstr "すべてを有効にする" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:89 msgid "Enable Alpha Dilation" msgstr "アルファ拡張を有効にする" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:52 msgid "Enable Alpha Dilation for SpriteAtlas padding pixels." msgstr "スプライトアトラスのパディングピクセルのアルファ拡張を有効にします。" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:55 msgid "Enable Alphanumeric Sorting" msgstr "英数字ソートを有効にする" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:173 msgid "Enable Android Banner" msgstr "Android バナーを有効にする" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4068 msgid "Enable Application Exit" msgstr "アプリケーション終了を有効にする" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:186 msgid "Enable Armv8.5 MTE (Memory Tagging Extension) for Arm64 builds" msgstr "Arm64 ビルドの Armv8.5 MTE (メモリタグ付け拡張機能) を有効にする" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:185 msgid "Enable Armv9 Security Features for Arm64 builds" msgstr "Arm64 ビルドの Armv9 セキュリティ機能を有効にする" #: /Runtime/Graphics/GISettings.h:93 msgid "Enable Baked Lightmaps" msgstr "ベイクしたライトマップを有効にする" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:123 msgid "Enable BigInt" msgstr "BigInt を有効にする" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2774 #: Editor/Mono/AssetPipeline/SpeedTree/SpeedTree9ImporterModelEditor.cs:656 msgid "Enable Bump" msgstr "バンプを有効にする" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2793 #: Editor/Mono/AssetPipeline/SpeedTree/SpeedTreeImporterCommon.cs:248 msgid "Enable Bump Mapping" msgstr "バンプマッピングを有効にする" #: /Runtime/Graphics/RenderTexture.h:376 #: Editor/Mono/Inspector/RenderTextureEditor.cs:21 msgid "Enable Compatible Format" msgstr "互換形式を有効にする" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositorWindow.cs:16 msgid "Enable Compositor" msgstr "コンポジターを有効にする" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1752 msgid "Enable Crash Report API" msgstr "クラッシュレポートAPIを有効にする" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3937 msgid "Enable Crash ReportAPI" msgstr "クラッシュレポート API を有効にする" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:137 msgid "Enable CrashReport API*" msgstr "クラッシュレポート API を有効にする*" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:308 msgid "Enable Custom Background Behaviors" msgstr "カスタムのバックグラウンド動作を有効にする" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:271 msgid "Enable DLSS" msgstr "DLSS を有効にする" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:90 msgid "Enable Dedicated Server optimizations" msgstr "専用のサーバー最適化を有効にする" #: Editor/Mono/Inspector/GraphicsSettingsInspectors/GraphicsSettingsInspectorTierSettings.cs:124 msgid "" "Enable Detail (secondary) Normal Map sampling for up-close viewing, if " "assigned." msgstr "割り当てられている場合は、間近の表示用に詳細(補助的)法線マップサンプリングを有効にします。" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBakingProcessSettingsDrawer.cs:49 msgid "Enable Dilation" msgstr "拡張を有効にする" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:60 msgid "Enable Disk Streaming" msgstr "ディスクストリーミングを有効にする" #: /Runtime/Misc/BuildSettings.cpp:176 msgid "Enable Dynamic Batching" msgstr "動的バッチを有効にする" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:57 msgid "Enable Dynamic Colliders" msgstr "動的コライダーを有効にする" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:940 msgid "Enable Editor Async CPU Texture Loading" msgstr "エディター非同期 CPU テクスチャロードを有効にする" #: /Editor/Src/EditorSettings.cpp:229 msgid "Enable Editor AsyncCPU Texture Loading" msgstr "エディターの AsyncCPU テクスチャロードを有効にする" #: Editor-Missing:Missing detected at runtime. msgid "Enable Enhanced Determinism" msgstr "再現性向上の拡張を有効にする" #: /Editor/Src/EditorSettings.cpp:298 msgid "Enable Enlighten BakedGI" msgstr "Enlighten のベイクした GI を有効にする" #: Packages/com.unity.ugui/Editor/TMP/TMP_BaseEditorPanel.cs:1191 msgid "Enable Escape Character Parsing Prop" msgstr "エスケープ文字解析プロパティを有効にする" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:96 msgid "Enable Exceptions" msgstr "例外を有効にします" #: Packages/com.unity.ugui/Editor/TMP/TMP_BaseEditorPanel.cs:1311 msgid "Enable Extra Padding Prop" msgstr "追加パディングプロパティを有効にする" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:278 msgid "Enable Fidelity FX 2.2" msgstr "Fidelity FX 2.2 を有効にする" #: /Runtime/Misc/PlayerSettings.cpp:959 msgid "Enable Frame Timing Stats" msgstr "フレームタイミング統計を有効にする" #: Editor/Mono/Inspector/MaterialEditor.cs:65 msgid "Enable GPU Instancing" msgstr "GPU インスタンシングを有効にする" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:59 msgid "Enable GPU Streaming" msgstr "GPU ストリーミングを有効にする" #: PlatformDependent/EmbeddedLinux/Extensions/Managed/EmbeddedLinuxSettingsEditorExtension.cs:14 msgid "Enable GameControllers" msgstr "ゲームコントローラーを有効にする" #: PlatformDependent/EmbeddedLinux/Extensions/Managed/EmbeddedLinuxSettingsEditorExtension.cs:37 msgid "Enable Gamepad Input" msgstr "ゲームパッド入力を有効にする" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:85 msgid "Enable Helper Bar" msgstr "ヘルプバーを有効にする" #: Editor/Mono/Inspector/GraphicsSettingsInspectors/GraphicsSettingsInspectorTierSettings.cs:139 msgid "Enable High Dynamic Range rendering for this tier." msgstr "この階層のハイダイナミックレンジレンダリングを有効にします。" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:107 msgid "Enable High Dynamic Range rendering." msgstr "ハイダイナミックレンジ(HDR)レンダリングを有効にします。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:56 msgid "Enable High Resolution" msgstr "高解像度を有効にする" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2775 #: Editor/Mono/AssetPipeline/SpeedTree/SpeedTree9ImporterModelEditor.cs:655 msgid "Enable Hue" msgstr "色相を有効にする" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2792 #: Editor/Mono/AssetPipeline/SpeedTree/SpeedTreeImporterCommon.cs:238 msgid "Enable Hue Variation" msgstr "色相のばらつきを有効にする" #: /Runtime/Shaders/Material.cpp:300 msgid "Enable Instancing Variants" msgstr "インスタンシングバリアントを有効にする" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3935 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1725 msgid "Enable Internal Profiler" msgstr "内部プロファイラーを有効にする" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:95 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/QualitySettingsEditor.cs:936 msgid "Enable LOD Cross Fade Property" msgstr "LOD クロスフェードプロパティを有効にする" #: Editor/Mono/Inspector/GraphicsSettingsInspectors/GraphicsSettingsInspectorTierSettings.cs:134 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/AssetPipeline/SpeedTree/SpeedTreeImporterCommon.cs:270 msgid "Enable Light Probe Usage" msgstr "ライトプローブの使用を有効にする" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2802 msgid "Enable Light Probes" msgstr "ライトプローブを有効にする" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:61 msgid "Enable Lighting Scenario Baking for Adaptive Probe Volumes." msgstr "アダプティブプローブボリュームのライティングシナリオのベイクを有効にします。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:62 msgid "Enable Lighting Scenario Blending" msgstr "ライティングシナリオブレンドを有効にする" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:62 msgid "" "Enable Lighting Scenario Blending for Adaptive Probe Volumes.\n" "Note: Lighting Scenario Blending requires Compute Shader support." msgstr "アダプティブプローブボリュームのライティングシナリオブレンドを有効にします。\n注意:ライティングシナリオブレンドには、コンピュートシェーダーのサポートが必要です。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:61 msgid "Enable Lighting Scenarios" msgstr "ライティングシナリオを有効にする" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:186 msgid "Enable Memory Tagging Extension (MTE) for Arm64 builds" msgstr "Arm64 ビルドのメモリタグ付け拡張機能 (MTE) を有効にする" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:150 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 " #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:112 msgid "Enable Mip Map" msgstr "ミップマップを有効にする" #: Editor/Mono/Inspector/RenderTextureEditor.cs:23 msgid "Enable Mip Maps" msgstr "ミップマップを有効にする" #: Editor/Mono/Inspector/RenderTextureEditor.cs:198 msgid "Enable Mipmaps" msgstr "ミップマップを有効にします" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:103 msgid "Enable Native C/C++ Multithreading" msgstr "ネイティブの C/C++ マルチスレッドを有効にする" #: /Runtime/Misc/PlayerSettings.cpp:1211 msgid "Enable Native Platform Backends For New Input System" msgstr "新しい入力システム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" #: /Runtime/Misc/PlayerSettings.cpp:960 msgid "Enable OpenGL ProfilerGPU Recorders" msgstr "OpenGL プロファイラー GPU レコーダーを有効にする" #: Editor/Mono/Inspector/AudioManagerInspector.cs:142 msgid "Enable Output Suspension" msgstr "出力サスペンションを有効にする" #: Editor/Mono/Inspector/AudioManagerInspector.cs:25 msgid "Enable Output Suspension (editor only)" msgstr "出力サスペンションを有効にする (エディターのみ)" #: Modules/EditorToolbar/ToolbarElements/OverlayMenu.cs:202 msgid "Enable Overlays" msgstr "オーバーレイを有効にする" #: Editor-Missing:Missing detected at runtime. msgid "Enable PCM" msgstr "PCM を有効にする" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:86 msgid "Enable PlayMode Tooltips" msgstr "再生モードのツールチップを有効にする" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:185 msgid "" "Enable Pointer Authentication (PAuth, PAC) and Branch Target Identification " "(BTI) for Arm64 builds" msgstr "Arm64ビルドのポインター認証(PAuth、PAC)とBranch Target Identification(BTI)を有効にします" #: Packages/com.unity.visualeffectgraph/Editor/Utilities/Playables/VisualEffectControlClipInspector.cs:536 msgid "Enable PreWarm" msgstr "事前準備を有効にする" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionManagerEditor.cs:25 msgid "Enable Preview" msgstr "プレビューを有効にする" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:288 msgid "Enable Pro Motion" msgstr "ProMotion を有効にする" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:233 msgid "Enable ProMotion Support" msgstr "ProMotion サポートを有効にする" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:100 msgid "" "Enable Profiler Recorders when rendering with OpenGL. Always enabled with " "other rendering APIs. Optional on OpenGL due to potential incompatibility " "with Frame Timing Stats and the GPU Profiler." msgstr "OpenGLでレンダリングする場合は、プロファイラーレコーダーを有効にします。常に、他のレンダリングAPIと一緒に有効にしてください。フレームタイミング統計およびGPUプロファイラーとの互換性がない可能性があるため、OpenGLでは必須ではありません。" #: /Runtime/Graphics/RenderTexture.h:377 #: Editor/Mono/Inspector/RenderTextureEditor.cs:222 msgid "Enable Random Write" msgstr "ランダムな書き込みを有効にする" #: Modules/TerrainEditor/TerrainInspector.cs:184 msgid "Enable Ray Tracing Support" msgstr "レイトレーシング対応を有効にする" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:363 msgid "Enable Realtime GI" msgstr "リアルタイム GI を有効にする" #: /Runtime/Graphics/GISettings.h:94 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/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:160 msgid "Enable Rotation" msgstr "回転を有効にする" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:111 msgid "Enable Screen Space Reflections." msgstr "スクリーンスペースリフレクションを有効にします。" #: Editor/Mono/Inspector/GraphicsSettingsInspectors/GraphicsSettingsInspectorTierSettings.cs:131 msgid "Enable Semitransparent Shadows" msgstr "半透明の影を有効にする" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2766 msgid "Enable Setting Override" msgstr "設定のオーバーライドを有効にする" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2800 #: Editor/Mono/AssetPipeline/SpeedTree/SpeedTreeImporterCommon.cs:260 msgid "Enable Shadow Casting" msgstr "投影を有効にする" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2801 #: Editor/Mono/AssetPipeline/SpeedTree/SpeedTreeImporterCommon.cs:267 msgid "Enable Shadow Receiving" msgstr "影の取得を有効にする" #: Editor/Mono/AssetPipeline/SpeedTree/SpeedTreeImporterCommon.cs:311 msgid "Enable Smooth LOD" msgstr "滑らかな LOD を有効にする" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2809 msgid "Enable SmoothLOD Transition" msgstr "滑らかな LOD 遷移を有効にする" #: Editor-Missing:Missing detected at runtime. msgid "Enable Snap to Frame to manipulate clips and align them on frames." msgstr "\"フレームにスナップ\"を有効にして、クリップを操作しフレームに揃えます。" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2776 #: Editor/Mono/AssetPipeline/SpeedTree/SpeedTree9ImporterModelEditor.cs:658 msgid "Enable Subsurface" msgstr "サブサーフェスを有効にする" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2794 #: Editor/Mono/AssetPipeline/SpeedTree/SpeedTreeImporterCommon.cs:249 msgid "Enable Subsurface Scattering" msgstr "サブサーフェススキャタリングを有効にする" #: Editor/Mono/Inspector/AudioMixerControllerInspector.cs:33 msgid "Enable Suspend" msgstr "サスペンドを有効にする" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1293 msgid "Enable Sustained Performance Mode" msgstr "持続パフォーマンスモードを有効にする" #: /Editor/Src/EditorSettings.cpp:227 #: Editor/Mono/Inspector/EditorSettingsInspector.cs:79 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/EditorSettings.cpp:228 #: Editor/Mono/Inspector/EditorSettingsInspector.cs:78 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/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:161 msgid "Enable Tight Packing" msgstr "タイトパッキングを有効にする" #: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:494 msgid "Enable Transcoding Property" msgstr "トランスコードを有効にするプロパティ" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:112 msgid "Enable Transparent Screen Space Reflections" msgstr "透明なスクリーンスペースリフレクションを有効にします。" #: Modules/PhysicsEditor/TerrainColliderEditor.cs:15 msgid "Enable Tree Colliders" msgstr "樹木コライダーを有効にする" #: Editor-Missing:Missing detected at runtime. msgid "Enable Unified Heightmaps" msgstr "統一されたハイトマップを有効にする" #: Editor/Mono/GameView/GameViewSizeMenu.cs:11 msgid "Enable VSync only for the game view while in playmode." msgstr "再生モードのゲームビューのために、VSyncを有効にします。" #: Packages/com.unity.ugui/Editor/TMP/TMP_BaseEditorPanel.cs:840 msgid "Enable Vertex Gradient Prop" msgstr "仮想グラデーションオフセットプロパティを有効にする" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBakingProcessSettingsDrawer.cs:81 msgid "Enable Virtual Offset" msgstr "仮想オフセットを有効にする" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:236 msgid "" "Enable Virtual Texturing. This feature is experimental and not ready for " "production use. Changing this value requires an Editor restart." msgstr "仮想テクスチャリングを有効にします。この機能は実験的で、本番環境での使用には適切ではありません。この値を変更するには、エディターを再起動する必要があります。" #: /Editor/Src/Audio/Mixer/AudioMixerEffectController.cpp:58 msgid "Enable Wet Mix" msgstr "ウェットミックスを有効にする" #: Editor/Mono/AssetPipeline/SpeedTree/SpeedTree9ImporterWindEditor.cs:11 msgid "Enable Wind" msgstr "風を有効にする" #: /Runtime/Graphics/LightingSettings.cpp:112 #: Editor/Mono/Inspector/LightingSettingsEditor.cs:696 msgid "Enable Worker Process Baking" msgstr "ワーカープロセスのベイクを有効にする" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:280 msgid "" "Enable an additional sharpening pass on FidelityFX 2.0 Super Resolution " "(FSR2)." msgstr "FidelityFX 2.0 Super Resolution (FSR2)で追加のシャープニングパスを有効にします。" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:41 msgid "" "Enable authentication for cache server using Unity ID. Also forces TLS/SSL " "encryption." msgstr "Unity IDを使ったキャッシュサーバーの認証を可能にします。また、TLS/SSL暗号化を強制します。" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:59 msgid "Enable baked cookies support" msgstr "ベイクしたクッキーのサポートを有効にする" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:26 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" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:196 msgid "" "Enable cell streamin from the disk for probe volume. Enabling this will " "force GPU streaming for probe volume." msgstr "プローブボリュームのディスクからセルストリーミングを有効にします。これを有効にすると、プローブ ボリュームのGPUストリーミングが強制されます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:197 msgid "Enable cell streaming in and out of GPU memory for the probe volume." msgstr "プローブボリュームのGPUメモリへのセルストリーミングとGPUメモリからのセルストリーミングを有効にします。" #: 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します。" #: Editor/Src/AutoDocumentation.cpp:2287 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します。" #: Editor/Src/AutoDocumentation.cpp:1276 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。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:37 msgid "Enable deep script profiling" msgstr "詳細なスクリプトプロファイリングを有効にします。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs:86 msgid "Enable denoising on the ray traced ambient occlusion." msgstr "レイトレースされたアンビエントオクルージョンのノイズ除去を可能にします。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:138 msgid "Enable denoising on the ray traced reflections." msgstr "レイトレースされたリフレクションのノイズ除去を可能にします。" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:53 msgid "" "Enable experimental improvements to the AssetBundle Build Pipeline aimed at " "reducing build times with multi-process importing and providing more " "efficient incremental content building" msgstr "アセットバンドルビルドパイプラインへの実験的な改善を有効にします。マルチプロセスインポートによるビルド時間の短縮と、より効率的なインクリメンタルなコンテンツビルドの提供を目的としています。" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:61 msgid "Enable extended Dynamic Hints" msgstr "拡張動的ヒントを有効にする" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:129 msgid "Enable filtering while editing LOD groups" msgstr "LOD グループを編集中にフィルタリングを有効にする" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:128 msgid "Enable filtering while searching" msgstr "検索中にフィルタリングを有効にする" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:99 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/ImportSettings/TextureImporterInspector.cs:269 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/AssetPipeline/SpeedTree/SpeedTreeImporterCommon.cs:141 msgid "Enable normal (Bump) mapping." msgstr "法線(バンプ)マッピングを有効にします。" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:22 msgid "Enable normal mapping" msgstr "法線マッピングを有効にします" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:21 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/PreferencesWindow/PreferencesSettingsProviders.cs:146 msgid "Enable or disable developer mode features." msgstr "開発者モード機能を有効、または無効にします。" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:28 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/PreferencesWindow/PreferencesSettingsProviders.cs:148 msgid "" "Enable or disable the colored dots that flash when an EditorWindow repaints." msgstr "エディターウィンドウの書き換え時に点滅する色付きドットを有効または無効にします。" #: Modules/QuickSearch/Editor/SearchSettings.cs:1332 msgid "" "Enable or disable this object selector. Disabled object selectors will be " "completely ignored." msgstr "このオブジェクトセレクターを有効または無効にします。無効化されたオブジェクトセレクターは完全に無視されます。" #: Modules/QuickSearch/Editor/SearchSettings.cs:1314 msgid "" "Enable or disable this provider. Disabled search provider will be completely " "ignored by the search service." msgstr "このプロバイダーを有効または無効にします。 無効にされた検索プロバイダーは、検索サービスによって完全に無視されます。" #: Editor/Mono/Inspector/GraphicsSettingsInspectors/GraphicsSettingsInspectorTierSettings.cs:118 msgid "Enable projection for reflection UV mappings on Reflection Probes." msgstr "リフレクションプローブでリフレクションUVマッピングの投影を有効にします。" #: Modules/TerrainEditor/PaintTools/PaintTreesTool.cs:84 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/PaintTools/PaintTreesTool.cs:88 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)" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs:79 msgid "Enable ray traced ambient occlusion." msgstr "レイトレーシングによるアンビエントオクルージョンを使用可能にします。" #: Editor/Mono/Inspector/GraphicsSettingsInspectors/GraphicsSettingsInspectorTierSettings.cs:134 msgid "" "Enable rendering a 3D grid of interpolated Light Probes inside a Bounding " "Volume." msgstr "バウンディングボリューム内の補間されたライトプローブの3Dグリッドの描画を有効にします。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/GlobalIlluminationEditor.cs:115 msgid "Enable second denoising pass." msgstr "2番目のノイズ除去パスを有効にします。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:369 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節して(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" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:59 msgid "Enable steaming of Cells for Adaptive Probe Volumes." msgstr "アダプティブプローブボリュームのセルのストリーミングを有効にします。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:60 msgid "Enable steaming of Cells from disk for Adaptive Probe Volumes." msgstr "アダプティブプローブボリュームのセルのストリーミングをディスクから有効にします。" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:23 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/AssetPipeline/SpeedTree/SpeedTreeImporterCommon.cs:142 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" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:111 msgid "" "Enable support for Contact Shadows on this Light. This is better for lights " "with a lot of visible shadows." msgstr "このライトに対してコンタクトシャドウのサポートを有効にします。これは、目に見える影がたくさんあるライトに適しています。" #: Editor-Missing:Missing detected at runtime. msgid "Enable the ability to snap clips on the edge of another clip." msgstr "別のクリップの端にクリップをスナップする機能を有効にします。" #: Editor/Mono/Inspector/GameObjectInspector.cs:44 msgid "" "Enable the checkbox to mark this GameObject as static for all systems.\n" "\n" "Disable the checkbox to mark this GameObject as not static for all systems.\n" "\n" "Use 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" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:90 msgid "Enable the diagnostics overlay in WebGL builds." msgstr "WebGLビルドで診断のオーバーレイを使用可能にします。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Sky/HDRISky/HDRISkyEditor.cs:17 msgid "" "Enable the projection of the bottom of the CubeMap on a plane with a given " "shape ('Disc', 'Rectangle', 'Ellispe', 'Infinite')" msgstr "キューブマップの底部を指定された形状('ディスク'、'矩形'、'楕円'、'無限')で平面上に投影することを有効にします。" #: Packages/com.unity.shadergraph/Editor/Generation/Targets/Fullscreen/FullscreenShaderGUI.cs:63 msgid "Enable the stencil block in the shader." msgstr "シェーダーのステンシルブロックを有効にします。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:245 msgid "" "Enable the use of HDR displays and include all the resources required for " "them to function correctly." msgstr "HDRディスプレイの使用を有効にし、それらが正しく機能するために必要なすべてのリソースを加えます。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:281 msgid "" "Enable this embed information about dependencies in the app bundle for the " "Google Play Store." msgstr "Google Play ストアのアプリバンドルの依存関係に関するこの埋め込み情報を有効にします。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:134 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。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:275 msgid "Enable this option to allow the window to be resized by the user." msgstr "このオプションを有効にすると、ユーザーがウィンドウのサイズを変更できるようになります。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:97 msgid "" "Enable this option to improve shadow frustum culling and prevent Unity from " "excessively culling shadows in the corners of the shadow cascades. Disable " "this option only for compatibility purposes of existing projects created in " "previous Unity versions." msgstr "これを有効にすると、影の錐台のカリングが改善され、Unityがシャドウカスケードの隅にある影を過度にカリングするのを防ぐことができます。このオプションを無効にするのは、以前のUnityバージョンで作成した既存のプロジェクトとの互換性のためのみにしてください。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:261 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。" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:131 msgid "" "Enable this preference to instantiate new 3D objects at World coordinates " "0,0,0. Disable it to instantiate them at the Scene pivot (in front of the " "Scene view Camera)." msgstr "これを有効にすると、ワールド座標0,0,0で新しい3Dオブジェクトをインスタンス化します。 これを無効にすると、シーンのピボット(シーンビューカメラの正面)でインスタンス化します。" #: Editor/Mono/BuildPlayerWindow.cs:70 msgid "Enable this setting to allow your script code to be debugged." msgstr "この設定を有効にすると、スクリプトコードをデバッグできます。" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Rendering.Skin.cs:14 msgid "Enable this to make this camera render post-processing effects." msgstr "このカメラにポストプロセスエフェクトをレンダリングさせます。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:163 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" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:57 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/Inspector/AnimationClipEditor.cs:51 msgid "Enable to define the additive reference pose frame." msgstr "加法的参照ポーズフレームを定義できるようにします" #: Editor/Mono/Inspector/AnimationClipEditor.cs:98 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:60 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:54 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:53 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再び開始します。" #: Editor/Mono/Inspector/AnimationClipEditor.cs:78 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" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:229 msgid "" "Enable to minify your java code. NOTE: Minification can sometimes remove " "needed code and produce non-working binaries." msgstr "Javaコードの圧縮を可能にします。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。" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:214 msgid "Enable worker process baking" msgstr "ワーカープロセスのベイクを有効にします" #: Modules/PackageManagerUI/Editor/UI/MultiSelect/InstallFoldoutGroup.cs:15 msgid "Enable {0}" msgstr "{0} を有効にする" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:183 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" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:12 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" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:184 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" #: Editor/Mono/Inspector/RenderTextureEditor.cs:26 msgid "" "Enable/disable random access write into the color buffer of this render " "texture." msgstr "このレンダー テクスチャのカラーバッファへのランダムアクセスによる書き込みを有効/無効にします。" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:13 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/Inspector/RenderTextureEditor.cs:27 msgid "" "Enable/disable shadow depth-compare sampling and percentage closer filtering." msgstr "影の深度比較サンプリングとパーセンテージクローザーフィルター(PCF)を有効/無効にします。" #: /Runtime/Misc/PlayerSettings.h:37 msgid "Enable360Stereo Capture" msgstr "全天球型ステレオキャプチャーを有効にする" #: /Runtime/Graphics/QualitySettings.cpp:607 msgid "EnableLOD Cross Fade" msgstr "LOD クロスフェードを有効にする" #: /Runtime/Camera/GraphicsSettings.cpp:371 msgid "EnableLPPV" msgstr "LPPV を有効にする" #: /Runtime/GameCode/Behaviour.cpp:70 #: Editor/Mono/Inspector/EditorSettingsInspector.cs:206 msgid "Enabled" msgstr "有効" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:125 msgid "Enabled (Deprecated)" msgstr "有効 (非推奨)" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:421 msgid "Enabled Baked GI" msgstr "ベイクした GI を有効にする" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:40 msgid "Enabled encryption on the cache server connection." msgstr "キャッシュサーバー接続の暗号化を可能にします。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositorWindow.cs:16 msgid "Enabled the compositor and creates a default composition profile." msgstr "コンポジターを有効にし、デフォルトの合成プロファイルを作成します。" #: /Runtime/Misc/BuildSettings.cpp:163 msgid "EnabledVR Devices" msgstr "EnabledVR デバイス" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:83 msgid "" "Enables Bump Map Checks upon import of Materials. This checks that textures " "used in a normal map material slot are actually defined as normal maps." msgstr "マテリアルのインポート時にバンプマップの確認を有効にします。これは、法線マップマテリアルスロットで使用されるテクスチャが、実際に法線マップとして定義されていることを確認します。" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:93 msgid "" "Enables Domain Reload when Entering Play Mode. Domain reload reinitializes " "game completely making loading behavior very close to the Player" msgstr "再生モードの開始時にドメインのリロードを可能にします。ドメインのリロードによりゲームが完全に再初期化され、ロードの動作が非常にプレイヤーに近くなります。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:278 msgid "Enables FidelityFX 2.0 Super Resolution (FSR2)." msgstr "FidelityFX 2.0 Super Resolution (FSR2) を有効にします。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:131 msgid "Enables GPU occlusion culling in Game and SceneView cameras." msgstr "ゲームカメラとシーンビューカメラでGPUオクルージョンカリングを有効にします。" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:85 msgid "" "Enables Helper Bar in the status bar at the bottom of the main Unity Editor " "window." msgstr "Unityエディターのメインウィンドウの下部にあるステータスバーのヘルプバーを有効にします。" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Output.Skin.cs:42 msgid "" "Enables Multi-Sample Anti-Aliasing, a technique that smooths jagged edges." msgstr "マルチサンプルアンチエイリアスを有効にします。これは、ギザギザのエッジを滑らかにする手法です。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:271 msgid "Enables NVIDIA Deep Learning Super Sampling (DLSS)." msgstr "NVIDIAディープラーニングスーパーサンプリング(DLSS)を有効にします。" #: Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.Skin.cs:46 msgid "" "Enables Physical camera mode for FOV calculation. When checked, the field of " "view is calculated from properties for simulating physical attributes (focal " "length, sensor size, and lens shift)." msgstr "FOV計算の物理カメラモードを有効にします。これを有効にすると、物理的属性(焦点距離、センサーサイズ、レンズシフト)をシミュレートするためのプロパティからFOVが計算されます。" #: Editor/Mono/Inspector/CameraEditor.cs:43 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/EditorSettingsInspector.cs:94 msgid "" "Enables Scene Reload when Entering Play Mode. Scene reload makes loading " "behavior and performance characteristics very close to the Player" msgstr "再生モードの開始時にシーンのリロードを可能にします。シーンのリロードにより、ロードの動作とパフォーマンスの特徴が非常にプレイヤーに近くなります。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:27 msgid "Enables URP to use RenderPass API." msgstr "URPを有効にして、RenderPass APIを使用します。 " #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:126 msgid "" "Enables alternative stretching behavior where particles don't get thin when " "viewed head-on and where particle rotation can be independent from " "stretching direction." msgstr "正面から見たときにパーティクルが薄くならない代替の伸縮動作を有効にし、パーティクルの回転を伸縮の方向と無関係にします。" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:83 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/StandardParticlesShaderGUI.cs:53 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/EditorSettingsInspector.cs:38 msgid "Enables downloads from the cache server." msgstr "キャッシュサーバーからのダウンロードを可能にします。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:125 msgid "" "Enables draw submission through the GPU Resident Drawer, which can improve " "CPU performance" msgstr "GPU常駐ドロワーを介した描画送信を有効にし、CPUパフォーマンスを向上させることができます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:139 msgid "Enables full resolution mode." msgstr "フル解像度モードを有効にします。" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Rendering.Skin.cs:18 msgid "" "Enables high quality post sharpening to reduce TAA blur. The FSR upscaling " "overrides this setting if enabled." msgstr "シャープニング後の高品質を有効にして、TAAブラーを低減します。これを有効にすると、FSRのアップスケーリングがこの設定をオーバーライドします。" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:92 msgid "Enables options when Entering Play Mode" msgstr "再生モードの開始時にオプションを有効にします" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:69 msgid "Enables or disables LOD Cross Fade." msgstr "LODクロスフェードを有効/無効にします。" #: Editor/Mono/Inspector/AudioSourceInspector.cs:95 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" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:123 msgid "" "Enables strict checks on Vertex data. If enabled, checks discard invalid " "data, this may result in missing vertex data but ensures that import results " "are consistent and can prevent crashes." msgstr "頂点データの厳密なチェックを有効にします。これを有効にすると、無効なデータを破棄します。これにより頂点データが失われる可能性がありますが、インポート結果の一貫性を確保し、クラッシュを防ぐことができます。" #: 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/Src/AutoDocumentation.cpp:1275 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-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" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:255 msgid "Enables the support of screen space shadows in HDRP." msgstr "HDRPでスクリーンスペースシャドウのサポートを有効にします。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:16 msgid "" "Enables the use of post processing effects within the scene. If disabled, " "Unity excludes post processing renderer Passes, shaders and textures from " "the build." msgstr "シーン内でポストプロセス効果を使用できるようにします。 無効にすると、Unityはポストプロセスのレンダラーパス、シェーダー、テクスチャをビルドから排除します。" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:86 msgid "Enables tooltips in the editor while in play mode." msgstr "再生モード中にエディターのツールチップを有効にします。" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:39 msgid "Enables uploads to the cache server." msgstr "キャッシュサーバーへアップロードを可能にします。" #: Editor/Mono/Inspector/AudioMixerControllerInspector.cs:13 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サスペンドを有効、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/Audio/Mixer/GUI/AudioMixerEffectView.cs:33 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 "この効果のウェット/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" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/AddAction.cs:12 msgid "Enabling" msgstr "有効にする" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:308 msgid "" "Enabling Custom Background Behaviors will prevent Unity from pausing when " "the app is moved to the background." msgstr "カスタムのバックグラウンド動作を有効にすると、アプリケーションがバックグラウンドに移行するときにUnityが一時停止するのを防ぎます。" #: Editor/Mono/Inspector/RendererEditorBase.cs:327 msgid "" "Enabling Skinned Motion Vectors will allow generation of high precision " "motion vectors for the Skinned Mesh. This is achieved by keeping the " "skinning results of the previous frame in memory thus increasing the memory " "usage." msgstr "スキンしたモーションベクトルを有効にすると、スキンメッシュの高精度モーションベクトルを生成できます。これは、前のフレームのスキニング結果をメモリに保持して、メモリ使用量を増やすことによって実行されます。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:38 msgid "Enabling deep profiling requires reloading scripts." msgstr "詳細なプロファイリングを有効にするには、スクリプトをリロードする必要があります。" #: Editor/Src/AutoDocumentation.cpp:1976 msgctxt "From AutoDocumentation" msgid "" "Enabling skinned motion vectors will double buffer the skinned mesh on the " "GPU, this uses 2x as much memory but allows for accurate motion vectors." msgstr "スキンされたモーションベクトルを有効にすると、GPU上のスキンされたメッシュはダブルバッファリングされます。これにより、2倍のメモリが使用されますが、正確なモーションベクトルが可能になります。" #: Modules/PackageManagerUI/Editor/UI/InProgressDropdown.cs:91 msgid "Enabling {0}" msgstr "{0} を有効にする" #: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:503 msgid "Encode Alpha" msgstr "アルファをエンコード" #: Editor/Mono/Inspector/AnimationClipEditor.cs:48 msgid "End" msgstr "終了" #: Editor/Mono/Inspector/LineRendererEditor.cs:22 msgid "End Cap Vertices" msgstr "エンドキャップの頂点" #: /Runtime/Graphics/LineBuilder.h:186 msgid "End Color" msgstr "終了時の色" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:69 msgid "End Range" msgstr "終了範囲" #: /Editor/Src/Collab/Requests/DiffRevisionsRequests.h:47 msgid "End RevisionID" msgstr "最後のリビジョン ID" #: /Runtime/Graphics/TrailRenderer.cpp:675 msgid "End Width" msgstr "最後の幅" #: Editor/Src/AutoDocumentation.cpp:1772 msgctxt "From AutoDocumentation" msgid "End distance for linear fog." msgstr "リニアのフォグの終了距離" #: Editor/Mono/Inspector/AnimationClipEditor.cs:48 msgid "End frame of the clip." msgstr "クリップの終了フレーム" #: Editor/Mono/Inspector/Avatar/AvatarMappingEditor.cs:54 msgid "Enforce T-Pose" msgstr "T ポーズを強制" #: Modules/TerrainEditor/TerrainInspector.cs:190 msgid "" "Enforces a maximum level of detail on the Heightmap.\n" "0 enforces no limit - higher values enforce progressively more detail.\n" "This can be useful to limit detail on low-end devices." msgstr "ハイトマップの最大詳細度合い(LOD)を制限します。\n0は制限なしです - 値を大きくすると、段階的に詳細度が増加します。\nこれは、ローエンドデバイスの詳細度を制限するのに役立ちます。" #: Modules/TerrainEditor/TerrainInspector.cs:189 msgid "" "Enforces a minimum level of detail on the Heightmap.\n" "0 enforces no limit - higher values enforce progressively more detail.\n" "Most users will not need this setting - see documentation." msgstr "ハイトマップの最小詳細度合い(LOD)を制限します。\n0は制限なしです - 値を大きくすると、段階的に詳細度が増加します。\nほとんどのユーザーはこの設定を必要としません - ドキュメントを参照してください。" #: Editor-Missing:Missing detected at runtime. msgid "English" msgstr "英語" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:298 msgid "Enlighten Data" msgstr "Enlighten データ" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:300 msgid "Enlighten Data Version" msgstr "Enlighten データバージョン" #: /Runtime/Graphics/LightmapSettings.cpp:67 msgid "Enlighten Scene Mapping" msgstr "Enlighten シーンマッピング" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:288 msgid "Enlighten Scene Mapping RendererI Ds" msgstr "Enlighten シーンマッピングレンダラー ID" #: /Runtime/Graphics/Mesh/MeshRenderer.cpp:70 msgid "Enlighten Vertex Stream" msgstr "Enlighten 頂点ストリーム " #: Editor/Src/AutoDocumentation.cpp:1013 msgctxt "From AutoDocumentation" msgid "Enlighten data version." msgstr "Enlightenデータバージョン" #: Editor/Src/AutoDocumentation.cpp:1014 msgctxt "From AutoDocumentation" msgid "Enlighten runtime mapping information." msgstr "Enlightenランタイムマッピング情報" #: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:27 msgid "Enter" msgstr "開始" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidEnterIPWindow.cs:11 msgid "Enter IP" msgstr "IP を入力" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:92 msgid "Enter Play Mode Options" msgstr "再生モード開始時オプション" #: /Editor/Src/EditorSettings.cpp:235 #: Editor/Mono/Inspector/EditorSettingsInspector.cs:989 msgid "Enter Play Mode Options Enabled" msgstr "再生モード開始時オプション有効" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:91 msgid "Enter Play Mode Settings" msgstr "再生モード開始時設定" #: Editor/Mono/Networking/PlayerConnection/AttachToPlayerGUI.cs:405 msgid "Enter Player IP" msgstr "プレイヤー IP を入力" #: Editor/Mono/Utils/MetroCertificatePasswordWindow.cs:41 msgid "Enter Windows Store Certificate Password" msgstr "Windows ストアの証明書パスワードを入力" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:41 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:44 msgid "Enter key password." msgstr "キーパスワードを入力します" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:52 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:43 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/PlayerSettingsEditorExtension.cs:194 msgid "Enter password." msgstr "パスワードを入力します" #: Modules/ShortcutManager/ShortcutManagerWindowView.cs:392 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/ShortcutManager/ShortcutManagerWindowView.cs:404 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" #: /Editor/Src/Animation/StateMachine.cpp:878 msgid "Entry Position" msgstr "エントリー位置" #: /Editor/Src/Animation/StateMachine.cpp:865 msgid "Entry Transitions" msgstr "エントリー遷移" #: Editor/Mono/SceneModeWindows/LightingWindow.cs:21 msgid "Environment" msgstr "環境" #: Packages/com.unity.render-pipelines.high-definition/Editor/Sky/HDLightingWindowEnvironmentSection.cs:164 msgid "Environment (HDRP)" msgstr "環境 (HDRP)" #: [MenuItem]Packages/com.unity.render-pipelines.core/Editor/LookDev/EnvironmentLibrary.cs:180 msgid "Environment Library (Look Dev)" msgstr "環境ライブラリ (ルックデブ)" #: Editor/Mono/SettingsWindow/LightingEditor.cs:25 msgid "Environment Lighting" msgstr "環境ライティング" #: /Runtime/Graphics/GISettings.h:92 msgid "Environment Lighting Mode" msgstr "環境ライトモード" #: Editor/Mono/SettingsWindow/LightingEditor.cs:28 msgid "Environment Reflections" msgstr "環境リフレクション" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:246 msgid "Environment Samples" msgstr "環境サンプル" #: Editor/Src/Application/Application.cpp:792 msgid "Environment error" msgstr "環境エラー" #: Editor/Mono/SettingsWindow/LightingEditor.cs:37 msgid "Equator Color" msgstr "赤道色" #: Editor/Mono/Inspector/ClothInspector.cs:143 msgid "Erase" msgstr "削除" #: Editor/Mono/Inspector/ClothInspector.cs:180 msgid "Erase cloth particles." msgstr "クロスのパーティクルを削除" #: Editor/Src/Application/Application.cpp:1009 #: Editor/Src/Application/Application.cpp:1382 #: /Editor/Src/UnityConnect/UnityConnectInfo.h:34 msgid "Error" msgstr "エラー" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:794 msgid "" "Error Building AssetBundle: Virtual Texturing is enabled but is incompatible " "with the AssetBundle target platform." msgstr "アセットバンドルのビルドでエラーが発生しました。仮想テクスチャリングは有効ですが、アセットバンドルのターゲットプラットフォームと互換性がありません。" #: Editor/Mono/ConsoleWindow.cs:65 msgid "Error Pause" msgstr "エラーで一時停止" #: Modules/PackageManagerUI/Editor/Services/Upm/UpmAddOperation.cs:19 msgid "Error adding package: {0}." msgstr "パッケージ追加のエラー: {0}" #: Modules/PackageManagerUI/Editor/Services/Upm/UpmAddAndRemoveOperation.cs:19 msgid "Error adding/removing packages: {0}." msgstr "パッケージ追加/削除のエラー: {0}" #: Editor/Src/BuildPipeline/BuildPlayer.cpp:3883 msgid "Error building Player: A player build is already in process." msgstr "プレイヤーのビルドエラー: プレイヤーのビルドはすでに処理中です。" #: Editor/Src/BuildPipeline/BuildPlayer.cpp:3876 msgid "" "Error building Player: Virtual Texturing is enabled, but the target graphics " "API does not support it. Go to Player Settings to resolve the " "incompatibility." msgstr "プレイヤーのビルドでエラーが発生しました。仮想テクスチャリングは有効になっていますが、ターゲットのグラフィックスAPIはそれをサポートしていません。プレイヤー設定に移動して、不整合を解決してください。" #: Editor/Src/BuildPipeline/BuildPlayer.cpp:3871 msgid "" "Error building Player: Virtual Texturing is enabled, but the target platform " "does not support it. Go to Player Settings to resolve the incompatibility." msgstr "プレイヤーのビルドでエラーが発生しました。仮想テクスチャリングは有効になっていますが、ターゲットプラットフォームはそれをサポートしていません。プレイヤー設定に移動して、不整合を解決してください。" #: /Runtime/GfxDevice/vulkan/GpuProgramsVK.cpp:905 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" #: Modules/PackageManagerUI/Editor/Services/Upm/UpmListOperation.cs:11 msgid "Error fetching package list offline." msgstr "オフラインでパッケージリストを取得する際にエラーが発生しました" #: Modules/PackageManagerUI/Editor/Services/Upm/UpmListOperation.cs:11 msgid "Error fetching package list." msgstr "パッケージリストを取得する際にエラーが発生しました" #: /Editor/Src/Prefabs/PrefabMerging.cpp:765 msgctxt "Error Message in PrefabMerging.cpp" msgid "" "Error finding targetGameObject from AddedComponent." "targetCorrespondingSourceObject (nullptr)" msgstr "addedComponent.targetCorrespondingSourceObject から targetGameObject を検索する際にエラーが発生しました (nullptr)" #: /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" #: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreRestAPI.cs:149 msgid "Error parsing download details." msgstr "ダウンロード詳細の解析中にエラーが発生しました。" #: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreRestAPI.cs:111 msgid "Error parsing labels." msgstr "ラベルの解析中にエラーが発生しました。" #: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreRestAPI.cs:118 msgid "Error parsing product details." msgstr "プロダクト詳細の解析中にエラーが発生しました。" #: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreRestAPI.cs:138 msgid "Error parsing purchase list." msgstr "購入リストの解析中にエラーが発生しました。" #: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreRestAPI.cs:125 msgid "Error parsing update details." msgstr "更新詳細の解析中にエラーが発生しました。" #: /Editor/Platform/Linux/ColorPicker.cpp:25 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/EditorUtility.cpp:722 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" #: Modules/PackageManagerUI/Editor/Services/Upm/UpmRemoveOperation.cs:11 msgid "Error removing package: {0}." msgstr "パッケージ削除のエラー: {0}" #: Modules/PackageManagerUI/Editor/Services/Upm/UpmRemoveRegistryOperation.cs:16 msgid "Error removing registry: {0}." msgstr "レジストリ削除のエラー: {0}" #: /Editor/Src/VersionControl/SemanticMerge.cpp:103 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" #: Modules/PackageManagerUI/Editor/Services/Upm/UpmSearchOperation.cs:12 msgid "Error searching for packages offline." msgstr "オフラインでのパッケージ検索でエラーが発生しました。" #: Modules/PackageManagerUI/Editor/Services/Upm/UpmSearchOperation.cs:12 msgid "Error searching for packages." msgstr "パッケージ検索でエラーが発生しました。" #: Editor/Src/AutoDocumentation.cpp:342 msgctxt "From AutoDocumentation" msgid "Error string." msgstr "エラー文字列" #: /Editor/Src/SceneView/EditorCameraDrawing.cpp:246 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" #: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreOAuth.cs:160 msgid "" "Error while getting access token: invalid configuration from Unity Connect" msgstr "アクセストークンの取得中にエラーが発生しました: Unity Connectからの設定が無効です" #: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreOAuth.cs:176 msgid "Error while getting access token: {0}" msgstr "アクセストークンの取得中にエラーが発生しました: {0}" #: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreOAuth.cs:139 msgid "Error while getting auth code: {0}" msgstr "認証コードの取得中にエラーが発生しました: {0}" #: /Runtime/Serialize/TransferUtility.cpp:82 msgctxt "Error Message in TransferUtility.cpp" msgid "Error while reading serialized data." msgstr "シリアル化されたデータを読み込むのにエラーが発生しました" #: /Editor/Src/Prefabs/PrefabArrayCreation.cpp:27 msgctxt "Error Message in PrefabArrayCreation.cpp" msgid "Error while writing serialized data." msgstr "シリアル化されたデータの書き込み中のエラー" #: /Editor/Platform/Windows/ExternalProcess.cpp:673 msgctxt "Error Message in ExternalProcess.cpp" msgid "Error writing killed external process." msgstr "誤った書き込みが外部プロセスを強制終了しました。" #: Editor/Src/HubClient/HubClient.cpp:342 #: Editor/Src/HubClient/HubClient.cpp:359 #: Editor/Src/Application/Application.cpp:435 msgid "Error!" msgstr "エラー!" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:195 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:145 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。" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1169 msgid "" "Error: The Prefab contents root has been deleted.\n" "\n" "Prefab: " 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:1172 msgid "" "Error: The root GameObject of the opened Prefab has been moved out of the " "Prefab Stage scene by a script.\n" "\n" "Prefab: " 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: " #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:38 msgid "" "Error: When using the deferred rendering path, the Renderer requires the " "control over the 4 highest bits of the stencil buffer to store Material " "types. The current combination of the stencil override options prevents the " "Renderer from controlling the required bits. Try changing one of the options " "to Replace." msgstr "エラー:ディファードレンダーパスを使用する場合、レンダラーは、マテリアルタイプを格納するために、ステンシルバッファーの上位4ビットを制御する必要があります。ステンシルオーバーライドオプションの現在の組み合わせでは、レンダラーは必要なビットを制御することができません。オプションの1つを変更してみてください。" #: /Runtime/Shaders/GpuPrograms/GpuProgramManager.cpp:1324 msgid "Errors" msgstr "エラー" #: Modules/AssetPipelineEditor/Public/AudioImporter.cpp:1077 #: Modules/AssetPipelineEditor/Public/AudioImporter.cpp:1099 #, c-format 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:1061 #, c-format msgid "" "Errors during preview generation for AudioClip %s:\n" "%s" msgstr "オーディオクリップ%s:\n%s" #: /Editor/Src/EditorSettings.cpp:214 msgid "Etc Texture Best Compressor" msgstr "ETC テクスチャ最適圧縮" #: /Editor/Src/EditorSettings.cpp:211 msgid "Etc Texture Compressor Behavior" msgstr "ETC テクスチャ圧縮動作" #: /Editor/Src/EditorSettings.cpp:212 msgid "Etc Texture Fast Compressor" msgstr "ETC テクスチャ高速圧縮" #: /Editor/Src/EditorSettings.cpp:213 msgid "Etc Texture Normal Compressor" msgstr "ETC テクスチャ標準圧縮" #: Editor/Mono/BuildPlayerWindow.cs:48 msgid "Eula" msgstr "EULA" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:19 msgid "Evaluate Ripples" msgstr "さざ波の評価" #: Editor-Missing:Missing detected at runtime. msgid "Event" msgstr "イベント" #: Editor/Mono/Inspector/CanvasEditor.cs:37 msgid "Event Camera" msgstr "イベントカメラ" #: [MenuItem]Packages/com.unity.ugui/Editor/UGUI/UI/MenuOptions.cs:365 msgid "Event System" msgstr "イベントシステム" #: Editor-Missing:Missing detected at runtime. msgid "Event System (Script)" msgstr "Event System (スクリプト)" #: /Editor/Src/Animation/Transition.h:53 msgid "Event Treshold" msgstr "イベントのしきい値" #: Editor-Missing:Missing detected at runtime. msgid "Event Trigger" msgstr "イベントトリガー" #: Packages/com.unity.visualeffectgraph/Samples~/VFXOutputEventHandlers/Editor/VFXOutputEventRigidBodyEditor.cs:30 msgid "Event Type" msgstr "イベントタイプ" #: Editor/Mono/Inspector/AnimationClipEditor.cs:121 msgid "Events" msgstr "イベント" #: 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 "Every V Blank" msgstr "すべての V ブランク" #: Editor/Src/AutoDocumentation.cpp:922 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" #: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteSecondaryTexturesModule.cs:18 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。" #: Editor/Mono/UIElements/Controls/MaskField.cs:26 Editor-Missing:Missing #: detected at runtime. msgid "Everything" msgstr "すべて" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs:665 msgid "Exact Fixed Time" msgstr "正確な固定時間" #: Modules/ExampleEditor/ExampleComponentEditor.cs:27 msgid "Example Field" msgstr "例のフィールド" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/HDShadowSettingsEditor.cs:63 msgid "Except Max Distance which will be still in meter" msgstr "メートル単位のままにする最大距離を除きます" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:96 msgid "Exception Support" msgstr "例外のサポート" #: Modules/QuickSearch/Editor/QueryBuilder/QueryBlock.cs:119 msgid "Exclude" msgstr "除く" #: Modules/Physics2DEditor/Managed/Colliders/Collider2DEditorBase.cs:166 msgid "Exclude Layers" msgstr "除外レイヤー" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:39 msgid "Exclude Platforms" msgstr "プラットフォームを除く" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:970 msgid "Exclude Property" msgstr "プロパティを除く" #: [MenuItem]Modules/PresetsUIEditor/PresetEditor.cs:775 msgid "Exclude all properties" msgstr "すべてのプロパティを除く" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceMenuItems.cs:58 msgid "Excluder" msgstr "除外フィルター" #: Modules/QuickSearch/Editor/Indexing/IndexManager.cs:374 msgid "Excludes" msgstr "除く" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:130 msgid "Exclusion" msgstr "除外" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:121 msgid "Exclusive Fullscreen" msgstr "専用全画面" #: Editor-Missing:Missing detected at runtime. msgid "Exclusive Mode" msgstr "専用モード" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:53 msgid "Executable Only" msgstr "実行ファイルのみ" #: Packages/com.unity.visualeffectgraph/Editor/Utilities/PropertyBinding/VFXPropertyBinderEditor.cs:72 msgid "Execute In Editor" msgstr "エディターで実行" #: /Runtime/Mono/MonoScript.cpp:295 msgid "Execution Order" msgstr "実行順序" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:28 msgid "Existing Keys" msgstr "既存のキー" #: Editor/Mono/SceneHierarchy.cs:2088 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/Platform/Linux/main.cpp:444 #: Editor/Src/Application/Application.cpp:758 #: Editor/Src/Application/Application.cpp:764 #: Editor/Src/Application/Application.cpp:794 #: Editor/Mono/SceneView/SceneViewOverlays.cs:17 msgid "Exit" msgstr "終了" #: /Editor/Src/Commands/FileMenu.cpp:178 msgctxt "MenuItem./File/Exit" msgid "Exit" msgstr "終了" #: Modules/SafeMode/SafeModeToolbarWindow.cs:68 msgid "Exit Anyway" msgstr "終了を続行" #: Editor/Mono/Inspector/LightProbeGroupInspector.cs:526 msgid "Exit Light Probe Editing" msgstr "ライトプローブの編集を終了" #: Editor/Mono/Inspector/LightProbeGroupInspector.cs:526 msgid "Exit Light Probe Positions Editing." msgstr "ライトプローブ位置の編集を終了します。" #: /Editor/Src/Animation/StateMachine.cpp:879 msgid "Exit Position" msgstr "終了位置" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStageUtility.cs:242 msgid "Exit Prefab Mode" msgstr "プレハブモードを終了" #: Modules/SafeMode/SafeModeToolbarWindow.cs:38 msgid "Exit Safe Mode" msgstr "セーフモードを終了" #: Modules/SafeMode/SafeModeToolbarWindow.cs:60 msgid "Exit Safe Mode blocked" msgstr "セーフモード終了はブロックされています" #: /Editor/Src/Animation/Transition.cpp:246 #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:16 msgid "Exit Time" msgstr "終了時間" #: Editor/Mono/SceneView/SceneViewOverlays.cs:17 msgid "Exit isolation mode" msgstr "単独モードを終了" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:16 msgid "Exit time in normalized time from current state" msgstr "現在のステートの終了時間 (正規化された時間)" #: Modules/SafeMode/SafeModeToolbarWindow.cs:64 msgid "Exiting Safe Mode" msgstr "セーフモードを終了しています" #: Modules/PackageManagerUI/Editor/UI/PackageTagLabel/PackageDynamicTagLabel.cs:56 msgid "Exp" msgstr "Exp" #: Editor/Mono/Overlays/Overlay.cs:740 msgid "Expand" msgstr "展開" #: Editor/Mono/GUI/TreeView/ToggleTreeView.cs:18 msgid "Expand All" msgstr "すべてを展開する" #: Editor/Mono/Inspector/Core/PropertyEditor.cs:626 msgid "Expand All Components" msgstr "すべてのコンポーネントを展開" #: /Editor/Src/HierarchyState.cpp:25 msgid "Expanded" msgstr "展開" #: /Editor/Src/InspectorExpandedState.cpp:196 msgid "Expanded Data" msgstr "拡張データ" #: /Editor/Src/InspectorExpandedState.cpp:189 msgid "Expanded Properties" msgstr "展開したプロパティ" #: Editor/Mono/UIElements/StyleSheets/StyleSheetImportGlossary.cs:22 msgid "Expected ',', got '{0}'" msgstr "',' を期待していましたが、'{0}' を取得しました" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsHeader.cs:89 msgid "Experimental" msgstr "実験的" #: Modules/EditorToolbar/ToolbarElements/PreviewPackagesInUseDropdown.cs:40 msgid "Experimental Packages In Use" msgstr "使用中の実験的パッケージ" #: Modules/SafeMode/SafeModeToolbarWindow.cs:35 msgid "Experimental Packages in Use" msgstr "使用中の実験的パッケージ" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsHeader.cs:38 msgid "" "Experimental packages are new packages or experiments on mature packages in " "the early stages of development. Experimental packages are not supported by " "Unity." msgstr "実験的パッケージは、開発の初期段階での新しいパッケージまたは成熟したパッケージでの実験です。実験的パッケージはUnityではサポートされていません。" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:295 msgid "Expiration date" msgstr "有効期限" #: Editor-Missing:Missing detected at runtime. msgid "Explicit" msgstr "明示的" #: /Editor/Src/EditorUserBuildSettings.cpp:236 #: Editor/Mono/Modules/DefaultBuildProfileExtension.cs:421 msgid "Explicit Array Bounds Checks" msgstr "明示的な配列範囲の確認" #: /Runtime/PreloadManager/PreloadData.cpp:16 msgid "Explicit Data Layout" msgstr "明示的データレイアウト" #: /Editor/Src/EditorUserBuildSettings.cpp:235 #: Editor/Mono/Modules/DefaultBuildProfileExtension.cs:404 msgid "Explicit Divide By Zero Checks" msgstr "明示的なゼロ除算の確認" #: /Editor/Src/EditorUserBuildSettings.cpp:234 #: Editor/Mono/BuildPlayerWindow.cs:73 msgid "Explicit Null Checks" msgstr "明示的な null の確認" #: /Runtime/GI/GIHelpers.cpp:316 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。" #: [MenuItem]Modules/UnityConnectEditor/ServicesExploreMenu.cs:8 msgid "Explore" msgstr "探す" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:139 msgid "" "Exponent used for depth warping. Increasing this could reduce light leak and " "result in a change in appearance of the shadow." msgstr "深度のワーピング処理に使用される指数。 これを増やすと、光漏れが減り、影の外観が変化する可能性があります。" #: [MenuItem]Editor/Mono/Inspector/CustomRenderTextureEditor.cs:420 msgid "Export" msgstr "エクスポート" #: /Editor/Mono/Inspector/CustomRenderTextureEditor.cs:420 msgctxt "MenuItem./CONTEXT/CustomRenderTexture/Export" msgid "Export" msgstr "エクスポート" #: /Editor/Src/EditorUserBuildSettings.cpp:244 #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildProfileExtension.cs:163 msgid "Export As Google Android Project" msgstr "Google Android プロジェクトとしてエクスポート" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineMenuItems.cs:50 msgid "Export HDRP Sky to Image" msgstr "HDRP スカイを画像にエクスポート" #: /Editor/Src/Commands/AssetsMenu.cpp:1344 msgctxt "MenuItem./Assets/Export Package..." msgid "Export Package..." msgstr "パッケージをエクスポート..." #: Modules/ShortcutManager/ShortcutManagerWindowView.cs:474 msgid "Export Profile" msgstr "プロファイルをエクスポート" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildProfileExtension.cs:20 msgid "Export Project" msgstr "プロジェクトをエクスポート" #: Modules/TerrainEditor/TerrainInspector.cs:172 msgid "Export Raw..." msgstr "Raw でエクスポート..." #: Packages/com.unity.render-pipelines.core/Editor/Deprecated.cs:78 msgid "Export Shader Variants" msgstr "シェーダーバリアントをエクスポート" #: /Runtime/Graphics/LightingSettings.cpp:110 #: Editor/Mono/Inspector/LightingSettingsEditor.cs:206 msgid "Export Training Data" msgstr "トレーニングデータをエクスポート" #: [MenuItem]Editor/Tools/Unwrap/helper/UnwrapDebugHelper.cs:123 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: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" #: Packages/com.unity.shaderanalysis/Editor/Internal/ShaderAnalysisInspectorWindow.cs:505 msgid "Export diff to" msgstr "差分をエクスポート" #: [MenuItem]Editor/Tools/Unwrap/helper/UnwrapDebugHelper.cs:211 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/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" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildProfileExtension.cs:22 msgid "Export for App Bundle" msgstr "App Bundle 用にエクスポート" #: Packages/com.unity.shaderanalysis/Editor/Internal/ShaderAnalysisInspectorWindow.cs:474 msgid "Export to" msgstr "エクスポート" #: [MenuItem]Editor/Tools/Unwrap/helper/UnwrapDebugHelper.cs:156 msgid "Export whole selection to single OBJ" msgstr "選択したすべてを 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:156 msgctxt "MenuItem./Custom/UnwrapDebugHelper/Export whole selection to single OBJ" msgid "Export whole selection to single OBJ" msgstr "選択したすべてを 1 つのオブジェクトにエクスポートします" #: Editor/Mono/GUI/PackageExport.cs:189 msgid "Export..." msgstr "エクスポート..." #: PlatformDependent/EmbeddedLinux/Extensions/Managed/EmbeddedLinuxBuildWindowExtension.cs:25 msgid "Exports" msgstr "エクスポート" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:206 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/Inspector/Core/ScriptAttributeGUI/Implementations/ExposedReferenceDrawer.cs:15 msgid "Expose Property" msgstr "プロパティを公開する" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/ShaderGraphUIBlock.cs:37 msgid "Exposed Properties" msgstr "公開プロパティ" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VisualEffectEditor.cs:1427 msgid "" "Exposed properties are hidden in the Inspector when Visual Effect Assets are " "stored in Asset Bundles." msgstr "ビジュアルエフェクトアセットがアセットバンドルに保存されている場合、公開(アクセス可能な)プロパティはインスペクターで非表示です。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:31 msgid "Exposure Target" msgstr "露出ターゲット" #: /Runtime/Serialize/BuildTarget.h:110 msgid "Extended Platform" msgstr "拡張プラットフォーム" #: /Runtime/BaseClasses/EditorExtension.cpp:101 msgid "Extension Ptr" msgstr "拡張子 PTR" #: Modules/PackageManagerUI/Editor/Extensions/ExtensionManager.cs:173 msgid "Extensions" msgstr "拡張" #: /Runtime/Geometry/AABB.h:257 Editor/Mono/EditorGUI.cs:153 msgid "Extent" msgstr "範囲" #: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:106 msgid "" "Extents from the selected position when flood filling with a Tile. Set this " "to 0 to flood fill to the full extents." msgstr "タイルで塗りつぶす場合に、選択した位置から広げます。完全に塗りつぶすには、これを0に設定します。" #: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:107 msgid "" "Extents from the selected position when flood filling without a Tile. Set " "this to 0 to flood erase to the full extents." msgstr "タイルなしで塗りつぶす場合に、選択した位置から広げます。完全に消去するには、これを0に設定します。" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:712 msgid "External Forces" msgstr "外力" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:125 msgid "External Normal Map" msgstr "外部の法線マップ" #: /Editor/Src/AssetPipeline/AssetImporter.cpp:796 msgid "External Objects" msgstr "外部オブジェクト" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:96 msgid "External Script Editor" msgstr "外部のスクリプトエディター" #: Editor-Extra:class Section at PreferencesWindow.cs msgid "External Tools" msgstr "外部ツール" #: Editor/Src/AutoDocumentation.cpp:2208 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/Mono/AssetPipeline/SpeedTree/SpeedTree9ImporterMaterialEditor.cs:13 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/Inspector/CubemapInspector.cs:15 msgid "External texture: Unity cannot make changes to this Cubemap." msgstr "外部テクスチャ: Unityはこのキューブマップに変更を加えることができません。" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:13 msgid "Extra" msgstr "追加" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:146 msgid "Extra Transforms to Expose" msgstr "公開する追加トランスフォーム" #: Editor/Src/AutoDocumentation.cpp:774 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/LightmapEditorSettings.cpp:120 msgid "Extract Ambient Occlusion" msgstr "アンビエントオクルージョンを抽出" #: [MenuItem]Modules/TextCoreTextEngineEditor/Managed/TextCoreContextMenuItems.cs:353 msgid "Extract Atlas" msgstr "アトラスを抽出" #: Editor/Src/DragAndDropForwarding.cpp:1560 msgid "Extract Component" msgstr "コンポーネントを抽出" #: /Editor/Src/Commands/AssetsMenu.cpp:1355 msgctxt "MenuItem./Assets/Extract From Prefab" msgid "Extract From Prefab" msgstr "プレハブから抽出" #: Editor/Mono/AssetPipeline/SpeedTree/SpeedTree9ImporterMaterialEditor.cs:16 msgid "Extract Materials..." msgstr "マテリアルを抽出..." #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:104 msgid "Extract Textures..." msgstr "テクスチャを抽出..." #: /Runtime/Graphics/LightingSettings.cpp:102 msgid "ExtractAO" msgstr "アンビエントオクルージョンを抽出" #: Editor-Missing:Missing detected at runtime. msgid "Extrapolate" msgstr "外挿" #: Editor/Src/AutoDocumentation.cpp:2387 msgctxt "From AutoDocumentation" msgid "Extremum Slip. [ 0.001, infinity ]." msgstr "極値スリップ [0.001, 無限大]" #: Editor/Src/AutoDocumentation.cpp:2389 msgctxt "From AutoDocumentation" msgid "Extremum Value. [ 0.001, infinity ]." msgstr "極値 [0.001, 無限大]" #: /Runtime/Graphics/SpriteFrame.cpp:177 msgid "Extrude" msgstr "押し出し" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:343 msgid "Extrude Edges" msgstr "押し出しエッジ" #: Modules/TilemapEditor/Editor/Managed/TilemapCollider2DEditor.cs:37 msgid "Extrusion Factor" msgstr "押し出しファクター" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/Material/Eye/ShaderGraph/CreateEyeShaderGraph.cs:9 msgid "Eye Shader Graph" msgstr "アイシェーダーグラフ" #: Editor/Src/AutoDocumentation.cpp:3334 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" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:112 msgid "FBX Scene import settings" msgstr "FBX シーンインポート設定" #: Editor/Mono/Inspector/CameraEditor.cs:52 msgid "FOV Axis" msgstr "FOV 軸" #: Editor/Mono/Inspector/GraphicsSettingsInspectors/GraphicsSettingsInspectorTierSettings.cs:89 msgid "FP16" msgstr "FP16" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:29 msgid "FPS" msgstr "FPS" #: Modules/AssetPipelineEditor/Public/AudioImporter.cpp:894 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" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:43 msgid "FSR Sharpness" msgstr "FSR シャープネス" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:280 msgid "FSR2 Enable Sharpness" msgstr "FSR2 シャープネスを有効にする" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:279 msgid "FSR2 Injection Point" msgstr "FSR2 投入ポイント" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:282 msgid "FSR2 Mode" msgstr "FSR2 モード" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:283 msgid "FSR2 Sharpness" msgstr "FSR2 シャープネス" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:281 msgid "FSR2 Use Optimal Settings" msgstr "FSR2 最適設定を使用" #: /Runtime/BaseClasses/ObjectDefines.h:389 msgid "FULL_TYPENAME_" msgstr "FULL_TYPENAME_" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:227 msgid "Fabric BSDF Convolution" msgstr "ファブリック BSDF コンボリューション" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/CreateFabricShaderGraph.cs:9 msgid "Fabric Shader Graph" msgstr "ファブリックシェーダーグラフ" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/Volume/InfluenceVolumeUI.Skin.cs:31 msgid "Face Fade" msgstr "面のフェード" #: Editor/Src/AutoDocumentation.cpp:2749 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。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:182 msgid "Facing" msgstr "正面" #: /Runtime/Camera/Flare.h:79 #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:49 msgid "Fade" msgstr "フェード" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:46 msgid "Fade Distance" msgstr "フェード距離" #: Editor-Missing:Missing detected at runtime. msgid "Fade Duration" msgstr "フェード間隔" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs:113 msgid "Fade End" msgstr "フェードの終了" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:274 msgid "Fade End Mip" msgstr "フェード終了 ミップ" #: Packages/com.unity.render-pipelines.universal/Editor/Decal/DecalProjectorEditor.cs:655 msgid "Fade Factor" msgstr "フェードファクター" #: /Editor/Src/Gizmos/AnnotationManager.cpp:456 msgid "Fade Gizmo Size" msgstr "ギズモをフェード サイズ" #: /Editor/Src/Gizmos/AnnotationManager.cpp:457 #: Editor/Mono/Annotation/AnnotationWindow.cs:84 msgid "Fade Gizmos" msgstr "ギズモをフェード" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs:53 msgid "Fade In Distance" msgstr "フェードイン距離" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:91 msgid "Fade Length" msgstr "フェード距離" #: /Runtime/Graphics/LOD/LODGroup.cpp:361 #: Editor/Mono/Inspector/LODGroupEditor.cs:637 msgid "Fade Mode" msgstr "フェードモード" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:115 msgid "Fade Out" msgstr "フェードアウト" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs:54 msgid "Fade Out Distance" msgstr "フェードアウト距離" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2813 #: Editor/Mono/AssetPipeline/SpeedTree/SpeedTreeImporterCommon.cs:201 msgid "Fade Out Width" msgstr "フェードアウト幅" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/CustomPassVolumeEditor.cs:35 msgid "Fade Radius" msgstr "フェード半径" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:275 msgid "Fade Range" msgstr "フェード範囲" #: Packages/com.unity.render-pipelines.universal/Editor/Decal/DecalProjectorEditor.cs:673 msgid "Fade Scale Property" msgstr "フェードスケールプロパティ" #: /Runtime/Camera/Flare.cpp:947 msgid "Fade Speed" msgstr "フェード速度" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs:112 msgid "Fade Start" msgstr "フェードの開始" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:273 msgid "Fade Start Mip" msgstr "フェード開始 ミップ" #: /Runtime/Graphics/LOD/LODGroup.cpp:423 msgid "Fade Transition Width" msgstr "フェードの遷移幅" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/Volume/InfluenceVolumeUI.Skin.cs:31 msgid "Fade faces of the cubemap." msgstr "キューブマップの面をフェードします。" #: Editor/Mono/Annotation/AnnotationWindow.cs:84 msgid "Fade out and stop rendering gizmos that are small on screen" msgstr "画面上で小さくなったギズモをフェードアウトさせて、表示を停止します。" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:64 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:60 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/SpeedTree8ShaderGUI.cs:27 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/Src/AutoDocumentation.cpp:929 msgctxt "From AutoDocumentation" msgid "Fade speed of the flare." msgstr "フレアのフェード速度" #: Editor/Src/AutoDocumentation.cpp:1755 msgctxt "From AutoDocumentation" msgid "Fade time for a flare." msgstr "フレアのフェード時間" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:272 msgid "Fadeout to Gray" msgstr "グレーにフェードアウト" #: /Runtime/Shaders/SerializedShaderData.h:918 #: Packages/com.unity.render-pipelines.universal/Editor/RenderStateDataEditor.cs:25 msgid "Fail" msgstr "失敗" #: /Editor/Src/GI/Progressive/PVRContextManager.cpp:1442 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/Application/Application.cpp:2305 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:2324 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:2291 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:2349 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/DragAndDropForwarding.cpp:2939 #: Editor/Src/Commands/AssetsMenu.cpp:695 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" #: /Runtime/Graphics/CrunchCompression.cpp:95 msgctxt "Error Message in CrunchCompression.cpp" msgid "Failed crunch end." msgstr "クランチの終了に失敗しました" #: /Editor/Src/GI/Progressive/PVRRuntimeManager.cpp:1710 msgctxt "Error Message in PVRRuntimeManager.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/IssueEnlightenJobs.cpp:179 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:271 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" #: /Runtime/Graphics/CrunchCompression.cpp:26 msgctxt "Error Message in CrunchCompression.cpp" msgid "Failed getting crunch texture info." msgstr "クランチテクスチャ情報の取得に失敗しました" #: /Editor/Src/GI/Enlighten/IssueEnlightenJobs.cpp:119 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/Application/Application.cpp:2356 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/DragAndDropForwarding.cpp:2909 #, c-format msgid "Failed importing package %s" msgstr "パッケージのインポートに失敗しました %s" #: /Editor/Src/GI/Progressive/IssuePVRJobs.cpp:1572 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/OcclusionCulling.cpp:679 msgctxt "Error Message in OcclusionCulling.cpp" msgid "Failed reading occluder data output" msgstr "遮蔽物のデータ出力の読み込みに失敗しました" #: /Editor/Src/GI/Progressive/PVRContextManager.cpp:1454 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。" #: /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" #: /Editor/Platform/Linux/ExternalProcessWindows.cpp:65 msgctxt "Error Message in ExternalProcessWindows.cpp" msgid "Failed to allocate memory for external process." msgstr "外部プロセスのためのメモリを割り当てることができませんでした。" #: /Editor/Src/Application/Application.cpp:2153 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。" #: /Runtime/Scripting/ScriptingInvocation.cpp:80 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/VirtualFileSystem/ArchiveFileSystem/ArchiveStorageConverter.cpp:168 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に失敗しました" #: /Editor/Src/Graphics/SplashScreenGenerator.cpp:334 msgctxt "Warning Message in SplashScreenGenerator.cpp" msgid "" "Failed to compress splash screen unity logo texture. An uncompressed version " "will be used instead." msgstr "スプラッシュスクリーンのUnityロゴテクスチャを圧縮できませんでした。 代わりに非圧縮バージョンが使用されます。" #: /Editor/Src/PackageUtility.cpp:320 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" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidTemplatesUpgraderWindow.cs:33 msgid "Failed to convert file:" msgstr "ファイルの変換に失敗しました。" #: Editor/Mono/Sprites/SpriteUtility.cs:25 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" #: /Runtime/Graphics/Mesh/SkinnedMeshRenderer.cpp:1085 msgctxt "Error Message in SkinnedMeshRenderer.cpp" msgid "Failed to create compute skin pose buffer!" msgstr "コンピュートスキンポーズバッファの作成に失敗しました" #: Modules/AssetDatabase/Editor/V2/AssetDatabaseInternal.cpp:3039 msgid "Failed to create folder" msgstr "フォルダーの作成に失敗しました" #: Editor/Src/ProjectUtility.cpp:435 msgid "Failed to decompress [{0}]." msgstr "[{0}]の解凍に失敗しました" #: Modules/UnityConnectEditor/Services/PurchasingService.cs:170 msgid "" "Failed to download IAP package. Please check connectivity and retry. Web " "request Error: " msgstr "IAPパッケージのダウンロードに失敗しました。接続を確認してやり直してください。Webリクエストエラー: " #: Editor/Src/2D/SpritePacking/SpritePackingUtilities.cpp:533 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/GI/GISceneManagerHelpers.cpp:228 msgctxt "Error Message in GISceneManagerHelpers.cpp" msgid "" "Failed to find a suitable OpenCL device for the GPU Lightmapper. Please " "change your lightmapper or install the latest graphics driver." msgstr "GPUライトマッパーに適切なOpenCLデバイスを見つけることに失敗しました。ライトマッパーを変更するか、最新のグラフィックスドライバーをインストールしてください。" #: Editor/Src/DragAndDropForwarding.cpp:839 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:804 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/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/Platform/Windows/ExternalProcessWindows.cpp:88 msgctxt "Error Message in ExternalProcessWindows.cpp" msgid "Failed to get container window to host process" msgstr "プロセスを処理するためのコンテナーウィンドウの取得に失敗しました" #: /Editor/Src/Application/Application.cpp:997 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/Mono/Sprites/SpriteUtilityWindow.cs:29 msgid "" "Failed to install package com.unity.2d.sprite.\n" "ErrorCode: {0}\n" "Message: {1}" msgstr "パッケージ com.unity.2d.sprite のインストールに失敗しました。\nErrorCode: {0}\nMessage: {1}" #: /Runtime/GI/Enlighten/EnlightenRuntimeManager.cpp:2609 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。" #: Modules/PackageManager/Editor/PackageManagerDiagnostics.cpp:244 #, c-format msgid "Failed to launch external process '%s'" msgstr "外部プロセス'%s'の起動に失敗しました" #: Editor/Mono/GUI/FallbackEditorWindow.cs:16 msgid "Failed to load" msgstr "ロードに失敗しました" #: Editor/Src/Application/Application.cpp:1382 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" #: /Runtime/Misc/Plugins.cpp:231 msgctxt "Error Message in Plugins.cpp" msgid "Failed to load plugin. Plugin loading is only allowed on main thread." msgstr "プラグインのロードに失敗しました。プラグインのロードはメインスレッドでのみ可能です。" #: Modules/AssetDatabase/Editor/Public/AssetPreviews.cpp:216 msgid "Failed to load preview" msgstr "プレビューのロードに失敗しました" #: Editor/Mono/Overlays/OverlayPresetManager.cs:310 msgid "" "Failed to load the chosen preset, the file may not be a .{0} or was " "corrupted." msgstr "選択したプリセットのロードに失敗しました。ファイルが{0}でないか、破損している可能性があります。" #: /Editor/Platform/Windows/DragAndDrop.cpp:397 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:510 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/Platform/Windows/DragAndDrop.cpp:463 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/Src/ProjectUpgrade.cpp:158 msgid "Failed to make the file {0} writable." msgstr "{0}を書き込み可能にできませんでした" #: /Editor/Src/PackageUtility.cpp:1111 msgctxt "Warning Message in PackageUtility.cpp" msgid "Failed to mark one or more files for add in Version Control" msgstr "バージョン管理で追加するファイルを1つ以上選択できませんでした。" #: /Editor/Src/PackageUtility.cpp:1150 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:1188 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/Mono/Scripting/APIUpdater/APIUpdaterManager.bindings.cs:695 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/Src/GI/GIFileCache.cpp:37 msgctxt "Warning Message in GIFileCache.cpp" msgid "" "Failed to reduce the GI file cache size below the current maximum. Clear the " "cache or increase the maximum cache size in the Editor Preferences." msgstr "GIファイルのキャッシュサイズを現在の最大値より小さくすることに失敗しました。エディターの環境設定でキャッシュをクリアするか、最大キャッシュサイズを大きくしてください。" #: /Editor/Src/BuildPipeline/BuildBuiltinAssetBundles.cpp:339 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/BuildAssetBundle.cpp:885 #, c-format 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/GI/Jobs/WriteLightingDataAssetJob.cpp:554 msgctxt "Error Message in WriteLightingDataAssetJob.cpp" msgid "Failed to reserve memory for scene-based lightmaps." msgstr "シーンに基づいたライトマップ用のメモリ確保に失敗しました。" #: Modules/PackageManager/Editor/PackageManagerProject.cpp:230 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/PackageManagerProject.cpp:259 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。" #: Editor/Src/ProjectUtility.cpp:584 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}" #: Modules/PackageManager/Editor/Public/PackageManager.cpp:519 msgid "Failed to resolve project templates: operation cancelled." msgstr "プロジェクトの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:521 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}" #: Editor/Mono/Scripting/APIUpdater/APIUpdaterManager.bindings.cs:673 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/Src/SceneManager/EditorSceneManager.cpp:1454 #, c-format msgid "Failed to save scene %s." msgstr "シーン %s は保存できませんでした" #: /Editor/Platform/Windows/DragAndDrop.cpp:390 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PPtrを設定することができませんでした" #: /Editor/Platform/Windows/DragAndDrop.cpp:503 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:456 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" #: Modules/PackageManager/Editor/PackageManagerServer.cpp:66 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/PackageManagerDiagnostics.cpp:148 #, c-format msgid "" "Failed to start diagnostics:\n" "\n" "%s\n" "\n" "In order to run it manually, please execute the following command-line in a " "terminal:\n" "\n" "%s" msgstr "診断の開始に失敗しました:\n\n%s\n\n手動で実行するには、端末で次のコマンドラインを実行してください:\n\n%s" #: Modules/PackageManager/Editor/PackageManagerServer.cpp:90 msgid "" "Failed to start the Unity Package Manager local server process. Make sure " "the process [{0}] is not blocked by {1}" 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}]が{1}にブロックされていないことを確認してください。" #: Modules/PackageManager/Editor/PackageManagerProjectFiles.cpp:88 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/PackageManagerProjectFiles.cpp:92 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/BuildPipeline/Editor/Ucbp/BuildAssetBundleYAMLManifests.cpp:168 #, c-format msgid "Failed to write \"%s\"." msgstr "\"%s\" の書き込みに失敗しました。" #: /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" #: /Runtime/Serialize/PersistentManager.cpp:1143 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の書き込みに失敗しました" #: /Runtime/Graphics/CrunchCompression.cpp:85 msgctxt "Error Message in CrunchCompression.cpp" msgid "Failed unpacking crunch mip level." msgstr "クランチミップレベルの解凍に失敗しました" #: /Editor/Src/GI/Progressive/PVRRuntimeManager.cpp:1824 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:1795 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。" #: /Runtime/Shaders/SerializedShaderData.h:1845 msgid "Fallback Name" msgstr "フォールバック名" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:12 msgid "Fallback Post Anti-aliasing" msgstr "ポストアンチエイリアスをフォールバック" #: Packages/com.unity.ugui/Editor/UGUI/UI/CanvasScalerEditor.cs:159 msgid "Fallback Screen DPI" msgstr "フォールバック画面 DPI" #: /Editor/Src/GI/GISceneManagerHelpers.cpp:241 msgctxt "Error Message in GISceneManagerHelpers.cpp" msgid "Falling back to CPU lightmapper." msgstr "CPUライトマッパーにフォールバックします。" #: Editor/Mono/SceneModeWindows/DefaultLightingExplorerExtension.cs:36 msgid "Falloff" msgstr "減衰" #: Modules/TerrainEditor/Brush/BrushEditor.cs:25 msgid "Falloff Curve" msgstr "減衰カーブ" #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/ScreenSpaceAmbientOcclusionEditor.cs:56 msgid "Falloff Distance" msgstr "減衰距離" #: Modules/TerrainEditor/Brush/BrushEditor.cs:26 msgid "Falloff Radius Scale" msgstr "減衰半径スケール" #: Editor/Mono/SceneModeWindows/DefaultLightingExplorerExtension.cs:37 msgid "Falloff Strength" msgstr "減衰度" #: Editor/Src/AutoDocumentation.cpp:943 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。" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:406 msgid "Family Name" msgstr "ファミリー名" #: Editor/Mono/EditorGUI.cs:159 msgid "Far" msgstr "ファー" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:52 msgid "Far Blur" msgstr "遠方ブラー" #: /Runtime/Camera/ReflectionProbes.cpp:62 #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs:99 msgid "Far Clip" msgstr "ファークリップ" #: /Runtime/Camera/Projector.cpp:376 #: Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:45 msgid "Far Clip Plane" msgstr "ファークリップ面" #: Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:45 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/DefaultLightingExplorerExtension.cs:30 msgid "Far Plane" msgstr "ファークリップ面" #: Editor/Src/AutoDocumentation.cpp:548 msgctxt "From AutoDocumentation" msgid "Far clipping plane." msgstr "ファークリップ面" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:62 msgid "Far fade" msgstr "遠方フェード" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:71 msgid "Fast" msgstr "高速" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:35 msgid "Fast Per Thread Temporary Allocators" msgstr "スレッド別高速一時アロケーター" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:48 msgid "Fast Thread Shared Temporary Allocators" msgstr "スレッド共有高速一時アロケーター" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:111 msgid "Fast sRGB/Linear conversions" msgstr "高速 sRGB/リニア変換" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:200 msgid "Faster (smaller) builds" msgstr "より速い (小さい) ビルド" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:200 msgid "Faster runtime" msgstr "より速いランタイム" #: Editor-Missing:Missing detected at runtime. msgid "Fatal" msgstr "致命的" #: /Runtime/Serialize/TypeTree.cpp:765 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/Transform/Transform.cpp:1554 msgid "Father" msgstr "親" #: Modules/PackageManagerUI/Editor/Services/Upm/UpmPackageVersion.cs:255 msgid "Feature" msgstr "機能" #: Editor/Src/AutoDocumentation.cpp:3104 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:3197 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:3196 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)" #: Modules/PackageManagerUI/Editor/Services/Pages/PageTypes/UnityRegistryPage.cs:34 msgid "Features" msgstr "機能" #: Editor/Mono/Inspector/AnimationClipEditor.cs:89 msgid "Feet" msgstr "足" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:43 msgid "Feet Spacing" msgstr "足の間隔" #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/FullScreenPassRendererFeatureEditor.cs:48 msgid "Fetch Color Buffer Property" msgstr "カラーバッファプロパティをフェッチ" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildProfileExtension.cs:32 msgid "Fetching connected devices..." msgstr "接続したデバイスをフェッチしています..." #: Modules/ExampleEditor/ExampleComponentEditor.cs:34 msgid "Field" msgstr "フィールド" #: /Runtime/Camera/Projector.cpp:377 #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/CameraSettingsUI.Drawers.cs:22 msgid "Field Of View" msgstr "有効視野 (FOV) " #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/ProbeSettingsUI.Drawers.cs:52 msgid "Field Of View Mode" msgstr "FOV モード" #: Editor/Mono/Annotation/SceneViewCameraWindow.cs:70 msgid "Field of View" msgstr "有効視野 (FOV) " #: Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.Skin.cs:41 msgid "Field of View Axis" msgstr "FOV 軸" #: Editor/Mono/Inspector/CameraEditor.cs:52 msgid "Field of view axis." msgstr "有効視野(FOV)軸" #: /Runtime/Shaders/ShaderImpl/ShaderErrors.h:100 #: [MenuItem]Editor/Mono/EditorApplication.cs:526 msgid "File" msgstr "ファイル" #: /Editor/Mono/EditorApplication.cs:526 msgctxt "MenuItem./File/New Scene %n" msgid "File" msgstr "ファイル" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:32 msgid "File Cache Block Size" msgstr "ファイルキャッシュブロックサイズ" #: /Editor/Src/Undo/FileChangeUndo.cpp:114 msgid "File Change Undo" msgstr "ファイル変更 元に戻す" #: Modules/QuickSearch/Editor/Indexing/IndexManager.cs:325 msgid "File Path" msgstr "ファイルパス" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3338 #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:389 msgid "File Type" msgstr "ファイルタイプ" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:975 msgctxt "Error Message in SpeedTreeImporter.cpp" msgid "File couldn't be read." msgstr "ファイルを読み込むことができませんでした。" #: /Runtime/Utilities/FileVFS.cpp:553 msgctxt "Error Message in FileVFS.cpp" msgid "File must not be open prior to calling SetOpenFlags" msgstr "SetOpenFlagsを呼び出す前にファイルを開いてはいけません" #: /Runtime/BaseClasses/PPtr.h:383 msgid "FileID" msgstr "ファイルID" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporter.cpp:932 msgid "FileID To Recycle Name" msgstr "ファイル ID で名前を再利用" #: Editor/Src/AutoDocumentation.cpp:321 msgctxt "From AutoDocumentation" msgid "Filenames of the asset, e.g." msgstr "アセットのファイル名 例" #: Packages/com.unity.ugui/Editor/UGUI/UI/ImageEditor.cs:274 msgid "Fill Amount" msgstr "塗りつぶす量" #: Packages/com.unity.ugui/Editor/UGUI/UI/ImageEditor.cs:223 msgid "Fill Center" msgstr "中心を塗りつぶす" #: Packages/com.unity.ugui/Editor/UGUI/UI/ImageEditor.cs:279 msgid "Fill Clockwise" msgstr "右回りに塗りつぶし" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs:117 msgid "Fill Empty Spaces" msgstr "空の空間を埋める" #: Modules/TerrainEditor/PaintTools/CreateTerrainTool.cs:18 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:17 msgid "Fill Heightmap Using Neighbors" msgstr "近隣を使用してハイトマップを埋める" #: Modules/SpriteShapeEditor/Managed/SpriteShapeRendererEditor.cs:17 msgid "Fill Material" msgstr "塗りつぶしマテリアル" #: Modules/SpriteShapeEditor/Managed/SpriteShapeRendererEditor.cs:17 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" #: Packages/com.unity.ugui/Editor/UGUI/UI/ImageEditor.cs:245 msgid "Fill Method" msgstr "塗りつぶす方法" #: Packages/com.unity.ugui/Editor/UGUI/UI/ImageEditor.cs:42 msgid "Fill Origin" msgstr "塗りつぶし起点" #: Packages/com.unity.ugui/Editor/UGUI/UI/SliderEditor.cs:44 msgid "Fill Rect" msgstr "塗りつぶし矩形" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:699 msgid "Fill percentage " msgstr "塗りつぶす率" #: Editor-Missing:Missing detected at runtime. msgid "Filled" msgstr "塗りつぶし" #: Editor/Mono/Inspector/LightEditor.cs:80 msgid "Filter" msgstr "フィルター" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:205 msgid "Filter Mode" msgstr "フィルターモード" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:126 msgid "Filter Sample Count" msgstr "フィルターサンプル数" #: Modules/QuickSearch/Editor/UITK/SearchQueryPanelView.cs:126 msgid "Filter Searches" msgstr "検索をフィルター" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:253 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" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/LightUI.Skin.cs:37 msgid "Filter and Temperature" msgstr "フィルターと温度" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:20 msgid "Filter by selection." msgstr "選択によって絞り込みます。" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:234 msgid "Filtering" msgstr "フィルタリング" #: Modules/PackageManagerUI/Editor/UI/PackageManagerToolbar.cs:124 msgid "Filters" msgstr "フィルター" #: Modules/PackageManagerUI/Editor/UI/PackageManagerToolbar.cs:124 msgid "Filters ({0})" msgstr "フィルター ({0})" #: Packages/com.unity.2d.tilemap/Editor/UI/TilePaletteBrushPickElement.cs:768 msgid "Filters Picks by Active Brush Type" msgstr "アクティブなブラシタイプで選択をフィルタリング" #: Editor/Src/AutoDocumentation.cpp:343 msgctxt "From AutoDocumentation" msgid "" "Final storage which is associated with a loaded AB Set to null once " "AssetBundle object is loaded and takes over ownership." msgstr "ロードしたABに紐づけられた最終ストレージ。AssetBundleオブジェクトがロードされ所有権が引き継がれると、nullに設定されます。" #: Modules/BuildPipeline/Editor/Ucbp/UnifiedBuildPipeline.cpp:1329 msgid "Finalizing build" msgstr "ビルドを設定" #: Editor-Missing:Missing detected at runtime. msgid "Find" msgstr "検索" #: /Editor/Src/Commands/EditMenu.cpp:86 msgctxt "MenuItem./Edit/Search/Find" msgid "Find" msgstr "検索" #: [MenuItem]Modules/QuickSearch/Editor/Providers/FindProvider.cs:415 msgid "Find Files" msgstr "ファイルを検索" #: Editor-Missing:Missing detected at runtime. msgid "Find Nearest Contacts Per Job" msgstr "ジョブごとの最も近い接触検索数" #: [MenuItem]Editor/Mono/ProjectBrowser/SearchableEditorWindow.cs:106 msgid "Find References In Project" msgstr "プロジェクト内の参照を検索" #: /Editor/Mono/ProjectBrowser/SearchableEditorWindow.cs:106 msgctxt "MenuItem./Assets/Find References In Project" msgid "Find References In Project" msgstr "プロジェクト内の参照を検索" #: [MenuItem]Editor/Mono/ProjectBrowser/SearchableEditorWindow.cs:66 msgid "Find References In Scene" msgstr "シーン内の参照を検索" #: /Editor/Mono/ProjectBrowser/SearchableEditorWindow.cs:66 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/SceneHierarchy.cs:1370 msgid "Find References in Scene" msgstr "シーン内の参照を検索" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UISystemProfilerTreeView.cs:154 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" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:34 msgid "Finger In Out" msgstr "指の開閉" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:33 msgid "Finger Open Close" msgstr "手の開閉" #: Editor-Missing:Missing detected at runtime. msgid "Fire1" msgstr "Fire1" #: Editor-Missing:Missing detected at runtime. msgid "Fire2" msgstr "Fire2" #: Editor-Missing:Missing detected at runtime. msgid "Fire3" msgstr "Fire3" #: /Runtime/Graphics/Mesh/SubMesh.h:60 msgid "First Byte" msgstr "最初のバイト" #: /Runtime/Input/TimeManager.cpp:642 msgid "First Fixed Frame After Reset" msgstr "リセット後に最初の固定フレーム" #: /Runtime/Input/TimeManager.cpp:641 msgid "First Frame After Pause" msgstr "一時停止後の最初のフレーム" #: /Runtime/Input/TimeManager.cpp:640 msgid "First Frame After Reset" msgstr "リセット後の最初のフレーム" #: Editor-Missing:Missing detected at runtime. msgid "First Selected" msgstr "最初の選択" #: /Runtime/Graphics/StaticBatchInfo.h:15 msgid "First Sub Mesh" msgstr "最初のサブメッシュ" #: /Runtime/Graphics/EnlightenSceneMapping.h:243 msgid "First System Id" msgstr "最初のシステム ID" #: /Runtime/Graphics/Mesh/MeshBlendShape.h:96 msgid "First Vertex" msgstr "最初の頂点" #: 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 "Fit Inside" msgstr "内側にフィット" #: Editor-Missing:Missing detected at runtime. msgid "Fit Outside" msgstr "外側にフィット" #: Editor-Missing:Missing detected at runtime. msgid "Fit Vertically" msgstr "垂直方向にフィット" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeUI.Drawer.cs:25 msgid "Fit this Adaptive Probe Volume to cover all loaded Scenes. " msgstr "このアダプティブプローブボリュームを合わせて、ロードされたすべてのシーンをカバーします。 " #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeUI.Drawer.cs:27 msgid "Fit this Adaptive Probe Volume to the renderers in the same Scene." msgstr "このアダプティブプローブボリュームを同じシーンのレンダラーに合わせます。" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeUI.Drawer.cs:25 msgid "Fit to All Scenes" msgstr "すべてのシーンに合わせる" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeUI.Drawer.cs:27 msgid "Fit to Scene" msgstr "シーンに合わせる" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeUI.Drawer.cs:29 msgid "Fit to Selection" msgstr "選択に合わせる" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeUI.Drawer.cs:29 msgid "" "Fits this Adaptive Probe Volume to the selected renderer(s). Lock the " "Inspector to make additional selections." msgstr "選択したレンダラーにアダプティブプローブボリュームを合わせます。インスペクターをロックすると追加の選択を行えます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:51 msgid "Fix" msgstr "修正" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:52 msgid "Fix All" msgstr "すべて修正する" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:54 msgid "Fix All Platforms" msgstr "すべてのプラットフォームを修正" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:53 msgid "Fix All Qualities" msgstr "すべての品質を修正する" #: Editor/Mono/Inspector/StandardShaderGUI.cs:274 msgid "Fix Now" msgstr "今すぐ修正" #: Editor/Mono/SpeedTreeMaterialFixer.cs:13 msgid "Fix SpeedTree Shaders" msgstr "SpeedTree シェーダーを修正" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineMenuItems.cs:642 msgid "" "Fix Warning 'referenced script in (Game Object 'SceneIDMap') is missing' in " "loaded scenes" msgstr "ロードしたシーンの\"(ゲームオブジェクト'SceneIDMap')の参照スクリプトがありません\"という警告を修正しました" #: Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/BaseShaderGUI.cs:294 msgid "Fix now" msgstr "今すぐ修正" #: Editor/Src/AutoDocumentation.cpp:3148 msgctxt "From AutoDocumentation" msgid "Fixation point that both eyes are fixated on." msgstr "両目が見つめる凝視点" #: Editor/Mono/Inspector/ClothInspector.cs:134 msgid "Fixed" msgstr "修正" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:227 msgid "Fixed DPI" msgstr "修正した DPI" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs:664 msgid "Fixed Delta Time" msgstr "固定デルタタイム" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:17 msgid "Fixed Duration " msgstr "固定間隔 " #: Editor-Missing:Missing detected at runtime. msgid "Fixed Joint" msgstr "固定ジョイント" #: /Runtime/Misc/ComponentRequirement.cpp:520 msgctxt "MenuItem./Fixed Joint 2D" msgid "Fixed Joint 2D" msgstr "2D 固定ジョイント" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDAdditionalMeshRendererSettingsUI.cs:17 msgid "Fixed LOD" msgstr "固定 LOD" #: Editor-Missing:Missing detected at runtime. msgid "Fixed Length" msgstr "固定長" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:213 msgid "Fixed Lightmap Size" msgstr "固定ライトマップサイズ" #: Editor/Mono/GameView/GameViewSizesMenuModifyItemUI.cs:17 msgid "Fixed Resolution" msgstr "固定解像度" #: Editor/Mono/Inspector/TimeManagerInspector.cs:12 msgid "Fixed Timestep" msgstr "固定時間ステップ" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:269 msgid "Fixup Edge Seams" msgstr "端の継ぎ目の修正" #: /Runtime/Shaders/SerializedShaderData.h:1667 #: Modules/TilemapEditor/Editor/Managed/TileEditor.cs:72 msgid "Flags" msgstr "フラグ" #: Editor/Src/AutoDocumentation.cpp:3244 msgctxt "From AutoDocumentation" msgid "Flags associated with this mesh descriptor." msgstr "このメッシュ記述子に関連付けられているフラグ。" #: Editor/Src/AutoDocumentation.cpp:2896 msgctxt "From AutoDocumentation" msgid "Flags that will determine which Terrain setting should be overriden." msgstr "どのTerrain(地形)設定をオーバーライドするかを決定するフラグ。" #: /Runtime/Camera/Flare.cpp:944 Editor/Mono/Inspector/LightEditor.cs:104 msgid "Flare" msgstr "フレア" #: /Runtime/Camera/RenderSettings.cpp:553 #: Editor/Mono/SettingsWindow/OtherRenderingEditor.cs:13 msgid "Flare Fade Speed" msgstr "フレアのフェード速度" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:91 msgid "Flare Falloff" msgstr "フレア減衰" #: Modules/TreeEditor/TreeEditor.cs:156 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" #: /Runtime/Misc/ComponentRequirement.cpp:564 msgctxt "MenuItem./Flare Layer" msgid "Flare Layer" msgstr "フレアレイヤー" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:92 msgid "Flare Multiplier" msgstr "フレア乗数" #: Modules/TreeEditor/TreeEditor.cs:158 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:154 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" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:89 msgid "Flare Size" msgstr "フレアサイズ" #: /Runtime/Camera/RenderSettings.cpp:552 #: Editor/Mono/SettingsWindow/OtherRenderingEditor.cs:12 msgid "Flare Strength" msgstr "フレアの強さ" #: /Runtime/Camera/Flare.cpp:72 #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:52 msgid "Flare Texture" msgstr "フレアテクスチャ" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:90 msgid "Flare Tint" msgstr "フレア色" #: Editor/Src/AutoDocumentation.cpp:715 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/Mono/Animation/AnimationWindow/CurveMenuManager.cs:121 msgid "Flat" msgstr "フラット" #: Packages/com.unity.2d.tilemap/Editor/GridPaletteAddPopup.cs:19 msgid "Flat Top" msgstr "フラットトップ" #: Modules/TerrainEditor/PaintTools/SetHeightTool.cs:37 msgid "Flatten All" msgstr "すべての高さを揃える" #: [MenuItem]Editor/Mono/Inspector/MaterialEditor.cs:3094 msgid "Flatten Material Variant" msgstr "マテリアルバリアントの高さを揃える" #: /Editor/Mono/Inspector/MaterialEditor.cs:3094 msgctxt "MenuItem./CONTEXT/Material/Flatten Material Variant" msgid "Flatten Material Variant" msgstr "マテリアルバリアントの高さを揃える" #: Modules/TerrainEditor/PaintTools/SetHeightTool.cs:36 msgid "Flatten Tile" msgstr "タイルの高さを揃える" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:18 msgid "Flip" msgstr "反転" #: Editor-Missing:Missing detected at runtime. msgid "Flip Forward" msgstr "前方に反転" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:129 #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:234 msgid "Flip Green Channel" msgstr "緑のチャンネルを反転" #: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:507 msgid "Flip Horizontal" msgstr "水平方向に反転" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:58 msgid "Flip Rotation" msgstr "回転を反転する" #: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:508 msgid "Flip Vertical" msgstr "垂直方向に反転" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/CameraSettingsUI.Drawers.cs:31 msgid "Flip Y" msgstr "Y 軸に反転" #: Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/ParticleGUI.cs:66 msgid "Flip-Book Blending" msgstr "フリップブックブレンド" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:53 msgid "Flip-Book Frame Blending" msgstr "フリップブックフレームブレンド" #: /Runtime/Graphics/Mesh/SpriteRenderer.cpp:226 msgid "FlipX" msgstr "X 軸に反転" #: /Runtime/Graphics/Mesh/SpriteRenderer.cpp:227 msgid "FlipY" msgstr "Y 軸に反転" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:174 #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:965 msgid "Flipbook Columns" msgstr "フリップブック 列" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:173 #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:976 msgid "Flipbook Rows" msgstr "フリップブック 行" #: /Runtime/Graphics/Mesh/CompressedMesh.h:161 msgid "Float Colors" msgstr "Float カラー" #: Editor/Src/AutoDocumentation.cpp:3150 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:3152 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" #: /Runtime/Shaders/UnityPropertySheet.cpp:465 #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:272 msgid "Floats" msgstr "Float" #: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:107 msgid "Flood Fill Preview Erase Extents" msgstr "塗りつぶしプレビュー消去拡張" #: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:106 msgid "Flood Fill Preview Fill Extents" msgstr "塗りつぶしプレビュー塗りつぶし拡張" #: Modules/Physics2DEditor/Managed/Effectors/BuoyancyEffector2DEditor.cs:75 msgid "Flow Angle" msgstr "流動する角度" #: Modules/Physics2DEditor/Managed/Effectors/BuoyancyEffector2DEditor.cs:76 msgid "Flow Magnitude" msgstr "流動力の大きさ" #: Modules/Physics2DEditor/Managed/Effectors/BuoyancyEffector2DEditor.cs:77 msgid "Flow Variation" msgstr "流動力のばらつき" #: Packages/com.unity.render-pipelines.high-definition/Editor/Sky/HDRISky/HDRISkyEditor.cs:29 msgid "Flowmap" msgstr "フローマップ" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:128 msgid "Foam" msgstr "泡" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:129 msgid "Foam Atlas Size" msgstr "泡アトラスサイズ" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceMenuItems.cs:205 msgid "Foam Generator" msgstr "泡生成" #: Editor/Mono/Inspector/CameraEditor.cs:46 msgid "Focal Length" msgstr "焦点距離" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:75 msgid "Focus" msgstr "フォーカス" #: Editor/Mono/Inspector/CameraEditor.cs:38 msgid "Focus Distance" msgstr "フォーカス距離" #: Packages/com.unity.2d.tilemap/Editor/UI/SceneViewTilemapFocusOverlay.cs:71 msgid "Focus Dropdown" msgstr "フォーカスドロップダウン" #: Packages/com.unity.2d.tilemap/Editor/UI/SceneViewTilemapFocusOverlay.cs:36 msgid "Focus On" msgstr "フォーカス" #: /Runtime/Camera/RenderSettings.cpp:533 #: Editor/Mono/SettingsWindow/FogEditor.cs:14 msgid "Fog" msgstr "フォグ" #: /Runtime/Camera/RenderSettings.cpp:535 #: Editor/Mono/SettingsWindow/FogEditor.cs:57 msgid "Fog Color" msgstr "フォグの色" #: /Runtime/Camera/RenderSettings.cpp:537 #: Editor/Mono/SettingsWindow/FogEditor.cs:62 msgid "Fog Density" msgstr "フォグの濃度" #: /Runtime/Shaders/SerializedShaderData.h:1122 msgid "Fog End" msgstr "フォグの終端" #: /Runtime/Camera/GraphicsSettings.cpp:506 msgid "Fog Keep Exp" msgstr "フォグ 指数関数を維持" #: /Runtime/Camera/GraphicsSettings.cpp:507 msgid "Fog Keep Exp2" msgstr "フォグ 指数 2 乗を維持" #: /Runtime/Camera/GraphicsSettings.cpp:505 msgid "Fog Keep Linear" msgstr "フォグ リニアを維持" #: /Runtime/Camera/RenderSettings.cpp:536 #: Editor/Mono/SettingsWindow/FogEditor.cs:58 msgid "Fog Mode" msgstr "フォグモード" #: /Runtime/Shaders/SerializedShaderData.h:1121 msgid "Fog Start" msgstr "フォグの開始" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/Material/FogVolume/ShaderGraph/CreateFogVolumeShaderGraph.cs:9 msgid "Fog Volume Shader Graph" msgstr "フォグボリュームシェーダーグラフ" #: Editor/Src/AutoDocumentation.cpp:1759 msgctxt "From AutoDocumentation" msgid "Fog color." msgstr "フォグの色" #: Editor/Mono/SettingsWindow/FogEditor.cs:10 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/Src/AutoDocumentation.cpp:1761 msgctxt "From AutoDocumentation" msgid "Fog mode to use." msgstr "使用するフォグモード" #: /Editor/Src/Commands/AssetsMenu.cpp:1219 msgctxt "MenuItem./Assets/Create/Folder" msgid "Folder" msgstr "フォルダー" #: Editor/Src/AutoDocumentation.cpp:319 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/Mono/Scripting/APIUpdater/APIUpdaterManager.bindings.cs:281 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-Missing:Missing detected at runtime. msgid "Font" msgstr "フォント" #: [MenuItem]Modules/TextCoreTextEngineEditor/Managed/FontAssetCreationMenu.cs:53 #: Editor-Missing:Missing detected at runtime. msgid "Font Asset" msgstr "フォントアセット" #: [MenuItem]Modules/TextCoreTextEngineEditor/Managed/FontAssetCreatorWindow.cs:24 #: Editor-Missing:Missing detected at runtime. msgid "Font Asset Creator" msgstr "フォントアセットクリエーター" #: Packages/com.unity.ugui/Editor/TMP/TMP_BaseEditorPanel.cs:560 msgid "Font Asset Prop" msgstr "フォントアセットプロパティ" #: [MenuItem]Modules/TextCoreTextEngineEditor/Managed/FontAssetCreationMenu.cs:16 #: Editor-Missing:Missing detected at runtime. msgid "Font Asset Variant" msgstr "フォントアセットバリアント" #: Packages/com.unity.ugui/Editor/TMP/TMP_SubMesh_Editor.cs:45 msgid "Font Asset_prop" msgstr "フォントアセット" #: Packages/com.unity.ugui/Editor/TMP/TMP_BaseEditorPanel.cs:854 msgid "Font Color Gradient Preset Prop" msgstr "カラーグラデーションプリセットプロパティ" #: Packages/com.unity.ugui/Editor/TMP/TMP_BaseEditorPanel.cs:833 msgid "Font Color Prop" msgstr "フォント色プロパティ" #: Packages/com.unity.ugui/Editor/UGUI/UI/TextEditor.cs:29 msgid "Font Data" msgstr "フォントデータ" #: Modules/TextRenderingEditor/TrueTypeFontImporterInspector.cs:267 msgid "Font Name" msgstr "フォント名" #: Modules/TextRenderingEditor/TrueTypeFontImporterInspector.cs:24 msgid "Font Names" msgstr "フォント名" #: Editor-Missing:Missing detected at runtime. msgid "Font Rendering Mode" msgstr "フォントレンダリングモード" #: Modules/TextRenderingEditor/TrueTypeFontImporterInspector.cs:178 msgid "Font Size" msgstr "フォントサイズ" #: Packages/com.unity.ugui/Editor/TMP/TMP_BaseEditorPanel.cs:739 msgid "Font Size Prop" msgstr "フォントサイズプロパティ" #: Editor-Missing:Missing detected at runtime. msgid "Font Style" msgstr "フォントスタイル" #: [MenuItem]Modules/TextCoreTextEngineEditor/Managed/TextCoreContextMenuItems.cs:306 msgid "FontAsset" msgstr "フォントアセット" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:667 msgid "Font_atlas_prop" msgstr "フォントアトラス" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:749 msgid "Font_bold Spacing_prop" msgstr "フォント太字間隔" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:729 msgid "Font_bold Style_prop" msgstr "フォント太字スタイル" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:758 msgid "Font_italic Style_prop" msgstr "フォント斜体スタイル" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:668 msgid "Font_material_prop" msgstr "フォントマテリアル" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:742 msgid "Font_normal Spacing_prop" msgstr "フォント標準間隔" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:718 msgid "Font_normal Style_prop" msgstr "フォント標準スタイル" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:761 msgid "Font_tab Size_prop" msgstr "フォントタブサイズ" #: /Runtime/Scripting/ManagedReference/IManagedObjectHost.h:52 msgid "Foo" msgstr "Foo" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateEditor.cs:270 msgid "Foot IK" msgstr "足 IK" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:79 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。" #: Editor/Mono/Inspector/CanvasEditor.cs:46 msgid "" "For manual Camera.Render calls should the canvas resize to match the " "destination target." msgstr "手動のCamera.Render呼び出しの場合、ターゲットに一致するようにキャンバスのサイズを変更します。" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:181 msgid "Force" msgstr "力" #: Modules/Physics2DEditor/Managed/Effectors/AreaEffector2DEditor.cs:62 msgid "Force Angle" msgstr "力を加える角度" #: Modules/PhysicsEditor/WheelColliderEditor.cs:33 msgid "Force App Point Distance" msgstr "力を加える点の距離" #: Editor/Mono/BuildPlayerWindow.cs:104 msgid "Force Fast Compressor" msgstr "高速圧縮を強制" #: Editor-Missing:Missing detected at runtime. msgid "Force Hidden" msgstr "強制的に非表示" #: /Runtime/Misc/PlayerSettings.cpp:818 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:3042 msgid "Force IOS Speakers When Recording" msgstr "録画に iOS スピーカーの使用を強制" #: /Editor/Src/EditorUserBuildSettings.cpp:233 msgid "Force Installation" msgstr "強制インストール" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3674 msgid "Force Internet Permission" msgstr "インターネット許可を強制" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:85 msgid "Force Limit" msgstr "力の上限" #: Modules/Physics2DEditor/Managed/Effectors/PointEffector2DEditor.cs:63 msgid "Force Magnitude" msgstr "力の大きさ" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:73 msgid "Force Maximum Compression Quality_BC6H_BC7" msgstr "最高圧縮品質を BC6、HBC7 に強制" #: Modules/Physics2DEditor/Managed/Effectors/PointEffector2DEditor.cs:68 msgid "Force Mode" msgstr "力モード" #: Editor-Missing:Missing detected at runtime. msgid "Force Module Active" msgstr "モジュールをアクティブ状態に強制" #: Editor/Mono/BuildPlayerWindow.cs:106 msgid "Force No Crunch" msgstr "クランチなしを強制" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:201 msgid "Force No Motion" msgstr "モーションなしを強制" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:110 msgid "Force Overdraw" msgstr "上書きを強制 " #: Modules/Physics2DEditor/Managed/Colliders/Collider2DEditorBase.cs:173 msgid "Force Receive Layers" msgstr "受信レイヤーを強制" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1958 msgid "Force SRGB Blit" msgstr "SRGB Blit を強制" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:241 msgid "Force SRGB blit" msgstr "SRGB Blit を強制" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:241 msgid "Force SRGB blit for Linear color space." msgstr "リニア色空間の SRGB Blit を強制します。" #: Modules/Physics2DEditor/Managed/Effectors/SurfaceEffector2DEditor.cs:62 msgid "Force Scale" msgstr "スケールを強制" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:328 msgid "Force Screen Percentage" msgstr "画面率を強制" #: Modules/Physics2DEditor/Managed/Colliders/Collider2DEditorBase.cs:172 msgid "Force Send Layers" msgstr "送信レイヤーを強制" #: /Runtime/Misc/PlayerSettings.cpp:828 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1155 msgid "Force Single Instance" msgstr "シングルインスタンスに制限" #: Modules/Physics2DEditor/Managed/Effectors/PointEffector2DEditor.cs:66 msgid "Force Source" msgstr "力のソース" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:332 msgid "Force Sync Compilation" msgstr "同期コンパイルを強制" #: Modules/Physics2DEditor/Managed/Effectors/PointEffector2DEditor.cs:67 msgid "Force Target" msgstr "力のターゲット" #: /Runtime/Serialize/BuildUsageTags.h:86 msgid "Force Texture Readable" msgstr "テクスチャを読み取り可能にする" #: Modules/AssetPipelineEditor/ImportSettings/AudioImporterInspector.cs:431 msgid "Force To Mono" msgstr "モノラルに強制" #: Editor/Mono/BuildPlayerWindow.cs:105 msgid "Force Uncompressed" msgstr "非圧縮を強制" #: /Runtime/Graphics/LightingSettings.cpp:119 #: Editor/Mono/Inspector/LightingSettingsEditor.cs:204 msgid "Force Updates" msgstr "更新を強制" #: [MenuItem]Packages/com.unity.ugui/Editor/TMP/TMPro_ContextMenus.cs:356 msgid "Force Upgrade To Version 1.1.0..." msgstr "バージョン 1.1.0 へのアップグレードを強制..." #: Modules/Physics2DEditor/Managed/Effectors/PointEffector2DEditor.cs:64 msgid "Force Variation" msgstr "力のばらつき" #: /Runtime/Graphics/LightingSettings.cpp:118 #: Editor/Mono/Inspector/LightingSettingsEditor.cs:203 msgid "Force White Albedo" msgstr "アルべドを白に強制" #: Editor/Src/AutoDocumentation.cpp:672 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:673 msgctxt "From AutoDocumentation" msgid "Force applied locally." msgstr "ローカルに適用される外力" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:204 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/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:142 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:172 msgid "Force iOS Speakers when Recording" msgstr "録画に iOS スピーカーの使用を強制" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:705 msgid "Force over Lifetime" msgstr "生存期間の外力" #: Modules/BuildProfileEditor/TrText.cs:8 msgid "Force skip data build" msgstr "データビルドのスキップを強制" #: /Editor/Mono/BuildPlayerWindow.cs:1106 msgctxt "MenuItem./Force skip data build" msgid "Force skip data build" msgstr "データビルドのスキップを強制" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:203 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/Src/EditorOnlyPlayerSettings.cpp:3675 msgid "ForceSD Card Permission" msgstr "SD カードパーミッションを強制" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:146 msgid "Forced" msgstr "強制" #: Editor-Missing:Missing detected at runtime. msgid "Forced On" msgstr "常に有効" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:329 msgid "Forced Screen Percentage" msgstr "強制画面率" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:49 msgid "" "Forces Unity to write references and similar YAML structures on one line, " "which reduces version control noise." msgstr "Unityに参照と類似のYAML構造を1行で記述するように強制します。これにより、バージョン管理のノイズが軽減されます。" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:213 msgid "" "Forces all lightmap textures to use the same size. These can be no larger " "than Max Lightmap Size." msgstr "すべてのライトマップテクスチャが同じサイズを使用するように強制します。これらは最大ライトマップサイズより大きくすることはできません。" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:778 msgid "Foreground text" msgstr "前面のテキスト" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:33 msgid "Foremost Sorting Layer" msgstr "先頭ソーティングレイヤーテクスチャ" #: Editor-Missing:Missing detected at runtime. msgid "Forest" msgstr "森林" #: Editor/Src/Application/Application.cpp:3272 msgid "Forget" msgstr "忘れる" #: /Runtime/Graphics/Mesh/VertexData.h:128 #: Editor/Mono/2D/Common/TexturePlatformSettingsView.cs:11 msgid "Format" msgstr "形式" #: /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" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:135 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/TextRenderingEditor/TrueTypeFontImporterInspector.cs:28 msgid "Format of selected font is not supported by Unity." msgstr "選択したフォント形式はUnityでサポートされていません" #: Editor/Mono/Inspector/RenderTextureEditor.cs:19 msgid "Format of the color buffer." msgstr "カラーバッファの形式" #: Editor/Mono/Inspector/RenderTextureEditor.cs:20 msgid "Format of the depth stencil buffer." msgstr "深度ステンシルバッファの形式" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3450 msgid "Formats" msgstr "形式" #: Editor/Mono/Inspector/CameraEditor.cs:172 msgid "Forward" msgstr "フォワード" #: Modules/PhysicsEditor/WheelColliderEditor.cs:37 msgid "Forward Friction" msgstr "前方向の摩擦" #: Editor-Missing:Missing detected at runtime. msgid "Four Cascades" msgstr "カスケード 4 つ" #: Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.Output.Skin.cs:33 msgid "" "Four values that indicate where on the screen HDRP draws this Camera view. " "Measured in Viewport Coordinates (values in the range of [0, 1])." msgstr "HDRPがこのカメラビューを画面上のどこに描画するかを示す4つの値。ビューポート座標で示されます(値は[0, 1]の範囲)。" #: Editor/Mono/Inspector/CameraEditor.cs:32 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から1。" #: /Runtime/Utilities/DateTime.h:104 msgid "Fraction" msgstr "分数" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:40 msgid "Frame" msgstr "フレーム" #: /Runtime/Input/TimeManager.cpp:644 #: Modules/ProfilerEditor/Public/ProfilerSettingsProvider.cs:11 msgid "Frame Count" msgstr "フレーム数" #: [MenuItem]Editor/Mono/PerformanceTools/FrameDebugger.cs:59 msgid "Frame Debugger" msgstr "フレームデバッガー" #: /Editor/Mono/PerformanceTools/FrameDebugger.cs:59 msgctxt "MenuItem./Window/Analysis/Frame Debugger" msgid "Frame Debugger" msgstr "フレームデバッガー" #: Editor/Mono/GameView/GameView.cs:106 msgid "Frame Debugger On" msgstr "フレームデバッガー有効" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/Rendering/RenderingProfilerModule.cs:19 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" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXSlotContainerEditor.cs:341 msgid "Frame Gizmo in scene" msgstr "シーンのフレームギズモ" #: /Runtime/Graphics/Mesh/MeshBlendShape.h:126 msgid "Frame Index" msgstr "フレームインデックス" #: Editor-Missing:Missing detected at runtime. msgid "Frame Selected" msgstr "選択したものを中央に" #: /Editor/Src/Commands/EditMenu.cpp:83 msgctxt "MenuItem./Edit/Frame Selected" msgid "Frame Selected" msgstr "選択したものを中央に" #: Editor-Extra:MenuItem/Edit/Frame Selected msgid "Frame Selected _f" msgstr "選択したものを中央に _f" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/FrameSettingsUI.Skin.cs:8 msgid "Frame Settings Overrides" msgstr "フレーム設定のオーバーライド" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/LightAnchorEditor.cs:140 msgid "Frame Space Property" msgstr "フレーム空間プロパティ" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:57 msgid "Frame Throttling (milliseconds)" msgstr "フレームスロットリング (ミリ秒)" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:99 msgid "Frame Timing Stats" msgstr "フレームタイミング統計" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:30 msgid "Frame over Time" msgstr "時系列のフレーム" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:262 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。" #: Modules/TilemapEditor/Editor/Managed/TilemapEditor.cs:27 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/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:68 msgid "Frame: " msgstr "フレーム:" #: Editor-Missing:Missing detected at runtime. msgid "Framerate value used for new Timeline Assets." msgstr "新しいタイムラインアセットに使用されるフレームレート値。" #: /Editor/Src/2D/SpriteAtlas/AtlasCache.cpp:33 msgid "Frames" msgstr "フレーム" #: Editor-Missing:Missing detected at runtime. msgid "Free" msgstr "フリー" #: 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 "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" #: Modules/TreeEditor/TreeEditor.cs:64 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" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:120 msgid "Free Smooth" msgstr "自由に調節" #: Editor/Mono/SceneModeWindows/DefaultLightingExplorerExtension.cs:55 msgid "Freeform" msgstr "フリーフォーム" #: [MenuItem]Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DMenus.cs:126 msgid "Freeform Light 2D" msgstr "フリーフォームライト 2D" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:126 msgid "Freeform Stretching" msgstr "フリーフォーム伸縮" #: Modules/Physics2DEditor/Managed/Rigidbody/Rigidbody2DEditor.cs:36 msgid "Freeze Position" msgstr "位置を固定" #: Editor/Mono/Inspector/ParentConstraintEditor.cs:38 msgid "Freeze Position Axes" msgstr "位置軸を固定" #: Modules/Physics2DEditor/Managed/Rigidbody/Rigidbody2DEditor.cs:37 msgid "Freeze Rotation" msgstr "回転を固定" #: Editor/Mono/Inspector/RotationConstraintEditor.cs:29 msgid "Freeze Rotation Axes" msgstr "回転軸を固定" #: Editor/Mono/Inspector/ScaleConstraintEditor.cs:29 msgid "Freeze Scaling Axes" msgstr "スケーリング軸を固定" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:38 msgid "Frequency" msgstr "頻度" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:64 msgid "Frequency of the sampling for the noise." msgstr "ノイズのサンプリング頻度。" #: Editor/Mono/Inspector/WindInspector.cs:19 msgid "Frequency of the wind pulses" msgstr "風のパルスの頻度" #: Modules/TreeEditor/Includes/TreeGroupBranch.cs:26 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/TreeGroupLeaf.cs:26 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/PhysicsEditor/PhysicsMaterialEditor.cs:15 Editor-Missing:Missing #: detected at runtime. msgid "Friction Combine" msgstr "衝突時の摩擦処理モード" #: /Runtime/Misc/ComponentRequirement.cpp:521 msgctxt "MenuItem./Friction Joint 2D" msgid "Friction Joint 2D" msgstr "2D 摩擦ジョイント" #: Editor-Missing:Missing detected at runtime. msgid "Friction Type" msgstr "摩擦タイプ" #: Editor/Src/AutoDocumentation.cpp:1278 msgctxt "From AutoDocumentation" msgid "Friction type." msgstr "摩擦タイプ" #: Editor/Src/AutoDocumentation.cpp:1325 msgctxt "From AutoDocumentation" msgid "Friction. Range { 0.0, 100000.0 }." msgstr "摩擦。範囲{ 0.0, 100000.0 }" #: Editor/Src/AutoDocumentation.cpp:2209 msgctxt "From AutoDocumentation" msgid "Friction. [ 0, 1 ]." msgstr "摩擦 [0, 1]" #: /Runtime/Shaders/SerializedShaderData.h:1733 msgid "From" msgstr "から" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsHeader.cs:394 msgid "From {0}" msgstr "{0} から" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsHeader.cs:392 msgid "From {0} by {1}" msgstr "{0} から ({1} による)" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:293 msgid "From Gray Scale" msgstr "グレースケールから " #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:59 msgid "From Model's Material" msgstr "モデルのマテリアルから" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:331 msgid "From Other" msgstr "他から" #: Editor/Mono/Inspector/MaterialEditor.cs:36 msgid "From Shader" msgstr "シェーダーから" #: Modules/TreeEditor/TreeEditor.cs:170 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:178 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:134 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:174 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:176 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:172 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:126 msgid "Fronds Only|" msgstr "群葉のみ|" #: Modules/TreeEditor/TreeEditor.cs:2107 msgid "Fronds|" msgstr "群葉|" #: Modules/SpriteMaskEditor/Editor/Managed/SpriteMaskEditor.cs:28 msgid "Front" msgstr "前方" #: Editor/Mono/Networking/PlayerConnection/ConnectionDropDown.cs:21 msgid "Full Log [Developer Mode Only]" msgstr "完全なログ [開発者モードのみ]" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:338 msgid "Full Rect" msgstr "完全な矩形" #: Editor-Missing:Missing detected at runtime. msgid "Full Res" msgstr "フル解像度" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:70 msgid "Full Resolution" msgstr "完全解像度" #: Modules/TreeEditor/TreeEditor.cs:111 msgid "Full Res|" msgstr "フル解像度|" #: /Editor/Src/BuildPipeline/BuildSerialization.h:99 msgid "Full Type Name" msgstr "完全なタイプ名" #: /Runtime/Graphics/Mesh/MeshBlendShape.h:109 msgid "Full Weights" msgstr "完全なウェイト" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameViewBase.cs:39 msgid "Full details for Call Stacks" msgstr "コールスタックの詳細" #: Modules/UIBuilder/Editor/Builder/Explorer/BuilderStyleSheets.cs:205 msgid "Full selector text" msgstr "完全なセレクターテキスト" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:272 msgid "Fullscreen Mode" msgstr "全画面モード" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:120 msgid "Fullscreen Mode " msgstr "全画面モード" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:30 msgid "Fullscreen Passthrough" msgstr "全画面パススルー" #: [MenuItem]Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/AssetCallbacks/CreateFullscreenShaderGraph.cs:10 msgid "Fullscreen Shader Graph" msgstr "全画面シェーダーグラフ" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:122 msgid "Fullscreen Window" msgstr "全画面表示ウィンドウ" #: 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/Mono/Animation/AnimationWindow/AnimationWindowEventInspector.cs:153 msgid "Function" msgstr "関数" #: /Runtime/Shaders/RayTracing/RayTracingShaderStructs.cpp:458 msgid "Functions" msgstr "関数" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedCallsView.cs:426 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'を押すと中央配置)" #: /Runtime/Math/Color.h:421 #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:119 msgid "G" msgstr "G" #: /Editor/Src/EditorExtensionImpl.cpp:65 msgid "G Flattened Type Tree" msgstr "G フラットタイプツリー" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedCallsView.cs:428 msgid "GC Alloc" msgstr "GC アロケーション" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:2979 msgid "GC Incremental" msgstr "差分 GC" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/Memory/MemoryProfilerModule.cs:58 msgid "GC allocated in frame" msgstr "フレームに割り当てられた GC" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:49 msgid "GC.Alloc" msgstr "GC.Alloc" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:44 msgid "GI Baking Block Size" msgstr "GI ベイクブロックサイズ" #: Editor-Extra:class Section at PreferencesWindow.cs msgid "GI Cache" msgstr "GI キャッシュ" #: /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/GfxDevice/DrawImmediate.cpp:187 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" #: 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/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:189 msgid "GPU" msgstr "GPU" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:189 msgid "GPU (Batched)" msgstr "GPU (バッチ)" #: Editor/Mono/SceneModeWindows/LightingWindow.cs:33 msgid "GPU Baking Device" msgstr "GPU ベイクデバイス" #: Editor/Mono/SceneModeWindows/LightingWindow.cs:36 msgid "GPU Baking Profile" msgstr "GPU ベイクプロファイル" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:153 msgid "" "GPU Instancing does not support using the same shader for the Trails. Please " "use a different shader, or disable the GPU Instancing checkbox." msgstr "GPUインスタンシングは、トレイルに同じシェーダーを使用することをサポートしていません。 別のシェーダーを使用するか、GPUインスタンシングチェックボックスを無効にしてください。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:131 msgid "GPU Occlusion Culling" msgstr "GPU オクルージョンカリング" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/GPU/GPUProfilerModule.cs:27 msgid "GPU Profiling is currently not supported by the used graphics API." msgstr "GPUプロファイリングは現在、使用中のグラフィックスAPIでサポートされていません。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/GPU/GPUProfilerModule.cs:26 msgid "GPU Profiling is currently not supported by this device." msgstr "GPUプロファイリングは現在、このデバイスでサポートされていません。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/GPU/GPUProfilerModule.cs:31 msgid "" "GPU Profiling is currently not supported in OpenGL when PlayerSettings.\n" "enableOpenGLProfilerGPURecorders is enabled. (Click here to edit)" msgstr "PlayerSettings.\nenableOpenGLProfilerGPURecordersが有効の場合は、GPUプロファイリングは現在 OpenGL ではサポートされていません。(クリックして編集)" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/GPU/GPUProfilerModule.cs:28 msgid "" "GPU Profiling is currently not supported on this device when PlayerSettings." "enableFrameTimingStats is enabled. (Click here to edit)" msgstr "PlayerSettings.enableFrameTimingStatsが有効になっている場合、GPUプロファイリングは現在このデバイスではサポートされていません。(ここをクリックして編集)" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/GPU/GPUProfilerModule.cs:24 msgid "GPU Profiling is currently not supported when using Graphics Jobs." msgstr "グラフィックスジョブを使用する場合は、GPUプロファイリングは現在サポートさません。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/GPU/GPUProfilerModule.cs:30 msgid "GPU Profiling is currently not supported when using Metal." msgstr "Metalを使用する場合、GPUプロファイリングは現在サポートされません。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/GPU/GPUProfilerModule.cs:29 msgid "GPU Profiling is currently not supported when using Vulkan." msgstr "Vulkanを使用する場合、GPUプロファイリングは現在サポートされません。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/GPU/GPUProfilerModule.cs:21 msgid "GPU Profiling was not enabled so no data was gathered." msgstr "GPUプロファイリングが有効でなかったため、データは収集されませんでした。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/GPU/GPUProfilerModule.cs:23 msgid "" "GPU Profiling was not supported when profiling the Editor before 2021.2." msgstr "2021.2より前のエディターのプロファイリングの場合、GPUプロファイリングはサポートされません。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:125 msgid "GPU Resident Drawer" msgstr "GPU 常駐ドロワー" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:188 msgid "GPU Skinning*" msgstr "GPU スキニング*" #: Modules/ProfilerEditor/ProfilerWindow/Bottlenecks/Details/BottlenecksDetailsViewController.cs:36 msgid "" "GPU Time is the duration between when the GPU was sent its first command for " "the frame and when the GPU completed its work for that frame." msgstr "GPU時間は、GPUがフレームの最初のコマンドを送信してから、GPUがそのフレームの作業を完了するまでの時間です。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:415 msgid "GPU ms" msgstr "GPU (ミリ秒)" #: [MenuItem]Editor/Mono/ProjectBrowser/ProjectWindowUtil.cs:240 msgid "GUI Skin" msgstr "GUI スキン" #: /Editor/Mono/ProjectBrowser/ProjectWindowUtil.cs:240 msgctxt "MenuItem./Assets/Create/GUI Skin" msgid "GUI Skin" msgstr "GUI スキン" #: Editor-Missing:Missing detected at runtime. msgid "GUI Text" msgstr "GUI テキスト" #: /Runtime/Utilities/GUID.h:32 msgid "GUID" msgstr "GUID" #: Editor/Src/AutoDocumentation.cpp:332 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" #: Packages/com.unity.render-pipelines.universal/Editor/Overrides/LiftGammaGainEditor.cs:13 msgid "Gain" msgstr "ゲイン" #: Editor/Mono/GameView/GameView.cs:36 msgid "Game" msgstr "ゲーム" #: /Editor/Mono/GUI/WindowLayout.cs:1776 msgctxt "MenuItem./Window/General/Game %2" msgid "Game %2" msgstr "ゲーム %2" #: /Runtime/BaseClasses/GameObject.cpp:1596 msgid "Game Object" msgstr "ゲームオブジェクト" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:114 msgid "Game Object Digits" msgstr "ゲームオブジェクト名桁数" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:113 msgid "Game Object Naming" msgstr "ゲームオブジェクト命名規則" #: /Editor/Src/EditorSettings.cpp:240 msgid "Game Object Naming Digits" msgstr "ゲームオブジェクト名桁数" #: /Editor/Src/Undo/StructureUndoBase.cpp:78 msgid "Game ObjectID" msgstr "ゲームオブジェクトID" #: /Editor/Src/SceneVisibility/HierarchicalSceneData.cpp:23 #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/Memory/MemoryProfilerModule.cs:56 msgid "Game Objects" msgstr "ゲームオブジェクト" #: /Editor/Src/SceneVisibility/HierarchicalSceneData.cpp:16 msgid "Game Objects Persistent" msgstr "ゲームオブジェクト 永続的" #: Editor-Missing:Missing detected at runtime. msgid "Game Time" msgstr "ゲーム時間" #: Modules/SceneTemplateEditor/SceneTemplateAssetInspectorWindow.cs:390 msgid "Game View" msgstr "ゲームビュー" #: /Editor/Src/BuildPipeline/BuildPlayer.cpp:4129 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-Missing:Missing detected at runtime. msgid "GameController" msgstr "ゲーム管理" #: [MenuItem]Editor/Mono/RagdollBuilder.cs:106 msgid "GameObject" msgstr "ゲームオブジェクト" #: /Editor/Mono/RagdollBuilder.cs:106 msgctxt "MenuItem./GameObject/3D Object/Ragdoll..." msgid "GameObject" msgstr "ゲームオブジェクト" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UISystemProfiler.cs:277 msgid "GameObject Count" msgstr "ゲームオブジェクト数" #: Modules/TilemapEditor/Editor/Managed/TileEditor.cs:31 msgid "GameObject to Instantiate" msgstr "インスタンス化するゲームオブジェクト" #: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:23 msgid "GameObject to instantiate for tile" msgstr "タイルのためにインスタンス化するゲームオブジェクト" #: Modules/TilemapEditor/Editor/Managed/TileEditor.cs:31 msgid "GameObject to instantiate when placed on Tilemap" msgstr "タイルマップに配置する場合にインスタンス化するゲームオブジェクト" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:73 msgid "GameObject:" msgstr "ゲームオブジェクト:" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UISystemProfiler.cs:278 msgid "GameObjects" msgstr "ゲームオブジェクト" #: Packages/com.unity.render-pipelines.universal/Editor/Overrides/LiftGammaGainEditor.cs:12 msgid "Gamma" msgstr "ガンマ" #: Editor/Mono/Inspector/CameraEditor.cs:50 msgid "Gate Fit" msgstr "ゲートフィット" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/Memory/MemoryProfilerModule.cs:460 msgid "Gather object references" msgstr "オブジェクト参照を収集" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4220 msgid "Gc Incremental" msgstr "差分 GC" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4221 msgid "GcW Barrier Validation" msgstr "GcW バリア検証" #: Editor/Mono/Annotation/AnnotationWindow.cs:77 Editor-Extra:class Section at #: PreferencesWindow.cs msgid "General" msgstr "一般" #: /Editor/Mono/GUI/WindowLayout.cs:1770 msgctxt "MenuItem./Window/General/Scene %1" msgid "General" msgstr "一般" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:31 msgid "General Options" msgstr "一般オプション" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:163 msgid "General Parameters" msgstr "一般パラメーター" #: Modules/Physics2DEditor/Managed/Settings/Physics2DSettingsEditor.cs:18 msgid "General Settings" msgstr "一般設定" #: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteOutlineOverlay.cs:71 msgid "Generate" msgstr "生成" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:43 msgid "Generate 1D, 2D or 3D noise." msgstr "1D、2D、または 3D ノイズを生成します。" #: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteOutlineOverlay.cs:77 msgid "Generate All" msgstr "すべてを生成" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:293 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" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:100 msgid "Generate Back Face" msgstr "裏面の生成" #: Editor/Mono/AssetPipeline/SpeedTree/SpeedTreeImporterCommon.cs:284 msgid "Generate Colliders" msgstr "コライダーの生成" #: [MenuItem]Packages/com.unity.render-pipelines.core/Editor/CommandBuffers/CommandBufferGenerator/CommandBufferGenerator.cs:441 msgid "Generate Core CommandBuffers" msgstr "コアコマンドバッファを生成" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:143 #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:327 msgid "Generate Cubemap" msgstr "キューブマップの生成" #: Editor/Mono/SceneModeWindows/LightingWindow.cs:29 msgid "Generate Lighting" msgstr "ライティングの生成 " #: /Editor/Src/Commands/EditMenu.cpp:94 msgctxt "MenuItem./Edit/Lighting/Generate Lighting" msgid "Generate Lighting" msgstr "ライティングの生成 " #: /Runtime/Graphics/LineBuilder.h:169 #: Editor/Mono/Inspector/LineRendererEditor.cs:35 msgid "Generate Lighting Data" msgstr "ライティングのデータを生成する" #: Editor/Mono/SceneModeWindows/LightingWindow.cs:30 msgid "" "Generate Lighting is currently unavailable. Waiting for asynchronous shader " "compilation." msgstr "現在、ライティングの生成は利用できません。非同期シェーダーのコンパイルを待機しています。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:147 msgid "Generate Lightmap UVs" msgstr "ライトマップ UV を生成" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineMenuItems.cs:136 msgid "Generate Material Resources" msgstr "マテリアルリソースの生成" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:103 #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:55 msgid "Generate Mip Maps" msgstr "ミップマップの生成" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:314 msgid "Generate Mipmaps" msgstr "ミップマップの生成" #: /Runtime/Graphics/RenderTexture.h:371 msgid "Generate Mips" msgstr "ミップの生成" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:147 msgid "Generate OnPostprocessAllAssets Dependency Diagram" msgstr "OnPostprocessAllAssets 依存関係図を生成" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:359 msgid "Generate Physics Shape" msgstr "物理形状を生成" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:191 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/ModelImporterModelEditor.cs:404 msgid "Generate Secondary UV" msgstr "補助的 UV を生成" #: [MenuItem]Packages/com.unity.render-pipelines.core/Editor/ShaderGenerator/ShaderGeneratorMenu.cs:8 msgid "Generate Shader Includes" msgstr "シェーダーインクルードを作成" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/VolumetricClouds/WorleyfBmGenerator.cs:78 msgid "Generate Worley Textures" msgstr "Worley テクスチャを生成" #: Modules/SceneTemplateEditor/SceneTemplateAssetInspectorWindow.cs:383 msgid "" "Generate a Scene template thumbnail from a snapshot in Scene or Game view." msgstr "シーンビューまたはゲームビューのスナップショットからシーンテンプレートサムネイルを生成します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:67 msgid "" "Generate an emissive mesh using the size, Color and Intensity of the Area " "Light." msgstr "エリアライトのサイズ、色、強度を使用して、エミッシブメッシュを生成します。" #: Editor/Mono/SceneModeWindows/LightingWindow.cs:28 msgid "" "Generate lighting data in the Scene when there are changes that affect Scene " "lighting, such as modifications to lights, materials, or geometry. This " "option is only available when there is a Lighting Settings Asset assigned in " "the Lighting Window." msgstr "ライト、マテリアル、またはジオメトリの変更など、シーンのライトに影響を与える変更がある場合は、シーンのライティングデータを生成します。このオプションは、ライティングウィンドウにライティング設定アセットが割り当てられている場合にのみ使用できます。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:147 msgid "Generate lightmap UVs into UV2." msgstr "ライトマップUVをUV2に生成します" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:209 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" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:18 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) " #: /Editor/Src/BuildPipeline/BuildBuiltinAssetBundles.cpp:117 msgctxt "Error Message in BuildBuiltinAssetBundles.cpp" msgid "GenerateBuiltinAssetPreviews failed" msgstr "GenerateBuiltinAssetPreviewsは失敗しました" #: /Runtime/Shaders/ComputeShaderStructs.cpp:39 msgid "Generated Name" msgstr "生成された名前" #: /Runtime/Camera/RenderSettings.cpp:571 msgid "Generated Skybox Reflection" msgstr "生成されたスカイボックスリフレクション" #: PlatformDependent/WinPlayer/Extensions/Managed/WindowsStandaloneBuildWindowExtension.cs:57 msgid "" "Generates Visual Studio solution files for the project, allowing to build " "the project from Visual Studio directly." msgstr "プロジェクトのVisual Studioソリューションファイルを生成し、Visual Studioから直接プロジェクトをビルドできるようになります。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:359 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/PreferencesWindow/PreferencesSettingsProviders.cs:147 msgid "" "Generates a graphviz diagram to show OnPostprocessAllAssets dependencies." msgstr "OnPostprocessAllAssetsの依存関係を表すGraphviz図を生成します。" #: Editor/Mono/Inspector/LineRendererEditor.cs:28 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/AvatarMaskInspector.cs:173 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/SceneModeWindows/LightingWindow.cs:29 msgid "" "Generates the lightmap data for the current active 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 "現在のアクティブな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。" #: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteOutlineModule.cs:197 msgid "Generating outline {0}/{1}" msgstr "アウトラインを生成中 {0}/{1}" #: Editor/Src/2D/SpriteAtlas/SpriteAtlasPackingUtilities.cpp:375 msgid "Generating variants" msgstr "バリアントを生成" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:111 msgid "Generation" msgstr "世代" #: Modules/Physics2DEditor/Managed/Colliders/CompositeCollider2DEditor.cs:57 msgid "Generation Type" msgstr "生成タイプ" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:105 msgid "Generic" msgstr "ジェネリック" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:105 msgid "Generic Mecanim animation." msgstr "ジェネリックな Mecanim アニメーション" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:141 msgid "Geometric Memory Growth Cap (MB)" msgstr "幾何学的メモリ拡張上限 (MB)" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:140 msgid "Geometric Memory Growth Step Factor" msgstr "幾何学的メモリ拡張ステップファクター" #: Editor/Mono/Inspector/MaterialEditor.cs:37 msgid "Geometry" msgstr "ジオメトリ" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBakingProcessSettingsDrawer.cs:18 msgid "Geometry Bias" msgstr "ジオメトリバイアス" #: Editor/Mono/Inspector/RendererLightingSettings.cs:65 msgid "Geometry Hash" msgstr "ジオメトリハッシュ" #: Modules/TreeEditor/TreeEditor.cs:180 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:129 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" #: Packages/com.unity.ugui/Editor/TMP/TMP_BaseEditorPanel.cs:1155 msgid "Geometry Sorting Order Prop" msgstr "ジオメトリソート順プロパティ" #: Modules/Physics2DEditor/Managed/Colliders/CompositeCollider2DEditor.cs:49 msgid "Geometry Type" msgstr "ジオメトリタイプ" #: [MenuItem]Editor/Tools/GeometryToolbox/unity_scripts/lod/ProgressiveMeshWindow.cs:7 msgid "GeometryToolbox" msgstr "GeometryToolbox" #: /Editor/Tools/GeometryToolbox/unity_scripts/lod/ProgressiveMeshWindow.cs:7 msgctxt "MenuItem./GeometryToolbox/Progressive Mesh" msgid "GeometryToolbox" msgstr "GeometryToolbox" #: Modules/TreeEditor/TreeEditor.cs:2025 msgid "Geometry|" msgstr "ジオメトリ|" #: Modules/TreeEditor/TreeEditor.cs:2105 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。" #: Packages/com.unity.ugui/Editor/TMP/TMP_SettingsEditor.cs:261 msgid "Get Font Features At Runtime" msgstr "フォント特性をランダムに取得" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:568 msgid "Get Font Features_prop" msgstr "フォント特性を取得" #: 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" #: /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/CacheWriterBase.cpp:10 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" #: /Editor/Src/AssetPipeline/TextureImporting/SpriteImporterUtility.cpp:83 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/GlobalObjectId.cpp:230 msgctxt "Error Message in GlobalObjectId.cpp" msgid "" "GetGlobalObjectIdsSlow outputIdentifiers array argument must be at least as " "big as the objects argument." msgstr "GetGlobalObjectIdsSlowのoutputIdentifiers配列引数は、最低、objects引数と同じサイズでなければなりません。" #: /Runtime/GfxDevice/GfxDevice.cpp:2421 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" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:209 msgid "Getting API levels..." msgstr "APIレベルを取得..." #: Editor/Mono/Inspector/MemorySettingsEditor.cs:27 msgid "Gfx Allocator" msgstr "Gfx アロケーター" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:43 msgid "Gfx Thread Block Size" msgstr "Gfx スレッドブロックサイズ" #: Editor/Src/AutoDocumentation.cpp:3990 msgctxt "From AutoDocumentation" msgid "Gfx thread native texture, Is NULL on game thread." msgstr "Gfxスレッドのネイティブテクスチャは、ゲームスレッドではIs NULLです。" #: Editor/Src/AutoDocumentation.cpp:3302 msgctxt "From AutoDocumentation" msgid "Gfx thread native texture, will be NULL on game thread." msgstr "Gfxスレッドのネイティブテクスチャは、ゲームスレッドではnullになります。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs:98 msgid "Ghosting reduction" msgstr "ゴーストの削減" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsHeader.cs:80 msgid "Git" msgstr "Git" #: /Editor/Src/Gizmos/AnnotationManager.cpp:442 msgid "Gizmo Enabled" msgstr "ギズモ有効" #: Packages/com.unity.render-pipelines.core/Editor/Volume/VolumesPreferences.cs:34 msgid "Gizmo Visibility" msgstr "ギズモ表示" #: Editor/Mono/GameView/GameView.cs:98 msgid "Gizmos" msgstr "ギズモ" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:114 msgid "Gizmos settings:" msgstr "ギズモ 設定:" #: Editor/Mono/SceneModeWindows/DefaultLightingExplorerExtension.cs:55 msgid "Global" msgstr "グローバル" #: Editor/Mono/Inspector/AudioManagerInspector.cs:15 msgid "Global Doppler speed multiplier for sounds in motion." msgstr "移動する音のグローバルのドップラー速度乗数。" #: Packages/com.unity.ugui/Editor/TMP/TMP_InputFieldEditor.cs:157 msgid "Global Font Asset" msgstr "グローバルフォントアセット" #: /Runtime/BaseClasses/GameManager.cpp:62 msgid "Global Game Manager" msgstr "グローバルゲームマネージャー" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/VolumetricLighting/VolumetricCloudsEditor.cs:179 msgid "Global Horizontal Wind Speed" msgstr "グローバル水平風速" #: Editor/Mono/Inspector/MaterialEditor.cs:25 msgid "Global Illumination" msgstr "グローバルイルミネーション" #: Modules/ShortcutManager/ShortcutManagerWindowView.cs:485 msgid "Global Key" msgstr "グローバルキー" #: /Runtime/Shaders/SerializedShaderData.h:762 msgid "Global Keyword Indices" msgstr "グローバルキーワードインデックス" #: /Runtime/Shaders/ComputeShaderStructs.cpp:122 msgid "Global Keywords" msgstr "グローバルキーワード" #: [MenuItem]Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DMenus.cs:169 msgid "Global Light 2D" msgstr "グローバルライト 2D" #: /Editor/Src/LightmappingAnalyticsData.h:272 msgid "Global Memory Size" msgstr "グローバルメモリサイズ" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:19 msgid "Global Mipmap Limit" msgstr "グローバルミップマップ制限" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:27 msgid "Global Mipmap Limit is ignored, upload at eighth resolution." msgstr "グローバルミップマップ制限を無視し、1/8の解像度でアップロードします。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:24 msgid "Global Mipmap Limit is ignored, upload at full resolution." msgstr "グローバルミップマップ制限を無視し、フル解像度でアップロードします。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:25 msgid "Global Mipmap Limit is ignored, upload at half resolution." msgstr "グローバルミップマップ制限を無視し、半分の解像度でアップロードします。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:26 msgid "Global Mipmap Limit is ignored, upload at quarter resolution." msgstr "グローバルミップマップ制限を無視し、1/4の解像度でアップロードします。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Sky/VisualEnvironmentEditor.cs:177 msgid "Global Orientation" msgstr "グローバルの向き" #: Packages/com.unity.ugui/Editor/TMP/TMP_InputFieldEditor.cs:166 msgid "Global Point Size" msgstr "グローバルポイントサイズ" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:197 msgid "Global Scale" msgstr "グローバルスケール" #: Editor-Missing:Missing detected at runtime. msgid "Global Search (⌘K)" msgstr "グローバル検索" #: Packages/com.unity.render-pipelines.high-definition/Editor/Sky/VisualEnvironmentEditor.cs:178 msgid "Global Speed" msgstr "グローバルの速度" #: /Runtime/Graphics/QualitySettings.cpp:590 msgid "Global Texture Mipmap Limit" msgstr "グローバルテクスチャミップマップ制限" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:776 msgid "Global Texture Mipmap Limit Property" msgstr "グローバルテクスチャミップマップ制限プロパティ" #: Editor/Mono/Inspector/AudioManagerInspector.cs:13 msgid "Global Volume" msgstr "グローバルボリューム" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/CustomPassVolumeEditor.cs:34 msgid "" "Global Volumes affect the Camera wherever the Camera is in the Scene and " "Local Volumes affect the Camera if they encapsulate the Camera within the " "bounds of their Collider. A camera volume is applied only for the target " "camera." msgstr "グローバルボリュームは、シーンにカメラがある場合は常にカメラに影響を与えます。ローカルボリュームは、コライダーの範囲にカメラが入っている場合にカメラに影響を与えます。カメラボリュームはターゲットカメラにのみ適用されます。" #: Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeEditor.cs:20 msgid "" "Global Volumes affect the Camera wherever the Camera is in the Scene. Local " "Volumes affect the Camera if they encapsulate the Camera within the bounds " "of their Collider." msgstr "グローバルボリュームは、シーンにカメラがある場合は常にカメラに影響を与えます。ローカルボリュームは、コライダーの境界内にカメラが入っている場合にカメラに影響を与えます。" #: Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeEditor.cs:26 msgid "Global Volumes do not need a collider. Disable or remove the collider." msgstr "グローバルのボリュームにはコライダーは必要ありません。コライダーを無効にするか削除してください。" #: Editor/Src/AutoDocumentation.cpp:397 msgctxt "From AutoDocumentation" msgid "Global attenuation setting." msgstr "グローバル減衰設定" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:125 msgid "Global settings for generated meshes" msgstr "生成したメッシュのグローバル設定" #: Editor/Src/AutoDocumentation.cpp:1778 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/Mono/Inspector/AudioManagerInspector.cs:14 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/Src/GlobalObjectId.cpp:400 msgctxt "Error Message in GlobalObjectId.cpp" msgid "" "GlobalObjectIdentifiersToInstanceIDsSlow array arguments must be of the same " "size." msgstr "GlobalObjectIdentifiersToInstanceIDsSlow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/GlobalObjectId.cpp:355 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/Mono/Inspector/StandardShaderGUI.cs:41 msgid "Glossy Reflections" msgstr "光沢のあるリフレクション" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:1077 msgid "Glyph Property" msgstr "グリフのプロパティー" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:72 msgid "Go back one frame" msgstr "1 フレーム戻る" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:73 msgid "Go one frame forwards" msgstr "1 フレーム進む" #: /Editor/Mono/EditorGUI.cs:3001 msgctxt "MenuItem./Go to " msgid "Go to " msgstr "移動 " #: Modules/PackageManagerUI/Editor/Services/Packages/PackageLink/PackageLinkFactory.cs:310 msgid "Go to Dashboard" msgstr "ダッシュボードに移動" #: Packages/com.unity.render-pipelines.high-definition/Editor/Sky/StaticLightingSkyEditor.cs:13 msgid "Go to LightingWindow for edition." msgstr "編集のためにライティングウィンドウに移動" #: Editor/Mono/Animation/AnimationWindow/AnimationContextualPropertyMenu.cs:18 msgid "Go to Next Key" msgstr "次のキーに移動" #: Editor/Mono/BuildProfile/BuildProfileModuleUtil.cs:151 msgid "Go to Our Online Store" msgstr "オンラインストアに移動する" #: Editor/Mono/Animation/AnimationWindow/AnimationContextualPropertyMenu.cs:17 msgid "Go to Previous Key" msgstr "前のキーに移動" #: Editor/Mono/Inspector/AnimationClipEditor.cs:134 msgid "Go to next key frame." msgstr "次のキーフレームに進みます" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:15 msgid "Go to next keyframe." msgstr "次のキーフレームに進みます" #: Editor/Mono/Inspector/AnimationClipEditor.cs:133 msgid "Go to previous key frame." msgstr "前のキーフレームに戻ります" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:14 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:16 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-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/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:17 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-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 "Go to the next frame." msgstr "次のフレームに進みます" #: 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 "Good latency" msgstr "良好な遅延" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGLBuildProfileExtension.cs:136 msgid "Google Chrome" msgstr "Google Chrome" #: Editor-Missing:Missing detected at runtime. msgid "Google Play" msgstr "Google Play" #: Modules/PackageManagerUI/Editor/Services/Common/PlayModeDownload.cs:16 msgid "Got it" msgstr "OK" #: /Runtime/Shaders/SerializedShaderData.h:1127 msgid "Gpu ProgramID" msgstr "GPU プログラムID" #: /Runtime/Misc/PlayerSettings.cpp:834 msgid "Gpu Skinning" msgstr "GPU スキニング" #: /Runtime/Math/Gradient.cpp:162 #: Editor/Mono/Inspector/MinMaxGradientPropertyDrawer.cs:31 msgid "Gradient" msgstr "グラデーション" #: Editor/Mono/Inspector/ClothInspector.cs:108 msgid "Gradient End" msgstr "グラデーション終了" #: Editor/Mono/Inspector/ClothInspector.cs:107 msgid "Gradient Start" msgstr "グラデーション開始" #: Editor/Mono/Inspector/ClothInspector.cs:129 msgid "Gradient Tool" msgstr "グラデーションツール" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:345 msgid "Grading LUT Format" msgstr "グレーディング LUT 形式" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:344 msgid "Grading LUT Size" msgstr "グレーディング LUT サイズ" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:109 msgid "Grading Mode" msgstr "グレーディングモード" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:70 msgid "Graph Snapping" msgstr "グラフスナップ" #: [MenuItem]Modules/QuickSearch/Editor/QueryEngine/QueryGraphViewer.cs:68 msgid "Graph Viewer" msgstr "グラフビューアー" #: Editor-Missing:Missing detected at runtime. msgid "Graphic" msgstr "グラフィックス" #: Packages/com.unity.ugui/Editor/UGUI/UI/ToggleEditor.cs:60 msgid "Graphic Property" msgstr "グラフィックスプロパティ" #: 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 "Graphic Raycaster (Script)" msgstr "Graphic Raycaster (スクリプト)" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:56 msgid "Graphics" msgstr "グラフィックス" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositorWindow.cs:15 msgid "Graphics Compositor" msgstr "グラフィックスコンポジター" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3305 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:155 msgid "Graphics Jobs" msgstr "グラフィックス ジョブ" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:156 msgid "Graphics Jobs (Experimental)" msgstr "グラフィックスジョブ (実験的)" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:157 msgid "Graphics Jobs Mode" msgstr "グラフィックスジョブモード" #: Editor-Missing:Missing detected at runtime. msgid "Graphics Tier" msgstr "グラフィックス階層" #: Editor/Src/Application/ApplicationGraphics.cpp:37 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/Mono/ImportSettings/TextureImporterInspector.cs:1491 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。" #: /Runtime/Graphics/CopyTexture.cpp:768 msgctxt "Error Message in CopyTexture.cpp" msgid "" "Graphics.ConvertTexture called with a render target destination. Please use " "Graphics.Blit instead." msgstr "Graphics.ConvertTextureがレンダーターゲット先を指定して呼び出されました。代わりに、Graphics.Blitを使用してください。" #: /Runtime/Graphics/CopyTexture.cpp:847 msgctxt "Error Message in CopyTexture.cpp" msgid "Graphics.ConvertTexture called with null destination texture" msgstr "Graphics.ConvertTexture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:842 msgctxt "Error Message in CopyTexture.cpp" msgid "Graphics.ConvertTexture called with null source texture" msgstr "Graphics.ConvertTextureが、ソーステクスチャがnullで呼び出されました" #: /Runtime/Graphics/CopyTexture.cpp:774 msgctxt "Error Message in CopyTexture.cpp" msgid "Graphics.ConvertTexture does not support a CubemapArray as source." msgstr "Graphics.ConvertTextureは、CubemapArrayをソースとしてサポートしません。" #: /Runtime/Graphics/CopyTexture.cpp:780 msgctxt "Error Message in CopyTexture.cpp" msgid "Graphics.ConvertTexture does not support a Texture2DArray as source." msgstr "Graphics.ConvertTextureは、Texture2DArrayをソースとしてサポートしません。" #: /Runtime/Graphics/CopyTexture.cpp:759 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/CopyTexture.cpp:31 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:26 msgctxt "Error Message in CopyTexture.cpp" msgid "Graphics.CopyTexture called with null source texture" msgstr "Graphics.CopyTextureが、ソーステクスチャがnullで呼び出されました" #: /Runtime/Graphics/CopyTexture.cpp:61 msgctxt "Error Message in CopyTexture.cpp" msgid "" "Graphics.CopyTexture destination graphics texture is not initialized on the " "GPU." msgstr "Graphics.CopyTextureのターゲットのグラフィックステクスチャがGPU上で初期化されていません。" #: /Runtime/Graphics/CopyTexture.cpp:56 msgctxt "Error Message in CopyTexture.cpp" msgid "" "Graphics.CopyTexture source graphics texture is not initialized on the GPU." msgstr "Graphics.CopyTextureのソースのグラフィックステクスチャがGPU上で初期化されていません。" #: /Runtime/Graphics/DrawUtil.cpp:462 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/Misc/BuildSettings.cpp:198 msgid "GraphicsAP Is" msgstr "グラフィックス API" #: Editor-Missing:Missing detected at runtime. msgid "GraphicsSettings" msgstr "グラフィックス設定" #: Modules/TerrainEditor/TerrainInspector.cs:210 msgid "Grass Tint" msgstr "草の色" #: /Runtime/Input/InputAxis.h:149 #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:96 msgid "Gravity" msgstr "重力" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:169 msgid "Gravity Focus" msgstr "重力の中心" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:61 msgid "Gravity Modifier" msgstr "重力モディファイア" #: Modules/Physics2DEditor/Managed/Rigidbody/Rigidbody2DEditor.cs:145 msgid "Gravity Scale" msgstr "重力スケール" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:60 msgid "Gravity Source" msgstr "重力ソース" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:32 msgid "Gray" msgstr "グレー" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:142 msgid "Gray Scale To Alpha" msgstr "グレースケールをアルファに" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:309 msgid "Green" msgstr "緑" #: Packages/com.unity.render-pipelines.universal/Editor/Overrides/ChannelMixerEditor.cs:47 msgid "Green output channel." msgstr "緑の出力チャンネル" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/TargetMidGrayParameterDrawer.cs:11 msgid "Grey 12.5%" msgstr "グレー 12.5%" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/TargetMidGrayParameterDrawer.cs:12 msgid "Grey 14.0%" msgstr "グレー 14.0%" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/TargetMidGrayParameterDrawer.cs:13 msgid "Grey 18.0%" msgstr "グレー 18.0%" #: Editor/Mono/PresetLibraries/PresetLibraryEditorMenu.cs:35 msgid "Grid" msgstr "グリッド" #: Editor-Missing:Missing detected at runtime. msgid "Grid Layout Group" msgstr "グリッドレイアウトグループ" #: Modules/GridAndSnap/GridSettingsWindow.cs:36 msgid "Grid Plane" msgstr "グリッド面" #: Packages/com.unity.2d.tilemap/Editor/GridSelectionEditor.cs:13 msgid "Grid Selection" msgstr "グリッド選択" #: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:26 msgid "Grid Selection Properties" msgstr "グリッド選択プロパティ" #: Modules/GridAndSnap/SnapSettingsWindow.cs:42 msgid "Grid Size" msgstr "グリッドサイズ" #: Packages/com.unity.render-pipelines.universal/Editor/2D/PixelPerfectCameraEditor.cs:181 msgid "Grid Snapping" msgstr "グリッドスナップ" #: Modules/QuickSearch/Editor/UITK/SearchStatusBar.cs:20 msgid "Grid View ({0}x{0})" msgstr "グリッドビュー ({0}x{0})" #: Modules/GridAndSnap/GridSettingsWindow.cs:28 msgid "Grid Visual" msgstr "グリッド表示" #: Editor-Missing:Missing detected at runtime. msgid "Grid and Snap" msgstr "グリッドとスナップ" #: Editor-Missing:Missing detected at runtime. msgid "Grid and Snap Settings..." msgstr "グリッドとスナップ設定..." #: Editor/Mono/SettingsWindow/LightingEditor.cs:38 msgid "Ground Color" msgstr "地面色" #: Modules/TreeEditor/TreeEditor.cs:91 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" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDAdditionalMeshRendererSettingsUI.cs:15 msgid "Group" msgstr "グループ" #: /Runtime/Interfaces/IVirtualTexturingManager.cpp:113 msgid "Group Name" msgstr "グループ名" #: Packages/com.unity.ugui/Editor/UGUI/UI/ToggleEditor.cs:62 msgid "Group Property" msgstr "グループプロパティ" #: Modules/TreeEditor/Includes/TreeGroupBranch.cs:25 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/TreeGroupLeaf.cs:25 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/TerrainEditor/TerrainInspector.cs:180 msgid "Grouping ID" msgstr "グルーピング ID" #: Modules/TerrainEditor/TerrainInspector.cs:180 msgid "Grouping ID for auto connection" msgstr "自動結合のグルーピング ID" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerGroupTreeView.cs:293 msgid "Groups" msgstr "グループ" #: Modules/TreeEditor/Includes/TreeGroupBranch.cs:31 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:30 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" #: /Runtime/2D/Common/SpriteTypes.h:95 msgid "Guid" msgstr "GUID" #: Editor/Src/AutoDocumentation.cpp:2571 msgctxt "From AutoDocumentation" msgid "" "Guid of this thumbnail. The metadata may use this to refer to thumbnails in " "gts files." msgstr "このサムネイルのGUID。メタデータはこれを使用して、gtsファイルのサムネイルを参照する場合があります。" #: /Editor/Src/Audio/Mixer/AudioMixerController.cpp:54 msgid "Guids" msgstr "GUID" #: Editor-Missing:Missing detected at runtime. msgid "GvrAudioRoom" msgstr "Gvr オーディオルーム" #: Editor/Mono/Inspector/RectTransformEditor.cs:507 msgid "H Delta" msgstr "H デルタ" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/ContextualMenuDispatcher.cs:6 msgid "HDAdditionalCameraData" msgstr "HDAdditionalCameraData" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/ContextualMenuDispatcher.cs:7 msgid "HDAdditionalLightData" msgstr "HDAdditionalLightData" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/ContextualMenuDispatcher.cs:5 msgid "HDAdditionalReflectionData" msgstr "HDAdditionalReflectionData" #: /Runtime/Camera/ReflectionProbes.cpp:69 #: Editor/Mono/Inspector/CameraEditor.cs:48 msgid "HDR" msgstr "HDR" #: Editor/Mono/GUI/ColorPicker.cs:1160 msgid "HDR Color" msgstr "HDR カラー" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:231 msgid "HDR Cubemap Encoding" msgstr "HDR キューブマップエンコード" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:18 msgid "HDR Emulation Scale" msgstr "HDR エミュレーションスケール" #: Editor/Mono/Inspector/GraphicsSettingsInspectors/GraphicsSettingsInspectorTierSettings.cs:140 msgid "HDR Mode" msgstr "HDR モード" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Output.Skin.cs:45 msgid "HDR Output" msgstr "HDR 出力" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Output.Skin.cs:50 msgid "" "HDR Output is enabled but HDR rendering is disabled. Image may appear " "underexposed or oversaturated on an HDR display." msgstr "HDR出力は有効ですが、HDRレンダリングが無効です。HDRディスプレイでは、画像が露出不足または飽和しすぎて見える場合があります。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:38 msgid "HDR Precision" msgstr "HDR 精度" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Output.Skin.cs:43 msgid "HDR Rendering" msgstr "HDR レンダリング" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/CreateHDUnlitShaderGraph.cs:9 msgid "HDRP" msgstr "HDRP" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDAssetFactory.cs:24 msgid "HDRP Asset" msgstr "HDRP アセット" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineMenuItems.cs:280 msgid "HDRP C# Custom Pass" msgstr "HDRP C# カスタムパス" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineMenuItems.cs:287 msgid "HDRP C# Post Process Volume" msgstr "HDRP C# ポストプロセスボリューム" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineMenuItems.cs:266 msgid "HDRP Custom FullScreen Pass" msgstr "HDRP カスタムフルスクリーンパス" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineMenuItems.cs:273 msgid "HDRP Custom Renderers Pass" msgstr "HDRP カスタムレンダラーパス" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/Material/Decal/DecalMenuItems.cs:9 msgid "HDRP Decal Projector" msgstr "HDRP デカールプロジェクター" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineMenuItems.cs:259 msgid "HDRP Diffusion Profile" msgstr "HDRP 拡散プロファイル" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:33 msgid "HDRP Dynamic Resolution" msgstr "HDRP 動的解像度" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineMenuItems.cs:294 msgid "HDRP Post Process" msgstr "HDRP ポストプロセス" #: Modules/TerrainEditor/Utilities/TerrainLayerInspector.cs:23 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" "\n" "Custom 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: 滑らかさ(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" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:17 msgid "HDRP Wizard" msgstr "HDRP ウィザード" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:33 msgid "" "HDRP does not support the Cookie Texture type, only Default is supported." msgstr "HDRPはクッキーテクスチャタイプをサポートしておらず、デフォルトのみをサポートしています。" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:42 msgid "HF Reference" msgstr "高周波参照" #: [MenuItem]Packages/com.unity.visualeffectgraph/Editor/VFXAssetEditorUtility.cs:143 msgid "HLSL File" msgstr "HLSL ファイル" #: Editor/Mono/GUI/ColorPicker.cs:495 msgid "HSV" msgstr "HSV" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/CreateHairShaderGraph.cs:9 msgid "Hair Shader Graph" msgstr "ヘアシェーダーグラフ" #: Editor-Missing:Missing detected at runtime. msgid "Half Res" msgstr "半解像度" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:107 msgid "Half Resolution Denoiser" msgstr "半解像度ノイズ除去" #: Modules/TreeEditor/TreeEditor.cs:112 msgid "Half Res|" msgstr "半解像度|" #: Editor-Missing:Missing detected at runtime. msgid "Hallway" msgstr "廊下" #: Editor/Mono/Inspector/LightEditor.cs:601 msgid "Halo" msgstr "ハロー" #: /Runtime/Misc/ComponentRequirement.cpp:480 msgctxt "MenuItem./Halo" msgid "Halo" msgstr "ハロー" #: /Runtime/Camera/RenderSettings.cpp:551 #: Editor/Mono/SettingsWindow/OtherRenderingEditor.cs:10 msgid "Halo Strength" msgstr "ハローの強さ" #: /Runtime/Camera/RenderSettings.cpp:554 #: Editor/Mono/SettingsWindow/OtherRenderingEditor.cs:11 msgid "Halo Texture" msgstr "ハローテクスチャ" #: Editor-Missing:Missing detected at runtime. msgid "Hand Tool" msgstr "ハンドツール" #: /Editor/Src/SceneVisibility/SceneIdentifier.h:24 msgid "Handle" msgstr "ハンドル" #: Packages/com.unity.ugui/Editor/UGUI/UI/SliderEditor.cs:45 msgid "Handle Rect" msgstr "ハンドル用の矩形" #: /Editor/Mono/Handles/HandleUtility.bindings.h:114 msgctxt "Error Message in HandleUtility.bindings.h" msgid "Handles.GetClosestPickingID called outside an editor OnGUI" msgstr "Handles.GetClosestPickingIDがエディターのOnGUIの外で呼び出されました" #: /Editor/Mono/Handles/HandleUtility.bindings.h:235 msgctxt "Error Message in HandleUtility.bindings.h" msgid "Handles.Repaint called outside an editor OnGUI" msgstr "Handles.RepaintがエディターのOnGUIの外で呼び出されました" #: Editor-Missing:Missing detected at runtime. msgid "Hangar" msgstr "格納庫" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:152 msgid "Hard Angle" msgstr "ハード角度" #: Editor-Missing:Missing detected at runtime. msgid "Hard Shadows" msgstr "ハードシャドウ" #: 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 "Hard and Soft Shadows" msgstr "ハードとソフトシャドウ" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:326 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/BuildSettings.cpp:175 msgid "Has Advanced Version" msgstr "高度なバージョンあり" #: /Runtime/Camera/LightProbes.cpp:56 msgid "Has Been Edited" msgstr "編集済み" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2806 msgid "Has Billboard" msgstr "ビルボードあり" #: /Runtime/Misc/BuildSettings.cpp:178 msgid "Has Cluster Rendering" msgstr "クラスターレンダリングあり" #: /Runtime/Shaders/RayTracing/RayTracingShaderStructs.cpp:461 msgid "Has Errors" msgstr "エラーあり" #: /Editor/Src/Animation/Transition.cpp:247 #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:15 msgid "Has Exit Time" msgstr "終了時間あり" #: /Editor/Src/Animation/Transition.cpp:248 #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:252 msgid "Has Fixed Duration" msgstr "固定期間あり" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:400 msgid "Has Fixed Function Shaders" msgstr "固定機能シェーダーを含む" #: /Runtime/Shaders/SerializedShaderData.h:1415 msgid "Has Instancing Variant" msgstr "インスタンシングバリアントあり" #: /Runtime/Misc/BuildSettings.cpp:174 msgid "Has Local Light Shadows" msgstr "ローカルライトの影あり" #: /Runtime/Graphics/Mesh/MeshBlendShape.h:98 msgid "Has Normals" msgstr "法線あり" #: /Runtime/Shaders/SerializedShaderData.h:1416 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" #: /Runtime/Misc/BuildSettings.cpp:171 msgid "Has Publishing Rights" msgstr "公開権限あり " #: /Runtime/Misc/BuildSettings.cpp:172 msgid "Has Shadows" msgstr "影あり" #: /Runtime/Misc/BuildSettings.cpp:173 msgid "Has Soft Shadows" msgstr "ソフトシャドウあり" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:399 msgid "Has Surface Shaders" msgstr "サーフェスシェーダーあり" #: /Runtime/Graphics/Mesh/MeshBlendShape.h:99 msgid "Has Tangents" msgstr "接線あり" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs:92 msgid "Has Visual Environment" msgstr "視覚的環境あり" #: /Runtime/Misc/BuildSettings.cpp:165 msgid "HasPRO Version" msgstr "Pro バージョンあり" #: /Runtime/Utilities/Hash128.cpp:71 msgid "Hash" msgstr "ハッシュ" #: Editor/Src/AutoDocumentation.cpp:878 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/Mono/Inspector/Avatar/AvatarMappingEditor.cs:32 msgid "Head" msgstr "頭" #: /Runtime/Allocator/AllocationHeader.h:328 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。" #: [MenuItem]Packages/com.unity.shadergraph/Editor/Drawing/Colors/ShaderGraphHeatmapValues.cs:65 msgid "Heatmap with Default Values" msgstr "デフォルト値のヒートマップ" #: /Runtime/Math/Rect.h:229 Editor/Mono/Inspector/RectTransformEditor.cs:507 msgid "Height" msgstr "高さ" #: Editor/Mono/Inspector/StandardShaderGUI.cs:43 msgid "Height Map" msgstr "ハイトマップ" #: Editor/Mono/Inspector/StandardShaderGUI.cs:43 msgid "Height Map (G)" msgstr "ハイトマップ (G)" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:127 msgid "Height Scale" msgstr "高さスケール" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:100 msgid "Height Term" msgstr "高さ" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitSurfaceInputsUIBlock.cs:113 msgid "Height Transition" msgstr "高さの遷移" #: Editor/Src/AutoDocumentation.cpp:2572 msgctxt "From AutoDocumentation" msgid "Height in pixels of the thumbnail." msgstr "サムネイルの高さ(ピクセル)" #: Editor/Src/AutoDocumentation.cpp:3062 msgctxt "From AutoDocumentation" msgid "Height of a tile (without any borders)" msgstr "タイルの高さ(境界なし)" #: Editor/Src/AutoDocumentation.cpp:2462 msgctxt "From AutoDocumentation" msgid "Height of the grass billboards (if renderMode is grassBillboard)" msgstr "草のビルボードの高さ(レンダーモードが\"草のビルボード\"の場合)" #: Editor/Mono/Inspector/NavMeshObstacleInspector.cs:25 msgid "Height of the obstacle's capsule shape." msgstr "障害物のカプセル形状の高さ" #: Editor/Src/AutoDocumentation.cpp:3366 msgctxt "From AutoDocumentation" msgid "Height of the rectangle." msgstr "矩形の高さ" #: Editor/Src/AutoDocumentation.cpp:3378 msgctxt "From AutoDocumentation" msgid "Height of the texture in pixels." msgstr "テクスチャの高さ(ピクセル)" #: Modules/TerrainEditor/TerrainInspector.cs:217 msgid "Heightmap Resolution" msgstr "ハイトマップ解像度" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LayeringOptionsUIBlock.cs:23 msgid "Heightmap influence" msgstr "ハイトマップの影響" #: /Editor/Src/Commands/HelpMenu.cpp:94 msgctxt "MenuItem./Help/About Unity" msgid "Help" msgstr "ヘルプ" #: Editor/Src/Commands/HelpMenu.cpp:158 msgid "Help/Scripting Reference" msgstr "ヘルプ/スクリプトリファレンス" #: Editor/Src/Commands/HelpMenu.cpp:157 msgid "Help/Unity Manual" msgstr "ヘルプ/マニュアル" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:89 msgid "Hemisphere" msgstr "半球" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:241 msgid "Hemisphere Handle Change" msgstr "半球ハンドルの変更" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:240 msgid "Hemisphere Thickness Handle Change" msgstr "半球ハンドルの厚さ変更" #: Editor/Mono/GUI/ColorPicker.cs:479 msgid "Hexadecimal" msgstr "16 進数" #: [MenuItem]Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DMenus.cs:144 msgid "Hexagon Flat Top" msgstr "六角形フラットトップ" #: [MenuItem]Packages/com.unity.2d.sprite/Editor/ObjectMenuCreation/MenuItems.cs:85 msgid "Hexagon Point Top" msgstr "六角形ポイントトップ" #: [MenuItem]Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DMenus.cs:150 msgid "Hexagon Pointed Top" msgstr "六角形ポイントトップ" #: Packages/com.unity.2d.tilemap/Editor/GridPaletteAddWhiteboxPopup.cs:17 msgid "Hexagon Type" msgstr "六角形タイプ" #: [MenuItem]Packages/com.unity.2d.tilemap/Editor/ObjectCreationMenu/DefaultAssetCreation.cs:30 msgid "Hexagonal Flat Top" msgstr "六角形フラットトップ" #: Packages/com.unity.2d.tilemap/Editor/ObjectCreationMenu/GameObjectCreation.cs:12 msgid "Hexagonal Flat Top Tilemap" msgstr "六角形フラットトップタイルマップ" #: [MenuItem]Packages/com.unity.2d.tilemap/Editor/ObjectCreationMenu/DefaultAssetCreation.cs:36 msgid "Hexagonal Point Top" msgstr "六角形ポイントトップ" #: Packages/com.unity.2d.tilemap/Editor/ObjectCreationMenu/GameObjectCreation.cs:11 msgid "Hexagonal Point Top Tilemap" msgstr "六角形ポイントトップタイルマップ" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:32 msgid "Hidden" msgstr "非表示" #: Editor-Missing:Missing detected at runtime. msgid "Hidden By Default" msgstr "デフォルトで非表示" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:126 msgid "Hidden by Default (Deprecated)" msgstr "デフォルトで非表示(非推奨)" #: Editor/Mono/Overlays/Overlay.cs:733 msgid "Hide" msgstr "非表示" #: Modules/ParticleSystemEditor/ParticleSystemEditor.cs:17 msgid "Hide Editor" msgstr "エディターを非表示" #: /Runtime/Misc/PlayerSettings.cpp:822 #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:302 msgid "Hide Home Button" msgstr "キーまたはマウスボタン" #: Packages/com.unity.ugui/Editor/UGUI/UI/InputFieldEditor.cs:137 msgid "Hide Mobile Input" msgstr "モバイル入力を非表示" #: Packages/com.unity.ugui/Editor/TMP/TMP_InputFieldEditor.cs:273 msgid "Hide Mobile Keyboard" msgstr "モバイルキーボードを非表示" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:260 msgid "Hide Navigation Bar" msgstr "ナビゲーションバーを隠す" #: Editor-Missing:Missing detected at runtime. msgid "Hide Others" msgstr "他を非表示" #: Editor-Missing:Missing detected at runtime. msgid "Hide Others %&h" msgstr "他を非表示 %&h" #: 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 "Hide Unity" msgstr "Unity を隠す" #: Editor-Missing:Missing detected at runtime. msgid "Hide Unity %h" msgstr "Unity を非表示 %h" #: Modules/ParticleSystemEditor/ParticleEffectUI.cs:63 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。" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:302 msgid "Hide home button on iPhone X" msgstr "iPhone X のホームボタンを非表示" #: Editor/Mono/SceneView/SceneView.cs:1124 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/GUI/AppStatusBar.cs:33 msgid "Hide progress details" msgstr "処理詳細を非表示" #: Editor-Missing:Missing detected at runtime. msgid "HideSelectedItems" msgstr "選択したアイテムを非表示にする" #: Packages/com.unity.2d.tilemap/Editor/UI/TilePaletteBrushPickElement.cs:815 msgid "Hides Brush Picks on Pick. ( {0} ) to show/hide Brush Picks." msgstr "'選択'でブラシ選択を非表示にします。( {0} )でブラシ選択を表示/非表示にします。" #: Packages/com.unity.2d.tilemap/Editor/UI/TilePaletteElement.cs:352 msgid "Hides Tile Palette on Pick. ( {0} ) to show/hide Tile Palette." msgstr "'選択'でタイルパレットを非表示にします。 ( {0} ) でタイルパレットを表示/非表示にします。" #: Editor-Missing:Missing detected at runtime. msgid "Hierachy Stats" msgstr "ヒエラルキー統計" #: /Editor/Src/SceneVisibility/HierarchicalSceneData.cpp:8 msgid "Hierarchical Scene Data" msgstr "階層的なシーンデータ" #: /Editor/Src/SceneVisibility/HierarchicalSceneData.cpp:24 msgid "Hierarchies" msgstr "階層" #: /Editor/Src/SceneVisibility/HierarchicalSceneData.cpp:17 msgid "Hierarchies Persistent" msgstr "階層 永続的" #: Editor/Mono/SceneHierarchyWindow.cs:10 msgid "Hierarchy" msgstr "ヒエラルキー" #: /Editor/Mono/GUI/WindowLayout.cs:1788 msgctxt "MenuItem./Window/General/Hierarchy %4" msgid "Hierarchy %4" msgstr "ヒエラルキー %4" #: [MenuItem]Modules/AccessibilityEditor/Managed/AccessibilityHierarchyViewerWindow.cs:16 msgid "Hierarchy Viewer" msgstr "ヒエラルキービューアー" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:54 msgid "Hierarchy window" msgstr "ヒエラルキーウィンドウ" #: Editor/Mono/Inspector/AudioSourceInspector.cs:97 msgid "High" msgstr "高" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:60 msgid "High (3D)" msgstr "高 (3D)" #: Editor/Mono/Inspector/GraphicsSettingsInspectors/GraphicsSettingsInspectorTierSettings.cs:106 msgid "High (Tier 3)" msgstr "高 (Tier 3)" #: Editor-Missing:Missing detected at runtime. msgid "High Angular X Limit" msgstr "高角度 X 制限" #: Editor/Mono/Inspector/CameraEditor.cs:48 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/SceneModeWindows/LightingWindow.cs:53 msgid "High Performance" msgstr "高性能" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:172 msgid "High Precision Normal Buffer" msgstr "高精度法線バッファ" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:172 msgid "High Quality" msgstr "高品質" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:162 msgid "High Quality " msgstr "高品質 " #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:59 msgid "High Quality Filtering" msgstr "高品質フィルタリング" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDAdditionalMeshRendererSettingsUI.cs:13 msgid "High Quality Line Rendering" msgstr "高品質ラインレンダリング" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:58 msgid "High Quality Prefiltering" msgstr "高品質事前フィルタリング" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:18 msgid "High Quality Settings" msgstr "高品質設定" #: Editor-Missing:Missing detected at runtime. msgid "High Resolution" msgstr "高解像度" #: /Runtime/Utilities/DateTime.h:103 msgid "High Seconds" msgstr "秒数の上限" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:37 msgid "High-frequency to mid-frequency decay time ratio" msgstr "高周波と中周波の減衰時間の比率" #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/ScreenSpaceAmbientOcclusionEditor.cs:64 msgid "High: Bilateral, Medium: Gaussian. Low: Kawase (Single Pass)." msgstr "高:左右両側、中:Gaussian、低:Kawase(シングルパス)" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:126 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" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:40 msgid "" "Higher quality avoidance reduces more the chance of agents overlapping but " "it is slower to compute than lower quality avoidance." msgstr "高品質の回避はエージェントが重複する可能性を減らしますが、低品質の回避よりも計算が遅くなります。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:21 msgid "" "Higher this value, more likely history will be rejected when current and " "reprojected history motion vector differ by a substantial amount. High " "values can decrease ghosting but will also reintroduce aliasing on the " "aforementioned cases." msgstr "この値が高いほど、現在の履歴モーションベクトルと再投影された履歴モーションベクトルが大幅に異なる場合に、履歴が拒否される可能性が高くなります。高い値はゴーストを減らすことができますが、前述の場合はエイリアシングが再発します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs:97 msgid "" "Higher this value, the less lenient with depth differences the spatial " "filter is. Increase if for example noticing white halos where AO should be." msgstr "この値が高いほど、空間フィルターの深度の違いに対する寛容性が低くなります。この値を大きくすると、アンビエントオクルージョンがオブジェクトの周囲にあるべき位置にある白いハローを減らすことができます。" #: Editor/Mono/SceneModeWindows/LightingWindow.cs:52 msgid "Highest Performance" msgstr "最高性能" #: Editor/Mono/Annotation/AnnotationWindow.cs:88 msgid "Highlight Invalid Cells" msgstr "無効なセルをハイライト" #: Editor/Mono/Annotation/AnnotationWindow.cs:88 msgid "" "Highlight the invalid cells that cannot be used for probe interpolation." msgstr "プローブの補間に使用できない無効なセルをハイライト表示します。" #: Editor-Missing:Missing detected at runtime. msgid "Highlighted Color" msgstr "強調色" #: Modules/ProfilerEditor/ProfilerWindow/Bottlenecks/Chart/BottlenecksChartViewController.cs:92 msgid "Highlights" msgstr "ハイライト" #: Editor/Mono/Inspector/AudioHighPassFilterInspector.cs:14 msgid "Highpass Resonance Q" msgstr "ハイパス共鳴 Q" #: Editor/Mono/Inspector/AudioHighPassFilterInspector.cs:15 msgid "Highpass cutoff frequency in Hz" msgstr "ハイパスのカットオフ周波数 (Hz)" #: Editor-Missing:Missing detected at runtime. msgid "Hinge Joint" msgstr "ヒンジジョイント" #: /Runtime/Misc/ComponentRequirement.cpp:522 msgctxt "MenuItem./Hinge Joint 2D" msgid "Hinge Joint 2D" msgstr "2D ヒンジジョイント" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:19 msgid "History Sharpening" msgstr "履歴シャープニング" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4342 msgid "Hmi Cpu Configuration" msgstr "HMI CPU 設定" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4339 msgid "Hmi ForceSRGB Blit" msgstr "HMI ForceSRGB Blit" #: /Runtime/Misc/PlayerSettings.cpp:1060 msgid "Hmi Loading Image" msgstr "HMI ロード中の画像" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4344 msgid "Hmi Log Startup Timing" msgstr "HMI ログ開始タイミング" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4338 msgid "Hmi Player Data Path" msgstr "HMI プレイヤーデータパス" #: Editor/Src/ScriptCompilation/ScriptCompilationPipeline.cpp:1685 #: Editor/Src/ScriptCompilation/ScriptCompilationPipeline.cpp:1688 #: Modules/AssetDatabase/Editor/Public/AssetDatabaseUtility.cpp:389 msgid "Hold on..." msgstr "お待ちください..." #: Modules/TerrainEditor/TerrainWizards.cs:507 msgid "Hole Edge Padding (%)" msgstr "穴のエッジパディング (%) " #: Modules/TerrainEditor/TerrainInspector.cs:212 msgid "Holes Settings (On Terrain Data)" msgstr "穴の設定 (Terrain (地形) データ)" #: 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 "HoloLens Input Module" msgstr "HoloLens 入力モジュール" #: /Runtime/Misc/PlayerSettings.cpp:948 #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:838 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" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:836 msgid "Holographic Splash Image" msgstr "Holographic Splash Image" #: /Runtime/Misc/PlayerSettings.cpp:705 msgid "Holographic Tracking Loss Screen" msgstr "Holographic Tracking Loss 画面" #: Editor/Mono/Inspector/BlendTreeInspector.cs:1556 msgid "Homogeneous Speed" msgstr "均一速度" #: Editor/Mono/Overlays/Overlay.cs:756 msgid "Horizontal" msgstr "水平" #: Modules/TreeEditor/TreeEditor.cs:190 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節します" #: Editor-Missing:Missing detected at runtime. msgid "Horizontal Axis" msgstr "水平軸" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:160 msgid "Horizontal Billboard" msgstr "水平ビルボード" #: Packages/com.unity.ugui/Editor/UGUI/UI/ContentSizeFitterEditor.cs:26 msgid "Horizontal Fit" msgstr "水平調節" #: Editor-Missing:Missing detected at runtime. msgid "Horizontal Layout Group" msgstr "水平レイアウトグループ" #: Packages/com.unity.ugui/Editor/TMP/TMP_BaseEditorPanel.cs:1240 msgid "Horizontal Mapping Prop" msgstr "水平マッピングプロパティ " #: Editor-Missing:Missing detected at runtime. msgid "Horizontal Overflow" msgstr "水平オーバーフロー" #: Packages/com.unity.ugui/Editor/UGUI/UI/ScrollRectEditor.cs:135 msgid "Horizontal Scrollbar" msgstr "水平スクロールバー" #: Editor-Missing:Missing detected at runtime. msgid "Horizontal Scrollbar Left Button" msgstr "水平スクロールバー左ボタン" #: Editor-Missing:Missing detected at runtime. msgid "Horizontal Scrollbar Right Button" msgstr "水平スクロールバー右ボタン" #: Packages/com.unity.ugui/Editor/UGUI/UI/ScrollRectEditor.cs:146 msgid "Horizontal Scrollbar Spacing" msgstr "水平スクロールバー間隔" #: Editor-Missing:Missing detected at runtime. msgid "Horizontal Scrollbar Thumb" msgstr "水平スクロールバーつまみ" #: Packages/com.unity.ugui/Editor/UGUI/UI/ScrollRectEditor.cs:139 msgid "Horizontal Scrollbar Visibility" msgstr "水平スクロールバーの可視性" #: Editor-Missing:Missing detected at runtime. msgid "Horizontal Slider" msgstr "水平スライダー" #: Editor-Missing:Missing detected at runtime. msgid "Horizontal Slider Thumb" msgstr "水平スライダーつまみ" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:25 msgid "Horizontal Split for Brush Inspector" msgstr "ブラシインスペクターの水平分割" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:725 msgid "Horizontal layout" msgstr "水平レイアウト" #: Modules/PhysicsEditor/PhysicsMaterialEditor.cs:16 msgid "" "How Unity should combine the Bounce values of both Colliders in a collision " "pair to calculate the total bounciness between them enum { Average = 0, " "Minimum = 1, Multiply = 2, Maximum = 3 }" msgstr "Unityが衝突ペアの両方のコライダーのバウンス値を合わせて、2者間の合計のバウンスを計算する方法 { Average = 0, Minimum = 1, Multiply = 2, Maximum = 3 }" #: Modules/PhysicsEditor/PhysicsMaterialEditor.cs:12 msgid "" "How Unity should combine the Friction values of both Colliders in a " "collision pair to calculate the total friction between them enum { Average = " "0, Minimum = 1, Multiply = 2, Maximum = 3 }" msgstr "Unityが衝突ペアの両方のコライダーの摩擦値を合わせて、2者間の合計の摩擦を計算する方法 { Average = 0, Minimum = 1, Multiply = 2, Maximum = 3 }" #: Modules/PhysicsEditor/PhysicsMaterialEditor.cs:14 msgid "" "How bouncy the Collider’s surface is, defined by how much speed the other " "Collider retains after collision. range { 0, 1 }" msgstr "コライダーの表面の弾力性は、他のコライダーが衝突後に維持する速度によって決まります。範囲 { 0, 1 }" #: Modules/TerrainEditor/PaintTools/PaintTreesTool.cs:82 msgid "How dense trees are you painting" msgstr "どのくらいの密度で樹木を描くか" #: 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/Src/AutoDocumentation.cpp:2160 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:766 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/Mono/ImportSettings/TextureImporterInspector.cs:288 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" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:122 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/TrailModuleUI.cs:12 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" #: 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/Src/AutoDocumentation.cpp:2175 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]" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:132 msgid "How longs should the query be visible after it is performed?" msgstr "クエリが実行された後、表示される期間" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:66 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。" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:58 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。" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:20 msgid "" "How many intermediate light render textures can be created and utilized " "concurrently. Higher value usually leads to better performance on mobile " "hardware at the cost of more memory." msgstr "同時に作成および利用できる中間ライトレンダリングテクスチャの数。通常、値が高いほどモバイルハードウェア上のパフォーマンスが向上しますが、メモリの負担と引き換えになります。" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:21 msgid "" "How many intermediate shadow render textures can be created and utilized " "concurrently. Higher value usually leads to better performance on mobile " "hardware at the cost of more memory." msgstr "同時に作成および利用できる中間の影のレンダーテクスチャの数。通常、値が高いほどモバイルハードウェア上のパフォーマンスが向上しますが、メモリの負担と引き換えになります。" #: Modules/ParticleSystemEditor/ParticleSystemModules/CustomDataModuleUI.cs:22 msgid "How many of the components (XYZW) to fill." msgstr "充填するコンポーネント(XYZW) の数" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:342 msgid "How many pixels in the sprite correspond to one unit in the world." msgstr "ワールドの1単位に当たるスプライトのピクセル数" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:174 msgid "" "How many samples to use when antialiasing lightmap texels. Ray positions and " "normals buffers are also increased in size by this value. Higher values " "improve lightmap quality but also multiply memory usage when baking. A value " "of 1 disables supersampling." msgstr "ライトマップテクセルをアンチエイリアスを行うときに使用するサンプル数。レイの位置と法線バッファも、この値によってサイズが増加します。値を大きくすると、ライトマップの品質が向上しますが、ベイク時のメモリ使用量も増加します。値 1 は、スーパーサンプリングを無効にします。" #: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:28 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" #: Editor/Mono/Inspector/LineRendererEditor.cs:22 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:23 msgid "How many vertices to add for each corner." msgstr "各角に追加する頂点の数" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:343 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-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/Src/AutoDocumentation.cpp:1937 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]" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:123 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" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:17 msgid "" "How much the sharpening result is taken from the result without ringing. " "This reduces unnatural dark outlines, but might also decrease the impact of " "sharpening. Values above 0.0 lead to extra cost." msgstr "輪状アーティファクトをなくした結果、シャープ化の効果がどれだけ減少するか。これにより、不自然な暗い輪郭が減少しますが、シャープニングの効果も減少する可能性があります。0.0を超える値を指定すると、追加のコストが発生します。" #: Editor/Src/AutoDocumentation.cpp:2111 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" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:113 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" #: Editor/Mono/AssetPipeline/SpeedTree/SpeedTreeImporterCommon.cs:127 msgid "" "How much to scale the tree model, interpreting the exported units as meters" msgstr "エクスポートした単位をメートルとして解釈すると、樹木モデルをどれだけスケールするか" #: Editor/Src/AutoDocumentation.cpp:2222 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:2223 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/Mono/ImportSettings/TextureImporterInspector.cs:326 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" #: Modules/TerrainEditor/TerrainInspector.cs:194 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/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:121 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/NoiseModuleUI.cs:37 msgid "" "How strong the overall noise effect is. If you use a curve to set this " "value, the Particle System applies the curve over the lifetime of each " "particle." msgstr "全体的なノイズ効果の強さ。 カーブを使用してこの値を設定すると、パーティクルシステムは各パーティクルの生存期間にわたりカーブを適用します。" #: Editor/Mono/Inspector/CameraEditor.cs:29 msgid "" "How the Camera renders perspective.\n" "\n" "Choose Perspective to render objects with perspective.\n" "\n" "Choose Orthographic to render objects uniformly, with no sense of " "perspective." msgstr "投影のレンダリング方法。\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" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:27 msgid "How the lighting should be blended with the main color of the objects." msgstr "ライトをオブジェクトのメインカラーとブレンドする方法" #: Editor/Src/AutoDocumentation.cpp:2328 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" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:70 msgid "" "How to determine the extra velocity imparted to particles by the Particle " "System. Use the Transform option to add the velocity calculated from the " "system's Transform. Use Rigidbody to add the velocity of the system's " "Rigidbody. Use Custom to add the velocity specified in the Custom Velocity " "property." msgstr "パーティクルシステムによってパーティクルに与えられる追加の速度を決定する方法。'トランスフォーム'オプションを使用して、システムの'トランスフォーム'から計算された速度を加えます。'リジッドボディ'を使用して、システムのリジッドボディの速度を加えます。'カスタム'を使用して、'カスタム速度'プロパティで指定された速度を加えます。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:144 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:138 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" #: Editor/Mono/2D/Common/TexturePlatformSettingsView.cs:13 msgid "How will this texture be compressed?" msgstr "テクスチャの圧縮方法" #: Modules/SceneView/SceneViewLightingOverlays.cs:421 msgid "Hue Tolerance:" msgstr "色相許容範囲:" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2789 #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:21 msgid "Hue Variation" msgstr "色相のばらつき" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:21 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)" #: /Runtime/Graphics/ProbeSetTetrahedralization.h:48 msgid "Hull Rays" msgstr "凸包法線に沿った光線" #: /Editor/Src/Animation/AnimatorControllerLayer.cpp:35 msgid "Human Mask" msgstr "ヒューマンマスク" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:176 msgid "Humanoid" msgstr "ヒューマノイド" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:106 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" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4520 msgid "I Phone Build Number" msgstr "iPhone ビルド番号" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4515 msgid "I Phone Bundle Identifier" msgstr "iPhone のバンドル識別子" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3673 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:3416 msgid "I Phone Script Call Optimization" msgstr "iPhone スクリプトコール最適化" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3689 #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:286 msgid "I Phone Sdk Version" msgstr "iPhone SDK バージョン" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3672 msgid "I Phone Stripping Level" msgstr "iPhone ストリッピングレベル" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3698 msgid "I Phone TargetOS Version" msgstr "iPhone ターゲット OS バージョン" #: Editor/Mono/GUI/PackageExport.cs:193 msgid "I understand" msgstr "理解しました" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:48 msgid "IES Cutoff Angle (%)" msgstr "IES カットオフ角度 (%)" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:32 msgid "IES Profile" msgstr "IES プロファイル" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:32 msgid "IES Profile (Support: Point, Spot, Rectangular-Area Lights)." msgstr "IESプロファイル(サポート: ポイントライト、スポットライト、矩形エリアライト)" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/IESImporterEditor.cs:137 msgid "IES Size Prop" msgstr "IES サイズプロパティ" #: Editor/Mono/Inspector/AvatarPreview.cs:193 msgid "IK" msgstr "IK" #: /Editor/Src/Animation/StateMachine.cpp:332 msgid "IK On Feet" msgstr "足の IK" #: /Editor/Src/Animation/AnimatorControllerLayer.cpp:47 #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerSettingsWindow.cs:22 msgid "IK Pass" msgstr "IKパス" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:203 msgid "IL2CPP" msgstr "IL2CPP" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:199 msgid "IL2CPP Code Generation" msgstr "IL2CPP コード生成" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:201 msgid "IL2CPP Stacktrace Information" msgstr "IL2CPP スタックトレース情報" #: [MenuItem]Editor/Mono/GUIDebugger/GUIViewDebuggerWindow.cs:180 msgid "IMGUI Debugger" msgstr "IMGUI デバッガー" #: /Editor/Mono/GUIDebugger/GUIViewDebuggerWindow.cs:180 msgctxt "MenuItem./Window/Analysis/IMGUI Debugger" msgid "IMGUI Debugger" msgstr "IMGUI デバッガー" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3835 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:3807 msgid "IOS Background Modes" msgstr "iOS バックグラウンドモード" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3804 msgid "IOS Device Requirements" msgstr "iOS デバイスの要件" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3746 msgid "IOS Launch Screen Background Color" msgstr "iOS 起動画面背景色" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3794 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" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3747 msgid "IOS Launch Screen Fill Pct" msgstr "iOS 起動画面 Fill パーセント" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3745 msgid "IOS Launch Screen Landscape" msgstr "iOS 起動画面横型" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3744 msgid "IOS Launch Screen Portrait" msgstr "iOS 起動画面縦型" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3748 msgid "IOS Launch Screen Size" msgstr "iOS 起動画面サイズ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3743 msgid "IOS Launch Screen Type" msgstr "iOS 起動画面タイプ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3776 msgid "IOS Launch Screeni Pad Background Color" msgstr "iOS 起動画面 iPad 背景色" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3795 msgid "IOS Launch Screeni Pad Custom Storyboard Path" msgstr "iOS 起動画面 iPad カスタムストーリーボードパス" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3777 msgid "IOS Launch Screeni Pad Fill Pct" msgstr "iOS 起動画面 iPad Fill パーセント" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3775 msgid "IOS Launch Screeni Pad Image" msgstr "iOS 起動画面 iPad 画像" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3778 msgid "IOS Launch Screeni Pad Size" msgstr "iOS 起動画面 iPad サイズ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3757 msgid "IOS Launch Screeni Pad Type" msgstr "iOS 起動画面 iPad タイプ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3828 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/EditorOnlyPlayerSettings.cpp:3825 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  " #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3808 msgid "IOS Metal Force Hard Shadows" msgstr "iOS Metal ハードシャドウを強制" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3815 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/EditorOnlyPlayerSettings.cpp:3833 msgid "IOS RequireAR Kit" msgstr "iOS AR Kitが必須" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3805 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:3045 msgid "IOSURL Schemes" msgstr "IOSURL スキーム" #: /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/Mono/Inspector/EditorSettingsInspector.cs:36 msgid "IP address" msgstr "IP アドレス" #: Editor-Extra:Editor/Src/Commands/EditSimulationNetwork.cpp msgid "ISDN" msgstr "ISDN" #: Editor/Mono/Inspector/CameraEditor.cs:35 msgid "ISO" msgstr "ISO" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:213 msgid "ISPC (legacy)" msgstr "ISPC (旧)" #: /Runtime/BaseClasses/GameObject.cpp:1137 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsIconsEditor.cs:15 msgid "Icon" msgstr "アイコン" #: /Editor/Src/Gizmos/AnnotationManager.cpp:440 msgid "Icon Enabled" msgstr "アイコン有効" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3264 msgid "Icons" msgstr "アイコン" #: /Runtime/Serialize/TransferUtility.cpp:396 msgid "Id" msgstr "ID" #: Editor/Src/AutoDocumentation.cpp:3335 msgctxt "From AutoDocumentation" msgid "Id for the OcclusionMesh to render with." msgstr "レンダリングに使用するオクルージョンメッシュのID" #: Editor/Src/AutoDocumentation.cpp:2541 msgctxt "From AutoDocumentation" msgid "Id of the codec that should be used to decode this." msgstr "これをデコードするために使用するコーデックのID。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:71 msgid "Identification" msgstr "識別" #: /Runtime/Shaders/RayTracing/RayTracingShaderStructs.cpp:21 msgid "Identifier" msgstr "識別子" #: Editor/Src/AutoDocumentation.cpp:2548 msgctxt "From AutoDocumentation" msgid "" "Identifier of the codec used, note there is a special "no data" " "codec so size==0 is a valid CodedLayerTileHeader." msgstr "使用されるコーデックの識別子。特殊なデータなしのコーデックがあるため、size==0は有効なCodedLayerTileHeaderです。" #: Editor/Src/AutoDocumentation.cpp:2549 msgctxt "From AutoDocumentation" msgid "Identifier of the parameter block to pass to the codec." msgstr "コーデックに渡すためのパラメーターブロックの識別子" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:40 msgid "Identify textures" msgstr "テクスチャを識別" #: /Editor/Src/EditorUserSettings.cpp:305 #: Editor/Mono/Inspector/EditorSettingsInspector.cs:31 msgid "Idle Import Worker Shutdown Delay" msgstr "アイドルインポートワーカー停止遅延" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:263 msgid "" "If a custom resolution was set - it will be reset to the window size when " "window size changes." msgstr "カスタム解像度が設定されている場合、ウィンドウサイズを変えるとそのウィンドウサイズにリセットされます。" #: Editor/Mono/Inspector/SkinnedMeshRendererEditor.cs:19 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 " #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidPreferenceWindowExtension.cs:32 msgid "If checked, Unity will execute adb kill-server when closing the editor." msgstr "これを有効にすると、Unityはエディターを閉じるときに adb kill-server を実行します。" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidPreferenceWindowExtension.cs:31 msgid "If checked, all Gradle daemons will be stopped when closing the editor." msgstr "これを有効にすると、エディターを終了するときにすべての Gradle デーモンが停止します。" #: Modules/QuickSearch/Editor/Indexing/IndexManager.cs:351 msgid "If checked, all packages content will be indexed." msgstr "これを有効にすると、すべてのパッケージコンテンツをインデックス化します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:70 msgid "If checked, use the same Layer than the Light one." msgstr "これを有効にすると、ライトと同じレイヤーを使用します。" #: Editor/Src/AutoDocumentation.cpp:1494 msgctxt "From AutoDocumentation" msgid "If enable, Unity audio will be forced to play through the speakers." msgstr "これを有効にすると、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/Mono/Inspector/ReflectionProbeEditor.cs:103 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" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:96 msgid "" "If enabled pipeline will perform shadow filtering. Otherwise all lights that " "cast shadows will fallback to perform a single shadow sample." msgstr "これを有効にすると、パイプラインは影のフィルタリングを実行します。これを行わない場合は、影を作るすべてのライトがフォールバックして、1つのシャドウサンプルを行います。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:83 msgid "" "If enabled reflections appear based on the object’s position within the " "probe’s box, while still using a single probe as the source of the " "reflection." msgstr "これを有効にすると、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表示されます。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:68 msgid "If enabled shadows will be supported for spot lights.\n" msgstr "これを有効にすると、スポットライトの影がサポートされます。\n" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:82 msgid "" "If enabled smooth transitions will be created between reflection probes." msgstr "これを有効にすると、リフレクションプローブ間でスムーズな遷移が作成されます。" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:88 msgid "" "If enabled the Project's name is replaced in the main window title with the " "Project's path on disk." msgstr "これを有効にすると、メインウィンドウのタイトルのプロジェクト名が、ディスクのプロジェクトのパスに置き換えられます。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:52 msgid "If enabled the main light can be a shadow casting light." msgstr "これを有効にすると、メインライトを投影するライトにすることができます。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:28 msgid "" "If enabled the pipeline will copy the screen to texture after opaque objects " "are drawn. For transparent objects this can be bound in shaders as " "_CameraOpaqueTexture." msgstr "これを有効にすると、パイプラインは、不透明オブジェクトが描画された後、画面をテクスチャにコピーします。透明なオブジェクトの場合、これは_CameraOpaqueTextureとしてシェーダーで紐づけできます。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:27 msgid "" "If enabled the pipeline will generate camera's depth that can be bound in " "shaders as _CameraDepthTexture." msgstr "これを有効にすると、パイプラインは_CameraDepthTextureとしてシェーダーで紐づけるカメラの深度を生成します。" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:55 msgid "" "If enabled then you can choose between Transform sorting and Alphabetical " "sorting in the Hierarchy." msgstr "これを有効にすると、ヒエラルキーウィンドウでトランスフォームソートかアルファベット順ソートを選択できます。" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:104 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/PreferencesWindow/PreferencesSettingsProviders.cs:70 msgid "" "If enabled, GraphElements in Graph Views (such as Shader Graph) align with " "one another when you move them. If disabled, GraphElements move freely." msgstr "これを有効にすると、グラフビューのグラフ要素(シェーダグラフなど)を移動させるときに、グラフ要素同士が整列します。無効にすると、個々のグラフ要素は自由に移動します。" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:60 msgid "" "If enabled, a Game View window will be created when entering play mode if " "none exists" msgstr "これを有効にすると、再生モードに入るときに(存在しない場合は)ゲームビューウィンドウが作成されます" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:173 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" #: 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/Src/AutoDocumentation.cpp:1289 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" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:195 msgid "" "If enabled, built APK will be marked as a game rather than a regular app" msgstr "これを有効にすると、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" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Rendering.Skin.cs:29 msgid "If enabled, depth from the previous camera will be cleared." msgstr "これを有効にすると、前のカメラからの深度がクリアされます。" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:129 msgid "" "If enabled, editing LOD groups will cause other objects in the scene view to " "be greyed out" msgstr "これを有効にすると、LODグループの編集時に、シーンビュー内の他のオブジェクトはグレー表示されます" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:171 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" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:123 msgid "" "If enabled, generated WebAssembly code will rely on the BigInt ABI for " "function signatures containing 64-bit variables. Enable this to achieve " "faster build times and slightly smaller code size. Disable to target older " "browsers that do not support Wasm BigInt feature. (Recommended: enable for " "new projects, disable for backwards compatibility)" msgstr "これを有効にすると、生成されたWebAssemblyコードは、64ビット変数を含む関数シグネチャに関してBigInt ABIに依存します。これを有効にすると、ビルド時間が短縮され、コードサイズがわずかに小さくなります。Wasm BigInt機能をサポートしていない古いブラウザーをターゲットにするには無効にします。(推奨: 新しいプロジェクトには有効、後方互換性のためには無効)" #: Modules/TerrainEditor/TerrainInspector.cs:213 msgid "" "If enabled, holes texture will be compressed at runtime if compression " "supported." msgstr "これを有効にすると、圧縮がサポートされる場合は、穴あきテクスチャはランタイムに圧縮されます。" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:134 msgid "" "If enabled, ignore the \"Always Refresh\" flag on the Scene view when the " "Editor is not the foregrounded application." msgstr "これを有効にすると、エディターがフォアグラウンドでない場合は、シーンビューの\"常に更新\"フラグは無視されます。" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:178 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/Src/AutoDocumentation.cpp:1587 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/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:132 msgid "" "If enabled, scale in the transform component will be set to constrain " "proportions for new GameObjects by default" msgstr "これを有効にすると、デフォルトで新しいゲームオブジェクトの比率を制約するようにトランスフォームコンポーネントのスケールが設定されます" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:128 msgid "" "If enabled, searching will cause non-matching items in the scene view to be " "greyed out" msgstr "これを有効にすると、検索時に、シーンビュー内の一致しないアイテムはグレー表示されます" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:39 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" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:113 msgid "" "If enabled, targets a set of modern WebAssembly language features grouped " "together under a \"WebAssembly 2023\" feature set. Requires Chrome ≥ 91 (May " "2021), Firefox ≥ 89 (June 2021) or Safari ≥ 16.4 (March 2023). If disabled, " "targets the original WebAssembly \"MVP\" feature set. WebAssembly 2023 " "includes WebAssembly.Table and BigInt support. (Recommended: enable for new " "projects and if targeting only WebGPU without WebGL 2. Disable if backwards " "compatibility with older browsers is needed)" msgstr "これを有効にすると、\"WebAssembly 2023\" 機能セットの下にグループ化された最新の WebAssembly 言語機能セットを対象とします。Chrome 91 (2021 年 5 月) 以降、Firefox 89 (2021 年 6 月) 以降、または Safari 16.4 (2023 年 3 月) 以降が必要です。無効にすると、元の WebAssembly の \"MVP\" 機能セットがターゲットになります。 WebAssembly 2023 には、WebAssembly.Table と BigInt のサポートが含まれています。(推奨: 新しいプロジェクトの場合、または WebGL 2 を使用せずに WebGPU のみを対象とする場合は有効にします。古いブラウザーとの後方互換性が必要な場合は無効にします)" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:122 msgid "" "If enabled, targets the WebAssembly.Table language feature, which results in " "faster JS<->Wasm interop and faster build times. If disabled, enables the " "old deprecated Emscripten -sDYNCALLS model for backwards compatibility with " "older Unity Web Platform JS plugins. (Recommended: enable for new projects, " "disable for backwards compatibility)" msgstr "これを有効にすると、WebAssembly.Table言語機能を対象とします。それにより、JS<->Wasm 相互運用性が向上し、ビルド時間が短縮されます。無効にすると、古いUnityウェブプラットフォームJSプラグインとの後方互換性のために、古い非推奨のEmscripten -sDYNCALLSモデルが有効になります。(推奨: 新しいプロジェクトには有効、後方互換性のためには無効)" #: Editor/Src/AutoDocumentation.cpp:1588 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" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionLayerUI.Drawers.cs:26 msgid "" "If enabled, the alpha channel will be cleared before rendering this layer. " "If enabled, post processing will affect only the objects of this layer" msgstr "これを有効にすると、このレイヤーをレンダリングする前にアルファチャンネルがクリアされます。有効にすると、ポストプロセスはこのレイヤーのオブジェクトにのみ影響します。" #: Editor/Src/AutoDocumentation.cpp:1865 msgctxt "From AutoDocumentation" msgid "" "If enabled, the color and depth stencil format maybe be changed by a " "compatible and supported format on the target platform." msgstr "これを有効にすると、色形式と深度ステンシル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。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionLayerUI.Drawers.cs:25 msgid "" "If enabled, the depth buffer will be cleared before rendering this layer. " "Not clearing the depth can be useful when stacking sublayers. The first " "sublayer of a stack always clears the depth." msgstr "これを有効にすると、このレイヤーをレンダリングする前に深度バッファがクリアされます。深度をクリアしないと、サブレイヤーをスタックするときに役立ちます。スタックの最初のサブレイヤーは常に深度をクリアします。" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:103 msgid "" "If enabled, the native Unity C/C++ engine code will target WebAssembly/" "SharedArrayBuffer multithreading (experimental). This won't enable " "multithreading C# code, as that requires further advances to the WebAssembly " "language standard. Enabling this option includes WebAssembly 2023 support. " "(Recommended: Disabled. This feature is made available for advanced users " "who are interested in evaluating future web features)" msgstr "これを有効にすると、ネイティブのUnity C/C++エンジン コードはWebAssembly/SharedArrayBufferマルチスレッドをターゲットとします(実験的)。この場合、WebAssembly言語標準をさらに進化させる必要があるため、マルチスレッドC#コードを使用できません。このオプションを有効にすると、WebAssembly 2023のサポートが含まれます。(推奨: 無効。この機能は、将来のウェブ機能の評価に興味がある上級ユーザー向けに提供されています)。" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:175 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" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:31 msgid "If enabled, the render pipeline uses the SRP batcher." msgstr "これを有効にすると、レンダリングパイプラインはSRPバッチャーを使用します。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:33 msgid "" "If enabled, the render pipeline will batch drawcalls with few triangles " "together by copying their vertex buffers into a shared buffer on a per-frame " "basis." msgstr "これを有効にすると、レンダリングパイプラインは、フレームごとに三角形の数が少ないものの頂点バッファを1つの共有のバッファにコピーして、それらのドローコールをまとめてバッチ処理します。" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:59 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" #: Editor/Src/AutoDocumentation.cpp:1790 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" #: Modules/PhysicsEditor/Collider3DEditorBase.cs:22 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/RendererLightingSettings.cs:73 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。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:46 msgid "" "If enabled, this camera setting will be used instead of the one specified in " "the quality asset of this project." msgstr "これを有効にすると、このプロジェクトの品質アセットで指定されたカメラ設定の代わりに、このカメラ設定が使用されます。" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs:664 msgid "" "If enabled, use visual effect manager fixed delta time mode, otherwise, use " "the default Time.deltaTime." msgstr "これを有効にすると、視覚効果マネージャーの固定のデルタタイムモードを使用し、有効になっていない場合は、デフォルトのTime.deltaTimeを使用します。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RotationModuleUI.cs:16 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/NoiseModuleUI.cs:36 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/InitialModuleUI.cs:56 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:54 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/ClampVelocityModuleUI.cs:26 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" #: PlatformDependent/EmbeddedLinux/Extensions/Managed/EmbeddedLinuxSettingsEditorExtension.cs:14 msgid "" "If game controllers are not required, they can be disabled to decrease " "player startup time" msgstr "ゲームコントローラーが不要な場合はオフにすると、プレイヤーの起動時間を短縮できます" #: 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/Src/AutoDocumentation.cpp:2994 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]" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:93 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/ModelImporterModelEditor.cs:133 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" #: Editor/Src/AutoDocumentation.cpp:2574 msgctxt "From AutoDocumentation" msgid "" "If non zero this is the size of the raw pixel format thumbnail data. This is " "always LZW compressed 8 bit per channel RGBA data." msgstr "0以外の場合、これはrawのピクセル形式のサムネイルデータのサイズです。これは常にLZW圧縮された8ビット(チャンネルごと)のRGBAデータです。" #: Editor/Src/AutoDocumentation.cpp:755 msgctxt "From AutoDocumentation" msgid "If non-0, that axis is always draw at the specified size." msgstr "0以外の場合、軸は必ず指定されたサイズで描画されます" #: Editor/Src/AutoDocumentation.cpp:2570 msgctxt "From AutoDocumentation" msgid "" "If non-zero this is the size of a mipchain of coded thumbnail data. The " "coded data starts with BcThumbnailHeader (included in this size)." msgstr "0以外の場合、これはコード化されたサムネイルデータのミップチェーンのサイズです。コード化されたデータは、BcThumbnailHeader(このサイズに含まれます)で始まります。" #: Editor/Src/AutoDocumentation.cpp:339 msgctxt "From AutoDocumentation" msgid "" "If not 0, we calculate crc of the 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:3381 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。" #: Modules/ParticleSystemEditor/ParticleEffectUI.cs:64 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)" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:25 msgid "If resource" msgstr "If リソース" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:197 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、マネージストリッピングは無効にできません。" #: Modules/TerrainEditor/PaintTools/CreateTerrainTool.cs:17 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/SetHeightTool.cs:37 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" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:132 msgid "If selected, ray traced shadows are used in place of rasterized ones." msgstr "これを選択すると、ラスタライズ処理された影の代わりにレイトレースされた影を使用します。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:132 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:104 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/Src/AutoDocumentation.cpp:1624 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:1621 msgctxt "From AutoDocumentation" msgid "" "If set to true, command buffers are recycled after they have been executed " "as opposed to being freed." msgstr "これを有効にすると、コマンドバッファは実行後に解放されるのではなく、リサイクルされます。" #: Editor/Src/AutoDocumentation.cpp:1622 msgctxt "From AutoDocumentation" msgid "" "If set to true, delays acquiring the swapchain image by rendering to a " "staging image." msgstr "これをtrueに設定すると、ステージング画像にレンダリングすることにより、スワップチェーン画像の取得を遅らせます。" #: Editor/Src/AutoDocumentation.cpp:1620 msgctxt "From AutoDocumentation" msgid "" "If set to true, the fullscreen window will remain visible even after " "switching it into the background." msgstr "これを有効にすると、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:1447 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全画面にしたり、全画面から切り替えたりできます。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:198 msgid "" "If set, Android's OnBackInvokedCallback will be used to handle back events " "on Android 13 and above." msgstr "これを有効にすると、Android 13 以降では、戻るイベントを処理するためにOnBackInvokedCallbackが使用されます。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:147 msgid "" "If set, enables Graphics.SetSRGBWrite() for toggling sRGB write mode during " "the frame but may decrease performance especially on tiled GPUs." msgstr "これを設定すると、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。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:260 msgid "" "If set, navigation bar will be hidden during splash screen or first scene " "loading." msgstr "これを設定すると、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バーを表示しません。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:149 msgid "" "If set, renders to a staging image to delay acquiring the swapchain buffer." msgstr "これを設定すると、スワップチェーンバッファの取得を遅らせるために、ステージングの画像にレンダリングします。" #: Editor/Mono/Inspector/RendererEditorBase.cs:25 msgid "" "If set, the Renderer will use the Light Probe Proxy Volume component from " "another GameObject." msgstr "これを設定すると、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/PlayerSettingsEditor/PlayerSettingsEditor.cs:235 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-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/Src/AutoDocumentation.cpp:2992 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/Mono/ImportSettings/TextureImporterInspector.cs:365 msgid "" "If the alpha channel of your texture represents transparency, enable this " "property to dilate the color channels of visible texels into fully " "transparent areas. This effectively adds padding around transparent areas " "that prevents filtering artifacts from forming on their edges. Unity does " "not support this property for HDR textures. \n" "\n" "This property makes the color data of invisible texels undefined. Disable " "this property to preserve invisible texels' original color data." msgstr "テクスチャのアルファ チャネルが透明度を表す場合、このプロパティを有効にして、可視テクセルのカラーチャネルを完全に透明な領域に塗り足します。 これにより、透明な領域の周囲にパディングが効果的に追加され、エッジにフィルタリングアーティファクトが形成されるのを防ぎます。Unityは、HDRテクスチャのこのプロパティをサポートしていません。\n\nこのプロパティは、非表示のテクセルのカラーデータを未定義にします。非表示テクセルの元のカラーデータを保持するには、このプロパティを無効にします。" #: Editor/Src/AutoDocumentation.cpp:3133 msgctxt "From AutoDocumentation" msgid "" "If the display is HDR enabled and Unity should perform color gamut " "conversion and hdr tone mapping." msgstr "ディスプレイがHDR対応であり、Unityが色域変換とHDRトーン マッピングを実行する必要があるか。" #: Editor/Src/AutoDocumentation.cpp:3412 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。" #: Modules/TerrainEditor/TerrainInspector.cs:174 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。" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Rendering.Skin.cs:26 msgid "" "If this is enabled, the camera builds a screen-space depth texture. Note " "that generating the texture incurs a performance cost." msgstr "これを有効にすると、カメラはスクリーンスペース深度テクスチャを作成します。テクスチャを生成するとパフォーマンスコストが発生することに注意してください。" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Rendering.Skin.cs:27 msgid "" "If this is enabled, the camera copies the rendered view so it can be " "accessed at a later stage in the pipeline." msgstr "これを有効にすると、カメラはレンダリングされたビューをコピーし、パイプラインの後の段階でそれにアクセスできます。" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:106 msgid "" "If this property is enabled, geometries which are blocked from the probe's " "line of sight are skipped during rendering." msgstr "これを有効にすると、プローブの視線から遮られたジオメトリは、レンダリング中にスキップされます。" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:32 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:17 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:20 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" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:47 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" #: Editor/Src/AutoDocumentation.cpp:882 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/Mono/Inspector/RendererLightingSettings.cs:43 msgid "" "If you need higher resolution for this object, divide it into smaller meshes " "or set higher max atlas size via the LightingSettings 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、LightingSettings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。" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildProfileExtension.cs:18 msgid "" "If you use Texture Compression Targeting, you can't override Texture " "Compression." msgstr "テクスチャ圧縮ターゲットを使用する場合、テクスチャ圧縮をオーバーライドすることはできません。" #: Editor/Src/AutoDocumentation.cpp:3283 msgctxt "From AutoDocumentation" msgid "" "If your plugin changes any graphics state in " "UnityXRDisplayGraphicsThreadProvider::BlitToMirrorViewRenderTarget, set this " "bool to true." msgstr "プラグインがUnityXRDisplayGraphicsThreadProvider::BlitToMirrorViewRenderTargetのグラフィックス状態を変更する場合は、このブーリアンをtrueに設定します。" #: Editor/Src/SceneManager/EditorSceneManager.cpp:181 #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStageUtility.cs:242 msgid "Ignore" msgstr "無視する" #: /Runtime/Camera/Flare.cpp:948 msgid "Ignore Layers" msgstr "レイヤーを無視" #: Packages/com.unity.ugui/Editor/UGUI/UI/LayoutElementEditor.cs:41 msgid "Ignore Layout" msgstr "レイアウトを無視" #: /Runtime/Graphics/Texture2DArray.cpp:648 msgid "Ignore Mipmap Limit" msgstr "ミップマップ制限を無視" #: Editor/Mono/Inspector/RendererLightingSettings.cs:16 msgid "Ignore Normals" msgstr "法線を無視" #: /Runtime/Graphics/Renderer.cpp:859 #: Editor/Mono/Inspector/RendererLightingSettings.cs:489 msgid "Ignore Normals For Chart Detection" msgstr "図の察知のために法線を無視" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:371 msgid "Ignore PNG Gamma" msgstr "PNG ガンマを無視" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:57 msgid "Ignore Platform Support" msgstr "プラットフォームサポートを無視" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:187 msgid "Ignore Png Gamma" msgstr "PNG のガンマを無視" #: Modules/TerrainEditor/TerrainInspector.cs:187 msgid "Ignore Quality Settings" msgstr "品質設定を無視" #: 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 "Ignore Reversed Graphics" msgstr "反対方向を無視" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs:666 msgid "Ignore Time Scale" msgstr "タイムスケールを無視" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:371 msgid "Ignore the Gamma attribute value in PNG files." msgstr "PNG ファイルのガンマ属性を無視します。" #: Modules/QuickSearch/Editor/SearchSettings.cs:1081 msgid "Ignored properties (Use line break or ; to separate tokens)" msgstr "無視されるプロパティ (トークンを区切るには改行または ; を使用)" #: /Runtime/Graphics/GraphicsHelper.cpp:380 msgctxt "Warning Message in GraphicsHelper.cpp" msgid "Ignoring MSAA color surface store action as it is memoryless" msgstr "メモリレス(memoryless)のため、MSAAカラーサーフェスの保存の実行を無視します" #: /Runtime/Graphics/GraphicsHelper.cpp:409 msgctxt "Warning Message in GraphicsHelper.cpp" msgid "Ignoring MSAA depth surface store action as it is memoryless" msgstr "メモリレス(memoryless)のため、MSAA深度サーフェスの保存の実行を無視します" #: /Runtime/Graphics/GraphicsHelper.cpp:358 msgctxt "Warning Message in GraphicsHelper.cpp" msgid "Ignoring color surface load action as it is memoryless" msgstr "メモリレス(memoryless)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.cpp:374 msgctxt "Warning Message in GraphicsHelper.cpp" msgid "Ignoring color surface store action as it is memoryless" msgstr "メモリレス(memoryless)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.cpp:387 msgctxt "Warning Message in GraphicsHelper.cpp" msgid "Ignoring depth surface load action as it is memoryless" msgstr "メモリレス(memoryless)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.cpp:403 msgctxt "Warning Message in GraphicsHelper.cpp" msgid "Ignoring depth surface store action as it is memoryless" msgstr "メモリレス(memoryless)のため、深度サーフェスの保存の実行を無視します" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4174 msgid "Il2cpp Code Generation" msgstr "IL2CPP コード生成" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4173 msgid "Il2cpp Compiler Configuration" msgstr "IL2CPP コンパイラー設定" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4175 msgid "Il2cpp Stacktrace Information" msgstr "IL2CPP スタックトレース情報" #: /Runtime/GfxDevice/threaded/GfxDeviceWorker.cpp:2114 msgctxt "Error Message in GfxDeviceWorker.cpp" msgid "Illegal offset" msgstr "不正なオフセット" #: Editor-Missing:Missing detected at runtime. msgid "Illumination is not supported." msgstr "イルミネーションはサポートされていません。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:199 msgid "Image" msgstr "画像" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:672 msgid "Image " msgstr "画像 " #: Editor-Missing:Missing detected at runtime. msgid "Image (Script)" msgstr "Image (スクリプト)" #: /Runtime/Graphics/Texture2D.cpp:1310 msgid "Image Count" msgstr "画像数" #: Editor-Extra:Create/Shader msgid "Image Effect Shader" msgstr "イメージエフェクトシェーダー" #: /Runtime/Camera/Flare.h:72 msgid "Image Index" msgstr "画像インデックス" #: /Runtime/Graphics/Billboard/SharedBillboardData.cpp:23 msgid "Image Tex Coords" msgstr "画像テクスチャ座標" #: Packages/com.unity.ugui/Editor/UGUI/UI/ImageEditor.cs:85 msgid "Image Type" msgstr "画像タイプ" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:623 msgid "Image and background (constant size)" msgstr "画像と背景 (定数サイズ)" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:622 msgid "Image and background (relative size)" msgstr "画像と背景 (相対サイズ)" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:97 msgid "Image application" msgstr "画像アプリケーション" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:81 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)" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsImagesTab.cs:29 msgid "Images" msgstr "画像" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:55 msgid "Immovable" msgstr "固定" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:25 msgid "Immutable Prefab" msgstr "変更不可能なプレハブ" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:176 msgid "Implicit Com" msgstr "暗示的 Com" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:183 msgid "Implicit Tensor" msgstr "暗示的テンソル" #: Editor/Src/PackageUtility.cpp:1218 Editor/Src/Commands/AssetsMenu.cpp:674 #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/ImportNewAction.cs:35 msgid "Import" msgstr "インポート" #: [MenuItem]Modules/AssetDatabase/Editor/V2/Managed/ImportActivityWindow.cs:38 msgid "Import Activity" msgstr "インポートアクティビティ" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:209 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/ModelImporterClipEditor.cs:148 msgid "Import Animation" msgstr "アニメーションをインポート" #: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:512 msgid "Import Audio" msgstr "オーディオをインポート" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:241 msgid "Import Blend Shape Deform Percent" msgstr "ブレンドシェイプをインポートデフォーム率" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:238 msgid "Import Blend Shapes" msgstr "ブレンドシェイプをインポート" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:116 msgid "Import BlendShapes" msgstr "ブレンドシェイプのインポート" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:117 msgid "" "Import BlendShapes deform percent. If disabled, all values will be set to 0." msgstr "ブレンドシェイプのインポートデフォーム率。 無効にすると、すべての値が0に設定されます。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:119 msgid "Import Cameras" msgstr "カメラをインポート" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:210 msgid "Import Constraints" msgstr "コンストレイントをインポート" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:117 msgid "Import Deform Percent" msgstr "インポートデフォーム率" #: [MenuItem]Modules/TextCoreTextEngineEditor/Managed/TextCoreContextMenuItems.cs:420 msgid "Import Font Features" msgstr "フォント特性をインポート" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporter.cpp:828 msgid "Import Inspector Warnings" msgstr "インポート インスペクターの警告" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:120 msgid "Import Lights" msgstr "ライトをインポート" #: /Editor/Src/AssetPipeline/ImportLog.cpp:10 msgid "Import Log" msgstr "インポートログ" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:145 msgid "Import Messages" msgstr "インポートメッセージ" #: Editor/Src/Commands/AssetsMenu.cpp:674 msgid "Import New Asset" msgstr "新しいアセットのインポート" #: /Editor/Src/Commands/AssetsMenu.cpp:1308 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:1309 msgctxt "MenuItem./Assets/Import Package/Custom Package..." msgid "Import Package" msgstr "パッケージをインポート" #: Modules/ShortcutManager/ShortcutManagerWindowView.cs:457 msgid "Import Profile" msgstr "プロファイルをインポート" #: Modules/TerrainEditor/TerrainInspector.cs:171 msgid "Import Raw..." msgstr "Raw でインポート..." #: [MenuItem]Packages/com.unity.ugui/Editor/TMP/TMP_PackageUtilities.cs:1027 #: Editor-Missing:Missing detected at runtime. msgid "Import TMP Essential Resources" msgstr "TMP 基本リソースのインポート" #: [MenuItem]Packages/com.unity.ugui/Editor/TMP/TMP_PackageUtilities.cs:1037 #: Editor-Missing:Missing detected at runtime. msgid "Import TMP Examples and Extras" msgstr "TMP の例と追加機能をインポートする" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:118 msgid "Import Visibility" msgstr "可視性をインポート" #: Editor/Mono/PreferencesWindow/AssetPipelinePreferences.cs:22 msgid "Import Worker Count %" msgstr "インポートワーカー数 %" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:137 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:136 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" #: Editor/Src/Commands/AssetsMenu.cpp:817 msgid "Import package ..." msgstr "パッケージをインポート…" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:173 msgid "Import skeleton" msgstr "スケルトンをインポート" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/ImportUpdateAction.cs:37 msgid "Import update" msgstr "更新をインポート" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/ImportUpdateAction.cs:38 msgid "Import update {0} to project" msgstr "更新 {0} をプロジェクトにインポートします" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/ImportUpdateAction.cs:38 msgid "Import update {0}* to project" msgstr "更新 {0}* をプロジェクトにインポートします" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/ReImportAction.cs:30 msgid "Import {0}" msgstr "{0} をインポート" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/ImportNewAction.cs:35 msgid "Import {0} to project" msgstr "{0} をプロジェクトにインポートします" #: /Runtime/Camera/ReflectionProbes.cpp:73 #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:102 msgid "Importance" msgstr "重要度" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:245 msgid "Importance Sampling" msgstr "重点的サンプリング" #: Editor-Missing:Missing detected at runtime. msgid "Important" msgstr "重要" #: Editor/Mono/Inspector/RendererLightingSettings.cs:271 msgid "Important GI" msgstr "重要な GI" #: /Runtime/Graphics/Renderer.cpp:860 msgid "ImportantGI" msgstr "重要な GI" #: Modules/PackageManagerUI/Editor/Services/Pages/PageFilters.cs:66 msgid "Imported" msgstr "インポート済み" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsImportedAssetsTab.cs:39 msgid "Imported Assets" msgstr "インポートしたアセット" #: Modules/PresetsEditor/AddPresetTypeWindow/AddPresetTypeDataSource.cs:37 msgid "Importer" msgstr "インポーター" #: /Editor/Src/Undo/ImporterChangeUndo.cpp:91 msgid "Importer Change Undo" msgstr "インポーター 変更を元に戻す" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlasAsset.cpp:85 msgid "Importer Data" msgstr "インポーターデータ" #: /Editor/Src/Undo/ImporterChangeUndo.h:62 msgid "Importer Id" msgstr "インポーター ID" #: /Editor/Src/Undo/ImporterChangeUndo.h:60 msgid "Importer Type" msgstr "インポータータイプ" #: Editor/Src/PackageUtility.cpp:1217 msgid "" "Importing a complete project will overwrite your current project settings. " "To leave your project intact, click the Switch Project button to create a " "temporary project where you can safely import this package." msgstr "プロジェクト全体をインポートすると、現在のプロジェクト設定が上書きされます。プロジェクトをそのまま残すには、[プロジェクトを切り替える]ボタンをクリックして、このパッケージを安全にインポートできる一時的なプロジェクトを作成します。" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsSampleItem.cs:53 msgid "Importing again will override all changes you have made to it." msgstr "再度インポートすると、それに対して行ったすべての変更がオーバーライドされます。" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsSampleItem.cs:64 msgid "Importing package sample" msgstr "パッケージサンプルをインポート" #: Editor/Mono/ProjectBrowser/ProjectBrowser.cs:216 msgid "In Assets" msgstr "アセット" #: /Runtime/Shaders/ComputeShaderStructs.cpp:65 msgid "In Buffers" msgstr "バッファ" #: Editor/Mono/Inspector/RendererEditorBase.cs:29 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。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/HDShadowSettingsEditor.cs:48 msgid "In Meter" msgstr "メーター単位" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:31 msgid "In Out" msgstr "手足の開閉" #: Editor/Mono/ProjectBrowser/ProjectBrowser.cs:214 msgid "In Packages" msgstr "パッケージ" #: /Editor/Src/Collab/CollabSettingsManager.h:16 msgid "In Progress Enabled" msgstr "In Progress 有効" #: Modules/PackageManagerUI/Editor/Services/Pages/PageTypes/InProjectPage.cs:14 msgid "In Project" msgstr "プロジェクト内" #: /Runtime/Math/AnimationCurve.h:304 msgid "In Slope" msgstr "傾斜" #: /Runtime/Math/AnimationCurve.h:318 msgid "In Weight" msgstr "ウェイト内" #: Editor/Mono/BuildPlayerWindow.cs:26 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:28 msgid "" "In order to build a player, go to 'Player Settings...' to resolve the " "incompatibility between the HDR Cubemap Encoding value you have selected 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HDRキューブマップ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:27 msgid "" "In order to build a player, go to 'Player Settings...' to resolve the " "incompatibility between the Lightmap Encoding value you have selected 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エンコードと現在の設定との間の不一致を解決します。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:362 msgid "" "In order to re-extract the Materials we'll need to reimport the mesh, this " "might take a while. Do you want to continue?" msgstr "マテリアルを再抽出するために、メッシュを再インポートする必要があります。これには、しばらく時間がかかることがあります。続行しますか?" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:64 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。" #: Modules/UnityConnectEditor/Services/PurchasingService.cs:92 msgid "In-App Purchasing" msgstr "アプリ内課金" #: Modules/AccessibilityEditor/Managed/AccessibilityHierarchyViewModel.cs:151 msgid "Inactive Hierarchy" msgstr "非アクティブな階層" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:196 msgid "Inches" msgstr "インチ" #: Modules/TextRenderingEditor/TrueTypeFontImporterInspector.cs:22 msgid "Include Font Data" msgstr "フォントデータを加える" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:38 msgid "Include For Path Tracing" msgstr "パストレースに加える" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:37 msgid "Include For Ray Tracing" msgstr "レイトレーシングに加える" #: Modules/Physics2DEditor/Managed/Colliders/Collider2DEditorBase.cs:165 msgid "Include Layers" msgstr "レイヤーを加える" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:38 msgid "Include Platforms" msgstr "プラットフォームを加える" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:969 msgid "Include Property" msgstr "プロパティを加える" #: [MenuItem]Modules/PresetsUIEditor/PresetEditor.cs:791 msgid "Include all properties" msgstr "すべてのプロパティを加える" #: Modules/QuickSearch/Editor/Indexing/IndexManager.cs:486 msgid "" "Include all sub objects (all Scene objects for a Unity scene, and all sub-" "assets for an FBX)" msgstr "すべてのサブオブジェクトを加えます(Unityシーンの場合はすべてのシーンオブジェクト、FBXの場合はすべてのサブアセット)" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:91 msgid "" "Include decompression fallback code for build files in the loader. Use this " "option if you are not able to configure server response headers according to " "the selected compression method." msgstr "ローダーにビルドファイルの解凍フォールバックコードを加えます。選択した圧縮方法に従ってサーバーの応答ヘッダーを設定できない場合は、このオプションを使用します。" #: Editor/Mono/GUI/PackageExport.cs:29 msgid "Include dependencies" msgstr "依存を加える" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:49 msgid "Include in Build" msgstr "ビルドに加える" #: Modules/QuickSearch/Editor/Indexing/IndexManager.cs:489 msgid "Include information about objects' direct dependencies in this index" msgstr "このインデックスにオブジェクトの直接の依存関係の情報を加えます" #: Modules/QuickSearch/Editor/Indexing/IndexManager.cs:479 msgid "Include object type information in this index" msgstr "このインデックスにオブジェクトタイプの情報を加えます" #: Modules/QuickSearch/Editor/Indexing/IndexManager.cs:482 msgid "Include objects' serialized properties in this index" msgstr "このインデックスにオブジェクトのシリアル化されたプロパティを加えます" #: Modules/QuickSearch/Editor/Indexing/IndexManager.cs:368 msgid "Includes" msgstr "含む" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:329 msgid "Includes Hash" msgstr "ハッシュを含む" #: Editor/Mono/VersionControl/UI/VCWindowPending.cs:727 msgid "Incoming (xx)" msgstr "受信 (xx)" #: /Runtime/2D/Renderer/SpriteRendererJobs.cpp:623 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。" #: /Editor/Src/BuildPipeline/BuildSerialization.cpp:2013 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 " #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:39 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/QuickSearch/Editor/SearchSettings.cs:1334 msgid "Increase the object selector's priority" msgstr "オブジェクトセレクターの優先度を上げます" #: Modules/QuickSearch/Editor/SearchSettings.cs:1316 msgid "Increase the provider's priority" msgstr "プロバイダーの優先度を上げます" #: Editor/Src/AutoDocumentation.cpp:2220 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" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:140 msgid "" "Increasing this value light leaking, but it eats up a bit of the softness of " "the shadow." msgstr "この値を大きくすると光漏れが発生しますが、影の柔らかさが少し失われます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:142 msgid "" "Increasing this will increase the softness of the shadow, but it will " "severely impact performance." msgstr "これを大きくすると影の柔らかさが増しますが、パフォーマンスに大きな影響を与えます。" #: /Editor/Src/BuildPipeline/AssetBundleBuildData.h:22 msgid "Incremental Build Hash" msgstr "インクリメンタルビルドハッシュ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4210 msgid "Incremental Il2cpp Build" msgstr "差分 IL2CPP ビルド" #: /Runtime/Graphics/Mesh/MeshBlendShape.h:118 #: Editor/Mono/Inspector/RayTracingShaderInspector.cs:19 msgid "Index" msgstr "インデックス" #: /Runtime/Graphics/Mesh/Mesh.cpp:891 msgid "Index Buffer" msgstr "インデックスバッファ" #: /Runtime/Graphics/Mesh/SubMesh.h:61 msgid "Index Count" msgstr "インデックス数" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:135 msgid "Index Format" msgstr "インデックス形式" #: [MenuItem]Modules/QuickSearch/Editor/Indexing/IndexManager.cs:15 msgid "Index Manager" msgstr "インデックスマネージャー" #: /Runtime/Camera/OcclusionCullingData.cpp:74 msgid "Index Portals" msgstr "インデックスポータル" #: /Runtime/Camera/OcclusionCullingData.cpp:72 msgid "Index Renderers" msgstr "インデックスレンダラー" #: Editor/Src/AutoDocumentation.cpp:3240 msgctxt "From AutoDocumentation" msgid "Index buffers." msgstr "インデックスバッファ" #: Editor/Src/AutoDocumentation.cpp:3326 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。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/DiffusionProfile/DiffusionProfileSettingsEditor.Styles.cs:17 msgid "Index of Refraction" msgstr "屈折のインデックス" #: Editor/Src/AutoDocumentation.cpp:2556 msgctxt "From AutoDocumentation" msgid "Index of the page in the pagefile this tile is located in." msgstr "このタイルが属するページファイルのページのインデックス" #: Editor/Src/AutoDocumentation.cpp:2555 msgctxt "From AutoDocumentation" msgid "Index of the pagefile in the tileset this tile is located in." msgstr "このタイルが属するタイルセットのページファイルのインデックス" #: Editor/Src/AutoDocumentation.cpp:2557 msgctxt "From AutoDocumentation" msgid "Index of the tile in the page this tile is located." msgstr "このタイルが属するページのタイルのインデックス" #: Editor/Src/AutoDocumentation.cpp:2585 msgctxt "From AutoDocumentation" msgid "Index of this tile in the flat tile list." msgstr "平らなタイルのリスト内のこのタイルのインデックス" #: /Runtime/Graphics/Mesh/VertexData.cpp:1581 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" #: Modules/QuickSearch/Editor/Indexing/IndexManager.cs:1053 msgid "Index settings not saved yet" msgstr "インデックス設定はまだ保存されていません" #: Modules/QuickSearch/Editor/UITK/SearchEmptyView.cs:59 msgid "Indexing is still in progress." msgstr "インデックスはまだ作成中です。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionFilterUI.Drawer.cs:13 msgid "" "Indicates the areas of the image that will be masked (or in other words, the " "areas that are transparent." msgstr "マスクされる画像のエリア(つまり、透明なエリア)を示します。" #: /Runtime/Graphics/Billboard/SharedBillboardData.cpp:41 msgid "Indices" msgstr "インデックス" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:218 msgid "Indirect Contribution" msgstr "間接寄与 " #: Editor/Mono/Inspector/LightingSettingsEditor.cs:229 msgid "Indirect Denoiser" msgstr "間接ノイズ除去" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/IndirectLightingControllerEditor.cs:34 msgid "Indirect Diffuse Lighting Multiplier" msgstr "間接ディフューズライティング乗数" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/IndirectLightingControllerEditor.cs:37 msgid "Indirect Diffuse Rendering Layer Mask" msgstr "間接ディフューズレンダリングレイヤーマスク" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:236 msgid "Indirect Filter" msgstr "間接フィルター" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:193 msgid "Indirect Intensity" msgstr "間接輝度" #: /Runtime/Graphics/LightmapData.h:54 msgid "Indirect Lightmap" msgstr "間接的なライトマップ" #: Editor/Mono/Inspector/LightEditor.cs:84 msgid "Indirect Multiplier" msgstr "間接の乗数" #: /Runtime/Graphics/GISettings.h:76 msgid "Indirect Output Scale" msgstr "間接的な出力スケール" #: /Editor/Src/LightmappingAnalyticsData.h:68 #: Editor/Mono/Inspector/LightingSettingsEditor.cs:209 msgid "Indirect Resolution" msgstr "間接解像度 " #: /Editor/Src/LightmappingAnalyticsData.h:93 #: Editor/Mono/Inspector/LightingSettingsEditor.cs:226 msgid "Indirect Samples" msgstr "間接サンプル " #: /Runtime/Camera/RenderSettings.cpp:574 msgid "Indirect Specular Color" msgstr "間接的なスペキュラー色" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:24 msgid "Indirect Subsurface" msgstr "間接サブサーフェス" #: /Runtime/GfxDevice/InstancedRendering.cpp:489 msgctxt "Error Message in InstancedRendering.cpp" msgid "Indirect argument buffers are not supported." msgstr "間接引数バッファはサポートされていません。" #: /Runtime/GfxDevice/metal/GfxDeviceMetal.mm:905 msgctxt "Error Message in GfxDeviceMetal.mm" msgid "Indirect rendering with tessellation is not supported on Metal." msgstr "テッセレーションを使用した間接レンダリングは、Metalではサポートされていません。" #: Packages/com.unity.ugui/Editor/UGUI/UI/ScrollRectEditor.cs:120 msgid "Inertia" msgstr "慣性" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:187 msgid "Inertia Rotation" msgstr "慣性回転" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:62 msgid "Inertia Tensor" msgstr "慣性テンソル" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:63 msgid "Inertia Tensor Rotation" msgstr "慣性テンソル回転" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:109 msgid "Inertia Tensor scale" msgstr "慣性テンソルスケール" #: Editor/Mono/SceneModeWindows/DefaultLightingExplorerExtension.cs:14 msgid "Infinite" msgstr "無限" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:37 msgid "Influence" msgstr "影響" #: Modules/ParticleSystemEditor/ParticleSystemModules/ExternalForcesModuleUI.cs:19 msgid "Influence Filter" msgstr "インフルエンスフィルター" #: Modules/ParticleSystemEditor/ParticleSystemModules/ExternalForcesModuleUI.cs:20 msgid "Influence Mask" msgstr "インフルエンスマスク" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDProbeUI.Skin.cs:16 msgid "Influence Volume" msgstr "インフルエンスボリューム" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs:102 msgid "Influence Volume as Proxy Volume" msgstr "プロキシボリュームにインフルエンスボリュームを使用" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDProbeUI.Skin.cs:10 msgid "Influence shape will be used as Projection shape too." msgstr "インフルエンスの形状は、投影の形状としても使用されます。" #: Editor-Missing:Missing detected at runtime. msgid "Info" msgstr "情報" #: Packages/com.unity.render-pipelines.high-definition/Samples~/FullscreenSamples/Scripts/Editor/FullscreenSamplesEffectSelectionEditor.cs:40 msgid "Info Text" msgstr "情報テキスト" #: Modules/AssetPipelineEditor/ImportSettings/PluginImporterInspector.cs:38 msgid "Information" msgstr "情報 " #: Editor/Src/AutoDocumentation.cpp:3410 msgctxt "From AutoDocumentation" msgid "Information about the color space and luminance levels of the display." msgstr "ディスプレイの色空間と輝度レベルに関する情報。" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsTabView.cs:36 msgid "" "Information is unavailable because the package license isn't registered to " "your user account." msgstr "パッケージライセンスがユーザーアカウントに登録されていないため、情報を利用できません。" #: Modules/ParticleSystemEditor/ParticleSystemModules/SubModuleUI.cs:30 msgid "Inherit" msgstr "継承" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:20 msgid "Inherit Particle Color" msgstr "パーティクルカラーを継承" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:703 msgid "Inherit Velocity" msgstr "速度を継承" #: /Runtime/Graphics/CustomRenderTexture.cpp:714 #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:300 msgid "Init Color" msgstr "初期色" #: /Runtime/Graphics/CustomRenderTexture.cpp:713 #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:294 msgid "Init Material" msgstr "初期マテリアル" #: /Runtime/Graphics/CustomRenderTexture.cpp:715 #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:301 msgid "Init Texture" msgstr "初期テクスチャ" #: Modules/ParticleSystemEditor/ParticleSystemModules/InheritVelocityModuleUI.cs:20 msgid "Initial" msgstr "初期" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs:779 msgid "Initial Event Name" msgstr "初期イベント名" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:126 msgid "Initial Memory Size" msgstr "初期メモリサイズ" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:126 msgid "Initial Memory Size (MB)" msgstr "初期メモリサイズ (MB)" #: Editor/Mono/Inspector/DirectorEditor.cs:18 msgid "Initial Time" msgstr "開始時間" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:39 msgid "Initial reflection delay time" msgstr "最初のリフレクションディレイ時間" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:37 msgid "Initial size for main thread temp allocator" msgstr "メインスレッドの一時アロケーターの初期サイズ" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:126 msgid "" "Initial size of WASM heap memory in MB (Recommended default: 32 MB). If " "Memory Growth Mode is set to None, this is also the maximum size of the heap." msgstr "Wasmヒープメモリの初期サイズ (単位MB)。推奨デフォルトは32MB。メモリ拡張モードが設定されていない場合、これはヒープの最大サイズでもあります。" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs:769 msgid "Initial state" msgstr "初期状態" #: Editor/Mono/Inspector/AudioManagerInspector.cs:13 msgid "Initial volume multiplier (AudioListener.volume)" msgstr "最初の音量乗数 (AudioListener.volume)" #: /Runtime/Graphics/CustomRenderTexture.cpp:717 #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:21 msgid "Initialization Mode" msgstr "初期化モード" #: Modules/PackageManager/Editor/PackageManagerServer.cpp:56 msgid "Initialize Package Manager" msgstr "パッケージマネージャーを初期化" #: /Editor/Src/Scripting/EditorOnlyScriptingSettings.h:121 msgid "Initialized" msgstr "初期化" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:243 msgid "" "Initializes Framebuffer such that errors in the load/store actions will be " "visually apparent. (Removed in Release Builds)" msgstr "ロード/保存のアクションエラーが見た目に明らかになるように、フレームバッファを初期化します。(リリースビルドでは消去されます)" #: Editor/Src/ProjectUtility.cpp:520 msgid "Initializing project template..." msgstr "プロジェクトテンプレートを初期化..." #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/CustomPassVolumeEditor.cs:36 msgid "Injection Point" msgstr "投入ポイント" #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/FullScreenPassRendererFeatureEditor.cs:46 msgid "Injection Point Property" msgstr "投入ポイントプロパティ" #: Editor-Missing:Missing detected at runtime. msgid "Inline Sheet" msgstr "インラインシート" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:102 msgid "Inner" msgstr "内側" #: Editor/Mono/Inspector/LightEditor.cs:77 msgid "Inner / Outer Spot Angle" msgstr "スポットライトの内/外円錐角" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:414 msgid "Inner Radius" msgstr "内側半径" #: Editor/Mono/Inspector/LineRendererEditor.cs:19 msgid "Input" msgstr "入力" #: Editor-Missing:Missing detected at runtime. msgid "Input Actions Per Second" msgstr "1 秒間の可能入力数" #: Editor-Missing:Missing detected at runtime. msgid "Input And Motion" msgstr "入力とモーション" #: /Runtime/Shaders/RayTracing/RayTracingShaderStructs.cpp:442 msgid "Input Buffers" msgstr "入力バッファ" #: [MenuItem]Packages/com.unity.ugui/Editor/UGUI/UI/MenuOptions.cs:325 msgid "Input Field" msgstr "入力フィールド" #: Editor-Missing:Missing detected at runtime. msgid "Input Field (Script)" msgstr "Input Field (スクリプト)" #: [MenuItem]Packages/com.unity.ugui/Editor/TMP/TMPro_CreateObjectMenu.cs:132 #: Editor-Missing:Missing detected at runtime. msgid "Input Field - TextMeshPro" msgstr "入力フィールド - TextMeshPro" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionManagerEditor.cs:26 msgid "Input Filters" msgstr "入力フィールド" #: /Editor/Src/Prefabs/ReplacePrefabInstance.cpp:1044 msgctxt "Error Message in ReplacePrefabInstance.cpp" msgid "Input GameObject is an Asset object." msgstr "入力ゲームオブジェクトはアセットオブジェクトです。" #: Editor-Missing:Missing detected at runtime. msgid "Input Manager" msgstr "入力マネージャー" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:226 msgid "Input Manager (Old)" msgstr "入力マネージャー (旧)" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:437 msgid "Input Source" msgstr "入力ソース" #: /Runtime/Graphics/EnlightenSceneMapping.h:226 msgid "Input System Hash" msgstr "入力システムハッシュ" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:226 msgid "Input System Package (New)" msgstr "入力システムパッケージ (新)" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:292 msgid "Input Texture Alpha" msgstr "テクスチャアルファを入力" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:58 msgid "Input Throttling (milliseconds)" msgstr "入力スロットリング (ミリ秒)" #: Packages/com.unity.ugui/Editor/UGUI/UI/InputFieldEditor.cs:112 msgid "Input Type" msgstr "入力タイプ" #: Packages/com.unity.ugui/Editor/TMP/TMP_InputFieldEditor.cs:219 msgid "Input Validator" msgstr "入力検証" #: Editor-Missing:Missing detected at runtime. msgid "InputManager" msgstr "入力設定" #: /Runtime/Misc/PlayerSettings.cpp:1179 msgid "Insecure Http Option" msgstr "保護されていない Http オプション" #: Editor/Mono/Inspector/LODGroupEditor.cs:1213 msgid "Insert Before" msgstr "前に挿入" #: Editor-Missing:Missing detected at runtime. msgid "Insert HDRI" msgstr "HDRI を挿入" #: /Editor/Src/Prefabs/PrefabMerging.h:138 msgid "Insert Index" msgstr "インデックスの挿入" #: Editor/Src/DragAndDropForwarding.cpp:1972 msgid "Insert Variant Parent" msgstr "バリアントの親を挿入" #: Editor/Mono/Inspector/LineRendererEditor.cs:30 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" #: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:25 msgid "Inside" msgstr "内側" #: Modules/UIElementsEditor/Debugger/UIElementsDebugger.cs:697 msgid "Inspect Element" msgstr "要素の検査" #: Editor/Mono/HostView.cs:968 msgid "Inspect View" msgstr "インスペクトビュー" #: Editor/Mono/HostView.cs:967 msgid "Inspect Window" msgstr "インスペクトウィンドウ" #: Editor/Mono/GUIDebugger/GUIViewDebuggerWindow.cs:26 msgid "Inspected View: " msgstr "検査されたビュー:" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:98 msgid "Inspector" msgstr "インスペクター" #: Modules/QuickSearch/Editor/UITK/SearchWindow.cs:690 msgid "Inspector\tF4" msgstr "インスペクター \tF4" #: /Editor/Mono/GUI/WindowLayout.cs:1782 msgctxt "MenuItem./Window/General/Inspector %3" msgid "Inspector %3" msgstr "インスペクター %3" #: /Editor/Src/InspectorExpandedState.cpp:185 msgid "Inspector Expanded" msgstr "インスペクター拡張" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Skin.cs:15 msgid "Inspector Overlay Camera" msgstr "インスペクターオーバーレイカメラ" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:1016 msgid "Inspector Use IMGUI Default Inspector" msgstr "インスペクター IMGUI デフォルトインスペクターを使用" #: /Editor/Src/EditorSettings.cpp:245 msgid "Inspector UseIMGUI Default Inspector" msgstr "インスペクター IMGUI デフォルトインスペクターを使用" #: Editor/Src/HubClient/HubClient.cpp:387 #: Editor/Src/HubClient/HubClient.cpp:417 #: Editor/Src/HubClient/HubClient.cpp:524 #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/AddAction.cs:8 msgid "Install" msgstr "インストール " #: Editor/Mono/Sprites/SpriteUtilityWindow.cs:27 msgid "Install 2D Sprite Package" msgstr "2D Sprite パッケージをインストール" #: Modules/AdaptivePerformance/Editor/AdaptivePerformanceInstaller.cs:21 msgid "Install Adaptive Performance" msgstr "Adaptive Performance をインストール" #: /Editor/Src/EditorUserBuildSettings.cpp:227 #: Editor/Mono/Modules/DefaultBuildProfileExtension.cs:238 msgid "Install In Build Folder" msgstr "ビルドフォルダーにインストール" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:203 msgid "Install Location" msgstr "インストール先" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/Memory/MemoryProfilerModule.cs:465 msgid "Install Memory Profiler Package{0}" msgstr "Memory Profiler パッケージ{0} をインストール" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/UpdateAction.cs:84 msgid "Install Only" msgstr "インストールのみ" #: Editor/Src/HubClient/HubClient.cpp:384 #: Editor/Src/HubClient/HubClient.cpp:522 #: Editor/Src/HubClient/HubClient.cpp:549 #: Editor/Src/HubClient/HubClient.cpp:555 #: Editor/Src/HubClient/HubClient.cpp:561 #: Editor/Src/HubClient/HubClient.cpp:565 msgid "Install Unity Hub" msgstr "Unity Hub をインストール" #: Modules/XREditor/XRManagementInstaller.cs:20 msgid "Install XR Plugin Management" msgstr "XR プラグイン管理をインストール" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/UpdateAction.cs:84 msgid "Install and Reset" msgstr "インストールしてリセット" #: Editor/Mono/BuildPlayerWindow.cs:50 msgid "" "Install into source checkout 'build' folder, for debugging with source code" msgstr "ソースコードでデバッグするために、ソースチェックアウトの'ビルド'フォルダーにインストールします" #: Editor/Mono/BuildPlayerWindow.cs:50 msgid "Install into source code 'build' folder" msgstr "ソースコードの'ビルド'フォルダーにインストールします" #: Modules/PackageManagerUI/Editor/UI/PackageManagerToolbar.cs:348 msgid "Install package by name..." msgstr "名前でパッケージをインストール..." #: Modules/PackageManagerUI/Editor/UI/PackageManagerToolbar.cs:277 msgid "Install package from disk..." msgstr "ディスクからパッケージをインストール..." #: Modules/PackageManagerUI/Editor/UI/PackageManagerToolbar.cs:327 msgid "Install package from git URL" msgstr "Git URL からパッケージをインストール" #: Modules/PackageManagerUI/Editor/UI/PackageManagerToolbar.cs:321 msgid "Install package from git URL..." msgstr "Git URL からパッケージをインストール..." #: Modules/PackageManagerUI/Editor/UI/PackageManagerToolbar.cs:308 msgid "Install package from tarball..." msgstr ".tgz ファイルからパッケージをインストール..." #: PlatformDependent/EmbeddedLinux/Extensions/Managed/EmbeddedLinuxBuildWindowExtension.cs:27 msgid "Install path" msgstr "インストールパス" #: Modules/PackageManagerUI/Editor/Services/Packages/PackageLink/PackageUpmChangelogLink.cs:20 msgid "Install to view changelog" msgstr "インストールして変更ログを見ます" #: Modules/PackageManagerUI/Editor/Services/Packages/PackageLink/PackageUpmDocumentationLink.cs:20 msgid "Install to view documentation" msgstr "インストールしてドキュメントを見ます" #: Modules/PackageManagerUI/Editor/Services/Packages/PackageLink/PackageUpmLicenseLink.cs:20 msgid "Install to view licenses" msgstr "インストールしてライセンスを見ます" #: Editor/Mono/BuildPlayerWindow.cs:45 msgid "Install with Unity Hub" msgstr "Unity Hub でインストール" #: Modules/PackageManagerUI/Editor/UI/MultiSelect/InstallFoldoutGroup.cs:17 msgid "Install {0}" msgstr "{0} をインストール" #: Editor/Src/PackageUtility.cpp:1274 msgid "Install/Upgrade" msgstr "インストール/アップグレード " #: Editor/Mono/Sprites/SpriteUtilityWindow.cs:28 msgid "Installation Failed" msgstr "インストール失敗" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/AddAction.cs:9 msgid "Installing" msgstr "インストールしています" #: Modules/AdaptivePerformance/Editor/AdaptivePerformanceInstaller.cs:23 msgid "Installing Adaptive Performance ..." msgstr "Adaptive Performance をインストール中..." #: Modules/PackageManagerUI/Editor/Services/Upm/UpmPackageFactory.cs:86 msgid "Installing a new package" msgstr "新しいパッケージをインストールしています" #: Modules/PackageManager/Editor/PackageManagerProgressMessageBuilder.cpp:96 #, c-format msgid "Installing packages (%d/%d)" msgstr "パッケージをインストールしています (%d/%d)" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/AddAction.cs:44 msgid "Installing {0}" msgstr "{0} をインストールしています" #: Packages/com.unity.visualeffectgraph/Samples~/VFXOutputEventHandlers/Editor/VFXOutputEventPrefabSpawnEditor.cs:47 msgid "Instance Count" msgstr "インスタンス数" #: /Runtime/Graphics/EnlightenSceneMapping.h:214 #: Editor/Mono/Inspector/RendererLightingSettings.cs:58 msgid "Instance Hash" msgstr "インスタンスハッシュ" #: Editor/Mono/Inspector/RendererLightingSettings.cs:62 msgid "Instance Resolution" msgstr "インスタンス解像度" #: /Runtime/Mono/MonoScript.cpp:532 msgctxt "Error Message in MonoScript.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" #: /Editor/Src/GI/Progressive/PVRJobs/PVRJobUnbindMaterial.cpp:15 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/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" #: /Runtime/BaseClasses/BaseObject.cpp:1017 msgid "InstanceID" msgstr "インスタンスID" #: Modules/TilemapEditor/Editor/Managed/TileEditor.cs:71 msgid "Instanced Game Object" msgstr "インスタンス化されたゲームオブジェクト" #: /Runtime/Mono/MonoManager.cpp:1506 msgctxt "Error Message in MonoManager.cpp" msgid "Instances of MonoBehaviour or MonoScript found during assembly reload." msgstr "アセンブリリロード中にMonoBehaviourまたはMonoScriptのインスタンスが見つかりました" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VisualEffectEditor.cs:1407 msgid "Instancing" msgstr "インスタンシング" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs:519 msgid "Instancing Mode" msgstr "インスタンシングモード" #: Modules/SceneTemplateEditor/SceneTemplateDialog.cs:240 msgid "Instantiate a new scene from a template" msgstr "テンプレートから新しいシーンをインスタンス化します" #: Editor/Mono/GUIDebugger/BaseInspectView.cs:21 msgid "Instructions" msgstr "説明" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:32 msgid "Instrument all scripting method calls to investigate scripts" msgstr "スクリプトを検証するために、すべてのスクリプティングメソッドの呼び出しをインストルメント化します" #: Editor-Missing:Missing detected at runtime. msgid "Integer Number" msgstr "整数" #: Editor/Src/AutoDocumentation.cpp:2768 msgctxt "From AutoDocumentation" msgid "Integer position (this is what we sort by)" msgstr "整数位置 (ソートで使用)" #: PlatformDependent/WinPlayer/Extensions/Managed/WindowsStandaloneBuildWindowExtension.cs:51 msgid "Intel 32-bit" msgstr "Intel 32-bit" #: PlatformDependent/OSXPlayer/Extensions/Managed/OSXStandaloneBuildWindowExtension.cs:20 msgid "Intel 64-bit" msgstr "Intel 64-bit" #: PlatformDependent/OSXPlayer/Extensions/Managed/OSXStandaloneBuildWindowExtension.cs:22 msgid "Intel 64-bit + Apple silicon" msgstr "Intel 64-bit + Apple シリコン" #: Editor/Mono/Inspector/LightEditor.cs:82 msgid "Intensity" msgstr "強さ" #: /Runtime/Camera/ReflectionProbes.cpp:67 #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:462 msgid "Intensity Multiplier" msgstr "強さ乗数" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:101 msgid "Intensity Variation" msgstr "強度ばらつき" #: Editor/Src/AutoDocumentation.cpp:1746 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" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:88 msgid "Intensity of the light emitted by the Celestial Body." msgstr "天体が発するライトの強さ。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:87 msgid "" "Intensity of the light reflected from the planet onto the Celestial Body." msgstr "惑星から天体に反射されるライトの強さ。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:84 msgid "Intensity of the light source." msgstr "光源の強さ" #: /Runtime/Export/Diagnostics/DiagnosticsUtils.bindings.cpp:41 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" #: Editor/Src/AutoDocumentation.cpp:1256 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:1258 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:1259 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/Mono/Inspector/ClothInspector.cs:156 msgid "Inter-Collision" msgstr "インターコリジョン" #: Packages/com.unity.ugui/Editor/UGUI/UI/SelectableEditor.cs:102 msgid "Interactable Property" msgstr "相互作用可能プロパティ" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:59 msgid "Interaction Mode" msgstr "インタラクションモード" #: Packages/com.unity.ugui/Editor/UGUI/UI/InterceptedEventsPreview.cs:79 msgid "Intercepted Events" msgstr "傍受したイベント" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:39 msgid "Intermediate Texture" msgstr "中間テクスチャ" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:162 msgid "Intermediate Texture Mode" msgstr "中間テクスチャモード" #: [MenuItem]Editor/Mono/Undo/UndoSerializationWindow.cs:9 msgid "Internal" msgstr "内部" #: /Editor/Mono/Undo/UndoSerializationWindow.cs:9 msgctxt "MenuItem./Window/Internal/Undo Serialization" msgid "Internal" msgstr "内部" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:202 msgid "Internal Settings" msgstr "内部設定" #: /Editor/Src/Utility/SerializedObjectTypeTreeWalk.cpp:62 msgctxt "Error Message in SerializedObjectTypeTreeWalk.cpp" msgid "" "Internal error - Trying to access managed reference data without the " "required index" msgstr "内部エラー - 必要なインデックスなしでマネージ参照データにアクセスしようとしています" #: /Runtime/Graphics/ScriptableRenderLoop/ScriptableCulling.cpp:684 msgctxt "Error Message in ScriptableCulling.cpp" msgid "Internal error. Local light culling has not been synced." msgstr "内部エラー。 ローカルライトカリングは同期されていません。" #: Editor/Mono/UIElements/StyleSheets/StyleSheetImportGlossary.cs:5 msgid "Internal import error: {0}" msgstr "内部インポートエラー: {0}" #: Editor/Mono/UIElements/StyleSheets/StyleSheetImportGlossary.cs:6 msgid "" "Internal import error: {0}\n" "{1}" msgstr "内部インポートエラー: {0}\n{1}" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:202 msgid "Internal only settings. " msgstr "内部のみの設定 " #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:95 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。" #: Modules/PackageManagerUI/Editor/UI/PackageManagerToolbar.cs:264 msgid "Internal/Reset Package Manager UI" msgstr "内部/パッケージマネージャー UI をリセット" #: /Editor/Src/AssetPipeline/TextureImporting/SpriteFrameMetaData.h:173 msgid "InternalID" msgstr "InternalID" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:204 msgid "Internet Access" msgstr "インターネットアクセス" #: Modules/Physics2DEditor/Managed/Rigidbody/Rigidbody2DEditor.cs:154 msgid "Interpolate" msgstr "補間" #: Editor-Missing:Missing detected at runtime. msgid "Interpolation Poses Per Job" msgstr "ジョブごとの補間数" #: Editor-Missing:Missing detected at runtime. msgid "Interpolation/Euler Angles" msgstr "補間/オイラー角" #: Editor-Missing:Missing detected at runtime. msgid "Interpolation/Euler Angles (Not fully supported in Legacy)" msgstr "補間/オイラー角 (古い機能では完全にはサポートされていません)" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowHierarchyGUI.cs:584 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:585 msgid "Interpolation/Quaternion" msgstr "補間/クォータニオン" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:18 msgid "Interruption Source" msgstr "中断要因" #: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:30 msgid "Interval" msgstr "間隔" #: /Runtime/Shaders/UnityPropertySheet.cpp:464 #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:273 msgid "Ints" msgstr "Int" #: /Editor/Src/Animation/Transition.cpp:126 msgctxt "Error Message in Transition.cpp" msgid "Invalid AnimatorCondition index" msgstr "無効な AnimatorCondition インデックス" #: Packages/com.unity.2d.tilemap/Editor/UI/TilePaletteBrushPickItemElement.cs:14 msgid "Invalid Brush. Has the Brush script been removed from the project?" msgstr "無効なブラシです。Brashスクリプトをプロジェクトから削除しましたか?" #: /Runtime/Graphics/RenderTexture.cpp:1527 msgctxt "Error Message in RenderTexture.cpp" msgid "Invalid Depth" msgstr "無効な深度" #: /Runtime/Shaders/Material.cpp:281 msgid "Invalid Keywords" msgstr "無効なキーワード" #: Modules/TilemapEditor/Editor/Managed/TileEditor.cs:27 msgid "Invalid Matrix" msgstr "無効な行列" #: /Editor/Platform/OSX/Utility/OpenGLView.mm:157 msgctxt "Error Message in OpenGLView.mm" msgid "Invalid OpenGL Context for rendering." msgstr "無効なレンダリング用OpenGLコンテキスト" #: Editor/Mono/ProjectBrowser/ProjectBrowser.cs:1705 msgid "Invalid Operation" msgstr "無効な操作" #: Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:26 msgid "Invalid Package Manifest" msgstr "無効なパッケージマニフェスト" #: /Runtime/Camera/RendererScene.cpp:328 msgctxt "Error Message in RendererScene.cpp" msgid "Invalid SceneHandle" msgstr "無効なSceneHandle" #: Editor/Mono/UIElements/StyleSheets/StyleSheetImportGlossary.cs:33 msgid "Invalid URI location: '{0}'" msgstr "無効な URI 場所: '{0}'" #: Editor/Mono/UIElements/StyleSheets/StyleSheetImportGlossary.cs:34 msgid "Invalid URI scheme: '{0}'" msgstr "無効な URI スキーム: '{0}'" #: /Runtime/Allocator/AllocationHeader.h:380 msgctxt "Warning Message in AllocationHeader.h" msgid "Invalid allocation was detected. Mismatching Allocate" msgstr "無効な割り当てが見つかりました。不適当な割り当てです。" #: Editor/Mono/UIElements/StyleSheets/URIHelpers.cs:242 msgid "Invalid asset path hint \"{0}\" for referenced asset GUID \"{1}\"" msgstr "以下に対する無効なアセットパスヒント\"{0}\": 参照されたアセットGUID\"{1}\"" #: Editor/Mono/UIElements/StyleSheets/StyleSheetImportGlossary.cs:35 msgid "Invalid asset path: '{0}'" msgstr "無効なアセットパス: '{0}'" #: /Editor/Src/Prefabs/ReplacePrefabInstance.cpp:835 msgctxt "Error Message in ReplacePrefabInstance.cpp" msgid "Invalid asset root GameObject" msgstr "無効なアセットルートゲームオブジェクト" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:158 msgid "Invalid characters have been removed from the Application Identifier." msgstr "無効な文字がアプリケーション識別子から削除されました。" #: Editor/Mono/Overlays/SaveOverlayPreset.cs:17 msgid "Invalid characters: {0}" msgstr "無効な文字: {0}" #: Editor/Mono/UIElements/StyleSheets/StyleSheetImportGlossary.cs:27 msgid "Invalid complex selector delimiter: '{0}'" msgstr "セレクターの複雑な区切り文字が無効です: '{0}'" #: /Editor/Src/Undo/UndoManager.cpp:1559 msgctxt "Error Message in UndoManager.cpp" msgid "Invalid event index" msgstr "無効なイベントインデックス" #: /Runtime/Graphics/RenderTexture.cpp:1505 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/Allocator/AllocationHeader.h:322 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/GfxDevice/webgpu/GfxDeviceWebGPU.cpp:1130 msgctxt "Warning Message in GfxDeviceWebGPU.cpp" msgid "Invalid indirect buffer" msgstr "無効な間接バッファ" #: 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/Prefabs/ReplacePrefabInstance.cpp:828 msgctxt "Error Message in ReplacePrefabInstance.cpp" msgid "Invalid instance root GameObject" msgstr "無効なインスタンス ルートゲームオブジェクト" #: /Runtime/2D/Sorting/SortingGroup.cpp:139 msgctxt "Error Message in SortingGroup.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/Allocator/AllocationHeader.h:390 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/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" #: Editor/Src/Commands/AddComponentMenu.cpp:142 msgid "Invalid operation." msgstr "無効な操作" #: /Runtime/GfxDevice/extensions/StereoSupportExt.cpp:342 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" #: /Editor/Mono/ShaderUtil.bindings.cpp:1190 msgctxt "Error Message in ShaderUtil.bindings.cpp" msgid "Invalid pass identifier." msgstr "無効なパス識別子 " #: /Runtime/Shaders/GpuPrograms/ShaderVariantCollection.cpp:163 msgctxt "Error Message in ShaderVariantCollection.cpp" msgid "Invalid pass type" msgstr "無効なパスタイプ" #: Editor/Mono/Utils/MetroCreateTestCertificateWindow.cs:190 msgid "Invalid password." msgstr "無効なパスワード" #: Editor/Src/SceneManager/EditorSceneManager.cpp:1095 #, c-format 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下にある必要があります" #: /Editor/Src/Utility/SerializedProperty.cpp:1426 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:2625 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/Mono/Utils/MetroCreateTestCertificateWindow.cs:162 msgid "Invalid publisher." msgstr "無効なパブリッシャー" #: Editor/Src/Prefabs/PrefabUtility.cpp:1036 msgid "Invalid script" msgstr "無効なスクリプト" #: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteSecondaryTexturesModule.cs:16 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。" #: Editor/Mono/UIElements/StyleSheets/StyleSheetImportGlossary.cs:26 msgid "Invalid selector list delimiter: '{0}'" msgstr "セレクターリストの区切り文字が無効です: '{0}'" #: /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/2D/SpriteAtlas/SpriteAtlasDatabase.cpp:213 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" #: /Runtime/Graphics/RenderTarget.cpp:311 msgctxt "Error Message in RenderTarget.cpp" msgid "" "Invalid surface for grabbing pixels. Verify that the RenderTarget is a valid " "color surface. Only a single color target may be grabbed." msgstr "ピクセルを取得するために有効なサーフェスではありません。レンダーターゲットが有効なカラーサーフェスであることを確認してください。単一のカラーターゲットのみを取得することができます。" #: /Editor/Platform/OSX/Windowing/GUIViewOSX.mm:1175 msgctxt "Error Message in GUIViewOSX.mm" msgid "" "Invalid surface for grabbing pixels. Verify that the RenderTexture is a " "valid color surface. Only a single color target may be grabbed." msgstr "ピクセルを取得するために有効なサーフェスではありません。レンダーテクスチャが有効なカラーサーフェスであることを確認してください。単一のカラーターゲットのみを取得することができます。" #: [MenuItem]Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateMachineBehaviourEditor.cs:256 msgid "InvalidStateMachineBehaviour" msgstr "InvalidStateMachineBehaviour" #: /Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateMachineBehaviourEditor.cs:256 msgctxt "MenuItem./CONTEXT/InvalidStateMachineBehaviour/Remove" msgid "InvalidStateMachineBehaviour" msgstr "InvalidStateMachineBehaviour" #: Editor/Src/AutoDocumentation.cpp:3411 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する場合は、このビットを設定してください。" #: /Runtime/Misc/PlayerSettings.cpp:924 msgid "Invalidated Pattern Texture" msgstr "無効化されたパターンテクスチャ" #: /Runtime/Input/InputAxis.h:153 #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:58 msgid "Invert" msgstr "反転" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/CameraSettingsUI.Drawers.cs:20 msgid "Invert Backface Culling" msgstr "裏面カリングを反転" #: Modules/TerrainEditor/Brush/BrushEditor.cs:88 msgid "Invert Remap Range" msgstr "再マップする範囲を反転" #: Editor/Mono/SceneHierarchy.cs:1354 msgid "Invert Selection" msgstr "選択を反転 " #: /Editor/Mono/SelectionCommands/SelectionCommands.cs:29 msgctxt "MenuItem./Edit/Invert Selection %i" msgid "Invert Selection %i" msgstr "選択を反転 %i" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameViewBase.cs:105 msgid "Inverted Hierarchy" msgstr "階層の逆転" #: Modules/TerrainEditor/Brush/BrushEditor.cs:28 msgid "Inverts the Brush shape, swapping black and white" msgstr "ブラシ形状を反転し黒と白を交換します。" #: /Runtime/Misc/PlayerSettings.cpp:1017 msgid "Ios App In Background Behavior" msgstr "iOS Background Behavior の アプリケーション" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3821 msgid "Ios Copy Plugins Code Instead Of Symlink" msgstr "iOS シンボリックリンクの代わりにプラグインコードをコピー" #: /Runtime/Misc/PlayerSettings.cpp:756 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" #: /Runtime/Misc/PlayerSettings.cpp:768 msgid "Ios Use Custom App Background Behavior" msgstr "iOS カスタムのアプリケーションバックグラウンド動作を使用" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:167 msgid "Irradiance Budget" msgstr "放射照度量" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:168 msgid "Irradiance Quality" msgstr "放射照度品質" #: /Runtime/BaseClasses/GameObject.cpp:1160 #: Editor/Mono/Inspector/ConstraintEditorBase.cs:18 msgid "Is Active" msgstr "有効にする" #: /Runtime/Graphics/Texture.cpp:966 msgid "Is Alpha Channel Optional" msgstr "アルファチャンネルを任意選択にする" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorMenu.cs:105 msgid "Is Alternate" msgstr "代替にする" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:201 msgid "Is AtlasV2" msgstr "AtlasV2 にする" #: /Runtime/Camera/LightBakingOutput.h:49 msgid "Is Baked" msgstr "ベイクする" #: /Runtime/Shaders/ComputeShaderStructs.cpp:78 msgid "Is Compiled" msgstr "コンパイルする" #: Editor/Mono/Inspector/ConstraintEditorBase.cs:190 msgid "Is Contraint Active" msgstr "コンストレイントをアクティブにする" #: Modules/SpriteMaskEditor/Editor/Managed/SpriteMaskEditor.cs:74 msgid "Is Custom Range Active" msgstr "カスタム範囲をアクティブにする" #: /Runtime/Serialize/BuildTarget.h:111 msgid "Is Editor" msgstr "エディターにする" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3434 msgid "Is Editor Only" msgstr "エディターのみにする" #: /Runtime/Misc/BuildSettings.cpp:168 msgid "Is Educational Build" msgstr "教育機関用ビルドにする" #: /Runtime/Misc/BuildSettings.cpp:169 msgid "Is Embedded" msgstr "埋め込みにする" #: /Editor/Src/Animation/Transition.cpp:37 msgid "Is Exit" msgstr "終了にする" #: /Editor/Src/Undo/UndoBase.cpp:201 msgid "Is Finalized" msgstr "設定済み" #: Modules/PhysicsEditor/RigidbodyEditor.cs:42 msgid "Is Kinematic" msgstr "キネマティックにする" #: /Editor/Src/SceneManager/SceneManagerSetup.h:22 msgid "Is Loaded" msgstr "ロードする" #: Editor/Mono/Inspector/ConstraintEditorBase.cs:200 msgid "Is Locked" msgstr "ロックする" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:555 msgid "Is Multi Atlas Textures Enabled_prop" msgstr "複数のアトラステクスチャを有効にする" #: /Runtime/Misc/BuildSettings.cpp:166 msgid "Is No Watermark Build" msgstr "ウォーターマークなしのビルドにする" #: Packages/com.unity.render-pipelines.core/Editor/Debugging/UIFoldoutEditor.cs:26 msgid "Is On" msgstr "オンにする" #: Packages/com.unity.ugui/Editor/UGUI/UI/ToggleEditor.cs:40 msgid "Is On Property" msgstr "プロパティに表示" #: Packages/com.unity.render-pipelines.universal/Editor/2D/ShapeEditor/EditorTool/PathComponentEditor.cs:100 msgid "Is Open Ended Property" msgstr "オープンエンドプロパティにする" #: Packages/com.unity.ugui/Editor/TMP/TMP_EditorPanel.cs:152 msgid "Is Orthographic Prop" msgstr "平行投影プロパティにする" #: /Runtime/Shaders/SerializedShaderData.h:722 msgid "Is PartialCB" msgstr "PartialCB にする" #: /Runtime/Graphics/SpriteFrame.cpp:178 msgid "Is Polygon" msgstr "ポリゴンにする" #: /Runtime/Graphics/Texture2D.cpp:1281 msgid "Is Pre Processed" msgstr "前処理をする" #: /Editor/Src/AssetPipeline/PrefabImporter.cpp:686 msgid "Is Prefab Variant" msgstr "プレハブバリアントにする" #: /Runtime/Misc/BuildSettings.cpp:167 msgid "Is Prototyping Build" msgstr "プロトタイプビルドにする" #: /Runtime/Graphics/Mesh/Mesh.cpp:789 #: Editor/Mono/ImportSettings/IHVImageFormatImporterInspector.cs:84 msgid "Is Readable" msgstr "読み込み可能にする" #: Packages/com.unity.ugui/Editor/TMP/TMP_BaseEditorPanel.cs:1183 msgid "Is Rich Text Prop" msgstr "リッチテキストプロパティにする" #: /Runtime/BaseClasses/GameObject.cpp:1146 msgid "Is Static" msgstr "静的にする" #: /Editor/Src/SceneManager/SceneManagerSetup.h:24 msgid "Is Sub Scene" msgstr "サブシーンにする" #: Packages/com.unity.ugui/Editor/TMP/TMP_BaseEditorPanel.cs:1167 msgid "Is Text Object Scale Static Prop" msgstr "テキストオブジェクトスケールを静的プロパティにする" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:91 msgid "Is Transparent" msgstr "透明にする" #: /Runtime/Graphics/Mesh/SubMesh.h:70 msgid "Is Tri Strip" msgstr "三角形ストリップにする" #: /Runtime/Misc/BuildSettings.cpp:170 msgid "Is Trial" msgstr "試用にする" #: Modules/Physics2DEditor/Managed/Colliders/Collider2DEditorBase.cs:114 msgid "Is Trigger" msgstr "トリガーにする" #: /Editor/Src/Undo/StructureUndoBase.cpp:62 msgid "Is True" msgstr "True にする" #: /Runtime/Misc/RuntimeInitializeOnLoadManager.h:38 msgid "Is Unity Class" msgstr "Unity クラスにする" #: /Runtime/2D/SpriteAtlas/SpriteAtlas.cpp:50 msgid "Is Variant" msgstr "バリアントにする" #: /Runtime/Camera/OcclusionArea.cpp:52 #: Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:164 msgid "Is View Volume" msgstr "ビューボリュームにする" #: Packages/com.unity.ugui/Editor/TMP/TMP_EditorPanel.cs:160 msgid "Is Volumetric Text Prop" msgstr "ボリュメトリックテキストプロパティにする" #: /Runtime/Misc/PlayerSettings.cpp:956 msgid "Is Wsa Holographic Remoting Enabled" msgstr "WSA Holographic Remoting を有効にする" #: Editor/Src/AutoDocumentation.cpp:552 msgctxt "From AutoDocumentation" msgid "Is camera orthographic?" msgstr "カメラは平行投影か。" #: Editor/Src/AutoDocumentation.cpp:2523 msgctxt "From AutoDocumentation" msgid "" "Is direct lighting from realtime rectangular area lights supported by the " "rendering pipeline?" msgstr "リアルタイムの矩形エリアライトからの直接光は、レンダーパイプラインでサポートされていますか?" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroPluginImporterExtension.cs:124 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りますか。" #: Editor-Missing:Missing detected at runtime. msgid "" "Is the body to be simulated? If not, it is effectively hidden from the " "simulation." msgstr "ボディがシミュレーションの対象であるかどうか。対象でない場合は、シミュレーションから効果的に隠されます (非表示になります)。" #: Editor/Src/AutoDocumentation.cpp:1951 msgctxt "From AutoDocumentation" msgid "" "Is the body to be simulated? If not, it is effectively hidden from the " "simulation." msgstr "ボディがシミュレーションの対象であるかどうか。対象でない場合は、シミュレーションから効果的に隠されます (非表示になります)。" #: Modules/SceneTemplateEditor/DependencyListView.cs:222 msgid "" "Is the dependency cloned on scene template instantiation or is it referenced?" msgstr "依存関係はシーンテンプレートのインスタンス化で複製されるか、または、参照されるか。" #: Editor/Src/AutoDocumentation.cpp:3971 msgctxt "From AutoDocumentation" msgid "" "Is the provider configured to support the native mirror view blit? If this " "value is true, Unity might use the registered native bli callback: " "UnityXRDisplayGraphicsThreadProvider::BlitToMirrorViewRenderTarget The " "rendering pipeline might not call the native blit function even when it is " "available." msgstr "プロバイダーがネイティブのミラービューの転送をサポートするように設定されているかどうか。この値をtrueにすると、エンジンに登録されたネイティブの転送コールバックのUnityXRDisplayGraphicsThreadProvider::BlitToMirrorViewRenderTargetを使用するよう指示します。レンダーパイプラインは、使用可能な場合でもネイティブのBlit関数を呼び出さない場合があります。" #: Editor/Src/AutoDocumentation.cpp:3282 msgctxt "From AutoDocumentation" msgid "" "Is the provider configured to support the native mirror view blit? Marking " "this value as true will suggest the engine to use the registered native blit " "callback: UnityXRDisplayGraphicsThreadProvider::BlitToMirrorViewRenderTarget " "The rendering pipeline might not call the native blit function even when it " "is available." msgstr "プロバイダーがネイティブのミラービューの転送をサポートするように設定されているかどうか。この値をtrueにすると、エンジンに登録されたネイティブの転送コールバックのUnityXRDisplayGraphicsThreadProvider::BlitToMirrorViewRenderTargetを使用するよう指示します。レンダーパイプラインは、使用可能な場合でもネイティブのBlit関数を呼び出さない場合があります。" #: Editor/Src/AutoDocumentation.cpp:3180 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/Mono/Inspector/RenderTextureEditor.cs:22 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。" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:55 msgid "" "Is this articulation body immovable by forces and torques? Only applies to " "the root body of the articulation." msgstr "この連結ボディは力とトルクによって不動にできるかどうか。連結のルートボディにのみ適用できます。" #: Modules/PhysicsEditor/MeshColliderEditor.cs:16 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。" #: Modules/PhysicsEditor/MeshColliderEditor.cs:17 msgid "Is this collider convex?" msgstr "このコライダーは凸状か" #: Editor/Src/AutoDocumentation.cpp:3192 msgctxt "From AutoDocumentation" msgid "Is this layer visible?" msgstr "このレイヤーは可視か。" #: Editor/Src/AutoDocumentation.cpp:928 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" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsVersionHistoryItem.cs:205 msgid "Is using" msgstr "使用中" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:342 msgid "IsGLSL" msgstr "GLSL " #: Editor-Missing:Missing detected at runtime. msgid "Island Solver Bodies Per Job" msgstr "ジョブごとのアイランド解決のボディ数" #: Editor-Missing:Missing detected at runtime. msgid "Island Solver Body Cost Scale" msgstr "アイランド解決のボディコストスケール" #: Editor-Missing:Missing detected at runtime. msgid "Island Solver Contact Cost Scale" msgstr "アイランド解決の接触コストスケール" #: Editor-Missing:Missing detected at runtime. msgid "Island Solver Contacts Per Job" msgstr "ジョブごとのアイランド解決の接触数" #: Editor-Missing:Missing detected at runtime. msgid "Island Solver Cost Threshold" msgstr "アイランド解決のコストしきい値" #: Editor-Missing:Missing detected at runtime. msgid "Island Solver Joint Cost Scale" msgstr "アイランド解決のジョイントコストスケール" #: /Editor/Src/VersionControl/VCMergeTypeInfo.cpp:35 msgid "Ismulti" msgstr "複数" #: Editor/Mono/Inspector/CameraEditor.cs:410 msgid "Iso" msgstr "ISO" #: Editor/Mono/SerializedProperty/SerializedPropertyTreeView.cs:213 msgid "Isolate Selection" msgstr "選択を分離" #: /Editor/Src/SceneVisibility/SceneVisibilityState.cpp:42 msgid "Isolation Mode" msgstr "単独モード" #: [MenuItem]Packages/com.unity.2d.tilemap/Editor/ObjectCreationMenu/DefaultAssetCreation.cs:42 msgid "Isometric" msgstr "アイソメトリック" #: [MenuItem]Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DMenus.cs:138 msgid "Isometric Diamond" msgstr "アイソメトリックひし形" #: Packages/com.unity.2d.tilemap/Editor/ObjectCreationMenu/GameObjectCreation.cs:13 msgid "Isometric Tilemap" msgstr "アイソメトリックタイルマップ " #: Packages/com.unity.2d.tilemap/Editor/ObjectCreationMenu/GameObjectCreation.cs:14 msgid "Isometric Z As Y Tilemap" msgstr "アイソメトリック Z As Y タイルマップ" #: [MenuItem]Packages/com.unity.2d.tilemap/Editor/ObjectCreationMenu/GameObjectCreation.cs:168 msgid "Isometric Z as Y" msgstr "アイソメトリック Z As Y" #: /Runtime/GfxDevice/GfxDevice.h:1148 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" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:294 msgid "Issued by" msgstr "発行元" #: Editor/Mono/Collab/CollabDialogs.cs:109 msgid "Issues:" msgstr "問題:" #: Editor/Mono/Inspector/OffMeshLinkInspector.deprecated.cs:28 msgid "" "It assigns a specific cost to the link. Only NavMeshAgents with this area " "type in their Area Mask are allowed to pass through it." msgstr "リンクに特定のコストを割り当てます。エリアマスクにこのエリアタイプを持つナビメッシュエージェントのみが通過できます。" #: Editor/Src/SceneManager/EditorSceneManager.cpp:533 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/Mono/Inspector/RendererLightingSettings.cs:82 msgid "" "It is not possible to generate lighting for these Meshes because one or more " "of them are missing the required attribute(s). Ensure that all the Meshes " "you've selected have normals, vertices, and texture coordinates." msgstr "一部のメッシュに必要な属性が欠落しているため、これらのメッシュのライトを生成することはできません。選択したすべてのメッシュに法線、頂点、およびテクスチャ座標があることを確認してください。" #: Editor/Mono/Inspector/RendererLightingSettings.cs:81 msgid "" "It is not possible to generate lighting for this Mesh because it is missing " "the required attribute(s). Ensure that this Mesh has normals, vertices, and " "texture coordinates." msgstr "必要な属性が欠落しているため、このメッシュのライトを生成することはできません。このメッシュに法線、頂点、およびテクスチャ座標があることを確認してください。" #: Editor/Mono/Inspector/CameraEditor.cs:59 msgid "" "It is recommended to enable Frame Timing Statistics under Rendering Player " "Settings when using dynamic resolution cameras." msgstr "動的解像度のカメラを使用する場合は、レンダリングプレイヤー設定でフレームタイミング統計を有効にすることをお勧めします。" #: Editor/Src/HubClient/HubClient.cpp:341 #: Editor/Src/Application/Application.cpp:424 #, c-format msgid "" "It looks like another Unity instance is running with this project open.\n" "\n" "Multiple Unity instances cannot open the same project.\n" "\n" "Project: %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/Mono/Prefabs/PrefabUtility.cs:2843 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/PrefabUtility.cs:2842 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/Src/GI/Progressive/BakeJobs/BakeJobPackAtlases.cpp:398 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。" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsSampleItem.cs:58 msgid "It will be deleted when you update." msgstr "それは、更新するときに削除されます。" #: Editor-Missing:Missing detected at runtime. msgid "Italic" msgstr "斜体" #: Packages/com.unity.ugui/Editor/UGUI/UI/DropdownEditor.cs:47 msgid "Item Image" msgstr "項目画像" #: /Runtime/Interfaces/IVirtualTexturingManager.cpp:114 msgid "Item Name" msgstr "項目名" #: Packages/com.unity.ugui/Editor/UGUI/UI/DropdownEditor.cs:46 msgid "Item Text" msgstr "項目テキスト" #: Editor/Mono/GUI/PackageExport.cs:30 msgid "Items to Export" msgstr "エクスポートする項目" #: Editor-Missing:Missing detected at runtime. msgid "Japanese (Experimental)" msgstr "日本語 (実験的)" #: PlatformDependent/AndroidPlayer/Editor/Managed/Android/AndroidJavaTools.cs:12 msgid "" "Java Development Kit (JDK) directory is not set or invalid. Please, fix it " "in Edit / Unity -> Preferences -> External Tools" msgstr "Java Development Kit(JDK)ディレクトリが設定されていないか、無効になっています。編集/Unity -> 環境設定 -> 外部ツール の順に選択して、それを修正してください。" #: Editor-Extra:Editor/Src/Commands/AssetsMenu.cpp msgid "Javascript" msgstr "JavaScript" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Rendering.Skin.cs:20 msgid "Jitter Scale" msgstr "ジッタースケール " #: Editor/Mono/Inspector/MemorySettingsEditor.cs:49 msgid "Job Allocator Block Size" msgstr "ジョブアロケーターブロックサイズ" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:51 msgid "Job Allocator Block Sizes on low memory platform" msgstr "低メモリプラットフォームのジョブアロケーターブロックサイズ" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:38 msgid "Job Worker Block Size" msgstr "ジョブワーカーブロックサイズ" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:49 msgid "JobHandle.Complete" msgstr "JobHandle.Complete" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:69 msgid "Joint Friction" msgstr "ジョイント摩擦" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:178 msgid "Joint Info" msgstr "ジョイント情報" #: Editor/Src/AutoDocumentation.cpp:1193 msgctxt "From AutoDocumentation" msgid "Joint type." msgstr "ジョイントタイプ" #: /Runtime/Input/InputAxis.h:158 msgid "Joy Num" msgstr "ジョイスティック番号" #: 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 "Joystick 10" msgstr "ジョイスティック 10" #: 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 "Joystick 2" msgstr "ジョイスティック 2" #: 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 "Joystick 4" msgstr "ジョイスティック 4" #: 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 "Joystick 6" msgstr "ジョイスティック 6" #: 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 "Joystick 8" msgstr "ジョイスティック 8" #: 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 "Joystick Axis" msgstr "ジョイスティック軸" #: /Runtime/Input/InputManager.cpp:278 msgid "Joystick Pos" msgstr "ジョイスティック位置" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:23 msgid "Joystick Source" msgstr "ジョイスティックソース" #: Editor/Src/AutoDocumentation.cpp:858 msgctxt "From AutoDocumentation" msgid "Joystick identifier index." msgstr "ジョイスティック ID インデックス" #: Editor-Missing:Missing detected at runtime. msgid "Jump" msgstr "ジャンプ" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateNode.cs:74 msgid "Jump To State" msgstr "ステートに移動" #: Modules/SceneTemplateEditor/SceneTemplateUtils.cs:43 msgid "Just an empty scene - no Game Objects." msgstr "空のシーンのみで、ゲームオブジェクトはありません。" #: /Editor/Src/Undo/UndoManager.cpp:2226 msgid "K Undo Serialization Version" msgstr "K シリアル化バージョンを元に戻す" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:324 msgid "Kaiser" msgstr "カイザー" #: Editor/Src/Application/Application.cpp:3272 msgid "Keep" msgstr "維持" #: Editor-Missing:Missing detected at runtime. msgid "Keep All" msgstr "すべて維持" #: Editor/Src/DragAndDropForwarding.cpp:2572 msgid "Keep Both" msgstr "両方を維持" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1339 msgid "Keep Changes" msgstr "変更を維持する" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorMenu.cs:104 msgid "Keep Empty Rects" msgstr "空の矩形を維持" #: /Runtime/Graphics/Mesh/Mesh.cpp:791 msgid "Keep Indices" msgstr "インデックスを維持" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3682 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1875 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:91 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/Undo/UndoPropertyModification.h:37 msgid "Keep Prefab Override" msgstr "プレハブオーバーライドを維持" #: Editor/Src/Application/Application.cpp:3272 msgid "Keep Project?" msgstr "プロジェクトを維持しますか?" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:133 msgid "Keep Quads" msgstr "クアッドを保持" #: Packages/com.unity.ugui/Editor/TMP/TMP_InputFieldEditor.cs:267 msgid "Keep Text Selection Visible" msgstr "テキスト選択の表示を維持" #: /Runtime/Graphics/Mesh/Mesh.cpp:790 msgid "Keep Vertices" msgstr "頂点を維持" #: Editor/Mono/Inspector/AnimationClipEditor.cs:88 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:89 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揃えて維持します" #: Editor/Mono/Inspector/AnimationClipEditor.cs:105 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:68 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:69 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:87 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" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/LightUI.Skin.cs:42 msgid "Kelvin" msgstr "ケルビン" #: /Runtime/Shaders/ComputeShaderStructs.cpp:194 msgid "Kernel Macros" msgstr "カーネルマクロ" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:154 msgid "Kernel size" msgstr "カーネルサイズ" #: /Runtime/Shaders/ComputeShaderStructs.cpp:193 msgid "Kernels" msgstr "カーネル" #: Editor/Mono/Inspector/ComputeShaderInspector.cs:30 msgid "Kernels:" msgstr "カーネル:" #: Editor/Mono/Animation/AnimationWindow/AnimationContextualPropertyMenu.cs:20 msgid "Key All Animated" msgstr "アニメーションすべてにキーを追加" #: Editor/Mono/Animation/AnimationWindow/AnimationContextualPropertyMenu.cs:19 msgid "Key All Modified" msgstr "変更すべてにキーを追加" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionFilterUI.Drawer.cs:12 msgid "Key Color" msgstr "キーカラー" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionFilterUI.Drawer.cs:13 msgid "Key Threshold" msgstr "キーしきい値" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionFilterUI.Drawer.cs:14 msgid "Key Tolerance" msgstr "キー許容範囲" #: Editor-Missing:Missing detected at runtime. msgid "Key or Mouse Button" msgstr "キーまたはマウスボタン" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:46 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:51 msgid "Key passwords don't match." msgstr "パスワードが一致しません" #: Packages/com.unity.ugui/Editor/UGUI/UI/InputFieldEditor.cs:113 msgid "Keyboard Type" msgstr "キーボードタイプ" #: /Runtime/Math/AnimationCurve.h:43 msgid "Keyframe" msgstr "キーフレーム" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:169 msgid "Keyframe Reduction" msgstr "キーフレームの削減" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:170 msgid "Keyframe Reduction and Compression" msgstr "キーフレームの削減と圧縮" #: Editor-Extra:class Section at PreferencesWindow.cs msgid "Keys" msgstr "キー" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:13 msgid "Keystore Manager" msgstr "キーストアマネージャー" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:174 msgid "Keystore Manager..." msgstr "キーストアマネージャー..." #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:45 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:49 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:29 msgid "Keystore..." msgstr "キーストア..." #: /Runtime/Shaders/SerializedShaderData.h:1842 msgid "Keyword Flags" msgstr "キーワードフラグ" #: /Runtime/Shaders/SerializedShaderData.h:810 msgid "Keyword Indices" msgstr "キーワードインデックス" #: /Editor/Src/AssetPipeline/ShaderImporting/ShaderCompileRequirements.h:65 msgid "Keyword Name" msgstr "キーワード名" #: /Runtime/Shaders/SerializedShaderData.h:1840 msgid "Keyword Names" msgstr "キーワード名" #: /Runtime/Shaders/GpuPrograms/ShaderVariantCollection.cpp:610 #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:271 msgid "Keywords" msgstr "キーワード" #: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:36 msgid "Kill" msgstr "削除" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidPreferenceWindowExtension.cs:32 msgid "Kill ADB server on exit" msgstr "終了時に ADB サーバーを Kill" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3249 msgid "Kind" msgstr "種類" #: Editor-Missing:Missing detected at runtime. msgid "Kinematic" msgstr "キネマティック" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:104 msgid "Kinematic Bodies" msgstr "キネマティックボディ" #: Editor-Missing:Missing detected at runtime. msgid "Korean (Experimental)" msgstr "韓国語 (実験的)" #: Editor/Mono/Inspector/SpriteFrameInspector.cs:23 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/AudioReverbZoneEditor.cs:43 msgid "LF Reference" msgstr "低周波参照" #: /Runtime/Graphics/LOD/LODGroup.cpp:407 msgid "LO Ds" msgstr "LOD" #: /Runtime/Shaders/SerializedShaderData.h:1523 #: Editor/Mono/AssetPipeline/SpeedTree/SpeedTreeImporterCommon.cs:196 msgid "LOD" msgstr "LOD" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:67 msgid "LOD Bias" msgstr "LOD バイアス" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:69 msgid "LOD Cross Fade" msgstr "LOD クロスフェード" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:45 msgid "LOD Cross Fade Dithering Type" msgstr "LOD クロスフェードディザリングタイプ" #: Editor/Mono/Inspector/LODGroupGUI.cs:77 msgid "LOD Distances in Screen Relative Size" msgstr "画面の相対サイズでの LOD 距離" #: /Runtime/Misc/ComponentRequirement.cpp:576 msgctxt "MenuItem./LOD Group" msgid "LOD Group" msgstr "LOD グループ" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDAdditionalMeshRendererSettingsUI.cs:16 msgid "LOD Mode" msgstr "LOD モード" #: Modules/TreeEditor/TreeEditor.cs:120 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良い、または悪い品質になります。" #: Modules/TreeEditor/TreeEditor.cs:93 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。" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2808 msgid "LOD Settings" msgstr "LOD設定" #: Editor/Mono/Inspector/LODGroupEditor.cs:336 msgid "LOD Size" msgstr "LOD サイズ" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:110 msgid "LUT size" msgstr "LUT サイズ" #: Editor/Mono/BuildPlayerWindow.cs:129 msgid "LZ4" msgstr "LZ4" #: Editor/Mono/BuildPlayerWindow.cs:130 msgid "LZ4HC" msgstr "LZ4HC" #: Editor/Mono/GameView/GameViewSizesMenuModifyItemUI.cs:14 msgid "Label" msgstr "ラベル" #: /Editor/Src/AssetPipeline/AssetMetaData.cpp:29 #: Modules/PackageManagerUI/Editor/UI/Filters/AssetStoreFiltersWindow.cs:169 msgid "Labels" msgstr "ラベル" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:663 msgid "Landscape Image " msgstr "横向き画像" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:113 msgid "Landscape Left" msgstr "横向き (左)" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:112 msgid "Landscape Right" msgstr "横向き (右)" #: Editor-Extra:class Section at PreferencesWindow.cs msgid "Language" msgstr "言語" #: Editor-Missing:Missing detected at runtime. msgid "Languages" msgstr "言語" #: Editor/Mono/PresetLibraries/PresetLibraryEditorMenu.cs:44 msgid "Large Grid" msgstr "大きなグリッド" #: Editor/Mono/PresetLibraries/PresetLibraryEditorMenu.cs:46 msgid "Large List" msgstr "大きなリスト" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:776 msgid "Large Tile" msgstr "大きなタイル" #: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:71 msgid "Large icon layers (1x)" msgstr "大きなアイコンレイヤー (1x)" #: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:76 msgid "Large icon layers (2x)" msgstr "大きなアイコンレイヤー (2x)" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Drawers.cs:528 msgid "Last Border" msgstr "最新の境界" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/GlobalIlluminationEditor.cs:109 msgid "Last Bounce" msgstr "最終バウンス" #: /Editor/Src/UnityConnect/UnityConnectInfo.h:35 msgid "Last Error Msg" msgstr "最後のエラーメッセージ" #: /Runtime/Input/InputManager.cpp:293 msgid "Last Joy Axis" msgstr "最後のジョイ軸" #: /Runtime/Input/InputManager.cpp:292 msgid "Last Joy Num" msgstr "最後のジョイスティック番号" #: Packages/com.unity.2d.tilemap/Editor/UI/TilePaletteBrushPickElement.cs:39 msgid "Last Picked" msgstr "最後の選択" #: /Runtime/Input/TimeManager.cpp:659 msgid "Last Sync End" msgstr "最後の同期終了" #: /Editor/Src/EditorExtensionImpl.cpp:42 msgid "Last Template Father" msgstr "最後のテンプレートの父" #: 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。" #: Modules/PackageManagerUI/Editor/UI/PackageStatusBar.cs:190 msgid "Last update {0}" msgstr "最終更新 {0}" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:122 msgid "Last version of XR Management Package must be added in your project!" msgstr "XR Management Packageの最新バージョンをプロジェクトに加える必要があります。" #: /Runtime/Graphics/LOD/LODGroup.cpp:396 msgid "LastLOD Is Billboard" msgstr "最後の LOD がビルボード" #: /Runtime/GfxDevice/vulkan/GfxDeviceVK.cpp:1835 msgctxt "Warning Message in GfxDeviceVK.cpp" msgid "" "Late latched object did not have a supported flag and was likely patched " "with an identity matrix!" msgstr "遅れてラッチされたオブジェクトには適応できるフラグがありません。ID行列でパッチ処理された可能性があります。" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:41 msgid "Late reverberation delay time relative to initial reflection" msgstr "最初の反響に対する後期残響の遅延時間" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:40 msgid "Late reverberation level relative to room effect" msgstr "室内効果に対する後期残響レベル" #: Editor/Src/HubClient/HubClient.cpp:387 #: Editor/Src/HubClient/HubClient.cpp:417 msgid "Later" msgstr "後で" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsVersionHistoryItem.cs:117 msgid "Latest" msgstr "最新" #: PlatformDependent/MetroPlayer/Extensions/Managed/UWPBuildProfileExtension.cs:378 msgid "Latest installed" msgstr "最新バージョンインストール済み" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:188 msgid "Latitude" msgstr "緯度" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:188 msgid "Latitude Geo-location" msgstr "ジオロケーションの緯度" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:244 msgid "Latitude-Longitude Layout (Cylindrical)" msgstr "緯度経度レイアウト (円筒状)" #: Editor/Src/HubClient/HubClient.cpp:278 msgid "Launch Unity" msgstr "Unity を起動" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:635 msgid "Launch screen type" msgstr "起動画面タイプ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:1146 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" #: Modules/PackageManager/Editor/PackageManagerDiagnostics.cpp:283 #, c-format msgid "Launcher process '%s' exited unexpectedly with exit code '%i'" msgstr "ランチャープロセス'%s'が、終了コード'%i'で予期せず終了しました" #: /Runtime/BaseClasses/GameObject.cpp:1097 #: Editor/Mono/Inspector/GameObjectInspector.cs:45 msgid "Layer" msgstr "レイヤー" #: Modules/Physics2DEditor/Managed/Settings/Physics2DSettingsEditor.cs:14 msgid "Layer Collision Matrix" msgstr "レイヤーの衝突表" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitSurfaceInputsUIBlock.cs:108 msgid "Layer Count" msgstr "レイヤー数" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LayeringOptionsUIBlock.cs:20 msgid "Layer Influence Mask" msgstr "レイヤーインフルエンスマスク" #: Editor/Mono/Inspector/LineRendererEditor.cs:20 msgid "Layer Mask" msgstr "レイヤーマスク" #: Modules/ParticleSystemEditor/ParticleSystemModules/ExternalForcesModuleUI.cs:27 msgid "Layer Mask and List" msgstr "レイヤーマスクとリスト" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LayerListUIBlock.cs:18 msgid "Layer Material" msgstr "レイヤーマテリアル" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionLayerUI.Drawers.cs:21 msgid "Layer Name" msgstr "レイヤー名" #: Modules/Physics2DEditor/Managed/Colliders/Collider2DEditorBase.cs:164 msgid "Layer Override Priority" msgstr "レイヤーオーバーライド優先度" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerControllerView.cs:54 msgid "Layer has an AvatarMask." msgstr "レイヤーの持つアバターマスク" #: /Runtime/BaseClasses/TagManager.cpp:418 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" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerControllerView.cs:51 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:50 msgid "Layer is a Synchronized layer." msgstr "レイヤーは同期されるレイヤーです" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs:82 msgid "Layer mask used to include the objects for ambient occlusion." msgstr "アンビエントオクルージョンのオブジェクトを含むために使用されるレイヤーマスク。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:116 msgid "Layer mask used to include the objects for ray traced reflections." msgstr "レイトレースされたリフレクションのオブジェクトを入れるために使用されるレイヤーマスク。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LayerListUIBlock.cs:17 msgid "Layer name" msgstr "レイヤー名" #: Editor/Mono/PlatformSupport/ReorderableTextureList.cs:53 msgid "Layer {0}" msgstr "レイヤー {0}" #: Editor/Mono/UIElements/Controls/LayerField.cs:112 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/LayerField.cs:95 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/LayerMaskField.cs:101 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/Mono/UIElements/Controls/LayerMaskField.cs:84 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" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LayerListUIBlock.cs:16 msgid "Layering List" msgstr "レイヤーリスト" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LayeringOptionsUIBlock.cs:19 msgid "Layering Options" msgstr "レイヤーオプション" #: /Runtime/BaseClasses/TagManager.cpp:250 #: Editor/Mono/Inspector/TagManagerInspector.cs:41 msgid "Layers" msgstr "レイヤー" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:32 msgid "" "Layers from back most to selected bounds will be rendered to " "_CameraSortingLayerTexture" msgstr "一番後ろから選択した境界までのレイヤーは、_CameraSortingLayerTextureにレンダリングされます" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:40 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/PhysicsEditor/ArticulationBodyEditor.cs:90 msgid "Layers to exclude when producing collisions" msgstr "衝突を生成するときに除外するレイヤー" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBakingProcessSettingsDrawer.cs:20 msgid "Layers to include in collision calculations for Virtual Offset." msgstr "仮想オフセットの衝突計算に入れるレイヤー" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:89 msgid "Layers to include when producing collisions" msgstr "衝突を生成するときに加えるレイヤー" #: /Runtime/Misc/ComponentRequirement.cpp:589 msgctxt "MenuItem./Layout" msgid "Layout" msgstr "レイアウト" #: Editor-Missing:Missing detected at runtime. msgid "Layout Element" msgstr "レイアウト要素" #: Packages/com.unity.ugui/Editor/UGUI/UI/LayoutElementEditor.cs:55 msgid "Layout Priority" msgstr "レイアウト優先度" #: Packages/com.unity.ugui/Editor/UGUI/UI/LayoutPropertiesPreview.cs:42 msgid "Layout Properties" msgstr "レイアウトプロパティ" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:49 msgid "" "Layout of 3D content in the source video. Only meaningful when stereoscopic " "render is used." msgstr "ソースビデオの3Dコンテンツのレイアウト。立体視レンダリングが使用されている場合にのみ意味があります。" #: /Editor/Mono/GUI/WindowLayout.cs:625 msgctxt "MenuItem./Window/Layouts" msgid "Layouts" msgstr "レイアウト" #: Editor/Mono/Inspector/SpeedTree9ShaderGUI.cs:99 msgid "Leaf Facing" msgstr "葉の向き" #: Modules/SafeMode/SafeModeToolbarWindow.cs:37 msgid "Learn More" msgstr "詳細情報" #: Editor/Mono/BuildPlayerWindow.cs:76 msgid "Learn about Unity Build Automation" msgstr "Unity ビルドオートメーションについて" #: Modules/BuildProfileEditor/TrText.cs:10 msgid "Learn about Unity Dev Ops" msgstr "Unity DevOps について" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:27 msgid "Learn more..." msgstr "詳細情報..." #: Editor/Mono/Inspector/LightingSettingsEditor.cs:214 msgid "" "Leaving this unchecked will force bakes that would otherwise be run in a " "worker process to be run in-process and blocking." msgstr "これをオフのままにすると、ベイク(そうでなければワーカー プロセスで実行されます)がプロセス内で強制的に実行され、ブロックされます。" #: Editor/Mono/Inspector/AudioSourceInspector.cs:101 msgid "Left" msgstr "左" #: Editor/Mono/Inspector/Avatar/AvatarMappingEditor.cs:33 msgid "Left Arm" msgstr "左腕" #: Editor-Missing:Missing detected at runtime. msgid "Left Controller" msgstr "左コントローラー" #: Editor-Missing:Missing detected at runtime. msgid "Left Elbow" msgstr "左ひじ" #: Editor/Mono/Inspector/Avatar/AvatarMappingEditor.cs:34 msgid "Left Fingers" msgstr "左指" #: Editor-Missing:Missing detected at runtime. msgid "Left Foot" msgstr "左足" #: Editor-Missing:Missing detected at runtime. msgid "Left Hips" msgstr "左腰" #: Editor-Missing:Missing detected at runtime. msgid "Left Knee" msgstr "左ひざ" #: Editor/Mono/Inspector/Avatar/AvatarMappingEditor.cs:37 msgid "Left Leg" msgstr "左脚" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:29 msgid "Left Right" msgstr "左右" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:126 msgid "Left Tangent/Constant" msgstr "左接線/定数" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:124 msgid "Left Tangent/Free" msgstr "左接線/フリー" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:125 msgid "Left Tangent/Linear" msgstr "左接線/リニア" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:127 msgid "Left Tangent/Weighted" msgstr "左接線/ウェイト付け" #: Editor-Missing:Missing detected at runtime. msgid "Left To Right" msgstr "左から右" #: Modules/TerrainEditor/PaintTools/PaintHeightTool.cs:24 msgid "" "Left click to raise.\n" "\n" "Hold shift and left click to lower." msgstr "左クリックすると高くなります。\n\nShiftキーを押しながら左クリックすると低くなります。" #: Modules/TerrainEditor/PaintTools/SetHeightTool.cs:33 msgid "" "Left click to set the height.\n" "\n" "Hold 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/StampTool.cs:30 msgid "" "Left click to stamp the brush onto the terrain.\n" "\n" "Hold control and mousewheel to adjust height.\n" "Hold 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節します。\nShiftを押しながら行うと逆さに型押しされます。" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:42 msgid "Leg Stretch" msgstr "脚の伸縮" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:77 msgid "Legacy" msgstr "古い機能" #: /Runtime/Misc/ComponentRequirement.cpp:472 msgctxt "MenuItem./Mesh/Legacy" msgid "Legacy" msgstr "古い機能" #: /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" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:160 msgid "Legacy Blend Shape Normals" msgstr "古いブレンドシェイプ法線" #: /Runtime/Misc/PlayerSettings.cpp:1052 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:3564 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" #: /Editor/Src/Commands/AssetsMenu.cpp:1242 msgctxt "MenuItem./Assets/Create/Rendering/Legacy Cubemap" msgid "Legacy Cubemap" msgstr "古いキューブマップ" #: Editor/Mono/Inspector/RendererLightingSettings.cs:79 msgid "" "Legacy Light Probes are enabled in the Project's Render Pipeline. These are " "not supported by Terrain, therefore the Scene's Ambient Probe will be used " "instead." msgstr "古いライトプローブが、プロジェクトのレンダーパイプラインで有効になっています。 これらはTerrain(地形)でサポートされていないため、代わりにシーンのアンビエントプローブが使用されます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:115 msgid "Legacy VR System" msgstr "古い VR システム" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:116 msgid "Legacy VR System need to be disabled in Player Settings!" msgstr "古いVRシステムはプレイヤー設定で無効にする必要があります。" #: Editor/Mono/Inspector/CameraEditor.cs:174 msgid "Legacy Vertex Lit" msgstr "古い頂点ライティング" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:104 msgid "Legacy animation system." msgstr "古いアニメーションシステム" #: /Runtime/2D/Common/SpriteTypes.h:99 #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:70 msgid "Length" msgstr "長さ" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:125 msgid "Length Scale" msgstr "長さスケール" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:99 msgid "Length Spread" msgstr "長さスプレッド" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:186 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。" #: Editor/Mono/Inspector/AudioManagerInspector.cs:18 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/Src/AutoDocumentation.cpp:2112 msgctxt "From AutoDocumentation" msgid "Length of one tab." msgstr "タブ1つの長さ" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:57 msgid "Length of the Tube Light." msgstr "チューブライトの長さ" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:207 msgid "Length of the cone." msgstr "円錐の長さ" #: Modules/TreeEditor/TreeEditor.cs:136 msgid "Length|Adjusts the length of the branches." msgstr "長さ|枝の長さを調節" #: Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.PhysicalCamera.Skin.cs:59 msgid "Lens" msgstr "レンズ" #: /Runtime/Camera/GraphicsSettings.cpp:535 msgid "Lens Flare" msgstr "レンズフレア" #: /Editor/Src/Commands/AssetsMenu.cpp:1239 msgctxt "MenuItem./Assets/Create/Rendering/Lens Flare" msgid "Lens Flare" msgstr "レンズフレア" #: [MenuItem]Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareEditorUtils.cs:34 msgid "Lens Flare (SRP)" msgstr "レンズフレア (SRP)" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:99 msgid "Lens Flare Data" msgstr "レンズフレアデータ" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:61 msgid "Lens Flare Data SRP asset as an element." msgstr "要素としてのレンズフレアデータSRPアセット。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:38 msgid "Lens Flare Element" msgstr "レンズフレア要素" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:65 msgid "Lens Flares" msgstr "レンズフレア" #: Editor/Mono/Inspector/CameraEditor.cs:34 msgid "Lens Shift" msgstr "レンズシフト" #: Editor/Src/AutoDocumentation.cpp:2512 msgctxt "From AutoDocumentation" msgid "Lens flare shader settings." msgstr "レンズフレアシェーダー設定" #: Modules/TerrainEditor/PaintTools/PaintTreesTool.cs:86 msgid "Let the tree width scale be equal to the tree height scale" msgstr "木の幅のスケールを木の高さのスケールと等しくします" #: Editor/Mono/Inspector/RenderTextureEditor.cs:21 msgid "" "Lets the color and depth stencil formats 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と深度ステンシル形式をサポートしない場合は、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形式に自動的に変更します。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:228 msgid "Letterboxed" msgstr "レターボックス" #: /Runtime/BaseClasses/GameManager.cpp:61 msgid "Level Game Manager" msgstr "レベルゲームマネージャー" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1001 msgid "Level Property" msgstr "レベルプロパティ" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:74 msgid "Levels" msgstr "レベル" #: /Editor/Src/Commands/AssetsMenu.cpp:1313 msgctxt "MenuItem./Assets/Library/Reveal in Library folder" msgid "Library" msgstr "ライブラリ" #: Modules/Licensing/UI/Events/Text/LicenseTrStrings.cs:55 msgid "License added" msgstr "ライセンスが追加されました" #: Editor/Src/Application/Application.cpp:756 #: Editor/Src/Application/Application.cpp:762 msgid "License error" msgstr "ライセンスエラー" #: Modules/Licensing/UI/Events/Text/LicenseTrStrings.cs:34 msgid "License expired" msgstr "ライセンスは期限切れです" #: Modules/Licensing/UI/Events/Text/LicenseTrStrings.cs:71 msgid "License offline grace period ends soon" msgstr "ライセンスのオフライン猶予期間がまもなく終了します" #: Modules/Licensing/UI/Events/Text/LicenseTrStrings.cs:74 msgid "License offline grace period expired" msgstr "ライセンスのオフライン猶予期間が終了しました" #: Modules/Licensing/UI/Events/Text/LicenseTrStrings.cs:20 msgid "License removed" msgstr "ライセンスが削除されました" #: Modules/Licensing/UI/Events/Text/LicenseTrStrings.cs:27 msgid "License returned" msgstr "ライセンスが返却されました" #: Modules/Licensing/UI/Events/Text/LicenseTrStrings.cs:15 msgid "License revoked" msgstr "ライセンスが取り消されました" #: Modules/PackageManagerUI/Editor/Services/Packages/PackageLink/PackageLinkFactory.cs:222 msgid "Licenses" msgstr "ライセンス" #: Modules/PackageManagerUI/Editor/Services/Packages/PackageLink/PackageUpmLicenseLink.cs:22 msgid "Licenses unavailable" msgstr "ライセンス不可" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:12 msgid "Lifetime" msgstr "生存期間" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:45 msgid "Lifetime Loss" msgstr "生存期間の損失" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:704 msgid "Lifetime by Emitter Speed" msgstr "エミッター速度による生存期間" #: Packages/com.unity.render-pipelines.universal/Editor/Overrides/LiftGammaGainEditor.cs:11 msgid "Lift" msgstr "リフト" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:1279 msgid "Ligature Property Record" msgstr "合字プロパティレコード" #: [MenuItem]Editor/Mono/Commands/GOCreationCommands.cs:324 msgid "Light" msgstr "ライト" #: /Editor/Mono/Commands/GOCreationCommands.cs:324 msgctxt "MenuItem./GameObject/Light/Directional Light" msgid "Light" msgstr "ライト" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/IESImporterEditor.cs:146 msgid "Light Aim Axis Rotation Prop" msgstr "ライトエイム軸回転プロパティ" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:153 msgid "Light Angle" msgstr "ライト角度" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/LightUI.Skin.cs:32 msgid "Light Appearance" msgstr "ライトの色合い" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:40 msgid "Light Atlas" msgstr "ライトアトラス" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:290 msgid "Light Baking Outputs" msgstr "ライトベイク出力" #: [MenuItem]Packages/com.unity.render-pipelines.universal/Editor/2D/LightBatchingDebugger/LightBatchingDebugger.cs:24 msgid "Light Batching Debugger" msgstr "ライトバッチデバッガー" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:13 msgid "Light Blend Styles" msgstr "ライトブレンドスタイル" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:559 msgid "Light Color" msgstr "ライトの色" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:88 msgid "Light Cookies" msgstr "ライトクッキー" #: Editor/Mono/SceneModeWindows/LightingExplorerWindow.cs:21 msgid "Light Explorer" msgstr "ライトエクスプローラー" #: /Editor/Mono/SceneModeWindows/LightingExplorerWindow.cs:33 msgctxt "MenuItem./Window/Rendering/Light Explorer" msgid "Light Explorer" msgstr "ライトエクスプローラー" #: /Runtime/Camera/GraphicsSettings.cpp:534 msgid "Light Halo" msgstr "ライトハロー" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:561 msgid "Light Intensity" msgstr "ライトの強さ" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs:87 msgid "Light Layer" msgstr "ライトレイヤー" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:163 msgid "Light Layers" msgstr "ライトレイヤー" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:140 msgid "Light Leak Bias" msgstr "光漏れバイアス" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/FrameSettingsUI.Skin.cs:13 msgid "Light Loop Debug" msgstr "ライトループデバッグ" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:91 msgid "Light Order" msgstr "ライトの順序" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:137 msgid "Light Override" msgstr "ライトオーバーライド" #: /Editor/Src/LightmappingAnalyticsData.h:257 msgid "Light Probe Count" msgstr "ライトプローブ数" #: [MenuItem]Editor/Mono/Commands/GOCreationCommands.cs:381 msgid "Light Probe Group" msgstr "ライトプローブグループ" #: /Editor/Mono/Commands/GOCreationCommands.cs:381 msgctxt "MenuItem./GameObject/Light/Light Probe Group" msgid "Light Probe Group" msgstr "ライトプローブグループ" #: /Editor/Src/LightmappingAnalyticsData.h:256 msgid "Light Probe Group Count" msgstr "ライトプローブグループ数" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:25 msgid "Light Probe Lighting" msgstr "ライトプローブライト" #: /Runtime/Misc/ComponentRequirement.cpp:569 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" #: /Editor/Src/LightmapEditorSettings.cpp:170 #: Editor/Mono/Inspector/LightingSettingsEditor.cs:518 msgid "Light Probe Sample Count Multiplier" msgstr "ライトプローブサンプル数乗数 " #: Editor/Mono/Inspector/LightingSettingsEditor.cs:247 msgid "Light Probe Sample Multiplier" msgstr "ライトプローブサンプル乗数" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:56 msgid "Light Probe System" msgstr "ライトプローブシステム" #: Editor/Mono/Annotation/AnnotationWindow.cs:85 msgid "Light Probe Visualization" msgstr "ライトプローブ可視化" #: /Runtime/Graphics/Renderer.cpp:851 #: Editor/Mono/Inspector/RendererEditorBase.cs:154 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" #: /Runtime/Graphics/LightmapSettings.cpp:72 #: Editor/Mono/Inspector/RendererLightingSettings.cs:28 msgid "Light Probes" msgstr "ライトプローブ" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:220 msgid "Light Render Texture Scale" msgstr "ライトレンダーテクスチャスケール" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:12 msgid "Light Render Textures" msgstr "ライトレンダーテクスチャ" #: Editor-Missing:Missing detected at runtime. msgid "Light Table" msgstr "ライトテーブル" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:218 msgid "Light Type" msgstr "ライトタイプ" #: /Editor/Src/GI/BakePipeline/BakePipelineDriver.cpp:523 msgctxt "Error Message in BakePipelineDriver.cpp" msgid "" "Light baking could not be started because a job queue could not be created " "(FailedCreatingJobQueue)." msgstr "ジョブキューが作成できなかったため、ライトのベイクを開始できませんでした(FailedCreatingJobQueue)。" #: /Editor/Src/GI/BakePipeline/BakePipelineDriver.cpp:71 msgctxt "Error Message in BakePipelineDriver.cpp" msgid "" "Light baking could not be started because a selected denoiser is not " "supported on this system." msgstr "選択したノイズ除去がこのシステムでサポートされていないため、ライトの ベイクを開始できませんでした。" #: /Editor/Src/GI/BakePipeline/BakePipelineDriver.cpp:65 msgctxt "Error Message in BakePipelineDriver.cpp" msgid "Light baking could not be started because atlassing failed." msgstr "アトラス化に失敗したため、ライトのベイクを開始できませんでした。" #: /Editor/Src/GI/BakePipeline/BakePipelineDriver.cpp:529 msgctxt "Error Message in BakePipelineDriver.cpp" msgid "" "Light baking could not be started because input extraction failed " "(FailedAddingLight)." msgstr "入力の抽出に失敗したため、ライトのベイクを開始できませんでした(FailedAddingLight)。" #: /Editor/Src/GI/BakePipeline/BakePipelineDriver.cpp:526 msgctxt "Error Message in BakePipelineDriver.cpp" msgid "" "Light baking could not be started because input extraction failed " "(FailedConvertingLightCookie)." msgstr "入力の抽出に失敗したため、ライトのベイクを開始できませんでした(FailedConvertingLightCookie)。" #: /Editor/Src/GI/BakePipeline/BakePipelineDriver.cpp:535 msgctxt "Error Message in BakePipelineDriver.cpp" msgid "" "Light baking could not be started because input extraction failed " "(FailedConvertingTransmissionData)." msgstr "入力の抽出に失敗したため、ライトのベイクを開始できませんでした(FailedConvertingTransmissionData)。" #: /Editor/Src/GI/BakePipeline/BakePipelineDriver.cpp:532 msgctxt "Error Message in BakePipelineDriver.cpp" msgid "" "Light baking could not be started because input extraction failed " "(FailedCreatingMeshData)." msgstr "入力の抽出に失敗したため、ライトのベイクを開始できませんでした(FailedCreatingMeshData)。" #: /Editor/Src/GI/BakePipeline/BakePipelineDriver.cpp:541 msgctxt "Error Message in BakePipelineDriver.cpp" msgid "" "Light baking could not be started because input extraction failed " "(FailedGeneratingEnvironmentData)." msgstr "入力の抽出に失敗したため、ライトのベイクを開始できませんでした(FailedGeneratingEnvironmentData)。" #: /Editor/Src/GI/BakePipeline/BakePipelineDriver.cpp:538 msgctxt "Error Message in BakePipelineDriver.cpp" msgid "" "Light baking could not be started because input extraction failed " "(FailedRenderingMaterial)." msgstr "入力の抽出に失敗したため、ライトのベイクを開始できませんでした(FailedRenderingMaterial)。" #: /Editor/Src/GI/BakePipeline/BakePipelineDriver.cpp:520 msgctxt "Error Message in BakePipelineDriver.cpp" msgid "" "Light baking could not be started because input extraction failed " "(InvalidLightmapMode)." msgstr "入力の抽出に失敗したため、ライトのベイクを開始できませんでした(InvalidLightmapMode)。" #: /Editor/Src/GI/BakePipeline/BakePipelineDriver.cpp:545 msgctxt "Error Message in BakePipelineDriver.cpp" msgid "Light baking could not be started because input extraction failed." msgstr "入力の抽出に失敗したため、ライトのベイクを開始できませんでした。" #: /Editor/Src/GI/BakePipeline/BakePipelineDriver.cpp:62 msgctxt "Error Message in BakePipelineDriver.cpp" msgid "" "Light baking could not be started because internal request generation failed." msgstr "内部リクエストの送信が失敗したため、ライトのベイクを開始できませんでした。" #: /Editor/Src/GI/BakePipeline/BakePipelineDriver.cpp:578 msgctxt "Error Message in BakePipelineDriver.cpp" msgid "" "Light baking could not be started because no valid OpenCL device could be " "found." msgstr "有効なOpenCLデバイスが見つからなかったため、ライトのベイクを開始できませんでした。" #: /Editor/Src/GI/BakePipeline/BakePipelineDriver.cpp:68 msgctxt "Error Message in BakePipelineDriver.cpp" msgid "" "Light baking could not be started because the baking profile could not be " "converted." msgstr "ベイクのプロファイルを変換できなかったため、ライトのベイクを開始できませんでした。" #: /Editor/Src/GI/BakePipeline/BakePipelineDriver.cpp:56 msgctxt "Error Message in BakePipelineDriver.cpp" msgid "" "Light baking could not be started because the preparation of patching data " "failed." msgstr "パッチ処理データの準備に失敗したため、ライトのベイクを開始できませんでした。" #: /Editor/Src/GI/BakePipeline/BakePipelineDriver.cpp:59 msgctxt "Error Message in BakePipelineDriver.cpp" msgid "" "Light baking could not be started because the probe tetrahedralization " "failed." msgstr "プローブの四面体化が失敗したため、ライトのベイクを開始できませんでした。" #: /Editor/Src/GI/BakePipeline/BakePipelineDriver.cpp:81 msgctxt "Warning Message in BakePipelineDriver.cpp" msgid "Light baking did not complete successfully because it was cancelled." msgstr "ライトのベイクがキャンセルされたため、正常に完了しませんでした。" #: /Editor/Src/GI/BakePipeline/BakePipelineDriver.cpp:93 msgctxt "Error Message in BakePipelineDriver.cpp" msgid "Light baking failed due to an error during post processing." msgstr "ポストプロセス中にエラーが発生したため、ライトのベイクに失敗しました。" #: Editor/Src/AutoDocumentation.cpp:2513 msgctxt "From AutoDocumentation" msgid "Light halo shader settings." msgstr "ライトハローシェーダー設定" #: /Runtime/Graphics/ScriptableRenderLoop/ScriptableDrawShadows.cpp:992 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" #: Editor/Src/AutoDocumentation.cpp:944 msgctxt "From AutoDocumentation" msgid "Light intensity." msgstr "ライトの強さ" #: Editor/Mono/Inspector/LightEditor.cs:113 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:121 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:120 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-Missing:Missing detected at runtime. msgid "Light on Dark" msgstr "黒基調" #: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:12 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" #: Editor/Src/AutoDocumentation.cpp:952 msgctxt "From AutoDocumentation" msgid "Light range." msgstr "ライト範囲" #: Editor/Src/AutoDocumentation.cpp:962 msgctxt "From AutoDocumentation" msgid "Light type" msgstr "ライトタイプ" #: /Runtime/Camera/LightProbes.cpp:416 msgctxt "Error Message in LightProbes.cpp" msgid "LightProbeData BoundingBox isn't finite." msgstr "LightProbeData BoundingBox は有限ではありません。" #: /Runtime/Shaders/SerializedShaderData.h:1131 #: Editor/Mono/Inspector/RendererLightingSettings.cs:31 msgid "Lighting" msgstr "ライティング" #: /Editor/Src/Commands/EditMenu.cpp:94 msgctxt "MenuItem./Edit/Lighting/Generate Lighting" msgid "Lighting" msgstr "ライティング" #: /Editor/Mono/SceneModeWindows/LightingWindow.cs:874 msgctxt "MenuItem./Window/Rendering/Lighting %9" msgid "Lighting %9" msgstr "ライティング %9" #: Editor/Mono/SceneModeWindows/LightingWindowLightmapPreviewTab.cs:34 msgid "Lighting Data Asset" msgstr "ライティングデータアセット" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:221 msgid "Lighting Mode" msgstr "ライティングモード" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:230 msgid "Lighting Override Mask" msgstr "ライトオーバーライドマスク" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:194 msgid "Lighting Scenarios" msgstr "ライティングシナリオ" #: /Runtime/Graphics/LightmapSettings.cpp:83 #: Editor/Mono/SceneModeWindows/LightingWindowLightingTab.cs:21 msgid "Lighting Settings" msgstr "ライティング設定" #: /Editor/Src/Commands/AssetsMenu.cpp:1238 msgctxt "MenuItem./Assets/Create/Rendering/Lighting Settings" msgid "Lighting Settings" msgstr "ライティング設定" #: Editor/Mono/SceneModeWindows/LightingWindowLightingTab.cs:112 msgid "Lighting Settings Asset" msgstr "ライティング設定アセット" #: /Editor/Src/GI/Jobs/WriteLightingDataAssetJob.cpp:506 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/Mono/Inspector/LightEditor.cs:692 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。" #: /Runtime/Graphics/LightmapData.h:39 #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:181 msgid "Lightmap" msgstr "ライトマップ" #: /Runtime/Camera/LightBakingOutput.h:63 msgid "Lightmap Bake Mask" msgstr "ライトマップベイクマスク" #: /Runtime/Camera/LightBakingOutput.h:48 msgid "Lightmap Bake Mode" msgstr "ライトマップベイクモード" #: /Runtime/Graphics/LightingSettings.cpp:95 #: Editor/Mono/Inspector/LightingSettingsEditor.cs:216 msgid "Lightmap Compression" msgstr "ライトマップ圧縮" #: /Editor/Src/LightmappingAnalyticsData.h:228 msgid "Lightmap Count" msgstr "ライトマップ数" #: /Editor/Src/LightmapEditorSettings.cpp:294 msgid "Lightmap Editor Settings" msgstr "ライトマップエディター設定" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:229 msgid "Lightmap Encoding" msgstr "ライトマップエンコード" #: /Runtime/Shaders/Material.cpp:298 msgid "Lightmap Flags" msgstr "ライトマップフラグ" #: /Runtime/Graphics/Texture2D.cpp:1313 msgid "Lightmap Format" msgstr "ライトマップ形式" #: Editor/Mono/Inspector/RendererLightingSettings.cs:55 msgid "Lightmap Index" msgstr "ライトマップインデックス" #: /Runtime/Camera/GraphicsSettings.cpp:500 msgid "Lightmap Keep Dir Combined" msgstr "ライトマップ 加えた指向性を維持" #: /Runtime/Camera/GraphicsSettings.cpp:502 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/Camera/GraphicsSettings.cpp:501 msgid "Lightmap Keep Dynamic Plain" msgstr "ライトマップ 動的平面を維持" #: /Runtime/Camera/GraphicsSettings.cpp:499 msgid "Lightmap Keep Plain" msgstr "ライトマップ 平面を維持" #: /Runtime/Camera/GraphicsSettings.cpp:503 msgid "Lightmap Keep Shadow Mask" msgstr "ライトマップはシャドウマスクを維持" #: /Runtime/Camera/GraphicsSettings.cpp:504 msgid "Lightmap Keep Subtractive" msgstr "ライトマップ 減法を維持" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:130 msgid "Lightmap Max Count" msgstr "ライトマップ最大数" #: Editor/Mono/Inspector/RendererLightingSettings.cs:57 msgid "Lightmap Object Scale" msgstr "ライトマップオブジェクトスケール" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:211 msgid "Lightmap Padding" msgstr "ライトマップパディング" #: /Runtime/Graphics/Renderer.cpp:868 #: Editor/Mono/Inspector/RendererLightingSettings.cs:38 msgid "Lightmap Parameters" msgstr "ライトマップパラメーター" #: /Editor/Src/Commands/AssetsMenu.cpp:1237 msgctxt "MenuItem./Assets/Create/Rendering/Lightmap Parameters" msgid "Lightmap Parameters" msgstr "ライトマップパラメーター" #: /Editor/Src/LightmappingAnalyticsData.h:72 #: Editor/Mono/Inspector/RendererLightingSettings.cs:56 msgid "Lightmap Resolution" msgstr "ライトマップ解像度" #: /Editor/Src/LightmappingAnalyticsData.h:74 msgid "Lightmap Size" msgstr "ライトマップサイズ " #: /Runtime/Graphics/LightingSettings.cpp:89 #: Editor/Mono/Inspector/LightingSettingsEditor.cs:623 msgid "Lightmap Size Fixed" msgstr "ライトマップサイズ固定" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:233 msgid "Lightmap Streaming" msgstr "ライトマップストリーミング" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:148 msgid "Lightmap UVs settings" msgstr "ライトマップ UV 設定" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:79 msgid "Lightmap encoding" msgstr "ライトマップエンコード" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:234 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/Src/AutoDocumentation.cpp:1887 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:1018 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/GI/Enlighten/LightingDataAsset.cpp:284 msgid "Lightmapped Renderer Data" msgstr "ライトマップに含まれるレンダラーデータ" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:285 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" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:224 msgid "Lightmapper" msgstr "ライトマッパー" #: Editor/Mono/Inspector/RendererLightingSettings.cs:67 msgid "Lightmapping" msgstr "ライトマップを作成" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:201 msgid "Lightmapping Settings" msgstr "ライトマップ設定" #: Editor/Mono/Inspector/RendererLightingSettings.cs:78 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" #: /Runtime/Graphics/LightmapSettings.cpp:73 #: Editor/Mono/Inspector/RendererLightingSettings.cs:27 msgid "Lightmaps" msgstr "ライトマップ" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:289 #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:718 msgid "Lights" msgstr "ライト" #: /Runtime/Graphics/QualitySettings.cpp:569 msgid "Limit Bias" msgstr "制限バイアス" #: /Runtime/Graphics/QualitySettings.cpp:568 msgid "Limit Bias Mode" msgstr "制限バイアスモード" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:178 msgid "Limit Lightmap Count" msgstr "ライトマップ数を制限する" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:61 msgid "Limit Manual Range Near Blur" msgstr "ブラー付近の手動範囲を制限" #: Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/ExposureEditor.cs:141 msgid "Limit Max" msgstr "最大制限値" #: Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/ExposureEditor.cs:140 msgid "Limit Min" msgstr "最低制限値" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:702 msgid "Limit Velocity over Lifetime" msgstr "生存期間の速度制限 " #: Editor/Mono/Inspector/RayTracingShaderInspector.cs:16 msgid "" "Limit on ray recursion for the Ray Tracing pipeline. This is defined in the " "shader by using max_recursion_depth pragma(e.g. \"#pragma " "max_recursion_depth 5\"). Applications should pick a limit that is as low as " "absolutely necessary. A value of 1 means that only primary rays can be cast." msgstr "レイトレーシングパイプラインのレイ再帰の制限。これは、シェーダーでmax_recursion_depthプラグマを使用して定義されます(例えば\"#pragma max_recursion_depth 5\")。アプリケーションは、絶対に必要な最小限の制限を選択します。1の値は、主要なレイのみがキャストされることを意味します。" #: Editor/Src/AutoDocumentation.cpp:2899 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" #: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:18 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/PhysicsEditor/ArticulationBodyEditor.cs:81 msgid "Limit the maximum linear or angular coordinate this drive allows." msgstr "この駆動で可能な最大の線形座標または角座標を制限します。" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:80 msgid "Limit the minimum linear or angular coordinate this drive allows." msgstr "この駆動で可能な最小の線形座標または角座標を制限します。" #: Editor-Missing:Missing detected at runtime. msgid "Limited" msgstr "制限" #: Editor/Mono/SerializedProperty/SerializedPropertyTreeView.cs:213 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のみに制限します" #: /Runtime/Shaders/ShaderImpl/ShaderErrors.h:102 #: [MenuItem]Editor/Mono/Commands/GOCreationCommands.cs:438 msgid "Line" msgstr "ライン" #: /Editor/Mono/Commands/GOCreationCommands.cs:438 msgctxt "MenuItem./GameObject/Effects/Line" msgid "Line" msgstr "ライン" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:75 msgid "Line Endings For New Scripts" msgstr "新規スクリプトの改行コード" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:413 msgid "Line Height" msgstr "行の高さ" #: Packages/com.unity.ugui/Editor/TMP/TMP_InputFieldEditor.cs:204 msgid "Line Limit" msgstr "行制限" #: /Runtime/Misc/ComponentRequirement.cpp:478 msgctxt "MenuItem./Line Renderer" msgid "Line Renderer" msgstr "ラインレンダラー" #: Editor-Missing:Missing detected at runtime. msgid "Line Spacing" msgstr "行間隔" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:130 msgid "Line Thickness" msgstr "線の太さ" #: Packages/com.unity.ugui/Editor/UGUI/UI/InputFieldEditor.cs:108 msgid "Line Type" msgstr "ラインタイプ" #: Modules/ParticleSystemEditor/ParticleSystemModules/VelocityModuleUI.cs:23 msgid "Linear X" msgstr "リニア X" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:67 msgid "Linear Damping" msgstr "線形減衰" #: Modules/Physics2DEditor/Managed/Rigidbody/Rigidbody2DEditor.cs:143 msgid "Linear Drag" msgstr "リニアの抗力" #: /Runtime/Camera/RenderSettings.cpp:539 #: Editor/Mono/SettingsWindow/FogEditor.cs:67 msgid "Linear Fog End" msgstr "リニアのフォグ終了" #: /Runtime/Camera/RenderSettings.cpp:538 #: Editor/Mono/SettingsWindow/FogEditor.cs:66 msgid "Linear Fog Start" msgstr "リニアのフォグ開始" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:137 msgid "Linear Memory Growth Step (MB)" msgstr "リニアメモリ拡張 ステップ (MB)" #: 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 "Linear Sleep Tolerance" msgstr "リニアスリープ許容値" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectGUI.cs:63 msgid "Linear Snapshot Transition" msgstr "リニアスナップショット遷移" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:114 msgid "Linear Texture" msgstr "リニアテクスチャ" #: Editor/Mono/Inspector/LineRendererEditor.cs:16 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。" #: Packages/com.unity.ugui/Editor/TMP/TMP_BaseEditorPanel.cs:1061 msgid "Linked Text Component Prop" msgstr "リンクしたテキストコンポーネントプロパティ" #: Editor-Missing:Missing detected at runtime. msgid "Links the property between the different views" msgstr "他のビューのプロパティをリンクします" #: Editor/Mono/BuildPipeline/DesktopStandaloneBuildWindowExtension.cs:67 msgid "Linux" msgstr "Linux" #: Editor/Platform/Linux/main.cpp:442 msgid "Linux kernel parameter error." msgstr "Linux カーネルパラメーターエラー。" #: Editor/Mono/ImportSettings/DesktopPluginImporterExtension.cs:168 msgid "Linux x64" msgstr "Linux x64" #: Editor/Mono/PresetLibraries/PresetLibraryEditorMenu.cs:36 msgid "List" msgstr "リスト" #: Modules/QuickSearch/Editor/UITK/SearchStatusBar.cs:19 msgid "List View" msgstr "リストビュー" #: Editor/Mono/GUI/ReorderableList.cs:173 msgid "List is Empty" msgstr "リストは空です" #: Modules/QuickSearch/Editor/Indexing/IndexManager.cs:1497 msgid "List is empty" msgstr "リストは空です" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:37 msgid "List of elements in the Lens Flare." msgstr "レンズフレア内の要素のリスト" #: 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/Src/AutoDocumentation.cpp:1888 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:1702 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/Mono/Inspector/CustomRenderTextureEditor.cs:27 msgid "List of partial update zones." msgstr "部分的な更新ゾーンのリスト" #: Modules/QuickSearch/Editor/Indexing/IndexManager.cs:362 msgid "List of root folders to start indexing from." msgstr "インデックスを開始するルートフォルダーのリスト。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:184 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" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:21 msgid "Lists all the renderers available to this Render Pipeline Asset." msgstr "このレンダーパイプラインアセットで使用可能なすべてのレンダラーを表示します。" #: [MenuItem]Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/AssetCallbacks/CreateLitShaderGraph.cs:9 msgid "Lit Shader Graph" msgstr "Lit シェーダーグラフ" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:167 msgid "Lit Shader Mode" msgstr "Lit シェーダーモード" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameViewBase.cs:44 msgid "Live" msgstr "ライブ" #: Editor-Missing:Missing detected at runtime. msgid "Livingroom" msgstr "リビングルーム" #: Editor/Mono/Inspector/Avatar/AvatarMappingEditor.cs:48 msgid "Load" msgstr "ロード" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:39 msgid "Load Existing Keys" msgstr "既存のキーをロード" #: Modules/AssetPipelineEditor/ImportSettings/AudioImporterInspector.cs:438 msgid "Load In Background" msgstr "バックグラウンドで実行" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:38 msgid "Load Keys" msgstr "キーをロード" #: Editor-Missing:Missing detected at runtime. msgid "Load Layout from File..." msgstr "レイアウトをファイルからロード..." #: /Editor/Mono/GUI/WindowLayout.cs:666 msgctxt "MenuItem./Window/Layouts/Load Layout from File..." msgid "Load Layout from File..." msgstr "レイアウトをファイルからロード..." #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:207 msgid "Load One" msgstr "ロードする" #: Editor/Mono/Overlays/OverlayPresetManager.cs:309 msgid "Load Overlay Preset From Disk" msgstr "ディスクからオーバーレイプリセットをロード" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:46 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-Missing:Missing detected at runtime. msgid "Load RenderDoc" msgstr "RenderDoc をロード" #: Editor/Src/Application/Application.cpp:3302 #: Editor/Mono/SceneHierarchy.cs:1556 msgid "Load Scene" msgstr "シーンをロード" #: /Editor/Src/Commands/SaveSelection.cpp:53 msgctxt "MenuItem./Edit/Selection Groups/Load Selection 0" msgid "Load Selection 0" msgstr "選択 0 をロード " #: /Editor/Src/Commands/SaveSelection.cpp:44 msgctxt "MenuItem./Edit/Selection Groups/Load Selection 1" msgid "Load Selection 1" msgstr "選択 1 をロード " #: /Editor/Src/Commands/SaveSelection.cpp:45 msgctxt "MenuItem./Edit/Selection Groups/Load Selection 2" msgid "Load Selection 2" msgstr "選択 2 をロード" #: /Editor/Src/Commands/SaveSelection.cpp:46 msgctxt "MenuItem./Edit/Selection Groups/Load Selection 3" msgid "Load Selection 3" msgstr "選択 3 をロード" #: /Editor/Src/Commands/SaveSelection.cpp:47 msgctxt "MenuItem./Edit/Selection Groups/Load Selection 4" msgid "Load Selection 4" msgstr "選択 4 をロード" #: /Editor/Src/Commands/SaveSelection.cpp:48 msgctxt "MenuItem./Edit/Selection Groups/Load Selection 5" msgid "Load Selection 5" msgstr "選択 5 をロード" #: /Editor/Src/Commands/SaveSelection.cpp:49 msgctxt "MenuItem./Edit/Selection Groups/Load Selection 6" msgid "Load Selection 6" msgstr "選択 6 をロード" #: /Editor/Src/Commands/SaveSelection.cpp:50 msgctxt "MenuItem./Edit/Selection Groups/Load Selection 7" msgid "Load Selection 7" msgstr "選択 7 をロード" #: /Editor/Src/Commands/SaveSelection.cpp:51 msgctxt "MenuItem./Edit/Selection Groups/Load Selection 8" msgid "Load Selection 8" msgstr "選択 8 をロード" #: /Editor/Src/Commands/SaveSelection.cpp:52 msgctxt "MenuItem./Edit/Selection Groups/Load Selection 9" msgid "Load Selection 9" msgstr "選択 9 をロード" #: /Runtime/Misc/PlayerSettings.cpp:920 msgid "Load Store Debug Mode Enabled" msgstr "デバッグモードのロード/保存 有効" #: Modules/AssetPipelineEditor/ImportSettings/AudioImporterInspector.cs:21 msgid "Load Type" msgstr "ロードタイプ" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:73 msgid "Load Window" msgstr "ウインドウをロード" #: Modules/SceneTemplateEditor/SceneTemplateDialog.cs:220 msgid "Load additively" msgstr "付加的にロードする" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:74 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。" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:42 msgid "Load error" msgstr "ロードエラー" #: Modules/AssetPipelineEditor/ImportSettings/PluginImporterInspector.cs:35 msgid "Load on startup" msgstr "起動時にロードする" #: Editor/Src/AutoDocumentation.cpp:341 msgctxt "From AutoDocumentation" msgid "Load result code." msgstr "結果コードを読み込みます" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:80 msgid "Load texture data on demand" msgstr "要求に応じてテクスチャデータをロード" #: Modules/SceneTemplateEditor/SceneTemplateDialog.cs:66 msgid "Load the scene alongside the current one." msgstr "現在のシーンと一緒にシーンをロードします。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:243 msgid "Load/Store Action Debug Mode" msgstr "アクションデバッグモードをロード/保存" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:244 msgid "Load/Store Action Debug Mode will only affect the Editor" msgstr "\"アクションデバッグモードをロード/保存\" はエディターにのみ影響します" #: /Editor/Mono/EditorSceneManager.bindings.cpp:617 msgctxt "Error Message in EditorSceneManager.bindings.cpp" msgid "LoadSceneManagerSetup() cannot be used during play mode." msgstr "LoadSceneManagerSetup()は、再生モードでは使用できません。" #: Modules/QuickSearch/Editor/Indexing/IndexManager.cs:385 msgid "Loading the index..." msgstr "インデックスをロード中..." #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:114 msgid "Loading..." msgstr "ロード中..." #: Editor-Missing:Missing detected at runtime. msgid "Lobby Player Prefab" msgstr "ロビープレイヤープレハブ" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsHeader.cs:81 msgid "Local" msgstr "ローカル" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:166 msgid "Local Center of Mass" msgstr "ローカルの質量の中心" #: /Runtime/BaseClasses/BaseObject.cpp:1025 msgid "Local Identfier In File" msgstr "ファイルのローカルID" #: /Editor/Src/Undo/StructureUndoBase.cpp:65 msgid "Local Identifier In File Hint" msgstr "File Hint のローカル ID" #: /Runtime/Shaders/SerializedShaderData.h:766 msgid "Local Keyword Indices" msgstr "ローカルのキーワードインデックス" #: /Runtime/Shaders/ComputeShaderStructs.cpp:124 msgid "Local Keywords" msgstr "ローカルキーワード" #: PlatformDependent/WinPlayer/Extensions/Managed/WindowsStandaloneBuildWindowExtension.cs:25 msgid "Local Machine" msgstr "ローカルマシン" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:72 msgid "Local Materials Folder" msgstr "同階層の Materials フォルダー" #: /Runtime/Transform/Transform.cpp:1521 msgid "Local Position" msgstr "ローカル位置" #: /Runtime/Graphics/LOD/LODGroup.cpp:392 msgid "Local Reference Point" msgstr "ローカルの参照位置" #: /Runtime/Transform/RectTransform.cpp:182 msgid "Local Rotation" msgstr "ローカル回転" #: /Runtime/Transform/RectTransform.cpp:184 msgid "Local Scale" msgstr "ローカルスケール" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/CustomPassVolumeEditor.cs:44 msgid "Local Volumes need a collider enabled. Enable the collider." msgstr "ローカルのボリュームでは、コライダーを有効にする必要があります。コライダーを有効にしてください。" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/VolumetricLighting/VolumetricMenuItem.cs:10 msgid "Local Volumetric Fog" msgstr "ローカルボリュメトリックフォグ" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:67 msgid "Local Wind Speed" msgstr "局所風速" #: /Runtime/Graphics/Mesh/SubMesh.h:66 msgid "LocalAABB" msgstr "LocalAABB" #: /Runtime/Shaders/Keywords/KeywordSpaceScriptBindings.cpp:97 msgctxt "Error Message in KeywordSpaceScriptBindings.cpp" msgid "LocalKeyword not initialized." msgstr "ローカルキーワードが初期化されていません。" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:141 msgid "Localize compiler messages" msgstr "コンパイラーメッセージをローカライズ" #: Modules/SceneTemplateEditor/SceneTemplateDialog.cs:419 msgid "Locate" msgstr "探す" #: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:13 msgid "Location" msgstr "位置" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3941 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:3008 msgid "Location Usage Description" msgstr "位置情報の使用理由" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:167 msgid "Location Usage Description*" msgstr "位置情報の使用理由*" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsImportedAssetsTab.cs:18 msgid "Location in project" msgstr "プロジェクの場所" #: Editor/Src/AutoDocumentation.cpp:3188 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/Mono/Inspector/ConstraintEditorBase.cs:19 msgid "Lock" msgstr "ロック" #: /Editor/Mono/VersionControl/UI/VCMenuPending.cs:59 msgctxt "MenuItem./CONTEXT/Pending/Lock" msgid "Lock" msgstr "ロック" #: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:24 msgid "Lock Color" msgstr "ロックの色" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:23 msgid "Lock Palette Editing" msgstr "パレット編集をロック" #: Packages/com.unity.render-pipelines.high-definition/Editor/Sky/HDRISky/HDRISkyEditor.cs:21 msgid "Lock Sun" msgstr "太陽をロック" #: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:25 msgid "Lock Transform" msgstr "トランスフォームをロック" #: 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/Src/Commands/EditMenu.cpp:84 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-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" #: Modules/TerrainEditor/PaintTools/PaintTreesTool.cs:86 msgid "Lock Width to Height" msgstr "幅を高さにロック" #: Packages/com.unity.2d.tilemap/Editor/UI/TilePaletteBrushInspector.cs:11 msgid "Lock Z Position" msgstr "Z 位置をロック" #: Editor/Mono/MaterialProperty.cs:230 msgid "Lock in children" msgstr "子でロック" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitSurfaceInputsUIBlock.cs:110 msgid "Lock layers 123 tiling with object Scale" msgstr "レイヤー 123 タイリングをオブジェクトスケールでロック" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitSurfaceInputsUIBlock.cs:109 msgid "Lock layers 0123 tiling with object Scale" msgstr "レイヤー 0123 タイリングをオブジェクトスケールでロック" #: Modules/ParticleSystemEditor/ParticleSystemWindow.cs:20 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" #: Editor/Src/AutoDocumentation.cpp:1209 msgctxt "From AutoDocumentation" msgid "Lock type." msgstr "ロックタイプ" #: Editor-Missing:Missing detected at runtime. msgid "Locked" msgstr "ロック" #: /Runtime/Shaders/Material.cpp:417 msgid "Locked Properties" msgstr "ロックされたプロパティ" #: Editor/Mono/Shaders/MaterialHierarchyPopup.cs:85 msgid "Locks" msgstr "ロック" #: Packages/com.unity.2d.tilemap/Editor/UI/TilePaletteBrushInspectorPopup.cs:60 msgid "Locks the Brush Inspector" msgstr "ブラシインスペクターをロック" #: /Runtime/Graphics/QualitySettings.cpp:605 msgid "Lod Bias" msgstr "LODバイアス" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:932 msgid "Lod Bias Property" msgstr "LOD バイアスプロパティー" #: Editor/Mono/AssetPipeline/SpeedTree/SpeedTree9ImporterModelEditor.cs:623 msgid "Lod Setting Override" msgstr "LOD 設定オーバーライド" #: Editor-Missing:Missing detected at runtime. msgid "Log Level" msgstr "ログレベル" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1733 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:136 msgid "Log Obj-C Uncaught Exceptions*" msgstr "Obj-C キャッチされない例外をログ*" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3936 msgid "Log ObjC Uncaught Exceptions" msgstr "Obj-C キャッチされない例外をログ" #: /Runtime/Camera/GraphicsSettings.cpp:625 msgid "Log When Shader Is Compiled" msgstr "シェーダーのコンパイル時にログ" #: Packages/com.unity.shaderanalysis/Editor/Internal/ShaderAnalysisInspectorWindow.cs:376 msgid "Log compiler arguments." msgstr "ログコンパイラー引数" #: Editor-Missing:Missing detected at runtime. msgid "Logarithmic Rolloff" msgstr "対数的なロールオフ" #: /Editor/Src/UnityConnect/UnityConnectInfo.h:31 msgid "Logged In" msgstr "ログイン" #: Editor/Mono/Networking/PlayerConnection/ConnectionDropDown.cs:22 msgid "Logging" msgstr "ロギング" #: /Runtime/Misc/PlayerSettings.cpp:44 msgid "Logo" msgstr "ロゴ" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:90 msgid "Logo Duration" msgstr "ロゴ表示時間" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:92 msgid "Logo Zoom" msgstr "ロゴ拡大" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:91 msgid "Logos*" msgstr "ロゴ*" #: /Editor/Src/AssetPipeline/ImportLog.cpp:100 msgid "Logs" msgstr "ログ" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:187 msgid "Longitude" msgstr "経度" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:187 msgid "Longitude Geo-location" msgstr "経度の位置情報" #: Editor-Missing:Missing detected at runtime. msgid "Look At Constraint" msgstr "方向コンストレイント" #: [MenuItem]Packages/com.unity.render-pipelines.core/Editor/LookDev/LookDev.cs:77 msgid "Look Dev" msgstr "ルックデベロップメント" #: Packages/com.unity.render-pipelines.universal/Editor/Overrides/ColorLookupEditor.cs:21 msgid "Lookup Texture" msgstr "ルックアップテクスチャ" #: Editor/Src/AutoDocumentation.cpp:1021 msgctxt "From AutoDocumentation" msgid "" "Lookup table for between SceneObjectIdentifier and InstanceID, used for " "resolving SceneObjectIdentifier outside of scene loads." msgstr "SceneObjectIdentifierとInstanceID間のルックアップテーブル。シーンのロード外でSceneObjectIdentifierを解決するために使用されます。" #: /Runtime/Graphics/LineRenderer.cpp:417 #: Editor/Mono/Inspector/AudioSourceInspector.cs:383 msgid "Loop" msgstr "ループ" #: Packages/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXBasicSpawner.cs:91 msgid "Loop Count Property" msgstr "ループカウントプロパティ" #: Packages/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXBasicSpawner.cs:90 msgid "Loop Duration Property" msgstr "ループ期間プロパティ" #: Editor/Mono/Inspector/AnimationClipEditor.cs:54 msgid "Loop Pose" msgstr "ポーズをループ" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:74 msgid "Loop Range" msgstr "ループ範囲" #: Editor/Mono/Inspector/AnimationClipEditor.cs:53 msgid "Loop Time" msgstr "時間をループ" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:114 msgid "Loop Until Replaced" msgstr "置き換えるまでループ" #: Editor-Missing:Missing detected at runtime. msgid "Loop off" msgstr "ループオフ" #: Editor-Missing:Missing detected at runtime. msgid "Loop on" msgstr "ループオン" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:236 msgid "Looping" msgstr "ループ" #: Editor/Mono/Inspector/AudioSourceInspector.cs:98 msgid "Low" msgstr "低" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:58 msgid "Low (1D)" msgstr "低 (1D)" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:86 msgid "Low (Static Colliders)" msgstr "低 (静的コライダー)" #: Editor/Mono/Inspector/GraphicsSettingsInspectors/GraphicsSettingsInspectorTierSettings.cs:106 msgid "Low (Tier 1)" msgstr "低 (Tier 1)" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:255 msgid "Low Accuracy Location" msgstr "低精度の位置" #: Editor-Missing:Missing detected at runtime. msgid "Low Angular X Limit" msgstr "低角度 X 制限" #: Editor/Mono/SceneModeWindows/LightingWindow.cs:55 msgid "Low Memory Usage" msgstr "低メモリ使用" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:170 msgid "Low Quality" msgstr "低品質" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:20 msgid "Low Quality Settings" msgstr "低品質設定" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:331 msgid "Low Res Screen Space GI Min Threshold" msgstr "低解像度スクリーンスペース GI 最低しきい値" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:330 msgid "Low Res Transparency Min Threshold" msgstr "低解像度透明度最低しきい値" #: Editor-Missing:Missing detected at runtime. msgid "Low Resolution" msgstr "低解像度" #: Editor/Mono/GameView/GameView.cs:109 msgid "Low Resolution Aspect Ratios" msgstr "低解像度アスペクト比" #: /Runtime/Utilities/DateTime.h:105 msgid "Low Seconds" msgstr "秒数の下限" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:22 msgid "" "Low quality is fast, but can lead to more ghosting and blurrier output when " "moving, Medium quality has better ghosting handling and sharper results upon " "movement, High allows for velocity rejection policy, has better antialiasing " "and has mechanism to combat ringing for over sharpening the history." msgstr "低品質にすると高速ですが、移動時にゴーストとぼやけた出力が増える可能性があります。中品質はゴースト処理が向上し、移動時の結果がシャープになります。高品質にすると、アンチエイリアス向上のためのスピードによる拒否が可能になり、輪状アーティファクトを防ぎ履歴をシャープにしすぎる仕組みがあります。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:23 msgid "" "Low quality is fast, but is prone to artifact and sub-optimal results, " "PostSharpen is more expensive, but leads to higher quality sharpening. " "Finally CAS will also be of higher quality than Low Quality option, offering " "strong sharpening but limited control." msgstr "低品質は高速ですが、アーティファクトが発生しやすく、最適ではない結果になります。PostSharpenはより負荷が高いですが、高品質のシャープニングになります。最後に、CASは\"低品質\"オプションよりも高品質になり、強力なシャープニングを提供しますが、制御は制限されます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:45 msgid "Low res Transparency" msgstr "低解像度透明度" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:38 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" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:38 msgid "Lower Arm Twist" msgstr "腕のねじり" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:40 msgid "Lower Leg Twist" msgstr "ひざ下のねじり" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:394 msgid "Lower Limit" msgstr "下限" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:112 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-Missing:Missing detected at runtime. msgid "Lower center" msgstr "中央下" #: Editor-Missing:Missing detected at runtime. msgid "Lower left" msgstr "左下" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:80 msgid "Lower limit" msgstr "下限" #: Editor-Missing:Missing detected at runtime. msgid "Lower right" msgstr "右下" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:128 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" #: Editor/Mono/SceneModeWindows/LightingWindow.cs:56 msgid "Lowest Memory Usage" msgstr "最低メモリ使用" #: Editor/Mono/Inspector/AudioLowPassFilterInspector.cs:14 msgid "Lowpass Resonance Q" msgstr "ローパス共鳴 Q" #: Editor/Mono/Inspector/AudioLowPassFilterInspector.cs:15 msgid "Lowpass cutoff frequency in Hz" msgstr "ローパスのカットオフ周波数(Hz)" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4321 msgid "Lumin Cert" msgstr "LUMIN 証明書" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4320 msgid "Lumin Icon" msgstr "LUMIN アイコン" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4322 msgid "Lumin Is Channel App" msgstr "LUMIN チャンネルアプリケーションか" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4324 msgid "Lumin Version" msgstr "LUMIN バージョン" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerControllerView.cs:54 msgid "M" msgstr "M" #: Modules/PackageManagerUI/Editor/UI/PackageReleaseDetailsItem.cs:33 msgid "MMMM dd, yyyy" msgstr "MM DD, YYYY" #: Editor/Mono/Inspector/CameraEditor.cs:49 msgid "MSAA" msgstr "MSAA" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:139 msgid "MSAA Fallback" msgstr "MSAA フォールバック" #: Editor/Src/AutoDocumentation.cpp:1614 msgctxt "From AutoDocumentation" msgid "MSAA fallback strategy if requested samples count is not supported" msgstr "要求されたサンプル数がサポートされない場合のMSAAフォールバック方法" #: /Runtime/GfxDevice/opengles/GraphicsCapsGLES.cpp:787 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/Misc/PlayerSettings.cpp:715 #: Editor/Mono/Modules/DefaultPlayerSettingsEditorExtension.cs:131 msgid "MT Rendering" msgstr "MT レンダリング" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterExcluder/WaterExcluderEditor.cs:39 msgid "M_Mesh" msgstr "M_Mesh" #: /Runtime/Misc/PlayerSettings.cpp:833 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:2599 msgid "Mac App Store Category" msgstr "Mac App Store カテゴリ" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:72 msgid "Mac App Store Options" msgstr "Mac App Store オプション" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:117 msgid "Mac App Store Validation" msgstr "Mac App Store 検証" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:74 msgid "Mac Configuration" msgstr "Mac 設定" #: /Runtime/Misc/PlayerSettings.cpp:855 msgid "Mac Fullscreen Mode" msgstr "Mac 全画面モード" #: /Runtime/Misc/PlayerSettings.cpp:812 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:107 msgid "Mac Retina Support" msgstr "Mac Retina サポート" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:3087 msgid "Mac URL Schemes" msgstr "Mac URL スキーム" #: /Runtime/Misc/PlayerSettings.cpp:1351 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。" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3946 msgid "MacOS TargetOS Version" msgstr "macOS ターゲット OS バージョン" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3806 msgid "MacOSURL Schemes" msgstr "macOS URL スキーム" #: /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/Mono/Inspector/WindInspector.cs:16 msgid "Main" msgstr "メイン" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:23 msgid "Main Allocator" msgstr "メインアロケーター" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:21 msgid "Main Allocators" msgstr "メインアロケーター" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2788 #: Editor/Mono/AssetPipeline/SpeedTree/SpeedTreeImporterCommon.cs:139 msgid "Main Color" msgstr "メインカラー" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitSurfaceInputsUIBlock.cs:112 msgid "Main Layer Influence" msgstr "メインレイヤーの影響" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:51 msgid "Main Light" msgstr "メインライト" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/AxfMainSurfaceInputsUIBlock.cs:13 msgid "Main Mapping Configuration" msgstr "メインマッピング設定" #: Modules/ShortcutManagerEditor/ShortcutManagerWindowViewController.cs:13 msgid "Main Menu" msgstr "メインメニュー" #: /Editor/Src/Undo/ObjectUndo.cpp:1738 msgid "Main Object" msgstr "メインオブジェクト" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:71 msgid "Main Options" msgstr "メインオプション" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:232 msgid "Main Texture" msgstr "メインテクスチャ" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:24 msgid "Main Thread Block Size" msgstr "メインスレッドブロックサイズ" #: Modules/TreeEditor/Includes/TreeGroupLeaf.cs:33 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/TreeGroupBranch.cs:33 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:32 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/TreeGroupLeaf.cs:32 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" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:51 msgid "Main light is the brightest directional light." msgstr "メインライトは最も明るいディレクショナルライトです。" #: Editor-Missing:Missing detected at runtime. msgid "MainCamera" msgstr "メインカメラ" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:181 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/Src/UnityConnect/UnityConnectInfo.h:36 msgid "Maintenance" msgstr "メンテナンス" #: Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:119 msgid "Major" msgstr "メジャー" #: Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:119 msgid "Major version of Unity" msgstr "Unity のメジャーバージョン" #: /Runtime/Serialize/PersistentManager.cpp:478 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" #: Editor/Src/Commands/GOParent.cpp:90 msgid "Make Parent" msgstr "親子関係を作成" #: /Editor/Src/Commands/GOParent.cpp:125 msgctxt "MenuItem./GameObject/Make Parent" msgid "Make Parent" msgstr "親子関係を作成" #: Editor/Src/AutoDocumentation.cpp:1277 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/Mono/BuildPlayerWindow.cs:85 msgid "Make imported textures never exceed 1024 pixels in width or height." msgstr "インポートするテクスチャの幅または高さが1024ピクセルを超えないようにします。" #: Editor/Mono/BuildPlayerWindow.cs:88 msgid "Make imported textures never exceed 128 pixels in width or height." msgstr "インポートするテクスチャの幅または高さが128ピクセルを超えないようにします。" #: Editor/Mono/BuildPlayerWindow.cs:84 msgid "Make imported textures never exceed 2048 pixels in width or height." msgstr "インポートするテクスチャの幅または高さが2048ピクセルを超えないようにします。" #: Editor/Mono/BuildPlayerWindow.cs:87 msgid "Make imported textures never exceed 256 pixels in width or height." msgstr "インポートするテクスチャの幅または高さが256ピクセルを超えないようにします。" #: Editor/Mono/BuildPlayerWindow.cs:86 msgid "Make imported textures never exceed 512 pixels in width or height." msgstr "インポートするテクスチャの幅または高さが512ピクセルを超えないようにします。" #: Editor/Mono/BuildPlayerWindow.cs:89 msgid "Make imported textures never exceed 64 pixels in width or height." msgstr "インポートするテクスチャの幅または高さが64ピクセルを超えないようにします。" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildProfileExtension.cs:27 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" #: Editor/Src/AutoDocumentation.cpp:2468 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:2474 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" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:63 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:64 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" #: Editor/Mono/Inspector/OffMeshLinkInspector.deprecated.cs:26 msgid "Makes the link available for pathfinding." msgstr "リンクを経路探索に利用できるようにします" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:88 msgid "" "Makes the render pipeline include light cookies Shader Variants in the build." msgstr "レンダーパイプラインが、ビルドにライトクッキーシェーダーバリアントを加えるようにします。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:86 msgid "" "Makes the render pipeline include mixed-lighting Shader Variants in the " "build." msgstr "ビルドで、レンダリングパイプラインに、混合ライティングのシェーダーバリアントを加えます。" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Rendering.Skin.cs:30 msgid "Makes this camera render shadows." msgstr "このカメラに影を描画させます。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:23 msgid "Makes this renderer the default for the render pipeline." msgstr "このレンダラーをレンダーパイプラインのデフォルトに設定します。" #: Editor/Src/DragAndDropForwarding.cpp:1956 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。" #: Modules/Licensing/UI/Events/Text/LicenseTrStrings.cs:8 msgid "Manage License" msgstr "ライセンスを管理" #: /Editor/Src/Commands/HelpMenu.cpp:108 msgctxt "MenuItem./Help/Manage License" msgid "Manage License" msgstr "ライセンスを管理" #: Editor-Missing:Missing detected at runtime. msgid "Manage License..." msgstr "ライセンスを管理..." #: Modules/QuickSearch/Editor/UITK/SearchGroupBar.cs:109 msgid "Manage search view appearance." msgstr "検索ビューの表示を管理します。" #: Modules/EditorToolbar/ToolbarElements/CloudButton.cs:18 msgid "Manage services" msgstr "サービスを管理" #: Editor/Mono/BuildPlayerWindow.cs:72 msgid "Managed Debugger Fixed Port" msgstr "マネージデバッガー既定ポート" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4177 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:197 msgid "Managed Stripping Level" msgstr "マネージストリッピングレベル" #: /Runtime/Mono/MonoManager.cpp:1356 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リロード中に作成されたマネージインスタンス" #: /Editor/Src/Utility/SerializedProperty.cpp:4833 msgctxt "Error Message in SerializedProperty.cpp" msgid "" "Managed reference can only be set on fields that use the SerializeReference " "attribute" msgstr "マネージ参照は、SerializeReference属性を使用するフィールドにのみ設定できます" #: /Editor/Src/Utility/SerializedProperty.cpp:4846 msgctxt "Error Message in SerializedProperty.cpp" msgid "Managed references can only be set on the first target" msgstr "マネージ参照は、最初のターゲットにのみ設定できます" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:1475 #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:1568 #: Modules/BuildPipeline/Editor/Ucbp/AssetBundleHelper.cpp:448 #, c-format 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/Mono/Inspector/ClothInspector.cs:113 msgid "Manipulate Backfaces" msgstr "裏面を操作" #: Modules/ParticleSystemEditor/ParticleSystemModules/SubModuleUI.cs:40 msgid "Manual" msgstr "手動" #: /Editor/Src/VersionControl/SemanticMerge.cpp:219 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" #: Modules/PackageManagerUI/Editor/UI/PackageManagerToolbar.cs:251 msgid "Manual resolve" msgstr "手動による解決" #: Editor/Src/AutoDocumentation.cpp:320 msgctxt "From AutoDocumentation" msgid "" "Map of InstanceIDs to AssetInfo for faster lookup in preloading, not " "serialized." msgstr "プリロードでより早く検索するための、InstanceIDからAssetInfoへのマップ。シリアル化されていません。" #: Editor/Src/AutoDocumentation.cpp:327 msgctxt "From AutoDocumentation" msgid "" "Map of InstanceIDs to types for faster lookup in preloading, not serialized." msgstr "プリロードでより早く検索するための、InstanceIDから型へのマップ。シリアル化されていません。" #: Editor/Src/AutoDocumentation.cpp:324 msgctxt "From AutoDocumentation" msgid "Map of asset filenames, without extension." msgstr "拡張子なしのアセットファイル名のマップ。" #: Editor/Mono/Inspector/Avatar/AvatarEditor.cs:153 msgid "Mapping" msgstr "マッピング" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:29 msgid "Maps" msgstr "マップ" #: Editor/Mono/Inspector/CameraEditor.cs:40 msgid "Maps an aperture range to blade curvature." msgstr "絞り範囲をブレードの曲率にマッピングします。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RotationByVelocityModuleUI.cs:10 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/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:153 msgid "Margin Method" msgstr "マージン処理" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:1674 msgid "Mark To Base Property Record" msgstr "基本プロパティレコードにマーク" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:1823 msgid "Mark To Mark Property Record" msgstr "マークプロパティレコードにマーク" #: Modules/QuickSearch/Editor/UITK/SearchViewItem.cs:24 msgid "Mark as Favorite" msgstr "お気に入りに登録" #: /Editor/Src/Animation/AnimatorControllerLayer.cpp:37 #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerSettingsWindow.cs:24 msgid "Mask" msgstr "マスク" #: Editor-Missing:Missing detected at runtime. msgid "Mask (Script)" msgstr "Mask (スクリプト)" #: Editor/Mono/Inspector/LineRendererEditor.cs:473 msgid "Mask Interaction" msgstr "マスクインタラクション" #: Modules/TerrainEditor/Utilities/TerrainLayerInspector.cs:23 msgid "Mask Map" msgstr "マスクマップ" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/VolumetricLighting/LocalVolumetricFogUI.Skin.cs:31 msgid "Mask Mode" msgstr "マスクモード" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.cs:266 msgid "Mask Prop" msgstr "マスクプロパティ" #: Modules/SpriteMaskEditor/Editor/Managed/SpriteMaskEditor.cs:31 msgid "Mask Source" msgstr "マスクソース" #: Modules/TerrainEditor/Brush/BrushEditor.cs:24 msgid "Mask Texture" msgstr "マスクテクスチャ" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:26 msgid "Mask Texture Channel" msgstr "マスクテクスチャチャンネル" #: Editor/Mono/Inspector/StandardShaderGUI.cs:46 msgid "Mask for Secondary Maps (A)" msgstr "補助的マップのマスク (A)" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:202 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/SpriteMaskEditor/Editor/Managed/SpriteMaskEditor.cs:25 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" #: Editor/Mono/Inspector/RendererEditorBase.cs:328 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/LightEditor.cs:107 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、影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" #: Packages/com.unity.ugui/Editor/UGUI/UI/GraphicEditor.cs:144 msgid "Maskable" msgstr "マスク可能" #: Packages/com.unity.ugui/Editor/TMP/TMP_EditorPanelUI.cs:83 msgid "Maskable Prop" msgstr "マスク可能プロパティ" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:204 msgid "Masking" msgstr "マスキング" #: Modules/Physics2DEditor/Managed/Rigidbody/Rigidbody2DEditor.cs:138 msgid "Mass" msgstr "質量" #: Modules/TerrainEditor/PaintTools/PaintTreesTool.cs:94 msgid "Mass Place Trees" msgstr "樹木の大量配置" #: Editor-Missing:Missing detected at runtime. msgid "Mass Scale" msgstr "質量スケール" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:54 msgid "Mass of this articulation body." msgstr "この連結ボディの質量" #: Modules/PhysicsEditor/RigidbodyEditor.cs:37 msgid "Mass of this rigid body." msgstr "このリジッドボディの質量" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:85 msgid "Master" msgstr "マスター" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlasAsset.cpp:76 #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:48 msgid "Master Atlas" msgstr "マスターアトラス" #: Packages/com.unity.ugui/Editor/UGUI/UI/CanvasScalerEditor.cs:39 msgid "Match" msgstr "マッチ" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:71 msgid "Match Anchors" msgstr "アンカーを一致させる" #: Modules/UIElementsEditor/Debugger/StylesDebugger.cs:411 msgid "Matching Selectors" msgstr "セレクタのマッチング" #: /Runtime/Camera/Projector.cpp:382 #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:25 msgid "Material" msgstr "マテリアル" #: /Editor/Mono/Inspector/MaterialEditor.cs:3094 msgctxt "MenuItem./CONTEXT/Material/Flatten Material Variant" msgid "Material" msgstr "マテリアル" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:114 msgid "Material Creation Mode" msgstr "マテリアル作成モード" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:492 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" #: Editor-Missing:Missing detected at runtime. msgid "Material Override" msgstr "マテリアルオーバーライド" #: Packages/com.unity.render-pipelines.universal/Editor/Decal/DecalProjectorEditor.cs:629 msgid "Material Property" msgstr "マテリアルプロパティ" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowUtility.cs:734 msgid "Material Reference" msgstr "マテリアル参照" #: /Editor/Src/Commands/AssetsMenu.cpp:1236 msgctxt "MenuItem./Assets/Create/Rendering/Material Variant" msgid "Material Variant" msgstr "マテリアルバリアント" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2833 msgid "Material Version" msgstr "マテリアルバージョン" #: Editor/Mono/AssetPipeline/SpeedTree/SpeedTree9ImporterMaterialEditor.cs:19 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/Src/GI/Progressive/RadeonRays/Jobs/RRJobBindMaterial.cpp:31 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:42 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" #: Modules/SpriteShapeEditor/Managed/SpriteShapeRendererEditor.cs:22 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を持ちません。そのプロパティはSpriteShapeRendererに必須です。" #: Modules/SpriteShapeEditor/Managed/SpriteShapeRendererEditor.cs:23 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_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。" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:32 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" #: Modules/TilemapEditor/Editor/Managed/TilemapRendererEditor.cs:25 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" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:22 msgid "Material to use when adding new objects to a scene" msgstr "シーンに新しいオブジェクトを加えるときに使用するマテリアル" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:25 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/MaterialEditor.cs:29 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" #: Modules/TextCoreTextEngineEditor/Managed/TextSpriteAssetEditor.cs:157 msgid "Material_prop" msgstr "マテリアル" #: /Runtime/Graphics/Renderer.cpp:845 #: Editor/Mono/Inspector/RendererEditorBase.cs:321 msgid "Materials" msgstr "マテリアル" #: Editor/Mono/AssetPipeline/SpeedTree/SpeedTree9ImporterMaterialEditor.cs:18 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" #: Modules/TreeEditor/TreeEditor.cs:2026 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:182 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" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:275 msgid "Matrices" msgstr "行列" #: /Runtime/Camera/LightProbeStructs.h:56 msgid "Matrix" msgstr "行列" #: /Runtime/Shaders/SerializedShaderData.h:708 msgid "Matrix Members" msgstr "行列要素" #: /Runtime/Shaders/SerializedShaderData.h:739 msgid "Matrix Params" msgstr "行列パラメーター" #: /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/MatrixStack.cpp:20 msgctxt "Error Message in MatrixStack.cpp" msgid "Matrix stack full depth reached" msgstr "Matrix スタックの最大深度に達しました" #: /Runtime/Geometry/AABB.h:264 #: Editor/Mono/Annotation/SceneViewCameraWindow.cs:78 msgid "Max" msgstr "最大" #: Editor/Mono/BuildPlayerWindow.cs:85 msgid "Max 1024" msgstr "最大 1024" #: Editor/Mono/BuildPlayerWindow.cs:88 msgid "Max 128" msgstr "最大 128" #: Editor/Mono/BuildPlayerWindow.cs:84 msgid "Max 2048" msgstr "最大 2048" #: Editor/Mono/BuildPlayerWindow.cs:87 msgid "Max 256" msgstr "最大 256" #: Editor/Mono/BuildPlayerWindow.cs:86 msgid "Max 512" msgstr "最大 512" #: Editor/Mono/BuildPlayerWindow.cs:89 msgid "Max 64" msgstr "最大 64" #: Modules/TerrainEditor/PaintTools/StampTool.cs:33 msgid "Max <--> Add" msgstr "最大値 <--> 加算値" #: /Editor/Src/LightmappingAnalyticsData.h:273 msgid "Max Allocation Size" msgstr "最大割り当てサイズ" #: Editor/Mono/Inspector/TimeManagerInspector.cs:48 msgid "Max Allowed Timestep Property" msgstr "最大許容時間ステッププロパティ" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:50 msgid "Max Amplitude" msgstr "最大振幅" #: Editor/Mono/Inspector/RendererLightingSettings.cs:37 msgid "Max Angle" msgstr "最大角度" #: Editor-Missing:Missing detected at runtime. msgid "Max Angular Correction" msgstr "最大角度補正" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:171 msgid "Max Angular Velocity" msgstr "最大角速度" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:527 msgid "Max Aspect Ratio" msgstr "最大アスペクト比" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:143 msgid "Max Attenuation Distance" msgstr "最長減衰距離" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:147 msgid "Max Attenuation Scale" msgstr "最大減衰スケール" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs:520 msgid "Max Batch Capacity" msgstr "最大バッチ量" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:139 msgid "Max Bones/Vertex" msgstr "最大ボーン数 (各頂点)" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:227 msgid "Max Bounces" msgstr "最大バウンス数" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3296 msgid "Max Chunks" msgstr "最大チャンク数" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:58 msgid "Max Collision Shapes" msgstr "最大衝突形状" #: Editor-Missing:Missing detected at runtime. msgid "Max Delay" msgstr "最大遅延" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:155 msgid "Max Depth Bias" msgstr "最大深度バイアス" #: /Editor/Src/LightmappingAnalyticsData.h:86 #: Editor/Mono/Inspector/AudioSourceInspector.cs:481 msgid "Max Distance" msgstr "最長距離" #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/DecalRendererFeatureEditor.cs:13 msgid "Max Draw Distance" msgstr "最長描画距離" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:59 msgid "Max IO Requests" msgstr "最大 IO リクエスト" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:49 msgid "Max Kill Speed" msgstr "削除の最高速度" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:58 msgid "Max Level Reduction" msgstr "最大レベル削減削減数" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:221 msgid "Max Light Render Texture Count" msgstr "ライトレンダーテクスチャ最大数" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:20 msgid "Max Light Render Textures" msgstr "ライトレンダーテクスチャ最大数" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:212 msgid "Max Lightmap Size" msgstr "最大ライトマップサイズ" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:179 msgid "Max Lightmaps" msgstr "最大ライトマップ数" #: Editor-Missing:Missing detected at runtime. msgid "Max Linear Correction" msgstr "最大リニア補正" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:170 msgid "Max Linear Velocity" msgstr "最大リニア速度" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:200 msgid "Max Local Fog On Screen" msgstr "画面上のローカルフォグ最大数" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:199 msgid "Max Local Fog Size" msgstr "最大ローカルフォグサイズ" #: /Runtime/Camera/GraphicsSettings.cpp:472 msgid "Max Luminance" msgstr "最大輝度" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:92 msgid "Max Mesh Trees" msgstr "最大メッシュ樹木数" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:122 msgid "Max Particle Size" msgstr "最大パーティクルサイズ" #: Editor/Mono/Inspector/TimeManagerInspector.cs:50 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" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:50 msgid "Max Particles" msgstr "最大パーティクル数" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:143 msgid "Max Penumbra Size" msgstr "最大半影サイズ" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:143 msgid "Max Queries" msgstr "最大クエリ数" #: Packages/com.unity.render-pipelines.universal/Editor/Overrides/DepthOfFieldEditor.cs:48 msgid "Max Radius" msgstr "最大半径" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:77 msgid "Max Ray Length" msgstr "最大のレイの長さ" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:86 msgid "Max Ray Steps" msgstr "最大レイステップ数" #: Editor/Mono/Inspector/AudioManagerInspector.cs:20 msgid "Max Real Voices" msgstr "最大実音声数" #: /Runtime/Shaders/RayTracing/RayTracingShader.cpp:80 #: Editor/Mono/Inspector/RayTracingShaderInspector.cs:177 msgid "Max Recursion Depth" msgstr "最大再帰深度" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:247 msgid "Max Resolution" msgstr "最高解像度" #: Editor-Missing:Missing detected at runtime. msgid "Max Rotation Speed" msgstr "最高回転速度" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:62 msgid "Max Samples" msgstr "最大サンプル" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:144 msgid "Max Sampling Distance" msgstr "最大サンプリング距離" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:222 msgid "Max Shadow Render Texture Count" msgstr "影のレンダーテクスチャ最大数" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:21 msgid "Max Shadow Render Textures" msgstr "影のレンダーテクスチャ最大数" #: Editor/Mono/Modules/DefaultTextureImportSettingsExtension.cs:20 msgid "Max Size" msgstr "最大サイズ" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:62 msgid "Max SpriteAtlas Cache Size (GB)" msgstr "最大スプライトアトラスキャッシュサイズ (GB)" #: Modules/Physics2DEditor/Managed/Settings/Physics2DSettingsEditor.cs:156 msgid "Max Sub Step Count" msgstr "最大サブステップ数" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:148 #: Editor/Mono/BuildPlayerWindow.cs:80 msgid "Max Texture Size" msgstr "最大テクスチャサイズ" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:184 msgid "Max Texture Size Set" msgstr "最大テクスチャサイズセット" #: /Editor/Src/Animation/BlendTree.cpp:77 msgid "Max Threshold" msgstr "最大しきい値" #: /Editor/Src/LightmappingAnalyticsData.h:264 msgid "Max Tiling Mode During Bake" msgstr "ベイク中の最大タイリングモード" #: Editor-Missing:Missing detected at runtime. msgid "Max Translation Speed" msgstr "最高移動速度" #: Editor-Missing:Missing detected at runtime. msgid "Max Value" msgstr "最大値" #: Editor/Mono/Inspector/AudioManagerInspector.cs:19 msgid "Max Virtual Voices" msgstr "最大仮想音声数" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs:520 msgid "Max number of instances that can be grouped together in a single batch." msgstr "1つのバッチにグループ化できるインスタンスの最大数。" #: Editor/Mono/Modules/DefaultTextureImportSettingsExtension.cs:21 msgid "Max texture size is overriden to {0} in Build Settings window." msgstr "最大テクスチャサイズは、ビルド設定ウィンドウで{0}に上書きされます。" #: Editor/Mono/Inspector/RayTracingShaderInspector.cs:16 msgid "Max. Recursion Depth" msgstr "最大再帰深度" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:31 msgid "MaxDistance" msgstr "最長距離" #: 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/Src/AutoDocumentation.cpp:483 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/Mono/GUI/DockArea.cs:688 msgid "Maximize" msgstr "最大化" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:123 msgid "Maximized Window" msgstr "最大ウインドウ" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:247 msgid "Maximum" msgstr "最大数" #: /Runtime/Input/TimeManager.cpp:547 #: Editor/Mono/Inspector/TimeManagerInspector.cs:13 msgid "Maximum Allowed Timestep" msgstr "最大許容時間ステップ" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:235 msgid "Maximum Area on Screen" msgstr "画面のエリアライト最大数" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:115 msgid "Maximum Cache Size (GB)" msgstr "最大キャッシュサイズ (GB)" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:238 msgid "Maximum Clustered Decals on Screen" msgstr "画面の最大クラスターデカール数" #: Modules/TerrainEditor/TerrainInspector.cs:190 msgid "Maximum Complexity Limit" msgstr "最大複雑性制限" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:236 msgid "Maximum Cube Reflection Probes on Screen" msgstr "画面のキューブリフレクションプローブ最大数" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:127 msgid "Maximum Deformer Count" msgstr "最大デフォーマー数" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:233 msgid "Maximum Directional on Screen" msgstr "画面のディレクショナル最大数" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:94 msgid "Maximum Distance" msgstr "最大距離" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidPreferenceWindowExtension.cs:30 msgid "Maximum JVM heap size, Mbytes" msgstr "最大 JVM ヒープサイズ (MB)" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:68 msgid "Maximum LOD Level" msgstr "最高 LOD レベル" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:934 msgid "Maximum LOD Level Property" msgstr "最高 LOD レベルプロパティ" #: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:18 msgid "Maximum Lights" msgstr "最大ライト数" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:239 msgid "Maximum Lights per Cell (Ray Tracing)" msgstr "最大ライト数/セル (レイトレーシング)" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:130 msgid "Maximum Memory Size" msgstr "最大メモリサイズ" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:130 msgid "Maximum Memory Size (MB)" msgstr "最大メモリサイズ (MB)" #: /Runtime/Input/TimeManager.cpp:657 #: Editor/Mono/Inspector/TimeManagerInspector.cs:15 msgid "Maximum Particle Timestep" msgstr "パーティクルの最大時間ステップ" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:237 msgid "Maximum Planar Reflection Probes on Screen" msgstr "画面の平面リフレクションプローブ最大数" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:234 msgid "Maximum Punctual on Screen" msgstr "画面のパンクチュアル最大数" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs:91 msgid "Maximum Radius In Pixels" msgstr "最大半径 (ピクセル)" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:71 msgid "Maximum Radius in Pixels" msgstr "最大半径 (ピクセル)" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:321 msgid "Maximum Screen Percentage" msgstr "最高画面率" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:246 msgid "Maximum Shadows on Screen" msgstr "画面の最大影数" #: Modules/TilemapEditor/Editor/Managed/TilemapCollider2DEditor.cs:35 msgid "Maximum Tile Change Count" msgstr "最大タイル変更数" #: /Runtime/Input/TimeManager.cpp:656 msgid "Maximum Timestep" msgstr "最大時間ステップ" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:67 msgid "" "Maximum amount of additional lights. These lights are sorted and culled per-" "object." msgstr "追加ライトの最大量。これらのライトは、オブジェクトごとにソートされ、省かれます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:146 msgid "" "Maximum angular diameter to reach minimum filter size, lower to avoid self-" "shadowing but may cause light bleeding" msgstr "最小フィルターサイズに達する最大角直径。セルフシャドウイングを避けるには小さくしますが、ライトのにじみが発生する可能性があります" #: /Runtime/Misc/Cache.cpp:531 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可能ディスクスペースを超過しています" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:144 msgid "" "Maximum distance (in world space) from the receiver PCSS shadow sampling " "occurs, lower to avoid light bleeding but may cause self-shadowing" msgstr "受領PCSSシャドウサンプリングからの最大距離(ワールド空間)が発生します。ライトのにじみを避けるにはより小さくますが、セルフシャドウイングが発生する可能性があります。" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:108 msgid "" "Maximum distance at which Unity renders shadows associated with this probe." msgstr "Unityがこのプローブに紐づく影をレンダリングする最大距離。" #: Modules/PhysicsEditor/WheelColliderEditor.cs:35 msgid "" "Maximum extension distance of wheel suspension, measured in local space. " "Suspension always extends downwards through the local Y-axis." msgstr "ローカル空間で測定されたホイールサスペンションの最大延長距離。サスペンションは常にローカルのY軸を通って下向きに伸びます。" #: 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/Src/AutoDocumentation.cpp:2281 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]" #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/DecalRendererFeatureEditor.cs:13 msgid "Maximum global draw distance of decals." msgstr "デカールのグローバル最長描画距離。" #: Editor/Src/AutoDocumentation.cpp:3134 msgctxt "From AutoDocumentation" msgid "" "Maximum input luminance at which gradation is preserved even when the entire " "screen is bright. See https://www.hgig.org/doc/ForBetterHDRGaming.pdf for " "more information." msgstr "画面全体が明るい場合でも階調が保たれる最大入力輝度。詳細については、https://www.hgig.org/doc/ForBetterHDRGaming.pdfを参照してください。" #: Editor/Src/AutoDocumentation.cpp:3135 msgctxt "From AutoDocumentation" msgid "" "Maximum input luminance at which gradation is preserved when 10% of the " "screen is bright. See https://www.hgig.org/doc/ForBetterHDRGaming.pdf for " "more information." msgstr "画面の10%が明るい場合でも階調が保たれる最大入力輝度。詳細については、https://www.hgig.org/doc/ForBetterHDRGaming.pdfを参照してください。" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:33 msgid "Maximum movement speed when following a path." msgstr "パスに沿って移動するときの最大移動速度。" #: Editor/Mono/Inspector/AudioManagerInspector.cs:20 msgid "Maximum number of actual simultaneously playing sounds." msgstr "実際の同時再生音声の最大数" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:143 msgid "Maximum number of queries that will be visualized" msgstr "可視化するクエリの最大数" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:158 msgid "" "Maximum number of samples the Subsurface Scattering algorithm is allowed to " "take." msgstr "サブサーフェススキャタリングアルゴリズムが取得できるサンプルの最大数。" #: Editor/Mono/Inspector/AudioManagerInspector.cs:19 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" #: Modules/ProfilerEditor/Public/ProfilerSettingsProvider.cs:11 msgid "Maximum of visible frames in the Profiler Window." msgstr "プロファイラーウィンドウで表示する最大フレーム数" #: Packages/com.unity.visualeffectgraph/Editor/Utilities/Playables/VisualEffectControlSceneOverlay.cs:55 msgid "" "Maximum scrubbing time has been reached.\n" "The timeline control is providing an approximate result." msgstr "最大スクラブ時間に達しました。\nタイムラインのコントロールはおおよその結果を提供しています。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:92 msgid "Maximum shadow rendering distance." msgstr "影の最長のレンダリング距離。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:143 msgid "" "Maximum size (in world space) of PCSS shadow penumbra limiting blur filter " "kernel size, larger kernels may require more samples to avoid quality " "degradation." msgstr "ブラーフィルターカーネルサイズを制限するPCSS半影の最大距離(ワールド空間)。品質の劣化を避けるために、カーネルを大きくする場合はより多くのサンプルを必要とします。" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:130 msgid "" "Maximum size of WASM heap memory in MB (Recommended default: 2048 MB). The " "heap memory can't grow beyond this limit." msgstr "Wasmヒープメモリの最大サイズ。単位MB。(推奨デフォルトは2048MB)。この制限を超えてヒープメモリを拡張できません。" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:170 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/2D/Common/TexturePlatformSettingsView.cs:12 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" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:247 msgid "Maximum supported aspect ratio" msgstr "サポートされる最大アスペクト比" #: Editor/Mono/BuildPlayerWindow.cs:80 msgid "" "Maximum texture import size for local development. Reducing maximum texture " "size can speed up asset imports and platform switches." msgstr "ローカル開発のための最大テクスチャインポートサイズ。最大テクスチャサイズを小さくすると、アセットのインポートとプラットフォームの切り替えを高速化できます。" #: 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/Src/AutoDocumentation.cpp:2283 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/Mono/Inspector/NavMeshAgentInspector.cs:34 msgid "Maximum turning speed in (deg/s) while following a path." msgstr "パスに沿って移動するときの最大回転速度(度/秒)。" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:53 msgid "Maximum validity time is 1000 years." msgstr "最大有効期間は1000年です" #: Editor/Src/AutoDocumentation.cpp:2679 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" #: /Runtime/Graphics/QualitySettings.cpp:606 msgid "MaximumLOD Level" msgstr "最高 LOD レベル" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:417 msgid "Mean Line" msgstr "ミーンライン" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:150 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:154 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。" #: /Editor/Mono/Inspector/Avatar/AvatarEditor.cs:34 msgctxt "MenuItem./Mecanim/Write All Assets" msgid "Mecanim" msgstr "Mecanim" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:209 msgid "Medium" msgstr "中" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:59 msgid "Medium (2D)" msgstr "中 (2D)" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:85 msgid "Medium (Static Colliders)" msgstr "中 (静的コライダー)" #: Editor/Mono/Inspector/GraphicsSettingsInspectors/GraphicsSettingsInspectorTierSettings.cs:106 msgid "Medium (Tier 2)" msgstr "中 (Tier 2)" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:19 msgid "Medium Quality Settings" msgstr "中品質設定" #: Editor-Missing:Missing detected at runtime. msgid "Medium Resolution" msgstr "中解像度" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:775 msgid "Medium Tile" msgstr "中サイズのタイル" #: Editor/Src/AutoDocumentation.cpp:2628 msgctxt "From AutoDocumentation" msgid "Member of reverse tile items in this file." msgstr "このファイルの逆タイルアイテムのメンバー" #: /Editor/Src/LightmappingAnalyticsData.h:220 msgid "Memory" msgstr "メモリ" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:55 msgid "Memory Budget" msgstr "メモリバジェット" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:141 msgid "Memory Geometric Growth Cap" msgstr "メモリ幾何学的拡張上限" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:140 msgid "Memory Geometric Growth Step" msgstr "メモリ幾何学的拡張ステップ" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:127 msgid "Memory Growth Mode" msgstr "メモリ拡張モード" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:137 msgid "Memory Linear Growth Step" msgstr "メモリリニア拡張ステップ" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/Memory/MemoryProfilerModule.cs:462 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" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:145 msgid "Memoryless Depth*" msgstr "メモリレス深度*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:145 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" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:101 msgid "Merge Coplanar Faces" msgstr "Coplanar Face をマージ" #: Editor/Src/DragAndDropForwarding.cpp:3104 msgid "Merge into existing" msgstr "既存のファイルへマージ" #: Editor/Src/DragAndDropForwarding.cpp:3101 #: Editor/Src/DragAndDropForwarding.cpp:3104 msgid "Merge into new" msgstr "新しいファイルへマージ" #: Editor/Src/DragAndDropForwarding.cpp:3101 msgid "Merge into open" msgstr "開いているシーンへマージ" #: Editor/Src/DragAndDropForwarding.cpp:3100 #: Editor/Src/DragAndDropForwarding.cpp:3103 msgid "Merge scenes" msgstr "シーンをマージ" #: Editor/Src/DragAndDropForwarding.cpp:3094 #, c-format 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にマージします。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、'開いているシーンへマージ'を選択します(この操作は元に戻せません)。" #: Editor/Src/DragAndDropForwarding.cpp:3093 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)。" #: /Runtime/Graphics/Mesh/SkinnedMeshRenderer.cpp:1992 #: Editor/Mono/Inspector/SkinnedMeshRendererEditor.cs:20 msgid "Mesh" msgstr "メッシュ" #: /Runtime/Misc/ComponentRequirement.cpp:467 msgctxt "MenuItem./Mesh" msgid "Mesh" msgstr "メッシュ" #: Editor-Missing:Missing detected at runtime. msgid "Mesh (Mesh Filter)" msgstr "メッシュ (メッシュフィルター)" #: /Runtime/Misc/ComponentRequirement.cpp:491 msgctxt "MenuItem./Mesh Collider" msgid "Mesh Collider" msgstr "メッシュコライダー" #: /Runtime/Graphics/Mesh/Mesh.cpp:788 #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:126 msgid "Mesh Compression" msgstr "メッシュ圧縮" #: /Editor/Src/LightmappingAnalyticsData.h:235 msgid "Mesh Count" msgstr "メッシュ数" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:120 msgid "Mesh Distribution" msgstr "メッシュ分布" #: /Runtime/Misc/ComponentRequirement.cpp:468 msgctxt "MenuItem./Mesh Filter" msgid "Mesh Filter" msgstr "メッシュフィルター" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:67 msgid "Mesh Index" msgstr "メッシュインデックス" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:262 msgid "Mesh Renderer" msgstr "メッシュレンダラー" #: /Runtime/Misc/ComponentRequirement.cpp:469 msgctxt "MenuItem./Mesh Renderer" msgid "Mesh Renderer" msgstr "メッシュレンダラー" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:15 #: Editor-Missing:Missing detected at runtime. msgid "Mesh Renderers" msgstr "メッシュレンダラー" #: Modules/TerrainEditor/TerrainInspector.cs:211 msgid "Mesh Resolution (On Terrain Data)" msgstr "メッシュ解像度 (Terrain (地形) データ)" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:344 msgid "Mesh Type" msgstr "メッシュタイプ" #: /Runtime/Graphics/Mesh/MeshScriptBindings.cpp:177 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が実装されていません" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:210 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" #: Editor/Mono/Inspector/RendererLightingSettings.cs:46 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/RendererLightingSettings.cs:47 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/RendererLightingSettings.cs:45 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かサーフェスエリアです。0でないエリアにはライトマッピングが必要です。" #: Editor/Mono/Inspector/RendererLightingSettings.cs:48 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。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:211 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" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:267 msgid "Meshes" msgstr "メッシュ" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:268 msgid "Meshes - Not supported" msgstr "メッシュ - サポートなし" #: Modules/TreeEditor/TreeEditor.cs:46 msgid "Mesh|" msgstr "メッシュ|" #: Modules/TreeEditor/TreeEditor.cs:184 msgid "Mesh|Mesh used for the leaves." msgstr "メッシュ|葉に使用されるメッシュ" #: /Runtime/Shaders/ShaderImpl/ShaderErrors.h:98 msgid "Message" msgstr "メッセージ" #: /Runtime/Shaders/ShaderImpl/ShaderErrors.h:99 msgid "Message Details" msgstr "メッセージの詳細" #: /Runtime/Network/PlayerCommunicator/GeneralConnection.cpp:545 msgctxt "Error Message in GeneralConnection.cpp" msgid "MessageHandler not registered" msgstr "MessageHandlerは記録されていません" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedObjectsView.cs:18 msgid "Metadata:" msgstr "メタデータ:" #: Editor-Missing:Missing detected at runtime. msgid "Metal" msgstr "Metal" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:143 msgid "Metal API Validation*" msgstr "Metal API 検証*" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3813 msgid "Metal Compile Shader Binary" msgstr "Metal シェーダーバイナリをコンパイル" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3810 msgid "Metal Editor Support" msgstr "Metal エディターサポート" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1979 msgid "Metal Force Hard Shadows" msgstr "Metal ではハードシャドウを強制" #: /Runtime/Misc/PlayerSettings.cpp:881 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1977 msgid "Metal Framebuffer Only" msgstr "Metal フレームデバッガーのみ" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:144 msgid "Metal Write-Only Backbuffer*" msgstr "Metal 書き込み専用のバックバッファ*" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:263 msgid "Metal and Ambient Occlusion Properties" msgstr "Metal とアンビエントオクルージョンのプロパティ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3812 msgid "MetalAPI Validation" msgstr "Metal API 検証" #: Editor/Mono/Inspector/StandardShaderGUI.cs:36 msgid "Metallic" msgstr "メタリック" #: Editor/Mono/Inspector/StandardShaderGUI.cs:36 msgid "Metallic (R) and Smoothness (A)" msgstr "メタリック (R) と滑らかさ (A)" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:41 msgid "Metallic (R) and Smoothness (A)." msgstr "メタリック (R) と滑らかさ (A)" #: Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/ShadingModels/LitGUI.cs:64 msgid "Metallic Map" msgstr "メタリックマップ" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:17 msgid "Metallic value" msgstr "メタリック値" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:192 msgid "Meters" msgstr "メーター" #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/ScreenSpaceAmbientOcclusionEditor.cs:53 msgid "Method" msgstr "メソッド" #: /Runtime/Misc/RuntimeInitializeOnLoadManager.h:36 msgid "Method Name" msgstr "メソッド名" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:153 msgid "Method to handle margins between UV charts." msgstr "UVチャート間のマージンを処理する方法" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:34 msgid "Method used to copy _CameraSortingLayerTexture" msgstr "_CameraSortingLayersTextureをコピーするメソッド" #: /Editor/Src/BuildPipeline/BuildSerialization.h:122 msgid "Methods To Preserve" msgstr "保存方法" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4249 #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:355 msgid "Metro Application Description" msgstr "Metro アプリケーションの詳細" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4471 msgid "Metro Capabilities" msgstr "Metro 機能" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4247 msgid "Metro Certificate Issuer" msgstr "Metro 証明書発行者" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4245 msgid "Metro Certificate Password" msgstr "Metro 証明書パスワード" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4244 msgid "Metro Certificate Path" msgstr "Metro 証明書パス" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4246 msgid "Metro Certificate Subject" msgstr "Metro 証明書題目" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4262 #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:780 msgid "Metro Default Tile Size" msgstr "Metro デフォルトタイルサイズ" #: /Runtime/Misc/PlayerSettings.cpp:936 msgid "Metro Enable Independent Input Source" msgstr "Metro 個別入力ソースを有効にする" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:362 msgid "Metro FTA Name" msgstr "Metro FTA 名" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4257 #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:776 msgid "Metro Large Tile Show Name" msgstr "Metro 大きいタイルの名前を表示" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4261 msgid "Metro Last Required Scene" msgstr "Metro 最後の必須シーン" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4256 #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:775 msgid "Metro Medium Tile Show Name" msgstr "Metro ミディアムタイルの名前を表示" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4242 #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:240 msgid "Metro Package Name" msgstr "Metro パッケージ名" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4243 #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:244 msgid "Metro Package Version" msgstr "Metro パッケージバージョン" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4276 #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:424 msgid "Metro Protocol Name" msgstr "Metro プロトコル名" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4265 msgid "Metro Splash Screen Background Color" msgstr "Metro スプラッシュスクリーン背景色" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4266 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:4259 #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:249 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:4273 msgid "Metro Target Device Families" msgstr "Metro ターゲットのデバイスファミリー" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4264 #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:779 msgid "Metro Tile Background Color" msgstr "Metro タイルの背景色" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4263 #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:778 msgid "Metro Tile Foreground Text" msgstr "Metro タイルの前面テキスト\n" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4254 #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:751 msgid "Metro Tile Short Name" msgstr "Metro タイルの略名" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4255 msgid "Metro Tile Show Name" msgstr "Metro タイルの名前を表示" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4258 #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:777 msgid "Metro Wide Tile Show Name" msgstr "Metro ワイドタイルの名前を表示" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4275 msgid "MetroFTA File Types" msgstr "MetroFTA ファイルタイプ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4274 msgid "MetroFTA Name" msgstr "MetroFTA 名前" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3942 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:3005 msgid "Microphone Usage Description" msgstr "マイク使用説明" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:168 msgid "Microphone Usage Description*" msgstr "マイク使用説明*" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGLBuildProfileExtension.cs:133 msgid "Microsoft Edge" msgstr "Microsoft Edge" #: Editor-Missing:Missing detected at runtime. msgid "Middle Spine" msgstr "中央の背骨" #: Editor-Missing:Missing detected at runtime. msgid "Middle center" msgstr "中央" #: Editor-Missing:Missing detected at runtime. msgid "Middle left" msgstr "中央左" #: Editor-Missing:Missing detected at runtime. msgid "Middle right" msgstr "中央右" #: Packages/com.unity.render-pipelines.universal/Editor/Overrides/ShadowsMidtonesHighlightsEditor.cs:14 msgid "Midtones" msgstr "中間色" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:194 msgid "Millimeters" msgstr "ミリメートル" #: /Runtime/Geometry/AABB.h:263 #: Editor/Mono/Annotation/SceneViewCameraWindow.cs:77 msgid "Min" msgstr "最小" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:520 msgid "Min Aspect Ratio" msgstr "最小アスペクト比" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:140 msgid "Min Bone Weight" msgstr "最小ボーンウェイト" #: /Editor/Src/LightmappingAnalyticsData.h:96 msgid "Min Bounces" msgstr "最小バウンス数" #: Editor/Mono/Inspector/RendererLightingSettings.cs:33 msgid "Min Chart Size" msgstr "最小チャートサイズ" #: Editor/Mono/Inspector/AudioSourceInspector.cs:464 msgid "Min Distance" msgstr "最短距離" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBakingSetEditor.cs:192 msgid "Min Distance Between Probes" msgstr "プローブ間最小距離" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:145 msgid "Min Filter" msgstr "最小フィルター" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:146 msgid "Min Filter Max Angular Diameter" msgstr "最小フィルター 最大角直径" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:48 msgid "Min Kill Speed" msgstr "削除の最低速度" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:155 msgid "Min Lightmap Resolution" msgstr "最低ライトマップ解像度" #: /Runtime/Camera/GraphicsSettings.cpp:471 msgid "Min Luminance" msgstr "最低輝度" #: /Runtime/Geometry/AABB.h:125 msgid "Min MaxAABB" msgstr "Min MaxAABB" #: Modules/PhysicsEditor/CharacterControllerEditor.cs:71 msgid "Min Move Distance" msgstr "最小移動距離" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:156 msgid "Min Object Scale" msgstr "最小オブジェクトスケール" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:121 msgid "Min Particle Size" msgstr "最小パーティクルサイズ" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBakingSetEditor.cs:220 msgid "Min Renderer Volume Size" msgstr "最小レンダラーボリュームサイズ" #: Editor-Missing:Missing detected at runtime. msgid "Min Size" msgstr "最小サイズ" #: Modules/Physics2DEditor/Managed/Settings/Physics2DSettingsEditor.cs:159 msgid "Min Sub Step FPS" msgstr "最小サブステップ FPS" #: /Editor/Src/Animation/BlendTree.cpp:76 msgid "Min Threshold" msgstr "最小しきい値" #: Editor-Missing:Missing detected at runtime. msgid "Min Value" msgstr "最小値" #: /Runtime/Graphics/TrailRenderer.cpp:618 #: Editor/Mono/Inspector/LineRendererEditor.cs:24 msgid "Min Vertex Distance" msgstr "最小頂点距離" #: Modules/PhysicsEditor/HingeJointEditor.cs:9 msgid "Min and max limits must be within the range " msgstr "最小および最大は範囲内である必要があります " #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:30 msgid "MinDistance" msgstr "最短距離" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:229 msgid "Minify" msgstr "ファイル圧縮" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:207 msgid "Minimal" msgstr "最低" #: Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:118 msgid "Minimal Unity Version" msgstr "最低限の Unity バージョン" #: Editor-Missing:Missing detected at runtime. msgid "Minimize" msgstr "最小化" #: Editor-Missing:Missing detected at runtime. msgid "Minimize %m" msgstr "最小化 %m" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:248 #: Editor-Missing:Missing detected at runtime. msgid "Minimum" msgstr "最小" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:207 msgid "Minimum API Level" msgstr "最低 API レベル" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:127 msgid "Minimum Blur Intensity" msgstr "最小ブラー強度" #: /Runtime/Graphics/Renderer.cpp:864 msgid "Minimum Chart Size" msgstr "最小チャートサイズ" #: Modules/TerrainEditor/TerrainInspector.cs:189 msgid "Minimum Detail Limit" msgstr "最小詳細度制限" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:17 msgid "Minimum Platform Version" msgstr "最低プラットフォームバージョン" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:322 msgid "Minimum Screen Percentage" msgstr "最低画面率" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:90 msgid "Minimum Smoothness" msgstr "最低の滑らかさ" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:13 msgid "Minimum Vertex Distance" msgstr "最小頂点距離" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:279 msgid "Minimum Window Height" msgstr "最小のウィンドウ高さ" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:278 msgid "Minimum Window Width" msgstr "最小ウィンドウ幅" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:145 msgid "" "Minimum filter size (in shadowmap texels) to avoid aliasing close to caster" msgstr "キャスター近くのエイリアシングを避けるための最小フィルターサイズ(シャドウマップテクセル単位)" #: Editor/Src/AutoDocumentation.cpp:3136 msgctxt "From AutoDocumentation" msgid "" "Minimum input luminance at which gradation is identifiable. See https://www." "hgig.org/doc/ForBetterHDRGaming.pdf for more information." msgstr "階調が識別できる最小入力輝度。詳細については、https://www.hgig.org/doc/ForBetterHDRGaming.pdfを参照してください。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:248 msgid "Minimum supported aspect ratio" msgstr "サポートされる最小アスペクト比" #: Editor/Src/AutoDocumentation.cpp:2680 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" #: Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:120 msgid "Minor" msgstr "マイナー" #: Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:120 msgid "Minor version of Unity" msgstr "Unity のマイナーバージョン" #: /Runtime/Graphics/TextureSettings.cpp:154 #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Rendering.Skin.cs:21 msgid "Mip Bias" msgstr "ミップバイアス" #: /Runtime/Graphics/CubemapArrayTexture.cpp:647 msgid "Mip Count" msgstr "ミップカウント" #: /Runtime/Graphics/Texture3D.cpp:684 msgid "Mip Map" msgstr "ミップマップ" #: Editor/Mono/Inspector/StreamingControllerInspector.cs:15 msgid "Mip Map Bias" msgstr "ミップマップバイアス" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:120 #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1360 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/TextureImporterTypes.cpp:119 #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1352 msgid "Mip Map Fade Distance Start" msgstr "ミップマップのフェード距離の開始" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:111 msgid "Mip Map Mode" msgstr "ミップマップモード" #: Editor/Mono/ImportSettings/IHVImageFormatImporterInspector.cs:34 msgid "Mip Map Priority" msgstr "ミップマップ優先順位" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:117 msgid "Mip Maps Preserve Coverage" msgstr "ミップマップ維持範囲" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:281 msgid "Mip Streaming" msgstr "ミップストリーミング" #: /Runtime/Misc/PlayerSettings.cpp:747 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:3431 msgid "Mip Stripping" msgstr "ミップストリッピング" #: Editor/Mono/ImportSettings/IHVImageFormatImporterInspector.cs:34 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:320 msgid "Mipmap Filtering" msgstr "ミップマップフィルタリング" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1062 msgid "Mipmap Limit Group" msgstr "ミップマップ制限グループ" #: /Runtime/Graphics/Texture2DArray.cpp:650 msgid "Mipmap Limit Group Name" msgstr "ミップマップ制限グループ名" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:21 msgid "Mipmap Limit Groups" msgstr "ミップマップ制限グループ" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:21 msgid "Mipmap Limit Groups are used to control quality on a per-texture basis." msgstr "ミップマップ制限グループは、テクスチャごとに品質を制御するために使用されます。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:49 msgid "Mipmap Limit Groups: Operation failed" msgstr "ミップマップ制限グループ: 操作の失敗" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:46 msgid "Mipmap Limit Groups: Update textures?" msgstr "ミップマップ制限グループ: テクスチャを更新?" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:282 msgid "" "Mipmap 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。" #: /Runtime/Graphics/Texture2DArray.cpp:631 msgid "Mips Stripped" msgstr "除去されたミップ" #: /Editor/Src/Animation/BlendTree.h:42 #: Editor/Mono/Inspector/AnimationClipEditor.cs:115 msgid "Mirror" msgstr "ミラー" #: Editor/Mono/Inspector/TextureInspector.cs:89 msgid "Mirror Once" msgstr "1 回ミラー " #: /Editor/Src/Animation/StateMachine.cpp:363 msgid "Mirror Parameter" msgstr "ミラーパラメーター" #: /Editor/Src/Animation/StateMachine.cpp:336 msgid "Mirror Parameter Active" msgstr "ミラーパラメーター有効" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/ProbeSettingsUI.Drawers.cs:79 msgid "Mirror Position" msgstr "ミラー位置" #: Editor/Mono/Inspector/AnimationClipEditor.cs:1027 msgid "Mirror Property" msgstr "ミラープロパティ" #: Editor/Mono/Inspector/AnimationClipEditor.cs:115 msgid "Mirror left and right in this clip." msgstr "クリップの左右を反転します" #: Editor/Src/AutoDocumentation.cpp:3296 msgctxt "From AutoDocumentation" msgid "" "Mirror view render target descriptor that describes mirror view's render " "target information." msgstr "ミラービューのレンダーターゲット情報を表すミラービューレンダーターゲット記述子。" #: Editor/Src/AutoDocumentation.cpp:3300 msgctxt "From AutoDocumentation" msgid "Mirror view render target's available array size or depth." msgstr "ミラービューレンダーターゲットの使用可能な配列サイズまたは深度。" #: Editor/Src/AutoDocumentation.cpp:3306 msgctxt "From AutoDocumentation" msgid "" "Mirror view render target's current scaled height. ScaledHeight should be " "used for the current render target height." msgstr "ミラービューのレンダーターゲットの現在のスケールされた高さ。 現在のレンダーターゲットの高さには、ScaledHeightを使用します。" #: Editor/Src/AutoDocumentation.cpp:3307 msgctxt "From AutoDocumentation" msgid "" "Mirror view render target's current scaled width. ScaledWidth should be used " "for the current render target width." msgstr "ミラービューのレンダーターゲットの現在のスケールされた幅。 現在のレンダーターゲットの幅には、ScaledWidthを使用します。" #: Editor/Src/AutoDocumentation.cpp:3303 msgctxt "From AutoDocumentation" msgid "Mirror view render target's height when it is first created." msgstr "最初に作成されたときのミラービューのレンダーターゲットの高さ" #: Editor/Src/AutoDocumentation.cpp:3301 msgctxt "From AutoDocumentation" msgid "Mirror view render target's mips." msgstr "ミラービューレンダーターゲットのミップ。" #: Editor/Src/AutoDocumentation.cpp:3304 msgctxt "From AutoDocumentation" msgid "Mirror view render target's width when it is first created." msgstr "最初に作成されたときのミラービューのレンダーターゲットの幅" #: Editor/Src/AutoDocumentation.cpp:3305 msgctxt "From AutoDocumentation" msgid "Mirror view render view render target's sample." msgstr "ミラービューレンダーターゲットのサンプル" #: Editor/Src/AutoDocumentation.cpp:3993 msgctxt "From AutoDocumentation" msgid "Mirror view render view render target's texture sample count." msgstr "ミラービューレンダービューレンダーターゲットのテクスチャサンプル数。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:245 msgid "Mirrored Ball (Spheremap)" msgstr "ミラーボール (球状マップ)" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:250 msgid "Miscellaneous" msgstr "その他" #: /Runtime/Misc/ComponentRequirement.cpp:626 msgctxt "MenuItem./Miscellaneous" msgid "Miscellaneous" msgstr "その他" #: /Editor/Src/Utility/SerializedProperty.h:780 msgctxt "Error Message in SerializedProperty.h" msgid "Mismatched types in GetValue - return value is junk" msgstr "GetValueに適切でない型があります。戻り値はジャンクです" #: /Editor/Src/Utility/SerializedProperty.h:793 msgctxt "Error Message in SerializedProperty.h" msgid "Mismatched types in SetValue" msgstr "SetValueに適切でない型があります" #: Editor/Mono/Prefabs/PrefabUtility.cs:1145 msgid "Mismatching Objects" msgstr "不適合なオブジェクト" #: Editor/Mono/Prefabs/PrefabUtility.cs:1164 msgid "Mismatching Types" msgstr "不適合タイプ" #: Editor/Mono/Inspector/RayTracingShaderInspector.cs:24 msgid "Miss Shaders" msgstr "ミスシェーダー" #: Editor/Src/Utility/ObjectNames.cpp:228 #, c-format msgid "Missing (%s)" msgstr "欠如 (%s)" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:142 msgid "" "Missing Default Renderer\n" "There is no default renderer assigned, so Unity can’t perform any rendering. " "Set another renderer to be the new Default, or assign a renderer to the " "Default slot." msgstr "デフォルトのレンダラーがありません\nデフォルトのレンダラーが割り当てられていないため、Unityはレンダリングを行うことができません。別のレンダラーを新しいデフォルトにするか、デフォルトのスロットにレンダラーを割り当ててください。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:144 msgid "" "Missing Renderer(s)\n" "One or more renderers are either missing or unassigned. Switching to these " "renderers at runtime can cause issues." msgstr "レンダラーがありません\nレンダラーが見つからない、または割り当てられていません。ランタイムにこれらのレンダラーに切り替えると、問題が発生する可能性があります。" #: /Runtime/GfxDevice/vulkan/VKFramebuffer.cpp:245 msgctxt "Error Message in VKFramebuffer.cpp" msgid "Missing Vulkan framebuffer attachment foveation image?" msgstr "Vulkan フレームバッファフォビエーション画像が見つかりません" #: /Runtime/GfxDevice/vulkan/VKFramebuffer.cpp:201 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:221 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" #: Editor/Mono/UIElements/StyleSheets/StyleSheetImportGlossary.cs:17 msgid "Missing function argument: '{0}'" msgstr "欠けている関数引数: '{0}'" #: /Runtime/Graphics/RenderPassContext.cpp:163 msgctxt "Error Message in RenderPassContext.cpp" msgid "Missing instance ID from RenderTexture given to RenderTargetIdentifier!" msgstr "RenderTargetIdentifierに与えたレンダーテクスチャのインスタンスIDがありません。" #: Editor/Src/Prefabs/PrefabUtility.cpp:1020 msgid "Missing script" msgstr "欠落しているスクリプト" #: Editor/Mono/UIElements/StyleSheets/StyleSheetImportGlossary.cs:18 msgid "Missing variable name" msgstr "変数名が欠けています" #: /Editor/Src/Audio/Mixer/AudioMixerEffectController.cpp:55 msgid "Mix Level" msgstr "ミックスレベル" #: Editor/Mono/HostView.cs:37 msgid "Mixed" msgstr "混合" #: /Editor/Src/LightmappingAnalyticsData.h:245 msgid "Mixed Bake Mode" msgstr "混合ベイクモード" #: Modules/ShortcutManager/ShortcutManagerWindowView.cs:485 msgid "Mixed Key" msgstr "混合キー" #: /Editor/Src/LightmappingAnalyticsData.h:247 msgid "Mixed Light Count" msgstr "混合ライト数" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:200 msgid "Mixed Lighting" msgstr "混合ライティング" #: /Runtime/Camera/RenderSettings.cpp:630 msgid "Mixed Shadow Color" msgstr "混合シャドウカラー" #: Editor/Mono/EditorGUI.cs:200 msgid "Mixed Values" msgstr "混合値" #: Editor/Mono/SceneModeWindows/DefaultLightingExplorerExtension.cs:41 msgid "Mixed..." msgstr "混合..." #: Editor/Mono/Audio/Mixer/GUI/AudioMixerDrawUtils.cs:80 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/AudioMixersTreeView.cs:526 msgid "Mixers" msgstr "ミキサー" #: /Editor/Src/AssetPipeline/ImportLog.cpp:26 #: Editor/Mono/Inspector/EditorSettingsInspector.cs:25 msgid "Mode" msgstr "モード" #: Editor-Missing:Missing detected at runtime. msgid "Mode A (Normal)" msgstr "モード A (通常)" #: Editor/Mono/GUI/ManagedDebuggerWindow.cs:36 msgid "Mode: Debug" msgstr "モード: デバッグ" #: Editor/Mono/GUI/ManagedDebuggerWindow.cs:44 msgid "Mode: Release" msgstr "モード: リリース" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3358 msgid "Model Folder Path" msgstr "モデルフォルダーのパス" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterEditor.cs:13 msgid "Model Import Settings" msgstr "モデルのインポート設定" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:60 msgid "Model Name + Model's Material" msgstr "モデル名 + モデルのマテリアル" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:170 msgid "Modelling Tolerance" msgstr "モデルの許容範囲" #: /Editor/Src/Prefabs/PrefabMerging.h:148 msgid "Modifications" msgstr "変更" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:41 msgid "Modified Collision Plane Transform" msgstr "変更された衝突平面トランスフォーム" #: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:28 msgid "Modify" msgstr "変更" #: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:27 msgid "Modify Tilemap" msgstr "タイルマップを変更" #: Packages/com.unity.2d.tilemap/Editor/ObjectCreationMenu/GameObjectCreation.cs:17 msgid "Modify existing Grid" msgstr "既存のグリッドを変更" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDProbeUI.Skin.cs:31 msgid "Modify the base shape." msgstr "基本形状を変更します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDProbeUI.Skin.cs:33 msgid "Modify the influence normal volume." msgstr "インフルエンス法線ボリュームを変更します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDProbeUI.Skin.cs:32 msgid "Modify the influence volume." msgstr "インフルエンスボリュームを変更します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs:96 msgid "" "Modify the non-temporal blur to change how sharp features are preserved. " "Lower values blurrier/softer, higher values sharper but with risk of noise." msgstr "一時的蓄積ではないぼかしを変更して、シャープな特徴の保持方法を変更します。値が小さいほどぼやけ/ソフトになり、値が大きいほどシャープになりますがノイズのリスクがあります。" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:34 msgid "Modify {0}" msgstr "{0} を変更" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerGroupTreeView.cs:481 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" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:73 msgid "Modulate By Light Color" msgstr "ライトの色で調節" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:216 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。" #: /Editor/Src/BuildPipeline/PlatformModuleSetup.h:29 msgid "Modules" msgstr "モジュール" #: Modules/UnityConnectEditor/Services/AdsService.cs:56 msgid "Monetize your games" msgstr "ゲームを収益化します" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:66 msgid "Monitor Refresh Rate" msgstr "モニター更新レート" #: Editor/Mono/PreferencesWindow/AssetPipelinePreferences.cs:24 msgid "" "Monitor directories instead of scanning all project files to detect asset " "changes." msgstr "すべてのプロジェクトファイルをスキャンする代わりにディレクトリを監視して、アセットの変更を検出します。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:202 msgid "Mono" msgstr "Mono" #: /Runtime/Mono/MonoBehaviour.cpp:64 msgid "Mono Behaviour" msgstr "Mono Behaviour" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4108 msgid "Mono Env" msgstr "Mono 環境変数" #: Editor-Missing:Missing detected at runtime. msgid "Mono Script" msgstr "Mono スクリプト" #: Editor-Missing:Missing detected at runtime. msgid "Mono2x" msgstr "Mono2x" #: /Editor/Src/Commands/MiscContextMenus.cpp:116 msgctxt "MenuItem./CONTEXT/MonoBehaviour/Edit Script" msgid "MonoBehaviour" msgstr "MonoBehaviour" #: /Editor/Src/Commands/AssetsMenu.cpp:1279 msgctxt "MenuItem./Assets/Create/MonoBehaviour Script" msgid "MonoBehaviour Script" msgstr "MonoBehaviour スクリプト" #: [MenuItem]Editor/Mono/Inspector/MonoScriptInspector.cs:82 msgid "MonoImporter" msgstr "MonoImporter" #: /Editor/Mono/Inspector/MonoScriptInspector.cs:82 msgctxt "MenuItem./CONTEXT/MonoImporter/Reset" msgid "MonoImporter" msgstr "MonoImporter" #: [MenuItem]Editor/Mono/Inspector/ScriptExecutionOrderInspector.cs:122 msgid "MonoManager" msgstr "MonoManager" #: /Editor/Mono/Inspector/ScriptExecutionOrderInspector.cs:122 msgctxt "MenuItem./CONTEXT/MonoManager/Reset" msgid "MonoManager" msgstr "MonoManager" #: /Editor/Src/Animation/BlendTree.h:32 #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:187 msgid "Motion" msgstr "モーション" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:47 msgid "Motion Blur" msgstr "モーションブラー" #: Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/MotionBlurEditor.cs:83 msgid "Motion Vector Clamp" msgstr "モーションベクトルの範囲制限" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2817 msgid "Motion Vector Mode Enum Value" msgstr "モーションベクトル モード enum 値" #: 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/Src/AutoDocumentation.cpp:1889 msgctxt "From AutoDocumentation" msgid "Motion Vector generation mode." msgstr "モーションベクトル生成モード" #: /Runtime/Camera/GraphicsSettings.cpp:533 #: Editor/Mono/Inspector/RendererEditorBase.cs:326 msgid "Motion Vectors" msgstr "モーションベクトル" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/AdvancedOptionsUIBlock.cs:45 msgid "Motion Vectors For Vertex Animation" msgstr "頂点アニメーションのモーションベクトル" #: Editor/Src/AutoDocumentation.cpp:2206 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/Mono/AssetPipeline/SpeedTree/SpeedTreeImporterCommon.cs:171 msgid "Motion vector mode to set for the mesh renderer of each LOD object" msgstr "各LODオブジェクトのメッシュレンダラーに設定するモーションベクトルモード" #: Editor/Src/AutoDocumentation.cpp:2522 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/Animation/StateMachine.cpp:347 msgid "Motions" msgstr "モーション" #: Editor-Missing:Missing detected at runtime. msgid "Mountains" msgstr "山" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:1218 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" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:32 msgid "Mouse Grid Position At Z" msgstr "Z にマウスグリッド位置" #: Editor-Missing:Missing detected at runtime. msgid "Mouse Movement" msgstr "マウス動作" #: Editor-Missing:Missing detected at runtime. msgid "Mouse ScrollWheel" msgstr "マウススクロールホイール" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:148 msgid "Mouse Select" msgstr "マウス選択" #: Editor-Missing:Missing detected at runtime. msgid "Mouse X" msgstr "マウス X" #: Editor-Missing:Missing detected at runtime. msgid "Mouse Y" msgstr "マウス Y" #: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:34 msgid "Move" msgstr "移動" #: Modules/TreeEditor/TreeEditor.cs:62 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" #: Editor/Src/DragAndDropForwarding.cpp:1442 #: Editor/Src/DragAndDropForwarding.cpp:1447 msgid "Move Component" msgstr "コンポーネントを移動" #: [MenuItem]Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateMachineBehaviourEditor.cs:141 msgid "Move Down" msgstr "下に移動" #: /Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateMachineBehaviourEditor.cs:141 msgctxt "MenuItem./CONTEXT/StateMachineBehaviour/Move Down" msgid "Move Down" msgstr "下に移動" #: Modules/TreeEditor/TreeEditor.cs:75 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" #: /Editor/Src/UnityConnect/UnityConnectCommon.h:80 msgid "Move Lock" msgstr "ロックの移動" #: /Editor/Src/EditorUserBuildSettings.cpp:231 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/Mono/Inspector/NavMeshObstacleInspector.cs:106 msgid "Move Threshold" msgstr "移動のしきい値" #: Editor/Mono/PresetLibraries/PresetLibraryEditor.cs:904 msgid "Move To First" msgstr "先頭に移動する" #: Editor-Missing:Missing detected at runtime. msgid "Move To View" msgstr "ビューに移動" #: [MenuItem]Editor/Mono/SceneView/SceneView.cs:1866 msgid "Move To View %" msgstr "ビューに移動 %" #: /Editor/Mono/SceneView/SceneView.cs:1866 msgctxt "MenuItem./GameObject/Move To View %&f" msgid "Move To View %&f" msgstr "ビューに移動 %&f" #: Editor/Mono/Tools/BuiltinTools.cs:266 msgid "Move Tool" msgstr "移動ツール" #: [MenuItem]Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateMachineBehaviourEditor.cs:87 msgid "Move Up" msgstr "上に移動" #: /Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateMachineBehaviourEditor.cs:87 msgctxt "MenuItem./CONTEXT/StateMachineBehaviour/Move Up" msgid "Move Up" msgstr "上に移動" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:75 msgid "Move the selected objects." msgstr "選択したオブジェクトを動かします" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:228 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)" #: Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeComponentListEditor.cs:436 msgid "Move to Bottom" msgstr "下に移動" #: Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeComponentListEditor.cs:433 msgid "Move to Top" msgstr "上に移動" #: Editor/Mono/Inspector/TrailRendererEditor.cs:32 msgid "Movement Speed" msgstr "動く速度" #: Packages/com.unity.ugui/Editor/UGUI/UI/ScrollRectEditor.cs:111 msgid "Movement Type" msgstr "移動タイプ" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:92 msgid "Movie files" msgstr "動画ファイル" #: Editor/Mono/Inspector/LineRendererPositionsView.cs:173 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。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs:98 msgid "" "Moving this factor closer to 0 will increase the amount of accepted samples " "during temporal accumulation, increasing the ghosting, but reducing the " "temporal noise." msgstr "このファクターを0に近づけると、一時的な蓄積中に受け入れられるサンプルの量が増え、ゴーストが増加しますが、一時的なノイズは減少します。" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGLBuildProfileExtension.cs:135 msgid "Mozilla Firefox" msgstr "Mozilla Firefox" #: /Editor/Src/UnityConnect/UnityErrors.h:114 msgid "Msg" msgstr "メッセージ" #: 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 "Multi Line Submit" msgstr "状況による複数行" #: /Runtime/Shaders/SerializedShaderData.h:680 msgid "Multi Sampled" msgstr "マルチサンプル" #: Packages/com.unity.ugui/Editor/TMP/TMP_DropdownEditor.cs:53 msgid "Multi Select" msgstr "複数選択" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:53 msgid "Multi-Process AssetBundle Building" msgstr "マルチプロセスアセットバンドルビルドパイプライン" #: Modules/PackageManagerUI/Editor/UI/PackageSelectionEditor.cs:17 msgid "Multi-object editing not supported." msgstr "複数オブジェクト編集はサポートされていません。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:183 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" #: Editor/Mono/AssetPipeline/SpeedTree/SpeedTreeImporterCommon.cs:205 msgid "Multi-selection is not supported for LOD settings." msgstr "LOD設定では複数選択はサポートされていません。" #: Editor/Mono/Inspector/GameObjectInspector.cs:58 msgid "Multiple" msgstr "複数" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:48 msgid "Multiple Elements" msgstr "複数要素" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:67 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:68 msgid "" "Multiple Prefabs selected. Cannot show overrides.\n" "Applying 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:543 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:544 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。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/Decal/DecalProjectorEditor.cs:779 msgid "Multiple material type in selection" msgstr "複数マテリアルタイプが選択中" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/VolumetricLighting/LocalVolumetricFogUI.Drawer.cs:139 msgid "Multiple values for Advanced mode" msgstr "詳細モードの複数の値" #: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreCache.cs:289 msgid "" "Multiple versions of the same package found on disk and we could not " "determine which one to take. Please remove one of the following files:\n" msgstr "パッケージの複数のバージョンがディスク上に見つかったためどれを使用するかを決定できませんでした。 以下のファイルのいずれかを削除してください:\n" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateEditor.cs:191 msgid "Multiplier" msgstr "乗数" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:92 msgid "Multiplier applied on the flare intensity." msgstr "フレアの強度に適用される乗数。" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:190 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。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:45 msgid "" "Multiplies the intensity of the Light by the given number. This is useful " "for modifying the intensity of multiple Lights simultaneously without " "needing know the intensity of each Light." msgstr "ライトの強度に指定した数を掛けます。これは、各ライトの強度を知る必要なしに、複数のライトの強度を同時に変更する場合に便利です。" #: Editor-Missing:Missing detected at runtime. msgid "Multiply" msgstr "乗算" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:180 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:181 msgid "Multiply Drag By Particle Velocity" msgstr "パーティクル速度で抗力を増加" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:65 msgid "Multiply by Collision Angle" msgstr "衝突角度によって増加" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:67 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:66 msgid "Multiply by Particle Speed" msgstr "パーティクル速度で乗算" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:80 msgid "Multiply by Size" msgstr "サイズにより増加" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:81 msgid "Multiply by Velocity" msgstr "速度により増加" #: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:15 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/ShapeModuleUI.cs:222 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:221 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/VelocityModuleUI.cs:29 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/LightsModuleUI.cs:14 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/NoiseModuleUI.cs:49 msgid "" "Multiply the size of the particle by a proportion of the noise. If you use a " "curve to set this value, the Particle System applies the curve over the " "lifetime of each particle." 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。 カーブを使用してこの値を設定すると、パーティクルシステムは各パーティクルの生存期間にわたりカーブを適用します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:168 msgid "Multisample Anti-aliasing Quality" msgstr "マルチサンプリングアンチエイリアス品質" #: /Runtime/Shaders/RayTracing/RayTracingShaderStructs.cpp:434 msgid "Multisampled" msgstr "マルチサンプル" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:62 msgid "Multitasking Support" msgstr "複数タスクのサポート" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:151 msgid "Multithreaded Rendering*" msgstr "マルチスレッドレンダリング*" #: Modules/Physics2DEditor/Managed/Settings/Physics2DSettingsEditor.cs:11 msgid "Multithreading" msgstr "マルチスレッド" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:52 msgid "Muscles" msgstr "マッスル" #: Editor/Mono/Inspector/Avatar/AvatarEditor.cs:154 msgid "Muscles & Settings" msgstr "マッスルと設定" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:183 msgid "" "Must be greater than 0 and if using split APKs should be less than 100000 to " "generate valid version codes." msgstr "有効なバージョンコードを生成するには0より大きくする必要があります。かつ、分割APKを使用する場合は100000未満にする必要があります。" #: Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:108 msgid "Must be lowercase" msgstr "小文字でなければなりません" #: Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:109 msgid "Must be lowercase and not include dots '.'" msgstr "小文字でなければなりません。 また、ドット'.'を使わないでください。" #: Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:111 msgid "Must follow SemVer (ex: 1.0.0-preview.1)." msgstr "SemVer (例: 1.0.0-preview.1) に従わなくてはなりません。" #: /Editor/Src/Animation/Transition.cpp:36 #: Editor/Mono/Inspector/AudioSourceInspector.cs:358 msgid "Mute" msgstr "ミュート" #: Editor/Mono/GameView/GameView.cs:101 msgid "Mute Audio" msgstr "オーディオをミュート" #: /Runtime/Misc/PlayerSettings.cpp:816 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:3031 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:170 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-Missing:Missing detected at runtime. msgid "Mutes the sound." msgstr "サウンドをミュート" #: Editor/Src/AutoDocumentation.cpp:485 msgctxt "From AutoDocumentation" msgid "Mutes the sound." msgstr "サウンドをミュート" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerDrawUtils.cs:70 msgid "Mutes this group" msgstr "このグループをミュート" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/DiffusionProfile/DiffusionProfileSettingsEditor.Styles.cs:20 msgid "Mutlipliers for the smoothness of the two specular lobes" msgstr "2重のスペキュラーローブの滑らかさの乗数" #: [MenuItem]Editor/Mono/AssetStore/AssetStoreWindow.cs:38 msgid "My Assets" msgstr "マイアセット" #: /Editor/Mono/AssetStore/AssetStoreWindow.cs:38 msgctxt "MenuItem./Window/My Assets" msgid "My Assets" msgstr "マイアセット" #: Modules/PackageManagerUI/Editor/Services/Pages/PageTypes/MyRegistriesPage.cs:12 msgid "My Registries" msgstr "マイレジストリ" #: Modules/EditorToolbar/ToolbarElements/AccountDropdown.cs:114 msgid "My account" msgstr "マイアカウント" #: Modules/UnityConnectEditor/ProjectSettings/AdsProjectSettings.cs:137 msgid "N/A" msgstr "利用不可" #: Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeComponentEditor.cs:80 msgid "NONE" msgstr "なし" #: Editor/Mono/ObjectListArea.cs:71 msgid "" "NOTE: Maximum item count is reached, not all items are shown. Narrow your " "search." msgstr "注意: 最大アイテム数に達したため、すべてを表示することができません。検索を絞り込んでください。" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:150 msgid "NPOT Scale" msgstr "2 の累乗以外のスケール" #: /Runtime/Shaders/GpuPrograms/ShaderVariantCollection.cpp:158 msgctxt "Error Message in ShaderVariantCollection.cpp" msgid "NULL shader passed" msgstr "NULL のシェーダーパスが渡されました" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:269 msgid "NVIDIA Deep Learning Super Sampling (DLSS)" msgstr "NVIDIA ディープラーニングスーパーサンプリング (DLSS)" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:275 msgid "" "NVIDIA Deep Learning Super Sampling pixel sharpness of upsampler. Controls " "how the DLSS upsampler will render edges on the image. More sharpness " "usually means more contrast and clearer image but can increase flickering " "and fireflies. This setting is ignored if optimal settings are used." msgstr "アップサンプラーのNVIDIAディープラーニングスーパーサンプリング(DLSS)のピクセルシャープネス。DLSSアップサンプラーが画像のエッジをレンダリングする方法を制御します。シャープネスが高いほど、通常はコントラストが高く、画像が鮮明になりますが、ちらつきやホタルのように見える現象が増える可能性があります。最適な設定を使用すると、この設定は無視されます。" #: /Editor/Src/EditorUserBuildSettings.cpp:255 msgid "NVN Aftermath" msgstr "NVN Aftermath" #: /Editor/Src/EditorUserBuildSettings.cpp:257 msgid "NVN Draw Validation Heavy" msgstr "NVN Draw Validation Heavy" #: /Editor/Src/EditorUserBuildSettings.cpp:256 msgid "NVN Draw Validation Light" msgstr "NVN Draw Validation Light" #: /Editor/Src/EditorUserBuildSettings.cpp:254 msgid "NVN Shader Debugging" msgstr "NVN Shader Debugging" #: /Runtime/Input/InputAxis.h:130 #: Editor/Mono/Inspector/RayTracingShaderInspector.cs:20 msgid "Name" msgstr "名前" #: Modules/PackageManagerUI/Editor/Services/Pages/PageSortOption.cs:18 msgid "Name (asc)" msgstr "名前 (asc)" #: Modules/PackageManagerUI/Editor/Services/Pages/PageSortOption.cs:19 msgid "Name (desc)" msgstr "名前 (desc)" #: /Editor/Src/AssetPipeline/TextureImporting/SpriteFrameMetaData.h:183 msgid "Name File Id Table" msgstr "名前ファイル ID 表" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:87 msgid "Name Files As Hashes" msgstr "ハッシュでファイルを命名" #: /Runtime/Graphics/Mesh/MeshBlendShape.h:125 msgid "Name Hash" msgstr "名前のハッシュ" #: /Runtime/Shaders/SerializedShaderData.h:730 msgid "Name Index" msgstr "名前インデックス" #: /Runtime/Shaders/SerializedShaderData.h:1394 msgid "Name Indices" msgstr "名前インデックス" #: /Editor/Src/Undo/UndoBase.cpp:198 msgid "Name Priority" msgstr "名前優先度" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:689 msgid "Name Property" msgstr "名前プロパティ" #: /Runtime/Misc/RuntimeInitializeOnLoadManager.h:34 msgid "Name Space" msgstr "名前空間" #: Modules/BuildPipeline/Editor/Ucbp/AssetBundleHelper.cpp:1381 msgid "" "Name collision detected: assetBundleName \"{0}\" can't be used for both a " "normal AssetBundle and an AssetBundle variant." msgstr "名前の競合が検出されました: assetBundleName \"{0}\" は、通常のアセットバンドルとアセットバンドルバリアントの両方には使用できません。" #: Modules/BuildPipeline/Editor/Ucbp/AssetBundleHelper.cpp:1375 msgid "" "Name collision detected: assetBundleName \"{0}\" can't exist in the same " "build as assetBundleName \"{1}\" with variant \"{2}\"." msgstr "名前の競合が検出されました: assetBundleName \"{0}\" は、assetBundleName \"{1}\"(バリアント \"{2}\" をもつ)と同じビルドに共存できません。" #: Editor/Src/AutoDocumentation.cpp:855 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ボタンの名前としてユーザーに表示されます。" #: Editor/Mono/Inspector/SortingLayerEditorUtility.cs:13 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:140 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/Src/AutoDocumentation.cpp:2767 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-Missing:Missing detected at runtime. msgid "Name of the device." msgstr "デバイスの名前" #: Editor/Src/AutoDocumentation.cpp:608 msgctxt "From AutoDocumentation" msgid "Name of the device." msgstr "デバイスの名前" #: Editor/Src/AutoDocumentation.cpp:854 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-Missing:Missing detected at runtime. msgid "Named Control" msgstr "名前付きコントロール" #: /Runtime/BaseClasses/NamedObject.cpp:36 msgid "Named Object" msgstr "名前付きオブジェクト" #: Editor-Missing:Missing detected at runtime. msgid "NamedControl" msgstr "名前付きコントロール" #: /Runtime/Scripting/ScriptingManager.h:42 msgid "Names" msgstr "名前" #: /Runtime/Mono/MonoScript.cpp:299 msgid "Namespace" msgstr "名前空間" #: /Editor/Src/BuildPipeline/BuildSerialization.h:81 msgid "Namespace Name" msgstr "名前空間名" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:37 msgid "Namespace prefix" msgstr "名前空間プレフィックス" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:55 msgid "Naming" msgstr "命名規則" #: Modules/QuickSearch/Editor/UITK/SearchEmptyView.cs:54 msgid "Narrow your search" msgstr "検索を絞り込む" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:53 msgid "Native Allocations (Editor Only)" msgstr "ネイティブの割り当て (エディターのみ)" #: Editor-Missing:Missing detected at runtime. msgid "Native Plugin" msgstr "ネイティブプラグイン" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:27 msgid "Native RenderPass" msgstr "ネイティブレンダーパス" #: Editor/Mono/Inspector/AudioManagerInspector.cs:22 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:21 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/Src/AutoDocumentation.cpp:3419 msgctxt "From AutoDocumentation" msgid "Native texture ID if you've allocated it yourself." msgstr "自身で割り当てた場合は、ネイティブテクスチャID。" #: /Runtime/Misc/ComponentRequirement.cpp:538 msgctxt "MenuItem./Nav Mesh Agent" msgid "Nav Mesh Agent" msgstr "ナビメッシュエージェント" #: /Runtime/BaseClasses/GameObject.cpp:1138 msgid "Nav Mesh Layer" msgstr "ナビメッシュレイヤー" #: /Runtime/Misc/ComponentRequirement.cpp:539 msgctxt "MenuItem./Nav Mesh Obstacle" msgid "Nav Mesh Obstacle" msgstr "ナビメッシュ障害物" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:45 msgid "NavMesh Worker Block Size" msgstr "ナビメッシュワーカーブロックサイズ" #: Editor/Mono/Annotation/SceneViewCameraWindow.cs:39 msgid "Navigation" msgstr "ナビゲーション" #: /Runtime/Misc/ComponentRequirement.cpp:537 msgctxt "MenuItem./Navigation" msgid "Navigation" msgstr "ナビゲーション" #: Editor/Mono/Inspector/OffMeshLinkInspector.deprecated.cs:28 msgid "Navigation Area" msgstr "ナビゲーションエリア" #: Packages/com.unity.ugui/Editor/UGUI/UI/SelectableEditor.cs:176 msgid "Navigation Property" msgstr "ナビゲーションプロパティ" #: Editor-Missing:Missing detected at runtime. msgid "Navigation Static" msgstr "ナビゲーション 静的" #: Editor/Mono/EditorGUI.cs:159 msgid "Near" msgstr "ニア" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:53 msgid "Near Blur" msgstr "前方ブラー" #: /Runtime/Camera/ReflectionProbes.cpp:61 #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs:98 msgid "Near Clip" msgstr "ニアクリップ" #: /Runtime/Camera/Projector.cpp:375 #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/CameraSettingsUI.Drawers.cs:30 msgid "Near Clip Plane" msgstr "ニアクリップ面" #: /Runtime/Camera/ShadowSettings.h:41 Editor/Mono/Inspector/LightEditor.cs:94 msgid "Near Plane" msgstr "ニアクリップ面" #: Editor/Src/AutoDocumentation.cpp:551 msgctxt "From AutoDocumentation" msgid "Near clipping plane." msgstr "ニアクリップ面" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:61 msgid "Near fade" msgstr "至近フェード" #: Editor/Src/AutoDocumentation.cpp:2963 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-Missing:Missing detected at runtime. msgid "Nearest" msgstr "最も近い" #: /Editor/Src/EditorUserBuildSettings.cpp:230 msgid "Need Submission Materials" msgstr "マテリアル提出が必要" #: /Runtime/Graphics/CustomRenderTexture.h:241 msgid "Need Swap" msgstr "スワップが必要" #: Editor/Src/EditorHelper.cpp:359 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" #: /Runtime/Shaders/ComputeShaderStructs.cpp:172 msgid "Needs Reflection Data" msgstr "リフレクションデータ必須" #: Editor-Missing:Missing detected at runtime. msgid "Negative Button" msgstr "負方向ボタン" #: /Runtime/Serialize/ManagedReferenceUtility.cpp:31 msgctxt "Error Message in ManagedReferenceUtility.cpp" msgid "" "Negative managed reference IDs are reserved and cannot be set using " "SetManagedReferenceIdForObject." msgstr "負のマネージ参照IDは予約されており、SetManagedReferenceIdForObjectを使用して設定することはできません。" #: /Runtime/Allocator/ThreadsafeLinearAllocator.cpp:506 msgctxt "Warning Message in ThreadsafeLinearAllocator.cpp" msgid "Nested leak guards are only allowed from a single thread." msgstr "ネストされたリークガードは、1つのスレッドからのみ可能です。" #: 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 "Network Discovery (Script)" msgstr "Network Discovery (スクリプト)" #: 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-Missing:Missing detected at runtime. msgid "Network Identity (Script)" msgstr "Network Identity (スクリプト)" #: Editor-Missing:Missing detected at runtime. msgid "Network Lobby Manager (Script)" msgstr "Network Lobby Manager (スクリプト)" #: 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 "Network Manager (Script)" msgstr "Network Manager (スクリプト)" #: 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 "Network Migration Manager (Script)" msgstr "Network Migration Manager (スクリプト)" #: 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 "Network Proximity Checker (Script)" msgstr "Network Proximity Checker (スクリプト)" #: 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 "NetworkAnimator" msgstr "ネットワークアニメーター" #: Editor-Missing:Missing detected at runtime. msgid "NetworkDiscovery" msgstr "ネットワーク探索" #: Editor-Missing:Missing detected at runtime. msgid "NetworkIdentity" msgstr "ネットワーク ID" #: 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 "NetworkLobbyPlayer" msgstr "ネットワークロビープレイヤー" #: 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 "NetworkManagerHUD" msgstr "ネットワークマネージャーHUD" #: Editor-Missing:Missing detected at runtime. msgid "NetworkMigrationManager" msgstr "ネットワーク移行マネージャー" #: 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 "NetworkStartPosition" msgstr "ネットワーク開始位置" #: 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 "NetworkTransformChild" msgstr "ネットワークトランスフォーム 子" #: 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 "Never" msgstr "なし" #: Editor-Missing:Missing detected at runtime. msgid "Never Sleep" msgstr "スリープしない" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:336 msgid "Never Use DxcAP Is" msgstr "DxcAP Is を使用しない" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/RemoveAction.cs:35 msgid "Never ask" msgstr "今後このメッセージを表示しない" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:196 msgid "New" msgstr "新規" #: Editor/Src/Commands/AssetsMenu.cpp:292 #: Editor/Mono/Sprites/SpriteUtility.cs:22 msgid "New Animation" msgstr "New Animation" #: Editor/Src/Commands/AssetsMenu.cpp:1139 msgid "New Animator Override Controller" msgstr "New Animator Override Controller" #: /Editor/Src/Undo/ImporterChangeUndo.cpp:99 msgid "New Asset" msgstr "新しいアセット" #: Editor/Src/Commands/AssetsMenu.cpp:1136 msgid "New Avatar Mask" msgstr "New Avatar Mask" #: /Editor/Mono/VersionControl/UI/VCMenuChange.cs:82 msgctxt "MenuItem./CONTEXT/Change/New Changeset..." msgid "New Changeset..." msgstr "新しいチェンジセット..." #: Editor-Missing:Missing detected at runtime. msgid "New Contacts Per Job" msgstr "ジョブごとの新しい接触数" #: Editor/Src/Commands/AssetsMenu.cpp:316 msgid "New Cubemap" msgstr "New Cubemap" #: Editor/Src/Commands/AssetsMenu.cpp:249 msgid "New Custom Render Texture" msgstr "New Custom Render Texture" #: Editor/Src/Commands/AssetsMenu.cpp:321 msgid "New Flare" msgstr "New Flare" #: Editor/Src/Commands/AssetsMenu.cpp:1121 msgid "New Font" msgstr "New Font" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1462 msgid "New Group" msgstr "新しいグループ" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:27 msgid "New Key Values" msgstr "新しいキーの値" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:841 msgid "New Lightmap Parameters" msgstr "新しいライトマップパラメーター" #: Editor/Src/Commands/AssetsMenu.cpp:342 msgid "New LightmapParameters" msgstr "新しいライトマップパラメーター" #: Editor/Src/Commands/AssetsMenu.cpp:357 msgid "New Material" msgstr "新しいマテリアル" #: Editor/Src/Commands/AssetsMenu.cpp:1127 msgid "New Physics Material" msgstr "新しい物理マテリアル" #: /Editor/Src/Commands/FileMenu.cpp:159 msgctxt "MenuItem./File/New Project..." msgid "New Project..." msgstr "新しいプロジェクト..." #: Editor/Src/Commands/AssetsMenu.cpp:244 msgid "New Render Texture" msgstr "New Render Texture" #: Editor/Src/Application/Application.cpp:3355 #: [MenuItem]Editor/Mono/EditorApplication.cs:526 msgid "New Scene" msgstr "新しいシーン" #: /Editor/Mono/EditorApplication.cs:526 msgctxt "MenuItem./File/New Scene %n" msgid "New Scene %n" msgstr "新しいシーン" #: /Editor/Src/Application/Application.cpp:3348 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" #: Modules/PackageManagerUI/Editor/UI/ScopedRegistriesSettings.cs:10 msgid "New Scoped Registry" msgstr "新しいスコープ付きレジストリ" #: Editor/Mono/Inspector/Core/AddComponent/NewScriptDropdownItem.cs:25 msgid "New Script" msgstr "新しいスクリプト" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:232 msgid "New Secondary Texture settings." msgstr "新しい補助的なテクスチャの設定" #: /Runtime/2D/SpriteTiling/TilingShapeGenerator.h:45 msgid "New Size" msgstr "新しいサイズ" #: Modules/SpriteMaskEditor/Editor/Managed/SpriteMaskEditor.cs:27 msgid "New Sprite Mask" msgstr "New Sprite Mask" #: /Editor/Src/Undo/StructureUndoBase.cpp:47 msgid "New State" msgstr "新しいステート" #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:164 #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:177 msgid "New Version of Unity Required" msgstr "新しいバージョンの Unity 必要" #: Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeProfileUtils.cs:16 msgid "New Volume Profile..." msgstr "新しいボリュームプロファイル..." #: [MenuItem]Modules/QuickSearch/Editor/UITK/SearchWindow.cs:1298 msgid "New Window" msgstr "新しいウインドウ" #: Editor/Mono/Inspector/Core/AddComponent/AddComponentDataSource.cs:81 msgid "New script" msgstr "新しいスクリプト" #: Modules/Licensing/UI/Events/Text/LicenseTrStrings.cs:56 msgid "New {0} license has been added." msgstr "新しい{0}ライセンスが加えられました。" #: Modules/Licensing/UI/Events/Text/LicenseTrStrings.cs:57 msgid "New {0} licenses have been added." msgstr "新しい{0}ライセンスが加えられました。" #: /Editor/Src/Undo/StructureUndoBase.cpp:79 msgid "Next Root TransformID" msgstr "次のルートトランスフォーム ID" #: /Editor/Src/EditorWindowController.cpp:94 msgctxt "MenuItem./Window/Next Window" msgid "Next Window" msgstr "次のウィンドウ" #: Editor-Extra:MenuItem/Window/Next Window msgid "Next Window %TAB" msgstr "次のウィンドウ %TAB" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:66 msgid "Next frame" msgstr "次のフレーム" #: Packages/com.unity.render-pipelines.high-definition/Samples~/FullscreenSamples/Scripts/Editor/FullscreenSamplesEffectSelectionEditor.cs:47 msgid "Night Volume Profile" msgstr "夜間ボリュームプロファイル" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1221 msgid "No" msgstr "いいえ" #: Modules/AccessibilityEditor/Managed/AccessibilityHierarchyViewModel.cs:152 msgid "No Active Hierarchy" msgstr "アクティブな階層がありません" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:291 msgid "No Alpha will be used." msgstr "アルファは使用されません" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:766 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-Missing:Missing detected at runtime. msgid "No Cascades" msgstr "カスケードなし" #: Packages/com.unity.render-pipelines.high-definition/Editor/PropertyDrawers/CustomPostProcessVolumeComponentListPropertyDrawer.cs:94 msgid "No Custom Post Process Available" msgstr "利用可能なカスタムポストプロセスがありません" #: Modules/TerrainEditor/PaintTools/PaintDetailsTool.cs:22 msgid "No Detail objects defined." msgstr "ディテールオブジェクトが定義されていません" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:28 msgid "No Details" msgstr "詳細なし" #: Editor-Extra:Editor/Src/Commands/EditSimulationCaps.cpp msgid "No Emulation" msgstr "エミュレーションをしない" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:43 msgid "No Engine References" msgstr "エンジンへの参照なし" #: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:32 msgid "No Gizmo in the Scene view" msgstr "シーンビューにギズモを表示しない" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:207 msgid "No Masking" msgstr "マスクなし" #: Editor/Mono/BuildPlayerWindow.cs:83 msgid "No Override" msgstr "オーバーライドしない" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesTreeView.cs:633 msgid "No Overrides" msgstr "オーバーライドしない" #: Modules/ShortcutManager/ShortcutManagerWindowView.cs:468 msgid "No Profile" msgstr "プロファイルなし" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:35 msgid "" "No Profiler Modules are active. Activate modules from the top left-hand drop-" "down." msgstr "アクティブなプロファイラーモジュールはありません。左上のドロップダウンのモジュールをアクティベートしてください。" #: Packages/com.unity.render-pipelines.core/Editor/RenderGraph/RenderGraphViewer.cs:139 msgid "" "No Render Graph execution has been registered. Activate a viewport to " "trigger camera rendering." msgstr "レンダーグラフの実行が登録されていません。ビューポートをアクティブにしてカメラのレンダリングをトリガーしてください。" #: /Editor/Src/OcclusionCulling.cpp:450 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(静的)とマークされたレンダラーが見つかりませんでした。 インスペクター内のすべての移動しないレンダラーをstaticとしてマークしてください" #: Modules/QuickSearch/Editor/UITK/SearchEmptyView.cs:52 msgid "No Results." msgstr "該当なし" #: Editor-Missing:Missing detected at runtime. msgid "No Scaling" msgstr "スケーリングなし" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectView.cs:310 msgid "No Send sources connected." msgstr "発信元が接続されていません。" #: 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 "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 "No Shadows" msgstr "影なし" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorWindow.cs:244 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" #: Editor-Missing:Missing detected at runtime. msgid "No Support" msgstr "サポートされていません" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorWindow.cs:242 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" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:65 msgid "No Throttling" msgstr "スロットリングなし" #: Packages/com.unity.2d.tilemap/Editor/UI/TilePaletteBrushesPopup.cs:14 msgid "No Valid Brush" msgstr "有効なブラシがありません" #: Modules/ProfilerEditor/ProfilerWindow/Bottlenecks/Details/BottlenecksDetailsViewController.cs:38 msgid "No Value" msgstr "値がありません" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:23 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" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:196 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/ModelImporterRigEditor.cs:114 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:103 msgid "No animation present." msgstr "アニメーションなし" #: /Editor/Src/OcclusionCulling.cpp:691 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" #: Modules/TerrainEditor/Brush/BrushList.cs:178 msgid "No brushes defined." msgstr "ブラシが選択されていません" #: Editor/Mono/GUI/CacheServerWindow.cs:28 msgid "No cache server connected" msgstr "キャッシュサーバーが接続されていません" #: Modules/SceneView/CameraOverlay.cs:25 msgid "No camera found" msgstr "カメラが見つかりませんでした" #: Modules/SceneView/CameraOverlay.cs:311 msgid "No camera selected" msgstr "カメラが選択されていません" #: Modules/PackageManagerUI/Editor/UI/MultiSelect/NoActionsFoldout.cs:8 msgid "No common action available for {0}" msgstr "{0} で一般的なアクションは利用できません" #: Editor/Mono/Tools/EditorToolGUI.cs:192 msgid "No custom tools available" msgstr "利用可能なカスタムツールがありません" #: Packages/com.unity.render-pipelines.core/Editor/RenderGraph/RenderGraphViewer.cs:140 msgid "No data to display. Click refresh to capture data." msgstr "表示するデータがありません。更新をクリックしてデータをキャプチャします。" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsVersionHistoryItem.cs:200 msgid "No dependencies" msgstr "依存関係なし" #: Editor-Missing:Missing detected at runtime. msgid "No depth buffer" msgstr "深度バッファなし" #: Editor/Mono/SceneModeWindows/LightingWindow.cs:34 msgid "" "No devices found. Please start an initial bake to make this information " "available." msgstr "デバイスが見つかりませんでした。この情報を利用可能にするには、最初のベイクを開始してください。" #: /Editor/Src/BuildPipeline/BuildBuiltinAssetBundles.cpp:363 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" #: Modules/AssetDatabase/Editor/V2/AssetDatabaseInternal.cpp:2740 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/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:34 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/ProfilerModules/uGui/UISystemProfiler.cs:387 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/ProfilerFrameViewBase.cs:19 msgid "" "No frame data available. Select a frame from the charts above to see its " "details here." msgstr "利用可能なフレームデータがありません。上のチャートからフレームを選択すると、その詳細がこちらに表示されます。" #: Modules/PackageManagerUI/Editor/UI/PackageList.cs:191 msgid "No items to display." msgstr "表示するアイテムがありません。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedObjectsView.cs:20 msgid "No metadata or call stack is available for the selected sample." msgstr "選択したサンプルのメタデータ、またはコールスタックはありません。" #: Modules/BuildProfileEditor/TrText.cs:36 msgid "No module found for the selected profile." msgstr "選択したプロファイルのモジュールが見つかりません。" #: /Editor/Src/Prefabs/PrefabCreation.cpp:344 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。 オブジェクトすべてをDontSaveに設定していませんか?" #: Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:42 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/Inspector/QualitySettingsEditor.cs:34 msgid "" "No offset or override occurs, simply use the Global Mipmap Limit. (Default)" msgstr "オフセットやオーバーライドは発生せず、グローバルミップマップ制限のみを使用します。(デフォルト)" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:59 msgid "No overrides" msgstr "オーバーライドしない" #: Packages/com.unity.render-pipelines.core/Editor/RenderGraph/RenderGraphViewer.cs:142 msgid "" "No passes to display. Select a different Pass Filter to display contents." msgstr "表示するパスはありません。コンテンツを表示するには、別のパスフィルターを選択してください。" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:697 msgid "No possible references" msgstr "使用できる参照がありません" #: Modules/SceneTemplateEditor/SceneTemplateDialog.cs:393 msgid "No preview thumbnail available" msgstr "プレビューサムネイルは使用できません" #: Modules/TextRenderingEditor/TrueTypeFontImporterInspector.cs:26 msgid "No references to other fonts in project." msgstr "プロジェクトの他のフォントへの参照はありません。" #: PlatformDependent/iPhonePlayer/Extensions/Common/DeviceVariation.cs:180 msgid "No requirements" msgstr "必須ではありません" #: Packages/com.unity.render-pipelines.core/Editor/RenderGraph/RenderGraphViewer.cs:143 msgid "" "No resources to display. Select a different Resource Filter to display " "contents." msgstr "表示するリソースはありません。コンテンツを表示するには、別のリソースフィルターを選択してください。" #: Editor/Mono/Prefabs/PrefabFamilyPopup.cs:89 msgid "No results" msgstr "該当なし" #: Modules/PackageManagerUI/Editor/UI/PackageList.cs:197 msgid "No results for \"{0}\"" msgstr "\"{0}\" に一致するものはありませんでした" #: Modules/PackageManagerUI/Editor/UI/PackageList.cs:191 msgid "No results for the specified filters." msgstr "設定したフィルターで抽出されるものはありませんでした。" #: Modules/QuickSearch/Editor/UITK/SearchEmptyView.cs:58 msgid "No results found for {0}." msgstr "{0} に該当するものはありませんでした。" #: Modules/QuickSearch/Editor/UITK/SearchEmptyView.cs:57 msgid "No results found." msgstr "該当するものはありませんでした。" #: Editor/Mono/ProjectBrowser/ProjectBrowser.cs:3194 msgid "No sub folders..." msgstr "サブフォルダーはありません..." #: Editor/Mono/Inspector/PlayerSettingsEditor/WebTemplateManagerBase.cs:181 msgid "No templates found." msgstr "テンプレートが見つかりませんでした" #: Modules/TerrainEditor/Utilities/TerrainLayerUtility.cs:23 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。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:52 msgid "No textures are linked to the mipmap limit group '{0}'." msgstr "ミップマップ制限グループ'{0}'に関連づけられているテクスチャはありません。" #: Modules/TerrainEditor/PaintTools/PaintTreesTool.cs:96 msgid "No trees defined." msgstr "樹木は定義されていません。" #: Editor/Mono/Prefabs/PrefabUtility.cs:3642 msgid "No unused overrides were found." msgstr "不使用のオーバーライドはみつかりませんでした。" #: Modules/TilemapEditor/Editor/Managed/TileEditor.cs:27 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" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectView.cs:430 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" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:97 msgid "No valid blend styles are enabled." msgstr "有効なブレンドスタイルが使用可能になっていません。" #: /Editor/Platform/OSX/Utility/GUIRenderView.mm:812 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/Mono/BuildPlayerWindow.cs:43 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/GameObjectUtility.bindings.cs:68 msgid "No, this object only" msgstr "いいえ、このオブジェクトだけです" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:180 msgid "Node Name" msgstr "ノード名" #: Editor/Src/AutoDocumentation.cpp:2774 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" #: Modules/SketchUpEditor/Mono/SketchUpImportDlg.cs:205 msgid "Nodes in the file hierarchy" msgstr "ファイルヒエラルキーのノード" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:713 msgid "Noise" msgstr "ノイズ" #: Modules/TreeEditor/TreeEditor.cs:150 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:152 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/TerrainEditor/TerrainWizards.cs:504 msgid "Noise Seed" msgstr "ノイズシード" #: Modules/TerrainEditor/TerrainWizards.cs:505 msgid "Noise Spread" msgstr "ノイズスプレッド" #: Modules/TreeEditor/TreeEditor.cs:148 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" #: /Runtime/Shaders/Shader.cpp:1561 msgid "Non Modifiable Textures" msgstr "変更可能なテクスチャがありません" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:389 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/LightProbes.cpp:42 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" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:135 msgid "Non-Directional" msgstr "非ディレクショナル" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:326 msgid "Non-Power of 2" msgstr "2のべき乗以外のサイズ" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:215 msgid "Non-uniform Random" msgstr "非一様乱数" #: Editor/Mono/Inspector/ParentConstraintEditor.cs:41 msgid "None" msgstr "なし" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:166 msgid "None " msgstr "なし" #: Editor/Src/Utility/ObjectNames.cpp:218 #, c-format msgid "None (%s)" msgstr "なし (%s)" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:621 msgid "None (Deprecated)" msgstr "なし (非推奨) " #: Editor/Mono/Inspector/CameraEditor.cs:202 msgid "None (Main Display)" msgstr "なし (メインディスプレイ)" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1263 msgid "None (Use Global Mipmap Limit)" msgstr "なし (グローバルミップマップ制限を使用)" #: /Runtime/Geometry/Plane.h:69 #: Editor/Mono/Inspector/EditorSettingsInspector.cs:72 msgid "Normal" msgstr "通常" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:77 msgid "Normal (NORMAL.xyz)" msgstr "法線 (NORMAL.xyz)" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:12 msgid "Normal (RGB)" msgstr "法線 (RGB)" #: /Runtime/Camera/ShadowSettings.h:40 Editor/Mono/Inspector/LightEditor.cs:93 msgid "Normal Bias" msgstr "法線バイアス" #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/DecalRendererFeatureEditor.cs:16 msgid "Normal Blend" msgstr "法線ブレンド" #: Editor-Missing:Missing detected at runtime. msgid "Normal Color" msgstr "通常色" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:137 msgid "Normal Direction" msgstr "法線の方向" #: Editor/Mono/Inspector/StandardShaderGUI.cs:42 msgid "Normal Map" msgstr "法線マップ" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:227 msgid "Normal Map Encoding" msgstr "法線マップエンコード" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:128 msgid "Normal Map Filter" msgstr "法線マップフィルター" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:381 msgid "Normal Map Quality" msgstr "法線マップ品質" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:385 msgid "Normal Map Z Distance" msgstr "法線マップ Z 距離" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:44 msgid "Normal Map." msgstr "法線マップ" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:80 msgid "Normal Maps" msgstr "法線マップ" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:217 msgid "Normal Offset" msgstr "法線オフセット" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:171 msgid "Normal Quality" msgstr "標準品質" #: Modules/TerrainEditor/Utilities/TerrainLayerInspector.cs:192 msgid "Normal Scale" msgstr "法線スケール" #: /Runtime/Graphics/Mesh/CompressedMesh.h:159 msgid "Normal Signs" msgstr "法線サイン" #: Editor/Src/AutoDocumentation.cpp:2964 msgctxt "From AutoDocumentation" msgid "Normal bias for shadows [ 0.0, 10.0 ]." msgstr "影の法線バイアス [0.0, 10.0]" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LayeringOptionsUIBlock.cs:22 msgid "Normal influence" msgstr "法線の影響" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:176 msgid "Normal map" msgstr "法線マップ" #: Modules/TerrainEditor/Utilities/TerrainLayerUtility.cs:27 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" #: Editor/Mono/GUI/BumpMapSettingsFixingWindow.cs:32 msgid "NormalMap settings" msgstr "法線マップ設定" #: Modules/AssetPipelineEditor/ImportSettings/AudioImporterInspector.cs:435 msgid "Normalize" msgstr "正規化" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:40 msgid "Normalized" msgstr "正規化" #: /Editor/Src/Animation/BlendTree.cpp:79 #: Editor/Mono/Inspector/BlendTreeInspector.cs:372 msgid "Normalized Blend Values" msgstr "正規化されたブレンド値" #: Editor/Mono/Inspector/CameraEditor.cs:474 msgid "Normalized View Port Rect" msgstr "正規化されたビューポート矩形" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:19 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/Src/AutoDocumentation.cpp:3339 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" #: /Runtime/Graphics/Mesh/CompressedMesh.h:156 #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:137 msgid "Normals" msgstr "法線" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:138 msgid "Normals Mode" msgstr "法線モード" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:35 msgid "" "Normals in G-buffer use octahedron encoding/decoding. This improves visual " "quality but might reduce performance." msgstr "Gバッファの法線は、8面体のエンコード/デコードを使用します。 これにより、視覚的な品質は向上しますが、パフォーマンスが低下する可能性があります。" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:189 msgid "North Correction" msgstr "北補正" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/PlanarReflectionProbeEditor.cs:83 msgid "Not Available" msgstr "利用不可" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorTransitionInspectorBase.cs:212 msgid "Not Found" msgstr "見つかりません" #: Editor-Missing:Missing detected at runtime. msgid "Not Important" msgstr "重要ではない" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:178 msgid "Not allowed" msgstr "許可されていません" #: /Editor/Src/Utility/SerializedProperty.cpp:3477 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/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:242 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/ShaderInspector.cs:52 msgid "Not overridable" msgstr "オーバーライド不可" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:3705 msgid "Not selected." msgstr "選択されていません" #: Editor/Mono/Inspector/SkinnedMeshRendererEditor.cs:15 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/BuildPlayerWindow.cs:46 msgid "" "Note: Editor will need to be restarted to load any newly installed modules" msgstr "注意: 新しくインストールされたモジュールをロードするには、エディターを再起動する必要があります。" #: Editor/Mono/UIElements/Controls/MaskField.cs:27 Editor-Missing:Missing #: detected at runtime. msgid "Nothing" msgstr "なし" #: Editor/Mono/ObjectNames.cs:110 msgid "Nothing Selected" msgstr "何も選択されていません" #: /Runtime/GfxDevice/GfxDevice.cpp:1502 msgctxt "Error Message in GfxDevice.cpp" msgid "Nothing to render to" msgstr "レンダリングするものがありません" #: Editor/Mono/Prefabs/PrefabUtility.cs:1358 msgid "Notice!" msgstr "通知!" #: /Runtime/Graphics/LineBuilder.h:164 #: Editor/Mono/Inspector/LineRendererEditor.cs:466 msgid "Num Cap Vertices" msgstr "頂点キャップの数" #: /Runtime/Graphics/EnlightenSceneMapping.h:234 msgid "Num Chunks InX" msgstr "X 内のチャンク数" #: /Runtime/Graphics/EnlightenSceneMapping.h:235 msgid "Num Chunks InY" msgstr "Y のチャンク数" #: /Runtime/Graphics/LineBuilder.h:163 #: Editor/Mono/Inspector/LineRendererEditor.cs:465 msgid "Num Corner Vertices" msgstr "角の頂点数" #: /Runtime/Graphics/Mesh/CompressedMesh.h:146 msgid "Num Items" msgstr "項目の数" #: /Runtime/Misc/PlayerSettings.cpp:751 msgid "Number Of Mips Stripped" msgstr "除去されたミップ数" #: /Runtime/Misc/PlayerSettings.cpp:752 msgid "Number Of Mips Stripped Per Mipmap Limit Group" msgstr "ミップマップ制限グループごとに除去されたミップ数" #: Packages/com.unity.ugui/Editor/UGUI/UI/ScrollbarEditor.cs:80 msgid "Number Of Steps" msgstr "ステップ数" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:104 msgid "Number after dot" msgstr ". 後の数字" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:105 msgid "Number after underscore" msgstr "_ の後の数字" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:103 msgid "Number in parentheses" msgstr "かっこ内の数字" #: Modules/ParticleSystemEditor/ParticleSystemModules/CustomDataModuleUI.cs:22 msgid "Number of Components" msgstr "コンポーネント数 " #: /Runtime/BaseClasses/ManagerContext.cpp:70 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" #: Editor/Mono/Inspector/LODGroupGUI.cs:65 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/RenderTextureEditor.cs:18 msgid "Number of anti-aliasing samples." msgstr "アンチエイリアスのサンプル数" #: /Runtime/Allocator/BlockDoublingLinearAllocator.cpp:468 msgctxt "Error Message in BlockDoublingLinearAllocator.cpp" msgid "Number of blocks exceeds max number of blocks." msgstr "ブロック数が最大ブロック数を超えています。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:139 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" #: Editor/Mono/Inspector/SkinnedMeshRendererEditor.cs:18 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:1969 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" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:136 msgid "Number of bounces for reflection rays." msgstr "リフレクションレイのバウンス数" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:55 msgid "Number of bucket size increments of bucket granularity" msgstr "バケット粒度のバケットサイズ増分の数" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:93 msgid "Number of cascade splits used for directional shadows." msgstr "ディレクショナルシャドウのカスケード分割数。" #: 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/Src/AutoDocumentation.cpp:2849 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:2623 msgctxt "From AutoDocumentation" msgid "Number of data layers in the file." msgstr "ファイルのデータレイヤー数" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs:95 msgid "Number of directions searched for occlusion at each each pixel." msgstr "各ピクセルでオクルージョンを検索した方向の数。" #: Editor/Src/AutoDocumentation.cpp:3329 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:3281 msgctxt "From AutoDocumentation" msgid "Number of entries in blitParams." msgstr "blitParamのエントリー数" #: Editor/Src/AutoDocumentation.cpp:3165 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:3315 msgctxt "From AutoDocumentation" msgid "Number of entries in renderPasses." msgstr "renderPassのエントリー数" #: Editor/Src/AutoDocumentation.cpp:3168 msgctxt "From AutoDocumentation" msgid "Number of entries in textureDescs." msgstr "textureDescのエントリー数" #: Editor/Mono/SceneView/SceneView.cs:1135 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/ProjectBrowser/ProjectBrowser.cs:88 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/ObjectSelector.cs:39 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。" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:70 msgid "Number of items per row:" msgstr "行ごとのアイテム数:" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:113 msgid "Number of mesh tiles to drawn." msgstr "描画するメッシュタイルの数" #: Editor/Src/AutoDocumentation.cpp:2626 msgctxt "From AutoDocumentation" msgid "Number of pages in this file." msgstr "このファイルのページ数" #: 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/Src/AutoDocumentation.cpp:2837 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-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/Src/AutoDocumentation.cpp:2836 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:385 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:2624 msgctxt "From AutoDocumentation" msgid "Number of resolution levels in this tile." msgstr "このタイルの解像度レベルの数" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs:85 msgid "Number of samples for ray traced ambient occlusion." msgstr "レイトレースされたアンビエントオクルージョンのサンプルの数" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:135 msgid "Number of samples for reflections." msgstr "リフレクションのサンプル数" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs:93 msgid "" "Number of steps to take along one signed direction during horizon search " "(this is the number of steps in positive and negative direction)." msgstr "地平線検索中に1つの指定された方向に沿って進むステップ数(これは正と負の方向のステップ数です)。" #: Editor/Mono/GUI/ColorPicker.cs:478 msgid "" "Number of stops to over- or under-expose the color. The intensity calculates " "each time based on the predefined max color component of 191 (0.749) when " "Color Picker opens." msgstr "カラーの露出を高く/低くするために停止する回数。カラーピッカーが開くときに、事前定義された191(0.749)の最大カラーコンポーネントに基づいて強度が毎回計算されます。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:148 msgid "Number of swapchain buffers*" msgstr "スワップチェーンバッファの数*" #: Editor/Src/AutoDocumentation.cpp:2554 msgctxt "From AutoDocumentation" msgid "Number of tiles that reference this flat tile." msgstr "この平らなタイルを参照するタイル数" #: Editor/Src/AutoDocumentation.cpp:395 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/Mono/Inspector/EditorSettingsInspector.cs:96 msgid "Numbering Scheme" msgstr "ナンバリングスキーム" #: /Runtime/Input/RationalTime.cpp:49 msgid "Numerator" msgstr "分子" #: Modules/UnityConnectEditor/ServicesEditorWindow.cs:348 msgid "OFF" msgstr "オフ" #: Editor/Mono/VersionControl/UI/VCWindowPending.cs:22 msgid "OFFLINE" msgstr "オフライン" #: Editor/Src/ComponentUtility.cpp:1327 #: Editor/Src/DragAndDropForwarding.cpp:977 #: Editor/Src/DragAndDropForwarding.cpp:984 #: Editor/Src/DragAndDropForwarding.cpp:1012 #: Editor/Src/DragAndDropForwarding.cpp:2437 #: Editor/Src/DragAndDropForwarding.cpp:2830 Editor/Src/EditorHelper.cpp:100 #: Editor/Src/EditorHelper.cpp:365 Editor/Src/Prefabs/PrefabUtility.cpp:1021 #: Editor/Src/Prefabs/PrefabUtility.cpp:1037 #: Editor/Src/Prefabs/PrefabUtility.cpp:1108 #: Editor/Src/HubClient/HubClient.cpp:342 #: Editor/Src/HubClient/HubClient.cpp:359 #: Editor/Src/Application/ApplicationGraphics.cpp:37 #: Editor/Src/Application/Application.cpp:405 #: Editor/Src/Application/Application.cpp:435 #: Editor/Src/Application/Application.cpp:904 #: Editor/Src/Application/Application.cpp:1382 #: Editor/Src/Application/Application.cpp:3516 #: Editor/Src/Application/Application.cpp:3522 #: Editor/Src/Application/Application.cpp:3528 #: Editor/Src/Commands/AddComponentMenu.cpp:208 #: Editor/Src/Commands/AddComponentMenu.cpp:234 #: Editor/Src/Commands/AddComponentMenu.cpp:301 #: Modules/PresetsEditor/PresetDragAndDrop.cpp:113 #: Editor/Mono/SceneHierarchy.cs:2032 msgid "OK" msgstr "OK" #: Modules/UnityConnectEditor/ServicesEditorWindow.cs:348 msgid "ON" msgstr "オン" #: Editor/Mono/ImportSettings/EditorPluginImporterExtension.cs:83 msgid "OS" msgstr "OS" #: /Runtime/Misc/ResourceManager.cpp:669 #: Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:33 msgid "Object" msgstr "オブジェクト" #: /Editor/Src/Commands/MiscContextMenus.cpp:115 msgctxt "MenuItem./CONTEXT/Object/Reset" msgid "Object" msgstr "オブジェクト" #: /Runtime/BaseClasses/BaseObject.cpp:1010 msgid "Object Hide Flags" msgstr "オブジェクト非表示フラグ" #: /Editor/Src/Prefabs/PropertyModification.h:99 msgid "Object Reference" msgstr "オブジェクト参照" #: Editor/Mono/Inspector/AimConstraintEditor.cs:46 msgid "Object Rotation Up" msgstr "オブジェクト回転アップ" #: Editor/Mono/Inspector/LODGroupGUI.cs:75 msgid "Object Size" msgstr "オブジェクトサイズ" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:131 msgid "Object Thickness" msgstr "オブジェクトの厚さ" #: /Runtime/Shaders/NameToObjectMap.h:159 msgid "Object To Name" msgstr "オブジェクトを名前に" #: /Editor/Src/Undo/ObjectUndo.cpp:1728 msgid "Object Undo" msgstr "オブジェクト元に戻す" #: Editor/Mono/Inspector/AimConstraintEditor.cs:45 msgid "Object Up" msgstr "オブジェクトアップ" #: Modules/AssetDatabase/Editor/Public/AssetDatabaseUtility.cpp:1185 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:1182 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:1188 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" #: Editor/Mono/Inspector/RendererLightingSettings.cs:43 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/RendererLightingSettings.cs:44 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/Src/Prefabs/PrefabInstance.cpp:228 msgid "Objects" msgstr "オブジェクト" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:62 msgid "Objects for Packing" msgstr "パックするオブジェクト" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:29 msgid "Obstacle Avoidance" msgstr "障害物の回避" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:85 msgid "Obstacle Avoidance Type" msgstr "障害物の回避タイプ" #: Editor-Missing:Missing detected at runtime. msgid "Occludee Static" msgstr "被遮蔽物 静的" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs:88 msgid "Occluder Motion Rejection" msgstr "遮蔽物モーションリジェクション" #: Editor-Missing:Missing detected at runtime. msgid "Occluder Static" msgstr "遮蔽物 静的" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:357 msgid "Occluders From Depth Prepass" msgstr "深度プリパスの遮蔽物" #: Editor/Mono/Inspector/StandardShaderGUI.cs:44 msgid "Occlusion" msgstr "オクルージョン" #: Editor/Mono/Inspector/StandardShaderGUI.cs:44 msgid "Occlusion (G)" msgstr "オクルージョン (G)" #: /Runtime/Misc/ComponentRequirement.cpp:574 msgctxt "MenuItem./Occlusion Area" msgid "Occlusion Area" msgstr "オクルージョンエリア" #: Editor-Missing:Missing detected at runtime. msgid "Occlusion Areas" msgstr "オクルージョンエリア" #: Editor/Mono/Annotation/SceneViewCameraWindow.cs:72 msgid "Occlusion Culling" msgstr "オクルージョンカリング" #: /Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:106 msgctxt "MenuItem./Window/Rendering/Occlusion Culling" msgid "Occlusion Culling" msgstr "オクルージョンカリング" #: /Runtime/Camera/OcclusionCullingSettings.cpp:111 msgid "Occlusion Culling Data" msgstr "オクルージョンカリングデータ" #: Editor/Mono/Inspector/CameraEditor.cs:47 msgid "" "Occlusion Culling disables rendering of objects when they are not currently " "seen by the camera because they are obscured (occluded) by other objects." msgstr "オクルージョンカリングは、オブジェクトが他のオブジェクトで隠されて現在カメラから見えない場合に、オブジェクトのレンダリングを無効にします。" #: Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/ShadingModels/LitGUI.cs:101 msgid "Occlusion Map" msgstr "オクルージョンマップ" #: /Runtime/Camera/LightBakingOutput.h:47 msgid "Occlusion Mask Channel" msgstr "オクルージョンマスクチャンネル" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:340 msgid "Occlusion Mesh" msgstr "オクルージョンメッシュ" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:167 msgid "Occlusion Offset" msgstr "オクルージョンオフセット" #: /Runtime/Misc/ComponentRequirement.cpp:575 msgctxt "MenuItem./Occlusion Portal" msgid "Occlusion Portal" msgstr "オクルージョンポータル" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:165 msgid "Occlusion Radius" msgstr "オクルージョン半径" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:169 msgid "Occlusion Remap Curve" msgstr "オクルージョン再マップカーブ" #: /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" #: /Editor/Src/LightmappingAnalyticsData.h:227 msgid "Occupied Texels" msgstr "使用中のテクセル" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceMenuItems.cs:9 msgid "Ocean Sea or Lake" msgstr "海または湖" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:41 msgid "Octave Multiplier" msgstr "オクターブ乗数" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:42 msgid "Octave Scale" msgstr "オクターブスケール" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:40 msgid "Octaves" msgstr "オクターブ" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:124 msgid "Oculus Plugin" msgstr "Oculus プラグイン" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:125 msgid "" "Oculus Plugin must installed manually.\n" "Go in Edit > Project Settings > XR Plugin Manager and add Oculus XR Plugin.\n" "(This can't be verified by the Wizard)" msgstr "Oculusプラグインは手動でインストールする必要があります。\n編集>プロジェクト設定>XR Plugin Managerに移動し、Oculus XR プラグインを加えます。\n(これはウィザードでは確認されません)" #: Editor/Mono/Inspector/CameraEditor.cs:187 msgid "Off" msgstr "オフ" #: Editor-Missing:Missing detected at runtime. msgid "Off Mesh Link Generation" msgstr "オフメッシュリンク生成" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildProfileExtension.cs:31 msgid "Offline - " msgstr "オフライン - " #: /Runtime/File/StreamedResource.cpp:82 #: Editor/Mono/Inspector/LineRendererEditor.cs:21 msgid "Offset" msgstr "オフセット" #: Modules/ParticleSystemEditor/ParticleSystemModules/VelocityModuleUI.cs:25 msgid "Offset X" msgstr "オフセット X" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/VolumetricLighting/VolumetricCloudsEditor.cs:178 msgid "Offset (x,y) of the cloud map." msgstr "クラウドマップのオフセット (x,y) " #: Modules/Physics2DEditor/Managed/Colliders/CompositeCollider2DEditor.cs:59 msgid "Offset Distance" msgstr "オフセット距離" #: /Runtime/Shaders/SerializedShaderData.h:1110 msgid "Offset Factor" msgstr "オフセットファクター" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:35 msgid "Offset Global Mipmap Limit: +1" msgstr "グローバルミップマップ制限をオフセット: +1" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:36 msgid "Offset Global Mipmap Limit: +2" msgstr "グローバルミップマップ制限をオフセット: +2" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:37 msgid "Offset Global Mipmap Limit: +3" msgstr "グローバルミップマップ制限をオフセット: +3" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:33 msgid "Offset Global Mipmap Limit: -1" msgstr "グローバルミップマップ制限をオフセット: -1" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:32 msgid "Offset Global Mipmap Limit: -2" msgstr "グローバルミップマップ制限をオフセット: -2" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:31 msgid "Offset Global Mipmap Limit: -3" msgstr "グローバルミップマップ制限をオフセット: -3" #: /Runtime/Shaders/SerializedShaderData.h:1111 msgid "Offset Units" msgstr "オフセット単位" #: Editor/Mono/Inspector/RendererLightingSettings.cs:41 msgid "Offset X" msgstr "オフセット X" #: Editor/Mono/Inspector/RendererLightingSettings.cs:42 msgid "Offset Y" msgstr "オフセット Y" #: Editor-Missing:Missing detected at runtime. msgid "Offset Z" msgstr "オフセット Z" #: Editor/Mono/Inspector/CameraEditor.cs:34 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/Src/AutoDocumentation.cpp:2558 msgctxt "From AutoDocumentation" msgid "" "Offset in the tilelist where numTiles PackedTileListItems are found that " "point back to the tiles referencing this tile." msgstr "このタイルを参照するタイルを指すnumTiles PackedTileListItemsを見つけるタイルリストのオフセット。" #: Editor/Src/AutoDocumentation.cpp:2608 msgctxt "From AutoDocumentation" msgid "Offset of the parameter block." msgstr "パラメーターブロックのオフセット" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:217 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" #: Editor/Src/AutoDocumentation.cpp:2614 msgctxt "From AutoDocumentation" msgid "Offset pointing to ExtendedFlatTileInfo [numFlatTiles]." msgstr "ExtendedFlatTileInfo [numFlatTiles]を指すオフセット" #: Editor/Src/AutoDocumentation.cpp:2616 msgctxt "From AutoDocumentation" msgid "Offset pointing to FlatTileInfo[numFlatTiles]." msgstr "FlatTileInfo[numFlatTiles]を指すオフセット" #: Editor/Src/AutoDocumentation.cpp:2618 msgctxt "From AutoDocumentation" msgid "Offset pointing to LayerInfo [numLayers]." msgstr "LayerInfo[numLayers]を指すオフセット" #: Editor/Src/AutoDocumentation.cpp:2619 msgctxt "From AutoDocumentation" msgid "Offset pointing to LevelInfo[numLevels]." msgstr "LevelInfo[numLevels]を指すオフセット" #: Editor/Src/AutoDocumentation.cpp:2632 msgctxt "From AutoDocumentation" msgid "Offset pointing to PackedTileListItem[numReverseTiles]." msgstr "PackedTileListItem[numReverseTiles]を指すオフセット" #: Editor/Src/AutoDocumentation.cpp:2630 msgctxt "From AutoDocumentation" msgid "Offset pointing to PageFileInfo [numPageFiles]." msgstr "PageFileInfo[numPageFiles]を指すオフセット" #: Editor/Src/AutoDocumentation.cpp:2631 msgctxt "From AutoDocumentation" msgid "Offset pointing to ParameterBlockInfo [numParameterBlocks]." msgstr "ParameterBlockInfo[numParameterBlocks]を指すオフセット" #: Editor/Src/AutoDocumentation.cpp:2562 msgctxt "From AutoDocumentation" msgid "Offset pointing to TileInfo [numTilesX*numTilesY]." msgstr "TileInfo [numTilesX*numTilesY] を指すオフセット" #: Editor/Src/AutoDocumentation.cpp:2633 msgctxt "From AutoDocumentation" msgid "" "Offset pointing to a ThumbnailsInfo struct. Zero if there is no thumbnail " "included in the file." msgstr "ThumbnailsInfo構造体を指すオフセット。ファイルにサムネイルが含まれていない場合はゼロ。" #: Editor/Src/AutoDocumentation.cpp:2620 msgctxt "From AutoDocumentation" msgid "Offset pointing to char[metaSize]." msgstr "char[metaSize]を指すオフセット" #: 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、影のニアクリップ面をオフセットします。" #: Editor/Src/AutoDocumentation.cpp:2856 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、影のニアクリップ面をオフセットします。" #: Editor/Mono/Inspector/AnimationClipEditor.cs:55 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/Src/AutoDocumentation.cpp:2615 msgctxt "From AutoDocumentation" msgid "" "Offset to the data in the first page in this file (if any pages in the " "file). Headers etc. can occur before this offset." msgstr "このファイルの最初のページのデータへのオフセット(ファイルにページがある場合)。 このオフセットの前にヘッダーなどが発生する可能性があります。" #: Editor/Mono/Inspector/AnimationClipEditor.cs:61 msgid "Offset to the root rotation (in degrees)." msgstr "ルートの度単位でのオフセット" #: Editor/Src/AutoDocumentation.cpp:2573 msgctxt "From AutoDocumentation" msgid "" "Offset to the thumbnail data. At offset "offset" the raw data " "starts at offset "offset+rawSize" the bc data starts." msgstr "サムネイルデータに対するオフセット。オフセット\"offset\"で、Rawデータが始まります。オフセット\"offset+rawSize\"で、BCデータが始まります。" #: Editor/Mono/Inspector/AnimationClipEditor.cs:79 msgid "Offset to the vertical root position." msgstr "垂直のルート位置のオフセット" #: /Runtime/Shaders/Shader.cpp:1515 msgid "Offsets" msgstr "オフセット" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:325 msgid "" "Offsets the mip bias to recover more detail. This only works if the camera " "is utilizing TAA." msgstr "ミップバイアスをオフセットして、詳細を復元します。これは、カメラがTAAを使用している場合にのみ機能します。" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:81 msgid "Ok" msgstr "OK" #: /Editor/Src/Undo/ImporterChangeUndo.cpp:98 msgid "Old Asset" msgstr "古いアセット" #: /Runtime/2D/SpriteTiling/TilingShapeGenerator.h:44 msgid "Old Size" msgstr "古いサイズ" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:170 msgid "Oldest in Front" msgstr "古いものを前面" #: Editor/Mono/GUI/AboutWindow.cs:154 msgid "On" msgstr "オン" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:135 msgid "On .Net UnhandledException*" msgstr ".Net UnhandledException で* " #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:25 msgid "" "On Android, iOS, and Apple TV, Unity performs depth priming only in the " "Forced mode. On tiled GPUs, which are common to those platforms, depth " "priming might reduce performance when combined with MSAA." msgstr "Android、iOS、Apple TVでは、Unityは強制モードでのみ深度プライムを実行します。 これらのプラットフォームに共通するタイルGPUでは、MSAAと組み合わせると、深度プライムによってパフォーマンスが低下する可能性があります。" #: Editor-Missing:Missing detected at runtime. msgid "On Click" msgstr "クリック時" #: Packages/com.unity.ugui/Editor/UGUI/UI/ButtonEditor.cs:27 msgid "On Click Property" msgstr "クリック時のプロパティ" #: Editor/Mono/AssetPipeline/SpeedTree/SpeedTree9ImporterMaterialEditor.cs:11 msgid "On Demand Remap" msgstr "オンデマンドの再マッピング" #: Packages/com.unity.ugui/Editor/TMP/TMP_InputFieldEditor.cs:293 msgid "On Deselect" msgstr "選択解除時" #: Packages/com.unity.ugui/Editor/UGUI/UI/InputFieldEditor.cs:145 msgid "On Did End Edit" msgstr "編集終了時" #: Packages/com.unity.ugui/Editor/TMP/TMP_InputFieldEditor.cs:291 msgid "On End Edit" msgstr "入力完了時" #: Packages/com.unity.visualeffectgraph/Samples~/VFXOutputEventHandlers/Editor/VFXOutputEventUnityEventEditor.cs:22 msgid "On Event" msgstr "イベント時" #: Packages/com.unity.ugui/Editor/TMP/TMP_InputFieldEditor.cs:262 msgid "On Focus Select All" msgstr "フォーカス時に全選択" #: Editor-Missing:Missing detected at runtime. msgid "On Hover" msgstr "マウスオーバー" #: Editor-Missing:Missing detected at runtime. msgid "On Hover Or Selected" msgstr "マウスオーバー/選択時" #: Editor-Missing:Missing detected at runtime. msgid "On Hover With Alt" msgstr "Alt でマウスオーバー時" #: Editor-Missing:Missing detected at runtime. msgid "On Hover With Alt Or Selected" msgstr "Alt でマウスオーバー/選択時" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:101 msgid "" "On OpenGL, Frame Timing Stats may disable Profiler GPU Recorders and the GPU " "Profiler." msgstr "OpenGLでは、フレームタイミング統計がプロファイラーのGPUレコーダーとGPUプロファイラーを無効にする場合があります。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:102 msgid "On OpenGL, Frame Timing Stats may disable the GPU Profiler." msgstr "OpenGLでは、フレームタイミング統計がGPUプロファイラーを無効にする場合があります。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:103 msgid "On OpenGL, Profiler GPU Recorders may disable the GPU Profiler." msgstr "OpenGLでは、GPUレコーダーがGPUプロファイラーを無効にする場合があります。" #: Packages/com.unity.ugui/Editor/TMP/TMP_InputFieldEditor.cs:292 msgid "On Select" msgstr "選択時" #: Packages/com.unity.ugui/Editor/UGUI/UI/DropdownEditor.cs:51 msgid "On Selection Changed" msgstr "選択変更時" #: Packages/com.unity.ugui/Editor/UGUI/UI/InputFieldEditor.cs:144 msgid "On Submit" msgstr "提出時" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:838 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" #: Packages/com.unity.ugui/Editor/UGUI/UI/SliderEditor.cs:131 msgid "On Value Changed" msgstr "値の変更時" #: Packages/com.unity.ugui/Editor/UGUI/UI/ToggleEditor.cs:75 msgid "On Value Changed Property" msgstr "値変更時のプロパティ" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:19 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/WinPlayer/Extensions/Managed/WindowsStandaloneBuildWindowExtension.cs:11 msgid "" "On which device the application should run when you click the Build And Run " "button. Note: This option is ignored when you click the Build button." msgstr "\"ビルドして実行\"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。" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:34 msgid "OnDemand" msgstr "OnDemand" #: /Runtime/Camera/ImageFilters.cpp:456 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" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:157 msgid "Once" msgstr "1 回のみ" #: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:43 msgid "One" msgstr "1" #: Editor/Mono/ProjectBrowser/ProjectBrowser.cs:2289 msgid "One Column Layout" msgstr "1 列レイアウト" #: Modules/AssetPipelineEditor/ImportSettings/PluginImporterInspector.cs:58 msgid "One or more define constraints are invalid or incompatible." msgstr "1つ以上の制約の定義が無効であるか、互換性がありません。" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:59 msgid "One or more define constraints are invalid or not met." msgstr "1つ以上の制約の定義が無効であるか、満たされていません。" #: Modules/TerrainEditor/Brush/BrushEditor.cs:23 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/PackageManagerUI/Editor/UI/PackageLoadBar.cs:192 msgid "One package shown" msgstr "1 パッケージを表示" #: Modules/TreeEditor/TreeEditor.cs:115 msgid "One-16th Res|" msgstr "1/16 解像度|" #: Modules/TreeEditor/TreeEditor.cs:114 msgid "One-8th Res|" msgstr "1/8 解像度|" #: /Editor/Src/UnityConnect/UnityConnectInfo.h:30 msgid "Online" msgstr "オンライン" #: Editor/Src/AssetPipeline/TextureImporting/TextureImporterUtils.cpp:1371 msgid "" "Only POT textures can be used with Virtual Texturing. The texture will have " "Virtual Texture Only disabled.\n" msgstr "仮想テクスチャリングで使用できるのはPOTテクスチャのみです。テクスチャの\"仮想テクスチャのみ\"は無効になります。\n" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:62 msgid "Only accepts 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します。" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasImporterInspector.cs:65 msgid "Only accepts Folders, Sprite Sheet (Texture) and Sprite." msgstr "フォルダー、スプライトシート(テクスチャ)、スプライトのみを受け入れます。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:141 msgid "" "Only adds bones to SkinnedMeshRenderers that have skin weights assigned to " "them." msgstr "スキンウェイトが割り当てられているスキンメッシュレンダラーにのみボーンを加えます。" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:156 msgid "Only available with SDK debug builds." msgstr "SDKデバッグビルドでのみ利用可能です。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:87 msgid "" "Only distance shadowmask supported at the project level! (You can still " "change this per light.)" msgstr "プロジェクトレベルでは距離シャドウマスクのみがサポートされています(これはライトごとに変更できます)。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:215 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:220 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" #: Editor/Src/AutoDocumentation.cpp:2727 msgctxt "From AutoDocumentation" msgid "Only for Terrains." msgstr "Terrain(地形)専用" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:80 msgid "Only high quality lightmap supported!" msgstr "高品質ライトマップのみがサポートされます。" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:722 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" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:77 msgid "Only linear color space supported!" msgstr "リニア色空間のみがサポートされます。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:233 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/ImportSettings/IHVImageFormatImporterInspector.cs:33 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/TextureImporterInspector.cs:281 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。" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSPluginImporterExtension.cs:33 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。" #: /Runtime/Allocator/TLSAllocator.cpp:29 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" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:132 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:133 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/LightsModuleUI.cs:75 msgid "Only point, spot, and rectangle area lights are supported on particles." msgstr "パーティクルでは、ポイントライト、スポットライト、矩形エリアライトのみがサポートされます。" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs:665 msgid "" "Only relevant when using Fixed Delta Time. When enabled, several updates can " "be processed per frame (e.g.: if a frame is 10ms and the fixed frame rate is " "set to 5 ms, the effect will update twice with a 5ms deltaTime instead of " "once with a 10ms deltaTime). This method is expensive and should only be " "used for high-end scenarios." msgstr "固定デルタタイムを使用する場合にのみ関連します。これを有効にすると、フレームごとに複数の更新を処理できます (たとえば、フレームが10ミリ秒で、固定フレームレートが5ミリ秒に設定されている場合、エフェクトは10ミリ秒のデルタ時間で1回ではなく、5ミリ秒のデルタタイムで2回更新されます)。この方法は負担が大きいため、ハイエンドのシナリオでのみ使用してください。" #: /Runtime/Allocator/ThreadsafeLinearAllocator.cpp:473 msgctxt "Warning Message in ThreadsafeLinearAllocator.cpp" msgid "" "Only single guard can be active. To use nested one run app with -diag-job-" "temp-memory-leak-validation cmd line argument." msgstr "1つのガードのみアクティブにできます。 ネストして使うには、アプリケーションを -diag-job-temp-memory-leak-validation コマンドライン引数とともに実行してください。" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:53 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" #: Editor/Mono/Inspector/AudioSourceInspector.cs:86 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。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:265 msgid "Only when building release App Bundle" msgstr "リリース用 App Bundle を作成する場合のみ" #: Modules/GridAndSnap/GridSettingsWindow.cs:44 msgid "Opacity" msgstr "不透明度" #: Editor/Mono/Inspector/Texture3DPreview.cs:81 msgid "Opacity of the texture visualization" msgstr "テクスチャの不透明度の可視化" #: Editor-Missing:Missing detected at runtime. msgid "Opaque" msgstr "不透明" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:29 msgid "Opaque Downsampling" msgstr "不透明度ダウンサンプル" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:19 msgid "Opaque Layer Mask" msgstr "不透明レイヤーマスク" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Rendering.Skin.cs:27 msgid "Opaque Texture" msgstr "不透明テクスチャ" #: Editor/Src/SceneManager/EditorSceneManager.cpp:552 #: /Runtime/Camera/OcclusionPortal.cpp:70 Editor/Mono/Inspector/Editor.cs:524 msgid "Open" msgstr "開く" #: /Editor/Src/Commands/AssetsMenu.cpp:1296 msgctxt "MenuItem./Assets/Open" msgid "Open" msgstr "開く" #: [MenuItem]Editor/Mono/CodeEditor/CodeEditorProjectSync.cs:35 msgid "Open C# Project" msgstr "C# プロジェクトを開く" #: /Editor/Mono/CodeEditor/CodeEditorProjectSync.cs:35 msgctxt "MenuItem./Assets/Open C# Project" msgid "Open C# Project" msgstr "C# プロジェクトを開く" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:28 msgid "Open Close" msgstr "伸びる 丸まる" #: Modules/PackageManagerUI/Editor/Services/UserSettings/PackageManagerUserSettingsProvider.cs:26 msgid "Open Containing Folder" msgstr "内包するフォルダーを開く" #: Editor/Mono/BuildPlayerWindow.cs:44 msgid "Open Download Page" msgstr "ダウンロードページを開く" #: Editor/Mono/ConsoleWindow.cs:1065 msgid "Open Editor Log" msgstr "エディターログを開く" #: Editor/Mono/Inspector/GraphicsSettingsInspectors/GraphicsSettingsInspectorTierSettings.cs:100 msgid "Open Editor..." msgstr "エディターを開く..." #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/Rendering/RenderingProfilerModule.cs:19 msgid "Open Frame Debugger" msgstr "フレームデバッガー" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/Rendering/RenderingProfilerModule.cs:20 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)" #: Editor/Src/Application/Application.cpp:764 msgid "Open Hub" msgstr "Hub を開く" #: /Editor/Src/Commands/AssetsDebugMenu.cpp:42 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" #: Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeProfileUtils.cs:24 msgid "Open In Rendering Debugger" msgstr "レンダリングデバッガーで開く" #: Modules/QuickSearch/Editor/UITK/SearchEmptyView.cs:64 msgid "Open Index Manager?" msgstr "インデックスマネージャーを開きますか?" #: Modules/QuickSearch/Editor/UITK/SearchDetailView.cs:42 msgid "Open Inspector (F4)" msgstr "インスペクターを開く (F4)" #: Modules/PackageManagerUI/Editor/UI/PackageLinks/PackageLinkButton.cs:76 msgid "Open Locally" msgstr "ローカルで開く" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:78 msgid "Open Manual (in a web browser)" msgstr "マニュアルを開く (ウェブブラウザー内)" #: Editor/Mono/Inspector/GameObjectInspector.cs:66 msgid "Open Model in external tool." msgstr "外部ツールでモデルを開く" #: Modules/PackageManagerUI/Editor/Services/EntitlementsErrorAndDeprecationChecker.cs:80 msgid "Open Package Manager" msgstr "パッケージマネージャーを開く" #: Editor/Mono/ConsoleWindow.cs:1064 msgid "Open Player Log" msgstr "プレイヤーログを開く" #: Editor/Mono/Inspector/GameObjectInspector.cs:67 msgid "" "Open Prefab Asset '{0}'\n" "Press modifier key [Alt] to open in isolation." msgstr "プレハブアセット'{0}'を開きます\n単独で開くには修飾キー[Alt]を押します。" #: Editor/Mono/GUI/CacheServerWindow.cs:31 msgid "Open Project Settings..." msgstr "プロジェクト設定を開く..." #: /Editor/Src/Commands/FileMenu.cpp:160 msgctxt "MenuItem./File/Open Project..." msgid "Open Project..." msgstr "プロジェクトを開く..." #: Editor-Missing:Missing detected at runtime. msgid "Open Recent Scene" msgstr "最近使ったシーンを開く" #: Modules/SceneTemplateEditor/SceneTemplateAssetInspectorWindow.cs:36 msgid "Open Reference for Scene Template Pipeline." msgstr "シーンテンプレートパイプラインへの参照を開く" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeLightingTab.cs:280 msgid "Open Rendering Debugger" msgstr "レンダリングデバッガーを開く" #: Modules/QuickSearch/Editor/UITK/SearchToolbar.cs:12 msgid "Open Saved Searches Panel (F3)" msgstr "保存した検索パネルを開く (F3)" #: Editor-Missing:Missing detected at runtime. msgid "Open Scene" msgstr "シーンを開く" #: /Editor/Src/Commands/FileMenu.cpp:154 msgctxt "MenuItem./File/Open Scene" msgid "Open Scene" msgstr "シーンを開く" #: /Editor/Src/Commands/AssetsMenu.cpp:1303 msgctxt "MenuItem./Assets/Open Scene Additive" msgid "Open Scene Additive" msgstr "シーンを追加して開く" #: Modules/BuildProfileEditor/TrText.cs:30 msgid "Open Scene List" msgstr "シーンリストを開く" #: Modules/QuickSearch/Editor/SearchSettings.cs:1327 msgid "Open Search as dockable window" msgstr "ドッキング可能なウィンドウとして検索を開く" #: Editor/Mono/Sprites/SpriteUtilityWindow.cs:26 msgid "Open Sprite Editor" msgstr "スプライトエディターを開く" #: Packages/com.unity.shaderanalysis/Editor/Internal/ShaderAnalysisInspectorWindow.cs:468 msgid "Open Temp Dir" msgstr "一時ディレクトリを開く" #: Packages/com.unity.2d.tilemap/Editor/UI/SceneViewOpenTilePaletteOverlay.cs:30 msgid "Open Tile Palette" msgstr "タイルパレットを開く" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:26 msgid "Open Tile Palette Preferences" msgstr "タイルパレット環境設定を開く" #: Modules/Licensing/UI/Events/Text/LicenseTrStrings.cs:12 msgid "Open Unity Hub" msgstr "Unity Hub を開く" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:79 msgid "Open User Preferences for the Profiler" msgstr "プロファイラーのユーザー設定を開きます" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:28 msgid "Open Window as/Dockable" msgstr "ドッキングウィンドウを開く" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:27 msgid "Open Window as/Floating" msgstr "フローティングウィンドウを開く" #: Modules/QuickSearch/Editor/UITK/SearchListView.cs:13 msgid "Open actions menu" msgstr "アクションメニューを開きます" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:1242 msgid "Open by file extension" msgstr "拡張子に従う" #: Modules/SceneView/CameraOverlay.cs:95 msgid "Open camera component properties." msgstr "カメラコンポーネントプロパティーを開きます。" #: Modules/ParticleSystemEditor/ParticleSystemCurveEditor.cs:25 msgid "Open curve library" msgstr "カーブライブラリを開く" #: Editor/Mono/BuildPlayerWindow.cs:51 msgid "Open documentation about source code building and debugging" msgstr "ソースコードのビルドとデバッグに関するドキュメントを開きます" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:210 msgid "Open existing keystore..." msgstr "既存のキーストアを開く…" #: Modules/PackageManagerUI/Editor/UI/PackageLinks/PackageLinkButton.cs:71 msgid "Open in Browser" msgstr "ブラウザーで開く" #: Editor/Mono/Inspector/Core/PropertyEditor.cs:655 msgid "Open in Import Activity Window" msgstr "インポートアクティビティウィンドウで開く" #: Packages/com.unity.2d.tilemap/Editor/TilePaletteActiveTargetsProperties.cs:14 msgid "Open in Prefab Mode" msgstr "プレハブモードで開く" #: Editor-Missing:Missing detected at runtime. msgid "Open in Search (⌘K)" msgstr "検索で開く (⌘K)" #: Modules/QuickSearch/Editor/UITK/SearchQueryListView.cs:18 msgid "Open in new window" msgstr "新しいウインドウで開く" #: Editor/Src/HubClient/HubClient.cpp:280 msgid "Open project" msgstr "プロジェクトを開く" #: Modules/QuickSearch/Editor/UITK/SearchStatusBar.cs:18 msgid "Open search preferences..." msgstr "検索設定を開く..." #: /Editor/Src/LightmappingAnalyticsData.h:221 msgid "OpenCL Info" msgstr "OpenCL 情報" #: /Editor/Platform/OSX/Utility/OpenGLView.mm:177 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-Missing:Missing detected at runtime. msgid "OpenGL ES 2.0" msgstr "OpenGL ES 2.0" #: /Runtime/Misc/PlayerSettings.cpp:1170 msgctxt "Warning Message in PlayerSettings.cpp" msgid "OpenGL ES 2.0 has been removed." msgstr "OpenGL ES 2.0は削除されました。" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3910 msgid "OpenGL RequireES31" msgstr "OpenGL ES31 必須" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3911 msgid "OpenGL RequireES31AEP" msgstr "OpenGL ES31AEP 必須" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3912 msgid "OpenGL RequireES32" msgstr "OpenGL ES32 必須" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:51 msgid "" "OpenGL is not supported on Apple Silicon chips. Metal will be used on " "devices with Apple Silicon chips instead." msgstr "AppleシリコンチップはOpenGLをサポートしません。Appleシリコンチップ搭載のデバイスでは、代わりにMetalが使用されます。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:100 msgid "OpenGL: Profiler GPU Recorders" msgstr "OpenGL: プロファイラー GPU レコーダー" #: /Runtime/Misc/PlayerSettings.cpp:1111 msgctxt "Warning Message in PlayerSettings.cpp" msgid "OpenGLES2 and OpenGLES3 have been deprecated on iOS." msgstr "OpenGLES2とOpenGLES3はiOSで非推奨となりました。" #: /Runtime/Misc/PlayerSettings.cpp:1114 msgctxt "Warning Message in PlayerSettings.cpp" msgid "OpenGLES2 and OpenGLES3 have been deprecated on tvOS." msgstr "OpenGLES2とOpenGLES3はtvOSで非推奨となりました。" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:156 msgid "OpenImageDenoise" msgstr "OpenImageDenoise" #: /Runtime/Logging/LogAssert.cpp:1219 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" #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:143 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" #: Editor/Src/SceneManager/EditorSceneManager.cpp:533 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" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:24 msgid "Opens settings for this renderer." msgstr "このレンダラーの設定を開きます。" #: Editor/Mono/GameView/GameView.cs:111 msgid "Opens the Frame Debugger" msgstr "フレームデバッガーを開く" #: Packages/com.unity.2d.tilemap/Editor/UI/SceneViewOpenTilePaletteOverlay.cs:31 msgid "Opens the Tile Palette Window" msgstr "タイルパレットウィンドウを開く" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VisualEffectEditor.cs:1412 msgid "" "Opens the currently assigned template for editing within the Visual Effect " "Graph window." msgstr "Visual Effect Graphウィンドウ内で編集するには、現在割り当てられているテンプレートを開きます。" #: Editor-Missing:Missing detected at runtime. msgid "Operation in progress." msgstr "オペレーションが進行中です" #: Modules/TreeEditor/TreeEditor.cs:83 msgid "Opposite|" msgstr "反対|" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:176 msgid "Optimal" msgstr "最適" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:75 msgid "Optimization" msgstr "最適化" #: Modules/ParticleSystemEditor/ParticleSystemCurveEditor.cs:23 msgid "Optimize" msgstr "メッシュの最適化" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:624 msgid "Optimize Bones" msgstr "ボーンを最適化" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:632 msgid "Optimize Game Objects" msgstr "ゲームオブジェクトを最適化" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:128 msgid "Optimize Mesh" msgstr "メッシュの最適化" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:96 msgid "Optimize Mesh Data*" msgstr "メッシュデータの最適化*" #: Editor/Mono/Inspector/RendererLightingSettings.cs:15 msgid "Optimize Realtime UVs" msgstr "リアルタイム UV を最適化する" #: Editor-Missing:Missing detected at runtime. msgid "Optimize Sample Rate" msgstr "サンプルレートの最適化" #: 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: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" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:262 msgid "Optimized Frame Pacing" msgstr "最適化されたフレームペーシング" #: Editor/Mono/Inspector/Avatar/AvatarMappingEditor.cs:41 msgid "Optional Bones" msgstr "ボーン (任意)" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:82 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/Src/AutoDocumentation.cpp:3940 msgctxt "From AutoDocumentation" msgid "" "Optional legacy native pointer exposed via the XRDevice.GetNativePtr() C# " "API." msgstr "XRDevice.GetNativePtr() C# APIを通してアクセスする任意の古いネイティブポインター。" #: Editor/Src/AutoDocumentation.cpp:3143 msgctxt "From AutoDocumentation" msgid "" "Optional legacy native pointer which will be exposed via XRDevice." "GetNativePtr() c# api." msgstr "XRDevice.GetNativePtr() C# apiを通してアクセスする任意の古いネイティブポインター。" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:30 msgid "Options" msgstr "オプション" #: Modules/PhysicsEditor/MeshColliderEditor.cs:18 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/Src/AutoDocumentation.cpp:3162 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。" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:77 msgid "Options used for blending" msgstr "ブレンドに使用するオプション" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:80 msgid "Options used for normal maps" msgstr "影に使用するオプション" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:78 msgid "Options used for shadows" msgstr "影に使用するオプション" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:79 msgid "Options used for volumetric lighting" msgstr "ボリュメトリックライトに使用するオプション" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:155 msgid "Optix" msgstr "OptiX" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/LightAnchorEditor.cs:602 msgid "Orbit" msgstr "軌道" #: Modules/ParticleSystemEditor/ParticleSystemModules/VelocityModuleUI.cs:24 msgid "Orbital X" msgstr "軌道 X" #: Editor/Mono/Inspector/SortingLayerEditorUtility.cs:14 msgid "Order in Layer" msgstr "レイヤーの順序" #: /Editor/Src/Animation/Transition.cpp:251 #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:22 msgid "Ordered Interruption" msgstr "順序づけられた割り込み" #: /Editor/Src/Animation/StateMachine.cpp:795 msgid "Ordered Transitions" msgstr "順序づけられた遷移" #: /Editor/Src/UnityConnect/UnityConnectCommon.h:77 msgid "Organization Foreign Key" msgstr "組織 ID" #: /Editor/Src/UnityConnect/UnityConnectCommon.h:139 msgid "Organization Foreign Keys" msgstr "組織外部キー" #: /Runtime/Misc/PlayerSettings.cpp:1049 msgid "Organization Id" msgstr "組織 ID" #: /Editor/Src/UnityConnect/UnityConnectCommon.h:76 msgid "Organization Name" msgstr "組織名" #: /Editor/Src/UnityConnect/UnityConnectCommon.h:140 msgid "Organization Names" msgstr "組織名" #: Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:109 msgid "Organization name" msgstr "組織名" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:60 msgid "Orientation" msgstr "向き" #: Modules/TilemapEditor/Editor/Managed/TilemapEditor.cs:66 msgid "Orientation Matrix" msgstr "方向行列" #: Editor/Mono/Inspector/AnimationClipEditor.cs:941 msgid "Orientation Offset Y Property" msgstr "方向オフセット Y プロパティ" #: Modules/TilemapEditor/Editor/Managed/TilemapEditor.cs:30 msgid "Orientation for tiles in the tilemap" msgstr "タイルマップのタイルの向き" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:50 msgid "Origin" msgstr "原点" #: Editor/Mono/Inspector/AnimationClipEditor.cs:68 msgid "Original" msgstr "元" #: /Runtime/Shaders/SerializedShaderData.h:690 msgid "Original Index" msgstr "元のインデックス" #: /Editor/Src/AssetPipeline/AssetMetaData.cpp:28 msgid "Original Name" msgstr "元の名前" #: Editor/Src/DragAndDropForwarding.cpp:2015 msgid "Original Prefab" msgstr "原型プレハブ" #: Editor/Src/DragAndDropForwarding.cpp:2040 msgid "Original Prefabs" msgstr "元となるプレハブ" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:259 msgid "Original Shader" msgstr "元のシェーダー" #: /Runtime/Camera/Projector.cpp:379 msgid "Orthographic" msgstr "平行投影" #: /Runtime/Camera/Projector.cpp:381 Editor/Mono/Inspector/CameraEditor.cs:338 msgid "Orthographic Size" msgstr "平行投影サイズ" #: Editor/Mono/Inspector/CameraEditor.cs:57 msgid "Orthographic projection is not supported when running in XR." msgstr "XRで実行している場合、平行投影はサポートされません。" #: Packages/com.unity.visualeffectgraph/Editor/Utilities/SDF/BakeTool/SdfBakerPreview.cs:14 msgid "Orthographic view" msgstr "平行投影ビュー" #: Modules/PackageManagerUI/Editor/Services/Pages/PageTypes/MyRegistriesPage.cs:28 msgid "Other" msgstr "その他" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:31 msgid "Other Allocators" msgstr "その他のアロケーター" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:68 msgid "Other Settings" msgstr "その他の設定" #: Editor/Mono/IconSelector.cs:22 msgid "Other..." msgstr "その他..." #: /Runtime/Shaders/ComputeShaderStructs.cpp:66 msgid "Out Buffers" msgstr "アウトバッファ" #: /Runtime/Math/AnimationCurve.h:305 msgid "Out Slope" msgstr "アウトスロープ" #: /Runtime/Math/AnimationCurve.h:319 msgid "Out Weight" msgstr "アウトウェイト" #: /Editor/Src/Utility/SerializedManagedReferencesIndex.cpp:85 msgctxt "Error Message in SerializedManagedReferencesIndex.cpp" msgid "Out of bounds offset when looking up Reference Id" msgstr "参照IDを検索する場合の範囲外のオフセット" #: /Editor/Src/AssetPipeline/AssetImporter.cpp:953 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/Prefabs/Prefab.cpp:141 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/Application/Application.cpp:3945 msgid "Out of memory!" msgstr "メモリが足りません" #: /Runtime/Graphics/ScriptableRenderLoop/ScriptableCulling.cpp:1089 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" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:103 msgid "Outer" msgstr "外側" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:23 msgid "Outer Angle" msgstr "外円錐角度" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:425 msgid "Outer Radius" msgstr "外側半径" #: Editor/Mono/VersionControl/UI/VCWindowPending.cs:728 msgid "Outgoing" msgstr "送信" #: /Editor/Src/AssetPipeline/TextureImporting/SpriteFrameMetaData.h:150 #: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteOutlineModule.cs:196 msgid "Outline" msgstr "アウトライン" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporter.cpp:890 #: Editor/Mono/Inspector/AudioSourceInspector.cs:91 msgid "Output" msgstr "出力" #: Editor/Mono/Inspector/AudioSourceInspector.cs:357 msgid "Output Audio Mixer Group" msgstr "オーディオミキサーグループの出力" #: /Runtime/Shaders/RayTracing/RayTracingShaderStructs.cpp:443 msgid "Output Buffers" msgstr "出力バッファ" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionManagerEditor.cs:24 msgid "Output Camera" msgstr "出力カメラ" #: Packages/com.unity.visualeffectgraph/Samples~/VFXOutputEventHandlers/Editor/VFXOutputEventHandlerEditor.cs:25 msgid "Output Event" msgstr "イベントの出力" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs:193 msgid "Output Render Order" msgstr "出力レンダラーの順序" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionLayerUI.Drawers.cs:17 msgid "Output Renderer" msgstr "出力レンダラー" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Output.Skin.cs:39 msgid "Output Texture" msgstr "出力テクスチャ" #: /Runtime/Shaders/ComputeShader.cpp:1811 msgid "Output Variants" msgstr "出力バリアント" #: Editor/Src/AutoDocumentation.cpp:349 msgctxt "From AutoDocumentation" msgid "Output archive name." msgstr "出力アーカイブ名" #: Editor/Src/AutoDocumentation.cpp:393 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。" #: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:26 msgid "Outside" msgstr "外側" #: Modules/TerrainEditor/TerrainInspector.cs:210 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" #: Editor/Mono/Inspector/WindInspector.cs:16 msgid "Overall strength of the wind" msgstr "風の全体的な強さ" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UISystemProfiler.cs:401 msgid "Overdraw" msgstr "オーバードロー" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:138 msgid "Overlap" msgstr "重複" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:90 msgid "Overlap Operation" msgstr "重複の操作" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:93 msgid "Overlay Opacity" msgstr "オーバーレイ透明度" #: Editor/Mono/Overlays/OverlayPresetManager.cs:246 msgid "Overlay preset files must have the {0} extension to be valid." msgstr "オーバーレイプリセットファイルを有効にするには、拡張子が{0}である必要があります。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:93 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/ShaderInspector.cs:51 msgid "Overridable" msgstr "オーバーライド可能" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:56 msgid "Overridden" msgstr "オーバーライド済み" #: Editor/Mono/Inspector/Core/ScriptAttributeGUI/Implementations/ExposedReferenceDrawer.cs:18 msgid "Overridden by " msgstr "以下によってオーバーライド " #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:85 msgid "Override" msgstr "オーバーライド" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3650 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:2584 msgid "Override Default Application Identifier" msgstr "デフォルトのアプリケーション識別子をオーバーライド" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:2584 msgid "Override Default Bundle Identifier" msgstr "デフォルトバンドル識別子をオーバーライド" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1013 msgid "Override Default Package Name" msgstr "デフォルトパッケージ名をオーバーライド" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3297 msgid "Override Default Settings" msgstr "デフォルト設定をオーバーライド" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:28 msgid "Override Desired Worker Count" msgstr "必要ワーカー数をオーバーライド" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidTextureImportSettingsExtension.cs:10 msgid "Override ETC2 fallback" msgstr "ETC2 フォールバックをオーバーライドします" #: Packages/com.unity.render-pipelines.high-definition/Runtime/Utilities/HDAdditionalSceneViewSettings.cs:14 msgid "Override Exposure" msgstr "露出をオーバーライド" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:42 msgid "Override FSR Sharpness" msgstr "FSR シャープネスをオーバーライド" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs:116 msgid "Override Filter" msgstr "フィルターをオーバーライド" #: Editor/Mono/ImportSettings/TextureImportPlatformSettings.cs:14 msgid "Override For {0}" msgstr "{0} 用にオーバーライド" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:27 msgid "Override Global Mipmap Limit: Eighth Resolution" msgstr "グローバルミップマップ制限をオーバーライド: 1/8 解像度" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:24 msgid "Override Global Mipmap Limit: Full Resolution" msgstr "グローバルミップマップ制限をオーバーライド: フル解像度" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:25 msgid "Override Global Mipmap Limit: Half Resolution" msgstr "グローバルミップマップ制限をオーバーライド: 1/2 解像度" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:26 msgid "Override Global Mipmap Limit: Quarter Resolution" msgstr "グローバルミップマップ制限をオーバーライド: 1/4 解像度" #: Packages/com.unity.ugui/Editor/TMP/TMP_BaseEditorPanel.cs:958 msgid "Override Html Color Prop" msgstr "HTML カラープロパティをオーバーライド" #: /Editor/Src/EditorUserBuildSettings.cpp:278 msgid "Override Max Texture Size" msgstr "最大テクスチャサイズをオーバーライド" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:33 msgid "Override References" msgstr "リファレンスをオーバーライド" #: /Runtime/Camera/OcclusionArea.cpp:53 msgid "Override Resolution" msgstr "解像度をオーバーライド" #: 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/Mono/Inspector/CanvasEditor.cs:258 msgid "Override Sorting" msgstr "ソートをオーバーライド" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs:115 msgid "Override Spacing" msgstr "間隔をオーバーライド" #: /Editor/Src/EditorExtensionImpl.cpp:61 msgid "Override Variable" msgstr "変数をオーバーライド" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsIconsEditor.cs:435 msgid "Override for {0}" msgstr "{0} 用にオーバーライド" #: Editor/Mono/Inspector/ShaderImporterInspector.cs:17 msgid "Override preprocessor" msgstr "プリプロセッサーをオーバーライド" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:85 msgid "Override the default settings for this build target." msgstr "このビルドターゲットのデフォルト設定をオーバーライドします。" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:28 msgid "Override the desired worker count specified in the preferences." msgstr "環境設定で指定された目的のワーカー数をオーバーライドします。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:227 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:226 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。" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateEditor.cs:235 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。" #: Packages/com.unity.render-pipelines.universal/Editor/TrackballUIDrawer.cs:153 msgid "Override this setting for this volume." msgstr "このボリュームのこの設定をオーバーライドします。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDEditorUtils.cs:86 msgid "Override this setting in component." msgstr "コンポーネントのこの設定をオーバーライドします。" #: Editor/Mono/Prefabs/PrefabUtility.cs:422 msgid "" "Overriden properties cannot be applied or reverted when in Animation Mode.\n" "\n" "Disable Animation Mode and try again." msgstr "アニメーションモードでは、オーバーライドされたプロパティを適用したり元に戻したりすることはできません。\n\nアニメーションモードを無効にして、やり直してください。" #: Editor/Mono/Inspector/GameObjectInspector.cs:43 msgid "Overrides" msgstr "オーバーライド" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:42 msgid "Overrides the FSR sharpness value for the render pipeline asset." msgstr "レンダーパイプラインアセットのFSRシャープネス値をオーバーライドします。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:42 msgid "Overrides the FSR sharpness value for this camera." msgstr "このカメラのFSRシャープネス値をオーバーライドします。" #: /Runtime/Shaders/Material.cpp:1290 msgctxt "Warning Message in Material.cpp" msgid "Overriding LightMode tag has no effect" msgstr "LightModeタグをオーバーライドしても効果がありません" #: Modules/SceneView/CameraOverlay.cs:140 msgid "Overscan" msgstr "オーバースキャン" #: Modules/SceneView/CameraOverlay.cs:151 msgid "Overscan Opacity" msgstr "不透明度をオーバースキャン" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsOverviewTab.cs:14 msgid "Overview" msgstr "概要" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:846 msgid "Overwrite background color" msgstr "背景色を上書きします" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1506 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/Src/SceneManager/EditorSceneManager.cpp:2143 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" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDEditorUtils.cs:67 msgid "P" msgstr "P" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/Material/PBRSky/ShaderGraph/PBRSkySubTarget.cs:297 msgid "PBR Sky Shader Graph" msgstr "PBR スカイシェーダーグラフ" #: Editor-Missing:Missing detected at runtime. msgid "PC Hosted" msgstr "PC ホスト" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporter.cpp:896 #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1145 msgid "PSD Remove Matte" msgstr "PSD マット削除" #: Editor-Missing:Missing detected at runtime. msgid "PSVita Package" msgstr "PSVita パッケージ" #: Editor-Missing:Missing detected at runtime. msgid "PSVita Samples" msgstr "PSVita サンプル " #: /Editor/Src/LightmapEditorSettings.cpp:141 #: Editor/Mono/Inspector/LightingSettingsEditor.cs:521 msgid "PVR Bounces" msgstr "PVR バウンス" #: /Runtime/Graphics/LightingSettings.cpp:123 msgid "PVR Culling" msgstr "PVR カリング" #: /Runtime/Graphics/LightingSettings.cpp:148 msgid "PVR Denoiser Type Direct" msgstr "PVR ノイズ除去タイプ 直接光" #: /Runtime/Graphics/LightingSettings.cpp:149 msgid "PVR Denoiser Type Indirect" msgstr "PVR ノイズ除去タイプ 間接光" #: /Runtime/Graphics/LightingSettings.cpp:150 msgid "PVR Denoiser TypeAO" msgstr "PVR ノイズ除去タイプ AO" #: /Editor/Src/LightmapEditorSettings.cpp:139 msgid "PVR Direct Sample Count" msgstr "PVR 直接サンプル数" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:507 msgid "PVR Environment IS" msgstr "PVR 環境 IS" #: /Runtime/Graphics/LightingSettings.cpp:144 msgid "PVR Environment Importance Sampling" msgstr "PVR 環境重点的サンプリング" #: /Editor/Src/LightmapEditorSettings.cpp:143 msgid "PVR Environment Reference Point Count" msgstr "PVR 環境参照位置数" #: /Editor/Src/LightmapEditorSettings.cpp:142 msgid "PVR Environment Sample Count" msgstr "PVR 環境サンプル数" #: /Editor/Src/LightmapEditorSettings.cpp:154 msgid "PVR EnvironmentMIS" msgstr "PVR 環境 MIS" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:592 msgid "PVR Filter Type AO" msgstr "PVR フィルタータイプ AO" #: /Runtime/Graphics/LightingSettings.cpp:152 #: Editor/Mono/Inspector/LightingSettingsEditor.cs:542 msgid "PVR Filter Type Direct" msgstr "PVR フィルタータイプ 直接" #: /Runtime/Graphics/LightingSettings.cpp:153 #: Editor/Mono/Inspector/LightingSettingsEditor.cs:566 msgid "PVR Filter Type Indirect" msgstr "PVR フィルタータイプ 間接" #: /Runtime/Graphics/LightingSettings.cpp:154 msgid "PVR Filter TypeAO" msgstr "PVR フィルタータイプ AO" #: /Editor/Src/LightmapEditorSettings.cpp:162 msgid "PVR Filtering Atrous Position Sigma Direct" msgstr "PVR フィルタリング Atrous 位置シグマ直接" #: /Editor/Src/LightmapEditorSettings.cpp:163 msgid "PVR Filtering Atrous Position Sigma Indirect" msgstr "PVR フィルタリング Atrous 位置シグマ間接" #: /Editor/Src/LightmapEditorSettings.cpp:164 msgid "PVR Filtering Atrous Position SigmaAO" msgstr "PVR フィルタリング Atrous 位置シグマ AO" #: /Editor/Src/LightmapEditorSettings.cpp:158 msgid "PVR Filtering Gauss Radius Direct" msgstr "PVR フィルタリングガウス半径直接" #: /Editor/Src/LightmapEditorSettings.cpp:159 msgid "PVR Filtering Gauss Radius Indirect" msgstr "PVR フィルタリングガウス半径間接" #: /Editor/Src/LightmapEditorSettings.cpp:160 msgid "PVR Filtering Gauss RadiusAO" msgstr "PVR フィルタリングガウス半径 AO" #: /Runtime/Graphics/LightingSettings.cpp:146 #: Editor/Mono/Inspector/LightingSettingsEditor.cs:524 msgid "PVR Filtering Mode" msgstr "PVR フィルターモード" #: /Editor/Src/LightmapEditorSettings.cpp:140 msgid "PVR Sample Count" msgstr "PVR サンプル数" #: /Runtime/Graphics/LightingSettings.cpp:126 msgid "PVR Sampling" msgstr "PVR サンプリング" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:237 msgid "PVRTC" msgstr "PVRTC" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildProfileExtension.cs:71 msgid "PVRTC (PowerVR)" msgstr "PVRTC (PowerVR)" #: /Runtime/Camera/OcclusionCullingSettings.cpp:130 msgid "PVS Data" msgstr "PVS データ" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:154 msgid "Pack Margin" msgstr "パックマージン" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:59 msgid "Pack Preview" msgstr "パックプレビュー" #: Editor/Src/2D/SpriteAtlas/SpriteAtlasPackingUtilities.cpp:279 msgid "Pack Sprite Atlases" msgstr "スプライトアトラスをパック" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:59 msgid "Pack this atlas." msgstr "このアトラスをパックします。" #: Modules/PackageManagerUI/Editor/Services/Common/BasePackageVersion.cs:115 msgid "Package" msgstr "パッケージ" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:121 msgid "Package Installed" msgstr "パッケージインストール済み" #: [MenuItem]Modules/PackageManagerUI/Editor/UI/PackageManagerWindow.cs:17 msgid "Package Manager" msgstr "パッケージマネージャー" #: /Editor/Src/Commands/HelpMenu.cpp:113 msgctxt "MenuItem./Help/Package Manager Licenses" msgid "Package Manager Licenses" msgstr "パッケージマネージャーライセンス" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:72 msgid "Package Manager Log Level" msgstr "パッケージマネージャーログレベル" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:81 msgid "" "Package Manager Log Level currently overridden by -" "enablePackageManagerTraces command-line argument." msgstr "パッケージマネージャーのログレベルは、現在-enablePackageManagerTracesコマンドライン引数でオーバーライドされています。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:241 msgid "Package Name" msgstr "パッケージ名" #: /Runtime/Shaders/SerializedShaderData.h:1527 msgid "Package Requirements" msgstr "パッケージ要件" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:242 msgid "Package display name" msgstr "パッケージディスプレイ名" #: Modules/PackageManagerUI/Editor/Services/Common/PlayModeDownload.cs:36 msgid "Package download in progress" msgstr "パッケージのダウンロード中です" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsOverviewTabContent.cs:53 msgid "Package has been submitted using Unity {0}" msgstr "パッケージはUnity {0}を使用して提出されています。" #: Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:126 msgid "Package name" msgstr "パッケージ名" #: Modules/PackageManagerUI/Editor/Services/Pages/PageTypes/UnityRegistryPage.cs:34 msgid "Packages" msgstr "パッケージ" #: Modules/PackageManagerUI/Editor/Services/Pages/PageTypes/InProjectPage.cs:36 msgid "Packages - Asset Store" msgstr "パッケージ - Asset Store" #: Modules/PackageManagerUI/Editor/Services/Pages/PageTypes/InProjectPage.cs:40 msgid "Packages - Other" msgstr "パッケージ - その他" #: Modules/PackageManagerUI/Editor/Services/Pages/PageTypes/InProjectPage.cs:39 msgid "Packages - Unity" msgstr "パッケージ - Unity" #: Modules/PackageManagerUI/Editor/Services/Pages/PageTypes/InProjectPage.cs:40 msgid "Packages - {0}" msgstr "パッケージ - {0}" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsFeatureDependenciesTab.cs:76 msgid "Packages Included" msgstr "パッケージを含む" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:238 msgid "Packaging" msgstr "パッケージング" #: /Runtime/2D/SpriteAtlas/SpriteAtlas.cpp:30 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/2D/SpriteAtlas/SpriteAtlas.cpp:29 msgid "Packed Sprites" msgstr "パックしたスプライト" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:49 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:45 msgid "Packing" msgstr "パッキング" #: Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:1371 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:187 msgid "Packing Parameters" msgstr "パックするパラメーター" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlasImporter.cpp:979 msgid "Packing Settings" msgstr "パッキング設定" #: Editor/Src/2D/SpriteAtlas/SpriteAtlasPackingUtilities.cpp:152 #: Editor/Src/2D/SpriteAtlas/SpriteAtlasPackingJob.cpp:92 msgid "Packing Sprite Atlas" msgstr "スプライトアトラスをパック中" #: Editor-Missing:Missing detected at runtime. msgid "Padded Cell" msgstr "パッド付きのセル" #: /Runtime/Allocator/AllocationHeader.h:347 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。" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:156 #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:53 msgid "Padding" msgstr "パディング" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:150 msgid "Padding Power" msgstr "パディング" #: Packages/com.unity.ugui/Editor/TMP/TMP_BaseEditorPanel.cs:1095 msgid "Page To Display Prop" msgstr "プロパティ表示ページ" #: Editor/Src/AutoDocumentation.cpp:2590 msgctxt "From AutoDocumentation" msgid "" "Page file magic & version, corresponds with PAGE_FILE_MAGIC and " "PAGE_FILE_VERSION." msgstr "ページファイルのマジックとバージョン。PAGE_FILE_MAGICとPAGE_FILE_VERSIONに対応します。" #: Editor/Src/AutoDocumentation.cpp:2602 msgctxt "From AutoDocumentation" msgid "" "Pages start at offset 0 in the file and the file contains numPages * " "pageSize bytes so there is nothing else to specify here." msgstr "ページはファイルのオフセット0から始まり、ファイルには numPages*pageSize バイトが含まれています。そのため、ここで指定するものは他になにもありません。" #: Editor/Mono/Inspector/ClothInspector.cs:128 msgid "Paint" msgstr "ペイント" #: Editor/Mono/Inspector/ClothInspector.cs:103 msgid "Paint Collision Particles" msgstr "衝突のパーティクルをペイント" #: Modules/TerrainEditor/TerrainInspector.cs:144 msgid "Paint Details" msgstr "ディテールをペイント" #: Modules/TerrainEditor/TerrainInspector.cs:142 msgid "Paint Terrain" msgstr "Terrain (地形) をペイント" #: Modules/TerrainEditor/TerrainInspector.cs:143 msgid "Paint Trees" msgstr "樹木をペイント" #: Editor/Mono/Inspector/ClothInspector.cs:176 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:179 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:111 msgid "Paint or Select Particles" msgstr "パーティクルを選択またはペイント" #: 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。" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:1455 msgid "Pair Adjustment Record Property" msgstr "ペアカーニングレコードプロパティ" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteClipboard.cs:45 msgid "" "Palette Asset {0} was changed outside of the Tile Palette. All changes in " "the Tile Palette made will be reverted." msgstr "パレットアセット{0}がタイルパレットの外で変更されました。タイルパレットで行われた変更はすべて元に戻ります。" #: Editor/Mono/Overlays/Overlay.cs:754 msgid "Panel" msgstr "パネル" #: Editor-Missing:Missing detected at runtime. msgid "Panel Event Handler (UI Toolkit)" msgstr "パネルイベントハンドラー (UI ツールキット)" #: Packages/com.unity.render-pipelines.core/Editor/Debugging/DebugUIHandlerCanvasEditor.cs:72 msgid "Panel Prefab" msgstr "パネルプレハブ" #: Editor-Missing:Missing detected at runtime. msgid "Panel Raycaster (UI Toolkit)" msgstr "パネルレイキャスト (UI ツールキット)" #: [MenuItem]Modules/UIElementsEditor/GameObjects/PanelSettingsCreator/PanelSettingsCreator.cs:51 msgid "Panel Settings Asset" msgstr "パネル設定アセット" #: Editor-Missing:Missing detected at runtime. msgid "Panels" msgstr "パネル" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:26 msgid "Parallel Import" msgstr "並行インポート" #: Editor/Mono/Inspector/RayTracingShaderInspector.cs:22 msgid "Param. Size (Bytes)" msgstr "パラメーターサイズ (バイト)" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateEditor.cs:197 msgid "Parameter" msgstr "パラメーター" #: /Runtime/Shaders/SerializedShaderData.h:897 msgid "Parameter Blob Indices" msgstr "パラメーター BLOB インデックス " #: /Editor/Src/Audio/Mixer/AudioMixerEffectController.cpp:66 msgid "Parameter Name" msgstr "パラメーター名" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateEditor.cs:191 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/Mono/Inspector/AnimationClipEditor.cs:117 msgid "Parameter-related curves." msgstr "パラメーターに関するカーブ" #: /Runtime/Shaders/SerializedShaderData.h:786 #: Editor/Graphs/UnityEditor.Graphs/Animation/ParameterControllerEditor.cs:14 msgid "Parameters" msgstr "パラメーター" #: Editor/Src/AutoDocumentation.cpp:3280 msgctxt "From AutoDocumentation" msgid "Parameters for blit operations." msgstr "Blit(転送)操作のパラメーター" #: Editor/Src/AutoDocumentation.cpp:3328 msgctxt "From AutoDocumentation" msgid "Parameters for rendering." msgstr "レンダリングのためのパラメーター" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:108 msgid "" "Parametic Lights have been deprecated. To continue, upgrade your Parametric " "Light to a Freeform Light to enjoy similar light functionality." msgstr "パラメトリックライトは非推奨になりました。続行するには、パラメトリックライトをフリーフォームライトにアップグレードして、同様のライト機能を使用できます。" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:109 msgid "" "Parametic Lights have been deprecated. To continue, upgrade your Parametric " "Lights to Freeform Lights to enjoy similar light functionality." msgstr "パラメトリックライトは非推奨になりました。続行するには、パラメトリックライトをフリーフォームライトにアップグレードして、同様のライト機能を使用できます。" #: Editor/Mono/SceneModeWindows/DefaultLightingExplorerExtension.cs:44 msgid "Parametric" msgstr "パラメトリック" #: Editor/Mono/SceneModeWindows/DefaultLightingExplorerExtension.cs:44 msgid "" "Parametric Lights have been deprecated. To continue, upgrade your Parametric " "Lights to Freeform Lights to enjoy similar light functionality." msgstr "パラメトリックライトは非推奨になりました。続行するには、パラメトリックライトをフリーフォームライトにアップグレードして、同様のライト機能を使用できます。" #: /Runtime/Shaders/RayTracing/RayTracingShaderStructs.cpp:422 msgid "Params" msgstr "パラメーター" #: Editor/Mono/Inspector/MaterialEditor.cs:72 msgid "Parent" msgstr "親" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:73 msgid "Parent Anchor Position" msgstr "親アンカー位置" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:75 msgid "Parent Anchor Rotation" msgstr "親アンカーの回転" #: Editor-Missing:Missing detected at runtime. msgid "Parent Constraint" msgstr "親子コンストレイント" #: /Runtime/2D/Common/SpriteTypes.h:100 msgid "Parent Id" msgstr "親のID" #: Packages/com.unity.visualeffectgraph/Samples~/VFXOutputEventHandlers/Editor/VFXOutputEventPrefabSpawnEditor.cs:48 msgid "Parent Instances" msgstr "親インスタンス" #: /Editor/Src/Animation/StateMachine.cpp:880 msgid "Parent State Machine Position" msgstr "親ステートマシン位置" #: Editor/Src/Prefabs/PrefabCreation.cpp:1439 #, c-format 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:2101 #: Modules/AssetDatabase/Editor/V2/AssetOperations/CreateAsset.cpp:84 msgid "Parent directory must exist before creating asset at {0}." msgstr "{0}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。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedCallsView.cs:425 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)" #: Editor-Missing:Missing detected at runtime. msgid "Parkinglot" msgstr "駐車場" #: /Runtime/Shaders/Shader.cpp:1188 msgid "Parsed Form" msgstr "パースした形式" #: Modules/ParticleSystemEditor/ParticleSystemEditor.cs:34 msgid "Particle Effect" msgstr "パーティクルエフェクト" #: /Runtime/Graphics/QualitySettings.cpp:617 msgid "Particle Raycast Budget" msgstr "パーティクル レイキャスト バジェット" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:819 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" #: [MenuItem]Editor/Mono/Commands/GOCreationCommands.cs:409 msgid "Particle System" msgstr "パーティクルシステム" #: /Editor/Mono/Commands/GOCreationCommands.cs:409 msgctxt "MenuItem./GameObject/Effects/Particle System" msgid "Particle System" msgstr "パーティクルシステム" #: Modules/ParticleSystemEditor/ParticleEffectUI.cs:507 msgid "Particle System " msgstr "パーティクルシステム " #: Modules/ParticleSystemEditor/ParticleSystemEditor.cs:14 msgid "Particle System Curves" msgstr "パーティクルシステムカーブ" #: [MenuItem]Editor/Mono/Commands/GOCreationCommands.cs:422 msgid "Particle System Force Field" msgstr "パーティクルシステム力場" #: /Editor/Mono/Commands/GOCreationCommands.cs:422 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" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:74 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/ParticleEffectUI.cs:53 msgid "Particles" msgstr "パーティクル" #: Packages/com.unity.visualeffectgraph/Editor/Models/Contexts/VFXAbstractComposedParticleOutput.cs:175 msgid "Particles Options" msgstr "パーティクルオプション" #: /Runtime/Shaders/SerializedShaderData.h:917 #: Packages/com.unity.render-pipelines.universal/Editor/RenderStateDataEditor.cs:22 msgid "Pass" msgstr "パス" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:264 msgid "" "Pass\n" "LightMode" msgstr "パス\nライトモード" #: /Runtime/Graphics/CustomRenderTexture.h:240 msgid "Pass Index" msgstr "パスインデックス" #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/FullScreenPassRendererFeatureEditor.cs:50 msgid "Pass Material Property" msgstr "マテリアルプロパティを渡す" #: /Runtime/Shaders/SerializedShaderData.h:1521 msgid "Passes" msgstr "パス" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:43 msgid "Password" msgstr "パスワード" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:212 msgid "Password must be at least 6 characters." msgstr "パスワードは 6 文字以上必要です" #: Editor/Mono/Utils/MetroCreateTestCertificateWindow.cs:174 msgid "Passwords do not match." msgstr "パスワードが一致しません" #: Editor/Mono/MaterialProperty.cs:235 msgid "Paste" msgstr "貼り付け" #: /Editor/Mono/Clipboard/ClipboardContextMenu.cs:705 msgctxt "MenuItem./CONTEXT/Transform/Paste/Position" msgid "Paste" msgstr "貼り付け" #: Editor/Src/CommandImplementation.cpp:1140 #, c-format msgid "Paste %d Objects" msgstr "%d オブジェクトを貼り付け" #: Editor/Src/CommandImplementation.cpp:854 #, c-format msgid "Paste %s" msgstr "%s を貼り付け" #: Editor/Src/CommandImplementation.cpp:1465 #, c-format msgid "Paste %s Values" msgstr "%s 値を貼り付け" #: Editor/Mono/Inspector/AnimationClipEditor.cs:141 msgid "Paste Animation Events" msgstr "アニメーションイベントを貼り付け" #: [MenuItem]Modules/TextCoreTextEngineEditor/Managed/TextCoreContextMenuItems.cs:108 msgid "Paste Atlas" msgstr "アトラスを貼り付け" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorTransitionInspectorBase.cs:53 msgid "Paste Both" msgstr "両方を貼り付け" #: Editor/Src/CommandImplementation.cpp:1405 msgid "Paste Component" msgstr "コンポーネントを貼り付け" #: /Editor/Src/Commands/MiscContextMenus.cpp:124 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:126 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/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorTransitionInspectorBase.cs:52 msgid "Paste Conditions" msgstr "条件を貼り付け" #: [MenuItem]Modules/TextCoreTextEngineEditor/Managed/TextCoreContextMenuItems.cs:170 msgid "Paste Material Properties" msgstr "マテリアルプロパティを貼り付け" #: Editor/Mono/Clipboard/ClipboardContextMenu.cs:256 msgid "Paste Max Color" msgstr "最高色貼り付け" #: Editor/Mono/Clipboard/ClipboardContextMenu.cs:262 msgid "Paste Max Curve" msgstr "最高カーブ貼り付け" #: Editor/Mono/Clipboard/ClipboardContextMenu.cs:258 msgid "Paste Max Gradient" msgstr "最高グラデーション貼り付け" #: Editor/Mono/Clipboard/ClipboardContextMenu.cs:260 msgid "Paste Max Scalar" msgstr "最高スカラー貼り付け" #: Editor/Mono/Clipboard/ClipboardContextMenu.cs:255 msgid "Paste Min Color" msgstr "最小色貼り付け" #: Editor/Mono/Clipboard/ClipboardContextMenu.cs:261 msgid "Paste Min Curve" msgstr "最小カーブ貼り付け" #: Editor/Mono/Clipboard/ClipboardContextMenu.cs:257 msgid "Paste Min Gradient" msgstr "最低グラデーション貼り付け" #: Editor/Mono/Clipboard/ClipboardContextMenu.cs:259 msgid "Paste Min Scalar" msgstr "最小スカラー貼り付け" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:594 msgid "Paste Module" msgstr "モジュールを貼り付け" #: Editor/Src/CommandImplementation.cpp:1389 #, c-format msgid "Paste New %s" msgstr "新しい %s を貼り付け" #: Editor/Mono/Annotation/SceneViewCameraWindow.cs:12 msgid "Paste Placement" msgstr "配置を貼り付け" #: Editor/Mono/Annotation/SceneViewCameraWindow.cs:14 msgid "Paste Settings" msgstr "設定を貼り付け" #: Editor/Mono/SceneHierarchy.cs:1164 msgid "Paste Special" msgstr "形式選択して貼り付け" #: /Editor/Mono/SceneHierarchyWindow.cs:324 msgctxt "MenuItem./Edit/Paste Special/Paste as Child (Keep Local Transform) %#V" msgid "Paste Special" msgstr "形式選択して貼り付け" #: Editor/Mono/SceneHierarchy.cs:1326 msgid "Paste Special/Paste as Child (Keep World Transform)" msgstr "形式選択して貼り付け/子として貼り付け (ワールドトランスフォームを維持)" #: [MenuItem]Editor/Mono/SceneHierarchyWindow.cs:324 msgid "Paste as Child (Keep Local Transform) %" msgstr "子として貼り付け (ローカルトランスフォームを維持) %" #: /Editor/Mono/SceneHierarchyWindow.cs:324 msgctxt "MenuItem./Edit/Paste Special/Paste as Child (Keep Local Transform) %#V" msgid "Paste as Child (Keep Local Transform) %#V" msgstr "子として貼り付け (ローカルトランスフォームを維持) %#V" #: Editor/Mono/SceneHierarchy.cs:1161 msgid "Paste as Child (Keep World Transform)" msgstr "子として貼り付け (ワールドトランスフォームを維持)" #: /Editor/Mono/SceneHierarchyWindow.cs:327 msgctxt "MenuItem./Edit/Paste Special/Paste as Child (Keep World Transform)" msgid "Paste as Child (Keep World Transform)" msgstr "子として貼り付け (ワールドトランスフォームを維持)" #: Editor/Mono/Modules/DefaultBuildWindowExtension.cs:10 msgid "Patch" msgstr "パッチ" #: Editor/Mono/Modules/DefaultBuildWindowExtension.cs:11 msgid "Patch And Run" msgstr "パッチして実行" #: /Runtime/Graphics/Mesh/CompressedAnimationCurve.h:36 #: Modules/QuickSearch/Editor/Table/ColumnEditor.cs:106 msgid "Path" msgstr "パス" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:30 msgid "Path Finding" msgstr "パス検索" #: /Editor/Src/AssetPipeline/AssetMetaData.cpp:27 msgid "Path Name" msgstr "パス名" #: /Editor/Src/EditorUserBuildSettings.cpp:337 #: PlatformDependent/EmbeddedLinux/Extensions/Managed/EmbeddedLinuxBuildProfileExtension.cs:191 msgid "Path On Remote Device" msgstr "リモートデバイスパス" #: Editor/Src/AutoDocumentation.cpp:344 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" #: PlatformDependent/EmbeddedLinux/Extensions/Managed/EmbeddedLinuxBuildWindowExtension.cs:27 msgid "" "Path to install application, if not set default value (\"~/tmp/unity/test\") " "will be used" msgstr "アプリケーションをインストールするパス。設定されていない場合、デフォルト値 (\"~/tmp/unity/test\") が使用されます" #: /Runtime/Geometry/Polygon2D.h:75 msgid "Paths" msgstr "パス" #: Editor/Mono/Inspector/TrailRendererEditor.cs:30 msgid "Pause" msgstr "一時停止" #: /Editor/Src/Commands/PlayMenu.cpp:34 msgctxt "MenuItem./Edit/Pause" msgid "Pause" msgstr "一時停止" #: Editor/Mono/ConsoleWindow.cs:65 msgid "Pause Play Mode on error" msgstr "エラーで再生モードを一時停止" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:113 msgid "Pause Until Replaced" msgstr "置き換えるまで一時停止" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:105 msgid "Pause and Catch-up" msgstr "一時停止後追いつく" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs:214 msgid "Pause preview animation" msgstr "アニメーションのプレビューを一時停止" #: Editor/Src/AutoDocumentation.cpp:2166 msgctxt "From AutoDocumentation" msgid "Pause/unpause trail generation." msgstr "トレイル生成の一時停止/停止解除" #: Modules/PackageManagerUI/Editor/UI/Common/ProgressBar.cs:60 msgid "Paused" msgstr "一時停止" #: Editor/Mono/Inspector/RayTracingShaderInspector.cs:21 msgid "Payload Size (Bytes)" msgstr "ペイロードサイズ (バイト)" #: /Runtime/Shaders/RayTracing/RayTracingShaderStructs.cpp:22 msgid "Payload Size In Bytes" msgstr "ペイロードサイズ (バイト)" #: Editor-Missing:Missing detected at runtime. msgid "Pelvis" msgstr "腰" #: /Editor/Mono/VersionControl/UI/VCMenuPending.cs:9 msgctxt "MenuItem./CONTEXT/Pending/Submit..." msgid "Pending" msgstr "保留中" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:110 msgid "Penumbra Tint" msgstr "半影色" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/VolumetricLighting/LocalVolumetricFogUI.Skin.cs:30 msgid "Per Axis Control" msgstr "軸ごとのコントロール" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:67 msgid "Per Object Limit" msgstr "オブジェクト制限ごと" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:200 msgid "Per Object Motion" msgstr "オブジェクトモーションごと" #: Editor-Missing:Missing detected at runtime. msgid "Per Texture" msgstr "テクスチャごと" #: Editor/Mono/Inspector/TextureInspector.cs:90 msgid "Per-axis" msgstr "軸ごと" #: Editor/Src/AutoDocumentation.cpp:945 msgctxt "From AutoDocumentation" msgid "Per-layer shadow cull distances." msgstr "各レイヤーの影を省く距離" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/VolumetricLighting/VolumetricCloudsEditor.cs:180 msgid "Perceptual Blending" msgstr "知覚ブレンド" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:83 msgid "Perform Bump Map Check" msgstr "バンプマップの確認" #: Modules/ShortcutManagerEditor/ConflictResolverWindow.cs:64 msgid "Perform Selected" msgstr "選択したものを実行" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:161 msgid "" "Perform axis conversion on all content for models defined in an axis system " "that differs from Unity's (left handed, Z forward, Y-up)." msgstr "Unity(左利きの座標、Zは前方、Yは上方)とは異なる座標系で定義されたモデルのすべてのコンテンツで軸変換を実行します。" #: [MenuItem]Modules/QuickSearch/Editor/Providers/BasePerformanceProvider.cs:710 msgid "Performance Markers" msgstr "パフォーマンスマーカー" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:90 msgid "Performs additional optimizations on Dedicated Server builds." msgstr "専用サーバービルドで追加の最適化を実行します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionFilterUI.Drawer.cs:11 msgid "" "Performs chroma keying in the input frame before any other composition " "operations are performed." msgstr "他の合成操作が実行される前に、入力フレームでクロマキー合成を実行します。" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:19 msgid "Period" msgstr "周期" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:19 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-Missing:Missing detected at runtime. msgid "Permanent" msgstr "永久" #: Modules/TreeEditor/TreeEditor.cs:188 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" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:115 msgid "Persistence Multiplier" msgstr "持続性乗数" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:74 msgid "Persistent Buffer" msgstr "永続バッファ" #: /Runtime/Misc/GarbageCollectSharedAssets.cpp:904 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" #: Editor-Missing:Missing detected at runtime. msgid "Perspective" msgstr "透視投影" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:85 msgid "Phase" msgstr "フェーズ" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:86 msgid "Phase Rotation" msgstr "フェーズローテーション" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:31 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、0 以外のフレームから開始します。 " #: Editor/Mono/Inspector/CameraEditor.cs:43 msgid "Physical Camera" msgstr "物理カメラ" #: Packages/com.unity.ugui/Editor/UGUI/UI/CanvasScalerEditor.cs:158 msgid "Physical Unit" msgstr "物理単位" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:60 msgid "Physically Based" msgstr "物理ベース" #: [MenuItem]Packages/com.unity.2d.sprite/Editor/ObjectMenuCreation/MenuItems.cs:187 msgid "Physics" msgstr "物理" #: /Runtime/Misc/ComponentRequirement.cpp:484 msgctxt "MenuItem./Physics" msgid "Physics" msgstr "物理" #: /Runtime/Misc/ComponentRequirement.cpp:508 msgctxt "MenuItem./Physics 2D" msgid "Physics 2D" msgstr "2D 物理" #: 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 "Physics 3D" msgstr "3D 物理" #: [MenuItem]Modules/PhysicsEditor/PhysicsDebugWindow.cs:201 msgid "Physics Debugger" msgstr "物理演算デバッガー" #: /Editor/Src/Commands/AssetsMenu.cpp:1289 msgctxt "MenuItem./Assets/Create/Physics Material" msgid "Physics Material" msgstr "物理マテリアル" #: Editor-Missing:Missing detected at runtime. msgid "Physics Raycaster" msgstr "物理レイキャスター" #: /Runtime/Graphics/SpriteFrame.cpp:256 msgid "Physics Shape" msgstr "物理形状" #: Editor-Missing:Missing detected at runtime. msgid "Physics2DSettings" msgstr "2D 物理設定" #: Editor-Missing:Missing detected at runtime. msgid "PhysicsManager" msgstr "物理設定" #: Packages/com.unity.shaderanalysis/Editor/Internal/ShaderAnalysisInspectorWindow.cs:382 msgid "Pick" msgstr "選択" #: Editor/Mono/GUIDebugger/GUIViewDebuggerWindow.cs:27 msgid "Pick Style" msgstr "スタイルを選択" #: Editor/Mono/GUI/ColorPicker.cs:477 msgid "Pick a color from the screen." msgstr "画面から色を選択します。" #: Editor/Src/AutoDocumentation.cpp:2473 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/Mono/GUIDebugger/GUIViewDebuggerWindow.cs:28 msgid "Picking " msgstr "選択" #: Editor-Missing:Missing detected at runtime. msgid "Pin" msgstr "ピン" #: Modules/SceneTemplateEditor/SceneTemplateAssetInspectorWindow.cs:149 msgid "Pin in New Scene Dialog" msgstr "新規シーンダイアログに固定" #: Modules/SceneTemplateEditor/SceneTemplateAssetInspectorWindow.cs:150 msgid "" "Pin in New Scene Dialog. Ensuring this template is shown before unpinned " "template in the list." msgstr "新しいシーンダイアログに固定します。 このテンプレートがリスト内の固定されていないテンプレートより前に表示されるようにします。" #: Editor/Mono/Inspector/Core/PropertyEditor.cs:654 msgid "Ping" msgstr "Ping" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:295 msgid "Ping-Pong" msgstr "往復" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:159 msgid "PingPong" msgstr "往復" #: /Editor/Platform/Linux/ExternalProcess.cpp:75 msgctxt "Error Message in ExternalProcess.cpp" msgid "Pipe error!" msgstr "pipeエラー" #: Editor/Mono/Inspector/AudioSourceInspector.cs:93 msgid "Pitch" msgstr "ピッチ" #: /Runtime/Transform/RectTransform.cpp:204 #: Editor/Mono/Inspector/RectTransformEditor.cs:40 msgid "Pivot" msgstr "ピボット" #: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteFrameModule/SpriteFrameModuleBaseView.cs:306 msgid "Pivot Unit Mode" msgstr "ピボット 単位モード " #: Packages/com.unity.ugui/Editor/TMP/TMPro_TextContainerEditor.cs:75 msgid "Pivot_prop" msgstr "ピボット" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:40 msgid "Pixel" msgstr "ピクセル" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:85 msgid "Pixel Error" msgstr "ピクセルエラー" #: /Runtime/Graphics/QualitySettings.cpp:577 msgid "Pixel Light Count" msgstr "ピクセルライト数" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:702 msgid "Pixel Light Count Property" msgstr "ピクセルライト数プロパティ" #: Editor/Mono/Inspector/CanvasEditor.cs:45 msgid "Pixel Perfect" msgstr "ピクセルバーフェクト" #: [MenuItem]Packages/com.unity.render-pipelines.universal/Editor/2D/GameObjectCreation.cs:13 msgid "Pixel Perfect Camera (URP)" msgstr "ピクセルバーフェクトカメラ (URP)" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorMenu.cs:97 msgid "Pixel Size" msgstr "ピクセルサイズ" #: Editor/Src/AutoDocumentation.cpp:754 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" #: Modules/TerrainEditor/TerrainInspector.cs:217 msgid "" "Pixel resolution of the terrain's heightmap (should be a power of two plus " "one, eg, 513 = 512 + 1)" msgstr "Terrain(地形)ハイトマップのピクセル解像度 (2の累乗プラス1、例えば、513 = 512 + 1)" #: Modules/TerrainEditor/TerrainInspector.cs:220 msgid "Pixels" msgstr "ピクセル" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:342 msgid "Pixels Per Unit" msgstr "単位毎のピクセル数" #: Packages/com.unity.ugui/Editor/UGUI/UI/ImageEditor.cs:224 msgid "Pixels Per Unit Multiplier" msgstr "単位毎のピクセル乗数" #: /Runtime/Graphics/SpriteFrame.cpp:173 msgid "Pixels To Units" msgstr "ピクセルを単位に変換" #: Editor/Src/AutoDocumentation.cpp:2594 msgctxt "From AutoDocumentation" msgid "Pixels, codec, and param block hash." msgstr "ピクセル、コーデック、パラメーターブロックのハッシュ" #: 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/Mono/Audio/Mixer/GUI/AudioMixerDrawUtils.cs:73 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-Missing:Missing detected at runtime. msgid "Place trees" msgstr "樹木を置きます" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroPluginImporterExtension.cs:57 msgid "Placeholder" msgstr "仮のもの" #: Editor-Missing:Missing detected at runtime. msgid "Plain" msgstr "Plain" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:175 msgid "" "Plain text HTTP connections are not secure and can make your application " "vulnerable to attacks." msgstr "プレーンテキストのHTTP接続は安全ではなく、アプリケーションを攻撃に対して脆弱にする可能性があります。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/PlanarReflectionProbeEditor.cs:58 msgid "Planar Reflection" msgstr "平面リフレクション" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/ReflectionMenuItem.cs:45 msgid "Planar Reflection Probe" msgstr "平面リフレクションプローブ" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:152 msgid "Planar Reflection Resolution Tiers" msgstr "平面リフレクション解像度階層" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDReflectionProbeEditor.cs:44 msgid "PlanarReflectionProbe" msgstr "PlanarReflectionProbe" #: /Runtime/Geometry/Plane.h:28 #: [MenuItem]Editor/Mono/Commands/GOCreationCommands.cs:312 msgid "Plane" msgstr "平面" #: /Editor/Mono/Commands/GOCreationCommands.cs:312 msgctxt "MenuItem./GameObject/3D Object/Plane" msgid "Plane" msgstr "平面" #: Editor-Missing:Missing detected at runtime. msgid "Plane (Mesh Filter)" msgstr "平面 (メッシュフィルター)" #: Editor/Mono/Inspector/CanvasEditor.cs:179 msgid "Plane Distance" msgstr "平面距離" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:46 msgid "Planes" msgstr "平面" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:46 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/TreeEditor/TreeEditor.cs:42 msgid "Plane|" msgstr "平面|" #: Editor/Mono/BuildPlayerWindow.cs:36 msgid "Platform" msgstr "プラットフォーム" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4165 msgid "Platform Architecture" msgstr "プラットフォームアーキテクチャ" #: /Runtime/Graphics/Texture2D.cpp:1342 msgid "Platform Blob" msgstr "プラットフォーム BLOB" #: Modules/BuildProfileEditor/TrText.cs:35 msgid "Platform Browser" msgstr "プラットフォームブラウザー" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4270 msgid "Platform Capabilities" msgstr "プラットフォーム性能" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:239 msgid "Platform Default" msgstr "プラットフォームデフォルト" #: /Runtime/Misc/ComponentRequirement.cpp:532 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/Shaders/GpuPrograms/ShaderSnippet.cpp:325 msgid "Platform Mask" msgstr "プラットフォームマスク" #: Editor/Mono/BuildProfile/BuildProfileModuleUtil.cs:156 msgid "Platform Module Installation" msgstr "プラットフォームモジュールインストール" #: /Runtime/Misc/PlayerSettings.cpp:1062 msgid "Platform Requires Readable Assets" msgstr "プラットフォーム必須読み込みアセット" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporter.cpp:873 #: Modules/BuildProfileEditor/TrText.cs:22 msgid "Platform Settings" msgstr "プラットフォーム設定" #: Modules/BuildProfileEditor/TrText.cs:25 msgid "" "Platform builds use the shared scene list. To change the scene list or other " "settings independently, create a Build Profile for this platform." msgstr "プラットフォームビルドでは共有シーンリストを使用します。シーンリストやその他の設定を個別に変更するには、このプラットフォームのビルド プロファイルを作成します。" #: Editor/Src/AutoDocumentation.cpp:3288 msgctxt "From AutoDocumentation" msgid "Platform data to be consumed by the engine code." msgstr "エンジンコードによって使用されるプラットフォームデータ。" #: /Editor/Src/BuildPipeline/BuildPlayer.cpp:1697 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" #: Modules/AssetPipelineEditor/ImportSettings/PluginImporterInspector.cs:37 msgid "Platform settings" msgstr "プラットフォーム設定" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildProfileExtension.cs:27 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" #: /Runtime/Shaders/Shader.cpp:1487 #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:36 msgid "Platforms" msgstr "プラットフォーム" #: Modules/BuildProfileEditor/TrText.cs:27 msgid "" "Platforms use this shared scene list. To change the scene list or other " "settings independently, create a Build Profile." msgstr "プラットフォームはこの共有シーンリストを使用します。シーンリストやその他の設定を個別に変更するには、ビルドプロファイルを作成します。" #: Editor/Mono/Inspector/RayTracingShaderInspector.cs:17 msgid "Platforms:" msgstr "プラットフォーム:" #: Editor/Mono/Inspector/TrailRendererEditor.cs:27 msgid "Play" msgstr "再生" #: /Editor/Src/Commands/PlayMenu.cpp:33 msgctxt "MenuItem./Edit/Play" msgid "Play" msgstr "再生" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VisualEffectEditor.cs:1403 msgid "Play Controls" msgstr "再生制御" #: Editor/Mono/Networking/PlayerConnection/AttachToPlayerGUI.cs:91 msgid "Play Mode" msgstr "再生モード" #: Modules/PackageManagerUI/Editor/Services/Common/PlayModeDownload.cs:65 msgid "Play Mode in progress" msgstr "再生モード中です" #: Editor/Mono/Inspector/AudioSourceInspector.cs:382 msgid "Play On Awake" msgstr "ゲーム開始時に再生" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:59 msgid "Play On Awake*" msgstr "ゲーム開始時に再生* " #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:28 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。" #: Editor/Mono/Inspector/TrailRendererEditor.cs:28 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。" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:11 msgid "Play the animation clip." msgstr "アニメーションクリップを再生します" #: Editor/Src/AutoDocumentation.cpp:492 msgctxt "From AutoDocumentation" msgid "Play the sound when the component loads." msgstr "コンポーネントロード時にサウンドを再生します。" #: 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 "Play the timeline (Space)." msgstr "タイムラインを再生します。(スペースキー)" #: Editor/Mono/Inspector/DirectorEditor.cs:17 msgid "Playable" msgstr "プレイアブル" #: 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:Editor/Src/Commands/AssetsMenu.cpp msgid "Playable C# Script" msgstr "プレイアブル C# スクリプト" #: /Runtime/Misc/ComponentRequirement.cpp:595 msgctxt "MenuItem./Playable Director" msgid "Playable Director" msgstr "プレイアブルディレクター" #: /Runtime/Director/Core/PlayableGraph.cpp:233 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" #: Editor-Extra:Editor/Src/Commands/AssetsMenu.cpp msgid "Playables" msgstr "プレイアブル" #: /Runtime/Misc/ComponentRequirement.cpp:594 msgctxt "MenuItem./Playables" msgid "Playables" msgstr "プレイアブル" #: Editor-Missing:Missing detected at runtime. msgid "Playback Scrolling Mode" msgstr "再生スクロールモード" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:39 msgid "Playback Speed" msgstr "再生速度" #: Modules/ParticleSystemEditor/ParticleEffectUI.cs:50 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:51 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:52 msgid "Playback Time" msgstr "再生時間" #: Editor-Missing:Missing detected at runtime. msgid "Player" msgstr "プレイヤー" #: Editor/Mono/Networking/PlayerConnection/ConnectionDropDown.cs:20 msgid "Player Logging" msgstr "プレイヤーログ" #: /Editor/Src/BuildPipeline/BuildSerialization.h:127 msgid "Player Path" msgstr "プレイヤーパス" #: Editor-Missing:Missing detected at runtime. msgid "Player Prefab" msgstr "プレイヤープレハブ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4061 msgid "Player Prefs Max Size" msgstr "PlayerPrefs 最大サイズ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4067 msgid "Player Prefs Support" msgstr "PlayerPrefs サポート" #: Editor-Missing:Missing detected at runtime. msgid "Player Quit Handler" msgstr "プレイヤー終了ハンドラー" #: Modules/BuildProfileEditor/TrText.cs:12 msgid "Player Settings" msgstr "プレイヤー設定" #: Editor/Mono/BuildPlayerWindow.cs:390 msgid "Player Settings..." msgstr "プレイヤー設定..." #: Editor-Missing:Missing detected at runtime. msgid "Player Spawn Method" msgstr "プレイヤースポーン方法" #: /Runtime/Shaders/SerializedShaderData.h:896 msgid "Player Sub Programs" msgstr "プレイヤーサブプログラム" #: /Runtime/Network/PlayerCommunicator/PlayerConnection.cpp:1028 msgctxt "Error Message in PlayerConnection.cpp" msgid "PlayerConnection configuration is missing host ip address" msgstr "プレイヤー接続設定にホストのIPアドレスがありません" #: Editor-Missing:Missing detected at runtime. msgid "PlayerSettings" msgstr "プレイヤー設定" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:70 msgid "Players" msgstr "プレイヤー" #: 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" #: Modules/QuickSearch/Editor/Indexing/IndexManager.cs:653 msgid "Please enter a file name for the new Index Settings." msgstr "新しいインデックス設定のファイル名を入力してください。" #: Modules/SceneTemplateEditor/SceneTemplateService.cs:266 msgid "Please enter a file name for the new Scene Template Pipeline." msgstr "新しいシーンのテンプレートパイプラインのファイル名を入力してください。" #: Editor-Missing:Missing detected at runtime. msgid "Please fix your conflicts prior to publishing." msgstr "公開する前に競合を解決してください" #: Editor/Src/Application/Application.cpp:903 msgid "" "Please make sure Unity has access to\n" "{0}" msgstr "Unityが以下にアクセスできることを確認してください\n{0}" #: Editor/Src/Application/Application.cpp:405 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" #: Modules/PackageManagerUI/Editor/Services/Common/PlayModeDownload.cs:37 msgid "" "Please note that entering Play Mode while Unity is downloading a package may " "impact performance" msgstr "Unityがパッケージをダウンロードしている間に再生モードを開始すると、パフォーマンスに影響を与える場合があります。" #: Modules/PackageManagerUI/Editor/Services/Common/PlayModeDownload.cs:66 msgid "" "Please note that making changes in the Package Manager while in Play Mode " "may impact performance." msgstr "再生モード中にパッケージマネージャーに変更を加えると、パフォーマンスに影響を与える場合があります。" #: 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" #: Modules/PackageManagerUI/Editor/UI/InProgressView.cs:46 msgid "Please wait, installing a package..." msgstr "しばらくお待ち下さい。パッケージをインストールしています..." #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:123 msgid "Please wait..." msgstr "しばらくお待ち下さい…" #: Editor-Missing:Missing detected at runtime. msgid "Plug-in Providers" msgstr "プラグインプロバイダー" #: Modules/AssetPipelineEditor/ImportSettings/PluginImporterInspector.cs:34 msgid "Plugin load settings" msgstr "プラグインロード設定" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroPluginImporterExtension.cs:125 msgid "" "Plugin will not be modified in any way. This prevents Unity from making sure " "that it will work on Windows." msgstr "いかなる方法でもプラグインを変更しません。このオプションは、Unityが修正を行うのを防ぎ、プラグインがWindows上で確実に動作するようにします。" #: Editor/Src/AutoDocumentation.cpp:3008 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/Mono/Inspector/LightEditor.cs:126 msgid "Point" msgstr "ポイント" #: Editor/Mono/ImportSettings/IHVImageFormatImporterInspector.cs:40 msgid "Point (no filter)" msgstr "ポイント (フィルターなし)" #: [MenuItem]Packages/com.unity.visualeffectgraph/Editor/Utilities/pCache/BakeTool/PointCacheBakeTool.cs:9 msgid "Point Cache Bake Tool" msgstr "ポイントキャッシュベイクツール" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:213 msgid "Point Cookie Size" msgstr "ポイントのクッキーサイズ" #: /Runtime/Misc/ComponentRequirement.cpp:531 msgctxt "MenuItem./Point Effector 2D" msgid "Point Effector 2D" msgstr "2D ポイントエフェクター" #: [MenuItem]Editor/Mono/Commands/GOCreationCommands.cs:336 msgid "Point Light" msgstr "ポイントライト" #: /Editor/Mono/Commands/GOCreationCommands.cs:336 msgctxt "MenuItem./GameObject/Light/Point Light" msgid "Point Light" msgstr "ポイントライト" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:408 msgid "Point Size" msgstr "ポイントサイズ" #: Modules/TextCoreTextEngineEditor/Managed/TextSpriteAssetEditor.cs:122 msgid "Point Size Property" msgstr "ポイントサイズプロパティ" #: Packages/com.unity.2d.tilemap/Editor/GridPaletteAddPopup.cs:18 msgid "Point Top" msgstr "ポイントトップ" #: Packages/com.unity.render-pipelines.high-definition/Editor/Sky/HDRISky/HDRISkyEditor.cs:24 msgid "Point/Spot Shadow" msgstr "ポイント/スポットシャドウ" #: Editor/Src/AutoDocumentation.cpp:2769 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:3243 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:3249 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:3250 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:3251 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:3255 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:3933 msgctxt "From AutoDocumentation" msgid "Pointer which is 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:3128 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。" #: Modules/Physics2DEditor/Managed/Colliders/EdgeCollider2DEditor.cs:49 msgid "Points" msgstr "ポイント" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:334 msgid "Polygon" msgstr "ポリゴン" #: /Runtime/Misc/ComponentRequirement.cpp:514 msgctxt "MenuItem./Polygon Collider 2D" msgid "Polygon Collider 2D" msgstr "2D ポリゴンコライダー" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceMenuItems.cs:37 msgid "Pool" msgstr "プール" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3345 msgid "Port" msgstr "ポート" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3359 msgid "Portal Folder Path" msgstr "ポータルフォルダーパス" #: /Runtime/Camera/OcclusionCullingSettings.cpp:117 msgid "Portals" msgstr "ポータル" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:110 msgid "Portrait" msgstr "縦向き" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:656 msgid "Portrait Image " msgstr "縦向き画像" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:111 msgid "Portrait Upside Down" msgstr "縦向き(逆)" #: /Runtime/2D/Common/SpriteRenderData.cpp:390 msgid "Pos" msgstr "位置" #: Editor/Mono/Inspector/RectTransformEditor.cs:415 msgid "Pos X" msgstr "位置 X" #: Editor/Mono/Inspector/RectTransformEditor.cs:442 msgid "Pos Y" msgstr "位置 Y" #: Editor/Mono/Inspector/RectTransformEditor.cs:467 msgid "Pos Z" msgstr "位置 Z " #: Editor/Mono/Inspector/Avatar/AvatarMappingEditor.cs:51 msgid "Pose" msgstr "ポーズ" #: Editor/Mono/Inspector/AnimationClipEditor.cs:52 msgid "Pose Frame" msgstr "ポーズフレーム" #: Editor/Mono/Inspector/AnimationClipEditor.cs:52 msgid "Pose Frame." msgstr "ポーズフレーム" #: Editor/Src/AutoDocumentation.cpp:3149 msgctxt "From AutoDocumentation" msgid "Pose of left Eye." msgstr "左目の向き" #: Editor/Src/AutoDocumentation.cpp:3151 msgctxt "From AutoDocumentation" msgid "Pose of right Eye." msgstr "右目の向き" #: /Runtime/Geometry/BoundsInt.h:69 Editor/Mono/EditorGUI.cs:154 msgid "Position" msgstr "位置" #: /Editor/Mono/Clipboard/ClipboardContextMenu.cs:696 msgctxt "MenuItem./CONTEXT/Transform/Copy/Position" msgid "Position" msgstr "位置" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:76 msgid "Position (POSITION.xyz)" msgstr "位置 (POSITION.xyz)" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:47 msgid "Position Amount" msgstr "配置乗数" #: 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 "Position As UV1 (Script)" msgstr "Position As UV1 (スクリプト)" #: Editor/Mono/Inspector/ParentConstraintEditor.cs:32 msgid "Position At Rest" msgstr "静止時の位置" #: Editor-Missing:Missing detected at runtime. msgid "Position Constraint" msgstr "位置コンストレイント" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:180 msgid "Position Error" msgstr "位置エラー" #: Editor-Missing:Missing detected at runtime. msgid "Position Iterations" msgstr "位置算出の反復数" #: Modules/TerrainEditor/TerrainWizards.cs:510 msgid "Position Jitter (%)" msgstr "位置ジッター (%)" #: Editor/Mono/Inspector/ParentConstraintEditor.cs:33 msgid "Position Offset" msgstr "遷移オフセット" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:103 msgid "Position Variation" msgstr "位置のばらつき" #: Editor-Missing:Missing detected at runtime. msgid "Position and Rotation" msgstr "位置と回転" #: Editor/Src/AutoDocumentation.cpp:3336 msgctxt "From AutoDocumentation" msgid "Position and orientation to render from." msgstr "相対的な位置と向き" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:73 msgid "Position of the anchor relative to the parent body." msgstr "親ボディに相対的なアンカーの位置。" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:72 msgid "Position of the anchor relative to this body." msgstr "このボディに相対的なアンカーの位置。" #: Editor/Src/AutoDocumentation.cpp:3190 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:3343 msgctxt "From AutoDocumentation" msgid "Position of the pose." msgstr "ポーズの位置" #: Editor/Src/AutoDocumentation.cpp:3424 msgctxt "From AutoDocumentation" msgid "Position of the transform." msgstr "トランスフォームの位置" #: /Runtime/Camera/LightProbes.cpp:41 #: Editor/Mono/Inspector/LineRendererEditor.cs:25 msgid "Positions" msgstr "位置" #: Editor/Mono/Inspector/LineRendererEditor.cs:447 msgid "Positions Size" msgstr "位置サイズ" #: Editor/Src/AutoDocumentation.cpp:3105 msgctxt "From AutoDocumentation" msgid "Positions for the bone's joint." msgstr "ボーンのジョイントの位置" #: Editor-Missing:Missing detected at runtime. msgid "Positive Button" msgstr "正方向ボタン" #: Editor/Src/DragAndDropForwarding.cpp:2168 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" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:11 msgid "Post Anti-aliasing" msgstr "ポストアンチエイリアス" #: /Editor/Src/Undo/SelectionUndo.cpp:137 msgid "Post Edit Active" msgstr "ポストエディット アクティブ" #: /Editor/Src/Undo/DefaultParentObjectUndo.cpp:63 msgid "Post Edit InstanceID" msgstr "ポストエディット インスタンス ID" #: /Editor/Src/Undo/SelectionUndo.cpp:138 msgid "Post Edit Selection" msgstr "ポストエディット 選択" #: /Editor/Src/Undo/FileChangeUndo.cpp:122 msgid "Post Prefab Content" msgstr "後のプレハブコンテンツ " #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:133 msgid "Post Process Data" msgstr "ポストプロセスデータ" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Rendering.Skin.cs:14 msgid "Post Processing" msgstr "ポストプロセス" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Rendering.Skin.cs:38 msgid "" "Post Processing based Anti-aliasing requires Post Processing enabled to " "function." msgstr "ポストプロセスに基づくアンチエイリアスが機能するには、ポストプロセスが有効になっている必要があります。" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Rendering.Skin.cs:36 msgid "" "Post Processing is currently disabled on the current Universal Render " "Pipeline renderer." msgstr "現在、ポストプロセスは使用中のユニバーサルレンダーパイプラインレンダラーで無効になっています。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:31 msgid "Post-processing" msgstr "ポストプロセス" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorMenu.cs:107 msgid "Potential loss of Sprite data" msgstr "スプライトデータ消失の可能性" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:92 msgid "Power Preference" msgstr "電力設定" #: Modules/PackageManagerUI/Editor/UI/PackageTagLabel/PackageDynamicTagLabel.cs:48 msgid "Pre" msgstr "Pre" #: /Editor/Src/Undo/SelectionUndo.cpp:135 msgid "Pre Edit Active" msgstr "プリエディット アクティブ" #: /Editor/Src/Undo/DefaultParentObjectUndo.cpp:62 msgid "Pre Edit InstanceID" msgstr "プリエディット インスタンス ID" #: /Editor/Src/Undo/SelectionUndo.cpp:136 msgid "Pre Edit Selection" msgstr "プリエディット 選択" #: /Editor/Src/Undo/FileChangeUndo.cpp:121 msgid "Pre Prefab Content" msgstr "前のプレハブコンテンツ " #: Modules/PackageManagerUI/Editor/UI/PackageDetailsHeader.cs:86 msgid "Pre-Release" msgstr "プレリリース" #: Modules/PackageManagerUI/Editor/UI/PackageTagLabel/PackageDynamicTagLabel.cs:49 msgid "Pre-release" msgstr "プレリリース" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsHeader.cs:37 msgid "" "Pre-release packages are in the process of becoming stable and will be " "available as production-ready by the end of this LTS release. We recommend " "using these only for testing purposes and to give us direct feedback until " "then." msgstr "プレリリースパッケージは安定化の過程にあり、このLTSリリースの終わりまでに本番環境で利用できるようになります。プレリリースパッケージはテスト目的でのみ使用し、フィードバックは直接Unityに提供いただくようお願いします。" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:75 msgid "" "Pre-warming a sub-emitter is not necessary and wastes resources. You only " "need to pre-warm the root Particle System component." msgstr "サブエミッターの事前準備は必要はなく、リソースの浪費です。ルートのパーティクルシステムコンポーネントのみ事前準備が必要です。" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs:573 msgid "PreWarm Delta Time" msgstr "事前準備デルタタイム" #: Packages/com.unity.visualeffectgraph/Editor/Utilities/Playables/VisualEffectControlClipInspector.cs:540 msgid "PreWarm Event Name" msgstr "事前準備イベント名" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs:558 msgid "PreWarm Step Count" msgstr "事前準備ステップ数" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs:544 msgid "PreWarm Total Time" msgstr "事前準備合計時間" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:89 msgid "Prebake Collision Meshes*" msgstr "事前に衝突メッシュをベイク" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:243 msgid "Precision" msgstr "精度" #: /Runtime/Shaders/RayTracing/RayTracingShaderStructs.cpp:465 msgid "Precompiled" msgstr "プリコンパイル済み" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:198 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/Inspector/RendererLightingSettings.cs:76 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/RendererLightingSettings.cs:77 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/LightingSettingsEditor.cs:222 msgid "" "Precomputed Realtime Global Illumination using Enlighten. Provides diffuse " "Realtime Global Illumination for static geometry via low resolution " "lightmaps and via Light Probes for dynamic geometry." msgstr "Enlightenを使用して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。低解像度のライトマップおよび動的ジオメトリのライトプローブを通して、静的ジオメトリのリアルタイムのディフューズグローバルイルミネーションを提供します。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:198 msgid "Predictive Back Support" msgstr "予測型戻るサポート" #: /Runtime/BaseClasses/EditorExtension.cpp:81 #: Editor/Mono/Inspector/GameObjectInspector.cs:59 msgid "Prefab" msgstr "プレハブ" #: /Editor/Mono/ProjectBrowser/ProjectWindowUtil.cs:342 msgctxt "MenuItem./Assets/Create/Scene/Prefab" msgid "Prefab" msgstr "プレハブ" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:103 msgid "Prefab (1)" msgstr "Prefab (1)" #: Editor/Mono/Prefabs/PrefabImporterEditor.cs:21 msgid "Prefab Asset" msgstr "プレハブアセット" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1195 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/Prefabs/PrefabImporterEditor.cs:20 msgid "Prefab Assets" msgstr "プレハブアセット" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1337 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" #: /Runtime/BaseClasses/EditorExtension.cpp:77 msgid "Prefab Internal" msgstr "プレハブ内部" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/IESImporterEditor.cs:135 msgid "Prefab Light Type Prop" msgstr "プレハブライトタイププロパティ" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:85 msgid "Prefab Mode" msgstr "プレハブモード" #: /Editor/Src/EditorSettings.cpp:233 #: Editor/Mono/Inspector/EditorSettingsInspector.cs:516 msgid "Prefab Mode Allow Auto Save" msgstr "プレハブモード 自動保存を使用" #: /Runtime/BaseClasses/EditorExtension.cpp:65 msgid "Prefab Parent Object" msgstr "プレハブの親オブジェクト" #: /Editor/Src/EditorSettings.cpp:204 msgid "Prefab Regular Environment" msgstr "プレハブ標準環境" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesTreeView.cs:629 msgid "Prefab Source" msgstr "プレハブソース" #: Packages/com.unity.visualeffectgraph/Samples~/VFXOutputEventHandlers/Editor/VFXOutputEventPrefabSpawnEditor.cs:46 msgid "Prefab To Spawn" msgstr "生成するプレハブ" #: Editor/Src/DragAndDropForwarding.cpp:2015 #: [MenuItem]Editor/Mono/ProjectBrowser/ProjectWindowUtil.cs:353 msgid "Prefab Variant" msgstr "プレハブバリアント" #: /Editor/Mono/ProjectBrowser/ProjectWindowUtil.cs:353 msgctxt "MenuItem./Assets/Create/Scene/Prefab Variant" msgid "Prefab Variant" msgstr "プレハブバリアント" #: Editor/Src/DragAndDropForwarding.cpp:2040 msgid "Prefab Variants" msgstr "プレハブバリアント" #: Editor/Mono/Prefabs/PrefabImporterEditor.cs:16 msgid "" "Prefab has missing SerializeReference Types. Open Prefab to fix the issue. " "Changing the Prefab directly will cause those types to be lost." msgstr "プレハブにSerializeReferenceタイプがありません。プレハブを開いて問題を修正してください。プレハブを直接変更すると、これらのタイプが失われます。" #: Editor/Mono/Prefabs/PrefabImporterEditor.cs:15 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/Src/DragAndDropForwarding.cpp:2026 msgid "Prefab variants will be created from selected Model Prefabs" msgstr "プレハブバリアントは選択されたモデルプレハブから作成されます。" #: /Editor/Src/Prefabs/PrefabInstanceMerging.cpp:1408 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/Mono/Inspector/EditorSettingsInspector.cs:104 msgid "Prefab.1" msgstr "Prefab.1" #: Editor/Mono/SceneHierarchy.cs:1207 msgid "Prefab/Open Asset in Context" msgstr "プレハブ/モデルをコンテキストで開く" #: Editor/Mono/SceneHierarchy.cs:1211 msgid "Prefab/Open Asset in Isolation" msgstr "プレハブ/モデルを単独で開く" #: Editor/Mono/SceneHierarchy.cs:1200 msgid "Prefab/Open Model" msgstr "プレハブ/モデルを開く" #: Editor/Mono/SceneHierarchy.cs:1299 msgid "Prefab/Remove Unused Overrides..." msgstr "プレハブ/不使用オーバーライドを削除..." #: Editor/Mono/SceneHierarchy.cs:1221 msgid "Prefab/Select Asset" msgstr "プレハブ/アセットを選択" #: Editor/Mono/SceneHierarchy.cs:1230 msgid "Prefab/Select Root" msgstr "プレハブ/ルートを選択" #: Editor/Mono/SceneHierarchy.cs:1296 msgid "Prefab/Unpack" msgstr "プレハブ/展開" #: Editor/Mono/SceneHierarchy.cs:1297 msgid "Prefab/Unpack Completely" msgstr "プレハブ/すべてを展開" #: /Editor/Src/Undo/FileChangeUndo.cpp:120 msgid "PrefabGUID" msgstr "PrefabGUID" #: /Editor/Src/EditorSettings.cpp:205 msgid "PrefabUI Environment" msgstr "プレハブ UI 環境" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:105 msgid "Prefab_1" msgstr "Prefab_1" #: Editor/Mono/Prefabs/PrefabUtility.cs:2822 msgid "Prefabs" msgstr "プレハブ" #: [MenuItem]Modules/QuickSearch/Editor/Indexing/SearchDatabaseImporter.cs:169 msgid "Prefabs Index" msgstr "プレハブインデックス" #: Editor/Src/DragAndDropForwarding.cpp:2025 msgid "Prefabs will be created from selected plain GameObjects" msgstr "プレハブは選択されたプレーンなゲームオブジェクトから作成されます。" #: Editor/Mono/Inspector/GraphicsSettingsInspectors/GraphicsSettingsInspectorTierSettings.cs:129 msgid "Prefer 32-bit shadow maps" msgstr "32ビットシャドウマップを優先する" #: /Runtime/Camera/GraphicsSettings.cpp:370 msgid "Prefer32Bit Shadow Maps" msgstr "32 ビットシャドウマップを優先" #: Modules/PackageManagerUI/Editor/UI/PackageManagerToolbar.cs:242 msgid "Preferences" msgstr "環境設定" #: Editor/Mono/PresetLibraries/PopupWindowContentForNewLibrary.cs:21 msgid "Preferences Folder" msgstr "環境設定フォルダー" #: Editor-Missing:Missing detected at runtime. msgid "Preferences..." msgstr "環境設定..." #: /Editor/Src/Commands/EditMenu.cpp:90 msgctxt "MenuItem./Edit/Preferences..." msgid "Preferences..." msgstr "環境設定..." #: Editor/Src/AutoDocumentation.cpp:372 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:3313 msgctxt "From AutoDocumentation" msgid "Preferred mirror blit mode to render with." msgstr "レンダリングに使用する選択したミラーのBlit(転送)モード" #: Modules/AssetPipelineEditor/ImportSettings/AudioImporterInspector.cs:22 msgid "Preload Audio Data*" msgstr "オーディオデータをプリロード*" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:40 msgid "Preload Block Size" msgstr "プリロードブロックサイズ" #: Modules/AssetPipelineEditor/ImportSettings/AudioImporterInspector.cs:322 msgid "Preload Property" msgstr "プリロードプロパティ" #: /Runtime/Shaders/ShaderNameRegistry.cpp:213 msgid "Preload Shaders" msgstr "プリロードシェーダー" #: /Runtime/Camera/GraphicsSettings.cpp:553 msgid "Preload Shaders Batch Time Limit" msgstr "プリロードシェーダー バッチ時間制限" #: Editor/Mono/Inspector/GraphicsSettingsInspectors/GraphicsSettingsInspectorShaderPreload.cs:18 msgid "Preload shaders after showing first scene" msgstr "最初のシーンを表示した後にシェーダーをプリロード" #: Editor/Mono/Inspector/GraphicsSettingsInspectors/GraphicsSettingsInspectorShaderPreload.cs:19 msgid "Preload time limit per frame (ms)" msgstr "フレームごとの時間制限をプリロード" #: /Runtime/Misc/PlayerSettings.cpp:929 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:3377 msgid "Preloaded Assets" msgstr "プリロードアセット" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:92 msgid "Preloaded Assets*" msgstr "プリロードしたアセット*" #: /Runtime/Misc/BuildSettings.cpp:162 msgid "Preloaded Plugins" msgstr "プリロードするプラグイン" #: /Runtime/Camera/GraphicsSettings.cpp:552 #: Editor/Mono/Inspector/GraphicsSettingsInspectors/GraphicsSettingsInspectorShaderPreload.cs:45 msgid "Preloaded Shaders" msgstr "プリロードシェーダー" #: /Runtime/Misc/PlayerSettings.cpp:817 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:3038 msgid "Prepare IOS For Recording" msgstr "録画用に iOS を準備" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:171 msgid "Prepare iOS for Recording" msgstr "録画用に iOS を準備" #: Editor/Mono/Inspector/ComputeShaderInspector.cs:27 msgid "Preprocess only" msgstr "前処理のみ" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:190 msgid "Preprocessor defines passed to the C# script compiler." msgstr "C#スクリプトコンパイラーに渡されるプリプロセッサー定義" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsIconsEditor.cs:17 msgid "Prerendered Icon" msgstr "レンダリング済みのアイコン" #: Packages/com.unity.ugui/Editor/UGUI/UI/ImageEditor.cs:155 msgid "Preserve Aspect" msgstr "アスペクト比を保存" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:318 msgid "Preserve Coverage" msgstr "維持範囲" #: /Runtime/Misc/PlayerSettings.cpp:775 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1177 msgid "Preserve Framebuffer Alpha" msgstr "フレームバッファのアルファ値を保存" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:121 msgid "Preserve Hierarchy" msgstr "階層を保存" #: Editor-Missing:Missing detected at runtime. msgid "Preserve Sample Rate" msgstr "サンプルレートを保存" #: Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/BaseShaderGUI.cs:222 msgid "Preserve Specular Lighting" msgstr "スペキュラーライティングを維持" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:89 msgid "" "Preserve debug symbols and perform demangling of the stack trace when an " "error occurs. For release builds all the debug information can be stored " "embedded into the main module or 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。リリースビルドの場合、すべてのデバッグ情報は、メインモジュールに組み込まれるか、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る別のファイルに保存されます。開発ビルドには、メインモジュールに組み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。" #: /Runtime/Graphics/Renderer.cpp:858 msgid "PreserveU Vs" msgstr "UV を保存" #: [MenuItem]Modules/PresetsUIEditor/PresetEditor.cs:775 msgid "Preset" msgstr "プリセット" #: Editor-Missing:Missing detected at runtime. msgid "Preset Manager" msgstr "プリセットマネージャー" #: Modules/PresetsUIEditor/PresetEditor.cs:19 msgid "Preset Type" msgstr "プリセットタイプ" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:273 msgid "Preset changed" msgstr "プリセットが変更されました" #: Editor/Mono/Inspector/GenericPresetLibraryInspector.cs:81 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。" #: Modules/PresetsUIEditor/PresetManagerEditor.cs:12 msgid "Preset management" msgstr "プリセットの管理" #: Editor/Mono/PresetLibraries/PresetLibraryEditor.cs:75 msgid "Presets" msgstr "プリセット" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDProbeUI.Skin.cs:13 msgid "Presets of HDRP Reflection Probe are not supported." msgstr "HDRPリフレクションプローブのプリセットはサポートされていません。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameDataTreeView.cs:55 msgid "Press 'F' to frame selection" msgstr "選択したものを中央に置くには、F キーを押します" #: Modules/QuickSearch/Editor/UITK/SearchField.cs:68 msgid "Press Tab \\u21B9 to filter" msgstr "タブをクリック フィルタリングするには \\\\u21B9 " #: Editor-Missing:Missing detected at runtime. msgid "Pressed Color" msgstr "押下時の色" #: /Editor/Src/Undo/StructureUndoBase.cpp:46 msgid "Prev State" msgstr "前のステート" #: Editor/Mono/Inspector/AudioManagerInspector.cs:23 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/PlayerSettingsEditor/PlayerSettingsEditor.cs:91 msgid "Prevents shaders from being unloaded" msgstr "シェーダのアンロードを回避します" #: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:24 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:25 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" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:94 msgid "Preview" msgstr "プレビュー" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:54 msgid "Preview (Disabled)" msgstr "プレビュー (無効)" #: Editor/Mono/Inspector/RendererLightingSettings.cs:51 msgid "Preview Lightmap" msgstr "ライトマップをプレビュー" #: Editor/Mono/SceneModeWindows/LightingWindowLightmapPreviewTab.cs:40 msgid "Preview Lightmaps" msgstr "ライトマップをプレビュー" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:54 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/TilemapEditor/Editor/Managed/TileEditor.cs:29 msgid "Preview of tile with attributes set" msgstr "タイルの属性セットプレビュー" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:53 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" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:94 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/Src/Undo/UndoPropertyModification.h:35 msgid "Previous Value" msgstr "前の値" #: /Editor/Src/EditorWindowController.cpp:95 msgctxt "MenuItem./Window/Previous Window" msgid "Previous Window" msgstr "前のウィンドウ" #: Editor-Extra:MenuItem/Window/Previous Window msgid "Previous Window %#TAB" msgstr "前のウィンドウ %#TAB" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:65 msgid "Previous frame" msgstr "前のフレーム" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:48 msgid "Prewarm" msgstr "事前準備" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs:616 msgid "Prewarm Delta Time" msgstr "事前準備デルタタイム" #: Packages/com.unity.visualeffectgraph/Editor/Utilities/Playables/VisualEffectControlClipInspector.cs:536 msgid "Prewarm Enable" msgstr "事前準備有効" #: Packages/com.unity.visualeffectgraph/Editor/Utilities/Playables/VisualEffectControlClipInspector.cs:540 msgid "Prewarm Event" msgstr "事前準備イベント" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs:614 msgid "Prewarm Step Count" msgstr "事前準備ステップ数" #: /Editor/Src/UnityConnect/UnityConnectCommon.h:138 msgid "Primary Org" msgstr "主な組織" #: Editor/Mono/EditorGUI.cs:3250 msgid "Print Property Path" msgstr "プロパティパスを表示" #: Editor/Mono/Settings/SettingsWindow.cs:94 msgid "Print Provider Keywords" msgstr "プロバイダーキーワードをプリント" #: Editor/Mono/Inspector/RendererLightingSettings.cs:34 msgid "Prioritize Illumination" msgstr "イルミネーションを優先する" #: /Editor/Src/LightmappingAnalyticsData.h:95 msgid "Prioritize View" msgstr "ビュー内優先 " #: /Editor/Src/UnityConnect/UnityErrors.h:112 #: Editor/Mono/Inspector/AudioSourceInspector.cs:94 msgid "Priority" msgstr "優先度" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VisualEffectEditor.cs:1384 msgid "Priority used for sorting objects on top of material render queue." msgstr "マテリアルのレンダーキュー上にオブジェクトをソートするための優先度" #: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:31 msgid "Probability" msgstr "発生率" #: [MenuItem]Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolumeMenuItems.cs:16 msgid "Probe Adjustment Volume" msgstr "プローブ調節ボリューム" #: /Runtime/Graphics/Renderer.cpp:850 #: Editor/Mono/Inspector/RendererEditorBase.cs:197 msgid "Probe Anchor" msgstr "プローブアンカー" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:82 msgid "Probe Blending" msgstr "プローブブレンド" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBakingProcessSettingsDrawer.cs:22 msgid "Probe Dilation Settings" msgstr "プローブ拡張設定" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.EnvironmentSkin.cs:14 msgid "Probe Layer Mask" msgstr "プローブレイヤーマスク" #: /Runtime/Camera/LightBakingOutput.h:46 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/Mono/Inspector/LightProbeProxyVolumeEditor.cs:53 msgid "Probe Position Mode" msgstr "プローブ位置モード" #: /Runtime/Camera/LightProbes.cpp:40 msgid "Probe Sets" msgstr "プローブセット" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBakingSetEditor.cs:235 msgid "Probe Volume Baking Settings" msgstr "プローブボリュームベイク設定" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeTouchupVolumeEditor.cs:35 msgid "Probe Volume Overrides" msgstr "プローブボリュームオーバーライド" #: Editor/Mono/Inspector/RendererEditorBase.cs:322 msgid "Probes" msgstr "プローブ" #: /Runtime/Graphics/EnlightenSceneMapping.h:251 msgid "Probesets" msgstr "プローブセット" #: Packages/com.unity.render-pipelines.high-definition/Editor/Sky/HDRISky/HDRISkyEditor.cs:28 msgid "Procedural" msgstr "プロシージャル" #: Editor/Mono/Inspector/RendererEditorBase.cs:332 msgid "Procedural Geometry" msgstr "プロシージャルジオメトリ" #: Packages/com.unity.render-pipelines.universal/Editor/RenderStateDataEditor.cs:13 msgid "Process and override the Stencil buffer values." msgstr "ステンシルバッファ値を処理してオーバーライドします。" #: Editor/Mono/Scripting/APIUpdater/APIUpdaterManager.bindings.cs:419 msgid "Processing imported assemblies took {0} ms ({1}/{2} assembly(ies))." 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)。" #: Modules/PackageManagerUI/Editor/Services/Upm/UpmClient.cs:467 msgid "Product Id mismatch between product details and package details." msgstr "商品の詳細とパッケージの詳細の間で商品IDが一致しません。" #: /Runtime/Misc/PlayerSettings.cpp:697 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:961 msgid "Product Name" msgstr "プロダクト名" #: /Runtime/Misc/PlayerSettings.cpp:678 msgid "ProductGUID" msgstr "ProductGUID" #: Editor-Missing:Missing detected at runtime. msgid "Production" msgstr "プロダクション" #: [MenuItem]Modules/TreeEditor/TreeEditor.cs:267 msgid "Profile" msgstr "プロファイル" #: Editor/Mono/PlatformSupport/ProvisioningProfileGUI.cs:19 msgid "Profile ID:" msgstr "プロファイル ID:" #: Modules/ShortcutManager/ShortcutManagerWindowView.cs:393 msgid "Profile Name:" msgstr "プロファイル名:" #: Editor/Mono/PlatformSupport/ProvisioningProfileGUI.cs:47 msgid "Profile Type:" msgstr "プロファイルタイプ:" #: Modules/ShortcutManagerEditor/ShortcutManagerWindowViewController.cs:17 msgid "Profile already exists" msgstr "プロファイルはすでに存在します" #: Modules/ShortcutManagerEditor/ShortcutManagerWindowViewController.cs:15 msgid "Profile name is empty" msgstr "プロファイル名は空です" #: Modules/ShortcutManagerEditor/ShortcutManagerWindowViewController.cs:16 msgid "Profile name is unsupported" msgstr "プロファイル名はサポートされません" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:26 msgid "Profiler" msgstr "プロファイラー" #: Editor-Missing:Missing detected at runtime. msgid "Profiler %7" msgstr "プロファイラー %7" #: [MenuItem]Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:846 msgid "Profiler (Standalone Process)" msgstr "プロファイラー (スタンドアロンプロセス)" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:59 msgid "Profiler Allocators" msgstr "プロファイラーアロケーター" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:60 msgid "Profiler Block Size" msgstr "プロファイラーブロックサイズ" #: Modules/ProfilerEditor/ProfilerWindow/ModuleEditor/ModuleEditorWindow.cs:65 msgid "Profiler Module Editor" msgstr "プロファイラーモジュールエディター" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:31 msgid "Profiler Modules" msgstr "プロファイラーモジュール" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:75 msgid "Profiler files" msgstr "プロファイラーファイル" #: /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" #: Modules/ProfilerEditor/Public/ProfilerSettingsProvider.cs:12 msgid "" "Profiler overhead and memory usage can increase significantly the more " "frames are kept visible in the Profiler Window through the 'Frame Count' " "setting." msgstr "'フレーム数'の設定によってプロファイラーウィンドウに表示するフレーム数を増やすと、プロファイラーのオーバーヘッドとメモリ使用量が大幅に増加する可能性があります。" #: Editor/Mono/BuildPlayerWindow.cs:67 msgid "Profiling is only enabled in a Development Player." msgstr "プロファイリングは、開発版プレイヤーでのみ使用できます。" #: /Runtime/Shaders/GpuPrograms/GpuProgramManager.cpp:1323 msgid "Program Data" msgstr "プログラムデータ" #: /Runtime/Shaders/SerializedShaderData.h:1398 msgid "Program Mask" msgstr "プログラムマスク" #: [MenuItem]Modules/Progress/ProgressWindow.cs:42 msgid "Progress" msgstr "進捗" #: /Editor/Src/LightmappingAnalyticsData.h:80 msgid "Progressive" msgstr "プログレッシブ" #: Editor-Missing:Missing detected at runtime. msgid "Progressive (Preview)" msgstr "プログレッシブ (プレビュー)" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:127 msgid "Progressive CPU" msgstr "プログレッシブ CPU" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:184 msgid "" "Progressive CPU Lightmapper is only available on Unity for x64 processors. " "Use Progressive GPU Lightmapper instead." msgstr "プログレッシブCPUライトマッパーは、x64プロセッサー用のUnityでのみ使用できます。代わりにプログレッシブGPUライトマッパーを使用してください。" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:128 msgid "Progressive GPU" msgstr "プログレッシブ GPU" #: /Runtime/Graphics/LightingSettings.cpp:727 msgctxt "Warning Message in LightingSettings.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。" #: [MenuItem]Editor/Tools/GeometryToolbox/unity_scripts/lod/ProgressiveMeshWindow.cs:7 msgid "Progressive Mesh" msgstr "プログレッシブメッシュ" #: /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/Mono/Inspector/LightingSettingsEditor.cs:244 msgid "Progressive Updates" msgstr "プログレッシブな更新" #: Editor/Mono/ProjectBrowser/ProjectBrowser.cs:19 msgid "Project" msgstr "プロジェクト" #: /Editor/Mono/GUI/WindowLayout.cs:1794 msgctxt "MenuItem./Window/General/Project %5" msgid "Project %5" msgstr "プロジェクト %5" #: /Editor/Src/UnityConnect/UnityConnectCommon.h:71 msgid "Project Bound" msgstr "プロジェクトバウンド" #: [MenuItem]Packages/com.unity.ugui/Editor/TMP/TMP_PackageUtilities.cs:603 #: Editor-Missing:Missing detected at runtime. msgid "Project Files GUID Remapping Tool" msgstr "プロジェクトファイル GUID 再マッピングツール" #: Editor/Mono/PresetLibraries/PopupWindowContentForNewLibrary.cs:21 msgid "Project Folder" msgstr "プロジェクトフォルダー" #: /Editor/Src/EditorSettings.cpp:216 #: Editor/Mono/Inspector/EditorSettingsInspector.cs:619 msgid "Project Generation Included Extensions" msgstr "プロジェクト生成 含まれる拡張子" #: /Editor/Src/EditorSettings.cpp:226 #: Editor/Mono/Inspector/EditorSettingsInspector.cs:626 msgid "Project Generation Root Namespace" msgstr "プロジェクト生成 ルート名前空間" #: /Editor/Src/UnityConnect/UnityConnectCommon.h:72 msgid "Project Id" msgstr "プロジェクト" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:205 msgid "Project Key" msgstr "プロジェクトキー" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:206 msgid "Project Keystore" msgstr "プロジェクトキーストア" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:31 msgid "Project Migration Quick-links" msgstr "プロジェクト移行クイックリンク" #: /Runtime/Misc/PlayerSettings.cpp:1048 msgid "Project Name" msgstr "プロジェクト名" #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:209 msgid "Project Rebuild Required" msgstr "プロジェクトの再構成が必要" #: Modules/PackageManagerUI/Editor/UI/PackageManagerToolbar.cs:229 msgid "Project Settings" msgstr "プロジェクト設定" #: [MenuItem]Editor/Mono/Settings/SettingsWindow.cs:525 msgid "Project Settings..." msgstr "プロジェクト設定..." #: /Editor/Mono/Settings/SettingsWindow.cs:525 msgctxt "MenuItem./Edit/Project Settings..." msgid "Project Settings..." msgstr "プロジェクト設定..." #: [MenuItem]Packages/com.unity.ugui/Editor/TMP/TMP_PackageUtilities.cs:49 msgid "Project Text Spacing Conversion Tool" msgstr "プロジェクトテキスト間隔変換ツール" #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:153 msgid "Project Upgrade Required" msgstr "プロジェクトのアップグレード必要" #: Editor/Src/Application/Application.cpp:405 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" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:74 msgid "Project-Wide" msgstr "プロジェクト全体" #: /Editor/Src/Collab/Requests/SoftLocksRequests.h:86 msgid "ProjectGUID" msgstr "プロジェクト GUID" #: Editor/Mono/Inspector/CameraEditor.cs:29 msgid "Projection" msgstr "投影方法" #: Editor-Missing:Missing detected at runtime. msgid "Projection Angle" msgstr "投影角度" #: Packages/com.unity.render-pipelines.universal/Editor/Decal/DecalProjectorEditor.Skin.cs:14 msgid "Projection Depth" msgstr "投影深度" #: Editor-Missing:Missing detected at runtime. msgid "Projection Mode" msgstr "投影モード" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDProbeUI.Skin.cs:15 msgid "Projection Settings" msgstr "投影設定" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Skin.cs:10 msgid "Projection settings have been overriden by the Pixel Perfect Camera." msgstr "投影設定は、ピクセルバーフェクトカメラによってオーバーライドされました。" #: Editor/Src/AutoDocumentation.cpp:3337 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" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDProbeUI.Skin.cs:11 msgid "Projection will be at infinite." msgstr "投影は無限になります。" #: /Runtime/Misc/ComponentRequirement.cpp:481 msgctxt "MenuItem./Projector" msgid "Projector" msgstr "プロジェクター" #: Editor-Missing:Missing detected at runtime. msgid "Prologic DTS" msgstr "プロロジック DTS" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:867 msgid "Prop" msgstr "プロパティ" #: Modules/TextCoreTextEngineEditor/Managed/TextSettingsEditor.cs:276 msgid "Prop Auto Size Text Container" msgstr "自動サイズテキストコンテナ" #: Modules/TextCoreTextEngineEditor/Managed/TextSettingsEditor.cs:257 msgid "Prop Clear Dynamic Data On Build" msgstr "ビルド時に動的データを消去" #: Modules/TextCoreTextEngineEditor/Managed/TextSettingsEditor.cs:374 msgid "Prop Color Gradient Presets Path" msgstr "カラーグラデーションプリセットパス" #: Modules/TextCoreTextEngineEditor/Managed/TextSettingsEditor.cs:293 msgid "Prop Default Auto Size Max Ratio" msgstr "デフォルト自動サイズ最大比" #: Modules/TextCoreTextEngineEditor/Managed/TextSettingsEditor.cs:292 msgid "Prop Default Auto Size Min Ratio" msgstr "デフォルト自動サイズ最小比" #: Modules/TextCoreTextEngineEditor/Managed/TextSettingsEditor.cs:225 msgid "Prop Default Font Asset Path" msgstr "デフォルトフォントアセットパス" #: Modules/TextCoreTextEngineEditor/Managed/TextSettingsEditor.cs:283 msgid "Prop Default Font Size" msgstr "デフォルトフォントサイズ" #: Modules/TextCoreTextEngineEditor/Managed/TextSettingsEditor.cs:273 msgid "Prop Default Text Mesh Pro Text Container Size" msgstr "デフォルト TextMeshPro テキストコンテナサイズ" #: Modules/TextCoreTextEngineEditor/Managed/TextSettingsEditor.cs:274 msgid "Prop Default Text Mesh Pro UI Text Container Size" msgstr "デフォルト TextMeshPro UI テキストコンテナサイズ" #: Modules/TextCoreTextEngineEditor/Managed/TextSettingsEditor.cs:258 msgid "Prop Display Warnings" msgstr "ディスプレイ警告" #: Packages/com.unity.ugui/Editor/TMP/TMP_SettingsEditor.cs:327 msgid "Prop Enable Emoji Support" msgstr "絵文字サポートを有効にする" #: Modules/TextCoreTextEngineEditor/Managed/TextSettingsEditor.cs:275 msgid "Prop Enable Raycast Target" msgstr "レイキャストターゲットを有効にする" #: Modules/TextCoreTextEngineEditor/Managed/TextSettingsEditor.cs:304 msgid "Prop Extra Padding" msgstr "追加パディング" #: Packages/com.unity.ugui/Editor/TMP/TMP_SettingsEditor.cs:381 msgid "Prop Following Characters" msgstr "行頭禁則文字" #: Modules/TextCoreTextEngineEditor/Managed/TextSettingsEditor.cs:221 msgid "Prop Font Asset" msgstr "フォントアセット" #: Packages/com.unity.ugui/Editor/TMP/TMP_SettingsEditor.cs:248 msgid "Prop Hide Sub Text Objects" msgstr "サブテキストオブジェクトを隠す" #: /Runtime/Shaders/SerializedShaderData.h:1838 msgid "Prop Info" msgstr "プロパティ情報" #: Packages/com.unity.ugui/Editor/TMP/TMP_SettingsEditor.cs:278 msgid "Prop Is Text Object Scale Static" msgstr "テキストオブジェクトスケールを静的にする" #: Modules/TextCoreTextEngineEditor/Managed/TextSettingsEditor.cs:302 msgid "Prop Kerning" msgstr "カーニング" #: Packages/com.unity.ugui/Editor/TMP/TMP_SettingsEditor.cs:380 msgid "Prop Leading Characters" msgstr "行末禁則文字" #: Modules/TextCoreTextEngineEditor/Managed/TextSettingsEditor.cs:243 msgid "Prop Match Material Preset" msgstr "マテリアルプリセットの一致" #: Modules/TextCoreTextEngineEditor/Managed/TextSettingsEditor.cs:256 msgid "Prop Missing Glyph Character" msgstr "欠けているグリフ文字" #: Modules/TextCoreTextEngineEditor/Managed/TextSettingsEditor.cs:324 msgid "Prop Missing Sprite Character Unicode" msgstr "欠けているスプライト文字ユニコード" #: Modules/TextCoreTextEngineEditor/Managed/TextSettingsEditor.cs:307 msgid "Prop Parse Escape Characters" msgstr "エスケープ文字" #: Modules/TextCoreTextEngineEditor/Managed/TextSettingsEditor.cs:320 msgid "Prop Sprite Asset" msgstr "スプライトアセット" #: Modules/TextCoreTextEngineEditor/Managed/TextSettingsEditor.cs:327 msgid "Prop Sprite Asset Path" msgstr "スプライトアセットパス" #: Modules/TextCoreTextEngineEditor/Managed/TextSettingsEditor.cs:353 msgid "Prop Style Sheet" msgstr "スタイルシート" #: Modules/TextCoreTextEngineEditor/Managed/TextSettingsEditor.cs:362 msgid "Prop Style Sheets Resource Path" msgstr "スタイルシートリソースパス " #: Packages/com.unity.ugui/Editor/TMP/TMP_SettingsEditor.cs:303 msgid "Prop Text Wrapping Mode" msgstr "テキストラッピングモード" #: Modules/TextCoreTextEngineEditor/Managed/TextSettingsEditor.cs:305 msgid "Prop Tint All Sprites" msgstr "すべてのスプライトを色付け" #: Modules/TextCoreTextEngineEditor/Managed/TextSettingsEditor.cs:386 msgid "Prop Unicode Line Breaking Rules" msgstr "ユニコード禁則処理" #: Packages/com.unity.ugui/Editor/TMP/TMP_SettingsEditor.cs:385 msgid "Prop Use Modern Hangul Line Breaking Rules" msgstr "現代ハングル改行ルールを使用" #: Packages/com.unity.ugui/Editor/TMP/TMP_SettingsEditor.cs:259 msgid "Prop Warnings Disabled" msgstr "警告は無効です" #: Modules/TextCoreTextEngineEditor/Managed/TextSettingsEditor.cs:301 msgid "Prop Word Wrapping" msgstr "ワードラップ" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:78 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" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionManagerEditor.cs:27 msgid "Properties" msgstr "プロパティ" #: /Runtime/Mono/MonoScript.cpp:275 msgid "Properties Hash" msgstr "プロパティハッシュ" #: Editor/Mono/Inspector/Core/InspectorWindow.cs:213 msgid "Properties..." msgstr "プロパティ... " #: /Editor/Mono/SceneHierarchy.cs:1430 msgctxt "MenuItem./Properties..." msgid "Properties..." msgstr "プロパティ... " #: Editor/Mono/Inspector/Editor.cs:842 msgid "Property" msgstr "プロパティ" #: /Editor/Src/Undo/PropertyDiffUndo.cpp:176 msgid "Property Diff Undo" msgstr "差分を元に戻す" #: /Editor/Src/Prefabs/PropertyModification.h:97 msgid "Property Path" msgstr "プロパティパス" #: Packages/com.unity.visualeffectgraph/Editor/GraphView/Blackboard/VFXBlackboard.cs:1136 msgid "Property/Category" msgstr "プロパティ/カテゴリ" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:44 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/AssetPipeline/SpeedTree/SpeedTreeImporterCommon.cs:200 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" #: /Runtime/Shaders/SerializedShaderData.h:1703 msgid "Props" msgstr "プロパティ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3346 msgid "Protocol" msgstr "プロトコル" #: Modules/VirtualTexturingEditor/Utils.cpp:228 #, c-format msgid "Provided texture on layer %d is not a Texture2D" msgstr "レイヤー %d に指定したテクスチャはTexture2Dではありません" #: Modules/QuickSearch/Editor/SearchSettings.cs:1118 msgid "Provider Settings" msgstr "プロバイダー設定" #: Modules/PhysicsEditor/MeshColliderEditor.cs:60 msgid "Provides Contacts" msgstr "接触を生成" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDProbeUI.Skin.cs:8 msgid "Proxy Volume" msgstr "プロキシボリューム" #: Editor/Mono/Inspector/RendererEditorBase.cs:25 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/LightProbeProxyVolumeEditor.cs:44 msgid "Proxy Volume Resolution" msgstr "プロキシボリューム解像度" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDProbeUI.Skin.cs:12 msgid "" "Proxy volume and influence volume have different shapes, this is not " "supported." msgstr "プロキシボリュームとインフルエンスボリュームの形状が異なります。これはサポートされていません。" #: Editor-Missing:Missing detected at runtime. msgid "Psychotic" msgstr "精神病" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildShared.cs:23 msgid "Public (Symbol_Table)" msgstr "Public (Symbol_Table)" #: Editor-Missing:Missing detected at runtime. msgid "Public Redirect" msgstr "Public Redirect" #: Editor/Mono/Collab/CollabDialogs.cs:39 msgid "Publish" msgstr "公開" #: Modules/PackageManagerUI/Editor/Services/Pages/PageSortOption.cs:20 msgid "Published date" msgstr "公開日" #: Editor/Mono/Utils/MetroCreateTestCertificateWindow.cs:120 msgid "Publisher" msgstr "パブリッシャー" #: Modules/PackageManagerUI/Editor/Services/Packages/PackageLink/PackageLinkFactory.cs:274 msgid "Publisher Support" msgstr "パブリッシャーサポート" #: Modules/PackageManagerUI/Editor/Services/Packages/PackageLink/PackageLinkFactory.cs:287 msgid "Publisher Website" msgstr "パブリッシャーウェブサイト" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:247 msgid "Publisher display name" msgstr "パブリッシャーディスプレイ名" #: Editor/Mono/Utils/MetroCreateTestCertificateWindow.cs:157 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:120 msgid "Publisher of the package." msgstr "パッケージのパブリッシャー" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:78 msgid "Publishing Settings" msgstr "公開設定" #: Editor/Mono/Inspector/WindInspector.cs:19 msgid "Pulse Frequency" msgstr "パルスの頻度" #: Editor/Mono/Inspector/WindInspector.cs:18 msgid "Pulse Magnitude" msgstr "パルスの大きさ" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:36 msgid "Punctual Light Shadows" msgstr "パンクチュアルライトの影" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:264 msgid "Punctual Shadow Filtering Quality" msgstr "パンクチュアルシャドウフィルタリング品質" #: Modules/PackageManagerUI/Editor/Services/Pages/PageSortOption.cs:22 msgid "Purchased date" msgstr "購入日" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBakingProcessSettingsDrawer.cs:16 msgid "" "Push invalid probes outside of geometry to prevent backface hits. Produces " "better visual results than Dilation, but increases baking times." msgstr "無効なプローブをジオメトリの外側に押し出して、背面ヒットを防ぎます。拡張(塗り足し)よりも視覚的に優れた結果が得られますが、ベイク時間が長くなります。" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:176 msgid "Pushoff" msgstr "プッシュオフ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4346 msgid "Qnx Graphic Conf Path" msgstr "QNX グラフィックの Conf パス" #: [MenuItem]Editor/Mono/Commands/GOCreationCommands.cs:318 msgid "Quad" msgstr "クアッド" #: /Editor/Mono/Commands/GOCreationCommands.cs:318 msgctxt "MenuItem./GameObject/3D Object/Quad" msgid "Quad" msgstr "クアッド" #: 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/Mono/Inspector/SkinnedMeshRendererEditor.cs:18 msgid "Quality" msgstr "品質" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:14 msgid "Quality Preset" msgstr "品質プリセット" #: /Runtime/Graphics/QualitySettings.cpp:680 #: Modules/TerrainEditor/TerrainInspector.cs:186 msgid "Quality Settings" msgstr "品質設定" #: /Runtime/Misc/PlayerSettings.cpp:1046 msgid "Quality Settings Names" msgstr "品質設定名" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:59 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)" #: Editor-Missing:Missing detected at runtime. msgid "QualitySettings" msgstr "品質設定" #: Editor-Missing:Missing detected at runtime. msgid "Quarry" msgstr "採石場" #: Editor-Missing:Missing detected at runtime. msgid "Quarter Res" msgstr "1/4 解像度" #: Modules/TreeEditor/TreeEditor.cs:113 msgid "Quarter Res|" msgstr "1/4 解像度|" #: Editor/Src/AutoDocumentation.cpp:3189 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-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 "Queries Hit Triggers" msgstr "トリガーヒットをクエリ" #: Editor-Missing:Missing detected at runtime. msgid "Queries Start In Colliders" msgstr "コライダーの開始クエリ" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:133 msgid "Query color" msgstr "クエリ色" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:132 msgid "Query duration" msgstr "クエリ間隔" #: Editor/Mono/Inspector/MaterialEditor.cs:37 msgid "Queue 2000" msgstr "キュー 2000" #: Editor/Mono/Inspector/MaterialEditor.cs:38 msgid "Queue 2450" msgstr "キュー 2450" #: Editor/Mono/Inspector/MaterialEditor.cs:39 msgid "Queue 3000" msgstr "キュー 3000" #: Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/BaseShaderGUI.cs:306 msgid "Queue Control" msgstr "キューの制御" #: Modules/PackageManagerUI/Editor/Services/Packages/PackageLink/PackageLinkFactory.cs:235 msgid "QuickStart" msgstr "クイックスタート" #: Editor/Src/HubClient/HubClient.cpp:280 #: Editor/Src/Application/Application.cpp:1009 #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:177 #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:191 #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:209 #: Modules/PackageManager/Editor/PackageManagerErrors.cpp:133 #: Modules/PackageManager/Editor/PackageManagerDiagnostics.cpp:151 #: Modules/Licensing/UI/Events/Text/LicenseTrStrings.cs:6 msgid "Quit" msgstr "終了" #: Editor/Src/HubClient/HubClient.cpp:524 msgid "Quit Unity" msgstr "Unity を終了" #: /Runtime/Math/Color.h:420 #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:118 msgid "R" msgstr "R" #: Editor/Mono/Inspector/GraphicsSettingsInspectors/GraphicsSettingsInspectorTierSettings.cs:89 msgid "R11G11B10" msgstr "R11G11B10" #: Modules/PackageManagerUI/Editor/UI/PackageTagLabel/PackageDynamicTagLabel.cs:60 msgid "RC" msgstr "RC" #: /Runtime/Graphics/SpriteFrame.cpp:252 msgid "RD" msgstr "RD" #: Editor/Mono/GUI/ColorPicker.cs:493 msgid "RGB 0-1.0" msgstr "RGB 0-1.0" #: Editor/Mono/GUI/ColorPicker.cs:492 msgid "RGB 0-255" msgstr "RGB 0-255" #: Editor/Mono/GUI/ColorPicker.cs:494 msgid "RGB 0-Inf" msgstr "RGB 0-Inf" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:125 msgid "RT 0" msgstr "RT 0" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:126 msgid "RT 1" msgstr "RT 1" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:127 msgid "RT 2" msgstr "RT 2" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:128 msgid "RT 3" msgstr "RT 3" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:129 msgid "RT 4" msgstr "RT 4" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:130 msgid "RT 5" msgstr "RT 5" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:131 msgid "RT 6" msgstr "RT 6" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:132 msgid "RT 7" msgstr "RT 7" #: Modules/ParticleSystemEditor/ParticleSystemModules/VelocityModuleUI.cs:30 msgid "Radial" msgstr "半径方向" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:47 msgid "Radial Distortion" msgstr "半径方向歪み" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:92 msgid "Radial Edge Curve" msgstr "放射状エッジカーブ" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:91 msgid "Radial Edge Size" msgstr "放射状エッジサイズ" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:152 msgid "Radial Screen Attenuation Curve" msgstr "放射状画面減衰カーブ" #: /Runtime/Graphics/EnlightenSceneMapping.h:227 msgid "Radiosity System Hash" msgstr "ラジオシティシステムハッシュ" #: Editor/Mono/Inspector/LightEditor.cs:111 msgid "Radius" msgstr "半径" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:52 msgid "Radius Scale" msgstr "半径スケール" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:128 msgid "Radius Scale for Softness" msgstr "ぼかしの半径スケール" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:205 msgid "Radius Thickness" msgstr "半径の厚さ" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/CustomPassVolumeEditor.cs:35 msgid "" "Radius from where your effect will be rendered, the _FadeValue in shaders " "will be updated using this radius" msgstr "効果がレンダリングされる半径。シェーダーの_FadeValueはこの半径を使用して更新されます。" #: Editor/Mono/Inspector/NavMeshObstacleInspector.cs:24 msgid "Radius of the obstacle's capsule shape." msgstr "障害物のカプセル形状の半径" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:204 msgid "Radius of the shape." msgstr "形状の半径" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs:87 msgid "Radius parameter for the denoising." msgstr "ノイズ除去の半径のパラメーター" #: Modules/TreeEditor/TreeEditor.cs:140 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" #: [MenuItem]Editor/Mono/RagdollBuilder.cs:106 msgid "Ragdoll..." msgstr "ラグドール..." #: /Editor/Mono/RagdollBuilder.cs:106 msgctxt "MenuItem./GameObject/3D Object/Ragdoll..." msgid "Ragdoll..." msgstr "ラグドール..." #: 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 "Raise/Lower Terrain)" msgstr "Terrain (地形) の上げ下げ" #: Editor/Mono/Inspector/Texture3DPreview.cs:79 msgid "Ramp" msgstr "ランプ" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:293 msgid "Random" msgstr "ランダム" #: Editor/Mono/Inspector/MinMaxGradientPropertyDrawer.cs:32 msgid "Random Between Two Colors" msgstr "2 つの色間でランダム" #: Editor/Mono/Inspector/MinMaxCurvePropertyDrawer.cs:42 msgid "Random Between Two Constants" msgstr "2 つの値間でランダム" #: Editor/Mono/Inspector/MinMaxCurvePropertyDrawer.cs:41 msgid "Random Between Two Curves" msgstr "2 つのカーブ間でランダム " #: Editor/Mono/Inspector/MinMaxGradientPropertyDrawer.cs:33 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:34 msgid "Random Color" msgstr "ランダムな色" #: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:11 msgid "Random Distribution" msgstr "ランダムな配布" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:68 msgid "Random Seed" msgstr "ランダムシード" #: Modules/TerrainEditor/PaintTools/PaintTreesTool.cs:91 msgid "Random Tree Rotation" msgstr "ランダムな樹木の回転" #: Editor/Mono/Inspector/RenderTextureEditor.cs:26 msgid "Random Write" msgstr "ランダムな書き込み" #: Editor/Src/AutoDocumentation.cpp:2211 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" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:107 msgid "Random color variation that is added on top of the base color" msgstr "メインカラーの上に加えるランダムなカラーバリエーション" #: /Runtime/GfxDevice/metal/GfxDeviceMetal.mm:5282 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" #: Modules/TerrainEditor/PaintTools/PaintTreesTool.cs:84 msgid "Random?" msgstr "ランダム?" #: Modules/ParticleSystemEditor/ParticleSystemModules/ForceModuleUI.cs:20 msgid "Randomize" msgstr "ランダム化" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:226 msgid "Randomize Direction" msgstr "ランダム方向" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:228 msgid "Randomize Position" msgstr "ランダム位置" #: Modules/ParticleSystemEditor/ParticleSystemModules/ForceModuleUI.cs:20 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/InitialModuleUI.cs:68 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/TerrainEditor/PaintTools/PaintTreesTool.cs:91 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。" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:78 msgid "Randomness" msgstr "ランダム性" #: Editor/Mono/Inspector/WindInspector.cs:17 msgid "Randomness in strength" msgstr "強さのランダム性" #: Modules/TreeEditor/TreeEditor.cs:81 msgid "Random|" msgstr "ランダム|" #: /Runtime/Graphics/Mesh/CompressedMesh.h:127 #: Editor/Mono/Inspector/LightEditor.cs:75 msgid "Range" msgstr "範囲" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:66 msgid "Range Attenuation" msgstr "範囲減衰" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/ProbeSettingsUI.Drawers.cs:111 msgid "Range Compression Factor" msgstr "範囲圧縮ファクター" #: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:16 msgid "Range Multiplier" msgstr "範囲の乗数" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterDeformer/WaterDeformerEditor.cs:127 msgid "Range Remap" msgstr "範囲の再マップ" #: /Runtime/Input/RationalTime.cpp:219 #: Editor/Mono/Inspector/AudioChorusFilterEditor.cs:23 msgid "Rate" msgstr "レート" #: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:24 msgid "Rate over Distance" msgstr "距離ごとの率 " #: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:23 msgid "Rate over Time" msgstr "時間ごとの率 " #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:73 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/TrailModuleUI.cs:11 msgid "Ratio" msgstr "割合" #: Editor-Missing:Missing detected at runtime. msgid "Raw" msgstr "Raw" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameViewBase.cs:106 msgid "Raw Hierarchy" msgstr "Raw ヒエラルキー" #: [MenuItem]Packages/com.unity.ugui/Editor/UGUI/UI/MenuOptions.cs:213 msgid "Raw Image" msgstr "Raw 画像" #: Editor-Missing:Missing detected at runtime. msgid "Raw Image (Script)" msgstr "Raw Image (スクリプト)" #: Editor/Src/AutoDocumentation.cpp:808 msgctxt "From AutoDocumentation" msgid "Raw heightmap." msgstr "Raw ハイトマップ" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:137 msgid "Ray" msgstr "レイ" #: /Runtime/Shaders/RayTracing/RayTracingShaderStructs.cpp:432 msgid "Ray Gen Mask" msgstr "Ray Gen Mask" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:261 msgid "Ray Generation Shader" msgstr "レイ生成シェーダー" #: Editor/Mono/Inspector/RayTracingShaderInspector.cs:23 msgid "Ray Generation Shaders" msgstr "レイ生成シェーダー" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:95 msgid "Ray Max Iterations" msgstr "レイ最多反復数" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/GlobalIlluminationEditor.cs:108 msgid "Ray Miss" msgstr "レイ消失時" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBakingProcessSettingsDrawer.cs:19 msgid "Ray Origin Bias" msgstr "レイ原点バイアス" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:105 msgid "Ray Steps" msgstr "レイ ステップ" #: Editor/Mono/Inspector/RendererEditorBase.cs:514 msgid "Ray Trace Procedural" msgstr "レイトレースプロシージャル" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:76 msgid "Ray Traced Ambient Occlusion" msgstr "レイトレースによるアンビエントオクルージョン" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:101 msgid "Ray Traced Global Illumination (Performance)" msgstr "レイトレースによる GI (パフォーマンス)" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:89 msgid "Ray Traced Reflections (Performance)" msgstr "レイトレースによるリフレクション (パフォーマンス)" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:132 msgid "Ray Traced Shadows" msgstr "レイトレースシャドウ" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:112 msgid "Ray Tracing" msgstr "レイトレーシング" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:333 msgid "Ray Tracing Half Res Threshold" msgstr "レイトレーシング半解像度しきい値" #: Editor/Mono/Inspector/RendererEditorBase.cs:330 msgid "Ray Tracing Mode" msgstr "レイトレーシングモード" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:260 #: Editor-Missing:Missing detected at runtime. msgid "Ray Tracing Shader" msgstr "レイトレーシングシェーダー" #: /Runtime/Shaders/RayTracing/RayTracingShaderStructs.cpp:539 msgid "Ray Tracing Shader Builtin Sampler" msgstr "レイトレーシングシェーダービルトインサンプラー" #: /Runtime/Shaders/RayTracing/RayTracingShaderStructs.cpp:536 msgid "Ray Tracing Shader Constant Buffer" msgstr "レイトレーシングシェーダーコンスタントバッファ" #: /Runtime/Shaders/RayTracing/RayTracingShaderStructs.cpp:534 msgid "Ray Tracing Shader Function Desc" msgstr "レイトレーシングシェーダー関数設定" #: /Runtime/Shaders/RayTracing/RayTracingShaderStructs.cpp:535 msgid "Ray Tracing Shader Param" msgstr "レイトレーシングシェーダーパラメーター" #: /Runtime/Shaders/RayTracing/RayTracingShaderStructs.cpp:540 msgid "Ray Tracing Shader Reflection Data" msgstr "レイトレーシングシェーダーリフレクションデータ" #: /Runtime/Shaders/RayTracing/RayTracingShaderStructs.cpp:537 msgid "Ray Tracing Shader Resource" msgstr "レイトレーシングシェーダーリソース" #: /Runtime/Shaders/RayTracing/RayTracingShaderStructs.cpp:538 msgid "Ray Tracing Shader Resources" msgstr "レイトレーシングシェーダーリソース" #: /Runtime/Shaders/RayTracing/RayTracingShaderStructs.cpp:541 msgid "Ray Tracing Shader Variant" msgstr "レイトレーシングシェーダーバリアント" #: Editor/Mono/Inspector/RayTracingShaderInspector.cs:18 msgid "" "Ray Tracing Shader not supported! No graphics APIs with Ray Tracing support " "found in the Graphics APIs list." msgstr "レイトレーシングシェーダーはサポートされません。グラフィックスAPIのリストに、レイトレーシングをサポートするグラフィックスAPIが見つかりません。" #: /Runtime/Shaders/RayTracing/RayTracingShaderStructs.cpp:533 msgid "Ray Tracing ShaderID" msgstr "レイトレーシングシェーダー ID" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:184 msgid "" "Ray tracing is not supported on your device. Please refer to the " "documentation." msgstr "このデバイスはレイトレーシングをサポートしていません。詳しくはドキュメントを参照してください。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:196 msgid "Ray-traced Visual Effects (Asset)" msgstr "レイトレースビジュアルエフェクト (アセット)" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:200 msgid "Ray-traced Visual Effects (HDRP Global Settings)" msgstr "レイトレースビジュアルエフェクト (HDRP グローバル設定)" #: /Runtime/Shaders/RayTracing/RayTracingAccelerationStructure.cpp:2513 msgctxt "Error Message in RayTracingAccelerationStructure.cpp" msgid "" "RayTracingAccelerationStructure.AddVFXInstances function can only be used by " "acceleration structures created using Manual management mode." msgstr "RayTracingAccelerationStructure.AddVFXInstances関数は、手動管理モードを使用して作成された加速構造でのみ使用できます。" #: /Runtime/Shaders/RayTracing/RayTracingAccelerationStructure.cpp:2333 msgctxt "Error Message in RayTracingAccelerationStructure.cpp" msgid "" "RayTracingAccelerationStructure.CullInstances function can only be used by " "acceleration structures created using Manual management mode." msgstr "RayTracingAccelerationStructure.CullInstances関数は、手動管理モードを使用して作成された加速構造でのみ使用できます。" #: Packages/com.unity.ugui/Editor/UGUI/UI/GraphicEditor.cs:44 msgid "Raycast Padding" msgstr "レイキャストパディング" #: Packages/com.unity.ugui/Editor/UGUI/UI/GraphicEditor.cs:162 msgid "Raycast Target" msgstr "レイキャストターゲット" #: Packages/com.unity.ugui/Editor/TMP/TMP_EditorPanelUI.cs:65 msgid "Raycast Target Prop" msgstr "レイキャストターゲットプロパティ" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/ReDownloadAction.cs:30 msgid "Re-download" msgstr "再ダウンロード" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/ReDownloadAction.cs:30 msgid "Re-download {0}" msgstr "{0} を再ダウンロード" #: Editor/Mono/Utils/MetroCreateTestCertificateWindow.cs:138 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" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/ReImportAction.cs:29 msgid "Re-import" msgstr "再インポート" #: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:24 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" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/ReImportAction.cs:30 msgid "Re-import {0}" msgstr "{0} を再インポート" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBakingProcessSettingsDrawer.cs:97 msgid "" "Re-run the virtual offset simulation; it will be applied only for debug " "visualization sake and not affect baked data." msgstr "仮想オフセットシミュレーションを再実行します。デバッグの視覚化のためにのみ適用され、ベイクされたデータには影響しません。" #: Modules/AssetDatabase/Editor/Public/AssetDatabaseUtility.cpp:389 msgid "Re-serializing Assets..." msgstr "アセットをシリアライズし直しています..." #: Packages/com.unity.shadergraph/Editor/Generation/Targets/Fullscreen/FullscreenShaderGUI.cs:67 msgid "Read Mask" msgstr "読み取りマスク" #: Packages/com.unity.ugui/Editor/UGUI/UI/InputFieldEditor.cs:138 msgid "Read Only" msgstr "読み取り専用" #: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreDownloadManager.cs:327 msgid "Read and accept" msgstr "上記を読んで同意します" #: Modules/PackageManagerUI/Editor/UI/ScopedRegistryAddedPopup.cs:47 msgid "Read more" msgstr "続きを読む" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:57 msgid "Read/Write" msgstr "読み込み/書き込み" #: Editor-Missing:Missing detected at runtime. msgid "ReadWriteProtection" msgstr "読み取り書き込み保護" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:104 msgid "Readable" msgstr "読み込み可能" #: /Runtime/GfxDevice/metal/TextureReadbackMetal.mm:129 msgctxt "Error Message in TextureReadbackMetal.mm" msgid "Reading pixels from the depth-only render texture" msgstr "深度のみのレンダーテクスチャからピクセルを読み込みます" #: /Runtime/GfxDevice/metal/TextureReadbackMetal.mm:135 msgctxt "Error Message in TextureReadbackMetal.mm" msgid "Reading pixels from the memoryless render texture" msgstr "メモリレスレンダーテクスチャからピクセルを読み込みます" #: /Runtime/GfxDevice/metal/TextureReadbackMetal.mm:141 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" #: /Editor/Src/UnityConnect/UnityConnectInfo.h:29 msgid "Ready" msgstr "準備完了" #: Editor/Mono/Inspector/AudioManagerInspector.cs:93 msgid "Real Voice Count" msgstr "実音声数" #: /Runtime/Input/TimeManager.cpp:650 msgid "Real Zero Time" msgstr "実質ゼロ時間" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:34 msgid "Realtime" msgstr "リアルタイム" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:82 msgid "Realtime Albedo" msgstr "リアルタイムアルべド" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:81 msgid "Realtime Directionality" msgstr "リアルタイム指向性" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:83 msgid "Realtime Emissive" msgstr "リアルタイムのエミッシブ要素" #: /Runtime/Graphics/LightingSettings.cpp:73 #: Editor/Mono/Inspector/LightingSettingsEditor.cs:199 msgid "Realtime Environment Lighting" msgstr "リアルタイム環境ライト" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:66 msgid "Realtime GI CPU Usage" msgstr "リアルタイム GI CPU 使用率" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/GlobalIllumination/GlobalIlluminationProfilerModule.cs:15 msgid "Realtime GI was not enabled." msgstr "リアルタイム GI は有効にされていません。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/GlobalIllumination/GlobalIlluminationProfilerModule.cs:14 msgid "Realtime GI was not supported." msgstr "リアルタイム GI はサポートされていません。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:723 msgid "Realtime GICPU Usage Property" msgstr "リアルタイム GI CPU 使用率プロパティ" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:222 msgid "Realtime Global Illumination" msgstr "リアルタイム GI" #: Editor/Mono/Inspector/GraphicsSettingsInspectors/GraphicsSettingsInspectorTierSettings.cs:142 msgid "Realtime Global Illumination CPU Usage" msgstr "リアルタイム GI の CPU使用" #: Editor/Src/AutoDocumentation.cpp:2838 msgctxt "From AutoDocumentation" msgid "Realtime Global Illumination CPU Usage" msgstr "リアルタイム GI の CPU使用" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:80 msgid "Realtime Indirect" msgstr "リアルタイム間接光" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:198 msgid "Realtime Lighting" msgstr "リアルタイムライティング" #: Editor/Mono/Inspector/RendererLightingSettings.cs:52 msgid "Realtime Lightmap" msgstr "リアルタイムライトマップ" #: Editor/Mono/SceneModeWindows/LightingWindow.cs:22 msgid "Realtime Lightmaps" msgstr "リアルタイムのライトマップ" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:181 msgid "Realtime Raytracing" msgstr "リアルタイムレイトレーシング" #: /Runtime/Graphics/QualitySettings.cpp:596 #: Editor/Mono/Inspector/QualitySettingsEditor.cs:711 msgid "Realtime Reflection Probes" msgstr "リアルタイム リフレクションプローブ" #: Editor/Mono/SettingsWindow/LightingEditor.cs:41 msgid "Realtime Shadow Color" msgstr "リアルタイムのシャドウカラー" #: Editor/Mono/Inspector/LightEditor.cs:89 msgid "Realtime Shadows" msgstr "リアルタイムシャドウ" #: Editor/Mono/Inspector/RendererLightingSettings.cs:66 msgid "Realtime UVs" msgstr "リアルタイム UV" #: Editor/Mono/Inspector/LightEditor.cs:114 msgid "" "Realtime indirect bounce shadowing is only supported for Directional lights." msgstr "リアルタイムの間接反射による影は、ディレクショナルライトに対してのみサポートされます。" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:165 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 "ワールド単位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。" #: /Runtime/Graphics/QualitySettings.cpp:602 msgid "RealtimeGICPU Usage" msgstr "リアルタイム GICPU 使用率" #: Modules/ShortcutManager/ShortcutManagerWindowView.cs:86 msgid "Reassign" msgstr "割り当てる" #: Modules/ShortcutManagerEditor/ConflictResolverWindow.cs:65 msgid "Rebind Selected" msgstr "選択したものをバインドしなおす" #: Modules/ShortcutManagerEditor/ConflictResolverWindow.cs:72 msgid "Rebind to selected command" msgstr "選択したコマンドに登録しなおす" #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:209 msgid "Rebuild" msgstr "再ビルド" #: [MenuItem]Packages/com.unity.visualeffectgraph/Editor/Models/VFXGraph.cs:323 msgid "Rebuild And Save All VFX Graphs" msgstr "すべての VFX グラフを再ビルドして保存" #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:109 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:115 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" #: Editor/Mono/Inspector/LODGroupGUI.cs:66 msgid "Recalculate Bounds" msgstr "再計算範囲" #: Editor/Mono/Inspector/LODGroupGUI.cs:68 msgid "Recalculate Lightmap Scale" msgstr "ライトマップスケールを再計算" #: Editor/Mono/Inspector/LODGroupGUI.cs:66 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/Audio/Mixer/GUI/AudioMixerEffectView.cs:31 msgid "Receive" msgstr "受信" #: Editor/Mono/Inspector/RendererLightingSettings.cs:73 msgid "Receive Global Illumination" msgstr "グローバルイルミネーションを受ける" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2770 #: Editor/Mono/Inspector/RendererLightingSettings.cs:69 msgid "Receive Shadows" msgstr "影を受ける" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs:89 msgid "Receiver Motion Rejection" msgstr "レシーバーモーションリジェクション " #: /Editor/Src/Gizmos/AnnotationManager.cpp:454 #: Editor/Mono/Annotation/AnnotationWindow.cs:450 msgid "Recently Changed" msgstr "最近変更されたもの" #: Modules/PackageManagerUI/Editor/Services/Pages/PageSortOption.cs:21 msgid "Recently updated" msgstr "最近の更新" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsVersionHistoryItem.cs:115 msgid "Recommended" msgstr "推奨" #: Editor-Missing:Missing detected at runtime. msgid "Recompile After Finished Playing" msgstr "再生終了後に再コンパイル" #: Editor-Missing:Missing detected at runtime. msgid "Recompile And Continue Playing" msgstr "再コンパイルして再生を続行" #: /Editor/Src/ScriptCompilation/ScriptCompilationPipeline.cpp:1731 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-Missing:Missing detected at runtime. msgid "Recompile Editor Code, Editor and Bindings" 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" #: 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/Src/BuildPipeline/BuildAssetBundle.cpp:1209 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/GI/Progressive/RecompileShadersRegisterMenu.cpp:27 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-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/Src/ScriptCompilation/ScriptCompilationPipeline.cpp:1685 #: Editor/Src/ScriptCompilation/ScriptCompilationPipeline.cpp:1688 msgid "Recompiling managed editor code" msgstr "エディターのマネージコードを再コンパイル中" #: Modules/TreeEditor/TreeEditor.cs:2444 msgid "Recompute Tree" msgstr "樹木を再計算" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs:507 msgid "Recompute bounds and simulate when visible" msgstr "表示されている場合に、境界を再計算しシミュレートします" #: Modules/TerrainEditor/TerrainInspector.cs:182 msgid "Reconnect" msgstr "再接続" #: Editor/Mono/Prefabs/PrefabReplaceUtility.cs:73 msgid "Reconnect Prefab" msgstr "プレハブを再接続" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:60 msgid "Record profiling information (F9)" msgstr "プロファイリング情報を記録 (F9)" #: Modules/ProfilerEditor/Public/ProfilerSettingsProvider.cs:13 msgid "" "Recording state in which the profiler should start the first time, or when " "not remembering state." msgstr "プロファイラーが開始する初期のレコードの状態、または以前の状態がわからないときに用いるレコード状態。" #: Editor/Src/AutoDocumentation.cpp:331 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" #: /Runtime/Graphics/SpriteFrame.cpp:170 msgid "Rect" msgstr "矩形" #: Editor-Missing:Missing detected at runtime. msgid "Rect Mask 2D" msgstr "矩形マスク 2D" #: Editor/Mono/Tools/BuiltinTools.cs:435 msgid "Rect Tool" msgstr "矩形ツール" #: Editor-Missing:Missing detected at runtime. msgid "Rect Transform" msgstr "矩形トランスフォーム" #: Editor/Src/AutoDocumentation.cpp:935 msgctxt "From AutoDocumentation" msgid "" "Rect lights: size of Area Light 's rectangle. Disc lights: .x is the radius " "of the Disc light. Pyramid lights: .x is the aspect ratio." 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。錐形ライト:.xはアスペクト比。" #: Editor/Mono/Inspector/LightEditor.cs:129 msgid "Rectangle" msgstr "矩形" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:251 msgid "Rectangle Handle Change" msgstr "矩形ハンドルの変更" #: [MenuItem]Packages/com.unity.2d.tilemap/Editor/ObjectCreationMenu/DefaultAssetCreation.cs:24 msgid "Rectangular" msgstr "矩形" #: /Runtime/Math/Rect.h:21 msgid "Rectf" msgstr "矩形f" #: /Runtime/Serialize/PersistentManager.cpp:1620 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/Graphics/ScriptableRenderLoop/ScriptableRenderContext.cpp:1101 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(レンダーパイプライン内からCamera.Renderを呼び出していませんか)。" #: /Runtime/Serialize/PersistentManager.cpp:1064 msgctxt "Error Message in PersistentManager.cpp" msgid "" "Recursive serialization is not allowed for threaded serialization - files " "cannot be written during serialization callbacks" msgstr "スレッドにされたシリアル化に対して再帰的なシリアル化は許可されていません - シリアル化コールバックの間にファイルが書き込まれることはありません" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:73 msgid "Recursive-Up" msgstr "親フォルダーに再帰" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:150 msgid "Recycle command buffers*" msgstr "コマンドバッファをリサイクル*" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:306 msgid "Red" msgstr "赤" #: Packages/com.unity.render-pipelines.universal/Editor/Overrides/ChannelMixerEditor.cs:46 msgid "Red output channel." msgstr "赤の出力チャンネル" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionLayerUI.Drawers.cs:17 msgid "" "Redirects the output of this layer to the surface which is drawn by the " "selected mesh renderer. " msgstr "このレイヤーの出力を、選択したメッシュレンダラーによって描画されたサーフェスにリダイレクトします。 " #: Editor/Platform/Windows/MenuControllerWin.cpp:915 msgid "Redo" msgstr "やり直し" #: /Editor/Src/Commands/EditMenu.cpp:69 msgctxt "MenuItem./Edit/Redo" msgid "Redo" msgstr "やり直し" #: Editor-Missing:Missing detected at runtime. msgid "Redo " msgstr "やり直し" #: Editor-Extra:MenuItem/Edit/Redo_with_action msgid "Redo %s %y" msgstr "やり直し %s %y" #: Editor-Extra:MenuItem/Edit/Redo msgid "Redo %y" msgstr "やり直し %y" #: /Editor/Src/Undo/AssetUndo.cpp:121 msgid "Redo Name" msgstr "やり直し 名前" #: /Editor/Src/Undo/AssetUndo.cpp:74 msgid "Redo Paths" msgstr "やり直し パス" #: /Editor/Src/Undo/PropertyDiffUndo.cpp:183 msgid "Redo Property Modifications" msgstr "やり直し プロパティ変更" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:49 msgid "Reduce version control noise" msgstr "バージョン管理ノイズを削減" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:176 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:170 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:169 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" #: Packages/com.unity.render-pipelines.universal/Editor/2D/PixelPerfectCameraEditor.cs:168 msgid "Ref Res X" msgstr "参照解像度 X" #: Packages/com.unity.render-pipelines.universal/Editor/2D/PixelPerfectCameraEditor.cs:172 msgid "Ref Res Y" msgstr "参照解像度 Y" #: Packages/com.unity.shadergraph/Editor/Generation/Targets/Fullscreen/FullscreenShaderGUI.cs:65 msgid "Reference" msgstr "参照" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/PlanarReflectionProbeEditor.cs:120 msgid "Reference Local Position" msgstr "リファレンスローカル位置" #: Packages/com.unity.ugui/Editor/UGUI/UI/CanvasScalerEditor.cs:163 msgid "Reference Pixels Per Unit" msgstr "単位毎の参照ピクセル数" #: Packages/com.unity.ugui/Editor/UGUI/UI/CanvasScalerEditor.cs:147 msgid "Reference Resolution" msgstr "参照解像度" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:42 msgid "Reference high frequency (Hz)" msgstr "高周波数 (単位: Hz)" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:43 msgid "Reference low frequency (Hz)" msgstr "低周波数 (単位: Hz)" #: Modules/PhysicsEditor/MeshColliderEditor.cs:19 msgid "Reference to the Mesh to use for collisions." msgstr "衝突判定に使用するメッシュへの参照。" #: Modules/PhysicsEditor/Collider3DEditorBase.cs:21 msgid "" "Reference to the Physics Material that determines how this Collider " "interacts with others." msgstr "この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" #: Packages/com.unity.shadergraph/Editor/Generation/Targets/Fullscreen/FullscreenShaderGUI.cs:65 msgid "Reference value use for comparison and operations." msgstr "比較や演算に使用する参照値。" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerDrawUtils.cs:80 msgid "Referenced groups" msgstr "参照グループ" #: /Runtime/Director/Core/ExposedReferenceTable.h:24 msgid "References" msgstr "参照" #: Editor/Src/AutoDocumentation.cpp:1019 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" #: Modules/TextRenderingEditor/TrueTypeFontImporterInspector.cs:25 msgid "References to other fonts in project" msgstr "プロジェクトの他のフォントへの参照" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:115 msgid "Reflect Sky" msgstr "空を反映" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:223 msgid "Reflection 2D Atlas Last Valid Cube Mip" msgstr "リフレクション 2D アトラス最新有効キューブミップ" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:224 msgid "Reflection 2D Atlas Last Valid Planar Mip" msgstr "リフレクション 2D アトラス最新有効平面ミップ" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:222 msgid "Reflection 2D Atlas Size" msgstr "リフレクション 2D アトラスサイズ" #: /Runtime/Camera/RenderSettings.cpp:559 msgid "Reflection Bounces" msgstr "反射回数" #: /Editor/Src/LightmapEditorSettings.cpp:129 #: Editor/Mono/SettingsWindow/LightingEditor.cs:221 msgid "Reflection Compression" msgstr "リフレクション圧縮" #: /Runtime/Camera/RenderSettings.cpp:560 msgid "Reflection Intensity" msgstr "リフレクションの強さ" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/IndirectLightingControllerEditor.cs:40 msgid "Reflection Lighting Multiplier" msgstr "リフレクションライティング乗数" #: [MenuItem]Editor/Mono/Commands/GOCreationCommands.cs:372 msgid "Reflection Probe" msgstr "リフレクションプローブ" #: /Editor/Mono/Commands/GOCreationCommands.cs:372 msgctxt "MenuItem./GameObject/Light/Reflection Probe" msgid "Reflection Probe" msgstr "リフレクションプローブ" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2804 msgid "Reflection Probe Enum Value" msgstr "リフレクションプローブ enum 値" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:221 msgid "Reflection Probe Format" msgstr "リフレクションプローブ形式" #: Editor-Missing:Missing detected at runtime. msgid "Reflection Probe Static" msgstr "リフレクションプローブ 静的" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2773 msgid "Reflection Probe Usage" msgstr "リフレクションプローブの使用" #: Editor/Mono/Inspector/RendererEditorBase.cs:26 msgid "Reflection Probes" msgstr "リフレクションプローブ" #: Editor/Mono/Inspector/GraphicsSettingsInspectors/GraphicsSettingsInspectorTierSettings.cs:120 msgid "Reflection Probes Blending" msgstr "リフレクションプローブブレンド" #: Editor/Mono/Inspector/GraphicsSettingsInspectors/GraphicsSettingsInspectorTierSettings.cs:118 msgid "Reflection Probes Box Projection" msgstr "リフレクションプローブのボックス投影" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/ReflectionMenuItem.cs:58 msgid "Reflection Proxy Volume" msgstr "リフレクションプロキシボリューム" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/IndirectLightingControllerEditor.cs:43 msgid "Reflection Rendering Layer Mask" msgstr "反射レンダリングレイヤーマスク" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:229 msgid "Reflection Size" msgstr "リフレクションサイズ" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/IndirectLightingControllerEditor.cs:45 msgid "Reflection/Planar Probe Intensity Multiplier" msgstr "リフレクション/平面プローブ強さ乗数" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDReflectionProbeEditor.cs:17 msgid "ReflectionProbe" msgstr "ReflectionProbe" #: Editor/Mono/Inspector/StandardShaderGUI.cs:41 msgid "Reflections" msgstr "リフレクション" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:39 msgid "Reflections Delay" msgstr "リフレクションディレイ" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/LightUI.Skin.cs:59 msgid "Reflector" msgstr "反射" #: Modules/QuickSearch/Editor/SearchQuery/SearchQueryEditor.cs:78 msgid "Refresh" msgstr "最新情報に更新" #: /Editor/Src/Commands/AssetsMenu.cpp:1349 msgctxt "MenuItem./Assets/Refresh" msgid "Refresh" msgstr "最新情報に更新" #: [MenuItem]Modules/TilemapEditor/Editor/Managed/TilemapEditor.cs:165 msgid "Refresh All Tiles" msgstr "すべてのタイルを更新" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBakingProcessSettingsDrawer.cs:69 msgid "Refresh Dilation" msgstr "拡張を最新に更新" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:54 msgid "Refresh Mode" msgstr "リフレッシュモード" #: [MenuItem]Editor/Mono/EditorResources.cs:380 msgid "Refresh Styles" msgstr "スタイルを更新" #: /Editor/Mono/EditorResources.cs:380 msgctxt "MenuItem./Theme/Refresh Styles &r" msgid "Refresh Styles &r" msgstr "スタイルを更新 &r" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBakingProcessSettingsDrawer.cs:97 msgid "Refresh Virtual Offset Debug" msgstr "仮想オフセットデバッグを更新" #: Editor/Mono/GUI/CacheServerWindow.cs:35 msgid "Refresh connection" msgstr "接続を更新" #: Modules/PackageManagerUI/Editor/UI/PackageStatusBar.cs:155 msgid "Refresh error" msgstr "更新エラー" #: Modules/PackageManagerUI/Editor/UI/PackageStatusBar.cs:154 msgid "Refresh error, see Console window" msgstr "更新エラー、詳細はコンソールウィンドウ参照" #: Modules/PackageManagerUI/Editor/UI/PackageStatusBar.cs:64 msgid "Refresh list" msgstr "リストを更新" #: Editor/Mono/Settings/SettingsWindow.cs:95 msgid "Refresh providers" msgstr "プロバイダーを更新" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:134 msgid "Refresh the Scene view only when the Editor is in focus." msgstr "エディターにフォーカスがある場合にのみシーンビューを最新に更新します。" #: Editor/Src/AutoDocumentation.cpp:3413 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。" #: Modules/PackageManagerUI/Editor/UI/PackageStatusBar.cs:135 msgid "Refreshing list..." msgstr "リストを更新中..." #: /Editor/Src/ScriptCompilation/ScriptCompilationPipeline.cpp:1727 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/Mono/AssetPipeline/SpeedTree/SpeedTree9ImporterEditor.cs:15 msgid "Regenerate Materials" msgstr "マテリアルの再生成" #: /Editor/Src/ScriptCompilation/ScriptCompilationPipeline.cpp:1728 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/Mono/AssetPipeline/SpeedTree/SpeedTree9ImporterEditor.cs:15 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:50 msgid "Regenerate materials using the current import settings." msgstr "現在のインポーター設定を使用し、マテリアルを再生成します。" #: Editor/Mono/AssetPipeline/SpeedTree/SpeedTree9ImporterEditor.cs:16 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" #: Packages/com.unity.ugui/Editor/TMP/TMP_InputFieldEditor.cs:215 msgid "Regex Value" msgstr "正規表現値" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterDeformer/WaterDeformerEditor.cs:107 msgid "Region Size" msgstr "地域サイズ" #: /Editor/Src/Undo/UndoBase.cpp:202 msgid "Register Undo Makes Scene Dirty" msgstr "レジスターを元に戻すとシーンをダーティにします" #: Modules/PackageManager/Editor/PackageManagerPackageAssets.cpp:260 msgid "Registering packages..." msgstr "パッケージの登録中..." #: Modules/PackageManagerUI/Editor/UI/ScopedRegistriesSettings.cs:20 msgid "Registry Selection Change" msgstr "レジストリ選択変更" #: Modules/PackageManagerUI/Editor/Services/ProjectSettings/RegistryInfoDraft.cs:161 msgid "Registry name cannot be null, empty or whitespace" msgstr "レジストリ名はnull、空(から)、またはホワイトスペースにできません。" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:88 msgid "Regular Environment" msgstr "標準環境" #: Packages/com.unity.render-pipelines.universal/Editor/Overrides/ScreenSpaceLensFlareEditor.cs:32 msgid "Regular Multiplier" msgstr "通常乗数" #: Editor/Src/Commands/AssetsMenu.cpp:722 #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsSampleItem.cs:96 msgid "Reimport" msgstr "再インポート" #: /Editor/Src/Commands/AssetsMenu.cpp:1350 msgctxt "MenuItem./Assets/Reimport" msgid "Reimport" msgstr "再インポート" #: /Editor/Src/Commands/AssetsMenu.cpp:1353 msgctxt "MenuItem./Assets/Reimport All" msgid "Reimport All" msgstr "すべてを再インポート" #: Packages/com.unity.visualeffectgraph/Editor/Utilities/Playables/VisualEffectControlClipInspector.cs:524 msgid "Reinit" msgstr "再初期化" #: Packages/com.unity.visualeffectgraph/Editor/Utilities/Playables/VisualEffectControlClipInspector.cs:27 msgid "Reinit Property" msgstr "再初期化プロパティ" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:29 msgid "Related Data" msgstr "関連データ" #: /Runtime/Misc/ComponentRequirement.cpp:523 msgctxt "MenuItem./Relative Joint 2D" msgid "Relative Joint 2D" msgstr "2D 相対ジョイント" #: Modules/TreeEditor/TreeEditor.cs:138 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" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:93 msgid "Relative To Center" msgstr "中央を基準" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:34 msgid "Relative room effect level at high frequencies" msgstr "高周波での相対的な室内効果レベル" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:35 msgid "Relative room effect level at low frequencies" msgstr "低周波での相対的な室内効果レベル" #: Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:121 msgid "Release" msgstr "リリース" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsHeader.cs:88 msgid "Release Candidate" msgstr "リリース候補" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsHeader.cs:39 msgid "" "Release Candidate (RC) versions of a package will transition to Released " "with the current editor release. RCs are supported by Unity" msgstr "パッケージのリリース候補(RC)バージョンは、現在のエディターリリースで'リリース'に移行します。RCはUnityでサポートされます。" #: /Editor/Src/Commands/HelpMenu.cpp:111 msgctxt "MenuItem./Help/Release Notes" msgid "Release Notes" msgstr "リリースノート" #: Editor/Mono/GUI/ManagedDebuggerWindow.cs:39 msgid "" "Release mode disables C# debugging but improves C# performance.\n" "Switching to release mode will recompile and reload all scripts." msgstr "リリースモードではC#デバッグが無効になりますが、C#のパフォーマンスは向上します。\nリリースモードに切り替えると、すべてのスクリプトが再コンパイルされリロードされます。" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsReleasesTab.cs:21 msgid "Releases" msgstr "リリース" #: Editor/Src/SceneManager/EditorSceneManager.cpp:181 #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:41 msgid "Reload" msgstr "リロード" #: /Runtime/Mono/MonoManager.cpp:1225 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:1218 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" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:93 msgid "Reload Domain" msgstr "ドメインをリロード" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:94 msgid "Reload Scene" msgstr "シーンをリロード" #: Editor/Mono/HostView.cs:969 msgid "Reload Window _f5" msgstr "ウィンドウをリロード _f5" #: /Editor/Src/Application/Application.cpp:2705 msgctxt "Error Message in Application.cpp" msgid "" "Reloading assemblies requested after finishing script compilation but it " "can't be done because asset database editing is started. StartAssetEditing" msgstr "スクリプトのコンパイル後にアセンブリのリロードがリクエストされましたが、アセットデータベースの編集が開始されているため実行できません。 StartAssetEditing" #: /Editor/Src/Application/Application.cpp:2681 msgctxt "Error Message in Application.cpp" msgid "" "Reloading assemblies requested but can't be done because asset database " "editing is started. StartAssetEditing" msgstr "アセンブリのリロードがリクエストされましたが、アセットデータベースの編集が開始されているため実行できません。 StartAssetEditing" #: /Editor/Src/SceneManager/EditorSceneManager.cpp:1850 msgctxt "Error Message in EditorSceneManager.cpp" msgid "" "Reloading assemblies requested due entering play mode but it can't be done " "because asset database editing is started. StartAssetEditing" msgstr "再生モード開始のためにアセンブリのリロードがリクエストされましたが、アセットデータベースの編集が開始されているため実行できません。 StartAssetEditing" #: /Editor/Src/Application/Application.cpp:2744 msgctxt "Error Message in Application.cpp" msgid "" "Reloading assemblies requested due to switching skins but it can't be done " "because asset database editing is started. StartAssetEditing" msgstr "スキン変更のためにアセンブリのリロードがリクエストされましたが、アセットデータベースの編集が開始されているため実行できません。 StartAssetEditing" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:45 msgid "Remap" msgstr "再マップする" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:46 msgid "Remap Curve" msgstr "再マップカーブ" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:45 msgid "" "Remap the final noise values into a new range. If you use a curve to set " "this value, the Particle System applies the curve over the lifetime of each " "particle." msgstr "全体的なノイズ効果の強さ。 カーブを使用してこの値を設定すると、パーティクルシステムは各パーティクルの生存期間にわたりカーブを適用します。" #: Editor/Mono/AssetPipeline/SpeedTree/SpeedTree9ImporterMaterialEditor.cs:13 msgid "Remapped Materials" msgstr "再マッピングされたマテリアル" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:32 msgid "Remapping" msgstr "再マッピング " #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:32 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/ColorByVelocityModuleUI.cs:11 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/SizeByVelocityModuleUI.cs:10 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/TerrainEditor/Brush/BrushEditor.cs:27 msgid "Remaps the grayscale values of the Brush" msgstr "ブラシのグレースケール値を再マップします" #: Modules/ProfilerEditor/Public/ProfilerSettingsProvider.cs:19 msgid "Remember" msgstr "状態を記憶" #: Editor-Missing:Missing detected at runtime. msgid "Remote" msgstr "リモート" #: PlatformDependent/EmbeddedLinux/Extensions/Managed/EmbeddedLinuxBuildWindowExtension.cs:19 msgid "Remote Device" msgstr "リモートデバイス " #: PlatformDependent/WinPlayer/Extensions/Managed/WindowsStandaloneBuildWindowExtension.cs:26 msgid "Remote Device (via Device Portal)" msgstr "リモートデバイス (デバイスポータル経由)" #: /Editor/Src/EditorUserBuildSettings.cpp:334 #: PlatformDependent/EmbeddedLinux/Extensions/Managed/EmbeddedLinuxBuildProfileExtension.cs:170 msgid "Remote Device Address" msgstr "リモートデバイスアドレス" #: /Editor/Src/EditorUserBuildSettings.cpp:336 #: PlatformDependent/EmbeddedLinux/Extensions/Managed/EmbeddedLinuxBuildProfileExtension.cs:184 msgid "Remote Device Exports" msgstr "リモートデバイスエクスポート" #: /Editor/Src/EditorUserBuildSettings.cpp:332 msgid "Remote Device Info" msgstr "リモートデバイス情報" #: /Editor/Src/EditorUserBuildSettings.cpp:335 #: PlatformDependent/EmbeddedLinux/Extensions/Managed/EmbeddedLinuxBuildProfileExtension.cs:177 msgid "Remote Device Username" msgstr "リモートデバイスユーザー名" #: Editor/Src/Commands/AddComponentMenu.cpp:403 #: Editor/Mono/Prefabs/PrefabUtility.cs:3719 msgid "Remove" msgstr "削除" #: /Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateMachineBehaviourEditor.cs:49 msgctxt "MenuItem./CONTEXT/StateMachineBehaviour/Remove" msgid "Remove" msgstr "削除" #: Editor/Src/ComponentUtility.cpp:290 #, c-format msgid "Remove %s" msgstr "%s を削除" #: Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeEditor.cs:33 msgid "Remove All" msgstr "すべてを削除" #: Editor/Mono/Animation/AnimationWindow/AnimationContextualPropertyMenu.cs:16 msgid "Remove All Keys" msgstr "すべてのキーを削除" #: [MenuItem]Packages/com.unity.render-pipelines.universal/Editor/ContextualMenuDispatcher.cs:7 msgid "Remove Component" msgstr "コンポーネントを削除" #: /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" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:211 msgid "Remove Constant Scale Curves" msgstr "一定スケールカーブを削除" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowHierarchyGUI.cs:55 msgid "Remove Curve" msgstr "カーブを削除" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowUtility.cs:229 msgid "Remove Key" msgstr "キーを削除" #: Modules/TerrainEditor/TerrainInspector.cs:175 msgid "Remove Light Probe Ringing" msgstr "ライトプローブの輪を削除" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:369 msgid "Remove PSD Matte" msgstr "PSD マットを削除" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowHierarchyGUI.cs:51 msgid "Remove Properties" msgstr "プロパティを削除" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowHierarchyGUI.cs:52 msgid "Remove Property" msgstr "プロパティを削除" #: Editor/Mono/Inspector/LODGroupGUI.cs:61 msgid "Remove Renderer" msgstr "レンダラーを削除" #: Editor/Mono/Inspector/LightProbeGroupInspector.cs:524 msgid "Remove Ringing" msgstr "輪状アーティファクトを削除" #: Editor/Mono/SceneHierarchy.cs:1565 msgid "Remove Scene" msgstr "シーンを削除" #: Modules/ProfilerEditor/ProfilerWindow/ModuleEditor/ModuleDetailsViewController.cs:75 msgid "Remove Selected" msgstr "選択したものを削除" #: Editor/Mono/BuildPlayerSceneTreeView.cs:300 msgid "Remove Selection" msgstr "選択を削除" #: [MenuItem]Modules/TerrainEditor/Utilities/TerrainMenus.cs:169 msgid "Remove Tree" msgstr "樹木を削除" #: Editor/Mono/Prefabs/PrefabUtility.cs:3641 msgid "Remove Unused Overrides" msgstr "不使用のオーバーライドを削除" #: [MenuItem]Editor/Mono/Inspector/MaterialEditor.cs:3110 msgid "Remove Unused Properties..." msgstr "不使用のプロパティを削除..." #: /Editor/Mono/Inspector/MaterialEditor.cs:3110 msgctxt "MenuItem./CONTEXT/Material/Remove Unused Properties..." msgid "Remove Unused Properties..." msgstr "不使用のプロパティを削除..." #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/RemoveImportedAction.cs:26 msgid "" "Remove all assets from these packages?\n" "Any changes you made to the assets will be lost." msgstr "これらのパッケージのアセットをすべて削除しますか?\nアセットに加えた変更はすべて失われます。" #: Modules/QuickSearch/Editor/UITK/SearchViewItem.cs:25 msgid "Remove as Favorite" msgstr "お気に入りから削除" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/RemoveImportedAction.cs:49 msgid "Remove assets from project" msgstr "アセットをプロジェクトから削除" #: Editor/Mono/Inspector/LightEditor.cs:691 msgid "Remove command buffer" msgstr "コマンドバッファを削除" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositorWindow.cs:17 msgid "Remove compositor from scene" msgstr "シーンからコンポジターを削除" #: Editor/Src/Commands/AddComponentMenu.cpp:403 msgid "Remove conflicting components?" msgstr "衝突するコンポーネントを削除しますか?" #: Editor/Mono/Inspector/ShaderVariantCollectionInspector.cs:13 msgid "Remove entry" msgstr "エントリーを削除" #: Packages/com.unity.2d.tilemap/Editor/EditorTools/TilemapEditorToolPreferences.cs:22 msgid "Remove from Defaults" msgstr "デフォルトから削除" #: Modules/PresetsUIEditor/PresetEditor.cs:23 msgid "Remove from {0} default" msgstr "{0} デフォルトから削除 " #: Modules/PackageManagerUI/Editor/UI/MultiSelect/RemoveImportedFoldoutGroup.cs:14 msgid "Remove imported assets from {0}" msgstr "{0} からのインポート済みアセットを削除" #: [MenuItem]Modules/TerrainEditor/Utilities/TerrainLayerUtility.cs:295 msgid "Remove layer" msgstr "レイヤーを削除" #: Editor/Src/AutoDocumentation.cpp:1586 msgctxt "From AutoDocumentation" msgid "" "Remove mip levels from the project build that are unused due to reduced " "texture quality settings, in order to reduce size on disk." msgstr "ディスクのサイズを縮小するために、テクスチャ品質設定の低下によって使用されなくなったミップレベルをプロジェクトビルドから削除します。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:44 msgid "" "Remove mipmap limit group. Note that this removes the group from all quality " "levels, not only the active one!" msgstr "ミップマップ制限グループを削除します。これにより、アクティブな品質レベルだけでなく、すべての品質レベルからグループが削除されます。" #: Modules/PackageManagerUI/Editor/UI/ScopedRegistriesSettings.cs:19 msgid "Remove registry" msgstr "レジストリを削除" #: Editor/Mono/Inspector/ScriptExecutionOrderInspector.cs:89 msgid "Remove script from custom order" msgstr "カスタム順からスクリプトを削除" #: Modules/ParticleSystemEditor/ParticleSystemCurveEditor.cs:24 msgid "Remove selected curve(s)" msgstr "選択したカーブを削除" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorTransitionInspectorBase.cs:35 msgid "Remove selection from list" msgstr "選択をリストから削除" #: Editor/Mono/GUI/ReorderableList.cs:157 msgid "Remove selection from the list" msgstr "選択をリストから削除" #: Modules/ShortcutManager/ShortcutManagerWindowView.cs:660 msgid "Remove shortcut" msgstr "ショートカットを削除" #: Modules/PackageManagerUI/Editor/UI/SelectionWindow/SelectionWindowRoot.cs:100 msgid "" "Remove the selected assets?\n" "Any changes you made to the assets will be lost." msgstr "選択したアセットを削除しますか?\nアセットに加えた変更はすべて失われます。" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectView.cs:410 msgid "Remove this effect" msgstr "この効果を削除" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/RemoveImportedAction.cs:44 msgid "Remove this {0}'s imported assets from your project." msgstr "この{0}のインポート済みアセットをプロジェクトから削除します。" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:35 msgid "Remove unused Artifacts on Restart" msgstr "再起動時に不使用のアーティファクトを削除" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:96 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/Prefabs/PrefabUtility.cs:3655 msgid "Remove unused overrides?" msgstr "不使用のオーバーライドを取り除きますか?" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:98 msgid "" "Remove unused texture levels from package builds, reducing package size on " "disk. Limits the texture quality settings to the highest mip that was " "included during the build." msgstr "不使用のテクスチャレベルをパッケージビルドから削除し、ディスクのパッケージサイズを削減します。テクスチャ品質設定を、ビルド中に含まれた最高のミップに制限します。" #: Modules/PackageManagerUI/Editor/UI/MultiSelect/RemoveFoldoutGroup.cs:21 msgid "Remove {0}" msgstr "{0} を削除" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesTreeView.cs:631 msgid "Removed" msgstr "削除済み" #: /Editor/Src/Prefabs/PrefabMerging.h:149 msgid "Removed Components" msgstr "削除したコンポーネント" #: /Editor/Src/Prefabs/PrefabMerging.h:150 msgid "Removed Game Objects" msgstr "削除したゲームオブジェクト" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:211 msgid "" "Removes constant animation curves with values identical to the object " "initial scale value." msgstr "オブジェクトの最初のスケール値と同じ値を持つ一定のアニメーションカーブを削除します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositorWindow.cs:17 msgid "Removes the compositor and any composition settings from the scene." msgstr "コンポジターとすべての合成設定をシーンから削除します。" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/RemoveAction.cs:133 msgid "Removing" msgstr "削除" #: Modules/PackageManagerUI/Editor/UI/SelectionWindow/SelectionWindowRoot.cs:99 msgid "Removing imported assets" msgstr "インポート済みのアセットを削除" #: Modules/PackageManagerUI/Editor/UI/MultiSelect/RemoveImportedFoldoutGroup.cs:15 msgid "Removing imported assets from {0}" msgstr "{0} からのインポート済みアセットを削除" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/RemoveImportedAction.cs:25 msgid "Removing imported packages" msgstr "インポートされたパッケージを削除" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/RemoveCustomAction.cs:19 msgid "Removing package in development" msgstr "開発時のパッケージを削除" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/RemoveAction.cs:72 msgid "Removing {0}" msgstr "{0} を削除" #: Editor/Mono/SceneHierarchy.cs:1332 msgid "Rename" msgstr "名前を変更" #: /Editor/Src/Commands/AssetsMenu.cpp:1298 msgctxt "MenuItem./Assets/Rename" msgid "Rename" msgstr "名前を変更" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1610 msgid "Rename File" msgstr "ファイル名を変更" #: Editor-Missing:Missing detected at runtime. msgid "Rename GameObject" msgstr "ゲームオブジェクト名を変更" #: Editor/Mono/SceneHierarchy.cs:39 msgid "Rename New Objects" msgstr "新しいオブジェクトの名前を変更" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1584 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:1605 msgid "Rename Prefab File?" msgstr "プレハブのファイル名を変更しますか?" #: Modules/ShortcutManager/ShortcutManagerWindowView.cs:403 msgid "Rename a shortcut profile" msgstr "ショートカットプロファイル名を変更" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:42 msgid "Rename group" msgstr "グループ名を変更" #: Modules/ShortcutManager/ShortcutManagerWindowView.cs:402 msgid "Rename profile" msgstr "プロファイル名を変更" #: Modules/ShortcutManager/ShortcutManagerWindowView.cs:443 msgid "Rename profile..." msgstr "プロファイル名を変更..." #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:142 msgid "Render Alignment" msgstr "レンダー整列" #: Editor/Mono/Inspector/CanvasEditor.cs:38 msgid "Render Camera" msgstr "レンダーカメラ" #: /Runtime/Graphics/SpriteFrame.cpp:184 msgid "Render Data Key" msgstr "レンダーデータキー" #: /Runtime/2D/SpriteAtlas/SpriteAtlas.cpp:46 msgid "Render Data Map" msgstr "レンダーデータマップ" #: /Runtime/Camera/ReflectionProbes.cpp:71 #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:429 msgid "Render Dynamic Objects" msgstr "動的オブジェクトをレンダリング" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:303 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:303 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" #: Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/BaseShaderGUI.cs:228 msgid "Render Face" msgstr "レンダー面" #: /Runtime/Input/TimeManager.cpp:645 msgid "Render Frame Count" msgstr "レンダーフレーム数" #: [MenuItem]Packages/com.unity.render-pipelines.universal/Editor/Settings/URPRenderGraphViewerDisabler.cs:9 msgid "Render Graph Viewer" msgstr "レンダーグラフビューアー" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:156 msgid "Render Graph must be enabled to use occlusion culling." msgstr "オクルージョンカリングを使用するには、レンダーグラフを有効にする必要があります。" #: Editor/Mono/Inspector/LightEditor.cs:105 msgid "Render Mode" msgstr "レンダーモード" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:134 msgid "Render Over Native UI*" msgstr "元来の UI に重ねて描画*" #: Editor/Src/AutoDocumentation.cpp:4001 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:3314 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/Mono/Inspector/QualitySettingsEditor.cs:94 msgid "Render Pipeline Asset" msgstr "レンダーパイプラインアセット" #: [MenuItem]Packages/com.unity.render-pipelines.universal/Editor/Converter/RenderPipelineConvertersEditor.cs:120 msgid "Render Pipeline Converter" msgstr "レンダーパイプラインコンバーター" #: Packages/com.unity.render-pipelines.universal/Editor/Converter/RenderPipelineConvertersEditor.cs:73 msgid "Render Pipeline Converters" msgstr "レンダーパイプラインコンバーター" #: /Runtime/Camera/GraphicsSettings.cpp:518 msgid "Render Pipeline Global Settings Map" msgstr "レンダーパイプライングローバル設定マップ" #: /Runtime/Shaders/SerializedShaderData.h:1767 msgid "Render Pipeline Type" msgstr "レンダーパイプラインタイプ" #: Editor/Mono/Inspector/MaterialEditor.cs:33 msgid "Render Queue" msgstr "レンダーキュー" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:19 msgid "Render Scale" msgstr "レンダースケール" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionManagerEditor.cs:28 msgid "Render Schedule" msgstr "レンダースケジュール" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/TonemappingEditor.cs:233 msgid "Render Selected HDRP Camera to Log EXR %#" msgstr "選択した HDRP カメラを Log EXR にレンダリング %#" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDProbeUI.Skin.cs:18 msgid "Render Settings" msgstr "レンダー設定" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Rendering.Skin.cs:30 msgid "Render Shadows" msgstr "影をレンダリング" #: /Editor/Src/Commands/AssetsMenu.cpp:1240 msgctxt "MenuItem./Assets/Create/Rendering/Render Texture" msgid "Render Texture" msgstr "レンダーテクスチャ" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Skin.cs:9 msgid "Render Type" msgstr "レンダータイプ" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:54 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。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:261 msgid "Render outside safe area" msgstr "セーフエリア外を描画します" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:131 msgid "Render screen space shadow." msgstr "スクリーンスペースシャドウを描画します。" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:74 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" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:55 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/RendererModuleUI.cs:147 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" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:29 msgid "RenderPass" msgstr "レンダーパス" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:242 msgid "RenderTarget" msgstr "レンダーターゲット" #: /Runtime/Graphics/RenderTexture.cpp:1511 msgctxt "Error Message in RenderTexture.cpp" msgid "RenderTexture color format cannot be set to a depth" msgstr "RenderTextureの色形式を深度に設定することはできません" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:45 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。" #: /Runtime/Graphics/LOD/LODGroup.cpp:416 #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:721 msgid "Renderer" msgstr "レンダラー" #: /Runtime/Graphics/EnlightenSceneMapping.h:221 msgid "Renderer Index" msgstr "レンダラーインデックス" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:21 msgid "Renderer List" msgstr "レンダラーリスト" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VisualEffectEditor.cs:1364 msgid "Renderer Priority" msgstr "レンダラー優先度" #: Editor/Mono/Inspector/RendererEditorBase.cs:495 msgid "Renderer Prority" msgstr "レンダラー優先度" #: /Runtime/Graphics/EnlightenSceneMapping.h:222 msgid "Renderer Size" msgstr "レンダラーサイズ" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:25 msgid "Renderer missing. Click this to select a new renderer." msgstr "レンダラーがありません。これをクリックして、新しいレンダラーを選択します。" #: Editor/Mono/Inspector/SortingLayerEditorUtility.cs:14 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/Src/GI/Enlighten/LightingDataAsset.cpp:312 msgid "RendererI Ds" msgstr "レンダラー ID" #: /Runtime/Graphics/LOD/LODGroup.cpp:363 #: Editor/Mono/Inspector/LODGroupGUI.cs:69 msgid "Renderers" msgstr "レンダラー" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBakingSetEditor.cs:219 msgid "Renderers Layer Mask" msgstr "レンダラーレイヤーマスク" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:56 msgid "Renderers Per Frame" msgstr "フレームごとのレンダラー" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:69 msgid "Rendering" msgstr "レンダリング" #: /Editor/Mono/SceneModeWindows/LightingWindow.cs:874 msgctxt "MenuItem./Window/Rendering/Lighting %9" msgid "Rendering" msgstr "レンダリング" #: [MenuItem]Packages/com.unity.render-pipelines.core/Editor/Debugging/DebugWindow.cs:149 msgid "Rendering Debugger" msgstr "レンダリングデバッガー" #: /Editor/Mono/Annotation/SceneRenderModeWindow.cs:241 msgctxt "MenuItem./Window/Analysis/Rendering Debugger" msgid "Rendering Debugger" msgstr "レンダリングデバッガー" #: Editor/Mono/Annotation/SceneRenderModeWindow.cs:90 msgid "Rendering Debugger..." msgstr "レンダリングデバッガー..." #: /Runtime/Graphics/RenderingLayerMask.h:7 #: Editor/Mono/Inspector/LightEditor.cs:107 msgid "Rendering Layer Mask" msgstr "レンダリングレイヤーマスク" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:156 msgid "Rendering Layer Mask Buffer" msgstr "レンダリングレイヤーマスクバッファ" #: Editor/Src/AutoDocumentation.cpp:959 msgctxt "From AutoDocumentation" msgid "Rendering Layer mask used for shadow culling." msgstr "影のカリングに使用するレンダリングレイヤーマスク" #: /Runtime/BaseClasses/TagManager.cpp:278 #: Editor/Mono/Inspector/TagManagerInspector.cs:42 msgid "Rendering Layers" msgstr "レンダリングレイヤー" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:47 msgid "Rendering Mode" msgstr "レンダリングモード" #: Editor/Mono/Inspector/CameraEditor.cs:45 msgid "Rendering Path" msgstr "レンダリングパス" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:154 msgid "" "Rendering Path must be set to Forward+ for correct lighting and reflections. " "One or more entries in the RendererList are not set to this mode." msgstr "ライティングとリフレクションを正しく行うには、レンダリングパスを Forward+(フォワードプラス)に設定する必要があります。 レンダラーリスト内の1つ以上のエントリーがこのモードに設定されていません。" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:34 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/Src/AutoDocumentation.cpp:953 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:553 msgctxt "From AutoDocumentation" msgid "Rendering path to use." msgstr "使用するレンダリングパス" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:128 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。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:50 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/TextureInspector.cs:86 msgid "Repeat" msgstr "繰り返し" #: Editor-Missing:Missing detected at runtime. msgid "Repeat Delay" msgstr "繰り返しの遅延" #: Editor-Missing:Missing detected at runtime. msgid "Repeat Per Segment" msgstr "セグメント単位の繰り返し" #: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:30 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/TrailModuleUI.cs:41 msgid "RepeatPerSegment" msgstr "セグメント単位の繰り返し" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:40 msgid "Repetition Size" msgstr "反復サイズ" #: Editor/Src/Commands/AddComponentMenu.cpp:219 #: Editor/Mono/Prefabs/PrefabReplaceUtility.cs:71 msgid "Replace" msgstr "置き換える" #: Editor/Src/ComponentUtility.cpp:163 #, c-format msgid "Replace %s" msgstr "%s を置き換え " #: Editor/Src/DragAndDropForwarding.cpp:2168 msgid "Replace Anyway" msgstr "置き換えを続行" #: [MenuItem]Modules/TerrainEditor/Utilities/TerrainLayerUtility.cs:279 msgid "Replace Layer..." msgstr "レイヤーを置き換える..." #: Editor/Src/DragAndDropForwarding.cpp:1972 msgid "Replace Variant Parent" msgstr "バリアントの親を置き換え" #: Editor/Mono/Prefabs/PrefabReplaceUtility.cs:72 msgid "Replace and Keep Overrides" msgstr "オーバーライドを置き換えて維持" #: Editor/Mono/Prefabs/PrefabReplaceUtility.cs:74 msgid "Replace and Reconnect Prefab" msgstr "プレハブを置き換えて再接続" #: Editor/Src/Commands/AddComponentMenu.cpp:219 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/ComponentUtility.cpp:275 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/ComponentUtility.cpp:202 Editor/Src/ComponentUtility.cpp:267 #: Editor/Src/Commands/AddComponentMenu.cpp:170 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/Mono/Inspector/GameObjectInspector.cs:68 msgid "" "Replacing the root Prefab instance in a Variant is not supported since it " "will break all overrides for existing instances of this Variant, including " "their positions and rotations." msgstr "バリアントのルートプレハブインスタンスを置き換えることはサポートされていません。理由は、位置や回転を含め、このバリアントの既存のインスタンスのすべてのオーバーライドを壊してしまうからです。" #: Editor/Src/ComponentUtility.cpp:202 #: Editor/Src/Commands/AddComponentMenu.cpp:170 msgid "Replacing transform" msgstr "トランスフォームを置き換える" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:317 msgid "Replicate Border" msgstr "境界を複製" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:317 msgid "" "Replicate pixel values from texture borders into smaller mipmap levels. " "Mostly used for Cookie texture types." msgstr "テクスチャの境界からのピクセル値をより低いミップマップレベルで複製します。 主にクッキーテクスチャタイプに使用されます。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:281 msgid "Report Dependencies in App Bundle" msgstr "アプリバンドルの依存関係を表示" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:778 msgid "Report Google Play App Dependencies" msgstr "Google Play アプリケーションバンドルの依存関係を表示" #: /Editor/Src/Commands/HelpMenu.cpp:114 msgctxt "MenuItem./Help/Report a Bug..." msgid "Report a Bug..." msgstr "バグを報告..." #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsVersionHistoryItem.cs:120 msgid "Requested" msgstr "リクエスト" #: Editor/Mono/Inspector/AudioManagerInspector.cs:85 msgid "Requested DSP Buffer Size" msgstr "リクエストされた DSP バッファサイズ" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1275 msgid "Require" msgstr "必須" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:289 msgid "Require AR Kit" msgstr "ARKit 必須" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:185 msgid "Require ES3.1" msgstr "ES3.1 必須" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:186 msgid "Require ES3.1+AEP" msgstr "ES3.1+AEP 必須" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:187 msgid "Require ES3.2" msgstr "ES3.2 必須" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1468 msgid "Require ES31" msgstr "ES31 必須" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1469 msgid "Require ES31AEP" msgstr "ES31AEP 必須" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1470 msgid "Require ES32" msgstr "ES32 必須" #: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:122 msgid "Require Extended Game Controller" msgstr "拡張ゲームコントローラーが必要" #: Modules/TerrainEditor/TerrainInspector.cs:170 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" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:207 msgid "Required" msgstr "必須" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:74 msgid "Required Vertex Streams" msgstr "必須の頂点ストリーム" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Shadows/ShadowCaster2DEditor.cs:57 msgid "Required for correct unshadowed sprite overlap." msgstr "影のないスプライトの重なりを正しく行うために必要です。" #: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:29 msgid "" "Required in order to get collider information when using the ParticleSystem." "GetTriggerParticles script API. Disabled by default because it has a " "performance cost.\n" "When set to One, the script can retrieve the first collider in the list that " "the particle interacts with.\n" "Setting to All will return all colliders that the particle interacts with." msgstr "ParticleSystem.GetTriggerParticlesスクリプティングAPIを使用する際に、コライダー情報を取得するために必要です。パフォーマンスコストが高いため、デフォルトでは無効です。\n1に設定すると、パーティクルが相互作用するリストの最初のコライダーを取得できます。\n'すべて'に設定すると、パーティクルが相互作用するすべてのコライダーを返します。" #: /Runtime/Shaders/SerializedShaderData.h:1218 msgid "Requirements" msgstr "要件" #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/FullScreenPassRendererFeatureEditor.cs:47 msgid "Requirements Property" msgstr "要件プロパティ" #: /Editor/Src/VersionControl/VCMergeTypeInfo.cpp:52 msgid "Requires" msgstr "必須" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:227 msgid "Requires ARKit support " msgstr "ARKit サポートが必要です" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:114 msgid "Requires Fullscreen" msgstr "全画面表示必須" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:173 msgid "Requires Persistent WiFi*" msgstr "永続 WiFi 必須*" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:505 msgid "Resample Curves" msgstr "カーブをリサンプリング" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:164 msgid "Resample Curves " msgstr "カーブをリサンプリング " #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VisualEffectEditor.cs:1414 msgid "Reseed" msgstr "再シード" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VisualEffectEditor.cs:695 msgid "Reseed On Play" msgstr "再生時に再シード" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VisualEffectEditor.cs:1411 msgid "Reseed on play" msgstr "再生時に再シード" #: Modules/ProfilerEditor/ProfilerWindow/UIElements/MemoryUsageBreakdownElement.cs:24 msgid "Reserved" msgstr "予約済み" #: Editor/Mono/MaterialProperty.cs:233 msgid "Reset" msgstr "リセット" #: /Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:732 msgctxt "MenuItem./CONTEXT/AssemblyDefinitionImporter/Reset" msgid "Reset" msgstr "リセット" #: Packages/com.unity.render-pipelines.core/Editor/CoreEditorStyles.cs:183 msgid "Reset All" msgstr "すべてをリセット" #: Editor-Missing:Missing detected at runtime. msgid "Reset All Layouts" msgstr "すべてのレイアウトをリセット" #: /Editor/Mono/GUI/WindowLayout.cs:673 msgctxt "MenuItem./Window/Layouts/Reset All Layouts" msgid "Reset All Layouts" msgstr "すべてのレイアウトをリセット" #: Packages/com.unity.render-pipelines.high-definition/Editor/Sky/HDRISky/HDRISkyEditor.cs:27 msgid "Reset Color" msgstr "色をリセット" #: Modules/QuickSearch/Editor/UITK/SearchTableView.cs:289 msgid "Reset Columns" msgstr "コラムをリセット" #: Modules/SceneTemplateEditor/SceneTemplateProjectSettings.cs:510 msgid "Reset Defaults" msgstr "デフォルトをリセット" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Rendering.Skin.cs:24 msgid "Reset History" msgstr "履歴をリセット" #: Editor/Mono/AssetPipeline/SpeedTree/SpeedTreeImporterCommon.cs:197 msgid "Reset LOD to..." msgstr "LOD を ...にリセット" #: Modules/TilemapEditor/Editor/Managed/TileEditor.cs:28 msgid "Reset Matrix" msgstr "行列をリセット" #: Editor/Mono/Inspector/LODGroupGUI.cs:76 msgid "Reset Object Size" msgstr "オブジェクトサイズをリセット" #: Packages/com.unity.ugui/Editor/TMP/TMP_InputFieldEditor.cs:263 msgid "Reset On De Activation" msgstr "非アクティブ化時にリセット" #: Modules/QuickSearch/Editor/SearchSettings.cs:1315 msgid "Reset Providers Settings" msgstr "プロバイダー設定をリセット" #: /Runtime/Misc/PlayerSettings.cpp:984 #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:509 msgid "Reset Resolution On Window Resize" msgstr "ウィンドウのサイズ変更時に解像度をリセット" #: Modules/QuickSearch/Editor/SearchSettings.cs:1333 msgid "Reset Selector Settings" msgstr "セレクター設定をリセット" #: Editor/Mono/Annotation/SceneViewCameraWindow.cs:15 msgid "Reset Settings" msgstr "設定をリセット" #: Editor/Mono/Overlays/Overlay.cs:747 msgid "Reset Size" msgstr "リセットサイズ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4069 msgid "Reset Temp Folder" msgstr "Temp フォルダーのリセット" #: Editor/Mono/Inspector/BlendTreeInspector.cs:1557 msgid "Reset Time Scale" msgstr "タイムスケールのリセット" #: Packages/com.unity.2d.tilemap/Editor/UI/TilePaletteBrushInspector.cs:13 msgid "Reset Z position for the active Brush" msgstr "アクティブなブラシのZ位置をリセットします" #: 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/CodeEditor/DefaultExternalCodeEditor.cs:12 msgid "Reset argument" msgstr "引数をリセット" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:263 msgid "Reset resolution on window resize" msgstr "ウィンドウのサイズ変更時に解像度をリセット" #: Modules/QuickSearch/Editor/UITK/SearchTableView.cs:19 msgid "Reset search result columns." msgstr "検索結果コラムをリセットします。" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Rendering.Skin.cs:24 msgid "Reset the history buffers." msgstr "履歴バッファをリセットします。" #: Modules/PackageManagerUI/Editor/Services/UserSettings/PackageManagerUserSettingsProvider.cs:29 msgid "Reset to Default Location" msgstr "デフォルトの場所にリセット" #: Modules/ShortcutManager/ShortcutManagerWindowView.cs:657 msgid "Reset to default" msgstr "デフォルトにリセットする" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:155 msgid "Reset visualization settings and locked objects" msgstr "表示設定とロックされたオブジェクトをリセットします" #: Editor/Mono/Inspector/LODGroupGUI.cs:76 msgid "Resets the Object Size in Local Space to 1 and preserves LOD distances." msgstr "ローカル空間のオブジェクトサイズを1にリセットし、LOD距離を維持します。" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/ResetAction.cs:34 msgid "Resetting {0}" msgstr "{0} をリセット" #: Modules/ParticleSystemEditor/ParticleEffectUI.cs:64 msgid "Resimulate" msgstr "再シミュレーション" #: /Runtime/Misc/PlayerSettings.cpp:830 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1149 msgid "Resizable Window" msgstr "リサイズ可能なウィンドウ" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:41 #: Editor/Mono/Modules/DefaultTextureImportSettingsExtension.cs:25 msgid "Resize Algorithm" msgstr "アルゴリズムをリサイズ" #: Editor/Mono/Inspector/CanvasEditor.cs:46 msgid "Resize Canvas" msgstr "キャンバスをリサイズ" #: Editor/Mono/GUI/TreeView/MultiColumnHeader.cs:523 msgid "Resize to Fit" msgstr "フィットするようにリサイズする" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:54 msgid "Resizes the visualization planes." msgstr "可視化平面をリサイズします。" #: /Runtime/Camera/ReflectionProbes.cpp:57 #: Editor/Mono/Inspector/EditorSettingsInspector.cs:22 msgid "Resolution" msgstr "解像度" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:145 msgid "Resolution Depth Ratio" msgstr "解像度深度比" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs:100 msgid "Resolution Level" msgstr "解像度レベル" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:52 msgid "Resolution Mode" msgstr "解像度モード" #: /Runtime/Camera/LightProbeProxyVolume.cpp:160 #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:276 msgid "Resolution Probes Per Unit" msgstr "単位毎の解像度プローブ" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:225 msgid "Resolution Scaling" msgstr "解像度スケーリング" #: 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 ファクター" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:712 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" #: /Runtime/Graphics/QualitySettings.cpp:622 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:983 msgid "Resolution Scaling Mode" msgstr "解像度スケーリングモード" #: Editor/Src/AutoDocumentation.cpp:1589 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" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:32 msgid "Resolution Tiers" msgstr "解像度階層" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs:101 msgid "Resolution Value" msgstr "解像度値" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs:109 msgid "Resolution X" msgstr "解像度 X" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs:110 msgid "Resolution Y" msgstr "解像度 Y" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs:111 msgid "Resolution Z" msgstr "解像度 Z" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:58 msgid "Resolution and Presentation" msgstr "解像度と表示" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:151 msgid "" "Resolution of a cube Reflection Probe rendered from a camera. Unity " "represents a cube Reflection Probe in its 2d atlas with a 2d octahedral " "projection texture." msgstr "カメラから描画されたキューブリフレクションプローブの解像度。 Unityは、2Dの八面体プロジェクションテクスチャを使用して、2Dアトラスでキューブリフレクションプローブを表します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:152 msgid "Resolution of a planar Reflection Probe rendered from a camera." msgstr "カメラからレンダリングされた平面リフレクションプローブの解像度。" #: Modules/TerrainEditor/TerrainInspector.cs:241 msgid "" "Resolution of the \"splatmap\" that controls the blending of the different " "terrain materials." msgstr "さまざまなTerrain(地形)テクスチャのブレンドを制御する\"スプラットマップ\"の解像度" #: Modules/TerrainEditor/TerrainInspector.cs:267 msgid "" "Resolution of the composite texture used on the terrain when viewed from a " "distance greater than the Basemap Distance." msgstr "ベースマップ距離より大きな距離から見たTerrain(地形)で使用される複合テクスチャの解像度" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:53 msgid "" "Resolution of the main light shadowmap texture. If cascades are enabled, " "cascades will be packed into an atlas and this setting controls the maximum " "shadows atlas resolution." msgstr "メインライトのシャドウマップテクスチャの解像度。カスケードが有効になっている場合、カスケードはアトラスにパックされ、この設定はシャドウアトラスの最大解像度を制御します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/Decal/DecalProjectorEditor.Skin.cs:28 msgid "Resolution of the texture that are used during transparent rendering." msgstr "透明レンダリング中に使用されるテクスチャの解像度。" #: /Runtime/Camera/LightProbeProxyVolume.cpp:157 msgid "ResolutionX" msgstr "解像度 X" #: /Runtime/Camera/LightProbeProxyVolume.cpp:158 msgid "ResolutionY" msgstr "解像度 Y" #: /Runtime/Camera/LightProbeProxyVolume.cpp:159 msgid "ResolutionZ" msgstr "解像度 Z" #: Modules/ShortcutManagerEditor/ConflictResolverWindow.cs:74 msgid "Resolve Conflict..." msgstr "競合を解決..." #: /Editor/Mono/VersionControl/UI/VCMenuChange.cs:66 msgctxt "MenuItem./CONTEXT/Change/Resolve Conflicts..." msgid "Resolve Conflicts..." msgstr "競合を解決..." #: Modules/PackageManager/Editor/Public/PackageManager.cpp:516 msgid "Resolving Project Templates..." msgstr "プロジェクトのテンプレートを解決しています..." #: Modules/PackageManager/Editor/PackageManagerProject.cpp:221 #: Editor-Missing:Missing detected at runtime. msgid "Resolving packages..." msgstr "パッケージの解決中..." #: /Runtime/Shaders/RayTracing/RayTracingShaderStructs.cpp:473 msgid "Resource Reflection Data" msgstr "リソースリフレクションデータ" #: /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" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:20 msgid "" "Resources Folder will be the one where to get project elements related to " "HDRP as default scene and default settings." msgstr "リソースフォルダは、HDRPに関連するプロジェクト要素をデフォルトのシーンおよびデフォルト設定として取得する場所です。" #: /Runtime/Shaders/ComputeShaderStructs.cpp:165 msgid "Resources Resolved" msgstr "リソースが解決されました" #: Editor-Missing:Missing detected at runtime. msgid "Respawn" msgstr "再発生" #: /Runtime/Graphics/LightingSettings.cpp:164 msgid "Respect Scene Visibility When BakingGI" msgstr "GI ベイク時にシーン可視性を重視" #: /Editor/Src/Collab/Logging/CollabCurlRequestEventLogger.h:149 msgid "Response Headers" msgstr "レスポンスヘッダー" #: Editor/Mono/Inspector/TrailRendererEditor.cs:31 msgid "Restart" msgstr "再起動" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs:368 msgid "Restart VFX" msgstr "VFX を再起動" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModulesDropdownWindow.cs:113 msgid "Restore Defaults" msgstr "デフォルトを復元" #: Packages/com.unity.ugui/Editor/TMP/TMP_InputFieldEditor.cs:271 msgid "Restore Original Text On Escape" msgstr "Esc キーで元のテキストを復元" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4070 msgid "Restricted Audio Usage Rights" msgstr "制限付きオーディオ使用権" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/ResumeDownloadAction.cs:42 msgid "Resume" msgstr "再開" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:192 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/向きの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" #: /Editor/Src/Utility/SerializedProperty.cpp:1560 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:1569 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:1383 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:1633 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:1624 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" #: Modules/Licensing/Module.cpp:488 #: Modules/PackageManager/Editor/PackageManagerErrors.cpp:134 msgid "Retry" msgstr "再試行" #: Modules/SceneView/CameraOverlay.cs:170 msgid "Return to Scene Camera." msgstr "シーンカメラに戻ります。" #: Modules/Physics2DEditor/Managed/Settings/Physics2DSettingsEditor.cs:131 #: Editor-Missing:Missing detected at runtime. msgid "Reuse Collision Callbacks" msgstr "衝突のコールバックを再利用" #: Editor/Mono/PresetLibraries/PresetLibraryEditorMenu.cs:85 msgid "Reveal Current Library Location" msgstr "現在のライブラリの場所を表示する" #: /Editor/Src/Commands/AssetsMenu.cpp:1314 msgctxt "MenuItem./Assets/Library/Reveal Text Version in Library folder" msgid "Reveal Text Version in Library folder" msgstr "テキストバージョンをライブラリフォルダーで表示" #: Modules/PackageManagerUI/Editor/Services/UserSettings/PackageManagerUserSettingsProvider.cs:24 msgid "Reveal in Finder" msgstr "Finder で表示" #: /Editor/Mono/VersionControl/UI/VCMenuPending.cs:109 msgctxt "MenuItem./CONTEXT/Pending/Reveal in Finder" msgid "Reveal in Finder" msgstr "Finder で表示" #: /Editor/Src/Commands/AssetsMenu.cpp:1313 msgctxt "MenuItem./Assets/Library/Reveal in Library folder" msgid "Reveal in Library folder" msgstr "ライブラリフォルダーで表示" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:40 msgid "Reverb" msgstr "リバーブ" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:41 msgid "Reverb Delay" msgstr "リバーブディレイ" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:78 msgid "Reverb Preset" msgstr "リバーブプリセット" #: Editor/Mono/Inspector/AudioSourceInspector.cs:88 msgid "Reverb Zone Mix" msgstr "リバーブゾーンミックス" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:32 msgid "ReverbPreset" msgstr "リバーブプリセット" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:36 msgid "Reverberation decay time at mid frequencies" msgstr "中周波数での残響減衰時間" #: Packages/com.unity.ugui/Editor/UGUI/UI/HorizontalOrVerticalLayoutGroupEditor.cs:47 msgid "Reverse Arrangement" msgstr "逆配置" #: Packages/com.unity.render-pipelines.universal/Editor/Overrides/ScreenSpaceLensFlareEditor.cs:33 msgid "Reversed Multiplier" msgstr "逆乗数" #: Editor/Mono/MaterialProperty.cs:228 msgid "Revert" msgstr "元に戻す" #: Editor/Mono/EditorGUI.cs:218 msgid "Revert (identical value to Prefab '{0}')" msgstr "元に戻す (プレハブ '{0}' と同じ値)" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:51 msgid "Revert All" msgstr "すべてを元に戻す" #: Editor/Mono/Overlays/OverlayPresetManager.cs:357 msgid "Revert All Saved Presets" msgstr "すべての保存されたプリセットを元に戻す " #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorWindow.cs:248 msgid "Revert Changes" msgstr "変更を元に戻す" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:52 msgid "Revert Selected" msgstr "選択したものを元に戻す" #: Editor/Mono/Inspector/Core/PropertyEditor.cs:212 msgid "Revert Unchanged" msgstr "未変更を元に戻す" #: /Editor/Mono/VersionControl/UI/VCMenuChange.cs:51 msgctxt "MenuItem./CONTEXT/Change/Revert Unchanged" msgid "Revert Unchanged" msgstr "未変更を元に戻す" #: Editor/Mono/MaterialProperty.cs:229 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:51 msgid "Revert all overrides." msgstr "すべてのオーバーライドを元に戻す" #: Editor/Mono/MaterialProperty.cs:220 msgid "Revert on {0} Material(s)" msgstr "{0} マテリアルを元に戻す" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesTreeView.cs:635 msgid "Revert overrides on this object." msgstr "このオブジェクトのオーバーライドを元に戻します。" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:52 msgid "Revert selected overrides." msgstr "選択したオーバーライドを元に戻します" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:99 msgid "" "Revert to using IMGUI to generate Default Inspectors where no custom " "Inspector/Editor was defined." msgstr "IMGUIを使用する方法に戻り、デフォルトインスペクターを生成します(カスタムのインスペクター/エディターの定義がありません)。" #: /Editor/Mono/VersionControl/UI/VCMenuChange.cs:34 msgctxt "MenuItem./CONTEXT/Change/Revert..." msgid "Revert..." msgstr "元に戻す..." #: /Editor/Src/Collab/Jobs/CollabRevertFileAsyncJob.h:72 msgid "Reverts" msgstr "元に戻す" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:58 msgid "Review or Revert Overrides" msgstr "オーバーライドを確認または元に戻す" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:57 msgid "Review, Revert or Apply Overrides" msgstr "オーバーライドを確認、元に戻す、または適用" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:95 msgid "Revision Control Diff/Merge" msgstr "リビジョン管理 Diff/Merge" #: /Editor/Src/Collab/Requests/SubmitRequest.h:57 msgid "Revision Id" msgstr "リビジョン ID" #: /Runtime/Math/Color.h:315 msgid "Rgba" msgstr "RGBA" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:33 msgid "Ribbon" msgstr "リボン" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:26 msgid "Ribbon Count" msgstr "リボンの数" #: Packages/com.unity.ugui/Editor/UGUI/UI/PropertyDrawers/FontDataDrawer.cs:36 msgid "Rich Text" msgstr "リッチテキスト" #: Packages/com.unity.ugui/Editor/TMP/TMP_InputFieldEditor.cs:281 msgid "Rich Text Editing Allowed" msgstr "リッチテキスト編集可" #: Editor/Mono/Inspector/AudioSourceInspector.cs:102 msgid "Right" msgstr "右" #: Editor/Mono/Inspector/Avatar/AvatarMappingEditor.cs:35 msgid "Right Arm" msgstr "右腕" #: Editor-Missing:Missing detected at runtime. msgid "Right Controller" msgstr "右コントローラー" #: Editor-Missing:Missing detected at runtime. msgid "Right Elbow" msgstr "右ひじ" #: Editor/Mono/Inspector/Avatar/AvatarMappingEditor.cs:36 msgid "Right Fingers" msgstr "右指" #: Editor-Missing:Missing detected at runtime. msgid "Right Foot" msgstr "右足" #: Editor-Missing:Missing detected at runtime. msgid "Right Hips" msgstr "右腰" #: Editor-Missing:Missing detected at runtime. msgid "Right Knee" msgstr "右ひざ" #: Editor/Mono/Inspector/Avatar/AvatarMappingEditor.cs:38 msgid "Right Leg" msgstr "右脚" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:130 msgid "Right Tangent/Constant" msgstr "右接線/定数" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:128 msgid "Right Tangent/Free" msgstr "右接線/フリー" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:129 msgid "Right Tangent/Linear" msgstr "右接線/リニア" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:131 msgid "Right Tangent/Weighted" msgstr "右接線/ウェイト付け" #: Editor-Missing:Missing detected at runtime. msgid "Right To Left" msgstr "右から左" #: Modules/PackageManagerUI/Editor/Services/Packages/PackageLink/PackageUpmChangelogLink.cs:18 msgid "Right click to see viewing options: in browser or local." msgstr "右クリックすると、ブラウザーまたはローカルの表示オプションが表示されます。" #: Packages/com.unity.visualeffectgraph/Samples~/VFXOutputEventHandlers/Editor/VFXOutputEventRigidBodyEditor.cs:28 msgid "Rigid Body" msgstr "リジッドボディ" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:103 msgid "Rigidbodies" msgstr "リジッドボディ" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:120 msgid "Rigidbody" msgstr "リジッドボディ" #: /Runtime/Misc/ComponentRequirement.cpp:485 msgctxt "MenuItem./Rigidbody" msgid "Rigidbody" msgstr "リジッドボディ" #: /Runtime/Misc/ComponentRequirement.cpp:509 msgctxt "MenuItem./Rigidbody 2D" msgid "Rigidbody 2D" msgstr "2D リジッドボディ" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:73 msgid "Ring Buffer Mode" msgstr "リングバッファモード" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:66 msgid "Ring Thickness" msgstr "輪の太さ" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:66 msgid "Ring Thickness." msgstr "輪の太さ" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:17 msgid "Ringing Reduction" msgstr "リンギングの削減" #: Editor/Mono/Inspector/SpeedTree9ShaderGUI.cs:26 msgid "Ripple Motion" msgstr "さざ波の動き" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:66 msgid "Ripples" msgstr "さざ波" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStageUtility.cs:238 msgid "Risk of unwanted modifications" msgstr "意図しない変更のリスク" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceMenuItems.cs:23 msgid "River" msgstr "川" #: Editor/Mono/Inspector/LookAtConstraintEditor.cs:34 msgid "Roll" msgstr "回転" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:32 msgid "Roll In Out" msgstr "内外にロール" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:30 msgid "Roll Left Right" msgstr "左右にロール" #: Editor/Mono/Inspector/AudioSourceInspector.cs:459 msgid "Rolloff Mode" msgstr "ロールオフモード" #: Editor/Mono/Inspector/AudioManagerInspector.cs:81 msgid "Rolloff Scale" msgstr "ロールオフスケール" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:33 msgid "Room" msgstr "ルーム" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:34 msgid "Room HF" msgstr "室内 高周波" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:35 msgid "Room LF" msgstr "室内 低周波" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:33 msgid "Room effect level (at mid frequencies)" msgstr "中周波での室内効果レベル" #: /Runtime/Misc/RuntimeInitializeOnLoadManager.h:51 #: Editor/Mono/Prefabs/PrefabFamilyPopup.cs:83 msgid "Root" msgstr "ルート" #: /Runtime/Graphics/Mesh/SkinnedMeshRenderer.cpp:1999 #: Editor/Mono/Inspector/SkinnedMeshRendererEditor.cs:21 msgid "Root Bone" msgstr "ルートボーン" #: /Runtime/Graphics/Mesh/Mesh.cpp:784 msgid "Root Bone Name Hash" msgstr "ルートボーン 名前ハッシュ" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:188 msgid "Root Motion Node" msgstr "ルートモーションノード" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:22 msgid "Root Namespace" msgstr "ルート名前空間" #: Editor/Mono/Inspector/AnimationClipEditor.cs:95 msgid "Root Node Position" msgstr "ルートノード位置" #: Editor/Mono/Inspector/AnimationClipEditor.cs:75 msgid "Root Node Rotation" msgstr "ルートノードの回転" #: /Runtime/Transform/Transform.cpp:1570 msgid "Root Order" msgstr "ルートの順序" #: Editor/Mono/Inspector/AnimationClipEditor.cs:58 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:57 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:56 msgid "Root Transform Rotation" msgstr "ルートトランスフォーム回転" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:66 msgid "Root namespace" msgstr "ルート名前空間" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:129 msgid "Root node" msgstr "ルートノード" #: /Editor/Src/SceneManager/SceneRoots.cpp:24 #: Modules/QuickSearch/Editor/Indexing/IndexManager.cs:361 msgid "Roots" msgstr "ルート" #: /Runtime/Camera/Flare.h:77 Modules/GridAndSnap/SnapSettingsWindow.cs:58 msgid "Rotate" msgstr "回転" #: Modules/TreeEditor/TreeEditor.cs:63 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:76 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" #: Editor/Mono/Tools/BuiltinTools.cs:314 msgid "Rotate Tool" msgstr "回転ツール" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:127 msgid "Rotate With Stretch" msgstr "伸縮方向に回転" #: Modules/TerrainEditor/TerrainWizards.cs:509 msgid "Rotate detail axis to ground normal direction." msgstr "ディテールの軸を地面の法線方向に回転します。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:232 msgid "Rotate the emission shape." msgstr "放出形状を回転します" #: Editor/Src/AutoDocumentation.cpp:2471 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" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:127 msgid "" "Rotate the particles based on the direction they are stretched in. This is " "added on top of other particle rotation." msgstr "伸縮する方向に基づいてパーティクルを回転させます。これは、他のパーティクルの回転の上に追加されます。" #: 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" #: /Runtime/Graphics/Billboard/SharedBillboardData.cpp:28 msgid "Rotated" msgstr "回転済み" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:86 msgid "Rotates the Light Source relatively to the Celestial Body." msgstr "天体に対して相対的に光源を回転させます。" #: /Runtime/Graphics/CustomRenderTexture.h:239 #: Editor/Mono/Inspector/RectTransformEditor.cs:114 msgid "Rotation" msgstr "回転" #: /Editor/Mono/Clipboard/ClipboardContextMenu.cs:722 msgctxt "MenuItem./CONTEXT/Transform/Copy/Rotation" msgid "Rotation" msgstr "回転" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:48 msgid "Rotation Amount" msgstr "回転乗数" #: Editor/Mono/Inspector/RotationConstraintEditor.cs:26 msgid "Rotation At Rest" msgstr "静止時の回転" #: Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/MotionBlurEditor.cs:68 msgid "Rotation Clamp" msgstr "回転の範囲制限" #: Editor-Missing:Missing detected at runtime. msgid "Rotation Constraint" msgstr "回転コンストレイント" #: Editor-Missing:Missing detected at runtime. msgid "Rotation Drive Mode" msgstr "回転制御モード" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:179 msgid "Rotation Error" msgstr "回転エラー" #: Editor/Mono/Animation/AnimationWindow/RotationCurveInterpolation.cs:224 msgid "Rotation Interpolation" msgstr "回転補間" #: Editor/Mono/Inspector/RotationConstraintEditor.cs:27 msgid "Rotation Offset" msgstr "回転オフセット" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:175 msgid "Rotation Randomness" msgstr "回転のランダム性" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:104 msgid "Rotation Variation" msgstr "回転のばらつき" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:711 msgid "Rotation by Speed" msgstr "速度よる回転" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:182 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" #: Editor/Src/AutoDocumentation.cpp:3106 msgctxt "From AutoDocumentation" msgid "Rotation of the Bone joint." msgstr "ボーンのジョイントの回転" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:75 msgid "Rotation of the anchor relative to the parent body." msgstr "親ボディに相対的なアンカーの回転。" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:74 msgid "Rotation of the anchor relative to this body." msgstr "このボディに相対的なアンカーの回転" #: Editor/Src/AutoDocumentation.cpp:3344 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:3425 msgctxt "From AutoDocumentation" msgid "Rotation of the transform, stored as a quaternion." msgstr "トランスフォームの回転。クォータニオンで保存されます。" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:31 msgid "Rotation of the update zone." msgstr "更新ゾーンの回転" #: Editor/Src/AutoDocumentation.cpp:2650 msgctxt "From AutoDocumentation" msgid "Rotation offset." msgstr "回転オフセット" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:710 msgid "Rotation over Lifetime" msgstr "生存期間の回転" #: Modules/Physics2DEditor/Managed/Effectors/PlatformEffector2DEditor.cs:59 msgid "Rotational Offset" msgstr "回転オフセット" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/ProbeSettingsUI.Drawers.cs:107 msgid "Rough Reflections" msgstr "粗いリフレクション" #: Editor/Mono/Inspector/AutodeskInteractiveShaderGUI.cs:23 msgid "Roughness" msgstr "粗さ" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:124 msgid "Roughness Bias" msgstr "粗さバイアス" #: Editor/Mono/Inspector/AutodeskInteractiveShaderGUI.cs:23 msgid "Roughness value" msgstr "粗さの値" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:257 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)。" #: Editor-Missing:Missing detected at runtime. msgid "Round Robin" msgstr "ラウンドロビン" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:57 msgid "Roundness" msgstr "丸み" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:38 msgid "Row" msgstr "行" #: /Runtime/Graphics/Image.h:294 msgid "Row Bytes" msgstr "Row バイト" #: /Runtime/Shaders/RayTracing/RayTracingShaderStructs.cpp:37 msgid "Row Count" msgstr "行数" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:37 msgid "Row Mode" msgstr "行モード" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:375 msgid "Rows" msgstr "行" #: /Runtime/Shaders/SerializedShaderData.h:1089 msgid "Rt Separate Blend" msgstr "Rt 個別ブレンド" #: Editor-Extra:Editor/Src/Commands/APIUpdaterMenu.cpp msgid "Run API Updater..." msgstr "API アップデータを実行..." #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildProfileExtension.cs:25 msgid "Run Device" msgstr "デバイスを実行します" #: /Runtime/Misc/PlayerSettings.cpp:813 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1039 msgid "Run In Background" msgstr "バックグラウンドで実行" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:108 msgid "Run In Background*" msgstr "バックグラウンドで実行*" #: Editor/Mono/Modules/DefaultBuildWindowExtension.cs:9 msgid "Run Last Build" msgstr "最新のビルドを実行" #: PlatformDependent/OSXPlayer/Extensions/Managed/OSXStandaloneBuildWindowExtension.cs:57 msgid "Run in Xcode as" msgstr "Xcode で実行" #: Editor/Mono/Modules/DefaultBuildWindowExtension.cs:9 msgid "Run the most recent build" msgstr "最も新しいビルドを実行します" #: 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、明示的な制御を可能にするか" #: Editor/Mono/HostView.cs:38 msgid "Runtime" msgstr "ランタイム" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:174 msgid "Runtime AOV API" msgstr "ランタイム AOV API" #: /Runtime/Scripting/MonoManager_Il2Cpp.cpp:120 msgid "Runtime Class Hashes" msgstr "ランタイムクラス ハッシュ" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:190 msgid "Runtime Debug Shaders" msgstr "ランタイムデバッグシェーダー" #: /Runtime/Shaders/ShaderImpl/ShaderErrors.h:104 msgid "Runtime Error" msgstr "ランタイムエラー" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXManagerEditor.cs:95 msgid "Runtime Resources Property" msgstr "ランタイムリソースプロパティ" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:91 msgid "Runtime Settings" msgstr "ランタイム設定" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGLBuildProfileExtension.cs:142 msgid "Runtime Speed" msgstr "ランタイム速度" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGLBuildProfileExtension.cs:143 msgid "Runtime Speed with LTO" msgstr "LTO 付きランタイム速度" #: Editor-Missing:Missing detected at runtime. msgid "Russian (Experimental)" msgstr "ロシア語 (実験的)" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerControllerView.cs:50 msgid "S" msgstr "S" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerControllerView.cs:51 msgid "S+T" msgstr "S+T" #: Editor/Mono/Inspector/Texture3DPreview.cs:89 msgid "SDF" msgstr "SDF" #: [MenuItem]Packages/com.unity.ugui/Editor/TMP/TMP_FontAsset_CreationMenu.cs:59 msgid "SDF #%F12" msgstr "SDF #%F12" #: [MenuItem]Packages/com.unity.visualeffectgraph/Editor/Utilities/SDF/BakeTool/SDFBakeTool.cs:13 msgid "SDF Bake Tool" msgstr "SDF ベイクツール" #: Editor/Mono/Inspector/Texture3DPreview.cs:86 msgid "SDF surface is at this value" msgstr "SDFサーフェスはこの値です" #: Editor/Mono/Inspector/Texture3DPreview.cs:85 msgid "SDF value scale (how many texels SDF value of 1 represents)" msgstr "SDF値スケール(SDF値1は何テクセルに該当するか)" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:63 msgid "SH Bands" msgstr "SH 帯" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:46 msgid "SH Evaluation Mode" msgstr "SH 評価モード" #: /Runtime/Graphics/RenderTexture.h:372 msgid "SRGB" msgstr "SRGB" #: /Editor/Src/AssetPipeline/TextureImporting/IHVImageFormatImporter.cpp:73 #: Editor/Mono/ImportSettings/IHVImageFormatImporterInspector.cs:85 msgid "SRGB Texture" msgstr "SRGB テクスチャ" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:147 msgid "SRGB Write Mode*" msgstr "SRGB 書き込みモード*" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:31 msgid "SRP Batcher" msgstr "SRP バッチャー" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:100 msgid "SRP Batcher must be enabled!" msgstr "SRP バッチャーを有効にする必要があります。" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorMenu.cs:81 msgid "Safe" msgstr "セーフ" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorMenu.cs:87 msgid "" "Safe adds new Sprites without changing anything already in place. This " "slicing method does not remove any existing Sprites." msgstr "'セーフ'は、すでに配置されているものを変更することなく、新しいスプライトを追加します。このスライス方法では、既存のスプライトは削除されません。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:70 msgid "Same Layer" msgstr "同一レイヤー" #: Editor/Src/AutoDocumentation.cpp:333 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。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameViewBase.cs:49 msgid "" "Sample \"{0}\" {1} {2} deeper not found in this frame within the selected " "Sample Stack." msgstr "サンプル\"{0}\" {1} {2} より深度のあるものは、選択されたサンプルスタックのこのフレームでは見つかりませんでした。" #: Editor/Mono/Inspector/Avatar/AvatarMappingEditor.cs:53 msgid "Sample Bind-Pose" msgstr "サンプルバインドポーズ" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:158 msgid "Sample Budget" msgstr "サンプルバジェット" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:55 msgid "Sample Count" msgstr "サンプル数" #: Packages/com.unity.render-pipelines.universal/Editor/Overrides/ScreenSpaceLensFlareEditor.cs:37 msgid "Sample Dimmer" msgstr "サンプル調節値" #: Editor/Mono/Inspector/AudioManagerInspector.cs:84 msgid "Sample Rate" msgstr "サンプルレート" #: Modules/AssetPipelineEditor/ImportSettings/AudioImporterInspector.cs:25 msgid "Sample Rate Setting" msgstr "サンプルレート設定" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameViewBase.cs:434 msgid "Sample Stack" msgstr "サンプルスタック" #: Editor/Mono/Inspector/Texture3DPreview.cs:80 msgid "Sample per texture pixel modifier" msgstr "テクスチャピクセルごとのサンプルのモディファイア" #: Editor/Mono/Inspector/AudioManagerInspector.cs:17 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-Missing:Missing detected at runtime. msgid "SampleScene" msgstr "サンプルシーン" #: /Runtime/Shaders/RayTracing/RayTracingShaderStructs.cpp:430 msgid "Sampler Bind Point" msgstr "サンプラー屈曲点" #: /Runtime/Shaders/SerializedShaderData.h:679 msgid "Sampler Index" msgstr "サンプラーインデックス" #: /Runtime/Shaders/SerializedShaderData.h:745 msgid "Samplers" msgstr "サンプラー" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:30 msgid "Samples" msgstr "サンプル" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:166 msgid "Samples Count" msgstr "サンプル数" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/CPUorGPUProfilerModule.cs:159 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、エディター専用 [] 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/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:544 msgid "Sampling Point Size_prop" msgstr "サンプルポイントサイズ" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs:90 msgid "" "Sampling radius. Bigger the radius, wider AO will be achieved, risking to " "lose fine details and increasing cost of the effect due to increasing cache " "misses." msgstr "サンプリング半径。半径が大きいほどより広いAOが達成され、キャッシュミスの増加により細部が失われ、効果のコストが増加するリスクが発生します。" #: Modules/SceneView/SceneViewLightingOverlays.cs:423 msgid "Saturation Tolerance:" msgstr "彩度許容範囲:" #: Editor/Src/SceneManager/EditorSceneManager.cpp:1165 #: Editor/Mono/ContainerWindow.cs:315 msgid "Save" msgstr "保存" #: /Editor/Src/Commands/FileMenu.cpp:156 msgctxt "MenuItem./File/Save" msgid "Save" msgstr "保存" #: Editor/Mono/SceneHierarchy.cs:1526 msgid "Save All" msgstr "すべてを保存" #: [MenuItem]Modules/SceneTemplateEditor/SceneTemplateService.cs:610 msgid "Save As Scene Template..." msgstr "シーンテンプレートとして保存..." #: [MenuItem]Editor/Mono/ProjectTemplateWindow.cs:18 msgid "Save As Template..." msgstr "テンプレートとして保存..." #: Editor-Missing:Missing detected at runtime. msgid "Save As..." msgstr "別名で保存..." #: /Editor/Src/Commands/FileMenu.cpp:157 msgctxt "MenuItem./File/Save As..." msgid "Save As..." msgstr "別名で保存..." #: Editor/Mono/GUI/AssetSaveDialog.cs:77 msgid "Save Assets" msgstr "アセットを保存" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:109 msgid "Save Avatar" msgstr "アバターを保存" #: Modules/ProfilerEditor/ProfilerWindow/ModuleEditor/ModuleDetailsViewController.cs:102 msgid "Save Changes" msgstr "変更を保存" #: Editor/Mono/ContainerWindow.cs:365 msgid "Save Changes Failed" msgstr "シーンの保存に失敗しました" #: Packages/com.unity.2d.tilemap/Editor/EditorTools/TilemapEditorToolPreferences.cs:23 msgid "Save Defaults" msgstr "デフォルトを保存" #: Modules/QuickSearch/Editor/Indexing/IndexManager.cs:654 msgid "Save Index Settings" msgstr "インデックス設定を保存" #: Editor/Mono/GUI/WindowLayout.cs:1660 msgid "Save Layout" msgstr "レイアウト保存" #: Editor-Missing:Missing detected at runtime. msgid "Save Layout to File..." msgstr "レイアウトをファイルに保存..." #: /Editor/Mono/GUI/WindowLayout.cs:665 msgctxt "MenuItem./Window/Layouts/Save Layout to File..." msgid "Save Layout to File..." msgstr "レイアウトをファイルに保存..." #: /Editor/Mono/GUI/WindowLayout.cs:664 msgctxt "MenuItem./Window/Layouts/Save Layout..." msgid "Save Layout..." msgstr "レイアウトを保存..." #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1506 msgid "Save Prefab has failed" msgstr "プレハブの保存に失敗しました" #: /Editor/Src/Commands/FileMenu.cpp:161 msgctxt "MenuItem./File/Save Project" msgid "Save Project" msgstr "プロジェクトを保存" #: Editor/Src/SceneManager/EditorSceneManager.cpp:1253 #: Editor/Src/SceneManager/EditorSceneManager.cpp:2118 #: Editor/Mono/SceneHierarchy.cs:1522 msgid "Save Scene" msgstr "シーンを保存" #: Editor/Mono/SceneHierarchy.cs:1524 msgid "Save Scene As" msgstr "シーンを別名で保存" #: Editor/Src/SceneManager/EditorSceneManager.cpp:2143 msgid "Save Scene has failed" msgstr "シーンの保存に失敗しました" #: Editor/Mono/GUI/AssetSaveDialog.cs:18 msgid "Save Selected" msgstr "選択したものを保存" #: /Editor/Src/Commands/SaveSelection.cpp:63 msgctxt "MenuItem./Edit/Selection Groups/Save Selection 0" msgid "Save Selection 0" msgstr "選択 0 を保存" #: /Editor/Src/Commands/SaveSelection.cpp:54 msgctxt "MenuItem./Edit/Selection Groups/Save Selection 1" msgid "Save Selection 1" msgstr "選択 1 を保存" #: /Editor/Src/Commands/SaveSelection.cpp:55 msgctxt "MenuItem./Edit/Selection Groups/Save Selection 2" msgid "Save Selection 2" msgstr "選択 2 を保存" #: /Editor/Src/Commands/SaveSelection.cpp:56 msgctxt "MenuItem./Edit/Selection Groups/Save Selection 3" msgid "Save Selection 3" msgstr "選択 3 を保存" #: /Editor/Src/Commands/SaveSelection.cpp:57 msgctxt "MenuItem./Edit/Selection Groups/Save Selection 4" msgid "Save Selection 4" msgstr "選択 4 を保存" #: /Editor/Src/Commands/SaveSelection.cpp:58 msgctxt "MenuItem./Edit/Selection Groups/Save Selection 5" msgid "Save Selection 5" msgstr "選択 5 を保存" #: /Editor/Src/Commands/SaveSelection.cpp:59 msgctxt "MenuItem./Edit/Selection Groups/Save Selection 6" msgid "Save Selection 6" msgstr "選択 6 を保存" #: /Editor/Src/Commands/SaveSelection.cpp:60 msgctxt "MenuItem./Edit/Selection Groups/Save Selection 7" msgid "Save Selection 7" msgstr "選択 7 を保存" #: /Editor/Src/Commands/SaveSelection.cpp:61 msgctxt "MenuItem./Edit/Selection Groups/Save Selection 8" msgid "Save Selection 8" msgstr "選択 8 を保存" #: /Editor/Src/Commands/SaveSelection.cpp:62 msgctxt "MenuItem./Edit/Selection Groups/Save Selection 9" msgid "Save Selection 9" msgstr "選択 9 を保存" #: Editor/Mono/Inspector/GraphicsSettingsInspectors/GraphicsSettingsInspectorShaderPreload.cs:21 msgid "Save Shader Variant Collection" msgstr "シェーダーバリアントコレクションを保存" #: Editor/Mono/ProjectTemplateWindow.cs:27 msgid "Save Template" msgstr "テンプレートを保存" #: Editor/Mono/SceneHierarchy.cs:2087 msgid "Save Untitled Scene" msgstr "無題のシーンを保存" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:71 msgid "Save Window" msgstr "ウインドウを保存" #: Editor/Mono/Overlays/SaveOverlayPreset.cs:8 msgid "Save Window Preset" msgstr "ウィンドウプリセットを保存" #: Modules/Licensing/UI/Events/Text/LicenseTrStrings.cs:7 msgid "Save and Quit" msgstr "保存して終了" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasImporterInspector.cs:58 msgid "Save and preview packed Sprite Atlas textures." msgstr "パックされたスプライトアトラステクスチャを保存しプレビューします。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:72 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します" #: Editor/Mono/Inspector/GraphicsSettingsInspectors/GraphicsSettingsInspectorShaderPreload.cs:16 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" #: Modules/SceneTemplateEditor/SceneTemplateService.cs:616 msgid "Save scene" msgstr "シーンを保存" #: Editor/Mono/ProjectBrowser/ProjectBrowser.cs:87 msgid "Save search" msgstr "検索を保存" #: Modules/QuickSearch/Editor/UITK/SearchToolbar.cs:18 msgid "Save search query as an asset." msgstr "検索クエリをアセットとして保存します。" #: Editor/Mono/Inspector/GraphicsSettingsInspectors/GraphicsSettingsInspectorShaderPreload.cs:20 msgid "Save shader variant collection" msgstr "シェーダーバリアントコレクションを保存します" #: Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeEditor.cs:29 msgid "Save the instantiated profile" msgstr "インスタンス化されたプロファイルを保存します。" #: Editor/Src/Application/Application.cpp:3516 msgid "Save the scene in a valid folder" msgstr "シーンを有効なフォルダーに保存" #: Editor/Mono/Inspector/GraphicsSettingsInspectors/GraphicsSettingsInspectorShaderPreload.cs:16 msgid "Save to asset..." msgstr "アセットを保存" #: Packages/com.unity.2d.tilemap/Editor/UI/TilePaletteBrushPickElement.cs:40 msgid "Saved Picks" msgstr "保存された選択" #: /Runtime/Shaders/Material.cpp:457 msgid "Saved Properties" msgstr "保存されたプロパティ" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:109 msgid "Saves the generated Avatar as a sub-asset." msgstr "作成したアバターをサブアセットとして保存します。" #: Editor/Mono/Prefabs/PrefabImporterEditor.cs:199 msgid "Saving Failed" msgstr "保存に失敗" #: Editor/Src/Prefabs/PrefabCreation.cpp:1433 #, c-format msgid "" "Saving Prefab during OnValidate, physics trigger/contact, animation event " "callbacks, rendering callbacks is not allowed (%s)." msgstr "検証、物理トリガー/接触、アニメーションイベントコールバック、レンダリングコールバックの間のプレハブの保存は可能ではありません(%s)。" #: Editor/Mono/Prefabs/PrefabUtility.bindings.cpp:664 msgid "" "Saving Prefab during OnValidate, physics trigger/contact, animation event " "callbacks, rendering callbacks is not allowed." msgstr "検証、物理トリガー/接触、アニメーションイベントコールバック、レンダリングコールバック中のプレハブの保存は可能ではありません。" #: Editor/Src/Prefabs/PrefabCreation.cpp:1420 #, c-format msgid "" "Saving Prefab failed. Cannot convert absolute path to a project relative " "path. If you are saving outside the project's root folder make sure the " "input path is relative. Input path: '%s'" msgstr "プレハブの保存に失敗しました。絶対パスをプロジェクトの相対パスに変換できません。プロジェクトのルートフォルダーの外に保存する場合は、入力パスが相対パスであることを確認してください。入力パス: '%s'" #: Editor/Src/Prefabs/PrefabCreation.cpp:1460 msgid "Saving Prefab failed. Input GameObject is not valid" msgstr "プレハブの保存に失敗しました。 入力したゲームオブジェクトは有効ではありません。" #: /Editor/Src/Prefabs/PrefabCreation.cpp:1353 msgctxt "Error Message in PrefabCreation.cpp" msgid "Saving Prefab failed. Input GameObject is not valid" msgstr "プレハブの保存に失敗しました。 入力したゲームオブジェクトは有効ではありません。" #: Editor/Src/Prefabs/PrefabCreation.cpp:1449 #, c-format 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/Application/Application.cpp:3502 #, c-format msgid "Saving Scene to immutable folder is not allowed: %s" msgstr "変更できないフォルダーにシーンを保存することはできません。%s" #: Editor/Src/2D/SpriteAtlas/SpriteAtlasPackingUtilities.cpp:193 msgid "Saving Sprite Atlas Assets" msgstr "全てのアセットを書き込み" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1361 msgid "Saving Variant Failed" msgstr "バリアントの保存に失敗" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1438 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/Prefabs/PrefabImporterEditor.cs:18 msgid "" "Saving has failed. Check the Console window to get more insight into what " "needs to be fixed on the Prefab Asset.\n" "\n" "Open 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/Inspector/SpeedTree8ShaderGUI.cs:24 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" #: /Runtime/Shaders/UnityPropertySheet.cpp:474 #: Editor/Mono/Inspector/RectTransformEditor.cs:41 msgid "Scale" msgstr "スケール" #: /Editor/Mono/Clipboard/ClipboardContextMenu.cs:751 msgctxt "MenuItem./CONTEXT/Transform/Copy/Scale" msgid "Scale" msgstr "スケール" #: Editor/Mono/Inspector/ScaleConstraintEditor.cs:26 msgid "Scale At Rest" msgstr "静止時のスケール" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:149 msgid "Scale By Distance Curve" msgstr "距離カーブによる減衰" #: Editor-Missing:Missing detected at runtime. msgid "Scale Constraint" msgstr "スケールコンストレイント" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:197 msgid "Scale Distance" msgstr "スケール距離" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:198 msgid "Scale Distance Curve" msgstr "スケール距離カーブ" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:181 msgid "Scale Error" msgstr "スケールエラー" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2815 #: Editor/Mono/AssetPipeline/SpeedTree/SpeedTreeImporterCommon.cs:127 msgid "Scale Factor" msgstr "スケールファクター" #: /Runtime/Graphics/Renderer.cpp:856 #: Editor/Mono/Inspector/RendererLightingSettings.cs:53 msgid "Scale In Lightmap" msgstr "ライトマップスケール" #: Packages/com.unity.render-pipelines.universal/Editor/Decal/DecalProjectorEditor.Skin.cs:11 msgid "Scale Mode" msgstr "スケールモード" #: Editor/Mono/Inspector/ScaleConstraintEditor.cs:27 msgid "Scale Offset" msgstr "スケールオフセット" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:54 msgid "Scale Plane" msgstr "範囲平面" #: Modules/TextCoreTextEngineEditor/Managed/TextSpriteAssetEditor.cs:123 msgid "Scale Property" msgstr "スケールプロパティ" #: Editor/Mono/Tools/BuiltinTools.cs:381 msgid "Scale Tool" msgstr "スケールツール" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:105 msgid "Scale Variation" msgstr "スケールのばらつき" #: Editor-Missing:Missing detected at runtime. msgid "Scale With Screen Size" msgstr "画面サイズに拡大" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:109 msgid "Scale by which the original inertia tensor is multiplied before drawing" msgstr "描画する前に元の慣性テンソルを乗算するスケール" #: 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/Src/AutoDocumentation.cpp:2846 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:3426 msgctxt "From AutoDocumentation" msgid "Scale of the transform." msgstr "トランスフォームのスケール" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:52 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" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:129 msgid "" "Scale the angular diameter for the sake of softness calculation. Higher " "scales will result in higher softness." msgstr "ぼかしの計算のために角直径をスケールします。 スケールが大きいほど、柔らかさが増します。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:233 msgid "Scale the emission shape." msgstr "放出形状をスケールします" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:65 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" #: 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" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:128 msgid "" "Scale the shape radius for the sake of softness calculation. Higher scales " "will result in higher softness." msgstr "ぼかしを計算するために、形状の半径をスケールします。 スケールを大きくするほど、ぼかしが増します。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:65 msgid "Scale the speed of the animation." msgstr "アニメーションの速度を増減します。" #: Editor/Mono/Inspector/LineRendererEditor.cs:32 msgid "Scale the texture along the UV coordinates using this multiplier." msgstr "この乗数を使用して、UV座標に沿ってテクスチャをスケールします。" #: Editor-Missing:Missing detected at runtime. msgid "Scaled" msgstr "スケール" #: Editor/Src/AutoDocumentation.cpp:1734 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ルします。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/Mono/Inspector/CameraEditor.cs:51 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" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:40 msgid "" "Scales the camera render target allowing the game to render at a resolution " "different than native resolution. UI is always rendered at native resolution." msgstr "カメラのレンダーターゲットをスケールして、ネイティブの解像度とは異なる解像度でゲームをレンダリングできるようにします。UIは常にネイティブの解像度でレンダリングされます。" #: Editor/Src/AutoDocumentation.cpp:2790 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:2792 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:2798 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]" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:61 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" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:214 msgid "Scaling" msgstr "スケーリング" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:62 msgid "Scaling Mode" msgstr "スケーリングモード" #: Modules/TerrainEditor/TerrainInspector.cs:200 msgid "" "Scaling factor applied to the density of all details. Only affects details " "with the \"Affected by Density Scale\" option enabled." msgstr "すべてのディテールの密度に適用されるスケールファクター。\"密度スケールの影響を受ける\" オプションが有効になっている場合にのみディテールに影響します。" #: Editor/Src/AutoDocumentation.cpp:2651 msgctxt "From AutoDocumentation" msgid "Scaling factor." msgstr "スケールファクター" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/DiffusionProfile/DiffusionProfileSettingsEditor.Styles.cs:10 msgid "Scattering" msgstr "散乱" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/DiffusionProfile/DiffusionProfileSettingsEditor.Styles.cs:11 msgid "Scattering Color" msgstr "散乱色" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:129 msgid "Scattering Color Mode" msgstr "散乱カラーモード" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:195 msgid "Scenario Blending" msgstr "シナリオブレンディング" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:193 msgid "Scenario Blending Memory Budget" msgstr "シナリオブレンドメモリバジェット" #: /Runtime/Camera/OcclusionCullingData.cpp:76 Editor/Mono/ObjectSelector.cs:37 msgid "Scene" msgstr "シーン" #: /Editor/Mono/ProjectBrowser/ProjectWindowUtil.cs:342 msgctxt "MenuItem./Assets/Create/Scene/Prefab" msgid "Scene" msgstr "シーン" #: /Editor/Mono/GUI/WindowLayout.cs:1770 msgctxt "MenuItem./Window/General/Scene %1" msgid "Scene %1" msgstr "シーン %1" #: Editor-Missing:Missing detected at runtime. msgid "Scene Asset" msgstr "シーンアセット" #: Editor/Mono/Annotation/SceneViewCameraWindow.cs:38 msgid "Scene Camera" msgstr "シーンカメラ" #: /Editor/Src/BuildPipeline/BuildSerialization.h:123 msgid "Scene Classes" msgstr "シーンクラス" #: /Editor/Src/SceneVisibility/SceneDataContainer.cpp:14 msgid "Scene Data" msgstr "シーンデータ" #: /Editor/Src/SceneVisibility/SceneDataContainer.cpp:9 msgid "Scene Data Container" msgstr "シーンデータコンテナ" #: Editor/Mono/Inspector/RendererLightingSettings.cs:74 msgid "Scene Default Parameters" msgstr "シーンデフォルトパラメーター" #: Packages/com.unity.render-pipelines.high-definition/Runtime/Utilities/HDAdditionalSceneViewSettings.cs:15 msgid "Scene Exposure" msgstr "シーンの露出" #: Editor-Missing:Missing detected at runtime. msgid "Scene Filter:" msgstr "シーンフィルター" #: /Editor/Src/Undo/StructureUndoBase.cpp:76 msgid "Scene Handle" msgstr "シーンハンドル" #: /Editor/Src/SceneVisibility/SceneIdentifier.h:9 msgid "Scene Identifier" msgstr "シーン識別子" #: Modules/BuildProfileEditor/TrText.cs:29 msgid "Scene List" msgstr "シーンリスト" #: /Runtime/Input/TimeManager.cpp:651 msgid "Scene Load Offset" msgstr "シーンロードオフセット" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/Memory/MemoryProfilerModule.cs:57 msgid "Scene Objects" msgstr "シーンオブジェクト" #: /Editor/Src/BuildPipeline/BuildSerialization.h:126 msgid "Scene Path Names" msgstr "シーンパス名" #: /Editor/Src/SceneVisibility/SceneVisibilityState.cpp:39 msgid "Scene Picking Data" msgstr "シーンビューでのオブジェクト選択データ" #: /Editor/Src/SceneManager/SceneRoots.cpp:56 msgid "Scene Roots" msgstr "シーンルート" #: /Editor/Src/SceneManager/SceneManagerSetup.h:56 msgid "Scene Setups" msgstr "シーン設定" #: [MenuItem]Modules/SceneTemplateEditor/SceneTemplateAsset.cs:180 msgid "Scene Template" msgstr "シーンテンプレート" #: [MenuItem]Modules/SceneTemplateEditor/SceneTemplateService.cs:674 msgid "Scene Template From Scene" msgstr "シーンのシーンテンプレート" #: Modules/SceneTemplateEditor/SceneTemplateAssetInspectorWindow.cs:166 msgid "Scene Template Pipeline" msgstr "シーンテンプレートパイプライン" #: Modules/SceneTemplateEditor/SceneTemplateAssetInspectorWindow.cs:25 msgid "" "Scene Template Pipeline must be a Mono Script whose main class derives from " "ISceneTemplatePipeline or SceneTemplatePipelineAdapter. The main class and " "the script must have the same name." msgstr "シーンテンプレートパイプラインは、メインクラスがISceneTemplatePipelineまたはSceneTemplatePipelineAdapterから派生するMonoスクリプトである必要があります。メインクラスとスクリプトは同じ名前である必要があります。" #: Modules/SceneTemplateEditor/SceneTemplateDialog.cs:329 msgid "Scene Templates in Project" msgstr "プロジェクトのシーンテンプレート" #: Editor/Mono/Inspector/LineRendererEditor.cs:36 msgid "Scene Tools" msgstr "シーンツール" #: Editor/Mono/Inspector/AimConstraintEditor.cs:44 msgid "Scene Up" msgstr "シーンアップ" #: Editor-Missing:Missing detected at runtime. msgid "Scene Variables" msgstr "シーン変数" #: Editor-Missing:Missing detected at runtime. msgid "Scene View" msgstr "シーンビュー" #: /Editor/Src/SceneVisibility/SceneVisibilityState.cpp:37 msgid "Scene Visibility Data" msgstr "シーン可視性のデータ" #: /Editor/Src/SceneVisibility/SceneVisibilityState.cpp:38 msgid "Scene Visibility Data Isolated" msgstr "シーン可視性のデータ 単独" #: Packages/com.unity.render-pipelines.high-definition/Samples~/FullscreenSamples/Scripts/Editor/FullscreenSamplesEffectSelectionEditor.cs:45 msgid "Scene Volume" msgstr "シーンボリューム" #: Modules/SceneTemplateEditor/DependencyListView.cs:210 msgid "Scene dependencies" msgstr "シーンの依存関係" #: Editor/Mono/GUI/ObjectField.cs:12 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)" #: Modules/SceneTemplateEditor/SceneTemplateAssetInspectorWindow.cs:355 msgid "Scene template badge. Shown in New Scene Dialog." msgstr "シーンテンプレートバッジ。新規シーンダイアログに表示されます。" #: Modules/SceneTemplateEditor/SceneTemplateAssetInspectorWindow.cs:127 msgid "Scene template description. Shown in New Scene Dialog." msgstr "シーンテンプレートの説明。新規シーンダイアログに表示されます。" #: Modules/SceneTemplateEditor/SceneTemplateAssetInspectorWindow.cs:107 msgid "Scene template display name. Shown in New Scene Dialog." msgstr "シーンテンプレートの表示名。新規シーンダイアログに表示されます。" #: Modules/SceneTemplateEditor/SceneTemplateAssetInspectorWindow.cs:364 msgid "Scene template thumbnail. Shown in New Scene Dialog." msgstr "シーンテンプレートサムネイル。新規シーンダイアログに表示されます。" #: Modules/SceneTemplateEditor/SceneTemplateAssetInspectorWindow.cs:96 msgid "Scene to instantiate." msgstr "インスタンス化するシーン" #: Editor/Src/SceneManager/EditorSceneManager.cpp:1165 msgid "Scene(s) Have Been Modified" msgstr "シーンは変更されています" #: /Editor/Src/Commands/TestMenu.cpp:59 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" #: /Runtime/Camera/OcclusionCullingSettings.cpp:110 msgid "SceneGUID" msgstr "シーン GUID" #: Editor/Src/AutoDocumentation.cpp:1015 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-Missing:Missing detected at runtime. msgid "SceneTemplates" msgstr "シーンテンプレート" #: /Runtime/Camera/OcclusionCullingData.cpp:134 #: Modules/SceneTemplateEditor/ScenePicker.cs:19 msgid "Scenes" msgstr "シーン" #: Editor/Mono/BuildPlayerWindow.cs:40 msgid "Scenes In Build" msgstr "ビルドに含まれるシーン" #: [MenuItem]Modules/QuickSearch/Editor/Indexing/SearchDatabaseImporter.cs:181 msgid "Scenes Index" msgstr "シーンインデックス" #: Modules/PackageManagerUI/Editor/Services/ProjectSettings/RegistryInfoDraft.cs:163 msgid "Scope(s) cannot be empty" msgstr "スコープは空にできません" #: Modules/QuickSearch/Editor/Indexing/IndexManager.cs:339 msgid "Score" msgstr "スコア" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:200 msgid "Screen Attenuation Curve" msgstr "画面減衰カーブ" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDAdditionalMeshRendererSettingsUI.cs:21 msgid "Screen Coverage LOD" msgstr "画面範囲 LOD" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:122 msgid "Screen Edge Fade Distance" msgstr "画面端フェード距離" #: Packages/com.unity.ugui/Editor/UGUI/UI/CanvasScalerEditor.cs:148 msgid "Screen Match Mode" msgstr "スクリーンマッチモード" #: /Runtime/Graphics/LOD/LODGroup.cpp:422 msgid "Screen Relative Height" msgstr "画面の相対的な高さ" #: 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 "Screen Space - Overlay" msgstr "スクリーンスペース - オーバーレイ" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:68 msgid "Screen Space Ambient Occlusion" msgstr "スクリーンスペースアンビエントオクルージョン" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:112 msgid "Screen Space Global Illumination" msgstr "スクリーンスペース GI" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:178 msgid "Screen Space Global Illumination (Asset)" msgstr "スクリーンスペース GI (アセット)" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:182 msgid "Screen Space Global Illumination (HDRP Global Settings)" msgstr "スクリーンスペース GI (HDRP グローバル設定)" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:179 msgid "" "Screen Space Global Illumination is disabled in the current HDRP asset which " "means you cannot enable ray-traced global illumination in Volume components. " "To enable this feature, open your HDRP Asset, go to Lighting and enable " "Screen Space Global Illumination." msgstr "スクリーンスペースグローバルイルミネーションは、現在のHDRPアセットでは無効になっています。つまり、シーン内のライトに対してレイトレースによるグローバルイルミネーションを有効にすることはできません。 この機能を有効にするには、HDRPアセットを開き、ライティング>リフレクションに移動して、'スクリーンスペース GI'を有効にします。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:113 msgid "Screen Space Lens Flare" msgstr "スクリーンスペースレンズフレア " #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/DecalRendererFeatureEditor.cs:62 msgid "Screen Space Normal Blend" msgstr "スクリーンスペース法線ブレンド" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:188 msgid "Screen Space Occlusion" msgstr "スクリーンスペースオクルージョン" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:85 msgid "Screen Space Reflection" msgstr "スクリーンスペースリフレクション" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:162 msgid "Screen Space Reflection (Asset)" msgstr "スクリーンスペースリフレクション (アセット)" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:166 msgid "Screen Space Reflection (HDRP Global Settings)" msgstr "スクリーンスペースリフレクション (HDRP グローバル設定)" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:170 msgid "Screen Space Reflection - Transparent (Asset)" msgstr "スクリーンスペースリフレクション - 透明 (アセット)" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:174 msgid "Screen Space Reflection - Transparent (HDRP Global Settings)" msgstr "スクリーンスペースリフレクション - 透明 (HDRP グローバル設定)" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:171 msgid "" "Screen Space Reflection - Transparent is disabled in the current HDRP Asset " "which means you cannot enable ray-traced reflections on transparent " "GameObjects from Volume components. To enable this feature, open your HDRP " "Asset, go to Lighting > Reflections, and enable Transparents receive SSR." msgstr "スクリーンスペースリフレクション - \"透明\"は、現在のHDRPアセットでは無効になっています。つまり、ボリュームコンポーネントの透明なゲームオブジェクトに対してレイトレースによるリフレクションを有効にすることはできません。 この機能を有効にするには、HDRPアセットを開き、ライティング > リフレクションの順に移動して、\"Transparents receive SSR\"を有効にします。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:163 msgid "" "Screen Space Reflection is disabled in the current HDRP Asset which means " "you cannot enable ray-traced reflections in Volume components. To enable " "this feature, open your HDRP Asset, go to Lighting > Reflections, and enable " "Screen Space Reflections." msgstr "スクリーンスペースリフレクションは、現在のHDRPアセットでは無効になっています。つまり、シーン内のライトに対してレイトレースによるリフレクションを有効にすることはできません。 この機能を有効にするには、HDRPアセットを開き、ライティング>リフレクションに移動して、'スクリーンスペースリフレクション'を有効にします。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:131 msgid "Screen Space Refraction" msgstr "スクリーンスペース屈折" #: /Runtime/Camera/GraphicsSettings.cpp:531 #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:255 msgid "Screen Space Shadows" msgstr "スクリーンスペースシャドウ" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:154 msgid "Screen Space Shadows (Asset)" msgstr "スクリーンスペースシャドウ (アセット)" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:158 msgid "Screen Space Shadows (HDRP Global Settings)" msgstr "スクリーンスペースシャドウ (HDRP グローバル設定)" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:155 msgid "" "Screen Space Shadows are disabled in the current HDRP Asset which means you " "cannot enable ray-traced shadows for lights in your scene. To enable this " "feature, open your HDRP Asset, go to Lighting > Shadows, and enable Screen " "Space Shadows." msgstr "スクリーンスペースシャドウは、現在のHDRPアセットでは無効になっています。つまり、シーン内のライトに対してレイトレースによる影を有効にすることはできません。 この機能を有効にするには、HDRPアセットを開き、ライティング>シャドウに移動して、'スクリーンスペースシャドウ'を有効にします。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/ScreenSpaceRefractionEditor.cs:23 msgid "Screen Weight Distance" msgstr "画面ウェイト距離" #: 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/Src/AutoDocumentation.cpp:2821 msgctxt "From AutoDocumentation" msgid "Screen anti aliasing" msgstr "スクリーンアンチエイリアス" #: [MenuItem]Editor/Mono/GUI/ScreenShotting.cs:13 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 "Screenshot" msgstr "スクリーンショット" #: /Runtime/Camera/Shadows.cpp:203 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" #: Editor/Src/AutoDocumentation.cpp:2524 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" #: /Runtime/Scripting/TextAsset.cpp:42 #: Packages/com.unity.ugui/Editor/UGUI/UI/GraphicEditor.cs:66 msgid "Script" msgstr "スクリプト" #: Editor/Src/Commands/AddComponentMenu.cpp:137 #, c-format msgid "Script %s doesn't exist" msgstr "スクリプト %s は存在しません" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:94 msgid "Script Call Optimization*" msgstr "スクリプト呼出し最適化*" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:49 msgid "Script Changes While Playing" msgstr "再生中のスクリプト変更" #: /Editor/Src/Gizmos/AnnotationManager.cpp:445 msgid "Script Class" msgstr "スクリプトクラス" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:222 msgid "Script Compilation" msgstr "スクリプトコンパイル" #: /Editor/Src/Scripting/EditorOnlyScriptingSettings.cpp:68 msgid "Script Debug Info Enabled" msgstr "スクリプトデバッグ情報有効" #: Editor/Mono/BuildPlayerWindow.cs:70 msgid "Script Debugging" msgstr "スクリプトデバッグ" #: Editor/Mono/Inspector/ScriptExecutionOrderInspector.cs:19 msgid "Script Execution Order" msgstr "スクリプト実行順序" #: Editor-Missing:Missing detected at runtime. msgid "Script Graph" msgstr "スクリプトグラフ" #: /Editor/Src/BuildPipeline/BuildSerialization.h:124 msgid "Script Hash Data" msgstr "スクリプトハッシュデータ" #: /Runtime/Scripting/MonoManager_Il2Cpp.cpp:119 msgid "Script Hashes" msgstr "スクリプトハッシュ" #: Editor/Mono/Inspector/Core/GenericInspector.cs:220 msgid "Script Property" msgstr "スクリプトプロパティ" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:1584 #, c-format msgid "Script asset \"%s\" cannot be included into AssetBundle \"%s\"." msgstr "スクリプトアセット \"%s\" 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:424 #, c-format 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に加えることが出来ません: \"%s\"" #: /Runtime/Serialize/SerializedFile.cpp:1575 msgctxt "Error Message in SerializedFile.cpp" msgid "Script extraction failure" msgstr "スクリプト抽出エラー" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasImporterInspector.cs:50 msgid "Scriptable Object that implements custom packing for Sprite-Atlas." msgstr "スプライトアトラスのカスタムパッキングを実装するスクリプタブルオブジェクト。" #: /Runtime/Graphics/SpriteFrame.cpp:259 msgid "Scriptable Objects" msgstr "スクリプタブルオブジェクト" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlasAsset.cpp:89 #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasImporterInspector.cs:50 msgid "Scriptable Packer" msgstr "スクリプタブルパッカー" #: Editor/Mono/Inspector/RenderPipelineAssetSelector.cs:14 msgid "Scriptable Render Pipeline" msgstr "スクリプタブルレンダーパイプライン" #: Modules/PresetsEditor/AddPresetTypeWindow/AddPresetTypeDataSource.cs:84 msgid "ScriptableObject" msgstr "ScriptableObject" #: Editor/Mono/Inspector/SpriteFrameInspector.cs:108 msgid "ScriptableObject that was previously assigned is no longer available." msgstr "以前に割り当てられたScriptableObjectは使用できなくなりました。" #: /Editor/Src/Undo/ImporterChangeUndo.h:61 msgid "Scripted Type" msgstr "スクリプトタイプ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4166 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:196 msgid "Scripting Backend" msgstr "スクリプティングバックエンド" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:190 msgid "Scripting Define Symbols" msgstr "スクリプティング定義シンボル" #: /Editor/Src/Commands/HelpMenu.cpp:122 msgctxt "MenuItem./Help/Scripting Reference" msgid "Scripting Reference" msgstr "スクリプトリファレンス" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:264 msgid "Scripting define symbols setting modified" msgstr "スクリプティング定義シンボル設定が変更されました" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroPluginImporterExtension.cs:124 msgid "ScriptingBackend" msgstr "ScriptingBackend" #: /Runtime/Mono/MonoManager.cpp:1950 #: Editor/Mono/Annotation/AnnotationWindow.cs:451 msgid "Scripts" msgstr "スクリプト" #: /Editor/Src/Application/Application.cpp:2471 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-Missing:Missing detected at runtime. msgid "Scroll Rect" msgstr "スクロール矩形" #: Editor-Missing:Missing detected at runtime. msgid "Scroll Rect (Script)" msgstr "Scroll Rect (スクリプト)" #: Packages/com.unity.ugui/Editor/UGUI/UI/ScrollRectEditor.cs:129 msgid "Scroll Sensitivity" msgstr "スクロール感度" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:44 msgid "Scroll Speed" msgstr "スクロール速度" #: [MenuItem]Packages/com.unity.ugui/Editor/UGUI/UI/MenuOptions.cs:269 msgid "Scroll View" msgstr "スクロールビューの作成" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:44 msgid "" "Scroll the noise map over the particle system. If you use a curve to set " "this value, the Particle System applies the curve over the lifetime of each " "particle." msgstr "全体的なノイズ効果の強さ。 カーブを使用してこの値を設定すると、パーティクルシステムは各パーティクルの生存期間にわたりカーブを適用します。" #: [MenuItem]Packages/com.unity.ugui/Editor/UGUI/UI/MenuOptions.cs:260 msgid "Scrollbar" msgstr "スクロールバー" #: Editor-Missing:Missing detected at runtime. msgid "Scrollbar (Script)" msgstr "Scrollbar (スクリプト)" #: Packages/com.unity.ugui/Editor/TMP/TMP_InputFieldEditor.cs:232 msgid "Scrollbar Scroll Sensitivity" msgstr "スクロールバーのスクロール感度" #: Packages/com.unity.visualeffectgraph/Editor/Utilities/Playables/VisualEffectControlClipInspector.cs:514 msgid "Scrubbing Property" msgstr "スクラブプロパティ" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:145 msgid "Seamless Cubemap" msgstr "継ぎ目のないキューブマップ" #: Editor/Mono/Inspector/Core/AdvancedDropdown/AdvancedDropdownDataSource.cs:8 msgid "Search" msgstr "検索" #: /Editor/Src/Commands/EditMenu.cpp:86 msgctxt "MenuItem./Edit/Search/Find" msgid "Search" msgstr "検索" #: [MenuItem]Modules/QuickSearch/Editor/UITK/SearchWindow.cs:1224 msgid "Search All..." msgstr "すべてを検索..." #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBakingProcessSettingsDrawer.cs:17 msgid "Search Distance Multiplier" msgstr "検索距離乗数" #: Modules/QuickSearch/Editor/SearchSettings.cs:831 msgid "Search Engines" msgstr "エンジンを検索" #: Modules/QuickSearch/Editor/Indexing/IndexManager.cs:96 msgid "Search Index Manager" msgstr "インデックスマネージャーを検索" #: Modules/QuickSearch/Editor/UITK/SearchQueryListView.cs:21 msgid "Search Template" msgstr "テンプレートを検索" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:110 msgid "Search and Remap" msgstr "検索して再マッピング" #: Editor/Mono/AssetPipeline/SpeedTree/SpeedTree9ImporterMaterialEditor.cs:12 msgid "Search and Remap..." msgstr "検索して再マッピング..." #: Editor/Mono/ProjectBrowser/ProjectBrowser.cs:85 msgid "Search by Import Log Type" msgstr "インポートログタイプで検索" #: Editor/Mono/ProjectBrowser/ProjectBrowser.cs:83 msgid "Search by Label" msgstr "ラベルで検索" #: Editor/Mono/ProjectBrowser/ProjectBrowser.cs:84 msgid "Search by Type" msgstr "タイプで検索" #: Modules/AccessibilityEditor/Managed/TreeViewSearchBar.cs:66 msgid "Search by id, label, role" msgstr "ID、ラベル、ロールで検索します" #: /Editor/Mono/Inspector/Core/ScriptAttributeGUI/PropertyHandler.cs:399 msgctxt "MenuItem./Search for same Property" msgid "Search for same Property" msgstr "同じプロパティを検索します" #: Modules/QuickSearch/Editor/UITK/SearchEmptyView.cs:53 msgid "Search in progress..." msgstr "検索中..." #: Modules/QuickSearch/Editor/UITK/SearchGroupBar.cs:113 msgid "Search provider doesn't support synchronization" msgstr "検索プロバイダーは、同期に対応しません。" #: Modules/QuickSearch/Editor/UITK/SearchGroupBar.cs:114 msgid "" "Search provider uses a search engine\n" "that cannot be synchronized.\n" "See Preferences -> Search." msgstr "検索プロバイダーは、同期できない\n検索エンジンを使用しています。 \n設定 -> 検索を参照してください。" #: Modules/PackageManagerUI/Editor/UI/PackageSearchBar.cs:19 msgid "Search {0}" msgstr "{0} を検索" #: Modules/EditorToolbar/ToolbarElements/StoreButton.cs:64 msgid "Search..." msgstr "検索..." #: Editor/Mono/ProjectBrowser/ProjectBrowser.cs:90 msgid "Search:" msgstr "検索:" #: Modules/QuickSearch/Editor/UITK/SearchWindow.cs:692 msgid "Searches" msgstr "検索" #: Modules/QuickSearch/Editor/UITK/SearchWindow.cs:689 msgid "Searches\tF3" msgstr "検索\tF3" #: Editor/Mono/AssetPipeline/SpeedTree/SpeedTree9ImporterMaterialEditor.cs:21 msgid "" "Searches the user provided directory and matches the materials that share " "the same name and LOD with the originally imported material." msgstr "ユーザーが指定したディレクトリを検索し、同じ名前とLODを共有するマテリアルを最初にインポートされたマテリアルと照合します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:109 msgid "Second Denoiser Pass" msgstr "補助ノイズ除去パス" #: /Runtime/2D/Common/SpriteRenderData.cpp:12 msgid "Secondary Sprite Texture" msgstr "補助的スプライトテクスチャ" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:65 msgid "Secondary Texture Name" msgstr "補助的テクスチャ名" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlasImporter.cpp:980 msgid "Secondary Texture Settings" msgstr "補助的なテクスチャ設定" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:80 msgid "Secondary Texture names must be unique within a Sprite or Sprite Atlas." msgstr "補助的テクスチャ名はスプライトやスプライトアトラス内で一意でなくてはなりません。" #: /Runtime/2D/Common/SpriteRenderData.cpp:404 #: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteSecondaryTexturesModule.cs:20 msgid "Secondary Textures" msgstr "補助的テクスチャ" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:432 msgid "Secondary UV Min Lightmap Resolution" msgstr "補助的 UV 最低ライトマップ解像度" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:438 msgid "Secondary UV Min Object Scale" msgstr "補助的 UV 最小オブジェクトスケール" #: Editor-Missing:Missing detected at runtime. msgid "See Differences" msgstr "違いを見る" #: Editor/Src/AutoDocumentation.cpp:3112 msgctxt "From AutoDocumentation" msgid "See UnityXRAABBBoundingVolume." msgstr "UnityXRAABBBoundingVolumeを参照。" #: Editor/Mono/MaterialProperty.cs:231 msgid "See lock origin" msgstr "ロックの原点を表示" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/Memory/MemoryProfilerModule.cs:464 msgid "See more details with the experimental Memory Profiler Package." msgstr "詳細は、実験的 Memory Profiler パッケージを参照してください。" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsVersionsTab.cs:58 msgid "See other versions" msgstr "他のバージョンを見る" #: Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:41 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" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:100 msgid "Seed" msgstr "シード" #: Modules/TreeEditor/TreeEditor.cs:146 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" #: Editor/Mono/Inspector/ClothInspector.cs:127 msgid "Select" msgstr "選択" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:25 msgid "" "Select 'Unity' or the package or module that you want to set a define for." msgstr "定義を設定するUnity、パッケージ、またはモジュールを選択します。" #: Editor/Mono/SceneHierarchy.cs:1349 msgid "Select All" msgstr "すべて選択" #: /Editor/Src/Commands/EditMenu.cpp:72 msgctxt "MenuItem./Edit/Select All" msgid "Select All" msgstr "すべて選択" #: Modules/PackageManagerUI/Editor/Services/UserSettings/PackageManagerUserSettingsProvider.cs:174 msgid "Select Assets Cache Location" msgstr "アセットキャッシュの場所を選択" #: Editor/Mono/SceneHierarchy.cs:1363 msgid "Select Children" msgstr "子を選択" #: /Editor/Mono/SelectionCommands/SelectionCommands.cs:17 msgctxt "MenuItem./Edit/Select Children #c" msgid "Select Children #c" msgstr "子を選択 #c" #: Editor/Mono/Inspector/ClothInspector.cs:104 msgid "Select Collision Particles" msgstr "衝突パーティクルを選択" #: /Editor/Src/Commands/AssetsMenu.cpp:1346 msgctxt "MenuItem./Assets/Select Dependencies" msgid "Select Dependencies" msgstr "依存関係を選択" #: Editor/Mono/Annotation/AnnotationWindow.cs:79 msgid "Select Icon" msgstr "アイコンを選択します" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:178 msgid "Select Keystore..." msgstr "キーストアを選択..." #: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedView.cs:15 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" #: [MenuItem]Modules/TextCoreTextEngineEditor/Managed/TextCoreContextMenuItems.cs:19 msgid "Select Material" msgstr "マテリアルを選択" #: Editor/Mono/AssetPipeline/SpeedTree/SpeedTree9ImporterMaterialEditor.cs:22 msgid "Select Materials Folder" msgstr "Materials フォルダーを選択" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:185 msgid "Select Nodes..." msgstr "ノードを選択" #: Editor/Mono/Audio/Mixer/GUI/AudioMixersTreeView.cs:683 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" #: Modules/PackageManagerUI/Editor/Services/UserSettings/PackageManagerUserSettingsProvider.cs:125 msgid "Select Packages Cache Location" msgstr "パッケージキャッシュの場所を選択" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:19 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:20 msgid "Select Palette Prefab" msgstr "パレットプレハブを選択" #: /Editor/Src/Commands/MiscContextMenus.cpp:118 msgctxt "MenuItem./CONTEXT/GameObject/Select Prefab" msgid "Select Prefab" msgstr "プレハブを選択" #: Editor-Missing:Missing detected at runtime. msgid "Select Prefab Root" msgstr "プレハブルートを選択" #: [MenuItem]Editor/Mono/SelectionCommands/SelectionCommands.cs:23 msgid "Select Prefab Root %" msgstr "プレハブルートを選択 %" #: /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" #: Modules/PresetsUIEditor/PresetSelector.cs:191 msgid "Select Preset" msgstr "プリセットを選択する" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Rendering.Skin.cs:37 msgid "Select Render Pipeline Asset" msgstr "レンダーパイプラインアセットを選択" #: Editor/Mono/SceneHierarchy.cs:1590 msgid "Select Scene Asset" msgstr "シーンアセットを選択" #: Modules/ParticleSystemEditor/ParticleSystemEditor.cs:18 msgid "Select Sub-Emitter Owner" msgstr "サブエミッターのオーナーを選択" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:21 msgid "Select Tile Asset" msgstr "タイルアセットを選択" #: Modules/UIBuilder/Editor/Builder/UxmlAttributesView/Fields/BuilderTypeField.cs:31 msgid "Select Type..." msgstr "タイプを選択..." #: Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:39 msgid "Select a Camera from the scene." msgstr "シーンからカメラを選択" #: Packages/com.unity.visualeffectgraph/Editor/GraphView/Views/VFXView.cs:187 msgid "Select a Game Object running this VFX to attach it" msgstr "このVFXを実行しているゲームオブジェクトを選択してアタッチします" #: Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:38 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/ImportSettings/TextureImporterInspector.cs:278 msgid "" "Select a Mipmap Limit Group for this texture. If you do not add this texture " "to a Mipmap Limit Group, or Unity cannot find the group name you provide, " "Unity limits the number of mips it uploads to the maximum defined by the " "Global Texture Mipmap Limit (see Quality Settings). If Unity can find the " "Mipmap Limit Group you specify, it respects that group's limit." msgstr "このテクスチャのミップマップ制限グループを選択します。 このテクスチャをミップマップ制限グループに加えない場合、または指定したグループ名が見つからない場合、Unityはアップロードするミップ数をグローバルテクスチャミップマップ制限で定義された最大数に制限します(品質設定を参照)。指定したミップマップ制限グループが見つかった場合、Unityはそのグループの制限に従います。" #: Modules/SceneView/CameraOverlay.cs:26 msgid "Select a camera in the Scene." msgstr "シーンのカメラを選択します。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:219 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/TrailModuleUI.cs:23 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/ShortcutManagerEditor/ConflictResolverWindow.cs:73 msgid "Select a command to perform:" msgstr "実行するコマンドを選択:" #: Modules/ProfilerEditor/ProfilerWindow/ModuleEditor/ModuleDetailsViewController.cs:105 msgid "Select a custom module from the list or add a new custom module." msgstr "リストからカスタムモジュールを選択するか、新しいカスタムモジュールを追加します。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ExternalForcesModuleUI.cs:20 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" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:23 msgid "Select a rendering path." msgstr "レンダリングパスを選択。" #: Modules/TerrainEditor/TerrainInspector.cs:151 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/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:22 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" #: Editor/Mono/Modules/DefaultTextureImportSettingsExtension.cs:25 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/Inspector/AssemblyDefinitionImporterInspector.cs:40 msgid "Select all" msgstr "すべてを選択" #: Editor/Mono/Inspector/LightProbeGroupInspector.cs:522 msgid "Select all Light Probes in the Light Probe Group." msgstr "ライトプローブグループ内のすべてのライトプローブを選択します。" #: Editor/Mono/GUIDebugger/BaseInspectView.cs:22 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" #: Modules/QuickSearch/Editor/UITK/SearchEmptyView.cs:62 msgid "Select another search tab?" msgstr "他の検索タブを選択しますか?" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGLBuildProfileExtension.cs:119 msgid "Select browser executable" msgstr "ブラウザーの実行ファイルを選択" #: Editor/Mono/Inspector/ClothInspector.cs:175 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:178 msgid "Select cloth particles." msgstr "クロスのパーティクルを選択" #: Modules/ProfilerEditor/ProfilerWindow/ModuleEditor/ModuleDetailsViewController.cs:91 msgid "" "Select counters in the list below to add them to the selected module's " "counters. This list includes all built-in Unity counters, as well as any " "User-defined counters present upon load in the Profiler's data stream." msgstr "下のリストでカウンターを選択して、選択したモジュールのカウンターに追加します。このリストには、ビルトインのUnityカウンターすべてと、プロファイラーのデータストリームのロード時に存在するユーザー定義のカウンターが含まれています。" #: Modules/EditorToolbar/ToolbarElements/LayoutDropdown.cs:15 msgid "Select editor layout" msgstr "エディターレイアウトを選択" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:168 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" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Environment.Skin.cs:14 msgid "" "Select how Unity updates Volumes: every frame or when triggered via " "scripting. In the Editor, Unity updates Volumes every frame when not in the " "Play mode." msgstr "Unityがボリュームを更新する方法(フレームごと、またはスクリプトを通してトリガーされたとき)を選択します。 エディターでは、再生モードでないときにはフレームごとにボリュームを更新します。" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:26 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:10 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" #: Packages/com.unity.render-pipelines.universal/Editor/Lighting/UniversalRenderPipelineLightUI.Skin.cs:53 msgid "" "Select if the Bias should use the settings from the Pipeline Asset or Custom " "settings." msgstr "バイアスにパイプラインアセットまたはカスタム設定の設定を使用するかどうかを選択します。" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:40 msgid "Select keystore location." msgstr "キーストアの場所を選択します" #: Editor-Missing:Missing detected at runtime. msgid "Select organization" msgstr "組織を選択" #: Modules/PackageManagerUI/Editor/UI/PackageManagerToolbar.cs:281 msgid "Select package on disk" msgstr "ディスクのパッケージを選択" #: Modules/AssetPipelineEditor/ImportSettings/PluginImporterInspector.cs:36 msgid "Select platforms for plugin" msgstr "プラグインのためのプラットフォームを選択" #: Editor/Mono/Inspector/ShaderImporterInspector.cs:17 msgid "Select preprocessor to use for this shader." msgstr "このシェーダーに使うプリプロセッサーを選択します" #: Editor-Missing:Missing detected at runtime. msgid "Select project" msgstr "プロジェクトを選択" #: Packages/com.unity.render-pipelines.universal/Editor/Lighting/UniversalRenderPipelineLightUI.Skin.cs:67 msgid "" "Select the Rendering Layers that the Light affects. This Light affects " "objects where at least one Rendering Layer value matches." msgstr "ライトが影響するレンダリングレイヤーを選択します。 このライトは、少なくとも1つのレンダリングレイヤー値が一致するオブジェクトに影響を与えます。" #: Modules/SketchUpEditor/Mono/SketchUpImportDlg.cs:205 msgid "Select the SketchUp nodes to import" msgstr "インポートする SketchUp ノードを選択" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:149 msgid "Select the documentation redirection server." msgstr "ドキュメントリダイレクトサーバーを選択します" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:82 msgid "" "Select the light type. \n" "\n" "Global Light: For ambient light. \n" "Spot Light: For a spot light / point light. \n" "Freeform Light: For a custom shape light. \n" "Sprite Light: For a custom light cookie using Sprites." msgstr "ライトタイプを選択します。\n\nグローバルライト:アンビエントライト用。\nスポットライト:スポットライトまたはポイントライト用。\nフリーフォームライト:カスタム形状ライト用。\nスプライトライト:スプライトを使用したカスタムのライトクッキー用。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:146 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/ModelImporterMaterialEditor.cs:114 msgid "Select the method used to generate materials during the import process." msgstr "インポートプロセス中にマテリアルを作成する方法を選択します。" #: Modules/TerrainEditor/TerrainInspector.cs:198 msgid "" "Select the motion vector mode to be used for all of the trees painted on the " "terrain. 'Inherit From Prototype' will use the value from the tree " "prototype's mesh renderer." msgstr "Terrain(地形) 上にペイントされたすべての木に使用するモーションベクトルモードを選択します。 Inherit From Prototype(プロトタイプから継承)では、ツリープロトタイプのメッシュレンダラーからの値が使用されます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:243 msgid "" "Select the shadow map bit depth, this forces HDRP to use selected bit depth " "for shadow maps." msgstr "シャドウマップのビット深度を選択します。これにより、HDRPはシャドウマップに選択したビット深度を使用するようになります。" #: Modules/ParticleSystemEditor/ParticleSystemModules/CustomDataModuleUI.cs:21 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/QuickSearch/Editor/SearchSettings.cs:1329 msgid "Select the typing debounce threshold (ms)" msgstr "入力デバウンスのしきい値(ミリ秒)を選択します" #: Editor/Mono/ImportSettings/SpeedTreeImporterModelEditor.cs:17 msgid "Select the unit conversion to apply to the imported SpeedTree asset" msgstr "インポートしたSpeedTreeアセットに適用する単位変換を選択します" #: Editor/Mono/AssetPipeline/SpeedTree/SpeedTreeImporterCommon.cs:126 msgid "Select the unit conversion to apply to the imported SpeedTree asset." msgstr "インポートしたSpeedTreeアセットに適用する単位変換を選択します" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:193 msgid "Select which devices are allowed to run the Android application." msgstr "Androidアプリケーションの実行が可能なデバイスを選択します。" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:36 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、ビルドに加える、または、除外するプラットフォームを選択します。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:56 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。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:172 msgid "Select..." msgstr "選択..." #: Editor-Missing:Missing detected at runtime. msgid "Selectable" msgstr "選択可能" #: /Editor/Src/EditorUserBuildSettings.cpp:193 msgid "Selected Build Platform Group Name" msgstr "選択したビルドプラットフォームグループ名" #: /Editor/Src/EditorUserBuildSettings.cpp:218 msgid "Selected Compression Type" msgstr "選択した圧縮タイプ" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:125 msgid "Selected Nodes" msgstr "選択したノード" #: Editor/Mono/Inspector/LightProbeGroupInspector.cs:519 msgid "Selected Probe Position" msgstr "プローブ位置を選択" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameViewBase.cs:435 msgid "Selected Sample Stack" msgstr "選択されたサンプルスタック" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameViewBase.cs:40 msgid "Selected Sample Stack ..." msgstr "選択されたサンプルスタック..." #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameViewBase.cs:52 msgid "Selected Sample Stack: {0}" msgstr "選択されたサンプルスタック: {0}" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/CPU/CPUProfilerModule.cs:34 msgid "Selected Sample Stack: {0} (Thread: {1})" msgstr "選択されたサンプルスタック: {0} (スレッド: {1})" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2798 msgid "Selected Wind Quality" msgstr "選択した風の品質" #: /Editor/Src/EditorUserBuildSettings.cpp:312 msgid "Selected Windows Build And Run Deploy Target" msgstr "選択した Windows ビルドして実行デプロイターゲット" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:68 msgid "Selected frame / Total number of frames" msgstr "選択したフレーム / フレームの合計数" #: Editor/Src/AutoDocumentation.cpp:3295 msgctxt "From AutoDocumentation" msgid "Selected mirrorBlit Mode that provider should perform." msgstr "プロバイダーが実行する必要がある選択されたmirrorBlitモード" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorWindow.cs:243 msgid "Selected object is not supported by Sprite Editor Window." msgstr "選択したオブジェクトは、スプライトエディターウィンドウでサポートされていません。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/CPU/CPUProfilerModule.cs:33 msgid "Selected: {0}" msgstr "選択: {0}" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/CPU/CPUProfilerModule.cs:34 msgid "Selected: {0} (Thread: {1})" msgstr "選択: {0} (スレッド: {1})" #: /Editor/Src/EditorUserBuildSettings.cpp:309 msgid "SelectedWSA Architecture" msgstr "SelectedWSA アーキテクチャ" #: /Editor/Src/EditorUserBuildSettings.cpp:311 msgid "SelectedWSA Build And Run Deploy Target" msgstr "SelectedWSA Build And Run Deploy Target" #: /Editor/Src/EditorUserBuildSettings.cpp:308 msgid "SelectedWSA MinUWPSDK" msgstr "SelectedWSA MinUWPSDK" #: /Editor/Src/EditorUserBuildSettings.cpp:307 msgid "SelectedWSAUWPSDK" msgstr "SelectedWSAUWPSDK" #: /Editor/Src/EditorUserBuildSettings.cpp:310 msgid "SelectedWSAUWPVS Version" msgstr "SelectedWSAUWPVS バージョン" #: /Editor/Src/HierarchyState.cpp:26 Editor/Mono/Tools/EditorToolGUI.cs:190 msgid "Selection" msgstr "選択" #: Editor-Missing:Missing detected at runtime. msgid "Selection Change" msgstr "選択変更" #: Packages/com.unity.ugui/Editor/UGUI/UI/InputFieldEditor.cs:136 msgid "Selection Color" msgstr "選択色" #: Packages/com.unity.render-pipelines.high-definition/Samples~/FullscreenSamples/Scripts/Editor/FullscreenSamplesEffectSelectionEditor.cs:37 msgid "Selection Enum" msgstr "選択 enum" #: /Editor/Src/Commands/SaveSelection.cpp:44 msgctxt "MenuItem./Edit/Selection Groups/Load Selection 1" msgid "Selection Groups" msgstr "選択グループ" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameViewBase.cs:48 msgid "Selection Info: " msgstr "選択情報: " #: Editor/Mono/Annotation/AnnotationWindow.cs:82 msgid "Selection Outline" msgstr "選択アウトライン" #: /Editor/Src/Undo/SelectionUndo.cpp:129 msgid "Selection Undo" msgstr "選択を元に戻す" #: Editor/Mono/Annotation/AnnotationWindow.cs:83 msgid "Selection Wire" msgstr "選択ワイヤーフレーム" #: Modules/QuickSearch/Editor/Table/ColumnEditor.cs:114 msgid "Selector" msgstr "セレクター" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:282 msgid "" "Selects a performance quality setting for AMD FidelityFX 2.0 Super " "Resolution (FSR2)." msgstr "AMD FidelityFX 2.0 Super Resolution (FSR2) のパフォーマンス品質設定を選択します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:272 msgid "" "Selects a performance quality setting for NVIDIA Deep Learning Super " "Sampling (DLSS)." msgstr "NVIDIAディープラーニングスーパーサンプリング(DLSS)のパフォーマンス品質設定を選択します。" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs:519 msgid "Selects how the visual effect will be handled regarding instancing." msgstr "インスタンシングに関するビジュアルエフェクトの処理方法を選択します。" #: Editor/Src/AutoDocumentation.cpp:1261 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。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:403 msgid "Self" msgstr "サブ除く" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UISystemProfiler.cs:266 msgid "Self Batch Count" msgstr "セルフパッチ数" #: 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 "Self Collision Stiffness" msgstr "セルフコリジョン硬さ" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UISystemProfiler.cs:268 msgid "Self Vertex Count" msgstr "セルフ頂点数" #: Editor/Src/AutoDocumentation.cpp:2212 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:2214 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]" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:411 msgid "Self ms" msgstr "サブ除く (ミリ秒)" #: Editor/Mono/Inspector/ClothInspector.cs:114 msgid "Self-Collision" msgstr "セルフコリジョン" #: Editor/Mono/Inspector/ClothInspector.cs:167 msgid "Self-Collision Distance" msgstr "セルフコリジョン距離" #: Editor/Mono/Inspector/ClothInspector.cs:168 msgid "Self-Collision Stiffness" msgstr "セルフコリジョン硬さ" #: Editor/Mono/Inspector/ClothInspector.cs:115 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/Src/EditorUserSettings.cpp:293 msgid "Semantic Merge Mode" msgstr "セマンティックマージモード" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:137 msgid "Semi Transparent Shadow" msgstr "半透明の影" #: [MenuItem]Packages/com.unity.render-pipelines.core/Editor/Analytics/BuildTargetAnalytic.cs:59 msgid "Send BuildTargetAnalytic" msgstr "BuildTargetAnalytic を送信" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:61 msgid "Send Collision Messages" msgstr "衝突メッセージを送信" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/HDAnalytics.cs:74 msgid "Send HDRP usage analytics" msgstr "HDRP 使用分析を送信" #: 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/Src/Audio/Mixer/AudioMixerEffectController.cpp:57 msgid "Send Target" msgstr "ターゲットを送信" #: [MenuItem]Packages/com.unity.render-pipelines.core/Editor/Analytics/VolumeProfileOverridesAnalytic.cs:85 msgid "Send VolumeProfileOverridesAnalytic" msgstr "VolumeProfileOverridesAnalytic を送信" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:61 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" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectView.cs:30 msgid "Send level" msgstr "送信レベル" #: /Runtime/Input/InputAxis.h:151 msgid "Sensitivity" msgstr "感度" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:284 msgid "Sensor" msgstr "センサー" #: Editor/Mono/Inspector/CameraEditor.cs:33 msgid "Sensor Size" msgstr "センサーサイズ" #: Editor/Mono/Inspector/CameraEditor.cs:44 msgid "Sensor Type" msgstr "センサータイプ" #: Modules/ParticleSystemEditor/ParticleSystemModules/RotationModuleUI.cs:16 msgid "Separate Axes" msgstr "軸を個別化" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:45 msgid "" "Sept. 2023: Deploying a build with more than 2048MB is known to run into web " "browser bugs in Firefox (Bugzilla #1838218) and Chrome ≤ 119 (crbug " "#1476859)." msgstr "2023年9月: 2048MBを超えるビルドをデプロイすると、Firefox(Bugzilla #1838218)およびChromeの119(crbug #1476859)以前でウェブブラウザーのバグが発生することが報告されています。" #: Editor-Missing:Missing detected at runtime. msgid "Sequencing" msgstr "シーケンス" #: /Editor/Src/EditorSettings.cpp:192 msgid "Serialization Mode" msgstr "シリアル化モード" #: /Editor/Src/EditorSettings.cpp:264 #: Editor/Mono/Inspector/EditorSettingsInspector.cs:458 msgid "Serialize Inline Mappings On One Line" msgstr "インラインマッピングを 1 行でシリアライズする" #: Modules/QuickSearch/Editor/UITK/SearchWindow.cs:709 msgid "Serialize SearchContext" msgstr "検索コンテキストをシリアル化" #: /Editor/Src/BuildPipeline/BuildSerialization.h:121 msgid "Serialized Classes" msgstr "シリアル化されたクラス" #: /Runtime/Shaders/SerializedShaderData.h:899 msgid "Serialized Keyword State Mask" msgstr "シリアル化されたキーワードステートマスク" #: /Editor/Src/Undo/StructureUndoBase.cpp:44 msgid "Serialized Path" msgstr "シリアル化されたパス" #: Editor/Mono/UIElements/Controls/PropertyField.cs:439 msgid "Serialized Property" msgstr "シリアル化されたプロパティ" #: /Editor/Src/Undo/StructureUndoBase.cpp:67 msgid "Serialized State" msgstr "シリアル化されたステート" #: Editor/Src/AutoDocumentation.cpp:325 msgctxt "From AutoDocumentation" msgid "" "Serialized as "m_Container", this multimap contains an entry for " "each loadable object in the AssetBundle." msgstr "\"m_Container\"としてシリアル化されたこのマルチマップには、アセットバンドルのロード可能な各オブジェクトのエントリーが含まれています。" #: /Runtime/Graphics/Mesh/Mesh.cpp:879 msgctxt "Error Message in Mesh.cpp" msgid "Serialized bone weights have unexpected size" msgstr "シリアル化されたボーンウェイトは予期しなかったサイズです" #: /Runtime/Serialize/SerializedFile.cpp:565 msgctxt "Error Message in SerializedFile.cpp" msgid "Serialized file contains typetrees but the target can't use them." msgstr "シリアル化され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できません。" #: /Editor/Src/Undo/UndoManager.cpp:2210 msgctxt "Error Message in UndoManager.cpp" msgid "Serialized stack is corrupt. Could not deserialize." msgstr "シリアライズされたスタックが壊れています。 デシリアライズできませんでした。" #: /Runtime/PreloadManager/LoadSceneOperation.cpp:710 msgctxt "Error Message in LoadSceneOperation.cpp" msgid "SerializedFile is null" msgstr "SerializedFileはnullです" #: /Editor/Src/Utility/SerializedManagedReferencesIndex.cpp:164 msgctxt "Error Message in SerializedManagedReferencesIndex.cpp" msgid "SerializedManagedReferences is not initialized" msgstr "SerializedManagedReferencesが初期化されていません" #: /Editor/Src/Utility/SerializedManagedReferencesIndex.cpp:115 msgctxt "Error Message in SerializedManagedReferencesIndex.cpp" msgid "SerializedManagedReferences is uninitialized or empty" msgstr "SerializedManagedReferencesが初期化されていないか、空です" #: /Editor/Src/Utility/SerializedManagedReferencesIndex.cpp:79 msgctxt "Error Message in SerializedManagedReferencesIndex.cpp" msgid "SerializedManagedReferences should be initialized before use" msgstr "SerializedManagedReferencesは、使用する前に初期化する必要があります" #: /Editor/Src/Utility/SerializedProperty.cpp:248 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-Missing:Missing detected at runtime. msgid "Server Bind To IP" msgstr "サーバーの IP へのバインド" #: Modules/PackageManagerUI/Editor/Services/Proxies/HttpClientFactory.cs:18 msgid "Server response is" msgstr "サーバーの応答は" #: Modules/PackageManagerUI/Editor/Services/Proxies/HttpClientFactory.cs:17 msgid "Server response is not a valid JSON" msgstr "サーバーの応答は有効なJSONではありません" #: Modules/PackageManagerUI/Editor/External/EditorGameServiceExtension.cs:125 msgid "Services" msgstr "サービス" #: /Editor/Src/Commands/CloudMenu.cpp:40 msgctxt "MenuItem./Services/Sign in..." msgid "Services" msgstr "サービス" #: Editor-Missing:Missing detected at runtime. msgid "Services General Settings" msgstr "サービス一般設定" #: Editor-Missing:Missing detected at runtime. msgid "Services Preferences..." msgstr "サービス設定..." #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3349 msgid "Session Requirment" msgstr "セッション要件" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VisualEffectEditor.cs:1416 msgid "Set" msgstr "設定" #: Editor/Mono/SceneHierarchy.cs:1509 msgid "Set Active Scene" msgstr "アクティブシーンを設定" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:23 msgid "Set Default" msgstr "デフォルトに設定" #: /Editor/Src/Undo/DefaultParentObjectUndo.cpp:55 msgid "Set Default Parent Object Undo" msgstr "デフォルトを設定 親オブジェクトを元に戻す " #: Modules/QuickSearch/Editor/UITK/SearchQueryListView.cs:20 msgid "Set Icon..." msgstr "アイコンを設定..." #: Editor-Missing:Missing detected at runtime. msgid "Set In Scripting" msgstr "スクリプトで設定" #: Packages/com.unity.ugui/Editor/UGUI/UI/GraphicEditor.cs:43 msgid "Set Native Size" msgstr "元来のサイズを設定" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/EntryNode.cs:44 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" #: /Runtime/Input/TimeManager.cpp:653 msgid "Set Time Manually" msgstr "手動で時間を設定する" #: [MenuItem]Editor/Mono/GUI/ScreenShotting.cs:13 msgid "Set Window Size %" msgstr "ウィンドウサイズを設定 %" #: /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" #: [MenuItem]Editor/Mono/GUI/ScreenShotting.cs:20 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: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" #: Packages/com.unity.2d.tilemap/Editor/UI/TilePaletteBrushInspector.cs:12 msgid "Set a Z position for the active Brush for painting" msgstr "ペイント用のアクティブなブラシのZ位置を設定します" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:254 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。" #: Editor-Missing:Missing detected at runtime. msgid "Set as Default Parent" msgstr "デフォルトの親に設定" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateNode.cs:62 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" #: Editor-Missing:Missing detected at runtime. msgid "Set as first sibling" msgstr "同階層の先頭に設定" #: [MenuItem]Editor/Mono/SceneView/SceneView.cs:1830 msgid "Set as first sibling %=" msgstr "同階層の先頭に移動 %=" #: /Editor/Mono/SceneView/SceneView.cs:1830 msgctxt "MenuItem./GameObject/Set as first sibling %=" msgid "Set as first sibling %=" msgstr "同階層の先頭に移動 %=" #: Editor-Missing:Missing detected at runtime. msgid "Set as last sibling" msgstr "同階層の最後に移動" #: [MenuItem]Editor/Mono/SceneView/SceneView.cs:1848 msgid "Set as last sibling %-" msgstr "同階層の最後に移動 %-" #: /Editor/Mono/SceneView/SceneView.cs:1848 msgctxt "MenuItem./GameObject/Set as last sibling %-" msgid "Set as last sibling %-" msgstr "同階層の最後に移動 %-" #: Packages/com.unity.shaderanalysis/Editor/Internal/ShaderAnalysisInspectorWindow.cs:499 msgid "Set as reference" msgstr "参照に設定" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerSnapshotView.cs:287 msgid "Set as start Snapshot" msgstr "開始スナップショットとして設定する" #: Modules/PresetsEditor/PresetDragAndDrop.cpp:137 msgid "Set default Preset" msgstr "デフォルトプリセットを設定" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:144 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/Src/AutoDocumentation.cpp:1625 msgctxt "From AutoDocumentation" msgid "Set num of swapchain buffers used [ 2, 3 ]." msgstr "使用するスワップチェーンバッファの数を設定します[2、3]。" #: Editor/Src/AutoDocumentation.cpp:334 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/Mono/Inspector/LODGroupGUI.cs:68 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-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/Src/AutoDocumentation.cpp:482 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/Mono/Inspector/CameraEditor.cs:53 msgid "Set the target display for this camera." msgstr "このカメラのターゲットディスプレイを設定" #: 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/Mono/Inspector/SpeedTree8ShaderGUI.cs:19 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/Src/AutoDocumentation.cpp:3140 msgctxt "From AutoDocumentation" msgid "" "Set this to report to the application if content protection is currently " "enabled." msgstr "コンテンツ保護が現在有効になっている場合、アプリケーションに報告するにはこれを設定します。" #: Editor/Src/AutoDocumentation.cpp:3938 msgctxt "From AutoDocumentation" msgid "" "Set this to true if the display is transparent (for example, AR device " "display)." msgstr "ディスプレイが透明(例えば、ARデバイスディスプレイ)の場合、これをtrueに設定します。" #: Editor/Src/AutoDocumentation.cpp:3141 msgctxt "From AutoDocumentation" msgid "" "Set this to true if the display is transparent (i.e. AR device display)." msgstr "ディスプレイが透明(つまり、ARデバイスディスプレイ)の場合、これをtrueに設定します。" #: Editor/Src/AutoDocumentation.cpp:3142 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描画していない場合は、この値をtrueに設定します。" #: Editor/Mono/Inspector/LODGroupGUI.cs:78 msgid "Set to Camera" msgstr "カメラに設定" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:131 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" #: Editor/Mono/Inspector/AudioSourceInspector.cs:91 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/Src/RemoteInput/GenericRemote.cpp:1630 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/Utility/GameObjectHierarchyProperty.cpp:624 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" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:230 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。" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:101 msgid "Sets a custom cubemap for this probe." msgstr "このプローブのカスタムキューブマップを設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:84 msgid "" "Sets a custom material that will be used to render the water surface. If set " "to None a default material is used." msgstr "水面のレンダリングに使用するカスタム製のマテリアルを設定します。 'なし'に設定すると、デフォルトのマテリアルが使用されます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:142 msgid "Sets a multiplier for the arrow density in the current debug mode." msgstr "潮流デバッグモードで矢の密度の乗数を設定します。" #: Editor/Src/AutoDocumentation.cpp:486 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" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:329 msgid "" "Sets a specific screen percentage value. HDRP forces this screen percentage " "for dynamic resolution." msgstr "特定の画面パーセンテージ値を設定します。HDRPは、動的解像度にこの画面パーセンテージを強制します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:108 msgid "Sets a tiling factor for the water caustics." msgstr "水のコースティクスのタイリングファクターを設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/ExposureEditor.cs:112 msgid "Sets an offset to the mask center" msgstr "マスクの中心にオフセットを設定" #: Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/ShadingModels/LitGUI.cs:64 msgid "Sets and configures the map for the Metallic workflow." msgstr "メタリックのワークフローのマップを設定します。" #: Editor/Mono/Inspector/AudioSourceInspector.cs:88 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:87 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。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:129 msgid "Sets how the underwater scattering color is specified." msgstr "水中の散乱色の指定方法を設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:344 msgid "" "Sets size of the internal and external color grading lookup textures (LUTs)." msgstr "内部と外部のカラーグレーディングのルックアップテクスチャ(LUT)のサイズを設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/IndirectLightingControllerEditor.cs:43 msgid "" "Sets the Rendering Layer Mask for reflected specular lighting. Only " "Renderers with a matching Rendering Layer Mask will get affected by the " "multiplier.\n" "This is only available when Light Layers are enabled." msgstr "反射されたスペキュラーライティングのレンダリングレイヤーマスクを設定します。一致するレンダリングレイヤーマスクをもつレンダラーのみが、乗数の影響を受けます。\nこれは、ライトレイヤーが有効な場合にのみ使用できます。" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VisualEffectEditor.cs:1409 msgid "Sets the Visual Effect Graph asset to be used in this component." msgstr "このコンポーネントで使用するVisual Effect Graphアセットを設定します。" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:430 msgid "" "Sets the XML value specified in the generated Visual " "Studio project file (.vcxproj). Applies only to the initial file generation, " "preexisting files will not be modified. When empty 'en-US' will be used." msgstr "生成されたVisual Studioプロジェクトファイル(.vcxproj)で指定されたXML 値を設定します。 最初のファイル生成にのみ適用され、既存のファイルは変更されません。 空の場合は'en-US'が使用されます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:28 msgid "" "Sets the amount of artificial softening the baking process applies to the " "edges of shadows cast by this Point or Spot Light." msgstr "このポイントライトまたはスポットライトによって投影される影のエッジに適用されるベイク処理プロセスを人工的にぼかす量を設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:61 msgid "" "Sets the angle of the Rectangle Light so that is behaves like a barn door." msgstr "バーンドアのように動作するように、矩形ライトの角度を設定します。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:86 msgid "" "Sets the angular offset of this element in degrees relative to its current " "position." msgstr "現在の位置を基準にした角度でこの要素の角度オフセットを設定します。" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:853 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:779 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" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/Volume/InfluenceVolumeUI.Skin.cs:29 msgid "" "Sets the boundaries inside the Influence Volume within which the Reflection " "Probe blends with other Reflection Probes. Only available for deferred " "Reflection Probes." msgstr "リフレクションプローブが他のリフレクションプローブとブレンドするインフルエンスボリューム内の境界を設定します。ディファードリフレクションプローブでのみ使用できます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/ExposureEditor.cs:107 msgid "" "Sets the center of the procedural metering mask ([0,0] being bottom left of " "the screen and [1,1] top right of the screen)" msgstr "プロシージャル測定マスクの中心を設定します([0,0]は画面の左下、[1,1]は画面の右上)" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:130 msgid "" "Sets the color that is used to simulate the scattering when the camera is " "underwater." msgstr "カメラが水中にある際に、屈折のシミュレーションに使用する色を設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:93 msgid "Sets the color that is used to simulate the under-water refraction." msgstr "水中の屈折をシミュレートするために使用する色を設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:98 msgid "" "Sets the color that is used to simulate the under-water refraction. The " "luminance of the color affects the intensity of the scattering terms." msgstr "水中の屈折のシミュレーションを行うために使用する色を設定します。色の輝度は、散乱項の強度に影響します。" #: Packages/com.unity.render-pipelines.universal/Editor/Overrides/ScreenSpaceLensFlareEditor.cs:30 msgid "Sets the color used to tint all the flares. " msgstr "すべてのフレアを色付けする色を設定します。 " #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:132 msgid "" "Sets the contribution of the ambient probe luminance when multiplied by the " "underwater scattering color." msgstr "水中の散乱色が乗算される場合のアンビエントプローブの輝度の影響を設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/Volume/InfluenceVolumeUI.Skin.cs:28 msgid "" "Sets the coordinates for the Influence Volumes's center relative to the " "Transform Position." msgstr "トランスフォーム位置に基づいてインフルエンスボリュームの中心の座標を設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:139 msgid "Sets the debug mode for the water surface." msgstr "水面のデバッグモードを設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/ExposureEditor.cs:171 msgid "" "Sets the desired Mid gray level used by the auto exposure (i.e. to what grey " "value the auto exposure system maps the average scene luminance)." msgstr "自動露出で使用する中間グレーレベルを設定します(つまり、自動露出システムによって平均的シーン輝度にマッピングされるグレーの値)。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:107 msgid "" "Sets the distance at which the simulated caustics are projected. High values " "generate sharper caustics but can cause artefacts. The larger the waves are, " "the further the plane distance should be to obtain sharp caustics." msgstr "シミュレートされたコースティクスが投影される距離を設定します。 値を大きくすると、よりシャープなコースティクスが生成されますが、アーティファクトの原因になることがあります。 鋭いコースティクスを得るためには、波が大きいほど平面距離を長くする必要があります。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs:51 msgid "" "Sets the distance from the Camera at which HDRP begins to fade out Contact " "Shadows. Uses meters." msgstr "HDRPがコンタクトシャドウでフェードアウトし始めるカメラからの距離を設定します。メーターを使用します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/Decal/DecalProjectorEditor.Skin.cs:21 msgid "" "Sets the distance from the Camera at which HDRP stop rendering the decal. If " "this is larger than the Draw Distance setting in the HDRP asset the HDRP " "asset setting is applied" msgstr "HDRPがデカールのレンダリングを停止するカメラからの距離を設定します。 これがHDRPアセットの描画距離設定よりも大きい場合、HDRPアセット設定が適用されます" #: Packages/com.unity.render-pipelines.universal/Editor/Decal/DecalProjectorEditor.Skin.cs:17 msgid "" "Sets the distance from the Camera at which URP stop rendering the decal." msgstr "URPがデカールの描画を停止するカメラからの距離を設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs:50 msgid "" "Sets the distance from the camera at which HDRP begins to fade in Contact " "Shadows. Uses meters." msgstr "HDRPがコンタクトシャドウでフェードインし始めるカメラからの距離を設定します。メーターを使用します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:107 msgid "" "Sets the distance from the camera at which Shadows fade before HDRP culls " "them completely. This minimizes popping." msgstr "HDRPが影を完全に除く前に、影が徐々にフェードアウトするカメラからの距離を設定します。これにより、急な動きが減少します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:46 msgid "" "Sets the distance from the camera at which light smoothly fades out before " "HDRP culls it completely. This minimizes popping." msgstr "HDRPがライトを完全に除く前に、ライトが徐々にフェードアウトするカメラからの距離を設定します。これにより、急な動きが減少します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:100 msgid "" "Sets the distance from the camera at which light smoothly fades out from " "contributing to volumetric lighting." msgstr "ボリュメトリックライティングへのライトの影響が徐々にフェードアウトするカメラからの距離を設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/ProbeSettingsUI.Drawers.cs:47 msgid "" "Sets the distance from the camera at which reflections smoothly fadeout " "before HDRP cuts them completely." msgstr "HDRPがリフレクションを完全にカットする前に、リフレクションがスムーズにフェードアウトするカメラからの距離を設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:61 msgid "" "Sets the distance in meters at which HDRP starts fading the contribution of " "this frequency band." msgstr "HDRPがこの周波数帯域の寄与を弱くし始める距離(地点)をメートル単位で設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:62 msgid "" "Sets the distance in meters at which HDRP starts fading the contribution of " "this frequency band.\n" "Automatic mode computes the fading range based on the Repetition Size " "parameter." msgstr "HDRPがこの周波数帯域の寄与を弱くし始める距離(地点)をメートル単位で設定します。\n自動モードでは、反復サイズパラメーターに基づいてフェード範囲を計算します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:87 msgid "" "Sets the distance in meters at which HDRP starts interpolating the " "smoothness value for the water surface. " msgstr "HDRPが水面の滑らかさの値の補間を開始する距離(地点)をメートル単位で設定します。 " #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs:53 msgid "" "Sets the distance over which HDRP fades Contact Shadows in when past the Min " "Distance. Uses meters." msgstr "最短距離を超えたときにHDRPがコンタクトシャドウをフェードインする距離を設定します。メーターを使用します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs:54 msgid "" "Sets the distance over which HDRP fades Contact Shadows out when at the Max " "Distance. Uses meters." msgstr "最短距離を超えたときにHDRPがコンタクトシャドウをフェードアウトする距離を設定します。メーターを使用します。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:195 msgid "" "Sets the distance, in meters, between the start and the end of the Distance " "Attenuation Curve." msgstr "距離減衰カーブの開始と終了の間の距離をメートル単位で設定します。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:197 msgid "" "Sets the distance, in meters, between the start and the end of the Scale " "Attenuation Curve." msgstr "スケール減衰カーブの開始と終了の間の距離をメートル単位で設定します。" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/LightUI.Skin.cs:56 msgid "" "Sets the distance, in meters, where a surface receives the amount of light " "equivalent to the provided number of Lux." msgstr "提供されたルクス数に相当する量の光をサーフェスが受け取る距離をメートル単位で設定します。" #: Editor/Src/AutoDocumentation.cpp:2019 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" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:26 msgid "Sets the extent of the current region in meters." msgstr "現在の領域の範囲をメートル単位で設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:135 msgid "Sets the extent of the foam mask in meters." msgstr "フォーム(泡)マスクの範囲をメートル単位で設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:30 msgid "Sets the extent of the water mask in meters." msgstr "ウォーターマスクの範囲をメートル単位で設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:118 msgid "Sets the foam color." msgstr "泡の色を設定します。" #: Editor/Mono/Inspector/AudioSourceInspector.cs:93 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:491 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。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:15 msgid "Sets the geometries to use when rendering in custom geometry type mode." msgstr "カスタムのジオメトリタイプモードでレンダリングするときに使用するジオメトリを設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/VolumetricLighting/VolumetricCloudsEditor.cs:179 msgid "" "Sets the global horizontal wind speed in kilometers per hour.\n" "This value can be relative to the Global Wind Speed defined in the Visual " "Environment." msgstr "グローバルの水平風速をキロメートル/時で設定します。\nこの値は、視覚的環境で定義されたグローバル風速を基準にすることができます。" #: Packages/com.unity.render-pipelines.universal/Editor/Overrides/ScreenSpaceLensFlareEditor.cs:29 msgid "" "Sets the global intensity of the Screen Space Lens Flare effect. When set to " "0, the pass is skipped. " msgstr "スクリーンスペースのレンズフレア効果のグローバル強度を設定します。0に設定すると、パスはスキップされます。 " #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:65 msgid "Sets the height of the Box Light." msgstr "ボックスライトの高さを設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:262 msgid "Sets the height of the Decal Atlas." msgstr "デカールアトラスの高さを設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:59 msgid "Sets the height of the Rectangle Light." msgstr "矩形ライトの高さを設定します。" #: Packages/com.unity.render-pipelines.universal/Editor/Decal/DecalProjectorEditor.Skin.cs:13 msgid "Sets the height of the projection plan." msgstr "投影の高さを設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:37 msgid "" "Sets the influence of the current map over the global current. This value is " "used to interpolate between the global current and the current specified by " "the current map." msgstr "グローバルの潮流に対する潮流マップの影響を設定します。この値は、グローバル潮流と潮流マップで指定された流れを補間するために使用されます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/IndirectLightingControllerEditor.cs:45 msgid "Sets the intensity multiplier for Reflection/Planar Probes." msgstr "リフレクションプローブ/平面プローブの強さ乗数を設定します。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:74 msgid "Sets the intensity of the element." msgstr "要素の強さを設定します。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:193 msgid "Sets the intensity of the lens flare." msgstr "レンズフレアの強さを設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:106 msgid "Sets the intensity of the under-water caustics." msgstr "水中のコースティクスの強度を設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:62 msgid "Sets the length for the barn door." msgstr "バーンドアの長さを設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:63 msgid "" "Sets the length in meters during which HDRP fades out the contribution of " "this frequency band." msgstr "HDRPがこの周波数帯域の寄与を弱くし続ける距離(長さ)をメートル単位で設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:88 msgid "" "Sets the length in meters during which HDRP interpolates the smoothness " "value for the water surface. " msgstr "HDRPが水面の滑らかさの値の補間を行う距離(長さ)をメートル単位で設定します。 " #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:99 msgid "Sets the length lens flare elements are spread across in screen space." msgstr "レンズフレア要素がスクリーンスペース全体に広がる長さを設定します。" #: Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.PhysicalCamera.Skin.cs:74 msgid "" "Sets the light sensitivity of the Camera sensor. This property affects " "Exposure if you set its Mode to Use Physical Camera." msgstr "カメラセンサーの光感度を設定します。モードを物理カメラを使用するように設定する場合、このプロパティは露出に影響します。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:80 msgid "Sets the local rotation of the elements." msgstr "要素のローカルの回転を設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterDeformer/WaterDeformerEditor.cs:115 msgid "" "Sets the local translation offset of the shore waves along the wave " "direction." msgstr "海岸の波のローカルの移動オフセットを波の方向に沿って設定します。" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:212 msgid "" "Sets the max size of the full lightmap Texture in pixels. Values are " "squared, so a setting of 1024 can produce a 1024x1024 pixel sized lightmap." msgstr "完全なライトマップテクスチャの最大サイズ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。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:210 msgid "" "Sets the maximum Texture Array size for the 2D cookies HDRP uses for " "Directional and Spot Lights. Higher values allow HDRP to use more cookies " "concurrently on screen." msgstr "HDRPがディレクショナルライトとスポットライトに使用する2Dクッキーの最大のテクスチャ配列サイズを設定します。値を高くすると、HDRPは画面上で同時により多くクッキーを使用できます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:215 msgid "" "Sets the maximum Texture Array size for the Cube cookies HDRP uses for " "Directional and Spot Lights. Higher values allow HDRP to use more cookies " "concurrently on screen." msgstr "HDRPがディレクショナルライトとスポットライトに使用するキューブクッキーの最大のテクスチャ配列サイズを設定します。値を高くすると、HDRPは画面上で同時により多くクッキーを使用できます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:127 msgid "Sets the maximum amount of water deformers HDRP can support." msgstr "HDRPがサポートできる水のデフォーマーの最大量を設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:260 msgid "Sets the maximum distance from the Camera at which HDRP draws Decals." msgstr "HDRPがデカールを描画するカメラからの最長距離を設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:233 msgid "" "Sets the maximum number of Directional Lights HDRP can handle on screen at " "once." msgstr "HDRPが画面で1度に処理できるディレクショナルライトの最大数を設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:200 msgid "" "Sets the maximum number of Local Volumetric Fog can handle on screen at " "once. This settings will affect your memory consumption." msgstr "画面上で一度に処理できるローカルボリュメトリックフォグの最大数を設定します。 この設定は、メモリ消費量に影響します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:237 msgid "" "Sets the maximum number of Planar Reflection Probes HDRP can handle on " "screen at once." msgstr "HDRPが画面で1度に処理できる平面リフレクションプローブの最大数を設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:234 msgid "" "Sets the maximum number of Point and Spot Lights HDRP can handle on screen " "at once." msgstr "HDRPが画面で1度に処理できるポイントライトとスポットライトの最大数を設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:235 msgid "" "Sets the maximum number of area Lights HDRP can handle on screen at once." msgstr "HDRPが画面で1度に処理できるエリアライトの最大数を設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:238 msgid "" "Sets the maximum number of decals that can affect transparent GameObjects on " "screen." msgstr "画面上の透明なゲームオブジェクトに影響を与える可能性のあるデカールの最大数を設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:239 msgid "" "Sets the maximum number of lights HDRP can handle in each cell of the ray " "tracing light cluster." msgstr "HDRPがレイトレーシングライトクラスターの各セルで1度に処理できるリフレクションライトの最大数を指定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:256 msgid "" "Sets the maximum number of screen space shadows slots HDRP can handle on " "screen at once. Monochrome (Opaque/Transparent) shadows requires one slot, " "colored shadows requires three and area lights shadows require two." msgstr "HDRPが画面上で一度に処理できるスクリーンスペースシャドウスロットの最大数を設定します。モノクロ(不透明/透明)のシャドウには1つのスロットが必要であり、カラーシャドウには3つ、エリアライトシャドウには2つ必要です。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:246 msgid "" "Sets the maximum number of shadows HDRP can handle on screen at once. See " "the documentation for details on how many shadows each light type casts." msgstr "HDRPが画面で1度に処理できる影の最大数を指定します。各ライトタイプが投影できる影の数に関しては、ドキュメントを参照してください。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/GlobalIlluminationEditor.cs:110 msgid "Sets the maximum number of steps HDRP uses for mixed tracing." msgstr "HDRPが混合トレーシングに使用する最多ステップ数を設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:132 msgid "" "Sets the maximum number of steps HDRP uses for ray marching. Affects both " "correctness and performance." msgstr "HDRPがレイマーチングに使用する最多ステップ数を設定します。正確さとパフォーマンスの両方に影響します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:321 msgid "Sets the maximum screen percentage that dynamic resolution can reach." msgstr "動的解像度で実現できる最高画面パーセンテージを設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:322 msgid "Sets the minimum screen percentage that dynamic resolution can reach." msgstr "動的解像度で実現できる最低画面パーセンテージを設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/IndirectLightingControllerEditor.cs:34 msgid "" "Sets the multiplier for indirect diffuse lighting.\n" "It affect Ambient Probe, Light Probes, Lightmaps, Adaptive Probe Volumes, " "Screen Space Global Illumination, Raytrace Global Illumination." msgstr "間接ディフューズライティングの乗数を設定します。\nアンビエントプローブ、ライトプローブ、ライトマップ、アダプティブプローブボリューム、スクリーンスペースグローバルイルミネーション、レイトレースグローバルイルミネーションに影響します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/IndirectLightingControllerEditor.cs:40 msgid "" "Sets the multiplier for reflected specular lighting.\n" "It affect Sky Reflection, Reflection Probes, Planar Probes, Screen Space " "Reflection, Raytrace Reflection." msgstr "反射されたスペキュラーライティングの乗数を設定します。\nこれは、スカイリフレクション、リフレクションプローブ、平面プローブ、スクリーンスペースリフレクション、レイトレースリフレクションに影響します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/ProbeSettingsUI.Drawers.cs:45 msgid "" "Sets the multiplier value that reflective Materials apply to the results " "from the Reflection Probe." msgstr "反射マテリアルがリフレクションプローブからの結果に適用する乗数の値を設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:90 msgid "" "Sets the normalized (between 0.0 and 1.0) amplitude of each simulation band " "(from lower to higher frequencies)." msgstr "各シミュレーション帯域(低周波数から高周波数)の正規化された(0.0から1.0の範囲)振幅を設定します。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:60 msgid "" "Sets the normalized radius of the lens shape used to occlude the lens flare " "element.\n" "A radius of one is equivalent to the scale of the element." msgstr "レンズ フレア要素を隠すために使用されるレンズ形状の正規化された半径を設定します。\n半径 1 は要素の実寸に相当します。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:97 msgid "Sets the number of elements." msgstr "要素の数を設定します。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:204 msgid "" "Sets the number of random samples used inside the Occlusion Radius area. A " "higher sample count gives a smoother attenuation when occluded." msgstr "オクルージョン半径のエリア内で使用されるランダムサンプルの数を設定します。 サンプル数が多いほど、閉塞時の減衰がスムーズになります。" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs:614 msgid "" "Sets the number of simulation steps the prewarm should be broken down to." msgstr "事前準備をいくつかの段階に分けるシミュレーションステップの数を設定します。" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs:558 msgid "" "Sets the number of simulation steps the prewarm should be broken down to. " msgstr "事前準備をいくつかの段階に分けるシミュレーションステップの数を設定します。 " #: Editor/Mono/Inspector/LightingSettingsEditor.cs:210 msgid "" "Sets the number of texels per unit assigned to objects receiving GI from " "lightmaps. Also affects the resolution of albedo and emission textures used " "in lighting calculations for both lightmaps and Light Probes. Higher values " "increase bake times." msgstr "ライトマップからGIを受け取るオブジェクトに割り当てられる単位あたりのテクセル数を設定します。 また、ライトマップとライトプローブの両方のライティング計算で使用されるアルベドと発光テクスチャの解像度にも影響します。 値を大きくすると、ベイク時間が長くなります。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:104 msgid "Sets the offset applied to the current element rotation." msgstr "現在の要素の回転に適用されるオフセットを設定します。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:103 msgid "Sets the offset applied to the current position of the element." msgstr "要素の現在の位置に適用されるオフセットを設定します。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:105 msgid "Sets the offset applied to the current scale of the element." msgstr "要素の現在のスケールに適用されるオフセットを設定します。" #: Packages/com.unity.render-pipelines.universal/Editor/Decal/DecalProjectorEditor.Skin.cs:21 msgid "" "Sets the offset for the decal Material. Moves the decal along its UV axes." msgstr "デカールマテリアルのスケールを設定します。そのUV軸に沿ってデカールを移動します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:27 msgid "Sets the offset of the current region in meters." msgstr "現在の領域のオフセットをメートル単位で設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Deformation.cs:29 msgid "Sets the offset of the deformation area in meters." msgstr "デフォーメーション領域のオフセットをメートル単位で設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:136 msgid "Sets the offset of the foam mask in meters." msgstr "フォーム(泡)マスクのオフセットをメートル単位で設定します。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:205 msgid "" "Sets the offset of the occlusion area in meters between the GameObject this " "asset is attached to, and the Camera. A positive value moves the occlusion " "area closer to the Camera." msgstr "このアセットがアタッチされているゲームオブジェクトとカメラの間のオクルージョンエリアのオフセットをメートル単位で設定します。 正の値を指定すると、オクルージョンエリアがカメラに近づきます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:31 msgid "Sets the offset of the water mask in meters." msgstr "ウォーターマスクのオフセットをメートル単位で設定します。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:78 msgid "Sets the offset of this element in screen space relative to its source." msgstr "ソースを基準にしてスクリーンスペースのこの要素のオフセットを設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:55 msgid "" "Sets the orientation of distant wind in degrees in a counterclockwise " "fashion relative to the X world vector. This parameter only affects the " "agitation with a chaos value inferior to one. " msgstr "遠方の風の向きをXワールドベクトルに対して反時計回りに、度単位で設定します。 このパラメーターは、カオス値が1未満の攪拌にのみ影響します。 " #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:41 msgid "" "Sets the orientation of distant wind in degrees in a counterclockwise " "fashion relative to the X world vector. This parameter only affects the " "swell with a chaos value inferior to one. " msgstr "遠方の風の向きをXワールドベクトルに対して反時計回りに、度単位で設定します。 このパラメーターは、カオス値が1未満の波にのみ影響します。 " #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:70 msgid "" "Sets the orientation of local wind in degrees in a counterclockwise fashion " "relative to the X world vector. This parameter only affects the ripples with " "a chaos value inferior to one." msgstr "局地の風向きをXワールドベクトルに対して反時計回りに、度単位で設定します。 このパラメーターは、カオス値が1未満のさざ波にのみ影響します。" #: Editor/Mono/Inspector/AudioSourceInspector.cs:92 msgid "Sets the overall volume of the sound." msgstr "音全体の音量を設定" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:117 msgid "Sets the per meter tiling for the foam texture." msgstr "泡のテクスチャのメートル単位のタイリングを設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/ProbeSettingsUI.Drawers.cs:79 msgid "" "Sets the position of the Planar Reflection Probe relative to the Transform " "Position." msgstr "トランスフォーム位置を基準にして、平面リフレクションプローブの位置を設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/ProbeSettingsUI.Drawers.cs:71 msgid "" "Sets the position, relative to the Proxy Volume Position, from which the " "Reflection Probe captures its surroundings." msgstr "プロキシボリューム位置を基準にして、リフレクションプローブが周囲をキャプチャする位置を設定します。" #: Editor/Src/AutoDocumentation.cpp:487 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/Mono/Inspector/AudioSourceInspector.cs:94 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/RendererEditorBase.cs:329 msgid "" "Sets the priority value that the render pipeline uses to calculate the " "rendering order." msgstr "レンダー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。" #: Packages/com.unity.render-pipelines.universal/Editor/Decal/DecalProjectorEditor.Skin.cs:14 msgid "Sets the projection depth of the projector." msgstr "プロジェクターの投影深度を設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterDeformer/WaterDeformerEditor.cs:113 msgid "Sets the proportion of skipped shore waves." msgstr "海岸の波を省く割合を設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:60 msgid "Sets the radius of the Disc Light." msgstr "ディスクライトの半径を設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/Volume/InfluenceVolumeUI.Skin.cs:33 msgid "" "Sets the radius of the Sphere Influence Volume. The Transform Scale does not " "affect this value." msgstr "スフィアのインフルエンスボリュームの半径を設定します。トランスフォームスケールはこの値に影響しません。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:41 msgid "" "Sets the radius of the light source. This affects the falloff of diffuse " "lighting, the spread of the specular highlight, and the softness of Ray " "Traced shadows." msgstr "光源の半径を設定します。これは、ディフューズライトの減衰、スペキュラーハイライトの広がり、およびレイトレースシャドウの柔らかさに影響します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Sky/VisualEnvironmentEditor.cs:162 msgid "" "Sets the radius of the planet in kilometers. This is distance from the " "center of the planet to the sea level." msgstr "惑星の半径をキロメートル単位で設定します。 これは、惑星の中心から海面までの距離です。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:203 msgid "" "Sets the radius, in meters, around the light used to compute the occlusion " "of the lens flare. If this area is half occluded by geometry (or half off-" "screen), the intensity of the lens flare is cut by half." msgstr "レンズフレアのオクルージョンを計算するために使用されるライト周囲の半径をメートル単位で設定します。 このエリアがジオメトリによって半分に遮られている(または半分が画面外)場合、レンズフレアの強さは半分にカットされます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/ExposureEditor.cs:123 msgid "" "Sets the radiuses of the procedural mask, in terms of fraction of the screen " "(i.e. 0.5 means a radius that stretch half of the screen)." msgstr "画面を基準とする比でプロシージャルマスクの半径を設定します(つまり、0.5は画面の半分の長さの半径を意味します)。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/DiffusionProfile/DiffusionProfileSettingsEditor.Styles.cs:24 msgid "" "Sets the range of thickness values (in millimeters) corresponding to the [0, " "1] range of texel values stored in the Thickness Map." msgstr "厚さマップに格納されるテクセル値の範囲[0, 1]に呼応する厚さの値(ミリメートル単位)の範囲を設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterDeformer/WaterDeformerEditor.cs:110 msgid "" "Sets the region size of the deformer. Outside this region, there will be no " "deformation" msgstr "デフォーマーの地域サイズを設定します。この地域外ではデフォーメーションはありません。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterDeformer/WaterFoamGeneratorEditor.cs:55 msgid "Sets the region size of the foam generator." msgstr "泡ジェネレーターの地域のサイズを設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:32 msgid "Sets the remapped water mask value." msgstr "再マップされたウォーターマスク値を設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:106 msgid "" "Sets the rendered resolution of the shadow maps. A higher resolution " "increases the fidelity of shadows at the cost of GPU performance and memory " "usage." msgstr "シャドウマップの描画解像度を設定します。値を大きくすると影の精度が高くなりますが、GPUパフォーマンスへの負担やメモリの消費も高くなります。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/ProbeSettingsUI.Drawers.cs:95 msgid "Sets the resolution for the planar reflection probe camera." msgstr "平面リフレクションプローブカメラの解像度を設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/ProbeSettingsUI.Drawers.cs:103 msgid "Sets the resolution for the reflection probe camera." msgstr "リフレクションプローブカメラの解像度を設定します。" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:209 msgid "" "Sets the resolution in texels that are used per unit for objects being lit " "by indirect lighting. The higher this value is, the more time the Editor " "needs to bake lighting." msgstr "オブジェクトを間接ライトで照らすために単位ごとに使用される解像度をテクセル単位で設定します。値が大きいほど、ライトのベイクに必要な時間も長くなります。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/ProbeSettingsUI.Drawers.cs:78 msgid "" "Sets the rotation of the capture point relative to the Transform Rotation." msgstr "トランスフォームの回転角度を基準にして、キャプチャ位置の回転を設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:281 msgid "" "Sets the scale automatically for AMD Fidelity FX 2.0 Super Resolution " "(FSR2), depending on the values of quality settings. When FSR2 Optimal " "Settings is on, the percentage settings for Dynamic Resolution Scaling are " "ignored." msgstr "品質設定の値に応じて、AMD Fidelity FX 2.0 Super Resolution(FSR2)のスケールを自動的に設定します。 FSR2 最適設定がオンの場合、動的解像度のスケールのパーセンテージ設定は無視されます。" #: Packages/com.unity.render-pipelines.universal/Editor/Decal/DecalProjectorEditor.Skin.cs:20 msgid "" "Sets the scale for the decal Material. Scales the decal along its UV axes." msgstr "デカールマテリアルのスケールを設定します。そのUV軸に沿ってデカールをスケールします。" #: Packages/com.unity.render-pipelines.universal/Editor/Overrides/ScreenSpaceLensFlareEditor.cs:35 msgid "" "Sets the scale of the Warped Flare sample. A value of 1,1 will keep this " "flare circular. Set values below 1 can lead to stretching artifacts on the " "side of the screen." msgstr "ワープフレアサンプルのスケールを設定します。1,1の値は、このフレアを円形に保ちます。1未満の値に設定すると、画面の端に引き伸ばしのアーティファクトを発生させる可能性があります。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:194 msgid "Sets the scale of the lens flare." msgstr "レンズフレアのスケールを設定します。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:82 msgid "Sets the scale of this element." msgstr "この要素のスケールを設定します。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:100 msgid "Sets the seed value used to define randomness." msgstr "ランダム性を定義するために使用されるシード値を設定します。" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:211 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-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距離まで使用され、その後はベイクした影になります。 シャドウマスク:静的な影を作るオブジェクト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:2869 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距離まで使用され、その後はベイクした影になります。 シャドウマスク:静的な影を作るオブジェクト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。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:274 msgid "" "Sets the sharpness and scale automatically for NVIDIA Deep Learning Super " "Sampling, depending on the values of quality settings. When DLSS Optimal " "Settings is on, the percentage settings for Dynamic Resolution Scaling are " "ignored." msgstr "品質設定の値に応じて、NVIDIAディープラーニングスーパーサンプリング(DLSS)のシャープネスとスケールを自動的に設定します。 DLSS最適設定がオンの場合、動的解像度スケーリングのパーセンテージ設定は無視されます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterDeformer/WaterDeformerEditor.cs:112 msgid "Sets the size in meters on the local X axis of a single shore wave." msgstr "1つの海岸波のローカルのX軸上のサイズをメートル単位で設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/Volume/InfluenceVolumeUI.Skin.cs:27 msgid "" "Sets the size of the Box Influence Volume on a per axis basis. The Transform " "Scale does not affect these dimensions." msgstr "ボックスインフルエンスボリュームのサイズを軸ごとに設定します。トランスフォームスケールはこれらの寸法に影響を与えません。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:24 msgid "Sets 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。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Deformation.cs:28 msgid "Sets the size of the deformation area in meters." msgstr "デフォーメーション領域のサイズをメートル単位で設定します。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:110 msgid "" "Sets the size of the internal and external color grading lookup textures " "(LUTs)." msgstr "内部と外部のカラーグレーディングのルックアップテクスチャ(LUT)のサイズを設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/Decal/DecalProjectorEditor.Skin.cs:12 msgid "Sets the size of the projector." msgstr "プロジェクターのサイズを設定します。" #: Packages/com.unity.ugui/Editor/UGUI/UI/GraphicEditor.cs:43 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.render-pipelines.high-definition/Editor/Material/UIBlocks/LitSurfaceInputsUIBlock.cs:113 msgid "Sets the size, in world units, of the smooth transition between layers." msgstr "レイヤー間のスムーズな遷移のサイズをワールド単位で設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/ExposureEditor.cs:124 msgid "" "Sets the softness of the mask, the higher the value the less influence is " "given to pixels at the edge of the mask" msgstr "マスクの柔らかさを設定します。値が大きいほど、マスクのエッジでのピクセルへの影響は少なくなります。" #: Editor/Src/AutoDocumentation.cpp:480 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。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:59 msgid "" "Sets the speed at which the radius occludes the element.\n" "A value of zero (with a large radius) does not occlude anything. The higher " "this value, the faster the element is occluded on the side of the screen.\n" "The effect of this value is more noticeable with multiple elements." msgstr "半径が要素を遮る速度を設定します。\n値が0(大きい半径で)では、何も遮られません。 この値が大きいほど、要素が画面の横でより早く隠蔽されます。\nこの値の効果は、要素が複数ある場合により顕著になります。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:73 msgid "" "Sets the speed of the current for the ripples in kilometers per hour. This " "current translates the ripples at a constant speed in a given direction." msgstr "さざ波の流れの速度をキロメートル毎時で設定します。 この潮流は、さざ波を一定の速度で特定の方向に移動させます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:35 msgid "" "Sets the speed of the current for the swell in kilometers per hour. This " "current translates the swell at a constant speed." msgstr "波の流れの速度をキロメートル毎時で設定します。この潮流は、波を一定の速度で移動させます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:22 msgid "" "Sets the speed of the water simulation. This allows to slow down the wave's " "speed or to accelerate it." msgstr "水のシミュレーションの速度を設定します。 これにより、波の速度を遅くしたり、速めたりできます。" #: Editor/Mono/Inspector/AudioSourceInspector.cs:90 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" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:85 msgid "" "Sets the starting position of this element in screen space relative to its " "source." msgstr "ソースを基準にしてスクリーンスペースのこの要素の開始位置を設定します。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:32 msgid "" "Sets the store actions policy on tile based GPUs. Affects render targets " "memory usage and will impact performance." msgstr "タイルベースのGPUにストアアクションポリシーを設定します。 レンダーターゲットのメモリ使用量に影響し、パフォーマンスに影響します。" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/LightUI.Skin.cs:53 msgid "" "Sets the strength of the Light. Use the drop-down to select the light units " "to use." msgstr "ライトの強さを設定します。ドロップダウンを使用して、使用するライトの単位を選択します。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:81 msgid "" "Sets the stretch of each dimension in relative to the scale. You can use " "this with Radial Distortion." msgstr "スケールに相対的に各寸法のストレッチを設定します。 これは、半径方向歪みで使用できます。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:91 msgid "" "Sets the target size of the edge of the screen. Values of (1, 1) match the " "actual screen size." msgstr "画面端のターゲットサイズを設定します。 (1, 1)の値は、実際の画面サイズと一致します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:24 msgid "" "Sets the texture used to attenuate or suppress agitation (red channel) and " "ripples (green channel) water frequencies." msgstr "攪拌(赤のチャンネル)とさざ波(緑のチャンネル)の水の振動数を減衰または抑制するためのテクスチャを設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:25 msgid "" "Sets the texture used to attenuate or suppress ripples (red channel) water " "frequencies." msgstr "さざ波(赤のチャンネル)の水の振動数を減衰または抑制するためのテクスチャを設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:23 msgid "" "Sets the texture used to attenuate or suppress swell (red and green " "channels) and ripples (blue channel) water frequencies." msgstr "波(赤と緑のチャンネル)とさざ波(青のチャンネル)の水の振動数を減衰または抑制するためのテクスチャを設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:121 msgid "" "Sets the texture used to attenuate or suppress the simulation foam. The red " "channel of the texture is used for the masking." msgstr "シミュレーションの泡の減衰、または抑制のために使用するテクスチャを設定します。 テクスチャの赤チャンネルはマスキングに使用されます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:74 msgid "" "Sets the texture used to modify the local ripples currents. The Red and " "Green channel of the texture contain the 2D direction of the current and " "Blue channel contains the influence of the current map." msgstr "局所的なさざ波を修正するために使用するテクスチャを設定します。テクスチャの赤と緑のチャンネルには流れの2D方向が含まれ、青のチャンネルには潮流マップの影響が含まれます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:36 msgid "" "Sets the texture used to modify the local swell or agitation currents. The " "Red and Green channel of the texture contain the 2D direction of the current " "and Blue channel contains the influence of the current map." msgstr "局所的なうねりや攪拌の流れを変更するために使用するテクスチャを設定します。テクスチャの赤と緑のチャンネルには流れの2D方向が含まれ、青のチャンネルには流れのマップの影響が含まれます。" #: Editor/Src/AutoDocumentation.cpp:2036 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" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitSurfaceInputsUIBlock.cs:104 msgid "Sets the tiling factor of the Planar/Trilinear mapping." msgstr "平面/トライリニアマッピングのタイリングファクターを設定します。" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs:573 msgid "" "Sets the time in seconds for each step to achieve the desired total prewarm " "time." msgstr "希望する合計事前準備時間を達成するために、各ステップの時間を秒単位で設定します。" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs:544 msgid "" "Sets the time in seconds to advance the current effect to when it is " "initially played. " msgstr "現在のエフェクトを最初に再生される時点まで進めるための時間を秒単位で設定します。 " #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterDeformer/WaterDeformerEditor.cs:114 msgid "" "Sets the translation speed of the shore waves in kilometers per hour along " "the local X axis." msgstr "海岸の波の移動速度をローカルのX軸に沿ってキロメートル/時で設定します。" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:778 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" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VisualEffectEditor.cs:1410 msgid "" "Sets the value used when determining the randomness of the graph. Using the " "same seed will make the Visual Effect play identically each time." msgstr "グラフのランダム性を決定するときに使用される値を設定します。同じシードを使用すると、ビジュアルエフェクトは毎回同じように再生されます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterDeformer/WaterDeformerEditor.cs:105 msgid "Sets the vertical amplitude of the deformation." msgstr "デフォーメーションの垂直方向の大きさを設定します。" #: Editor/Src/AutoDocumentation.cpp:493 msgctxt "From AutoDocumentation" msgid "Sets the volume of the sound." msgstr "音量を設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:112 msgid "Sets the water caustics dimmer value for the directional shadow." msgstr "ディレクショナルシャドウの水のコースティクスの濃さの値を設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:141 msgid "Sets the water current debug mode for a given water surface." msgstr "指定した水面の潮流デバッグモードを設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:143 msgid "Sets the water foam debug mode for a given water surface." msgstr "指定した水面の水泡デバッグモードを設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:140 msgid "Sets the water mask debug mode for a given water surface." msgstr "指定した水面のウォーターマスクのデバッグモードを設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/ProbeSettingsUI.Drawers.cs:46 msgid "" "Sets the weight of this Reflection Probe. When multiple Probes both affect " "the same area of a reflective Material, the Material uses the Weight of each " "Probe to determine their contribution to the reflective effect." msgstr "このリフレクションプローブのウェイトを設定します。複数のプローブが反射マテリアルの同じエリアに影響を与える場合、マテリアルは各プローブのウェイトを使用して、反射効果への寄与を決定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:64 msgid "Sets the width of the Box Light." msgstr "ボックスライトの幅を設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:261 msgid "Sets the width of the Decal Atlas." msgstr "デカールアトラスの幅を設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:58 msgid "Sets the width of the Rectangle Light." msgstr "矩形ライトの幅を設定します。" #: Packages/com.unity.render-pipelines.universal/Editor/Decal/DecalProjectorEditor.Skin.cs:12 msgid "Sets the width of the projection plan." msgstr "投影の幅を設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Sky/VisualEnvironmentEditor.cs:171 msgid "Sets the world-space position of the planet's center in kilometers." msgstr "惑星の中心のワールド空間位置をキロメートル単位で設定します。" #: Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/ShadingModels/LitDetailGUI.cs:23 msgid "" "Setting the scaling factor to a value other than 1 results in a less " "performant shader variant." msgstr "スケーリング係数を1以外の値に設定すると、パフォーマンスが劣ったシェーダーバリアントになります。" #: /Runtime/Camera/GraphicsSettings.cpp:383 #: Editor/Mono/Inspector/Core/PropertyEditor.cs:204 msgid "Settings" msgstr "設定" #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/ScreenSpaceShadowsEditor.cs:33 msgid "Settings Prop" msgstr "設定プロパティ" #: /Runtime/2D/Common/SpriteRenderData.cpp:492 msgid "Settings Raw" msgstr "Raw の設定" #: Editor/Mono/Inspector/LightEditor.cs:89 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/SceneView/SceneView.cs:1137 msgid "Settings for the Scene view camera." msgstr "シーンビューカメラの設定" #: Editor-Missing:Missing detected at runtime. msgid "Settings for the terrain" msgstr "Terrain (地形) の設定" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:367 msgid "Settings for {0}" msgstr "{0} の設定" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:22 msgid "Settings related to rendering and lighting." msgstr "レンダリングとライティングに相対的な設定。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:16 msgid "Settings related to usage of Volume Components." msgstr "ボリュームコンポーネントの使用に関連する設定" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:13 msgid "Settings that affect the lighting in the Scene" msgstr "シーンのライティングに影響を与える設定" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:15 msgid "" "Settings that allow for fine tuning of post-processing effects in the Scene " "when this Render Pipeline Asset is in use." msgstr "このレンダーパイプラインアセットが使用されているときに、シーンのポストプロセスエフェクトを微調節する設定です。" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:201 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" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:14 msgid "" "Settings that configure how shadows look and behave, and can be used to " "balance between the visual quality and performance of shadows." msgstr "影の外観と動作を設定し、影の見た目の品質とパフォーマンスのバランスをとるために使用されます。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:11 msgid "Settings that control the core part of the pipeline rendered frame." msgstr "パイプラインがレンダリングしたフレームのコア部分を制御する設定。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:12 msgid "" "Settings that control the quality level of the Render pipeline, improving " "performance and graphics quality." msgstr "レンダーパイプラインの品質レベルを制御する設定。パフォーマンスとグラフィックス品質を向上させます。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:18 msgid "Settings that controls and define which layers the renderer draws." msgstr "レンダラーが描画するどのレイヤーを制御し定義するかを設定。" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:96 msgid "Settings that determine how to render this probe's cubemap." msgstr "この設定によって、このプローブのキューブマップを描画する方法を決定します。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:121 msgid "" "Settings that will override the values defined in the Default Volume Profile " "set in the Render Pipeline Global settings. Local Volumes inside scenes may " "override these settings further." msgstr "レンダーパイプラインのグローバル設定で設定されたデフォルトボリュームプロファイルで定義された値をオーバーライドする設定。シーン内のローカルボリュームは、これらの設定をさらにオーバーライドする場合があります。" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:173 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:164 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:163 msgid "" "Settings used in both Precomputed Realtime Global Illumination and Baked " "Global Illumination." 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とベイクされたグローバルイルミネーションの両方で使われる設定" #: Packages/com.unity.visualeffectgraph/Editor/Utilities/Playables/VisualEffectControlSceneOverlay.cs:31 msgid "" "Several time tracks are controlling the same effect.\n" "It will lead to undefined behavior." msgstr "複数のタイムトラックが同じ効果を制御しています。\n未定義の動作の原因になります。" #: Editor-Missing:Missing detected at runtime. msgid "Sewerpipe" msgstr "下水管" #: Editor/Mono/Inspector/BillboardAssetInspector.cs:34 msgid "Shaded" msgstr "テクスチャ付き" #: /Runtime/Camera/GraphicsSettings.cpp:462 #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineMenuItems.cs:266 msgid "Shader" msgstr "シェーダー" #: /Editor/Src/Commands/AssetsMenu.cpp:1248 msgctxt "MenuItem./Assets/Create/Shader/Shader Variant Collection" msgid "Shader" msgstr "シェーダー" #: [MenuItem]Packages/com.unity.shaderanalysis/Editor/Internal/ShaderAnalysisMenu.cs:8 msgid "Shader Analysis Inspector" msgstr "シェーダー分析インスペクター" #: [MenuItem]Packages/com.unity.shaderanalysis/Editor/Viewer/ShaderViewerWindow.cs:70 msgid "Shader Analysis Viewer" msgstr "シェーダー分析ビューアー" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:82 msgid "Shader Compilation" msgstr "シェーダーコンパイル" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:932 msgid "Shader Compilation Info" msgstr "シェーダー コンパイル情報" #: /Runtime/Camera/GraphicsSettings.cpp:576 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" #: [MenuItem]Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/AssetCallbacks/CreateSixWayShaderGraph.cs:9 msgid "Shader Graph" msgstr "シェーダーグラフ" #: Editor-Extra:Editor/Src/Commands/EditSimulationCaps.cpp msgid "Shader Hardware Tier 1" msgstr "Shader Hardware Tier 1" #: Editor-Extra:Editor/Src/Commands/EditSimulationCaps.cpp msgid "Shader Hardware Tier 2" msgstr "Shader Hardware Tier 2" #: Editor-Extra:Editor/Src/Commands/EditSimulationCaps.cpp msgid "Shader Hardware Tier 3" msgstr "Shader Hardware Tier 3" #: /Runtime/Serialize/BuildUsageTags.h:88 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/Shaders/Shader.cpp:1576 msgid "Shader Is Baked" msgstr "シェーダーはベイクされています" #: Editor-Extra:Editor/Src/Commands/EditSimulationCaps.cpp msgid "Shader Model 2" msgstr "Shader Model 2" #: Editor-Extra:Editor/Src/Commands/EditSimulationCaps.cpp msgid "Shader Model 3" msgstr "Shader Model 3" #: Editor-Extra:Editor/Src/Commands/EditSimulationCaps.cpp msgid "Shader Model 4" msgstr "Shader Model 4" #: /Runtime/Graphics/CustomRenderTexture.cpp:723 #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:16 msgid "Shader Pass" msgstr "シェーダーパス" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:16 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/PlayerSettingsEditor/PlayerSettingsEditor.cs:238 msgid "Shader Precision Model*" msgstr "シェーダー精度モデル*" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:81 msgid "Shader Settings" msgstr "シェーダー設定" #: Packages/com.unity.render-pipelines.core/Editor/Deprecated.cs:68 msgid "Shader Stripping" msgstr "シェーダーストリッピング" #: Packages/com.unity.render-pipelines.core/Editor/Deprecated.cs:68 msgid "Shader Stripping settings" msgstr "シェーダーストリッピング設定" #: /Runtime/Serialize/BuildUsageTags.h:82 msgid "Shader Usage Keyword Names" msgstr "シェーダー使用キーワード" #: /Runtime/Shaders/GpuPrograms/ShaderVariantCollection.cpp:629 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:1248 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/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:82 msgid "Shader Variant Loading Settings" msgstr "シェーダーバリアントロード設定" #: Packages/com.unity.render-pipelines.core/Editor/Deprecated.cs:73 msgid "Shader Variant Log Level" msgstr "シェーダーバリアントログレベル" #: Editor/Mono/Inspector/ShaderInspector.cs:52 msgid "Shader keywords not overridable by global shader keyword state" msgstr "グローバルシェーダーキーワードの状態でオーバーライドできないシェーダーキーワード" #: Editor/Mono/Inspector/ShaderInspector.cs:51 msgid "Shader keywords overridable by global shader keyword state" msgstr "グローバルシェーダーキーワードの状態でオーバーライド可能なシェーダーキーワード" #: Editor/Src/AutoDocumentation.cpp:2429 msgctxt "From AutoDocumentation" msgid "Shader mode" msgstr "シェーダーモード" #: Editor/Mono/SettingsWindow/LightingEditor.cs:34 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" #: /Runtime/GfxDevice/vulkan/GfxDeviceVK.cpp:1390 msgctxt "Warning Message in GfxDeviceVK.cpp" msgid "" "Shader requires vertex data and is not compatible with " "DrawIndexedNullGeometry." msgstr "シェーダーには頂点データが必要であり、DrawIndexedNullGeometryとは互換性がありません。" #: /Runtime/GfxDevice/vulkan/GfxDeviceVK.cpp:1443 msgctxt "Warning Message in GfxDeviceVK.cpp" msgid "" "Shader requires vertex data and is not compatible with " "DrawIndexedNullGeometryIndirect." msgstr "シェーダーには頂点データが必要であり、DrawIndexedNullGeometryIndirectとは互換性がありません。" #: /Runtime/GfxDevice/vulkan/GfxDeviceVK.cpp:1290 msgctxt "Warning Message in GfxDeviceVK.cpp" msgid "" "Shader requires vertex data and is not compatible with DrawNullGeometry." msgstr "シェーダーには頂点データが必要であり、DrawNullGeometryとは互換性がありません。" #: /Runtime/GfxDevice/vulkan/GfxDeviceVK.cpp:1339 msgctxt "Warning Message in GfxDeviceVK.cpp" msgid "" "Shader requires vertex data and is not compatible with " "DrawNullGeometryIndirect." msgstr "シェーダーには頂点データが必要であり、DrawNullGeometryIndirectとは互換性がありません。" #: Editor/Src/AutoDocumentation.cpp:2435 msgctxt "From AutoDocumentation" msgid "Shader to use." msgstr "使用するシェーダー" #: /Editor/Src/ShaderMenu.cpp:185 msgctxt "MenuItem./CONTEXT/ShaderPopup" msgid "ShaderPopup" msgstr "シェーダーポップアップ" #: /Runtime/Shaders/GpuPrograms/ShaderVariantCollection.cpp:624 #: Packages/com.unity.render-pipelines.universal/Editor/PostProcessDataEditor.cs:31 msgid "Shaders" msgstr "シェーダー" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:81 msgid "Shading" msgstr "シェーディング" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDAdditionalMeshRendererSettingsUI.cs:22 msgid "Shading Fraction" msgstr "シェーディング分数" #: Editor/Src/AutoDocumentation.cpp:3380 msgctxt "From AutoDocumentation" msgid "Shading rate texture format." msgstr "シェーディングレートテクスチャ形式" #: Editor/Mono/SceneModeWindows/DefaultLightingExplorerExtension.cs:42 #: Editor-Missing:Missing detected at runtime. msgid "Shadow" msgstr "影" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:117 msgid "Shadow Angle" msgstr "影の角度" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:69 msgid "Shadow Atlas Resolution" msgstr "シャドウアトラス解像度" #: /Runtime/Graphics/LineBuilder.h:168 #: Editor/Mono/Inspector/LineRendererEditor.cs:34 msgid "Shadow Bias" msgstr "シャドウバイアス" #: /Runtime/Graphics/QualitySettings.cpp:584 msgid "Shadow Cascade2Split" msgstr "シャドウカスケード 2 分割" #: /Runtime/Graphics/QualitySettings.cpp:585 msgid "Shadow Cascade4Split" msgstr "シャドウカスケード 4 分割" #: /Runtime/Graphics/QualitySettings.cpp:581 msgid "Shadow Cascades" msgstr "シャドウカスケード" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:903 msgid "Shadow Cascades Property" msgstr "シャドウカスケードプロパティ" #: Modules/TreeEditor/TreeEditor.cs:118 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" #: /Editor/Src/LightmappingAnalyticsData.h:248 msgid "Shadow Casting Light Count" msgstr "投影するライト数" #: Editor/Src/AutoDocumentation.cpp:1868 msgctxt "From AutoDocumentation" msgid "" "Shadow Comparison Mode. None creates a regular depth texture. Compare Depths " "setting creates a shadow texture." msgstr "影の比較モード。 'なし'は、通常の深度テクスチャを作成します。'深度比較'設定は、影のテクスチャを作成します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:130 msgid "Shadow Cone" msgstr "影の円錐" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:102 msgid "Shadow Dimmer" msgstr "影の濃さ" #: /Runtime/Camera/ReflectionProbes.cpp:63 #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:108 msgid "Shadow Distance" msgstr "シャドウディスタンス" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:901 msgid "Shadow Distance Property" msgstr "シャドウディスタンスプロパティ" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:27 msgid "Shadow Fade" msgstr "影のフェード" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs:86 msgid "Shadow Fade Distance" msgstr "影のフェード距離" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:345 msgid "Shadow Intensity" msgstr "影の強さ" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:159 msgid "Shadow Layers" msgstr "シャドウレイヤー" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:14 msgid "Shadow Map" msgstr "シャドウマップ" #: /Runtime/Graphics/LightmapData.h:41 msgid "Shadow Mask" msgstr "シャドウマスク" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:894 msgid "Shadow Mask Usage Property" msgstr "シャドウマスク使用法プロパティ" #: /Runtime/Graphics/QualitySettings.cpp:583 msgid "Shadow Near Plane Offset" msgstr "影のニアクリップ面オフセット" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:902 msgid "Shadow Near Plane Offset Property" msgstr "影のニアクリップ面オフセットプロパティ" #: Modules/TreeEditor/TreeEditor.cs:107 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" #: /Runtime/Graphics/QualitySettings.cpp:580 msgid "Shadow Projection" msgstr "シャドウ投影" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:900 msgid "Shadow Projection Property" msgstr "シャドウ投影プロパティ" #: /Runtime/Graphics/QualitySettings.cpp:579 #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:53 msgid "Shadow Resolution" msgstr "影の解像度" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:899 msgid "Shadow Resolution Property" msgstr "影の解像度プロパティ" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:70 msgid "Shadow Resolution Tiers" msgstr "影の解像度階層" #: Editor/Mono/Inspector/RenderTextureEditor.cs:27 msgid "Shadow Sampling Mode" msgstr "影のサンプリングモード" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Shadows/ShadowCaster2DEditor.cs:52 msgid "Shadow Shape 2D Provider" msgstr "2D シャドウ形状 プロバイダー" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:346 msgid "Shadow Softness" msgstr "影のぼかし" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:347 msgid "Shadow Softness Falloff Intensity" msgstr "影のぼかし減衰度" #: Editor/Mono/SceneModeWindows/DefaultLightingExplorerExtension.cs:43 msgid "Shadow Strength" msgstr "影の強度" #: Modules/TreeEditor/TreeEditor.cs:105 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" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:120 msgid "Shadow Transparent Receive Prop" msgstr "透明オブジェクト受影プロパティ" #: Editor/Mono/Inspector/LightEditor.cs:86 msgid "Shadow Type" msgstr "シャドウタイプ" #: Editor/Src/AutoDocumentation.cpp:2847 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:2848 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:2976 msgctxt "From AutoDocumentation" msgid "Shadow cast options" msgstr "投影オプション" #: Editor-Missing:Missing detected at runtime. msgid "Shadow drawing distance." msgstr "影の描画距離" #: Editor/Src/AutoDocumentation.cpp:2855 msgctxt "From AutoDocumentation" msgid "Shadow drawing distance." msgstr "影の描画距離" #: Editor/Src/AutoDocumentation.cpp:2974 msgctxt "From AutoDocumentation" msgid "Shadow intensity [ 0.0, 1.0 ]." msgstr "影の強さ [0.0, 1.0]" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:84 msgid "Shadow must be set to activated! (both hard and soft)" msgstr "影をアクティブに設定する必要があります (ハードとソフトの両方)" #: Editor-Missing:Missing detected at runtime. msgid "Shadow projection" msgstr "影の投影法" #: Editor/Src/AutoDocumentation.cpp:2857 msgctxt "From AutoDocumentation" msgid "Shadow projection" msgstr "影の投影法" #: Editor-Missing:Missing detected at runtime. msgid "Shadow quality" msgstr "影の品質" #: Editor/Src/AutoDocumentation.cpp:2874 msgctxt "From AutoDocumentation" msgid "Shadow quality" msgstr "影の品質" #: Editor-Missing:Missing detected at runtime. msgid "Shadow resolution" msgstr "影の解像度" #: Editor/Src/AutoDocumentation.cpp:2862 msgctxt "From AutoDocumentation" msgid "Shadow resolution" msgstr "影の解像度" #: Editor/Src/AutoDocumentation.cpp:960 msgctxt "From AutoDocumentation" msgid "Shadow settings." msgstr "影の設定" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:148 msgid "Shadowmask" msgstr "シャドウマスク" #: /Runtime/Graphics/QualitySettings.cpp:586 #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:44 msgid "Shadowmask Mode" msgstr "シャドウマスクモード" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:86 msgid "Shadowmask mode" msgstr "シャドウマスクモード" #: /Runtime/Graphics/QualitySettings.cpp:578 #: Editor/Mono/SceneModeWindows/DefaultLightingExplorerExtension.cs:25 msgid "Shadows" msgstr "影" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs:78 msgid "Shadows Fit Atlas" msgstr "アトラスに収まる影" #: Editor-Missing:Missing detected at runtime. msgid "Shadows Only" msgstr "影のみ" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:898 msgid "Shadows Property" msgstr "影のプロパティ" #: Editor/Mono/Inspector/LightEditor.cs:678 msgid "Shadows Resolution" msgstr "影の解像度" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs:76 msgid "Shadows Resolution Level" msgstr "影の解像度レベル" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs:79 msgid "Shadows Resolution Value" msgstr "影の解像度値" #: Editor/Mono/Inspector/LightEditor.cs:653 msgid "Shadows Type" msgstr "シャドウタイプ" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs:77 msgid "Shadows Update Mode" msgstr "シャドウ更新モード" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:67 msgid "Shape" msgstr "形状" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:592 msgid "Shape Light Falloff Size" msgstr "形状ライト減衰サイズ" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:584 msgid "Shape Light Sprite" msgstr "形状ライトスプライト" #: Editor/Mono/Inspector/TrailRendererEditor.cs:38 msgid "Shape Size" msgstr "形状サイズ" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:252 msgid "Shape Transform Change" msgstr "形状のトランスフォーム変更" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs:80 msgid "Shape Width" msgstr "形状の幅" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:146 msgid "Shape module gizmo editing mode." msgstr "形状モジュールのギズモ編集モード" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:165 msgid "Shape module transform editing mode." msgstr "形状モジュールのトランスフォーム編集モード" #: /Runtime/Graphics/Mesh/MeshBlendShape.h:107 msgid "Shapes" msgstr "形状" #: Modules/TreeEditor/TreeEditor.cs:2106 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" #: /Runtime/Graphics/Billboard/SharedBillboardData.cpp:45 msgid "Shared Billboard Data" msgstr "共有ビルボードデータ" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:53 msgid "Shared Bucket Allocator" msgstr "共有バケットアロケーター" #: Editor/Mono/Inspector/SpeedTree9ShaderGUI.cs:23 msgid "Shared Motion" msgstr "共有モーション" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:63 msgid "Shared Profiler Bucket Allocator" msgstr "共有プロファイラーバケットアロケーター" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:25 msgid "Shared Thread Block Size" msgstr "共有スレッドブロックサイズ" #: Modules/QuickSearch/Editor/UITK/SearchQueryPanelView.cs:124 msgid "Shared searches available for all contributors on this project." msgstr "このプロジェクトのすべての影響を与えるものに利用できる共有検索。" #: /Runtime/Graphics/SharedTextureData.h:125 msgctxt "Error Message in SharedTextureData.h" msgid "SharedTextureData source data is NULL." msgstr "SharedTextureDataのソースデータはnullです。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:230 msgid "Sharp" msgstr "シャープ" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:16 msgid "Sharpen Strength" msgstr "シャープ度の強さ" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:23 msgid "Sharpening Mode" msgstr "シャープニングモード" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:274 msgid "Shell" msgstr "シェル" #: Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.PhysicalCamera.Skin.cs:69 msgid "Shift" msgstr "シフト" #: Editor/Mono/Inspector/LayoutDropdownWindow.cs:125 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/SpeedTree9ShaderGUI.cs:27 msgid "Shimmer Motion" msgstr "ちらつきのモーション" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceMenuItems.cs:145 msgid "Shore Wave" msgstr "海岸波" #: /Editor/Src/UnityConnect/UnityErrors.h:115 msgid "Short Msg" msgstr "ソートメッセージ" #: /Editor/Src/Animation/StateMachine.cpp:353 msgid "Short Name" msgstr "短縮名" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:751 msgid "Short name" msgstr "短縮名" #: Modules/ShortcutManagerEditor/ConflictResolverWindow.cs:69 msgid "Shortcut" msgstr "ショートカット" #: Modules/ShortcutManagerEditor/ConflictResolverWindow.cs:71 msgid "Shortcut Conflict" msgstr "ショートカットの競合" #: /Editor/Src/Commands/EditMenu.cpp:91 msgctxt "MenuItem./Edit/Shortcuts..." msgid "Shortcuts..." msgstr "ショートカット..." #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGLBuildProfileExtension.cs:141 msgid "Shorter Build Time" msgstr "ビルド時間の短縮" #: Packages/com.unity.ugui/Editor/UGUI/UI/InputFieldEditor.cs:139 msgid "Should Activate On Select" msgstr "選択時にアクティベート" #: /Editor/Src/EditorExtensionImpl.cpp:74 msgid "Should Display In Editor" msgstr "エディターに表示する" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:126 msgid "" "Should Filtering settings be taken into account when displaying contacts?" msgstr "接触を表示するときに、フィルタリング設定を考慮に入れる必要があるか" #: Modules/TextRenderingEditor/TrueTypeFontImporterInspector.cs:21 msgid "Should Round Advance Value" msgstr "Advance 値を四捨五入する" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:130 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:116 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" #: Editor/Src/AutoDocumentation.cpp:2514 msgctxt "From AutoDocumentation" msgid "" "Should a Light Probe lit Renderer placed outside of the bounds of the Light " "Probe tetrahedral hull use the global Ambient Probe or do a costly search to " "find the nearest probe?" msgstr "ライトプローブの4面体ハルの範囲外に配置されたライトプローブlit(ライティングの影響を受ける)レンダラーは、グローバルのアンビエントプローブを使用すべきですか、または、コストのかかる検索を行って最も近いプローブを見つけるべきですか?" #: 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/Src/AutoDocumentation.cpp:1335 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" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:123 msgid "" "Should all physics objects report contacts or only the ones that were " "requested by MonoBehaviour scripts" msgstr "すべての物理オブジェクトの接触を知らせるべきか、またはMonoBehaviourスクリプトによって要求された物理オブジェクトの接触のみを知らせるか" #: Editor/Src/AutoDocumentation.cpp:2064 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:1336 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。" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:135 msgid "Should box shaped queries be visualized?" msgstr "ボックス形状クエリを可視化するべきか" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:136 msgid "Should capsule shaped queries be visualized?" msgstr "カプセル形状クエリを可視化するべきか" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:140 msgid "Should cast type queries be visualized?" msgstr "キャストタイプクエリを可視化するべきか" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:139 msgid "Should check type queries be visualized?" msgstr "確認タイプクエリを可視化するべきか" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:122 msgid "Should contacts be shown? Enabling this at runtime won't have an effect" msgstr "接触を表示すべきか。ランタイムにこれを有効にしても効果はありません" #: Editor/Src/AutoDocumentation.cpp:2449 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:2066 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:1337 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:2221 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:1959 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/静的な衝突を可能にするか" #: Editor/Src/AutoDocumentation.cpp:2521 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:2520 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。" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:138 msgid "Should overlap type queries be visualized?" msgstr "重複タイプクエリを可視化するべきか" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:57 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/PhysicsEditor/PhysicsDebugWindow.cs:131 msgid "Should queries be visualized?" msgstr "クエリを可視化するべきか" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:137 msgid "Should ray shaped queries be visualized?" msgstr "レイ形状クエリを可視化するべきか" #: Editor/Src/AutoDocumentation.cpp:906 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" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:134 msgid "Should sphere shaped queries be visualized?" msgstr "スフィア形状クエリを可視化するべきか" #: Editor/Mono/Inspector/LineRendererEditor.cs:31 msgid "Should the U coordinate be stretched or tiled?" msgstr "U座標を引き伸ばすか、タイル状にするか" #: Editor/Src/AutoDocumentation.cpp:1983 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-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/Src/AutoDocumentation.cpp:702 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:217 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するか?" #: Editor/Src/AutoDocumentation.cpp:685 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:314 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。" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:65 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:67 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:66 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。" #: Editor/Src/AutoDocumentation.cpp:2065 msgctxt "From AutoDocumentation" msgid "" "Should the impulse force be applied to the contact point? Applying the force " "at the contact point may cause the target to rotate." msgstr "衝撃力を接触点に適用するべきか。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:2445 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:2444 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:2446 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:1733 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-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/Src/AutoDocumentation.cpp:1334 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/Src/AutoDocumentation.cpp:2447 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:2448 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:2071 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" #: Modules/TerrainEditor/TerrainInspector.cs:197 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/ProfilerEditor/ProfilerWindow/ProfilerFrameViewBase.cs:38 msgid "Show" msgstr "表示" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:536 msgid "Show Activity Indicator On Loading" msgstr "ロード中にアクティビティインジケーターを表示" #: Packages/com.unity.visualeffectgraph/Editor/Utilities/SDF/BakeTool/SdfBakerPreview.cs:15 msgid "Show Actual Box" msgstr "実際のボックスを表示" #: Packages/com.unity.render-pipelines.universal/Editor/ScriptableRendererDataEditor.cs:235 msgid "Show Additional Properties" msgstr "追加プロパティを表示" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:153 msgid "Show All" msgstr "すべて表示" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.cs:377 msgid "Show All Additional Properties..." msgstr "その他すべてのプロパティを表示..." #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:123 msgid "Show All Contacts" msgstr "すべての接触を表示" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:539 msgid "Show All Modules" msgstr "すべてのモジュールを表示" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:87 msgid "Show All Windows in Taskbar" msgstr "タスクバーのすべてのウィンドウを表示" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorWindowSettings.cs:13 msgid "Show Apply Confirmation" msgstr "適用の確認を表示" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:89 msgid "Show Articulation Bodies" msgstr "連結ボディを表示" #: Editor-Missing:Missing detected at runtime. msgid "Show Audio Waveforms" msgstr "オーバーレイを表示" #: Editor/Mono/Inspector/TrailRendererEditor.cs:36 msgid "Show Bounds" msgstr "境界を表示" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:92 msgid "Show BoxColliders" msgstr "ボックスコライダーを表示" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:94 msgid "Show CapsuleColliders" msgstr "カプセルコライダーを表示" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/HDShadowSettingsEditor.cs:125 msgid "Show Cascades" msgstr "カスケードを表示" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:122 msgid "Show Contacts" msgstr "接触を表示" #: Packages/com.unity.visualeffectgraph/Editor/Utilities/SDF/BakeTool/SdfBakerPreview.cs:16 msgid "Show Desired Box" msgstr "必要なボックスを表示" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:90 msgid "Show Diagnostics" msgstr "診断を表示" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:90 msgid "Show Diagnostics Overlay" msgstr "診断のオーバーレイを表示" #: Editor/Mono/PreferencesWindow/AssetPipelinePreferences.cs:27 msgid "Show Enter Safe Mode Dialog" msgstr "セーフモードに入るダイアログを表示" #: Editor/Mono/Inspector/Avatar/AvatarMappingEditor.cs:57 msgid "Show Error(s)..." msgstr "エラーを表示..." #: Modules/SafeMode/SafeModeToolbarWindow.cs:208 msgid "Show Experimental Packages..." msgstr "実験的パッケージを表示..." #: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:105 msgid "Show Flood Fill Preview" msgstr "塗りつぶしプレビューを表示" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/CPUorGPUProfilerModule.cs:161 msgid "Show Flow Events" msgstr "イベントフローを表示" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/CPUorGPUProfilerModule.cs:160 msgid "Show Full Scripting Method Names" msgstr "完全なスクリプトメソッド名を表示" #: Editor-Missing:Missing detected at runtime. msgid "Show GUI" msgstr "GUI を表示" #: /Editor/Src/Gizmos/AnnotationManager.cpp:459 msgid "Show Grid" msgstr "グリッドを表示" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:124 msgid "Show Impulse" msgstr "衝撃を表示" #: Editor/Mono/SerializedProperty/SerializedPropertyTreeView.cs:214 msgid "Show Inactive Objects" msgstr "非アクティブオブジェクトを表示" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:88 msgid "Show Kinematic Bodies" msgstr "キネマティックボディを表示" #: Editor/Mono/Undo/UndoHistoryWindow.cs:230 msgid "Show Latest Action First" msgstr "最新のアクションを最初に表示" #: Editor/Mono/Undo/UndoHistoryWindow.cs:231 msgid "Show Latest Action Last" msgstr "最新のアクションを最後に表示" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:82 msgid "Show Layers" msgstr "レイヤーを表示" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:57 msgid "Show Lightmap Resolution Overlay" msgstr "ライトマップ解像度オーバーレイを表示" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:251 msgid "Show Loading Indicator" msgstr "ローディングインジケーターを表示" #: Editor-Missing:Missing detected at runtime. msgid "Show Lobby GUI" msgstr "ロビー GUI を表示" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:647 msgid "Show Location" msgstr "場所を表示" #: /Editor/Src/UnityConnect/UnityConnectInfo.h:33 msgid "Show Login Window" msgstr "ログインウィンドウを表示" #: Packages/com.unity.ugui/Editor/UGUI/UI/MaskEditor.cs:28 msgid "Show Mask Graphic" msgstr "マスク用グラフィックスを表示" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:96 msgid "Show MeshColliders (concave)" msgstr "メッシュコライダー (凹状) を表示" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:95 msgid "Show MeshColliders (convex)" msgstr "メッシュコライダー (凸状) を表示" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:154 msgid "Show None" msgstr "非表示" #: Modules/ParticleSystemEditor/ParticleEffectUI.cs:63 msgid "Show Only Selected" msgstr "選択したもののみを表示" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:34 msgid "Show Overrides" msgstr "オーバーライドを表示" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:35 msgid "" "Show Overrides are disabled because there are too many overrides to " "visualize. Overrides on the root Transform are always visualized though." msgstr "オーバーライドが多すぎて表示できないため、[オーバーライドを表示]は無効になっています。 ただし、ルートトランスフォームのオーバーライドは常に表示されます。" #: Modules/AssetDatabase/Editor/V2/Managed/ImportActivityWindow.cs:2325 msgid "Show Overview" msgstr "概要を表示" #: Modules/QuickSearch/Editor/UITK/SearchEmptyView.cs:68 msgid "Show Packages is off." msgstr "パッケージを表示がオフになっています。" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:83 msgid "Show Physics Scene" msgstr "物理演算シーンを表示" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:66 msgid "Show Platform Settings For" msgstr "プラットフォーム設定を表示" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:35 msgid "Show Read-Only Properties" msgstr "読み取り専用プロパティを表示" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:148 msgid "Show Repaint Dots" msgstr "書き換えドットを表示" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorWindowSettings.cs:12 msgid "Show Revert Confirmation" msgstr "元に戻す確認を表示" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:87 msgid "Show Rigidbodies" msgstr "リジッドボディを表示" #: Editor-Missing:Missing detected at runtime. msgid "Show Selected Items" msgstr "選択アイテムを表示" #: /Editor/Src/Gizmos/AnnotationManager.cpp:460 msgid "Show Selection Outline" msgstr "選択アウトラインを表示" #: /Editor/Src/Gizmos/AnnotationManager.cpp:461 msgid "Show Selection Wire" msgstr "選択ワイヤーを表示" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:125 msgid "Show Separation" msgstr "分離を表示" #: Packages/com.unity.shaderanalysis/Editor/Internal/ShaderAnalysisInspectorWindow.cs:412 msgid "Show Settings" msgstr "設定を表示" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:90 msgid "Show Sleeping Bodies" msgstr "スリープ状態のボディーを表示" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:93 msgid "Show SphereColliders" msgstr "スフィアコライダーを表示" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:96 msgid "Show Splash Screen" msgstr "スプラッシュスクリーンを表示" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:85 msgid "Show Static Colliders" msgstr "静的コライダーを表示" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:82 msgid "Show Stats for 'current frame'" msgstr "現在のフレームの統計を表示" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:97 msgid "Show TerrainColliders" msgstr "Terrain (地形) コライダーを表示" #: Editor/Mono/ConsoleWindow.cs:1067 msgid "Show Timestamp" msgstr "タイムスタンプを表示" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:86 msgid "Show Triggers" msgstr "トリガーを表示" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:95 msgid "Show Unity Logo" msgstr "Unity ロゴを表示" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:84 msgid "Show Unity Scene" msgstr "Unity シーンを表示" #: /Runtime/Misc/PlayerSettingsSplashScreen.h:171 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:406 msgid "Show Unity Splash Logo" msgstr "Unity スプラッシュロゴを表示" #: /Runtime/Misc/PlayerSettingsSplashScreen.h:170 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:346 msgid "Show Unity Splash Screen" msgstr "スプラッシュスクリーンを表示" #: Editor/Mono/Inspector/DirectorEditor.cs:25 msgid "Show Unused" msgstr "不使用のものを表示" #: Editor/Mono/Inspector/LineRendererEditor.cs:27 msgid "Show Wireframe" msgstr "ワイヤーフレームを表示" #: Editor/Mono/BuildPlayerWindow.cs:71 msgid "" "Show a dialog where you can attach a managed debugger before any script " "execution. Can also use volume Up or Down button to confirm on Android." msgstr "すべてのスクリプトの実行前に、マネージデバッガーをアタッチできるダイアログを表示します。Androidでは、音量の上下ボタンを使用して確認することもできます。" #: Editor/Mono/Inspector/LineRendererEditor.cs:29 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/QualitySettingsEditor.cs:39 msgid "Show additional options" msgstr "他のオプションを表示" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:367 msgid "Show advanced settings." msgstr "高度な設定を表示" #: Modules/PackageManagerUI/Editor/UI/Filters/AssetStoreFiltersWindow.cs:106 msgid "Show all" msgstr "すべてを表示" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:89 msgid "Show collision geometry from Articulation Bodies" msgstr "連結ボディの衝突ジオメトリを表示します" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:85 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" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:86 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" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:88 msgid "Show collision geometry from Kinematic Rigidbodies" msgstr "キネマティックリジッドボディの衝突ジオメトリを表示します" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:87 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" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:90 msgid "Show collision geometry from Sleeping Rigidbodies" msgstr "スリープ状態のリジッドボディの衝突ジオメトリを表示します" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:92 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" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:94 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" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:96 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" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:95 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" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:93 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" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:97 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/Inspector/ComputeShaderInspector.cs:29 msgid "Show compiled code" msgstr "コンパイルしたコードを表示" #: Editor/Mono/PreferencesWindow/AssetPipelinePreferences.cs:27 msgid "" "Show confirmation dialog when Unity would enter Safe Mode due to script " "compilation errors." msgstr "スクリプトのコンパイルエラーが原因でUnityがセーフモードに入る場合に、確認ダイアログを表示します。" #: Editor/Mono/PreferencesWindow/AssetPipelinePreferences.cs:26 msgid "Show confirmation dialog whenever Unity saves any assets." msgstr "Unityがアセットを保存するたびに確認ダイアログを表示します。" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:125 msgid "Show contact separation" msgstr "接触の分離を表示します" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:114 msgid "Show depth buffer" msgstr "深度バッファを表示" #: Editor/Mono/Inspector/ShaderInspector.cs:48 msgid "Show generated code" msgstr "生成されたコードを表示" #: Editor/Mono/Inspector/ShaderInspector.cs:49 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:48 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/Audio/Mixer/GUI/AudioMixerWindow.cs:720 msgid "Show group connections" msgstr "グループ接続を表示" #: Modules/PackageManagerUI/Editor/Services/UserSettings/PackageManagerUserSettingsProvider.cs:22 msgid "Show in Explorer" msgstr "エクスプローラーで表示" #: /Editor/Mono/VersionControl/UI/VCMenuPending.cs:125 msgctxt "MenuItem./Assets/Show in Explorer" msgid "Show in Explorer" msgstr "エクスプローラーで表示" #: Modules/QuickSearch/Editor/UITK/SearchEmptyView.cs:66 msgid "Show more results is off." msgstr "さらに表示がオフになっています。" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:774 msgid "Show name on" msgstr "以下に名前を表示します" #: Packages/com.unity.ugui/Editor/UGUI/UI/SelectableEditor.cs:26 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" #: Editor/Mono/SerializedProperty/SerializedPropertyTreeView.cs:214 msgid "" "Show objects that are not active in the hierarchy but contains the component." msgstr "ヒエラルキーでアクティブではないが、コンポーネントを含むオブジェクトを表示します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:27 msgid "Show on start" msgstr "開始時に表示" #: Modules/QuickSearch/Editor/Indexing/IndexManager.cs:123 msgid "Show package indexes" msgstr "パッケージインデックスを表示" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:124 msgid "Show per contact point impulse" msgstr "接触点ごとの衝撃を表示" #: Modules/PackageManagerUI/Editor/Services/ProjectSettings/PackageManagerProjectSettingsProvider.cs:95 msgid "Show pre-release packages" msgstr "プレリリースパッケージを表示" #: Editor/Mono/Inspector/ComputeShaderInspector.cs:27 msgid "Show preprocessor output instead of compiled shader code" msgstr "コンパイルしたシェーダーコードの代わりにプリプロセッサー出力を表示します" #: Editor/Mono/GUI/AppStatusBar.cs:32 msgid "Show progress details" msgstr "処理詳細を表示" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:131 msgid "Show queries" msgstr "クエリを表示" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:719 msgid "Show referenced groups" msgstr "参照したグループを表示" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:125 msgid "Show render target #0" msgstr "レンダーターゲットを表示 #0" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:126 msgid "Show render target #1" msgstr "レンダーターゲットを表示 #1" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:127 msgid "Show render target #2" msgstr "レンダーターゲットを表示 #2" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:128 msgid "Show render target #3" msgstr "レンダーターゲットを表示 #3" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:129 msgid "Show render target #4" msgstr "レンダーターゲットを表示 #4" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:130 msgid "Show render target #5" msgstr "レンダーターゲットを表示 #5" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:131 msgid "Show render target #6" msgstr "レンダーターゲットを表示 #6" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:132 msgid "Show render target #7" msgstr "レンダーターゲットを表示 #7" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:84 msgid "Show selected Unity scenes" msgstr "選択した Unity シーンを表示します" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:82 msgid "Show selected layers" msgstr "選択したレイヤーを表示" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:83 msgid "Show selected physics scenes" msgstr "選択した物理シーンを表示" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:142 msgid "Show shapes:" msgstr "形状を表示:" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:82 msgid "Show stats labels when the 'current frame' toggle is on." msgstr "'現在のフレーム'切り替えボタンがオンの場合に統計ラベルを表示します。" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:115 msgid "Show stencil buffer" msgstr "ステンシルバッファを表示" #: Editor/Mono/Inspector/LightProbeGroupInspector.cs:518 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/LineRendererEditor.cs:27 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" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:141 msgid "Show types:" msgstr "タイプを表示:" #: Editor/Mono/Inspector/MeshPreview.cs:14 msgid "Show wireframe" msgstr "ワイヤーフレームを表示" #: Editor/Mono/Inspector/TrailRendererEditor.cs:36 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" #: Editor/Mono/Annotation/AnnotationWindow.cs:76 msgid "Show/Hide Gizmo" msgstr "ギズモを表示/非表示" #: Editor/Mono/Annotation/AnnotationWindow.cs:78 msgid "Show/Hide Icon" msgstr "アイコンを表示/非表示" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:28 msgid "Show/Hide Modules" msgstr "モジュールを表示/非表示" #: Editor-Missing:Missing detected at runtime. msgid "ShowSelectedItems" msgstr "ShowSelectedItems" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameViewBase.cs:20 msgid "" "Showing search results are disabled while recording with deep profiling.\n" "Stop 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" #: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:34 msgid "" "Shows a Gizmo in the Scene view for changing the offset for the Grid " "Selection" msgstr "グリッド選択のオフセットを変更するために、ギズモをシーンビューに表示します" #: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:36 msgid "" "Shows a Gizmo in the Scene view for changing the rotation for the Grid " "Selection" msgstr "グリッド選択の回転を変更するために、ギズモをシーンビューに表示します" #: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:38 msgid "" "Shows a Gizmo in the Scene view for changing the scale for the Grid Selection" msgstr "グリッド選択のスケールを変更するために、ギズモをシーンビューに表示します" #: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:40 msgid "" "Shows a Gizmo in the Scene view for changing the transform for the Grid " "Selection" msgstr "グリッド選択のトランスフォームを変更するために、ギズモをシーンビューに表示します" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedCallsView.cs:432 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/ProfilerDetailedCallsView.cs:431 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" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:32 msgid "Shows the Mouse Grid Position marquee at the Brush's Z Position." msgstr "ブラシのZ位置にマウスグリッド位置マークを表示します。" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:28 msgid "" "Shows the mathematical equation applied to the version number used determine " "if the symbol should be defined." msgstr "シンボルを定義する必要があるかどうかを決定するために使用されるバージョン番号に適用される数式を表示します。" #: Editor/Mono/Inspector/CameraEditor.cs:36 msgid "Shutter Speed" msgstr "シャッタースピード" #: Modules/Physics2DEditor/Managed/Effectors/PlatformEffector2DEditor.cs:78 msgid "Side Arc" msgstr "側面の円弧角度" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:56 msgid "Side Count" msgstr "辺数" #: Editor-Missing:Missing detected at runtime. msgid "Side by side comparison view" msgstr "並べて比較するビュー" #: Modules/PhysicsEditor/WheelColliderEditor.cs:38 msgid "Sideways Friction" msgstr "横側の摩擦" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:241 msgid "Sigma" msgstr "シグマ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3367 msgid "Sign Package" msgstr "パッケージに署名" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/SignInAction.cs:33 msgid "Sign in" msgstr "サインイン" #: Modules/PackageManagerUI/Editor/UI/PackageList.cs:208 msgid "Sign in to access your assets" msgstr "サインインしてアセットにアクセスします" #: Modules/PackageManagerUI/Editor/UI/SignInBar.cs:15 msgid "Sign in to manage Asset Store packages" msgstr "サインインしてAsset Storeパッケージを管理します" #: /Editor/Src/Commands/CloudMenu.cpp:40 msgctxt "MenuItem./Services/Sign in..." msgid "Sign in..." msgstr "サインイン..." #: Modules/EditorToolbar/ToolbarElements/AccountDropdown.cs:121 msgid "Sign out" msgstr "サインアウト" #: /Editor/Src/Commands/CloudMenu.cpp:41 msgctxt "MenuItem./Services/Sign out" msgid "Sign out" msgstr "サインアウト" #: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:47 msgid "Signing Team ID" msgstr "チーム ID に署名" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSPreferenceWindowExtension.cs:77 msgid "Signing Team Id:" msgstr "チーム ID に署名:" #: Editor-Missing:Missing detected at runtime. msgid "Silly" msgstr "Silly" #: Editor-Missing:Missing detected at runtime. msgid "Simple" msgstr "シンプル" #: Editor/Mono/Inspector/LineRendererEditor.cs:28 msgid "Simplify" msgstr "簡略化" #: Editor/Mono/Inspector/LineRendererEditor.cs:29 msgid "Simplify Preview" msgstr "プレビューを簡略化" #: Modules/UnityConnectEditor/Services/PurchasingService.cs:93 msgid "Simplify cross-platform IAP" msgstr "クロスプラットフォーム IAP を簡易化します" #: Modules/ParticleSystemEditor/ParticleEffectUI.cs:65 msgid "Simulate Layers" msgstr "レイヤーのシミュレーション" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:67 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/Physics2DEditor/Managed/Rigidbody/Rigidbody2DEditor.cs:104 msgid "Simulated" msgstr "シミュレーションする" #: Editor-Missing:Missing detected at runtime. msgid "Simulated Input" msgstr "シミュレーションによる入力" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:109 msgid "Simulation Band" msgstr "シミュレーション帯域" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:119 msgid "Simulation Foam" msgstr "泡のシミュレーション" #: Modules/Physics2DEditor/Managed/Settings/Physics2DSettingsEditor.cs:169 msgid "Simulation Layers" msgstr "シミュレーションレイヤー" #: Modules/Physics2DEditor/Managed/Settings/Physics2DSettingsEditor.cs:13 msgid "Simulation Mode" msgstr "シミュレーションモード" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:124 msgid "Simulation Resolution" msgstr "シミュレーション結果" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:63 msgid "Simulation Space" msgstr "シミュレーション空間" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:65 msgid "Simulation Speed" msgstr "シミュレーション速度" #: Modules/DeviceSimulatorEditor/SimulatorWindow.cs:12 msgid "Simulator" msgstr "シミュレーター" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:224 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" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:332 msgid "Single" msgstr "単数" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:184 msgid "Single Channel" msgstr "単一チャンネル" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:172 msgid "Single Channel Component" msgstr "単一チャンネルコンポーネント" #: Editor-Missing:Missing detected at runtime. msgid "Single Line" msgstr "単一ライン" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:215 msgid "Single Material" msgstr "単一マテリアル" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:339 msgid "Single Pass" msgstr "シングルパス" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:60 msgid "Single Row" msgstr "単一行" #: 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-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" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:128 msgid "Single-Pass Instancing" msgstr "シングルパスインスタンシング" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:129 msgid "" "Single-Pass Instancing must be enabled in Oculus Plugin.\n" "Go in Edit > Project Settings > XR Plugin Manager > Oculus and change Stereo " "Rendering Mode to Single Pass Instanced.\n" "(This can't be verified by the Wizard)" msgstr "Oculusプラグインでシングルパスインスタンシングを有効にする必要があります。\n編集>プロジェクト設定>XR Plugin Manager> Oculusに移動し、ステレオレンダリングモードをシングルパスインスタンスに変更します。\n(これはウィザードでは確認されません)" #: 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-Missing:Missing detected at runtime. msgid "Single2 object view" msgstr "シングル2 オブジェクトビュー" #: [MenuItem]Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/AssetCallbacks/CreateSixWayShaderGraph.cs:9 msgid "Six Way Shader Graph" msgstr "6 ウェイシェーダーグラフ" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/SixWayUIBlock.cs:16 msgid "Six-way Options" msgstr "6 ウェイオプション" #: /Runtime/Geometry/BoundsInt.h:70 Editor/Mono/EditorGUI.cs:155 msgid "Size" msgstr "サイズ" #: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:14 msgid "Size Affects Range" msgstr "サイズはライトの範囲に影響します" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:49 msgid "Size Amount" msgstr "サイズ乗数" #: /Runtime/Transform/RectTransform.cpp:203 msgid "Size Delta" msgstr "デルタのサイズ" #: /Runtime/Camera/OcclusionCullingData.cpp:75 msgid "Size Portals" msgstr "ポータルのサイズ" #: /Runtime/Camera/OcclusionCullingData.cpp:73 msgid "Size Renderers" msgstr "サイズ レンダラー" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:58 msgid "Size X" msgstr "サイズ X" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:59 msgid "Size Y" msgstr "サイズ Y" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:19 msgid "Size affects Lifetime" msgstr "サイズは生存期間に影響" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:18 msgid "Size affects Width" msgstr "サイズは幅に影響" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:709 msgid "Size by Speed" msgstr "速度によるサイズ" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:683 msgid "Size in points " msgstr "サイズ (ポイント単位)" #: Editor/Src/AutoDocumentation.cpp:2100 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:386 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:853 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" #: Modules/TerrainEditor/TerrainInspector.cs:157 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" #: Editor/Src/AutoDocumentation.cpp:2550 msgctxt "From AutoDocumentation" msgid "Size of the coded bytes." msgstr "コード化されたバイトのサイズ" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:89 msgid "Size of the flare around the celestial body (in degrees)." msgstr "天体周辺のフレアのサイズ(単位は度)。" #: Editor/Mono/GameView/GameView.cs:99 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/Src/AutoDocumentation.cpp:3191 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:2609 msgctxt "From AutoDocumentation" msgid "Size of the parameter block in bytes." msgstr "パラメーターブロックのサイズ(バイト)" #: Editor/Src/AutoDocumentation.cpp:2544 msgctxt "From AutoDocumentation" msgid "" "Size of the parameters block The parameter block is part of " "BcThumbnailHeader and not of ThumbnailInfo since BcThumbnailHeader is only " "demand loaded/unloaded." msgstr "パラメーターブロックのサイズ。パラメーターブロックはBcThumbnailHeaderの一部で、ThumbnailInfoの一部ではありません。なぜなら、BcThumbnailHeaderはロード/アンロードを要求するだけだからです。" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:30 msgid "Size of the partial update zone." msgstr "部分的な更新ゾーンのサイズ" #: Editor/Mono/Inspector/RenderTextureEditor.cs:16 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)" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:60 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/ParticleSystemUI.cs:708 msgid "Size over Lifetime" msgstr "生存期間のサイズ" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsOverviewTabContent.cs:64 msgid "Size: {0} (Number of files: {1})" msgstr "サイズ: {0} (ファイル数: {1})" #: Modules/TreeEditor/TreeEditor.cs:186 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/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:182 msgid "SketchUp" msgstr "概要" #: Modules/SketchUpEditor/Mono/SketchUpImportDlg.cs:206 msgid "SketchUp Node Selection Dialog" msgstr "ノード選択ダイアログの概要" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:182 msgid "SketchUp import settings" msgstr "インポート設定の概要" #: /Runtime/Graphics/Mesh/Mesh.cpp:893 msgid "Skin" msgstr "スキン" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:2130 msgid "Skin On GPU" msgstr "GPU のスキン" #: /Runtime/Graphics/QualitySettings.cpp:587 #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:133 msgid "Skin Weights" msgstr "スキンウェイト" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:940 msgid "Skin Weights Property" msgstr "スキンウェイトプロパティ" #: Modules/PhysicsEditor/CharacterControllerEditor.cs:70 msgid "Skin Width" msgstr "スキン幅" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:263 msgid "Skinned Mesh Renderer" msgstr "スキンメッシュレンダラー" #: /Runtime/Misc/ComponentRequirement.cpp:470 msgctxt "MenuItem./Skinned Mesh Renderer" msgid "Skinned Mesh Renderer" msgstr "スキンメッシュレンダラー" #: /Runtime/Graphics/Mesh/SkinnedMeshRenderer.cpp:1989 #: Editor/Mono/Inspector/RendererEditorBase.cs:327 msgid "Skinned Motion Vectors" msgstr "スキンしたモーションベクトル" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:212 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" #: Editor/Src/PackageUtility.cpp:1275 msgid "Skip" msgstr "スキップ" #: Editor/Src/DragAndDropForwarding.cpp:2572 msgid "Skip All" msgstr "すべてをスキップ" #: Editor/Src/DragAndDropForwarding.cpp:2572 msgid "Skip File" msgstr "ファイルをスキップ" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:37 msgid "Skip On Drop" msgstr "ドロップ時にスキップ" #: /Editor/Src/Undo/ObjectUndo.cpp:1739 msgid "Skip On Missing Main Object" msgstr "欠けたメインオブジェクトをスキップ" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterDeformer/WaterDeformerEditor.cs:113 msgid "Skipped Waves" msgstr "波の省略" #: /Runtime/Camera/BatchRendererGroup.cpp:783 msgctxt "Error Message in BatchRendererGroup.cpp" msgid "" "Skipping indirect BRG command with invalid indirect arguments buffer handle" msgstr "無効な間接引数のバッファハンドルを指定した間接BRG コマンドをスキップします" #: /Runtime/Camera/BatchRendererGroup.cpp:778 msgctxt "Error Message in BatchRendererGroup.cpp" msgid "" "Skipping indirect BRG command with invalid visible instances buffer handle" msgstr "無効な可視インスタンスのバッファハンドルを指定した間接BRGコマンドをスキップします" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:28 msgid "Sky" msgstr "空" #: Editor/Mono/SettingsWindow/LightingEditor.cs:36 msgid "Sky Color" msgstr "スカイカラー" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBakingSetEditor.cs:257 msgid "Sky Occlusion" msgstr "スカイオクルージョン" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBakingSetEditor.cs:264 msgid "Sky Occlusion Average Albedo" msgstr "スカイオクルージョン 標準アルベド" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBakingSetEditor.cs:263 msgid "Sky Occlusion Baking Bounces" msgstr "スカイオクルージョン バウンスをベイク" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBakingSetEditor.cs:262 msgid "Sky Occlusion Baking Samples" msgstr "スカイオクルージョン サンプルをベイク" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBakingSetEditor.cs:265 msgid "Sky Occlusion Shading Direction" msgstr "スカイオクルージョン シェーディング向き" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs:95 msgid "Sky Type" msgstr "スカイタイプ" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineMenuItems.cs:108 msgid "Sky and Fog Global Volume" msgstr "空とフォグのグローバルボリューム" #: Packages/com.unity.render-pipelines.high-definition/Editor/Sky/HDLightingWindowEnvironmentSection.cs:164 msgid "Sky lighting environment for active Scene" msgstr "アクティブシーンの空のライティング環境" #: Packages/com.unity.render-pipelines.high-definition/Editor/Sky/VisualEnvironmentEditor.cs:133 msgid "Sky type" msgstr "スカイタイプ" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:120 msgid "Skybox" msgstr "スカイボックス" #: /Runtime/Misc/ComponentRequirement.cpp:563 msgctxt "MenuItem./Skybox" msgid "Skybox" msgstr "スカイボックス" #: /Runtime/Camera/RenderSettings.cpp:550 #: Editor/Mono/SettingsWindow/LightingEditor.cs:23 msgid "Skybox Material" msgstr "スカイボックスマテリアル" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:168 msgid "Sleep State" msgstr "スリープ状態" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:169 Editor-Missing:Missing #: detected at runtime. msgid "Sleep Threshold" msgstr "スリープのしきい値" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:106 msgid "Sleeping Bodies" msgstr "スリープ状態のボディ" #: Modules/Physics2DEditor/Managed/Rigidbody/Rigidbody2DEditor.cs:153 msgid "Sleeping Mode" msgstr "スリープモード" #: Editor-Missing:Missing detected at runtime. msgid "Slerp" msgstr "球面線形補間" #: Editor/Mono/Inspector/Texture3DPreview.cs:88 msgid "Slice" msgstr "スライス" #: Editor/Src/AutoDocumentation.cpp:3338 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-Missing:Missing detected at runtime. msgid "Sliced" msgstr "スライス" #: [MenuItem]Packages/com.unity.ugui/Editor/UGUI/UI/MenuOptions.cs:251 msgid "Slider" msgstr "スライダー" #: Editor-Missing:Missing detected at runtime. msgid "Slider (Script)" msgstr "Slider (スクリプト)" #: /Runtime/Misc/ComponentRequirement.cpp:524 msgctxt "MenuItem./Slider Joint 2D" msgid "Slider Joint 2D" msgstr "2D スライダージョイント" #: Modules/PhysicsEditor/CharacterControllerEditor.cs:68 msgid "Slope Limit" msgstr "スロープ制限" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:120 msgid "Slope-Scale Depth Bias" msgstr "傾斜比例深度バイアス" #: /Runtime/Graphics/Mesh/CompressedAnimationCurve.h:40 msgid "Slopes" msgstr "スロープ" #: Editor-Missing:Missing detected at runtime. msgid "Slow and Safe" msgstr "低速だが安全" #: Editor/Mono/PresetLibraries/PresetLibraryEditorMenu.cs:43 msgid "Small Grid" msgstr "小さなグリッド" #: Editor/Mono/PresetLibraries/PresetLibraryEditorMenu.cs:45 msgid "Small List" msgstr "小さなリスト" #: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:61 msgid "Small icon layers (1x)" msgstr "小さなアイコンレイヤー (1x)" #: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:66 msgid "Small icon layers (2x)" msgstr "小さなアイコンレイヤー (2x)" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:130 msgid "Small-Mesh Screen-Percentage" msgstr "小さなメッシュの画面率" #: /Runtime/Camera/OcclusionCullingSettings.cpp:142 #: Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:43 msgid "Smallest Hole" msgstr "最小の穴" #: /Runtime/Camera/OcclusionArea.cpp:57 msgid "Smallest Hole Size" msgstr "最小の穴のサイズ" #: /Runtime/Camera/OcclusionCullingSettings.cpp:141 #: Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:46 msgid "Smallest Occluder" msgstr "遮蔽物の最小値" #: /Runtime/Camera/OcclusionArea.cpp:56 msgid "Smallest Voxel Size" msgstr "最小のボクセルサイズ" #: Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:43 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" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorMenu.cs:80 msgid "Smart" msgstr "スマート" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorMenu.cs:86 msgid "" "Smart attempts to create new Sprites while retaining or adjusting existing " "ones. This slicing method does not remove any existing Sprites." msgstr "'スマート'は、既存のスプライトを保持または調節しながら、新しいスプライトを作成します。 このスライス方法では、既存のスプライトは削除されません。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:231 msgid "Smooth" msgstr "スムーズ" #: Editor/Mono/AssetPipeline/SpeedTree/SpeedTreeImporterCommon.cs:198 msgid "Smooth Transitions" msgstr "スムーズな遷移" #: 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" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:139 msgid "Smoothing Angle" msgstr "スムージングの角度" #: Editor/Mono/Inspector/StandardShaderGUI.cs:37 msgid "Smoothness" msgstr "滑らかさ" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:13 msgid "Smoothness (R), Metallic (G), AO (B)" msgstr "滑らかさ (R)、メタリック (G)、AO (B)" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:91 msgid "Smoothness Fade Start" msgstr "滑らかさフェード開始" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:144 msgid "Smoothness Source" msgstr "滑らかさ ソース" #: Editor/Mono/Inspector/StandardShaderGUI.cs:38 msgid "Smoothness scale factor" msgstr "滑らかさ スケールファクター" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:43 msgid "Smoothness scale factor." msgstr "滑らかさのスケールファクター" #: Editor/Mono/Inspector/StandardShaderGUI.cs:39 msgid "Smoothness texture and channel" msgstr "滑らかさ テクスチャとチャンネル" #: Editor/Mono/Inspector/StandardShaderGUI.cs:37 msgid "Smoothness value" msgstr "滑らかさ 値" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:42 msgid "Smoothness value." msgstr "滑らかさの値" #: Modules/PhysicsEditor/RigidbodyEditor.cs:43 msgid "Smooths out the effect of running physics at a fixed frame rate." msgstr "固定フレームレートで物理処理実行の効果を滑らかにします。" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectGUI.cs:64 msgid "Smoothstep Snapshot Transition" msgstr "Smoothstep スナップショット遷移" #: /Runtime/Input/InputAxis.h:152 msgid "Snap" msgstr "スナップ" #: [MenuItem]Editor/Mono/GUI/ScreenShotting.cs:72 msgid "Snap Component" msgstr "コンポーネントを撮る" #: /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" #: [MenuItem]Editor/Mono/GUI/ScreenShotting.cs:87 msgid "Snap Game View Content" msgstr "ゲームビューを撮る" #: /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-Missing:Missing detected at runtime. msgid "Snap To Frame" msgstr "フレームにスナップ" #: [MenuItem]Editor/Mono/GUI/ScreenShotting.cs:27 msgid "Snap View %" msgstr "スナップビュー %" #: /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" #: [MenuItem]Editor/Mono/GUI/ScreenShotting.cs:56 msgid "Snap View Extended Right %" msgstr "スナップビュー 右を拡張 %" #: /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" #: [MenuItem]Editor/Mono/GUI/ScreenShotting.cs:41 msgid "Snap View Toolbar" msgstr "スナップビュー ツールバー" #: /Editor/Mono/GUI/ScreenShotting.cs:41 msgctxt "MenuItem./Window/Internal/Screenshot/Snap View Toolbar" msgid "Snap View Toolbar" msgstr "スナップビュー ツールバー" #: Editor/Mono/Grids/GridSnapping.cs:28 msgid "Snap to Grid" msgstr "グリッドにスナップ" #: Modules/GridAndSnap/SnapSettingsWindow.cs:39 msgid "Snapping" msgstr "スナップ" #: Modules/SceneTemplateEditor/SceneTemplateAssetInspectorWindow.cs:382 msgid "Snapshot" msgstr "スナップショット" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerSnapshotView.cs:21 msgid "Snapshots" msgstr "スナップショット" #: /Editor/Mono/ShaderUtil.bindings.cpp:1146 msgctxt "Error Message in ShaderUtil.bindings.cpp" msgid "Snippet not found" msgstr "スニペットが見つかりません" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:397 msgid "Snippets" msgstr "スニペット" #: /Runtime/Graphics/QualitySettings.cpp:594 #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:60 msgid "Soft Particles" msgstr "ソフトパーティクル" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:815 msgid "Soft Particles Property" msgstr "ソフトパーティクルプロパティ" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:62 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:61 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/QualitySettingsEditor.cs:62 msgid "" "Soft Particles require either the Deferred Shading rendering path or Cameras " "that render depth textures." msgstr "ソフトパーティクルには、ディファードシェーディングレンダリングパスまたは深度テクスチャをレンダリングするカメラのいずれかが必要です。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:96 msgid "Soft Shadows" msgstr "ソフトシャドウ" #: Packages/com.unity.render-pipelines.universal/Editor/Lighting/UniversalRenderPipelineLightUI.Skin.cs:50 msgid "Soft Shadows Quality" msgstr "ソフトシャドウ品質 " #: /Runtime/Graphics/QualitySettings.cpp:595 msgid "Soft Vegetation" msgstr "ソフトな植生" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:93 msgid "Softness" msgstr "ぼかし" #: /Editor/Src/Commands/HelpMenu.cpp:112 msgctxt "MenuItem./Help/Software Licenses" msgid "Software Licenses" msgstr "ソフトウェアライセンス" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:92 msgid "Solid" msgstr "ソリッド" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:121 msgid "Solid Color" msgstr "ソリッドカラー" #: /Editor/Src/Animation/Transition.cpp:35 msgid "Solo" msgstr "ソロ" #: Editor-Missing:Missing detected at runtime. msgid "Solver Frequency" msgstr "ソルバー頻度" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:172 msgid "Solver Iterations" msgstr "ソルバー反復数" #: Editor-Missing:Missing detected at runtime. msgid "Solver Type" msgstr "ソルバータイプ" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:173 msgid "Solver Velocity Iterations" msgstr "ソルバー速度反復数" #: 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/Src/AutoDocumentation.cpp:1271 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-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/Src/AutoDocumentation.cpp:2677 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]" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:146 msgid "" "Some Graphics API(s) in the Player Graphics APIs list are incompatible with " "Light Layers. Switching to these Graphics APIs at runtime can cause issues: " msgstr "Player Graphics APIリストの一部のグラフィックスAPIは、ライトレイヤーと互換性がありません。 実行時にこれらのグラフィックスAPIに切り替えると、問題が発生する可能性があります。 " #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:148 msgid "" "Some Renderer(s) in the Renderer List are incompatible with the Player " "Graphics APIs list. Switching to these renderers at runtime can cause " "issues.\n" "\n" msgstr "レンダラーリストの一部のレンダラーは、Player Graphics APIリストと互換性がありません。ランタイムにこれらのレンダラーに切り替えると、問題が発生する可能性があります。\n\n" #: Editor/Mono/ProjectBrowser/ProjectWindowUtil.cs:1091 msgid "" "Some assets could not be deleted.\n" "Make 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/ProjectBrowser/ProjectWindowUtil.cs:1090 msgid "" "Some assets could not be deleted.\n" "Make sure you are connected to your Version Control server or \"Work Offline" "\" is enabled." msgstr "一部のアセットを削除できませんでした。\nバージョン管理サーバーに接続されているか、\"オフラインモード\"が有効になっていることを確認してください。" #: Editor/Mono/Prefabs/PrefabUtility.cs:1358 msgid "" "Some component(s) changed position because of other added components in the " "variant/nesting chain." msgstr "バリアント/ネストチェーンに他のコンポーネントが追加されたため、一部のコンポーネントの位置が変更されました。" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowEventInspector.cs:16 msgid "" "Some functions have the same name across several Monobehaviour components " "and may not work as intended if used with Animation Events!" msgstr "機能の中には、いくつかのMonoBehaviourコンポーネントで同じ名のものもあります。それらは、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:15 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。" #: Modules/QuickSearch/Editor/UITK/SearchEmptyView.cs:63 msgid "Some indexes don't have properties enabled." msgstr "一部のインデックスでプロパティが有効になっていません。" #: Editor/Mono/Prefabs/PrefabImporterEditor.cs:17 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。" #: Modules/DiagnosticsEditor/DiagnosticsPreferences.cs:14 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" #: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreRestAPI.cs:34 msgid "Something went wrong. Please try again later." msgstr "不具合が発生しました。時間をおいてもう一度やり直してください。" #: Modules/PackageManagerUI/Editor/UI/PackageManagerToolbar.cs:130 msgid "Sort" msgstr "ソート" #: /Runtime/2D/Sorting/SortingGroup.cpp:119 #: Editor/Mono/Inspector/SortingGroupEditor.cs:34 msgid "Sort At Root" msgstr "ルートでソート" #: Packages/com.unity.2d.tilemap/Editor/GridPaletteAddPopup.cs:30 msgid "Sort Axis" msgstr "ソート軸" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:122 msgid "Sort Hierarchy By Name" msgstr "階層を名前でソート" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:130 msgid "Sort Mode" msgstr "ソートモード" #: Editor/Mono/Inspector/CanvasEditor.cs:39 msgid "Sort Order" msgstr "ソート順" #: Modules/QuickSearch/Editor/UITK/SearchGroupBar.cs:107 msgid "Sort current group results" msgstr "現在のグループ結果をソートします" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:122 msgid "Sort game objects children by name." msgstr "ゲームオブジェクトの子を名前で並べ替えします。" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:718 msgid "Sort groups alphabetically" msgstr "グループをアルファベット順にソートする" #: Modules/PackageManagerUI/Editor/UI/PackageManagerToolbar.cs:130 msgid "Sort: {0}" msgstr "ソート: {0}" #: Modules/QuickSearch/Editor/Table/ColumnEditor.cs:99 msgid "Sortable" msgstr "ソート可能" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:128 msgid "Sorting Fudge" msgstr "ソートバイアス" #: /Runtime/Misc/ComponentRequirement.cpp:580 msgctxt "MenuItem./Sorting Group" msgid "Sorting Group" msgstr "ソートグループ" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/DecalSortingInputsUIBlock.cs:13 msgid "Sorting Inputs" msgstr "ソート入力" #: /Runtime/Graphics/Renderer.cpp:875 #: Editor/Mono/Inspector/SortingLayerEditorUtility.cs:13 msgid "Sorting Layer" msgstr "ソートレイヤー" #: /Runtime/Graphics/Renderer.cpp:874 msgid "Sorting LayerID" msgstr "ソートレイヤーID" #: /Runtime/BaseClasses/TagManager.cpp:268 #: Editor/Mono/Inspector/TagManagerInspector.cs:40 msgid "Sorting Layers" msgstr "ソートレイヤー" #: /Runtime/Graphics/Renderer.cpp:876 #: Editor/Mono/Inspector/SortingLayerEditorUtility.cs:39 msgid "Sorting Order" msgstr "ソート順" #: Packages/com.unity.ugui/Editor/TMP/TMP_EditorPanel.cs:134 msgid "Sorting Order Layer Prop" msgstr "ソート順レイヤープロパティ" #: Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/BaseShaderGUI.cs:300 msgid "Sorting Priority" msgstr "ソート優先度" #: /Runtime/File/StreamedResource.cpp:77 #: Editor/Mono/Inspector/StandardShaderGUI.cs:39 msgid "Source" msgstr "ソース" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionLayerUI.Drawers.cs:22 msgid "Source Camera" msgstr "ソースカメラ" #: /Runtime/Shaders/ComputeShaderStructs.cpp:192 msgid "Source File" msgstr "ソースファイル" #: /Runtime/Shaders/ComputeShaderStructs.cpp:190 msgid "Source File Name" msgstr "ソースファイル名" #: Packages/com.unity.ugui/Editor/UGUI/UI/ImageEditor.cs:84 msgid "Source Image" msgstr "ソース画像" #: Modules/AssetPipelineEditor/ImportSettings/VideoClipImporterInspector.cs:34 msgid "Source Info" msgstr "ソース情報" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerSettingsWindow.cs:23 msgid "Source Layer" msgstr "ソースの層" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:205 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:204 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" #: Editor/Mono/Inspector/ParentConstraintEditor.cs:43 msgid "Source Offsets" msgstr "ソースオフセット" #: /Editor/Src/Prefabs/PrefabInstance.cpp:218 msgid "Source Prefab" msgstr "ソースプレハブ" #: /Runtime/2D/Common/SpriteRenderData.cpp:458 msgid "Source Skin" msgstr "ソーススキン" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:11 msgid "Source Texture Information" msgstr "ソーステクスチャ情報" #: /Runtime/Graphics/CubemapTexture.cpp:479 msgid "Source Textures" msgstr "ソーステクスチャ" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionLayerUI.Drawers.cs:24 msgid "Source Video" msgstr "ソースビデオ" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:82 msgid "Source WasHDR" msgstr "ソースは HDR" #: /Runtime/Serialize/TransferUtility.cpp:832 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" #: Editor/Src/AutoDocumentation.cpp:930 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/Mono/ImportSettings/TextureImporterInspector.cs:374 msgid "Source image is divided into this amount of columns." msgstr "ソース画像はこの列数に分割されます。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:375 msgid "Source image is divided into this amount of rows." msgstr "ソース画像はこの行数に分割されます。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:143 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:137 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:141 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。" #: Editor/Src/AutoDocumentation.cpp:1750 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:3291 msgctxt "From AutoDocumentation" msgid "" "Source texture Id. This Id represents the source texture resource that the " "blit operation will blit from." msgstr "ソーステクスチャID。 このIDは、転送操作の転送元ソーステクスチャリソースを表します。" #: Editor/Src/AutoDocumentation.cpp:3289 msgctxt "From AutoDocumentation" msgid "" "Source texture rect area. Should be the area your plugin wants to blit from." msgstr "ソーステクスチャの矩形エリア。 プラグインの転送元となるエリア。" #: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteSecondaryTexturesModule.cs:17 msgid "Source texture used as secondary Texture. This is invalid and removed." msgstr "補助的テクスチャとして使用されるソーステクスチャ。これは無効であり、削除されています。" #: Editor/Src/AutoDocumentation.cpp:3290 msgctxt "From AutoDocumentation" msgid "Source texture's array slice." msgstr "ソーステクスチャの配列スライス" #: Editor/Mono/Inspector/ConstraintEditorBase.cs:14 msgid "Sources" msgstr "ソース" #: Modules/ParticleSystemEditor/ParticleSystemModules/ClampVelocityModuleUI.cs:27 msgid "Space" msgstr "空間" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:115 msgid "Space Before Number in Asset Names" msgstr "アセット名の数字の前にスペースを入れる" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:26 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)" #: Packages/com.unity.ugui/Editor/UGUI/UI/ScrollRectEditor.cs:146 msgid "Spacing" msgstr "間隔" #: Editor/Src/AutoDocumentation.cpp:2110 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:773 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" #: [MenuItem]Modules/SceneTemplateEditor/SceneTemplateAnalytics.cs:219 msgid "Spam SceneTemplateCreation Event" msgstr "スパム SceneTemplateCreation イベント" #: [MenuItem]Modules/SceneTemplateEditor/SceneTemplateAnalytics.cs:237 msgid "Spam SceneTemplateInstantiation Event" msgstr "スパム SceneTemplateInstantiation イベント" #: /Runtime/Graphics/SparseTexture.cpp:84 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" #: Editor/Mono/Inspector/AudioSourceInspector.cs:87 msgid "Spatial Blend" msgstr "立体音響ブレンド" #: 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 "Spatial Mapping Renderer" msgstr "立体マッピングレンダラー" #: Editor/Mono/Inspector/AudioSourceInspector.cs:95 msgid "Spatialize" msgstr "立体化する" #: Editor/Mono/Inspector/AudioSourceInspector.cs:96 msgid "Spatialize Post Effects" msgstr "ポストエフェクトを立体化" #: Editor/Mono/Inspector/AudioManagerInspector.cs:21 msgid "Spatializer Plugin" msgstr "スペーシャライザープラグイン" #: Editor/Mono/Inspector/AudioManagerInspector.cs:16 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/Src/EditorHelper.cpp:365 Editor/Src/Application/Application.cpp:3528 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" #: Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:121 msgid "Specific release (ex: 0a9)" msgstr "特定のリリース (例えば 0a9)" #: Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/ScreenSpaceLensFlareEditor.cs:43 msgid "" "Specifies a Texture which HDRP uses to shift the hue of chromatic " "aberrations. If null, HDRP creates a default texture." msgstr "色収差の色相をシフトするためにHDRPが使用するテクスチャを指定します。nullの場合、HDRPはデフォルトのテクスチャを作成します。" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/LightUI.Skin.cs:45 msgid "Specifies a color which tints the Light source." msgstr "光源を着色する色を指定します。" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/LightUI.Skin.cs:47 msgid "" "Specifies a temperature (in Kelvin) used to correlate a color for the Light. " "For reference, White is 6500K." msgstr "ライトの色と関連付けるために使用される温度(単位はケルビン)を指定します。参考までに、白は6500Kです。" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:751 msgid "Specifies an abbreviated name for the app." msgstr "アプリケーションの省略名を指定します" #: 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/Src/AutoDocumentation.cpp:1268 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" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:229 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" #: Packages/com.unity.render-pipelines.core/Editor/Volume/VolumesPreferences.cs:34 msgid "Specifies how Gizmos for Volumes are being rendered" msgstr "ボリュームのギズモをどのように表示するかを指定します" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/DiffusionProfile/DiffusionProfileSettingsEditor.Styles.cs:23 msgid "Specifies how HDRP calculates light transmission." msgstr "HDRPが光の透過を計算する方法を指定します。" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VisualEffectEditor.cs:1385 msgid "" "Specifies how Light Probes will handle the interpolation of lighting and " "occlusion." msgstr "ライトプローブがライティングとオクルージョンの補間を処理する方法を指定します。" #: Editor/Mono/Inspector/RendererEditorBase.cs:24 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/QualitySettingsEditor.cs:65 msgid "" "Specifies how Unity synchronizes rendering with the refresh rate of the " "display device." msgstr "Unityがレンダリングをディスプレイデバイスの更新レートと同期する方法を指定します。" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:59 msgid "Specifies how long the Editor can idle before it updates." msgstr "エディターが更新されるまでのアイドル状態の時間を指定します。" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:41 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" #: Editor/Mono/Inspector/AudioSourceInspector.cs:89 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" #: Packages/com.unity.render-pipelines.high-definition/Editor/Sky/VisualEnvironmentEditor.cs:145 msgid "" "Specifies how the global ambient probe is computed. Dynamic will use the " "currently displayed sky and static will use the sky setup in the environment " "lighting panel." msgstr "グローバルアンビエントプローブの計算方法を指定します。動的は現在表示されている空を使用し、静的は環境ライティンググパネルの空の設定を使用します。" #: Editor/Mono/Inspector/AimConstraintEditor.cs:41 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/LookAtConstraintEditor.cs:35 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。" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Shadows/ShadowCaster2DEditor.cs:58 msgid "Specifies how to draw the shadow used with the ShadowCaster2D" msgstr "シャドウキャスター 2Dで使用される影の描画方法を指定します" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/RayTracingSettingsEditor.cs:21 msgid "" "Specifies if HDRP handles automatically the building of the ray tracing " "acceleration structure internally or if it's provided by the user through " "the camera. If manual is selected and no acceleration structure is fed to " "the camera, ray-traced effects are not executed and fallback to " "rasterization." msgstr "HDRPがレイトレーシング加速構造の構築を内部で自動的に処理するか、それともユーザーがカメラを通して提供するかを指定します。手動が選択されていて、加速構造がカメラに供給されていない場合、レイトレース効果は実行されず、ラスタライゼーションにフォールバックします。" #: Editor/Mono/Inspector/RendererEditorBase.cs:26 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" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:69 msgid "" "Specifies if the Local Wind's Orientation and Current properties are " "inherited from the Swell/Agitation or set independently." msgstr "局所的な風の'向き'プロパティと'流れ'プロパティを波/攪拌から継承するか、個別に設定するかを指定します。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ForceModuleUI.cs:21 msgid "" "Specifies if the force values are in local space (rotated with the " "transform) or world space." msgstr "力の値がローカル空間にあるか(トランスフォームで回転)、ワールド空間にあるかを指定します。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:142 msgid "" "Specifies if the particles 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の方を向くか、ワールド軸に整列するか、システムのトランスフォームに対してローカルにとどまるかを指定します。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:143 msgid "" "Specifies if the particles face the camera, align to world axes, or stay " "local to the system's transform. When using Align to Direction in the Shape " "module, Particle Systems only support Local and World Render Alignments." msgstr "パーティクルがカメラの方を向くか、ワールド軸に整列するか、システムのトランスフォームに対してローカルにとどまるかを指定します。形状モジュールで\"方向に揃える\"を使用する場合、パーティクルシステムは\"ローカル\"と\"ワールド\"のレンダー整列のみをサポートします。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:18 msgid "" "Specifies if the simulation is evaluated at full or half resolution in Low " "Latency mode. When in full resolution in Low Latency mode, the visual " "fidelity is higher but the cost of the simulation increases." msgstr "シミュレーションをフル解像度または半解像度で評価するかどうかを指定します。 低遅延モードのフル解像度の場合、視覚的な忠実度は高くなりますが、シミュレーションのコストは増加します。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ClampVelocityModuleUI.cs:27 msgid "" "Specifies if the velocity values are in local space (rotated with the " "transform) or world space." msgstr "速度の値がローカル空間(トランスフォームに伴い回転する)、ワールド空間のものかを指定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Foam.cs:50 msgid "Specifies if the water surfaces supports foam rendering." msgstr "水面が泡のレンダリングに対応するかどうかを指定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Deformation.cs:26 msgid "Specifies if the water surfaces supports local deformations." msgstr "水面が局所的なデフォーメーションに対応するかどうかを指定します。" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Shadows/ShadowCaster2DEditor.cs:53 msgid "Specifies if this renderer will cast shadows" msgstr "このレンダラーが影を作るかどうかを指定します" #: Editor/Src/AutoDocumentation.cpp:1270 msgctxt "From AutoDocumentation" msgid "" "Specifies max velocity to resolve penetration of colliding rigid bodies." msgstr "衝突するリジッドボディの貫通を解決するために最高速度を指定します。" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXContextEditor.cs:54 msgid "Specifies simulated space of the system." msgstr "システムのシミュレートされたスペースを指定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionLayerUI.Drawers.cs:18 msgid "" "Specifies the Arbitrary Output Variable (AOV) that will be drawn on this " "layer. This option affects all cameras that are stacked on this layer." msgstr "このレイヤーに描画される任意の出力変数(AOV)を指定します。このオプションは、このレイヤーにあるすべてのカメラに影響します。" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:199 msgid "" "Specifies the Global Illumination mode that should be used for handling " "ambient light in the Scene. 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モードを指定します。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、このプロパティは編集できません。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:217 msgid "" "Specifies the HDR format of the atlas used for 2D cookies. R16G16B16A16 can " "be use for EXR cookies (it provides more precision than R11G11B10)" msgstr "2Dクッキーに使うアトラスのHDR形式を指定します。R16G16B16A16はEXRクッキーに使用されます(R11G11B10寄りもより精度が高くなります)。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LayeringOptionsUIBlock.cs:20 msgid "Specifies the Layer Influence Mask for this Material." msgstr "このマテリアルのレイヤーインフルエンスマスクを指定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitSurfaceInputsUIBlock.cs:106 msgid "Specifies the Layer Mask for this Material" msgstr "このマテリアルのレイヤーマスクを指定します" #: Packages/com.unity.render-pipelines.universal/Editor/Decal/DecalProjectorEditor.Skin.cs:15 msgid "Specifies the Material this component projects as a decal." msgstr "このコンポーネントがデカールとして投影するマテリアルを指定します。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:119 msgid "" "Specifies the Meshes to render for each particle. When using a non-uniform " "distribution, you can also specify the weightings for each Mesh." msgstr "各パーティクルにレンダリングするメッシュを指定します。一様でない分布を使用する場合は、各メッシュの重みを指定することもできます。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:94 msgid "" "Specifies the Render Pipeline Asset to use for this quality level. It " "overrides the value set in the Graphics Settings Window." msgstr "この品質レベルに使用するレンダーパイプラインアセットを指定します。グラフィックス設定ウィンドウで設定された値をオーバーライドします。" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/LightUI.Skin.cs:26 msgid "" "Specifies the Rendering Layers that the Light affects. This Light " "illuminates Renderers with matching Rendering Layer flags." msgstr "ライトが影響を与えるレンダリングレイヤーを指定します。このライトは、一致するレンダリングレイヤーフラグをもつレンダラーを照らします。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/Decal/DecalProjectorEditor.Skin.cs:20 msgid "" "Specifies the Rendering Layers that the Projector affects. This Projector " "affects Renderers with matching Rendering Layer flags.\n" "Enable Layers in the Decal section of the HDRP asset to access it." msgstr "投影元が影響を与えるレンダリングレイヤーを指定します。この投影元は、一致するレンダリングレイヤーフラグをもつレンダラーに影響します。\nHDRPアセットのデカールセクションでレイヤーを有効にするとアクセスできます。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:190 msgid "Specifies the SRP Lens Flare Data asset this component uses." msgstr "このコンポーネントが使用するSRPレンズフレアデータアセットを指定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionManagerEditor.cs:23 msgid "" "Specifies the Shader Graph that will be used to produce the final composited " "output." msgstr "最終的な合成出力を生成するために使用されるシェーダーグラフを指定します。" #: Editor/Mono/Inspector/LightEditor.cs:99 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/SettingsWindow/OtherRenderingEditor.cs:14 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" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:52 msgid "Specifies the Texture this element uses." msgstr "この要素が使うテクスチャを指定します。" #: Editor/Mono/SettingsWindow/OtherRenderingEditor.cs:11 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/Inspector/RendererEditorBase.cs:27 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:28 msgid "" "Specifies the Transform position that will be used for sampling the light " "probes." msgstr "ライトプローブのサンプリングに使用されるトランスフォームの位置を指定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitSurfaceInputsUIBlock.cs:105 msgid "Specifies the UV Mapping mode of the layer." msgstr "レイヤーのUVマッピングモードを指定します。" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/LightAnchorEditor.cs:598 msgid "" "Specifies the anchor position manually instead of relying on the angles, " "distance and transform position to compute the anchor position." msgstr "アンカー位置を計算するために角度、距離、トランスフォームの位置に依存するのではなく、アンカー位置を手動で指定します。" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/LightAnchorEditor.cs:599 msgid "" "Specifies the anchor position offset relative to the anchor position " "override." msgstr "アンカー位置オーバーライドに相対的なアンカー位置オフセットを指定します。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:72 msgid "" "Specifies the angular gradient tint of the element. If the element type is " "set to Image, the Flare Texture is multiplied by this color." msgstr "要素の角度グラデーションの色合いを指定します。 要素タイプが画像に設定されている場合、フレアテクスチャはこの色で乗算されます。" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:36 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。" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:242 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。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:75 msgid "Specifies the blend mode this element uses." msgstr "この要素が使うブレンドモードを指定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionLayerUI.Drawers.cs:22 msgid "" "Specifies the camera of the scene that will provide the content for this " "sublayer." msgstr "このサブレイヤーのコンテンツを提供するシーンのカメラを指定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionManagerEditor.cs:24 msgid "Specifies the camera that will output the final composited image." msgstr "最終的な合成画像を出力するカメラを指定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:109 msgid "" "Specifies the color and transparency that HDRP tints this Light's shadows " "to. The tint affects dynamic shadows, Contact Shadows, and ShadowMask. It " "does not affect baked shadows." msgstr "HDRPがこのライトの影を着色する色と透明度を指定します。色合いは、ダイナミックシャドウ、コンタクトシャドウ、シャドウマスクに影響します。ベイクしたシャドウには影響しません。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionLayerUI.Drawers.cs:16 msgid "Specifies the color buffer format of this layer. " msgstr "このレイヤーのカラーバッファの形式を指定します。 " #: Packages/com.unity.render-pipelines.core/Editor/Lighting/LightUI.Skin.cs:30 msgid "Specifies the color this Light emits." msgstr "このライトが発する色を指定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:95 msgid "" "Specifies the current type of Light. Possible Light types are Directional, " "Spot, Point, and Area." msgstr "現在のライトのタイプを指定します。使用可能なタイプは、ディレクショナル、スポット、ポイント、エリアです。" #: Editor/Mono/Inspector/LightEditor.cs:73 msgid "" "Specifies the current type of light. Possible types are Directional, Spot, " "Point, and Area lights." msgstr "現在のライトのタイプを指定します。可能なタイプは、ディレクショナルライト、スポットライト、ポイントライト、エリアライトです。" #: Packages/com.unity.2d.tilemap/Editor/UI/TilePaletteBrushesPopup.cs:17 msgid "" "Specifies the currently active Brush used for painting in the Scene View." msgstr "シーンビューのペイントに使用する現在アクティブなブラシを指定します。" #: Packages/com.unity.2d.tilemap/Editor/UI/TilePaletteActivePalettePopup.cs:20 msgid "" "Specifies the currently active Palette used for painting in the Scene View." msgstr "シーンビューのペイントに使用する現在アクティブなパレットを指定します" #: Packages/com.unity.2d.tilemap/Editor/UI/TilePaletteActiveTargetsPopup.cs:19 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する現在アクティブなタイルマップを指定します" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:200 msgid "" "Specifies the curve that modifies the intensity of the lens flare based on " "its distance from the edge of the screen." msgstr "画面の端からの距離に基づいてレンズフレアの強さを変更するカーブを指定します。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:196 msgid "" "Specifies the curve that reduces the effect of the lens flare based on the " "distance between the GameObject this asset is attached to and the Camera." msgstr "このアセットがアタッチされているゲームオブジェクトとカメラの間の距離に基づいて、レンズフレアの影響を減らすカーブを指定します。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:198 msgid "" "Specifies the curve used to calculate the size of the lens flare based on " "the distance between the GameObject this asset is attached to, and the " "Camera." msgstr "このアセットがアタッチされているゲームオブジェクトとカメラの間の距離に基づいて、レンズフレアサイズの計算に使用するカーブを指定します。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:206 msgid "" "Specifies the curve used to remap the occlusion of the flare. By default, " "the occlusion is linear, between 0 and 1. This can be specifically useful to " "occlude flare more drastically when behind clouds." msgstr "フレアのオクルージョンを再マップするために使用するカーブを指定します。 デフォルトでは、オクルージョンは 0 から 1 の間の線形です。これは、雲の背後にあるときにフレアをより大幅に塞ぐのに特に役立ちます。" #: Editor/Mono/SettingsWindow/LightingEditor.cs:40 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リフレクション効果に使用するカスタムキューブマップを指定します" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:168 msgid "" "Specifies the default quality for MSAA. Set Lit Shader Mode to Forward Only " "or Both to use this feature.\n" "MSAA is not supported when water or raytracing is enabled" msgstr "MSAAのデフォルトの品質を指定します。 この機能を使用するには、Lit シェーダーモードを\"フォワードのみ\"または\"両方\"に設定します。\n水またはレイトレーシングが有効な場合、MSAAはサポートされません" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterDeformer/WaterFoamGeneratorEditor.cs:58 msgid "Specifies the dimmer for the deep foam." msgstr "水中深い場所の泡の調節値を指定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterDeformer/WaterFoamGeneratorEditor.cs:57 msgid "Specifies the dimmer for the surface foam." msgstr "表面泡の調節値を指定します。" #: Editor/Mono/Inspector/AimConstraintEditor.cs:39 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:38 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/SettingsWindow/LightingEditor.cs:24 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 "プロシージャルスカイボックスが使用されている場合、太陽の方向を示すために使用されるディレクショナル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ディレクショナルライトが太陽として使用されます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:345 msgid "" "Specifies the encoding format for color grading lookup textures. Lower " "precision formats are faster and use less memory at the expense of color " "precision." msgstr "カラーグレーディングのルックアップテクスチャのエンコード形式を指定します。低精度のフォーマットはより高速で、色の精度を犠牲にしてより少ないメモリを使用します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:346 msgid "" "Specifies the encoding format of the color buffers that are used during post " "processing. Lower precision formats are faster and use less memory at the " "expense of color precision." msgstr "ポストプロセス中に使うカラーバッファのエンコード形式を指定します。低精度の形式はより高速で、色の精度を犠牲にしてより少ないメモリを使用します。" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:237 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/Inspector/LightingSettingsEditor.cs:235 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/Inspector/LightingSettingsEditor.cs:236 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。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:327 msgid "" "Specifies the filter that HDRP uses for upscaling as a fallback if DLSS is " "not detected. Can be overwritten via API." msgstr "DLSSが検出されない場合、HDRPがフォールバックでアップスケールのために使うフィルターを指定します。API経由でオーバーライド可能です。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:326 msgid "" "Specifies the filter that HDRP uses for upscaling unless overwritten by API " "by the user." msgstr "ユーザーがAPIでオーバーライドする場合を除いて、HDRPがアップスケーリングのために使うフィルターを指定します。" #: Editor/Mono/Inspector/LightEditor.cs:104 msgid "" "Specifies the flare object to be used by the light to render lens flares in " "the scene." msgstr "シーンでレンズ フレアをレンダリングするためにライトによって使用されるフレアオブジェクトを指定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:115 msgid "" "Specifies the foam persistence multiplier. A higher value will lead to the " "foam remaining visible longer." msgstr "泡の持続乗数を指定します。値が大きいほど、泡がより長い間表示されます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:166 msgid "Specifies the format used by the custom pass render target." msgstr "カスタムパスレンダーターゲットに使用する形式を指定します" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:164 msgid "" "Specifies the format used by the scene color render target. R11G11B10 is a " "faster option and should have sufficient precision." msgstr "シーンカラーレンダーターゲットで使用される形式を指定します。R11G11B10はより高速なオプションであり、十分な精度が必要です。" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:353 msgid "Specifies the full name of the app." msgstr "完全なアプリケーション名を指定します" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:102 msgid "Specifies the gradient applied across all the elements." msgstr "すべての要素に適用されるグラデーションを指定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionLayerUI.Drawers.cs:23 msgid "Specifies the image that will provide the content for this sublayer." msgstr "このサブレイヤーのコンテンツを提供する画像を指定します。" #: Editor/Mono/Inspector/LightEditor.cs:105 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。これは、ライトの忠実度とパフォーマンスに影響を与えます。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にのみ影響します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:116 msgid "" "Specifies the influence of the swell current on foam. A value of zero means " "foam stays still, a value of one makes the foam match with current direction " "and speed. Ripples motion have no impact on foam." msgstr "泡に対するうねりの潮流の影響を指定します。値 0 は泡が静止していることを意味し、値 1 は泡を潮の方向と速度に一致させます。 さざ波の動きは泡に影響しません。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:230 msgid "Specifies the layer mask HDRP uses to override sky lighting." msgstr "HDRPがスカイライトをオーバーライドするために使うレイヤーマスクを指定します。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:209 msgid "" "Specifies the light component where the color and shape values are fetched " "from when using \"Modulate By Light Color\" or \"Attenuation By Light Shape" "\" properties on a Lens Flare Element. If nothing is specified, the light " "component from this gameobject is used." msgstr "レンズフレア要素で\"ライトの色で調節\"または\"ライト形状による減衰\"プロパティを使用するときに、色と形状の値を取得するライトコンポーネントを指定します。 何も指定しない場合は、このゲームオブジェクトのライトコンポーネントが使用されます。" #: Packages/com.unity.render-pipelines.universal/Editor/Lighting/UniversalRenderPipelineLightUI.Skin.cs:62 msgid "Specifies the light layer to use for shadows." msgstr "影に使うライトレイヤーを指定します。" #: Editor/Mono/Inspector/LightEditor.cs:83 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/LightingSettingsEditor.cs:221 msgid "Specifies the lighting mode of all Mixed lights in the Scene." msgstr "シーンのすべての混合ライトのライティングモードを指定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:140 msgid "" "Specifies the list of Game Objects layers included in the Thickness Compute " "pass. For each layer selected, HDRP allocated a Render Target. In VR, all " "layers will be computed into the same buffer." msgstr "厚さ計算パスに含まれるゲームオブジェクトのレイヤーのリストを指定します。選択された各レイヤーに対して、HDRPはレンダーターゲットを割り当てます。VRでは、すべてのレイヤーの計算が同じバッファに書き込まれます。" #: Editor/Mono/SettingsWindow/LightingEditor.cs:23 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/Inspector/RendererLightingSettings.cs:37 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。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:258 msgid "Specifies the maximum resolution for any single shadow map." msgstr "すべてのシャドウマップのための最高解像度を指定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:229 msgid "" "Specifies the maximum resolution of the cube map HDRP uses to represent the " "sky." msgstr "HDRP が空を表現するために使用するキューブマップの最大解像度を指定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:247 msgid "Specifies the maximum resolution that each shadow map can have." msgstr "各シャドウマップに可能な最高解像度を指定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:213 msgid "" "Specifies the maximum size for the Cube cookies HDRP uses for Point Lights." msgstr "HDRPがポイントライトに使用するキューブクッキーの最大サイズを指定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:209 msgid "" "Specifies the maximum size for the individual 2D cookies that HDRP uses for " "Directional and Spot Lights." msgstr "HDRPがディレクショナルライトとスポットライトに使用する個々の2Dクッキーの最大サイズを指定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:199 msgid "" "Specifies the maximum size for the individual 3D Local Volumetric Fog " "texture that HDRP uses for Local Volumetric Fog. This settings will affect " "your memory consumption." msgstr "HDRPがローカルボリュームフォグに使用する個々の3Dローカルボリュメトリックフォグテクスチャの最大サイズを指定します。 この設定は、メモリ消費量に影響します。" #: Editor/Mono/Inspector/RendererLightingSettings.cs:36 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。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterExcluder/WaterExcluderEditor.cs:22 msgid "Specifies the mesh filter used for the exclusion." msgstr "除外に使用するメッシュフィルターを指定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitSurfaceInputsUIBlock.cs:107 msgid "" "Specifies the method HDRP uses to color vertices.\n" "Multiply: Multiplies vertex color with the mask.\n" "Additive: Remaps vertex color values between [-1, 1] and adds them to the " "mask (neutral value is 0.5 vertex color)." msgstr "HDRPが頂点に色を付けるために使用する方法を指定します。\n乗算:頂点カラーをマスクで乗算します。\n加算:頂点カラーの値を[-1, 1]の範囲で再マップし、マスクに加えます(ニュートラルの値は0.5頂点カラーです)。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:120 msgid "Specifies the method Unity uses to randomly assign Meshes to particles." msgstr "メッシュをパーティクルにランダムに割り当てるために使用する方法を指定します。" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:234 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/Inspector/RendererLightingSettings.cs:33 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" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/LightUI.Skin.cs:32 msgid "Specifies the mode for this Light's color is calculated." msgstr "このライトの色を計算するモードを指定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionLayerUI.Drawers.cs:21 msgid "Specifies the name of this layer." msgstr "このレイヤーの名前を指定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:12 msgid "" "Specifies the nature of the water body that the water system needs to " "simulate." msgstr "ウォーターシステムがシミュレーションを行う必要がある水域の性質を指定します。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:56 msgid "Specifies the number of sides of the lens flare polygon." msgstr "レンズフレアポリゴンの辺の数を指定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Foam.cs:53 msgid "Specifies the offset of the foam area in meters." msgstr "泡領域のオフセットをメートル単位で指定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/VolumetricLighting/VolumetricCloudsEditor.cs:387 msgid "Specifies the quality mode used to render the volumetric clouds." msgstr "ボリュメトリッククラウドをレンダリングするための品質モードを指定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:266 msgid "" "Specifies the quality of area shadows. See the documentation for details on " "the algorithm HDRP uses for each preset." msgstr "エリアシャドウの品質を指定します。HDRPが各プリセットに使用するアルゴリズムの詳細については、ドキュメントを参照してください。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:265 msgid "" "Specifies the quality of directional shadows. See the documentation for " "details on the algorithm HDRP uses for each preset." msgstr "ディレクショナルシャドウの品質を指定します。HDRPが各プリセットに使用するアルゴリズムの詳細については、ドキュメントを参照してください。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:264 msgid "" "Specifies the quality of punctual shadows. See the documentation for details " "on the algorithm HDRP uses for each preset." msgstr "パンクチュアルシャドウの品質を指定します。HDRPが各プリセットに使用するアルゴリズムの詳細については、ドキュメントを参照してください。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:71 msgid "" "Specifies the radial gradient tint of the element. If the element type is " "set to Image, the Flare Texture is multiplied by this color." msgstr "要素の放射状グラデーションの色合いを指定します。 要素タイプが画像に設定されている場合、フレアテクスチャはこの色で乗算されます。" #: Modules/TerrainEditor/TerrainWizards.cs:504 msgid "Specifies the random seed value for detail object placement." msgstr "ディテールオブジェクト配置のランダムシード値を指定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterDeformer/WaterDeformerEditor.cs:127 msgid "" "Specifies the range of the deformer in the [-1, 1] interval. The input " "texture values will be remapped from [0,1] to the specifed range. To avoid " "seams with a black texture, the range needs to be set to [0,1]." msgstr "[-1,1] 間隔でデフォーマーの範囲を指定します。入力テクスチャ値は、[0,1]から指定した範囲へと再マップされます。黒いテクスチャの継ぎ目を避けるには、範囲を[0,1]に設定する必要があります。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterDeformer/WaterDeformerEditor.cs:111 msgid "" "Specifies the range on the local Z axis where the shore waves have their " "maximal amplitude." msgstr "海岸の波が最大振幅を持つローカルのZ軸上の範囲を指定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:86 msgid "" "Specifies the range over which the smoothness is interpolated from close to " "distant." msgstr "近くから遠くまで滑らかさを補間する範囲を指定します。" #: Editor/Mono/Inspector/RendererLightingSettings.cs:53 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/RendererLightingSettings.cs:54 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。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:159 msgid "Specifies the rendering layer mask to use for shadows." msgstr "影に使うレンダリングライトマスクを指定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:167 msgid "" "Specifies the rendering modes HDRP supports for Lit Shaders. HDRP removes " "all allocated memory and Shader variants for modes you do not specify." msgstr "HDRPがLitシェーダーに対してサポートするレンダリングモードを指定します。HDRPは、指定されていないモードに割り当てられたすべてのメモリとシェーダーバリアントを削除します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:222 msgid "Specifies the resolution of Reflection Probes Atlas." msgstr "リフレクションプローブアトラスの解像度を指定します。" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:44 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。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:139 msgid "" "Specifies the resolution of the Compute Thickness buffers. A higher " "resolution increases visual quality, but increases the cost." msgstr "厚さ計算バッファの解像度を指定します。解像度を高くすると、視覚的な品質が向上しますが、コストが高くなります。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Deformation.cs:27 msgid "" "Specifies the resolution of the deformation texture used to represent the " "deformation area." msgstr "デフォーメーション領域を表すために使用されるデフォーメーションテクスチャの解像度を指定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Foam.cs:51 msgid "" "Specifies the resolution of the foam texture used to simulation the foam " "simulation." msgstr "泡シミュレーションに使用される泡のテクスチャの解像度を指定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:242 msgid "" "Specifies the resolution of the shadow Atlas that contains the cached shadow " "maps." msgstr "キャッシュされたシャドウマップを含む影のアトラスの解像度を指定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:241 msgid "Specifies the resolution of the shadow Atlas." msgstr "影のアトラスの解像度を指定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:250 msgid "Specifies the resolution of the shadows set to high quality." msgstr "影の解像度を高品質に設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:248 msgid "Specifies the resolution of the shadows set to low quality." msgstr "影の解像度を低品質に設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:249 msgid "Specifies the resolution of the shadows set to medium quality." msgstr "影の解像度を中品質に設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:251 msgid "Specifies the resolution of the shadows set to very high quality." msgstr "影の解像度をとても高い品質に設定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:124 msgid "" "Specifies the resolution of the water simulation. A higher resolution " "increases the visual quality, but increases the cost." msgstr "水のシミュレーションの解像度を指定します。 解像度を高くすると、視覚的な品質が向上しますが、コストが高くなります。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionLayerUI.Drawers.cs:15 msgid "" "Specifies the resolution of this layer's render target. Lower resolution " "increases the performance at the expense of visual quality." msgstr "このレイヤーのレンダーターゲットの解像度を指定します。解像度を下げると、視覚的な品質を犠牲にしてパフォーマンスが向上します。" #: Packages/com.unity.render-pipelines.universal/Editor/Overrides/ScreenSpaceLensFlareEditor.cs:46 msgid "Specifies the resolution ratio at which the streaks effect is computed." msgstr "ストリーク (筋) の効果が計算される解像度の比率を指定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterDeformer/WaterDeformerEditor.cs:134 msgid "Specifies the resolution when written inside the atlas." msgstr "アトラス内に書き込むときの解像度を指定します。" #: Editor/Mono/Inspector/LookAtConstraintEditor.cs:34 msgid "Specifies the roll angle in degrees." msgstr "回転角度を指定します" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:57 msgid "" "Specifies the roundness of the polygon flare. A value of 0 creates a sharp " "polygon, a value of 1 creates a circle." msgstr "ポリゴンフレアの丸みを指定します。 値が0の場合は鋭いポリゴンが作成され、値が1の場合は円が作成されます。" #: Packages/com.unity.render-pipelines.universal/Editor/Decal/DecalProjectorEditor.Skin.cs:11 msgid "" "Specifies the scaling mode to apply to decals that use this Decal Projector." msgstr "このデカールプロジェクターを使用するデカールに適用するスケーリングモードを指定します。" #: Editor/Mono/Inspector/LightEditor.cs:74 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。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/Volume/InfluenceVolumeUI.Skin.cs:26 msgid "Specifies the shape of the Influence Volume." msgstr "インフルエンスボリュームの形状を指定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:216 msgid "" "Specifies the size of the atlas used for 2D cookies (Directional, Spot and " "Rectangle Lights)." msgstr "2Dクッキー(ディレクショナルライト、スポットライト、矩形ライト)に使用するアトラスのサイズを指定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:126 msgid "Specifies the size of the atlas used to store texture water deformers." msgstr "テクスチャの水のデフォーマーを格納するために使用されるアトラスのサイズを指定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:129 msgid "Specifies the size of the atlas used to store texture water foam." msgstr "テクスチャの水泡を格納するために使用されるアトラスのサイズを指定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Foam.cs:52 msgid "Specifies the size of the foam area in meters." msgstr "泡領域のサイズをメートル単位で指定します。" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerSettingsWindow.cs:23 msgid "Specifies the source of the Synced Layer." msgstr "同期された層のソースを指定" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Shadows/ShadowCaster2DEditor.cs:59 msgid "Specifies the source of the shape used for projected shadows" msgstr "投影に使用される形状ソースを指定します" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Shadows/ShadowCaster2DEditor.cs:54 msgid "Specifies the source used for projected shadows" msgstr "投影に使用されるソースを指定します" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/LightAnchorEditor.cs:597 msgid "" "Specifies the space in which the up direction of the anchor is defined. " "Local is relative to the camera." msgstr "アンカーのアップ方向を定義する空間を指定します。 ローカルはカメラを基準にします。" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:355 msgid "Specifies the text that describes the app on its tile in Windows." msgstr "Windows のタイルでアプリケーションの説明をする文章" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterDeformer/WaterFoamGeneratorEditor.cs:56 msgid "" "Specifies the texture used to generate the foam. The red channel holds the " "surface foam and the green channel holds the deep foam." msgstr "泡の生成に使用するテクスチャを指定します。 赤のチャンネルは表面の泡、緑のチャンネルは水中深い場所の泡を格納します。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:70 msgid "" "Specifies the tint of the element. If the element type is set to Image, the " "Flare Texture is multiplied by this color." msgstr "要素の色合いを指定します。 要素タイプが画像に設定されている場合、フレアテクスチャはこの色で乗算されます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/DiffusionProfile/DiffusionProfileSettingsEditor.Styles.cs:13 msgid "" "Specifies the tint of the translucent lighting transmitted through objects." msgstr "オブジェクトを透過する半透明のライトの色合いを指定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Sky/VisualEnvironmentEditor.cs:139 msgid "Specifies the type of background cloud this Volume uses." msgstr "このボリュームに使用する背景の雲のタイプを指定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.EnvironmentSkin.cs:11 msgid "" "Specifies the type of background the Camera applies when it clears the " "screen before rendering a frame. Be aware that when setting this to None, " "the background is never cleared and since HDRP shares render texture between " "cameras, you may end up with garbage from previous rendering." msgstr "フレームをレンダリングする前にカメラが画面をクリアするときに適用する背景のタイプを指定します。これを\"なし\"に設定すると、背景がクリアされることはなく、HDRPはカメラ間でレンダーテクスチャを共有するため、以前のレンダリングからのガベージが発生する可能性があることに注意してください。" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:233 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/Inspector/LightingSettingsEditor.cs:231 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/Inspector/LightingSettingsEditor.cs:232 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" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:323 msgid "Specifies the type of dynamic resolution that HDRP uses." msgstr "HDRPが使用する動的解像度のタイプを指定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:13 msgid "" "Specifies the type of geometry used to render the water surface. Quad " "stretches a unique grid over the size of the water surface. Custom allows " "you to specify a set of mesh renderers used to render the water surface for " "better culling. Instanced Quads creates a finite water surface with multiple " "instanced grids to keep a higher vertex density. Infinite generates a " "surface that extends to the far plane (or closer if the number of LODs is " "reached)." msgstr "水面のレンダリングに使用するジオメトリのタイプを指定します。クアッドは、水面のサイズ全体に独自のグリッドを広げます。\"カスタム\"を使用すると、カリングを改善するために水面をレンダリングするために使用する一群のメッシュレンダラーを指定できます。インスタンス化されたクアッドは、複数のインスタンス化されたグリッドを使用して有限の水面を作成し、より高い頂点密度を維持します。\"無限\"では、ファークリップ面(またはLODの数に達した場合はその近く)まで拡張するサーフェスを生成します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Sky/VisualEnvironmentEditor.cs:133 msgid "Specifies the type of sky this Volume uses." msgstr "このボリュームに使用する空のタイプを指定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterDeformer/WaterDeformerEditor.cs:106 msgid "" "Specifies the type of the deformer. Shore Wave will generate foam by default " "without any additional Foam Generator." msgstr "調節値の型を指定します。海岸の波は、追加の泡生成を使用しなくても、デフォルトで泡を生成します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterDeformer/WaterFoamGeneratorEditor.cs:54 msgid "Specifies the type of the foam generator." msgstr "泡生成のタイプを指定します。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:51 msgid "Specifies the type of this lens flare element." msgstr "このレンズフレア要素のタイプを指定します。" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:240 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" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionLayerUI.Drawers.cs:24 msgid "Specifies the video that will provide the content for this sublayer." msgstr "このサブレイヤーのコンテンツを提供するビデオを指定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/VolumetricLighting/VolumetricCloudsEditor.cs:388 msgid "Specifies the weather preset in Simple mode." msgstr "シンプルモードの天気プリセットを指定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:113 msgid "Specifies when HDRP updates the shadow map." msgstr "HDRPがシャドウマップを更新するタイミングを指定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:114 msgid "" "Specifies whether HDRP renders dynamic shadow caster every frame regardless " "of the update mode." msgstr "更新モードに関係なく、影を投影する動的なライトをすべてのフレームでレンダリングするかどうかを指定します。" #: Editor/Mono/Inspector/LightEditor.cs:86 msgid "" "Specifies whether Hard Shadows, Soft Shadows, or No Shadows will be cast by " "the light." msgstr "ライトによるハードシャドウ、ソフトシャドウ、あるいは影なしのいずれかを設定します" #: Editor/Mono/Inspector/LightEditor.cs:87 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/RendererLightingSettings.cs:68 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/SettingsWindow/FogEditor.cs:14 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/Inspector/RendererEditorBase.cs:326 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。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:136 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 "パーティクルシステムが'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" #: Editor/Mono/Inspector/RendererLightingSettings.cs:15 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。" #: Modules/ParticleSystemEditor/ParticleSystemModules/InheritVelocityModuleUI.cs:15 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。" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:244 msgid "" "Specifies whether the lightmapper should prioritize baking what is visible " "in the scene view. When disabled, lightmaps are only composited once fully " "converged which can improve baking performance." msgstr "ライトマッパーがシーンビューに表示されているもののベイク処理を優先するかどうかを指定します。これを無効にすると、ライトマップは完全に収束したときにのみ合成され、ベイク処理のパフォーマンスを向上させることができます。" #: Editor/Mono/Inspector/RendererEditorBase.cs:333 msgid "" "Specifies whether this renderer overrides the default build flags that you " "specified when you created a RayTracingAccelerationStructure." msgstr "RayTracingAccelerationStructureの作成時に指定したデフォルトのビルドフラグをこのレンダラーがオーバーライドするかどうかを指定します。" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:217 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/Inspector/RendererEditorBase.cs:332 msgid "" "Specifies whether to treat geometry as procedurally defined by an " "intersection shader or as a Mesh." msgstr "ジオメトリを交差シェーダーで定義されたものとして扱うか、メッシュとして扱うかを指定します。" #: Editor/Mono/SettingsWindow/LightingEditor.cs:26 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/Inspector/LightingSettingsEditor.cs:245 msgid "" "Specifies whether to use importance sampling for sampling environment " "lighting. In most environments importance sampling facilitates faster " "convergence while generating lightmaps. In certain low frequency " "environments, importance sampling can produce noisy results." msgstr "環境ライティングのサンプリングに重要度サンプリングを使用するかどうかを指定します。ほとんどの環境では、重要度サンプリングにより、ライトマップを生成する間により早く収束します。特定の低周波数環境では、重要度サンプリングによってノイズの多い結果が生成される可能性があります。" #: Editor/Mono/SettingsWindow/LightingEditor.cs:29 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効果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" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:42 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" #: Editor/Mono/Inspector/AimConstraintEditor.cs:37 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/LightingSettingsEditor.cs:224 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/Inspector/LightEditor.cs:106 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" #: Packages/com.unity.render-pipelines.universal/Editor/Lighting/UniversalRenderPipelineLightUI.Skin.cs:24 msgid "" "Specifies which layers will be affected or excluded from the light's effect " "on objects in the scene. This only applies to objects rendered using the " "Forward rendering path, and transparent objects rendered using the Deferred " "rendering path." 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。これは、フォワードレンダリングパスを使用してレンダリングされたオブジェクトと、ディファードレンダリングパスを使用してレンダリングされた透明なオブジェクトにのみ適用されます。" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:774 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" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:82 msgid "" "Specifiy the Directional Light that should illuminate this Celestial Body.\n" "If not specified, HDRP will use the directional light in the scene with the " "highest intensity." msgstr "この天体を照らすディレクショナルライトを指定します。\n指定しない場合、HDRP はシーン内の最も強度の高いディレクショナルライトを使用します。" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:23 msgid "" "Specify constraints which determine if the assembly will be compiled or not. " "The assembly will compile whenever all constraints are met." msgstr "アセンブリをコンパイルするかどうかを決定する制約を指定します。すべての制約が満たされるといつでも、アセンブリはコンパイルされます。" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:21 msgid "Specify how the texture should be initialized." msgstr "テクスチャを初期化する方法を指定します" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:18 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" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:69 msgid "Specify how to colorize the flare." msgstr "フレアの色付け方法を指定します。" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:93 msgid "Specify how to fill empty areas of the cubemap." msgstr "キューブマップの空の領域を埋める方法を指定します。" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:22 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" #: Packages/com.unity.render-pipelines.high-definition/Editor/Sky/HDLightingWindowEnvironmentSection.cs:205 msgid "" "Specify if volumetric clouds should be used for static ambient in the " "referenced profile for active scene." msgstr "アクティブシーンの参照プロファイルで、静的アンビエントにボリュメトリッククラウドを使用するかどうかを指定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:71 msgid "Specify on which layer the generated Mesh live." msgstr "生成したメッシュを置くレイヤーを指定します。" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:24 msgid "" "Specify preprocessor symbols to define based on package, module or Unity " "versions." msgstr "パッケージ、モジュール、またはUnityのバージョンに基づいて定義するプリプロセッサーシンボルを指定します。" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:23 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" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:29 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" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:116 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/Inspector/SpriteRendererEditor.cs:25 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/Src/AutoDocumentation.cpp:912 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" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:102 msgid "Specify the inner radius of the light" msgstr "ライトの内側の半径を指定する" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:81 msgid "" "Specify the light source used for shading of the Celestial Body.\n" "It can either emit it's own light, receive it from a Light in the scene, or " "using manual settings." msgstr "天体のシェーディングに使用する光源を指定します。\nそれ自体のライトを放射することも、シーン内のライトからライトを受けることも、手動設定を使用することもできます。" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:111 msgid "Specify the lighting setup for this probe: Baked, Custom, or Realtime." msgstr "このプローブのライティング設定を以下から指定します: ベイク、カスタム、リアルタイム。" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:27 msgid "" "Specify the name you want this define to have. This define is only set if " "the expression's condition is satisfied." msgstr "この定義の名前を指定します。 この定義は、式の条件が満たされる場合にのみ設定されます。" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:103 msgid "Specify the outer radius of the light" msgstr "ライトの外側の半径を指定する" #: Editor/Mono/Inspector/MaterialEditor.cs:72 msgid "Specify the parent of this material." msgstr "このマテリアルの親を指定します。" #: Packages/com.unity.render-pipelines.universal/Editor/Decal/DecalProjectorEditor.Skin.cs:16 msgid "" "Specify the rendering layer mask for this projector. Unity renders decals on " "all meshes where at least one Rendering Layer value matches." msgstr "ライトが影響するレンダリングレイヤーを指定します。 Unityは、少なくとも1つのレンダリングレイヤー値が一致するすべてのメッシュでデカールをレンダリングします。" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:22 msgid "Specify the root namespace of the assembly." msgstr "アセンブリのルート名前空間を指定します" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:129 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" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:26 msgid "" "Specify the semantic version of your chosen module, package or Unity " "Version. You must use mathematical interval notation." msgstr "選択したモジュール、パッケージ、またはUnityバージョンのセマンティックバージョンを指定します。 数学的な間隔表記を使用する必要があります。" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:104 msgid "Specify the sprite (deprecated)" msgstr "スプライトを指定する (非推奨) " #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:69 msgid "" "Specify wether the generated Mesh renders 'Per Object Motion', 'Camera " "Motion' or 'No Motion' vectors to the Camera Motion Vector Texture." msgstr "生成されたメッシュが'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。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:68 msgid "" "Specify wether the generated geometry create shadow or not when a shadow " "casting Light shines on it" msgstr "影を作るライトがジオメトリを照らす場合に、生成されるジオメトリが影を作るかどうかを指定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Sky/HDLightingWindowEnvironmentSection.cs:200 msgid "" "Specify which kind of background clouds you want to use for static ambient " "in the referenced profile for active scene." msgstr "アクティブシーンの参照プロファイルで、静的アンビエントに使用する背景雲の種類を指定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Sky/HDLightingWindowEnvironmentSection.cs:192 msgid "" "Specify which kind of sky you want to use for static ambient in the " "referenced profile for active scene." msgstr "アクティブシーンの参照プロファイルで、静的アンビエントに使用する空の種類を指定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/ScreenSpaceLensFlareEditor.cs:43 msgid "Spectral Lut" msgstr "スペクトル Lut" #: Editor/Mono/Inspector/StandardShaderGUI.cs:35 msgid "Specular" msgstr "スペキュラー" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:259 msgid "Specular (Glossy Reflection)" msgstr "スペキュラー (光沢リフレクション)" #: Editor/Mono/Inspector/StandardShaderGUI.cs:35 msgid "Specular (RGB) and Smoothness (A)" msgstr "スペキュラー (RGB) と滑らかさ (A)" #: Editor/Mono/Inspector/StandardShaderGUI.cs:40 msgid "Specular Highlights" msgstr "スペキュラーハイライト" #: Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/ShadingModels/SimpleLitGUI.cs:54 msgid "Specular Map" msgstr "スペキュラーマップ" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs:83 msgid "Specular Occlusion" msgstr "スペキュラーオクルージョン" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/AdvancedOptionsUIBlock.cs:43 msgid "Specular Occlusion Mode" msgstr "スペキュラーオクルージョンモード" #: /Editor/Src/Animation/StateMachine.cpp:317 #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:76 msgid "Speed" msgstr "速度" #: Editor/Src/AutoDocumentation.cpp:856 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/Mono/Inspector/BlendTreeInspector.cs:1539 msgid "Speed And Angular Speed" msgstr "速度と角速度" #: Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/ExposureEditor.cs:167 msgid "Speed Dark to Light" msgstr "速度 (暗から明)" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:130 msgid "Speed From Reflected Surface" msgstr "速度 反射された面による" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:129 msgid "Speed From Reflecting Surface" msgstr "速度 反射する面による" #: Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/ExposureEditor.cs:168 msgid "Speed Light to Dark" msgstr "速度 (明から暗)" #: Modules/ParticleSystemEditor/ParticleSystemModules/VelocityModuleUI.cs:29 msgid "Speed Modifier" msgstr "速度モディファイア" #: /Editor/Src/Animation/StateMachine.cpp:362 msgid "Speed Parameter" msgstr "速度パラメーター" #: /Editor/Src/Animation/StateMachine.cpp:335 msgid "Speed Parameter Active" msgstr "速度パラメーター有効" #: Modules/ParticleSystemEditor/ParticleEffectUI.cs:55 msgid "Speed Range" msgstr "速度範囲" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:21 msgid "Speed Rejection" msgstr "速度 拒否" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:127 msgid "Speed Rejection Scaler Factor" msgstr "速度 拒否 スケールファクター" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:124 msgid "Speed Scale" msgstr "速度範囲" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:128 msgid "Speed Smooth Rejection" msgstr "スピード 拒否して滑らかに" #: Modules/Physics2DEditor/Managed/Effectors/SurfaceEffector2DEditor.cs:61 msgid "Speed Variation" msgstr "速度のばらつき" #: Editor/Mono/Inspector/TrailRendererEditor.cs:32 msgid "Speed is also affected by the Time Scale setting in the Time Manager." msgstr "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。" #: Editor/Mono/Inspector/TrailRendererEditor.cs:33 msgid "" "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、速度は0.0にロックされています。" #: Editor/Src/AutoDocumentation.cpp:881 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/Mono/Inspector/TrailRendererEditor.cs:34 msgid "Speed up or slow down the preview of the trail." msgstr "トレイルのプレビューの速度を増減します。" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:88 msgid "Sphere" msgstr "スフィア" #: /Editor/Mono/Commands/GOCreationCommands.cs:294 msgctxt "MenuItem./GameObject/3D Object/Sphere" msgid "Sphere" msgstr "スフィア" #: Editor-Missing:Missing detected at runtime. msgid "Sphere (Mesh Filter)" msgstr "スフィア (メッシュフィルター)" #: /Runtime/Misc/ComponentRequirement.cpp:489 msgctxt "MenuItem./Sphere Collider" msgid "Sphere Collider" msgstr "スフィアコライダー" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:237 msgid "Sphere Handle Change" msgstr "スフィアハンドルの変更" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/Volume/ProxyVolumeUI.cs:13 msgid "Sphere Radius" msgstr "スフィア半径" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:236 msgid "Sphere Thickness Handle Change" msgstr "スフィアハンドルの厚さ変更" #: [MenuItem]Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeMenuItems.cs:27 msgid "Sphere Volume" msgstr "スフィアボリューム" #: Editor-Missing:Missing detected at runtime. msgid "Spherical" msgstr "球形" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:227 msgid "Spherize Direction" msgstr "球状方向" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionFilterUI.Drawer.cs:15 msgid "Spill Removal" msgstr "漏れ出た色の除去" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:99 msgid "Splash Image" msgstr "スプラッシュ画像" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:98 msgid "Splash Screen" msgstr "スプラッシュスクリーン" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:387 msgid "Splash Screen Animation" msgstr "スプラッシュスクリーン アニメーション" #: /Runtime/Misc/PlayerSettingsSplashScreen.h:193 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" #: /Runtime/Misc/PlayerSettingsSplashScreen.h:162 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:330 msgid "Splash Screen Background Color" msgstr "スプラッシュスクリーン背景色" #: /Runtime/Misc/PlayerSettingsSplashScreen.h:204 msgid "Splash Screen Background Landscape" msgstr "スプラッシュスクリーン背景横向き" #: /Runtime/Misc/PlayerSettingsSplashScreen.h:196 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" #: /Runtime/Misc/PlayerSettingsSplashScreen.h:198 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/Misc/PlayerSettingsSplashScreen.h:205 msgid "Splash Screen Background Portrait" msgstr "スプラッシュスクリーン背景たて向き" #: /Runtime/Misc/PlayerSettingsSplashScreen.h:197 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" #: /Runtime/Misc/PlayerSettingsSplashScreen.h:199 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" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4112 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:4113 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" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:451 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/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:422 msgid "Splash Screen Draw Mode" msgstr "スプラッシュスクリーン 描画モード" #: /Runtime/Misc/PlayerSettingsSplashScreen.h:194 msgid "Splash Screen Logo Animation Zoom" msgstr "スプラッシュスクリーンロゴアニメズーム" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:377 msgid "Splash Screen Logo Style" msgstr "スプラッシュスクリーン ロゴスタイル" #: /Runtime/Misc/PlayerSettingsSplashScreen.h:200 msgid "Splash Screen Logos" msgstr "スプラッシュスクリーンロゴ" #: /Runtime/Misc/PlayerSettingsSplashScreen.h:179 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" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:97 msgid "Splash Style" msgstr "スプラッシュスタイル" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:191 msgid "Split APKs by target architecture" msgstr "ターゲットアーキテクチャによってAPKを分割します" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:192 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" #: Editor/Mono/2D/Common/TexturePlatformSettingsView.cs:15 msgid "Split Alpha Channel" msgstr "アルファチャンネルを分割" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:215 msgid "Split Application Binary" msgstr "アプリケーションバイナリを分割" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:27 msgid "Split Sub Emitter Ribbons" msgstr "サブエミッターリボンを分割" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:215 msgid "" "Split application binary creating OBB expansion file for APK or dynamic " "delivery Asset Pack for AAB publishing format" msgstr "アプリケーションバイナリを分割して、APK用のOBB拡張ファイルまたはAAB公開形式用の動的配信アセットパックを作成します" #: Editor/Mono/Inspector/LightEditor.cs:126 msgid "Spot" msgstr "スポット" #: Editor/Mono/Inspector/LightEditor.cs:76 msgid "Spot Angle" msgstr "スポット角度" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/IESImporterEditor.cs:136 msgid "Spot Angle Prop" msgstr "スポット角度プロパティ" #: /Runtime/Camera/RenderSettings.cpp:555 #: Editor/Mono/SettingsWindow/OtherRenderingEditor.cs:14 msgid "Spot Cookie" msgstr "スポットのクッキー" #: [MenuItem]Editor/Mono/Commands/GOCreationCommands.cs:347 msgid "Spot Light" msgstr "スポットライト" #: /Editor/Mono/Commands/GOCreationCommands.cs:347 msgctxt "MenuItem./GameObject/Light/Spot Light" msgid "Spot Light" msgstr "スポットライト" #: [MenuItem]Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DMenus.cs:163 msgid "Spot Light 2D" msgstr "2D スポットライト " #: Editor/Mono/Inspector/LightEditor.cs:118 msgid "Spot and directional light cookie textures must be 2D." msgstr "スポットライトとディレクショナルライトのクッキーテクスチャは2Dである必要があります。" #: Editor/Mono/Inspector/AudioSourceInspector.cs:90 msgid "Spread" msgstr "スプレッド" #: Modules/TreeEditor/TreeEditor.cs:164 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ファクター。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:162 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ファクター。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。" #: Editor-Missing:Missing detected at runtime. msgid "Spring Joint" msgstr "スプリングジョイント" #: /Runtime/Misc/ComponentRequirement.cpp:525 msgctxt "MenuItem./Spring Joint 2D" msgid "Spring Joint 2D" msgstr "2D スプリングジョイント" #: /Runtime/Graphics/Mesh/SpriteRenderer.cpp:223 #: Editor/Mono/Inspector/SpriteRendererEditor.cs:33 msgid "Sprite" msgstr "スプライト" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:178 msgid "Sprite (2D and UI)" msgstr "スプライト (2D と UI)" #: [MenuItem]Modules/TextCoreTextEngineEditor/Managed/SpriteAssetCreationMenu.cs:184 msgid "Sprite Asset" msgstr "スプライトアセット " #: Packages/com.unity.ugui/Editor/TMP/TMP_BaseEditorPanel.cs:1213 msgid "Sprite Asset Prop" msgstr "スプライトアセットプロパティ" #: Packages/com.unity.ugui/Editor/TMP/TMP_SubMesh_Editor.cs:46 msgid "Sprite Asset_prop" msgstr "スプライトアセット" #: /Runtime/Graphics/SpriteFrame.cpp:186 #: Editor/Mono/Inspector/EditorSettingsInspector.cs:61 msgid "Sprite Atlas" msgstr "スプライトアトラス" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:59 msgid "Sprite Atlas Editor Data" msgstr "スプライトアトラスエディターデータ" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:61 msgid "" "Sprite Atlas packing is disabled. Enable it in Edit > Project 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/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:1410 #: Editor/Src/2D/SpriteAtlas/SpriteAtlasImporter.cpp:1172 msgid "Sprite Atlas: {0}" msgstr "スプライトアトラス: {0}" #: Modules/TextCoreTextEngineEditor/Managed/TextSpriteAssetEditor.cs:144 msgid "Sprite Atlas_prop" msgstr "スプライトアトラス" #: /Runtime/Misc/PlayerSettings.cpp:714 msgid "Sprite Batch Vertex Threshold" msgstr "スプライトバッチ頂点しきい値" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:154 msgid "Sprite Batching Threshold" msgstr "スプライトバッチしきい値" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:160 msgid "Sprite Border" msgstr "スプライトの境界" #: Modules/TextCoreTextEngineEditor/Managed/TextSpriteAssetEditor.cs:258 msgid "Sprite Character Property" msgstr "スプライト文字プロパティ" #: [MenuItem]Packages/com.unity.render-pipelines.universal/Editor/2D/ShaderGraph/AssetCallbacks/CreateSpriteCustomLitShaderGraph.cs:9 msgid "Sprite Custom Lit Shader Graph" msgstr "スプライト カスタム Lit シェーダーグラフ" #: Modules/TilemapEditor/Editor/Managed/TileEditor.cs:33 msgid "Sprite Editor" msgstr "スプライトエディター" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:155 msgid "Sprite Extrude" msgstr "スプライト押し出し" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:161 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" #: Modules/TextCoreTextEngineEditor/Managed/TextSpriteAssetEditor.cs:480 msgid "Sprite Glyph Property" msgstr "スプライトグリフプロパティ" #: [MenuItem]Modules/TextCoreTextEngineEditor/Managed/SpriteAssetImporter.cs:16 #: Editor-Missing:Missing detected at runtime. msgid "Sprite Importer" msgstr "スプライトインポーター" #: [MenuItem]Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DMenus.cs:156 msgid "Sprite Light 2D" msgstr "2D スプライトライト " #: [MenuItem]Packages/com.unity.render-pipelines.universal/Editor/2D/ShaderGraph/AssetCallbacks/CreateSpriteLitShaderGraph.cs:9 msgid "Sprite Lit Shader Graph" msgstr "スプライト Lit シェーダーグラフ" #: [MenuItem]Packages/com.unity.2d.sprite/Editor/ObjectMenuCreation/MenuItems.cs:213 msgid "Sprite Mask" msgstr "スプライトマスク" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:156 msgid "Sprite Mesh Type" msgstr "スプライトメッシュタイプ" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:154 #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:329 msgid "Sprite Mode" msgstr "スプライトモード" #: /Editor/Src/EditorSettings.cpp:207 msgid "Sprite Packer Cache Size" msgstr "スプライトパッカーキャッシュサイズ" #: /Editor/Src/EditorSettings.cpp:206 msgid "Sprite Packer Mode" msgstr "スプライトパッカーモード" #: /Editor/Src/EditorSettings.cpp:208 msgid "Sprite Packer Padding Power" msgstr "スプライトパッカーパディングパワー" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4123 msgid "Sprite Packer Policy" msgstr "スプライトパッカーポリシー" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:158 #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1191 msgid "Sprite Pivot" msgstr "スプライトピボット" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:159 #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:1173 msgid "Sprite Pixels To Units" msgstr "スプライトピクセルを単位へ" #: /Runtime/2D/Common/SpriteRenderData.cpp:370 msgid "Sprite Render Data" msgstr "スプライトレンダーデータ" #: /Runtime/Misc/ComponentRequirement.cpp:579 msgctxt "MenuItem./Sprite Renderer" msgid "Sprite Renderer" msgstr "スプライトレンダラー" #: 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/Src/AssetPipeline/TextureImporting/TextureImporter.cpp:876 msgid "Sprite Sheet" msgstr "スプライトシート" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:36 msgid "Sprite Sort Point" msgstr "スプライトソートポイント" #: Packages/com.unity.ugui/Editor/UGUI/UI/SelectableEditor.cs:145 msgid "Sprite State Property" msgstr "スプライト状態プロパティ" #: Editor-Missing:Missing detected at runtime. msgid "Sprite Swap" msgstr "スプライトスワップ" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:165 msgid "Sprite Tessellation Detail" msgstr "スプライトテッセレーション詳細" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:123 msgid "Sprite Tile Mode" msgstr "スプライトタイルモード" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:30 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:29 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" #: [MenuItem]Packages/com.unity.render-pipelines.universal/Editor/2D/ShaderGraph/AssetCallbacks/CreateSpriteUnlitShaderGraph.cs:9 msgid "Sprite Unlit Shader Graph" msgstr "スプライト Unlit シェーダーグラフ" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:18 msgid "Sprite flipping" msgstr "スプライトの反転" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:19 msgid "Sprite horizontal flipping" msgstr "スプライトの平行方向への反転" #: /Runtime/Graphics/SpriteUtility.cpp:148 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" #: /Editor/Src/SpritePacker/SpritePacker.cpp:391 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/Mono/ImportSettings/TextureImporterInspector.cs:345 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" #: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:20 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" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:213 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" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:20 msgid "Sprite vertical flipping" msgstr "スプライトの垂直方向への反転" #: Editor/Src/2D/SpriteAtlas/SpriteAtlasDatabase.cpp:230 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。" #: [MenuItem]Modules/TextCoreTextEngineEditor/Managed/SpriteAssetCreationMenu.cs:17 msgid "SpriteAsset" msgstr "スプライトアセット" #: /Editor/Src/AssetPipeline/TextureImporting/SpriteFrameMetaData.h:172 msgid "SpriteID" msgstr "スプライトID" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:214 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" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:35 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" #: Modules/SpriteShapeEditor/Managed/SpriteShapeRendererEditor.cs:24 msgid "SpriteShape Sort Point" msgstr "スプライトシェイプソートポイント" #: /Editor/Src/AssetPipeline/TextureImporting/SpriteFrameMetaData.h:149 #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:39 msgid "Sprites" msgstr "スプライト" #: /Runtime/Camera/GraphicsSettings.cpp:555 msgid "Sprites Default Material" msgstr "スプライトデフォルトマテリアル" #: Modules/TilemapEditor/Editor/Managed/TilemapEditor.cs:33 msgid "Sprites used in the Tilemap" msgstr "タイルマップで使われるスプライト" #: [MenuItem]Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DMenus.cs:126 msgid "Square" msgstr "正方形" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectGUI.cs:66 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:65 msgid "Squared Snapshot Transition" msgstr "平方スナップショット遷移" #: Packages/com.unity.shadergraph/Editor/Generation/Targets/Fullscreen/FullscreenShaderGUI.cs:47 msgid "Src Alpha" msgstr "ソースアルファ" #: /Runtime/Shaders/SerializedShaderData.h:961 msgid "Src Blend" msgstr "ソースブレンド" #: /Runtime/Shaders/SerializedShaderData.h:963 msgid "Src Blend Alpha" msgstr "ソースブレンドアルファ" #: Packages/com.unity.shadergraph/Editor/Generation/Targets/Fullscreen/FullscreenShaderGUI.cs:38 msgid "Src Color" msgstr "ソース色" #: Editor-Missing:Missing detected at runtime. msgid "Stable Fit" msgstr "範囲一定" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Skin.cs:13 msgid "Stack" msgstr "スタック" #: /Runtime/Misc/PlayerSettings.cpp:754 msgid "Stack Trace Types" msgstr "スタックトレースタイプ" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:76 msgid "Stack Trace*" msgstr "スタックトレース*" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/CreateStackLitShaderGraph.cs:9 msgid "StackLit Shader Graph" msgstr "StackLit シェーダーグラフ" #: /Runtime/Shaders/Shader.cpp:1524 msgid "Stage Counts" msgstr "ステージ数" #: Editor-Missing:Missing detected at runtime. msgid "Staging" msgstr "ステージング" #: Modules/TerrainEditor/PaintTools/StampTool.cs:31 msgid "Stamp Height" msgstr "型押しの高さ" #: 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 "Standalone Input Module (Script)" msgstr "Standalone Input Module (スクリプト)" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:64 msgid "Standalone Player Options" msgstr "スタンドアロンプレイヤーのオプション" #: /Editor/Src/Application/Application.cpp:4013 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。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UISystemProfiler.cs:401 msgid "Standard" msgstr "標準" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:136 msgid "Standard (4 Bones)" msgstr "標準 (4 ボーン)" #: Editor/Mono/Inspector/GraphicsSettingsInspectors/GraphicsSettingsInspectorTierSettings.cs:112 msgid "Standard Shader" msgstr "スタンダードシェーダー" #: Editor/Mono/Inspector/GraphicsSettingsInspectors/GraphicsSettingsInspectorTierSettings.cs:115 msgid "Standard Shader Quality" msgstr "スタンダードシェーダー品質" #: Editor-Extra:Create/Shader msgid "Standard Surface Shader" msgstr "標準サーフェスシェーダー" #: Modules/QuickSearch/Editor/Providers/AssetStoreProvider.cs:56 msgid "Standard Unity Asset Store EULA" msgstr "通常の Unity アセットストア EULA" #: /Editor/Src/EditorUserSettings.cpp:302 #: Editor/Mono/Inspector/EditorSettingsInspector.cs:30 msgid "Standby Import Worker Count" msgstr "待機インポートワーカー数" #: /Runtime/Graphics/Mesh/CompressedMesh.h:128 #: Editor/Mono/Inspector/AnimationClipEditor.cs:47 msgid "Start" msgstr "開始" #: 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 "Start Awake" msgstr "アクティブ状態で開始" #: Packages/com.unity.ugui/Editor/UGUI/UI/GridLayoutGroupEditor.cs:44 msgid "Start Axis" msgstr "開始する軸" #: /Runtime/Graphics/LineBuilder.h:185 #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:53 msgid "Start Color" msgstr "開始時の色" #: Packages/com.unity.ugui/Editor/UGUI/UI/GridLayoutGroupEditor.cs:43 msgid "Start Corner" msgstr "開始する角" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:49 msgid "Start Delay" msgstr "開始の遅延" #: Packages/com.unity.render-pipelines.universal/Editor/Decal/DecalProjectorEditor.Skin.cs:18 msgid "Start Fade" msgstr "フェード開始" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:31 msgid "Start Frame" msgstr "開始フレーム" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:51 msgid "Start Lifetime" msgstr "開始時の生存期間" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:327 msgid "Start Line" msgstr "開始ライン" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:68 msgid "Start Range" msgstr "開始範囲" #: /Editor/Src/Collab/Requests/DiffRevisionsRequests.h:44 msgid "Start RevisionID" msgstr "開始時のリビジョン ID" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:57 msgid "Start Rotation" msgstr "開始時の回転" #: Packages/com.unity.visualeffectgraph/Editor/Utilities/Playables/VisualEffectControlClipInspector.cs:535 msgid "Start Seed Property" msgstr "開始速度プロパティ" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:55 msgid "Start Size" msgstr "開始サイズ" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:52 msgid "Start Speed" msgstr "開始速度" #: /Runtime/Graphics/TrailRenderer.cpp:674 msgid "Start Width" msgstr "開始幅" #: Editor/Mono/Inspector/AnimationClipEditor.cs:47 msgid "Start frame of the clip." msgstr "クリップの開始フレーム" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:51 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/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:427 msgid "Start ms" msgstr "開始 (ミリ秒)" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:31 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:35 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" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerSnapshotView.cs:20 msgid "Start snapshot" msgstr "開始スナップショット" #: /Editor/Src/Collab/Requests/RevisionRequests.h:67 msgid "Starting Head RevisionID" msgstr "開始ヘッドの RevisionID (訂正ID)" #: Packages/com.unity.render-pipelines.universal/Editor/Overrides/ScreenSpaceLensFlareEditor.cs:39 msgid "Starting Position" msgstr "開始位置" #: Editor/Src/AutoDocumentation.cpp:1773 msgctxt "From AutoDocumentation" msgid "Starting distance for linear fog." msgstr "リニアのフォグの開始距離" #: /Editor/Platform/Windows/DragAndDrop.cpp:665 msgctxt "Error Message in DragAndDrop.cpp" 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" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterEditor.cs:15 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" "\n" "Please 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。" #: /Runtime/Shaders/SerializedShaderData.h:1397 #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/RecursiveRenderingEditor.cs:55 msgid "State" msgstr "ステート" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:111 msgid "State (Opaque)" msgstr "状態 (不透明)" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:112 msgid "State (Transparent)" msgstr "状態 (透明)" #: Editor-Missing:Missing detected at runtime. msgid "State Graph" msgstr "ステートグラフ " #: /Editor/Src/Animation/StateMachine.h:199 msgid "State Machine" msgstr "ステートマシン" #: /Editor/Src/Animation/StateMachine.cpp:868 msgid "State Machine Behaviours" msgstr "ステートマシン動作" #: /Editor/Src/Animation/AnimatorControllerLayer.cpp:45 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" #: /Editor/Src/Animation/StateMachine.cpp:866 msgid "State Machine Transitions" msgstr "ステートマシン遷移" #: Editor/Src/AutoDocumentation.cpp:3164 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" #: [MenuItem]Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateMachineBehaviourEditor.cs:49 msgid "StateMachineBehaviour" msgstr "StateMachineBehaviour" #: /Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateMachineBehaviourEditor.cs:49 msgctxt "MenuItem./CONTEXT/StateMachineBehaviour/Remove" msgid "StateMachineBehaviour" msgstr "StateMachineBehaviour" #: /Editor/Src/Animation/StateMachine.cpp:792 msgid "States" msgstr "ステート" #: Editor/Mono/Inspector/GameObjectInspector.cs:44 msgid "Static" msgstr "静的" #: /Runtime/Graphics/Renderer.cpp:848 msgid "Static Batch Root" msgstr "静的バッチのルート" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3286 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:152 msgid "Static Batching" msgstr "静的バッチ処理" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:152 msgid "" "Static Batching is not recommended when using GPU draw submission modes, " "performance may improve if Static Batching is disabled in Player Settings." msgstr "GPU 描画送信モードを使用する場合、静的バッチ処理は推奨されません。プレイヤー設定で静的バッチ処理を無効にすると、パフォーマンスが向上する可能性があります。" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:101 msgid "Static Colliders" msgstr "静的コライダー" #: /Runtime/BaseClasses/GameObject.cpp:1140 msgid "Static Editor Flags" msgstr "静的エディターフラグ" #: Modules/PhysicsEditor/PhysicsMaterialEditor.cs:13 Editor-Missing:Missing #: detected at runtime. msgid "Static Friction" msgstr "静止摩擦" #: Packages/com.unity.render-pipelines.high-definition/Editor/Sky/HDLightingWindowEnvironmentSection.cs:200 msgid "Static Lighting Background Clouds" msgstr "静的ライト 背景雲" #: Packages/com.unity.render-pipelines.high-definition/Editor/Sky/HDLightingWindowEnvironmentSection.cs:192 msgid "Static Lighting Sky" msgstr "静的ライト 空" #: Packages/com.unity.render-pipelines.high-definition/Editor/Sky/HDLightingWindowEnvironmentSection.cs:205 msgid "Static Lighting Volumetric Clouds" msgstr "静的ライト ボリュメトリッククラウド" #: Editor/Mono/Inspector/GameObjectInspector.cs:47 msgid "Static Preview" msgstr "静的プレビュー" #: /Runtime/Camera/OcclusionCullingSettings.cpp:116 msgid "Static Renderers" msgstr "静的レンダラー" #: Editor/Mono/Inspector/RendererLightingSettings.cs:70 msgid "Static Shadow Caster" msgstr "静的シャドウキャスター" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:221 msgid "Static Splash Image" msgstr "静的スプラッシュ画像" #: [MenuItem]Packages/com.unity.2d.sprite/Editor/ObjectMenuCreation/MenuItems.cs:187 msgid "Static Sprite" msgstr "静的スプライト" #: Editor/Mono/GameView/GameView.cs:105 msgid "Stats" msgstr "統計情報" #: Modules/PackageManagerUI/Editor/UI/Filters/UpmFiltersWindow.cs:24 msgid "Status" msgstr "ステータス" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:63 msgid "Status Bar" msgstr "ステータスバー" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:115 msgid "Status Bar Hidden" msgstr "ステータスバー非表示" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:116 msgid "Status Bar Style" msgstr "ステータスバーのスタイル" #: /Runtime/Shaders/SerializedShaderData.h:1219 msgid "Status Message" msgstr "ステータスメッセージ" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:28 msgid "Steering" msgstr "操縦" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:115 msgid "Stencil" msgstr "ステンシル" #: /Runtime/Graphics/RenderTexture.cpp:1527 msgctxt "Error Message in RenderTexture.cpp" msgid "Stencil GraphicsFormat" msgstr "ステンシル GraphicsFormat" #: /Runtime/Shaders/SerializedShaderData.h:1114 msgid "Stencil Op" msgstr "ステンシル操作" #: /Runtime/Shaders/SerializedShaderData.h:1116 msgid "Stencil Op Back" msgstr "ステンシル操作 裏" #: /Runtime/Shaders/SerializedShaderData.h:1115 msgid "Stencil Op Front" msgstr "ステンシル操作 表" #: Packages/com.unity.shadergraph/Editor/Generation/Targets/Fullscreen/FullscreenShaderGUI.cs:63 msgid "Stencil Override" msgstr "ステンシルオーバーライド" #: /Runtime/Shaders/SerializedShaderData.h:1117 msgid "Stencil Read Mask" msgstr "ステンシル 読み込みマスク" #: /Runtime/Shaders/SerializedShaderData.h:1119 msgid "Stencil Ref" msgstr "ステンシル 参照" #: /Runtime/Shaders/SerializedShaderData.h:1118 msgid "Stencil Write Mask" msgstr "ステンシル 書き込みマスク" #: /Editor/Src/Commands/PlayMenu.cpp:35 msgctxt "MenuItem./Edit/Step" msgid "Step" msgstr "ステップ" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:69 msgid "Step Count" msgstr "ステップ数" #: Modules/PhysicsEditor/CharacterControllerEditor.cs:69 msgid "Step Offset" msgstr "ステップオフセット" #: Editor-Missing:Missing detected at runtime. msgid "Stereo" msgstr "ステレオ" #: Editor/Mono/Inspector/AudioSourceInspector.cs:86 msgid "Stereo Pan" msgstr "ステレオパン" #: /Runtime/Misc/PlayerSettings.cpp:711 msgid "Stereo Rendering Path" msgstr "ステレオレンダリングパス" #: Editor/Src/AutoDocumentation.cpp:1556 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" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:83 msgid "Stiffness" msgstr "屈曲剛性" #: Editor/Src/AutoDocumentation.cpp:2391 msgctxt "From AutoDocumentation" msgid "Stiffness Factor. [ 0, infinity ]." msgstr "剛性ファクター [0, 無限大]" #: /Runtime/Graphics/Renderer.cpp:861 #: Editor/Mono/Inspector/RendererLightingSettings.cs:306 msgid "Stitch Lightmap Seams" msgstr "ライトマップの継ぎ目をステッチ" #: Editor/Mono/Inspector/RendererLightingSettings.cs:35 msgid "Stitch Seams" msgstr "継ぎ目をステッチ" #: Editor-Missing:Missing detected at runtime. msgid "Stone Corridor" msgstr "石の廊下" #: Editor-Missing:Missing detected at runtime. msgid "Stoneroom" msgstr "石の部屋" #: Editor/Mono/Inspector/TrailRendererEditor.cs:29 msgid "Stop" msgstr "停止" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:71 msgid "Stop Action" msgstr "アクションを停止" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidPreferenceWindowExtension.cs:31 msgid "Stop Gradle daemons on exit" msgstr "終了時に Gradle デーモンを停止" #: Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.Rendering.Skin.cs:36 msgid "Stop NaNs" msgstr "NaN を停止" #: Editor-Missing:Missing detected at runtime. msgid "Stop Playing And Recompile" msgstr "再生を停止して再コンパイル" #: Editor/Mono/ConsoleWindow.cs:66 msgid "Stop for Assert" msgstr "アサーションのため停止" #: Editor/Mono/ConsoleWindow.cs:67 msgid "Stop for Error" msgstr "エラーのため停止" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:36 msgid "Stop within this distance from the target position." msgstr "目標位置からこの距離内で停止します。" #: /Editor/Src/Application/Application.cpp:2681 msgctxt "Error Message in Application.cpp" msgid "" "StopAssetEditing is recommended to only be used inside method scope. " "AssetDatabase.StopAssetEditing() call(s) is missing." msgstr "StopAssetEditingは、メソッドスコープ内でのみ使用することを推奨します。AssetDatabase.StopAssetEditing()呼び出しがありません。" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:36 msgid "Stopping Distance" msgstr "停止距離" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:32 msgid "Store Actions" msgstr "ストアアクション" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:116 msgid "Store in Nodes (Deprecated)" msgstr "ノードに保存 (非推奨)" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:115 msgid "Store in Original Roots (Deprecated)" msgstr "元のルートに保存 (非推奨)" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:117 msgid "Store in Root (Deprecated)" msgstr "ルートに保存 (非推奨)" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:118 msgid "Store in Root (New)" msgstr "ルートに保存 (新規)" #: /Runtime/Graphics/Mesh/VertexData.h:126 msgid "Stream" msgstr "ストリーム" #: /Runtime/File/StreamedResource.cpp:87 msgid "Streamed Resource" msgstr "ストリームされたリソース" #: Editor-Missing:Missing detected at runtime. msgid "Streaming" msgstr "ストリーミング" #: /Runtime/Misc/ComponentRequirement.cpp:562 msgctxt "MenuItem./Streaming Controller" msgid "Streaming Controller" msgstr "ストリーミングコントローラー" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:249 msgid "Streaming Install" msgstr "ストリーミングインストール" #: Editor/Mono/Inspector/StreamingControllerInspector.cs:28 msgid "Streaming Mipmap Bias" msgstr "ストリーミングミップマップバイアス" #: /Runtime/Graphics/Texture2D.cpp:1298 #: Editor/Mono/Inspector/CubemapInspector.cs:129 msgid "Streaming Mipmaps" msgstr "ストリーミングミップマップ" #: /Runtime/Graphics/QualitySettings.cpp:609 msgid "Streaming Mipmaps Active" msgstr "ストリーミングミップマップ有効" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:793 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" #: /Runtime/Graphics/QualitySettings.cpp:610 #: Editor/Mono/Inspector/QualitySettingsEditor.cs:798 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/Mono/Inspector/QualitySettingsEditor.cs:800 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:806 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" #: /Runtime/Graphics/QualitySettings.cpp:615 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" #: /Runtime/Graphics/QualitySettings.cpp:614 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" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:804 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" #: /Runtime/Graphics/QualitySettings.cpp:612 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" #: /Runtime/Graphics/Texture2D.cpp:1300 #: Editor/Mono/ImportSettings/IHVImageFormatImporterInspector.cs:114 msgid "Streaming Mipmaps Priority" msgstr "ストリーミングミップマップ優先順位" #: /Runtime/Graphics/QualitySettings.cpp:613 msgid "Streaming Mipmaps Renderers Per Frame" msgstr "ストリーミングミップマップフレームごとのレンダラー" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:802 msgid "Streaming Mipmaps Renderers Per Frame Property" msgstr "ストリーミングミップマップフレームごとのレンダラー" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:234 msgid "Streaming Priority" msgstr "ストリーミング優先順位" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:77 msgid "Streaming Settings" msgstr "ストリーミング設定" #: /Runtime/Camera/ShadowSettings.h:38 #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:74 msgid "Strength" msgstr "強さ" #: Editor/Mono/AssetPipeline/SpeedTree/SpeedTree9ImporterWindEditor.cs:12 msgid "Strength Response" msgstr "強度応答" #: Editor/Src/AutoDocumentation.cpp:1756 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:1768 msgctxt "From AutoDocumentation" msgid "Strength of light halos [ 0, 1 ]." msgstr "ライトハローの強さ。[0, 1]" #: Modules/TerrainEditor/TerrainInspector.cs:158 msgid "Strength of the applied effect." msgstr "適用された効果の強さ" #: Editor/Mono/Inspector/WindInspector.cs:18 msgid "Strength of the wind pulses" msgstr "風のパルスの強さ" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:38 msgid "Stretch" msgstr "伸縮" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:24 msgid "Stretch Value" msgstr "伸縮値 " #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:159 msgid "Stretched Billboard" msgstr "伸縮ビルボード" #: Editor/Mono/Inspector/CameraEditor.cs:42 msgid "" "Stretches the sensor to simulate an anamorphic look. Positive values distort " "the Camera vertically, negative will distort the Camera horizontally." msgstr "センサーを伸ばし、アナモルフィックな外観をシミュレートします。正の値はカメラを垂直方向にゆがめ、負の値はカメラを水平方向にゆがめます。" #: Editor/Src/AutoDocumentation.cpp:2218 msgctxt "From AutoDocumentation" msgid "Stretching stiffness. [ 0, 1 ]." msgstr "伸縮剛性 [0, 1]" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3684 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1873 msgid "Strict Shader Variant Matching" msgstr "厳密なシェーダーバリアント整合" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:123 msgid "Strict Vertex Data Checks" msgstr "厳密な頂点データ確認" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:97 msgid "Strict shader variant matching*" msgstr "厳密なシェーダーバリアント整合*" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:422 msgid "Strikethrough Offset" msgstr "取り消し線オフセット" #: PlatformDependent/CommonApple/Managed/EditorExtensionUtils.cs:48 msgid "String Property" msgstr "文字列プロパティ" #: /Runtime/Shaders/Material.cpp:342 msgid "String Tag Map" msgstr "文字列のタグマップ" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:167 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:166 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:169 msgid "" "String shown to the user when requesting to use the device bluetooth. " "Written to the NSBluetoothAlwaysUsageDescription field in Xcode project's " "info.plist file" msgstr "デバイスのBluetooth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:168 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。" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidTemplatesUpgraderWindow.cs:35 msgid "" "Strings in Gradle files will use double quotes.\n" "More info in the console." msgstr "Gradleファイル内の文字列には二重引用符が使用されます。\n詳細はコンソールを参照してください。" #: Editor/Mono/Inspector/ComputeShaderInspector.cs:28 msgid "Strip #line directives" msgstr "#Line ディレクティブを除去します" #: Editor/Mono/Inspector/ComputeShaderInspector.cs:28 msgid "Strip #line directives from preprocessor output" msgstr "#Line ディレクティブをプリプロセッサー出力から除去します" #: Editor-Missing:Missing detected at runtime. msgid "Strip All" msgstr "すべて除去" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:141 msgid "Strip Bones" msgstr "ボーンを除去" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3670 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:3397 msgid "Strip Engine Code" msgstr "エンジンコードを除去" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:93 msgid "Strip Engine Code*" msgstr "エンジンコードを除去*" #: Packages/com.unity.render-pipelines.core/Editor/Deprecated.cs:83 msgid "Strip Runtime Debug Shaders" msgstr "ランタイムデバッグシェーダーを除去" #: Editor-Missing:Missing detected at runtime. msgid "Strip Unused" msgstr "不使用のものを除去" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:93 msgid "" "Strip Unused Engine Code - Note that byte code stripping of managed " "assemblies is always enabled for the IL2CPP scripting backend." msgstr "不使用のエンジンコードを除きます。マネージアセンブリのバイトコードの削除は、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/Src/EditorOnlyPlayerSettings.cpp:3683 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:3430 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/Mono/ConsoleWindow.cs:69 msgid "Strip logging callstack" msgstr "ロギングコールスタックを除去" #: /Editor/Src/BuildPipeline/PlatformModuleSetup.h:37 msgid "Strippable" msgstr "除去可能" #: /Runtime/Graphics/QualitySettings.cpp:734 msgid "Stripped MaximumLOD Level" msgstr "除去された最高 LOD レベル" #: /Runtime/Serialize/BuildUsageTags.h:87 msgid "Stripped Prefab Object" msgstr "除去されたプレハブオブジェクト" #: /Runtime/Shaders/SerializedShaderData.h:718 msgid "Struct Params" msgstr "Struct パラメーター" #: /Runtime/Shaders/SerializedShaderData.h:706 msgid "Struct Size" msgstr "Struct サイズ" #: /Editor/Src/Undo/StructureUndoBase.cpp:938 msgid "Structure Undo Base" msgstr "構造体 ベースを元に戻す" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroPluginImporterExtension.cs:57 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" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:407 msgid "Style Name" msgstr "スタイル名" #: Modules/TextCoreTextEngineEditor/Managed/TextStyleSheetEditor.cs:145 msgid "Style Property" msgstr "スタイルプロパティ" #: [MenuItem]Modules/UIElementsEditor/UIElementsEditorWindowCreator/UssTemplateCreator.cs:10 #: Editor-Missing:Missing detected at runtime. msgid "Style Sheet" msgstr "スタイルシート" #: Packages/com.unity.ugui/Editor/TMP/TMP_BaseEditorPanel.cs:1225 msgid "Style Sheet Asset Prop" msgstr "スタイルシートアセットプロパティ " #: Modules/UIElementsEditor/Debugger/StylesDebugger.cs:410 msgid "Stylesheets" msgstr "スタイルシート" #: Modules/ParticleSystemEditor/ParticleEffectUI.cs:54 msgid "Sub Emitter Particles" msgstr "サブエミッターパーティクル" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:716 msgid "Sub Emitters" msgstr "サブエミッター" #: [MenuItem]Packages/com.unity.shadergraph/Editor/AssetCallbacks/CreateShaderSubGraph.cs:9 msgid "Sub Graph" msgstr "サブグラフ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3250 msgid "Sub Kind" msgstr "サブ種類" #: /Runtime/Graphics/StaticBatchInfo.h:16 msgid "Sub Mesh Count" msgstr "サブメッシュ数" #: /Runtime/Shaders/SerializedShaderData.h:895 msgid "Sub Programs" msgstr "サブプログラム" #: /Editor/Src/LightmappingAnalyticsData.h:237 msgid "Sub Scene Count" msgstr "サブシーン数" #: /Runtime/Shaders/SerializedShaderData.h:1839 msgid "Sub Shaders" msgstr "サブシェーダー" #: /Runtime/Serialize/BuildTarget.h:109 msgid "Sub Target" msgstr "サブターゲット" #: Modules/ParticleSystemEditor/ParticleSystemModules/SubModuleUI.cs:62 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/QuickSearch/Editor/Indexing/IndexManager.cs:485 msgid "Sub objects" msgstr "サブオブジェクト" #: Editor/Mono/Inspector/LineRendererEditor.cs:30 msgid "Subdivide Selected" msgstr "選択したものを分割" #: Editor/Mono/Inspector/Core/PropertyEditor.cs:210 msgid "Submit" msgstr "提出" #: /Runtime/Misc/PlayerSettings.cpp:823 msgid "Submit Analytics" msgstr "分析を送信" #: Editor-Missing:Missing detected at runtime. msgid "Submit Button" msgstr "送信ボタン" #: /Editor/Mono/VersionControl/UI/VCMenuChange.cs:17 msgctxt "MenuItem./CONTEXT/Change/Submit..." msgid "Submit..." msgstr "提出する..." #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:426 msgid "Subscript Offset" msgstr "下付き文字オフセット" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:427 msgid "Subscript Size" msgstr "下付き文字サイズ" #: Modules/PackageManagerUI/Editor/Services/Pages/PageFilters.cs:70 msgid "Subscription based" msgstr "サブスクリプションベース" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:14 msgid "Subsurface" msgstr "サブサーフェス" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:14 msgid "Subsurface (RGB)" msgstr "サブサーフェス (RGB)" #: Editor/Mono/AssetPipeline/SpeedTree/SpeedTreeImporterCommon.cs:142 msgid "Subsurface Scattering" msgstr "サブサーフェススキャタリング" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/DiffusionProfile/DiffusionProfileSettingsEditor.Styles.cs:19 msgid "Subsurface Scattering only" msgstr "サブサーフェススキャタリングのみ" #: Modules/TerrainEditor/PaintTools/StampTool.cs:32 msgid "Subtract" msgstr "減じる" #: Modules/TerrainEditor/PaintTools/StampTool.cs:32 msgid "Subtract the stamp from the terrain." msgstr "Terrain(地形)から型押し分を減じます" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:147 msgid "Subtractive" msgstr "減法" #: /Runtime/Camera/RenderSettings.cpp:548 #: Editor/Mono/SettingsWindow/LightingEditor.cs:148 msgid "Subtractive Shadow Color" msgstr "減法シャドウカラー" #: /Runtime/Camera/RenderSettings.cpp:573 #: Editor/Mono/SettingsWindow/LightingEditor.cs:145 msgid "Sun" msgstr "太陽" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:83 msgid "Sun Color" msgstr "太陽光の色" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:84 msgid "Sun Intensity" msgstr "太陽光の強さ" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:82 msgid "Sun Light Override" msgstr "太陽光のオーバーライド" #: Editor/Mono/SettingsWindow/LightingEditor.cs:24 msgid "Sun Source" msgstr "太陽光源" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:424 msgid "Superscript Offset" msgstr "上付き文字オフセット" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:425 msgid "Superscript Size" msgstr "上付き文字サイズ" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:195 msgid "Support lighting scenarios blending for probe volume." msgstr "プローブボリュームのライティングシナリオブレンドをサポートします。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:194 msgid "Support lighting scenarios for probe volume." msgstr "プローブボリュームのライティングシナリオをサポートします。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:245 msgid "Supported Aspect Ratio" msgstr "対応アスペクト比" #: Modules/PackageManagerUI/Editor/UI/PackagePlatformList.cs:45 msgid "Supported Platform:" msgstr "対応プラットフォーム:" #: Modules/PackageManagerUI/Editor/UI/PackagePlatformList.cs:45 msgid "Supported Platforms:" msgstr "対応プラットフォーム:" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:182 msgid "Supported Ray Tracing Mode" msgstr "対応レイトレーシングモード" #: Modules/SpriteMaskEditor/Editor/Managed/SpriteMaskEditor.cs:32 msgid "Supported Renderer" msgstr "対応レンダラー" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:119 msgid "Supported URL schemes*" msgstr "対応する URL スキーム*" #: /Runtime/Shaders/ComputeShaderStructs.cpp:207 msgid "SupportedAP Is" msgstr "SupportedAPI" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4211 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:195 msgid "Suppress Common Warnings" msgstr "一般的な警告を表示しない" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:265 msgid "Suppress common warnings setting modified" msgstr "'一般的な警告を表示しない'の設定が変更されました" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:195 msgid "Suppresses C# warnings CS0169, CS0649, and CS0282." msgstr "C#警告(CS0169、CS0649、CS0282)を非表示にします。" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurfaceMenuItems.cs:9 msgid "Surface" msgstr "サーフェス" #: Modules/Physics2DEditor/Managed/Effectors/PlatformEffector2DEditor.cs:67 msgid "Surface Arc" msgstr "サーフェスの円弧角度" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:80 msgid "Surface Color" msgstr "サーフェス色" #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/DecalRendererFeatureEditor.cs:15 msgid "Surface Data" msgstr "サーフェスデータ" #: /Runtime/Misc/ComponentRequirement.cpp:533 msgctxt "MenuItem./Surface Effector 2D" msgid "Surface Effector 2D" msgstr "2D サーフェスエフェクター" #: Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/ParticleGUI.cs:78 msgid "Surface Fade" msgstr "サーフェスフェード" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterDeformer/WaterDeformerEditor.cs:131 msgid "Surface Foam Dimmer" msgstr "表面泡調節" #: Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/BaseShaderGUI.cs:198 msgid "Surface Inputs" msgstr "サーフェス入力" #: Modules/Physics2DEditor/Managed/Effectors/BuoyancyEffector2DEditor.cs:59 msgid "Surface Level" msgstr "サーフェスレベル" #: Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/BaseShaderGUI.cs:193 msgid "Surface Options" msgstr "サーフェスオプション" #: Editor/Mono/Inspector/ClothInspector.cs:110 msgid "Surface Penetration" msgstr "サーフェスの貫通" #: Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/BaseShaderGUI.cs:210 msgid "Surface Type" msgstr "サーフェスタイプ" #: Editor-Missing:Missing detected at runtime. msgid "Surround" msgstr "サラウンド" #: 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 "Surround 7.1" msgstr "サラウンド 7.1" #: Modules/PhysicsEditor/WheelColliderEditor.cs:35 msgid "Suspension Distance" msgstr "サスペンション距離" #: Modules/PhysicsEditor/WheelColliderEditor.cs:36 msgid "Suspension Spring" msgstr "サスペンションスプリング" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:254 msgid "Sustained Performance Mode" msgstr "持続パフォーマンスモードを使用" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:17 msgid "Swap (Double Buffer)" msgstr "スワップ (ダブルバッファ)" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:2406 msgid "Swap Chain Bit Depth" msgstr "スワップチェーンビット深度" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:77 msgid "Swap Packable" msgstr "パック可能をスワップ" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:403 msgid "Swap UV Channels" msgstr "UV チャンネルをスワップ" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:146 msgid "Swap UVs" msgstr "UV をスワップ" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:146 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。" #: Editor/Mono/GUI/ColorPicker.cs:480 msgid "Swatches" msgstr "スウォッチ" #: 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 "Swing 2 Limit" msgstr "スイングの制限 2" #: /Runtime/Misc/PlayerSettings.cpp:908 msgid "Switch Max Worker Multiple" msgstr "ワーカー最大倍数を切り替える" #: Editor/Mono/BuildPlayerWindow.cs:37 msgid "Switch Platform" msgstr "ターゲットの切り替え" #: Modules/BuildProfileEditor/TrText.cs:28 msgid "Switch Profile" msgstr "プロファイルを切り替える" #: Editor/Src/PackageUtility.cpp:1220 msgid "Switch Project" msgstr "プロジェクトを切り替える" #: [MenuItem]Editor/Mono/EditorResources.cs:390 msgid "Switch Theme And Repaint" msgstr "テーマを切り替える" #: /Editor/Mono/EditorResources.cs:390 msgctxt "MenuItem./Theme/Switch Theme And Repaint" msgid "Switch Theme And Repaint" msgstr "テーマを切り替える" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:81 msgid "Switch the color scheme to color blind safe colors" msgstr "カラースキームを色覚障害対応セーフカラーに切り替えます" #: Editor/Mono/GUI/ManagedDebuggerWindow.cs:45 msgid "Switch to debug mode" msgstr "デバッグモードに切り替える" #: Editor/Mono/GUI/ManagedDebuggerWindow.cs:37 msgid "Switch to release mode" msgstr "リリースモードに切り替える" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitSurfaceInputsUIBlock.cs:112 msgid "Switches between regular layers mode and base/layers mode." msgstr "通常のレイヤーモードとベース/レイヤーモードを切り替えます。" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:190 #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:236 msgid "Swizzle" msgstr "スウィズル" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildShared.cs:14 msgid "Symbol file extension" msgstr "シンボルファイル拡張子" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildShared.cs:12 msgid "Symbols output options" msgstr "シンボル出力オプション" #: /Editor/Src/EditorUserBuildSettings.cpp:228 #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildProfileExtension.cs:21 msgid "Symlink Sources" msgstr "シンボリックリンクソース" #: /Editor/Src/EditorUserBuildSettings.cpp:229 #: PlatformDependent/iPhonePlayer/Extensions/Common/iOSCommonBuildProfileExtension.cs:228 msgid "Symlink Trampoline" msgstr "シンボリックリンクトランポリン" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerSettingsWindow.cs:20 msgid "Sync" msgstr "同期" #: Editor-Missing:Missing detected at runtime. msgid "Sync Continuous Fixtures Per Job" msgstr "ジョブごとの連続同期フィクスチャ数" #: Editor-Missing:Missing detected at runtime. msgid "Sync Discrete Fixtures Per Job" msgstr "ジョブごとの非連続同期フィクスチャ数" #: /Runtime/Graphics/QualitySettings.cpp:639 msgid "Sync ToVBL" msgstr "VBL に同期" #: 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/Src/Animation/AnimatorControllerLayer.cpp:48 msgid "Synced Layer Affects Timing" msgstr "同期するレイヤーとの継続時間を制御" #: /Editor/Src/Animation/AnimatorControllerLayer.cpp:43 msgid "Synced Layer Index" msgstr "同期するレイヤーのインデックス" #: Modules/QuickSearch/Editor/UITK/SearchGroupBar.cs:110 msgid "Synchronize search fields (Ctrl + K)" msgstr "検索フィールドを同期 (Ctrl + K)" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerSettingsWindow.cs:20 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" #: /Runtime/Graphics/EnlightenSceneMapping.h:252 msgid "System Atlases" msgstr "システムアトラス" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGLBuildProfileExtension.cs:132 msgid "System Default" msgstr "システムデフォルト" #: Editor/Mono/Inspector/RendererLightingSettings.cs:63 msgid "System Hash" msgstr "システムハッシュ" #: /Runtime/Graphics/EnlightenSceneMapping.h:213 msgid "System Id" msgstr "システム ID" #: Editor/Mono/Inspector/RendererLightingSettings.cs:61 msgid "System Resolution" msgstr "システム解像度" #: Editor/Mono/Inspector/AudioManagerInspector.cs:17 msgid "System Sample Rate" msgstr "システムサンプルレート" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:92 msgid "System Tag" msgstr "システムタグ" #: /Runtime/Graphics/EnlightenSceneMapping.h:250 msgid "Systems" msgstr "システム" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:172 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/EditorSettingsInspector.cs:40 msgid "TLS/SSL" msgstr "TLS/SSL" #: [MenuItem]Packages/com.unity.ugui/Editor/TMP/TMPro_ContextMenus.cs:312 msgid "TMP_FontAsset" msgstr "TMP_FontAsset" #: [MenuItem]Packages/com.unity.ugui/Editor/TMP/TMP_SpriteAssetMenu.cs:16 msgid "TMP_SpriteAsset" msgstr "TMP_SpriteAsset" #: Editor/Src/AutoDocumentation.cpp:244 msgctxt "From AutoDocumentation" msgid "TODO: Serialiaze and do not compute it at all on startup." msgstr "TODO: 起動時にシリアル化し、まったく計算しません。" #: [MenuItem]Modules/UIElementsEditor/UIElementsEditorWindowCreator/UssTemplateCreator.cs:18 #: Editor-Missing:Missing detected at runtime. msgid "TSS Theme File" msgstr "TSS テーマファイル" #: Editor-Missing:Missing detected at runtime. msgid "Tab Size" msgstr "タブサイズ" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:428 msgid "Tab Width" msgstr "タブの幅" #: Modules/QuickSearch/Editor/UITK/SearchStatusBar.cs:21 msgid "Table View" msgstr "テーブルビュー" #: Editor/Src/AutoDocumentation.cpp:326 msgctxt "From AutoDocumentation" msgid "" "Table of objects that need to be loaded 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ロードされる必要があるオブジェクトの表" #: /Runtime/2D/SpriteAtlas/SpriteAtlas.cpp:49 #: Editor/Mono/Inspector/GameObjectInspector.cs:46 msgid "Tag" msgstr "タグ" #: /Runtime/BaseClasses/GameObject.cpp:1133 msgid "Tag String" msgstr "タグ文字列" #: Editor/Mono/UIElements/Controls/TagField.cs:126 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/TagField.cs:109 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" #: /Runtime/Shaders/SerializedShaderData.h:1522 #: Editor/Mono/Inspector/TagManagerInspector.cs:39 msgid "Tags" msgstr "タグ" #: Editor-Missing:Missing detected at runtime. msgid "Tags & Layers" msgstr "タグとレイヤー" #: Editor-Missing:Missing detected at runtime. msgid "Tags and Layers" msgstr "タグとレイヤー" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/Memory/MemoryProfilerModule.cs:461 msgid "Take Sample {0}" msgstr "サンプルを取る {0}" #: Modules/SceneTemplateEditor/SceneTemplateAssetInspectorWindow.cs:32 msgid "Take Snapshot" msgstr "スナップショットを撮る" #: Modules/SceneTemplateEditor/SceneTemplateAssetInspectorWindow.cs:31 msgid "" "Take a snapshot based on the selected target then assign it as thumbnail." msgstr "選択したターゲットに基づいてスナップショットを作成し、サムネイルとして割り当てます。" #: Modules/SceneTemplateEditor/ScenePicker.cs:194 msgid "Take scene preview screenshot" msgstr "シーンプレビュースクリーンショットを撮る" #: Editor-Missing:Missing detected at runtime. msgid "Tall" msgstr "縦長" #: /Runtime/Graphics/Mesh/MeshBlendShape.h:117 msgid "Tangent" msgstr "接線" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:84 msgid "Tangent (TANGENT.xyzw)" msgstr "接線 (TANGENT.xyzw)" #: /Runtime/Math/AnimationCurve.h:310 msgid "Tangent Mode" msgstr "接線モード" #: /Runtime/Graphics/Mesh/CompressedMesh.h:160 msgid "Tangent Signs" msgstr "接線の符号" #: Editor/Src/AutoDocumentation.cpp:3359 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:3360 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:3361 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:3362 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)" #: /Runtime/Graphics/Mesh/CompressedMesh.h:157 #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:141 msgid "Tangents" msgstr "接線" #: 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 "Tango Spatial Mapper" msgstr "Tango 立体化マッパー" #: /Editor/Src/Collab/Requests/DownloadRequests.h:59 #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:86 msgid "Target" msgstr "ターゲット" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:208 msgid "Target API Level" msgstr "ターゲットAPIレベル" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:184 msgid "Target Architectures" msgstr "ターゲットアーキテクチャ" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:438 msgid "Target Camera" msgstr "ターゲットカメラ" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:440 msgid "Target Camera 3D Layout" msgstr "ターゲットカメラ 3D レイアウト" #: /Editor/Src/Prefabs/PrefabMerging.h:137 msgid "Target Corresponding Source Object" msgstr "ターゲット対応ソースオブジェクト" #: /Runtime/Misc/PlayerSettings.cpp:687 #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:285 msgid "Target Device" msgstr "ターゲットデバイス" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:193 msgid "Target Devices" msgstr "ターゲットデバイス" #: Editor/Mono/Inspector/CameraEditor.cs:53 msgid "Target Display" msgstr "ターゲットディスプレイ" #: Editor/Src/AutoDocumentation.cpp:561 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/Mono/Inspector/CameraEditor.cs:54 msgid "Target Eye" msgstr "ターゲットアイ" #: Modules/ProfilerEditor/Public/ProfilerSettingsProvider.cs:15 msgid "Target Frames Per Second (Highlights Module)" msgstr "ターゲットフレーム/秒 (ハイライトモジュール)" #: /Runtime/Misc/PlayerSettings.cpp:1094 msgid "Target Gles Graphics" msgstr "ターゲット GLES グラフィックス" #: Editor-Missing:Missing detected at runtime. msgid "Target Graphic" msgstr "ターゲットグラフィックス" #: Packages/com.unity.ugui/Editor/UGUI/UI/SelectableEditor.cs:121 msgid "Target Graphic Property" msgstr "ターゲットグラフィックスプロパティ" #: /Runtime/Misc/ComponentRequirement.cpp:526 msgctxt "MenuItem./Target Joint 2D" msgid "Target Joint 2D" msgstr "2D ターゲットジョイント" #: /Runtime/Shaders/ComputeShaderStructs.cpp:133 msgid "Target Level" msgstr "ターゲットレベル" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:449 msgid "Target Material Renderer" msgstr "ターゲットマテリアルレンダラー" #: Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/ExposureEditor.cs:171 msgid "Target Mid Grey" msgstr "ターゲット中間グレー" #: /Editor/Src/SceneObjectIdentifier.h:49 msgid "Target Object" msgstr "ターゲットオブジェクト" #: /Runtime/Misc/PlayerSettings.cpp:982 msgid "Target Pixel Density" msgstr "ターゲットのピクセル密度" #: Editor/Mono/BuildPipeline/DesktopStandaloneBuildWindowExtension.cs:10 msgid "Target Platform" msgstr "ターゲットプラットフォーム" #: /Editor/Src/SceneObjectIdentifier.h:50 msgid "Target Prefab" msgstr "ターゲットプレハブ" #: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:112 msgid "Target SDK" msgstr "ターゲット SDK" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:16 msgid "Target SDK Version" msgstr "ターゲット SDK バージョン" #: Editor/Mono/Networking/PlayerConnection/AttachToPlayerGUI.cs:43 msgid "Target Selection: Choose the target to connect to." msgstr "ターゲットの選択: 接続するターゲットを選択します" #: Editor/Mono/SceneModeWindows/DefaultLightingExplorerExtension.cs:38 msgid "Target Sorting Layer" msgstr "ターゲットソートレイヤー" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:96 msgid "Target Sorting Layers" msgstr "ターゲットソートレイヤー" #: Packages/com.unity.shaderanalysis/Editor/Internal/ShaderAnalysisInspectorWindow.cs:438 msgid "Target Stage" msgstr "ターゲットステージ" #: Modules/TerrainEditor/PaintTools/PaintDetailsTool.cs:19 msgid "Target Strength" msgstr "目標強度" #: Editor/Mono/Inspector/CameraEditor.cs:489 msgid "Target Texture" msgstr "ターゲットテクスチャ" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:87 msgid "Target Velocity" msgstr "ターゲット速度" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:113 msgid "Target WebAssembly 2023" msgstr "WebAssembly 2023 対象" #: Modules/TerrainEditor/PaintTools/PaintDetailsTool.cs:19 msgid "Target amount" msgstr "目標量" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowHierarchyGUI.cs:50 msgid "" "Target for curve is ambiguous since there are multiple GameObjects with same " "name ({0})" msgstr "同じ名前({0})のゲームオブジェクトが複数存在するため、カーブのターゲットが曖昧です" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:232 msgid "Target minimum iOS Version" msgstr "対象 iOS 最低バージョン" #: PlatformDependent/OSXPlayer/Extensions/Managed/OSXStandaloneSettingsEditorExtension.cs:27 msgid "Target minimum macOS Version" msgstr "対象 macOS 最低バージョン" #: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:113 msgid "Target minimum tvOS Version" msgstr "対象 tvOS 最低バージョン" #: Editor/Src/AutoDocumentation.cpp:3287 msgctxt "From AutoDocumentation" msgid "" "Target mirror view rect area. Should be the area your plugin wants to blit " "to." msgstr "ターゲットのミラービューの矩形エリア。 プラグインの転送先となるエリア。" #: Modules/BuildProfileEditor/TrText.cs:37 msgid "Target platform does not currently support build profiles." msgstr "ターゲットプラットフォームは、現在ビルドプロファイルをサポートしません。" #: PlatformDependent/OSXPlayer/Extensions/Managed/OSXStandaloneBuildWindowExtension.cs:26 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" #: /Runtime/Misc/PlayerSettings.cpp:1070 msgid "TargetIOS Graphics" msgstr "対象 iOS グラフィックス" #: Packages/com.unity.visualeffectgraph/Editor/Utilities/Playables/VisualEffectControlSceneOverlay.cs:60 msgid "Targeted VFX:" msgstr "ターゲット VFX:" #: Packages/com.unity.visualeffectgraph/Editor/Utilities/Playables/VisualEffectControlSceneOverlay.cs:37 msgid "Targeted VFX: " msgstr "ターゲット VFX: " #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/DecalRendererFeatureEditor.cs:12 msgid "Technique" msgstr "方法" #: Editor/Src/AutoDocumentation.cpp:3173 msgctxt "From AutoDocumentation" msgid "Tells the provider the focus plane to use." msgstr "使用する焦点の合った平面をプロバイダーに通知します。" #: Editor/Src/AutoDocumentation.cpp:3177 msgctxt "From AutoDocumentation" msgid "" "Tells the provider the reprojection mode it should be using for " "stabilization." msgstr "安定化のために使用する再投影モードをプロバイダーに通知します。" #: Packages/com.unity.shadergraph/Editor/Generation/Targets/Fullscreen/FullscreenShaderGUI.cs:77 msgid "Tells what to do when the depth test fails." msgstr "深度テストの失敗時に何をすべきかを示します。" #: Packages/com.unity.shadergraph/Editor/Generation/Targets/Fullscreen/FullscreenShaderGUI.cs:75 msgid "Tells what to do when the stencil test fails." msgstr "ステンシルテストの失敗時に何をすべきかを示します。" #: Packages/com.unity.shadergraph/Editor/Generation/Targets/Fullscreen/FullscreenShaderGUI.cs:73 msgid "Tells what to do when the stencil test succeed." msgstr "ステンシルテストの成功時に何をすべきかを示します。" #: Packages/com.unity.shadergraph/Editor/Generation/Targets/Fullscreen/FullscreenShaderGUI.cs:67 msgid "Tells which bit are allowed to be read during the stencil test." msgstr "ステンシルテスト中にどのビットが読み取り可能かを示します。" #: Packages/com.unity.shadergraph/Editor/Generation/Targets/Fullscreen/FullscreenShaderGUI.cs:69 msgid "Tells which bit are allowed to be written during the stencil test." msgstr "ステンシルテスト中にどのビットが書き込み可能かを示します。" #: Packages/com.unity.shadergraph/Editor/Generation/Targets/Fullscreen/FullscreenShaderGUI.cs:71 msgid "Tells which function to use when doing the stencil test." msgstr "ステンシルテストを行うときに使用する関数を示します。" #: Editor/Mono/Inspector/LightEditor.cs:81 msgid "Temperature" msgstr "温度" #: Packages/com.unity.ugui/Editor/UGUI/UI/DropdownEditor.cs:43 msgid "Template" msgstr "テンプレート" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3914 msgid "Template Custom Tags" msgstr "テンプレートカスタムタグ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3843 msgid "Template Default Scene" msgstr "テンプレートデフォルトシーン" #: /Editor/Src/EditorExtensionImpl.cpp:35 msgid "Template Father" msgstr "テンプレートファザー" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3348 msgid "Template Name" msgstr "テンプレート名" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3842 msgid "Template Package Id" msgstr "テンプレートパッケージ ID" #: Modules/SceneTemplateEditor/SceneTemplateAssetInspectorWindow.cs:95 msgid "Template Scene" msgstr "テンプレートシーン" #: Modules/SceneTemplateEditor/ScenePicker.cs:26 msgid "Templates" msgstr "テンプレート" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs:94 msgid "Temporal Accumulation" msgstr "一時的結果蓄積" #: Editor/Src/AutoDocumentation.cpp:353 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" #: [MenuItem]Modules/TerrainEditor/Brush/Brush.cs:10 msgid "Terrain" msgstr "Terrain (地形)" #: /Runtime/Graphics/QualitySettings.cpp:628 msgid "Terrain Basemap Distance" msgstr "Terrain ベースマップ距離" #: /Runtime/Graphics/QualitySettings.cpp:631 msgid "Terrain Billboard Start" msgstr "Terrain ビルボード開始" #: /Editor/Src/Undo/StructureUndoBase.cpp:73 msgid "Terrain Chunk DynamicUVST" msgstr "Terrain (地形) チャンク DynamicUVST" #: /Runtime/Graphics/EnlightenSceneMapping.h:253 msgid "Terrain Chunks" msgstr "Terrain (地形) チャンク" #: /Runtime/Misc/ComponentRequirement.cpp:493 msgctxt "MenuItem./Terrain Collider" msgid "Terrain Collider" msgstr "Terrain (地形) コライダー" #: Modules/PhysicsEditor/TerrainColliderEditor.cs:14 msgid "Terrain Data" msgstr "Terrain (地形) データ" #: Editor/Mono/Annotation/AnnotationWindow.cs:81 msgid "Terrain Debug Warnings" msgstr "Terrain (地形) デバッグ警告" #: /Runtime/Graphics/QualitySettings.cpp:627 msgid "Terrain Detail Density Scale" msgstr "Terrain ディテール密度スケール" #: /Runtime/Graphics/QualitySettings.cpp:629 msgid "Terrain Detail Distance" msgstr "Terrain ディテール距離" #: /Editor/Src/Undo/StructureUndoBase.cpp:72 msgid "Terrain DynamicUVST" msgstr "Terrain (地形) DynamicUVST" #: /Runtime/Graphics/QualitySettings.cpp:632 msgid "Terrain Fade Length" msgstr "Terrain フェード距離" #: Modules/TerrainEditor/TerrainInspector.cs:1975 msgid "Terrain Height" msgstr "Terrain (地形) 高さ" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:176 msgid "Terrain Hole" msgstr "Terrain (地形) 穴" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:30 msgid "Terrain Holes" msgstr "Terrain (地形) 穴" #: [MenuItem]Modules/TerrainEditor/Utilities/TerrainLayerInspector.cs:11 msgid "Terrain Layer" msgstr "Terrain (地形) レイヤー" #: Modules/TerrainEditor/Utilities/TerrainLayerUtility.cs:21 msgid "Terrain Layers" msgstr "Terrain (地形) レイヤー" #: Modules/TerrainEditor/TerrainInspector.cs:1971 msgid "Terrain Length" msgstr "Terrain (地形) 奥行き" #: /Runtime/Graphics/QualitySettings.cpp:633 msgid "Terrain Max Trees" msgstr "Terrain 最大樹木数" #: /Editor/Src/Undo/StructureUndoBase.cpp:74 msgid "Terrain Non Tetrahedralized Probe Set Hash" msgstr "Terrain 非4面体プローブセットハッシュ" #: /Runtime/Graphics/QualitySettings.cpp:626 msgid "Terrain Pixel Error" msgstr "Terrain ピクセルエラー" #: Modules/TerrainEditor/TerrainInspector.cs:145 msgid "Terrain Settings" msgstr "Terrain (地形) の設定" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:113 msgid "Terrain Tiles Max" msgstr "Terrain タイル最大数 " #: /Runtime/Graphics/QualitySettings.cpp:630 msgid "Terrain Tree Distance" msgstr "Terrain 樹木距離" #: Modules/TerrainEditor/TerrainInspector.cs:1967 msgid "Terrain Width" msgstr "Terrain (地形) 横幅" #: Editor/Mono/Inspector/RendererLightingSettings.cs:915 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。" #: Modules/TerrainEditor/PaintTools/CreateTerrainTool.cs:19 msgid "Terrain tool property change" msgstr "Terrain (地形) ツールプロパティの変更" #: [MenuItem]Modules/TerrainEditor/Utilities/TerrainMenus.cs:88 msgid "TerrainEngineDetails" msgstr "Terrain (地形) エンジン詳細" #: [MenuItem]Modules/TerrainEditor/Utilities/TerrainMenus.cs:147 msgid "TerrainEngineTrees" msgstr "Terrain (地形) エンジン樹木" #: [MenuItem]Modules/TerrainEditor/Utilities/TerrainLayerUtility.cs:252 msgid "TerrainLayers" msgstr "Terrain (地形) レイヤー" #: Editor-Missing:Missing detected at runtime. msgid "Terrains" msgstr "Terrain (地形)" #: /Editor/Src/AssetPipeline/TextureImporting/SpriteFrameMetaData.h:129 msgid "Tessellation Detail" msgstr "テッセレーション詳細" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/TessellationOptionsUIBlock.cs:19 msgid "Tessellation Options" msgstr "テッセレーションオプション" #: Editor-Missing:Missing detected at runtime. msgid "Test Result Renderer Callback" msgstr "テスト結果 レンダラーコールバック" #: Editor-Missing:Missing detected at runtime. msgid "Test Runner" msgstr "テストランナー" #: Editor-Missing:Missing detected at runtime. msgid "Testing" msgstr "テスト" #: /Editor/Src/Commands/TestMenu.cpp:59 msgctxt "MenuItem./Tests/Scene-based RuntimeTest/Create" msgid "Tests" msgstr "テスト" #: Editor-Missing:Missing detected at runtime. msgid "Tests Assembly Folder" msgstr "アセンブリフォルダーをテストします" #: /Runtime/Graphics/ProbeSetTetrahedralization.h:47 msgid "Tetrahedra" msgstr "四面体" #: /Runtime/Camera/LightProbes.cpp:39 msgid "Tetrahedralization" msgstr "四面体分割" #: /Runtime/Shaders/UnityPropertySheet.cpp:463 msgid "Tex Envs" msgstr "テキスト環境" #: [MenuItem]Modules/TextCoreTextEngineEditor/Managed/SpriteAssetImporter.cs:16 msgid "Text" msgstr "テキスト" #: Editor-Missing:Missing detected at runtime. msgid "Text (Script)" msgstr "Text (スクリプト)" #: [MenuItem]Packages/com.unity.ugui/Editor/TMP/TMPro_CreateObjectMenu.cs:20 #: Editor-Missing:Missing detected at runtime. msgid "Text - TextMeshPro" msgstr "テキスト - TextMeshPro" #: Editor-Missing:Missing detected at runtime. msgid "Text Area" msgstr "テキストエリア" #: /Runtime/Scripting/TextAsset.cpp:79 msgid "Text Asset" msgstr "テキストアセット" #: Packages/com.unity.ugui/Editor/UGUI/UI/InputFieldEditor.cs:82 msgid "Text Component" msgstr "テキストコンポーネント" #: [MenuItem]Modules/TextCoreTextEngineEditor/Managed/TextSettingsCreationMenu.cs:10 msgid "Text Core" msgstr "テキストコア" #: Editor-Missing:Missing detected at runtime. msgid "Text Field" msgstr "テキストフィールド" #: Editor-Missing:Missing detected at runtime. msgid "Text Mesh" msgstr "テキストメッシュ" #: Packages/com.unity.ugui/Editor/TMP/TMP_BaseEditorPanel.cs:1058 msgid "Text Overflow Mode Prop" msgstr "テキストオーバーフローモードプロパティ" #: Packages/com.unity.ugui/Editor/TMP/TMP_BaseEditorPanel.cs:472 msgid "Text Prop" msgstr "テキストプロパティ" #: [MenuItem]Modules/TextCoreTextEngineEditor/Managed/TextSettingsCreationMenu.cs:10 msgid "Text Settings" msgstr "テキスト設定" #: [MenuItem]Modules/TextCoreTextEngineEditor/Managed/TextStyleAssetCreationMenu.cs:10 msgid "Text StyleSheet" msgstr "テキストスタイルシート" #: Packages/com.unity.ugui/Editor/TMP/TMP_InputFieldEditor.cs:129 msgid "Text Viewport" msgstr "テキストビューポート" #: Editor/Src/AutoDocumentation.cpp:734 msgctxt "From AutoDocumentation" msgid "Text alignment." msgstr "テキストの割り当て" #: [MenuItem]Modules/TextRenderingEditor/TextRenderingCommands.cs:7 msgid "TextMesh" msgstr "テキストメッシュ" #: Editor-Missing:Missing detected at runtime. msgid "TextMesh Pro" msgstr "TextMesh Pro" #: [MenuItem]Packages/com.unity.ugui/Editor/TMP/TMP_ColorGradientAssetMenu.cs:10 #: Editor-Missing:Missing detected at runtime. msgid "TextMeshPro" msgstr "TextMeshPro" #: [MenuItem]Packages/com.unity.ugui/Editor/TMP/TMP_ProjectTextSettings.cs:10 msgid "TextMeshPro Settings" msgstr "TextMeshPro 設定" #: /Runtime/Graphics/Texture.cpp:1043 #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:24 msgid "Texture" msgstr "テクスチャ" #: Modules/VirtualTexturingEditor/Utils.cpp:242 #, c-format msgid "" "Texture '%s': aspect ratio (%f) does not match the Texture Stack aspect " "ratio (%f)" msgstr "テクスチャ '%s': アスペクト比(%f)がテクスチャスタックのアスペクト比(%f)と一致しません" #: Modules/VirtualTexturingEditor/Utils.cpp:254 #, c-format msgid "Texture '%s': dimensions (%d x %d) are not power-of-two" msgstr "テクスチャ '%s': 寸法(%d x %d)が2の累乗ではありません" #: Modules/VirtualTexturingEditor/Utils.cpp:247 #, c-format msgid "" "Texture '%s': dimensions (%d x %d) are smaller than the VT tile dimensions " "(%u x %u)" msgstr "テクスチャ '%s': 寸法(%d x %d)がVTタイル寸法(%u x %u)よりも小さい" #: Modules/VirtualTexturingEditor/Utils.cpp:266 #, c-format msgid "Texture '%s': source data compressed with Crunch is not supported" msgstr "テクスチャ '%s': クランチ圧縮されたソースデータはサポートされていません" #: Modules/VirtualTexturingEditor/Utils.cpp:272 #, c-format msgid "Texture '%s': texture format ('%s') is not supported" msgstr "テクスチャ '%s': テクスチャ形式('%s')はサポートされていません" #: Modules/VirtualTexturingEditor/Utils.cpp:260 #, c-format msgid "Texture '%s': texture needs to have mips" msgstr "テクスチャ '%s': テクスチャにミップが必要です" #: Modules/VirtualTexturingEditor/Utils.cpp:287 #, c-format msgid "" "Texture '%s': wrapping mode (U: %s, V: %s) does not match the stack wrapping " "mode (U: %s, V: %s)" msgstr "テクスチャ '%s': ラップモード(U: %s, V: %s)はスタックのラップモード(U: %s, V: %s)と一致しません" #: Modules/VirtualTexturingEditor/Utils.cpp:278 #, c-format msgid "Texture '%s': wrapping mode (U: %s, V: %s) is not supported" msgstr "テクスチャ '%s': ラップモード(U: %s, V: %s)はサポートされていません" #: Editor-Missing:Missing detected at runtime. msgid "Texture 2D" msgstr "2D テクスチャ" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:210 msgid "Texture Array Size" msgstr "テクスチャ配列サイズ" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:51 #: Editor/Mono/BuildPlayerWindow.cs:116 msgid "Texture Compression" msgstr "テクスチャ圧縮" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:216 msgid "Texture Compression Formats" msgstr "テクスチャ圧縮形式" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:219 msgid "" "Texture Compression Targeting is disabled. To use texture compression " "targeting, add more than one texture compression format to Texture " "Compression Formats." msgstr "テクスチャ圧縮ターゲットは無効です。テクスチャ圧縮ターゲットを使うには、'テクスチャ圧縮形式'に1つ以上のテクスチャ圧縮形式を加えてください。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:218 msgid "" "Texture Compression Targeting is disabled. To use texture compression " "targeting, enable 'Export for App Bundle' or 'Build App Bundle' in Build " "Settings" msgstr "テクスチャ圧縮ターゲットは無効です。'テクスチャ圧縮形式'を使うには、'App Bundle用にエクスポート'または'App Bundleをビルド'を有効にしてください。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:220 msgid "" "Texture Compression Targeting is disabled. To use texture compression " "targeting, set Texture Compression to 'No Override' or to 'Force Fast " "Compressor' in 'Asset Import Override' section of Build Settings" msgstr "テクスチャ圧縮ターゲットは無効です。テクスチャ圧縮ターゲットを使うには、'テクスチャ圧縮'をビルド設定の'アセットインポートオーバーライド'セクションの'オーバーライドしない'か'高速圧縮を強制'に設定します。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:217 msgid "" "Texture Compression Targeting is enabled. Split Application Binary option is " "activated." msgstr "テクスチャ圧縮ターゲットは有効です。'アプリケーションバイナリを分割'オプションはアクティブです。" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:68 msgid "Texture Compressors" msgstr "テクスチャ圧縮" #: /Runtime/Graphics/Texture2D.cpp:1311 msgid "Texture Dimension" msgstr "テクスチャ寸法" #: /Runtime/Graphics/Texture2D.cpp:1254 msgid "Texture Format" msgstr "テクスチャ形式" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:186 msgid "Texture Format Set" msgstr "設定テクスチャ形式" #: Editor/Src/AutoDocumentation.cpp:3420 msgctxt "From AutoDocumentation" msgid "" "Texture ID to share color / depth with in the case of reference color / " "depth format." msgstr "参照色/深度形式の場合に、色/深度を共有するためのテクスチャID" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:10 msgid "Texture Import Instructions" msgstr "テクスチャインポートの説明" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:8 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" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:9 msgid "Texture Importer Settings" msgstr "テクスチャインポーター設定" #: /Runtime/Camera/Flare.cpp:73 msgid "Texture Layout" msgstr "テクスチャレイアウト" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:119 msgid "Texture Lod Bias" msgstr "テクスチャ LOD バイアス" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:98 msgid "Texture MipMap Stripping*" msgstr "テクスチャミップマップストリッピング* " #: /Runtime/Graphics/QualitySettings.cpp:681 msgid "Texture Mipmap Limit Group Names" msgstr "テクスチャミップマップ制限グループ名" #: /Runtime/Graphics/QualitySettings.cpp:591 msgid "Texture Mipmap Limit Settings" msgstr "テクスチャミップマップ制限設定" #: Editor/Mono/Inspector/LineRendererEditor.cs:31 msgid "Texture Mode" msgstr "テクスチャモード" #: /Runtime/Shaders/SerializedShaderData.h:1439 msgid "Texture Name" msgstr "テクスチャ名" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:67 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)" #: Packages/com.unity.render-pipelines.high-definition/Editor/Sky/HDRISky/HDRISkyEditor.cs:23 msgid "Texture Offset" msgstr "テクスチャオフセット" #: /Runtime/Shaders/SerializedShaderData.h:740 msgid "Texture Params" msgstr "テクスチャパラメーター" #: /Runtime/2D/Common/SpriteRenderData.cpp:489 msgid "Texture Rect" msgstr "テクスチャ矩形" #: /Runtime/2D/Common/SpriteRenderData.cpp:490 msgid "Texture Rect Offset" msgstr "テクスチャ矩形オフセット" #: Modules/TerrainEditor/Brush/BrushEditor.cs:24 msgid "Texture Red channel controls the shape of the Brush" msgstr "テクスチャの赤のチャンネルがブラシの形状を制御します" #: Modules/TerrainEditor/TerrainInspector.cs:169 msgid "Texture Resolutions (On Terrain Data)" msgstr "テクスチャ解像度 (Terrain (地形) データ)" #: Packages/com.unity.render-pipelines.high-definition/Editor/Sky/HDRISky/HDRISkyEditor.cs:22 msgid "Texture Rotation" msgstr "テクスチャ回転" #: /Runtime/Graphics/LineBuilder.h:167 #: Editor/Mono/Inspector/LineRendererEditor.cs:32 msgid "Texture Scale" msgstr "テクスチャスケール" #: /Runtime/Graphics/CubemapArrayTexture.cpp:650 msgid "Texture Settings" msgstr "テクスチャ設定" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:171 #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:200 msgid "Texture Shape" msgstr "テクスチャ形状" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:717 msgid "Texture Sheet Animation" msgstr "テクスチャシートアニメーション" #: Modules/VirtualTexturingEditor/Utils.cpp:186 msgid "Texture Stack cannot be part of an AssetBundle" msgstr "テクスチャスタックをアセットバンドルに加えることはできません。" #: Modules/VirtualTexturingEditor/Utils.cpp:213 #, c-format msgid "Texture Stack dimensions (%d x %d) are not power-of-two" msgstr "テクスチャスタックの寸法 (%d x %d) が2の累乗ではありません" #: Modules/VirtualTexturingEditor/Utils.cpp:198 #, c-format msgid "Texture Stack incomplete: no texture at layer %i" msgstr "テクスチャスタックが不完全です。レイヤー %i にテクスチャがありません。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:54 msgid "Texture Streaming" msgstr "テクスチャストリーミング" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3424 msgid "Texture Streaming Enabled" msgstr "テクスチャストリーミング有効" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3426 msgid "Texture Streaming Priority" msgstr "テクスチャストリーミング優先順位" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:79 msgid "" "Texture Streaming must be enabled in Quality Settings for mipmap streaming " "to function in Edit Mode. This reduces GPU memory by streaming mips in and " "out as needed." 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。これにより、必要に応じてミップをストリーミングしてGPUメモリを削減します。" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:78 msgid "" "Texture Streaming must be enabled in Quality Settings for mipmap streaming " "to function in Play Mode. This reduces GPU memory by streaming mips in and " "out as needed." 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。これにより、必要に応じてミップをストリーミングしてGPUメモリを削減します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:117 msgid "Texture Tiling" msgstr "テクスチャタイリング" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:169 #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:172 msgid "Texture Type" msgstr "テクスチャタイプ" #: Editor/Src/AutoDocumentation.cpp:3037 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:3044 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:3051 msgctxt "From AutoDocumentation" msgid "Texture W wrapping mode." msgstr "テクスチャWラップモード" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:37 msgid "Texture and Color" msgstr "テクスチャと色" #: /Runtime/Graphics/GraphicsScriptBindings.cpp:1609 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" #: Editor/Mono/2D/Common/TexturePlatformSettingsView.cs:27 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/2D/Common/TexturePlatformSettingsView.cs:25 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" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:48 msgid "Texture compression format" msgstr "テクスチャ圧縮形式" #: Editor/Mono/BuildPlayerWindow.cs:116 msgid "" "Texture compression override for local development. Fast or Uncompressed can " "speed up asset imports and platform switches." msgstr "ローカル開発のためのテクスチャ圧縮オーバーライド。高速で非圧縮のテクスチャは、アセットのインポートとプラットフォームの切り替えを高速化します。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:243 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:244 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)にマップしたような開いた球のような画像が含まれています。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:245 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/2D/SpriteAtlas/SpriteAtlasInspector.cs:56 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/ImportSettings/IHVImageFormatImporterInspector.cs:29 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/Src/AutoDocumentation.cpp:4589 msgctxt "From AutoDocumentation" msgid "" "Texture id to share color / depth with in the case of reference color / " "depth format." msgstr "参照色/深度形式の場合に、色/深度を共有するためのテクスチャID" #: Editor/Src/AutoDocumentation.cpp:3312 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/Mono/ImportSettings/TextureImporterInspector.cs:201 msgid "Texture is 2D." msgstr "テクスチャは 2D です" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:204 msgid "Texture is 3D." msgstr "テクスチャは 3D です" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:203 msgid "Texture is a 2D Array." msgstr "テクスチャは 2D 配列です" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:202 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:176 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:180 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:182 msgid "Texture is a directional lightmap." msgstr "テクスチャは指向性ライトマップです" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:181 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:175 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:184 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:183 msgid "Texture is a shadowmask texture." msgstr "テクスチャはシャドウマスクテクスチャです" #: Editor/Mono/2D/Common/TexturePlatformSettingsView.cs:26 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/2D/Common/TexturePlatformSettingsView.cs:14 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/2D/Common/TexturePlatformSettingsView.cs:24 msgid "Texture is not compressed." msgstr "テクスチャは圧縮されていません" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:285 msgid "" "Texture is optimized for use as a virtual texture and can only be used as a " "virtual texture." msgstr "テクスチャは仮想テクスチャとして使用するために最適化されており、仮想テクスチャとしてのみ使用できます。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:177 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:179 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:178 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。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/VolumetricLighting/LocalVolumetricFogUI.Skin.cs:31 msgid "" "Texture mask mode uses a 3D texture as color and density mask. Material mask " "mode uses a Fog Volume Material to mask color and density." msgstr "テクスチャマスクモードは、3Dテクスチャを色と密度のマスクとして使用します。 マテリアルマスクモードは、フォグボリュームマテリアルを使用して色と密度を覆います。" #: Modules/TerrainEditor/Utilities/TerrainLayerUtility.cs:26 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" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:80 msgid "Texture of the surface of the celestial body." msgstr "天体のサーフェスのテクスチャ。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:218 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" #: Editor/Mono/Inspector/LightEditor.cs:101 msgid "Texture to use for the light cookie." msgstr "ライトクッキーに使用するテクスチャ" #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:24 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)" #: Modules/TerrainEditor/Utilities/TerrainLayerUtility.cs:25 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" #: Editor/Src/SpritePacker/SpritePacker.cpp:779 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。" #: /Runtime/Graphics/Texture2D.cpp:1622 msgid "Texture2D" msgstr "2D テクスチャ " #: /Runtime/Shaders/RayTracing/RayTracingShaderStructs.cpp:440 #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:270 msgid "Textures" msgstr "テクスチャ" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:47 msgid "" "Textures in your project may still be using '{0}'.\n" "\n" "Select 'No' to remove the group without modifying its associated textures. " "Relevant textures stay bound to the group and fall back automatically to the " "global mipmap limit.\n" "\n" "Select 'Yes' to remove the group and reset the group property of associated " "textures to 'None'. This triggers a re-import and may take some time. An " "undo cannot revert the importer changes." msgstr "プロジェクト内のテクスチャはまだ'{0}'を使用している可能性があります。\n\n関連するテクスチャを変更せずにグループを削除するには、'いいえ'を選択してください。関連するテクスチャはグループに関連付けられたままで、自動的にグローバルミップマップ制限にフォールバックします。\n\n'はい'を選択してグループを削除し、関連付けられたテクスチャのグループプロパティを'なし'にリセットします。 これは再インポートを発動し、時間がかかる場合があります。 '元に戻す'では、インポーターの変更を元に戻すことはできません。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:48 msgid "" "Textures in your project may still be using '{0}'.\n" "\n" "Select 'No' to rename the group without modifying its associated textures. " "Relevant textures stay bound to the group and fall back automatically to the " "global mipmap limit.\n" "\n" "Select 'Yes' to rename the group and update the group property of associated " "textures to '{1}'. This triggers a re-import and may take some time. An undo " "cannot revert the importer changes." msgstr "プロジェクト内のテクスチャはまだ'{0}'を使用している可能性があります。\n\n関連するテクスチャを変更せずにグループの名前を変更するには、'いいえ'を選択してください。関連するテクスチャはグループに関連付けられたままで、自動的にグローバルミップマップ制限にフォールバックします。\n\n'はい'を選択してグループ名を変更し、関連付けられたテクスチャのグループプロパティを'{1}'に更新します。 これは再インポートを発動し、時間がかかる場合があります。 '元に戻す'では、インポーターの変更を元に戻すことはできません。" #: Editor/Mono/Modules/DefaultTextureImportSettingsExtension.cs:20 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/Src/AssetPipeline/TextureImporting/TextureImporterUtils.cpp:1365 #, c-format msgid "" "Textures smaller than %i by %i pixels can not be used with Virtual " "Texturing. The texture will have Virtual Texture Only disabled.\n" msgstr "%i×%i、仮想テクスチャリングでは使用できません。テクスチャの\"仮想テクスチャのみ\"は無効になります。\n" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:45 msgid "The 3D grid resolution on the X axis." msgstr "X軸上の3Dグリッドの解像度" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:46 msgid "The 3D grid resolution on the Y axis." msgstr "Y軸上の3Dグリッドの解像度" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:47 msgid "The 3D grid resolution on the Z axis." msgstr "Z軸上の3Dグリッドの解像度" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:159 msgid "" "The Application Identifier must follow the convention 'com.YourCompanyName." "YourProductName' and must contain only alphanumeric and hyphen characters." msgstr "アプリケーション識別子は、規則'com.YourCompanyName.YourProductName'に従う必要があり、英数字とハイフン文字のみを使用できます。" #: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreDownloadOperation.cs:16 msgid "" "The Asset Store package you are trying to download is not available to the " "current Unity account. If you purchased this asset from the Asset Store " "using a different account, use that Unity account to sign into the Editor." msgstr "ダウンロードしようとしているAsset Storeパッケージは、現在のUnityアカウントでは利用できません。 別のアカウントを使用してAsset Storeからこのアセットを購入した場合は、そのUnityアカウントを使用してエディターにサインインしてください。" #: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreDownloadManager.cs:305 msgid "" "The Assets Cache location has been changed, all current downloads will be " "aborted." msgstr "アセットキャッシュの場所が変更されました。現在のダウンロードはすべて中止されます。" #: Modules/PackageManagerUI/Editor/Services/UserSettings/PackageManagerUserSettingsProvider.cs:268 msgid "" "The Assets Cache location is invalid or inaccessible. Change location or " "reset it to default location." msgstr "アセットキャッシュの場所は無効、またはアクセス不能です。場所を変更するか、デフォルトへリセットしてください。" #: Modules/PackageManagerUI/Editor/Services/UserSettings/PackageManagerUserSettingsProvider.cs:266 msgid "" "The Assets Cache location is read only. Download or update of assets won't " "be possible." msgstr "アセットキャッシュの場所は読み取り専用です。 アセットのダウンロードまたは更新はできません。" #: Modules/PackageManagerUI/Editor/Services/UserSettings/PackageManagerUserSettingsProvider.cs:261 msgid "" "The Assets Cache location is set by environment variable " "ASSETSTORE_CACHE_PATH, you cannot change it." msgstr "環境変数ASSETSTORE_CACHE_PATHによって設定されたアセットキャッシュの場所は、変更できません。" #: Modules/PackageManagerUI/Editor/Services/UserSettings/PackageManagerUserSettingsProvider.cs:258 msgid "" "The Assets Cache location set by environment variable ASSETSTORE_CACHE_PATH " "is invalid or inaccessible." msgstr "環境変数ASSETSTORE_CACHE_PATHによって設定されたアセットキャッシュの場所は無効、またはアクセス不能です。" #: Modules/PackageManagerUI/Editor/Services/UserSettings/PackageManagerUserSettingsProvider.cs:253 msgid "" "The Assets Cache location set by environment variable ASSETSTORE_CACHE_PATH " "is read only. Download or update of assets won't be possible." msgstr "環境変数ASSETSTORE_CACHE_PATHによって設定されたアセットキャッシュの場所は読み取り専用です。 アセットのダウンロードまたは更新はできません。" #: Editor/Mono/Inspector/AudioSourceInspector.cs:85 msgid "" "The AudioResource asset played by the AudioSource. Can be undefined if the " "AudioSource is generating a live stream of audio via OnAudioFilterRead." msgstr "オーディオリソース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/Graphs/UnityEditor.Graphs/Animation/LayerSettingsWindow.cs:24 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" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.EnvironmentSkin.cs:12 msgid "" "The Background Color used to clear the screen when selecting Background " "Color before rendering." msgstr "レンダリング前に背景色を選択する場合に、画面をクリアするために使用される背景色。" #: Editor/Mono/Inspector/CameraEditor.cs:28 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/CanvasEditor.cs:37 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:2189 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/Mono/Inspector/CanvasEditor.cs:38 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/RendererLightingSettings.cs:80 msgid "" "The Contribute Global Illumination property cannot be stored in a preset." msgstr "\"グローバルイルミネーションに影響\"のプロパティはプリセットに保存できません" #: Editor/Mono/Inspector/RendererEditorBase.cs:33 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プロパティを送信する必要があります。" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorMenu.cs:108 msgid "" "The Delete Existing slicing method recreates all Sprites with their default " "names. Renamed Sprites will lose their data in the process, and references " "to these Sprites will be lost. \n" "\n" "Do you wish you continue?" msgstr "'既存を削除'スライスメソッドは、すべてのスプライトをデフォルト名で再作成します。名前が変更されたスプライトはその過程でデータを失い、これらのスプライトへの参照は失われます。\n\n続けてもよろしいですか?" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:127 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/PreferencesWindow/PreferencesSettingsProviders.cs:64 msgid "The Editor can idle up to 4 ms per frame." msgstr "エディターは、フレームごとに最大4ミリ秒までアイドル状態が可能です。" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:66 msgid "" "The Editor can idle up to whatever the monitor's refresh rate is, in " "milliseconds." msgstr "エディターは、モニターの更新レートに基づいてアイドル状態が可能です。単位はミリ秒です。" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:65 msgid "The Editor does not idle. It runs as fast as possible." msgstr "エディターをアイドル状態にすることはできません。可能な限り速く実行します。" #: Editor/Mono/ImportSettings/EditorPluginImporterExtension.cs:83 msgid "The Editor operating system that this plugin is compatible with" msgstr "このプラグインと互換性のあるエディターオペレーティングシステム" #: Modules/TerrainEditor/TerrainInspector.cs:172 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 "" "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/PaintTools/SetHeightTool.cs:36 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。" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:117 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/Animation/AnimationWindow/AnimationWindowHierarchyGUI.cs:48 msgid "The GameObject or Component is missing ({0})" msgstr "ゲームオブジェクトまたはコンポーネントが欠けています ({0})" #: /Runtime/Jobs/AtomicSafetyHandle.cpp:208 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" #: Editor/Src/AutoDocumentation.cpp:3067 msgctxt "From AutoDocumentation" msgid "The ID of an boundproperty." msgstr "紐づけされたプロパティのID。" #: Modules/TerrainEditor/TerrainInspector.cs:171 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。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/IndirectLightingControllerEditor.cs:37 msgid "" "The Indirect Diffuse Lighting Multiplier only affects Renderers with a " "matching Rendering Layer Mask.\n" "This is only available when Light Layers are enabled." msgstr "間接ディフューズライティング乗数は、一致するレンダリングレイヤーマスクをもつレンダラーにのみ影響します。\nこれは、ライトレイヤーが有効な場合にのみ使用できます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:119 msgid "" "The LOD Bias that HDRP adds to texture sampling in the reflection. A higher " "value increases performance and makes denoising easier, but it might reduce " "visual fidelity." msgstr "HDRPがリフレクションのテクスチャに加えるLODバイアス。値を大きくするとパフォーマンスが向上しノイズ除去が容易になりますが、視覚的な忠実度が低下する可能性があります。" #: Editor/Mono/Inspector/RendererEditorBase.cs:32 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:31 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-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 "" "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" #: Modules/TerrainEditor/PaintTools/PaintTreesTool.cs:94 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。" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:185 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。フォールバックのモードは " #: Editor/Mono/Inspector/LODGroupGUI.cs:75 msgid "" "The Object size in local space. This is used to calculate the relative " "screen height for the object." msgstr "ローカル空間でのオブジェクトサイズ。これは、オブジェクトの相対的な画面の高さを計算するために使用されます。" #: Modules/PresetsUIEditor/PresetEditor.cs:19 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" #: /Editor/Src/PackageUtility.cpp:1293 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/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:160 msgid "" "The Package Name must follow the convention 'com.YourCompanyName." "YourProductName' and must contain only alphanumeric and underscore " "characters. Each segment must start with an alphabetical character." msgstr "パッケージ名は、規則'com.YourCompanyName.YourProductName'に従う必要があり、英数字とアンダースコア文字のみを使用できます。各セグメントは英字で始まる必要があります。" #: Modules/PackageManagerUI/Editor/Services/UserSettings/PackageManagerUserSettingsProvider.cs:283 msgid "" "The Packages Cache location is set by environment variable UPM_CACHE_ROOT, " "you cannot change it." msgstr "パッケージキャッシュの場所は環境変数UPM_CACHE_ROOTによって設定されており、変更できません。" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:74 msgid "" "The Prefab file contains an invalid script. Applying is not possible. Enter " "Prefab Mode and either remove the script component 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、スクリプトコンポーネントを削除するか、スクリプトを修正してください。" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:75 msgid "" "The Prefab file contains missing SerializeReference types. Applying is not " "possible. Enter Prefab Mode to see more details." msgstr "プレハブファイルに欠落したSerializeReferenceがあります。 適用することはできません。 詳しくは、プレハブモードに入ってください。" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:77 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/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1585 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:1606 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/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:76 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/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1672 msgid "" "The Prefab was changed in Prefab Mode but is in a read-only folder so the " "changes cannot be saved." msgstr "プレハブはプレハブモードで変更されましたが、読み取り専用フォルダーにあるため変更を保存できません。" #: Modules/PresetsUIEditor/PresetEditor.cs:22 msgid "" "The Preset will be added first in the default list with an empty filter." msgstr "プリセットはまず、デフォルトリストに空のフィルターで加えられます。" #: Editor/Src/AutoDocumentation.cpp:2116 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" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:97 msgid "" "The RenderPipelineAsset assigned in the current Quality must be null or a " "HDRenderPipelineAsset. If it is null, the asset for the current Quality will " "be the one in Graphics Settings. (The Fix or Fix All button will nullify it)" msgstr "現在の品質で割り当てられているRenderPipelineAssetは、nullまたはHDRenderPipelineAssetである必要があります。 nullの場合、現在の品質のアセットはグラフィック設定のアセットになります。('修正する'または'すべて修正する'ボタンはそれを無効にします)" #: Editor/Src/AutoDocumentation.cpp:1177 msgctxt "From AutoDocumentation" msgid "" "The Rigidbody2D layers to simulate when the Simulation Mode is "" "FixedUpdate" or "Update"." msgstr "シミュレーションモードが'FixedUpdate' または'Update'の場合にシミュレートする2Dリジッドボディのレイヤー。 " #: Editor-Missing:Missing detected at runtime. msgid "" "The Shadowmask Mode used at run time can be set in the Quality Settings " "panel." msgstr "ランタイム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/Src/AutoDocumentation.cpp:2150 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:394 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/Mono/Sprites/SpriteUtilityWindow.cs:30 msgid "" "The Sprite Editor window is not available because the 2D Sprite package is " "not installed. Click on the 'Install 2D Sprite Package' button to install " "the package to edit Sprites in Sprite Editor window." msgstr "2D Sprite パッケージがインストールされていないため、スプライトエディターウィンドウは使用できません。スプライトエディターウィンドウでスプライトを編集するには、'2D Sprite パッケージをインストール' ボタンをクリックしてパッケージをインストールしてください。" #: Modules/SpriteMaskEditor/Editor/Managed/SpriteMaskEditor.cs:23 msgid "The Sprite defining the mask" msgstr "マスクを決定するスプライト" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:33 msgid "The Sprite to render" msgstr "描画するスプライト" #: Modules/PhysicsEditor/TerrainColliderEditor.cs:14 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-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?" #: Modules/ProfilerEditor/ProfilerWindow/UIElements/MemoryUsageBreakdown.cs:33 msgid "The Total memory usage." msgstr "合計メモリ使用。" #: Editor/Mono/GUI/EditorUpdateWindow.cs:79 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/Audio/Mixer/GUI/AudioMixerDrawUtils.cs:79 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" #: Modules/VFXEditor/Public/VisualEffectEditorDefault.cs:13 msgid "" "The Visual Effect component requires the com.unity.visualeffectgraph package." msgstr "ビジュアルエフェクトコンポーネントはcom.unity.visualeffectgraphパッケージを必要とします。" #: Modules/TerrainEditor/TerrainInspector.cs:188 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。" #: Editor/Src/AutoDocumentation.cpp:896 msgctxt "From AutoDocumentation" msgid "The action required when the joint breaks." msgstr "ジョイントが壊れるときに必要なアクション。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:55 msgid "" "The active Quality Level is not using a High Definition Render Pipeline " "asset. If you attempt a Fix All, the Quality Level will be changed to use it." msgstr "アクティブな品質レベルは、HDRPアセットを使用していません。 'すべて修正する'を試みると、それを使用するように品質レベルが変更されます。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:247 msgid "" "The active Render Pipeline does not have HDR enabled. Enable HDR in the " "Render Pipeline Asset to see the changes." msgstr "アクティブなレンダーパイプラインでHDRが有効になっていません。変更を確認するには、レンダーパイプラインアセットでHDRを有効にしてください。" #: Packages/com.unity.render-pipelines.core/Editor/ProjectorEditor.cs:11 msgid "" "The active render pipeline does not support the Projector component. If " "using HDRP, use the Decal Projector component instead." msgstr "アクティブなレンダーパイプラインは、プロジェクターコンポーネントをサポートしていません。 HDRPを使用している場合は、代わりにデカールプロジェクターコンポーネントを使用してください。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:158 msgid "" "The active scene's Lightmap Resolution is less than the specified Min " "Lightmap Resolution." msgstr "アクティブなシーンのライトマップ解像度が、指定した最低ライトマップ解像度よりも低くなっています。" #: Editor/Src/AutoDocumentation.cpp:3110 msgctxt "From AutoDocumentation" msgid "The actual bounding volume definition for an instance of this struct." msgstr "この構造体のインスタンスの実際のバウンディングボリュームの定義。" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:31 msgid "The agent characteristics for which a NavMesh has been built." msgstr "ナビメッシュが構築されたエージェントの特性" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:42 msgid "The agent moves across Off Mesh Links automatically." msgstr "エージェントは自動的にオフメッシュリンク状を縦断移動します。" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:44 msgid "" "The agent plans a path and moves only through the selected NavMesh area " "types." msgstr "エージェントはパスを計画し、選択されたナビメッシュのエリアタイプのみを通って移動します。" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:43 msgid "" "The agent will attempt to acquire a new path if the existing path becomes " "invalid." msgstr "エージェントは、既存のパスが無効になると新しいパスの取得を試みます。" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:37 msgid "" "The agent will avoid overshooting the destination point by slowing down in " "time." msgstr "エージェントは時間内に減速することで、目的地を通り越すことを回避します。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:318 msgid "" "The alpha channel of generated mipmaps will preserve coverage for the alpha " "test. Useful for foliage textures." msgstr "生成されたミップマップのアルファチャネルは、アルファテストの範囲を維持します。葉のテクスチャに便利です。" #: Editor/Src/AutoDocumentation.cpp:3117 msgctxt "From AutoDocumentation" msgid "The alpha channel." msgstr "アルファチャンネル" #: Editor/Mono/AssetPipeline/SpeedTree/SpeedTreeImporterCommon.cs:144 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/Inspector/Enlighten/LightmapParameters.cs:167 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/2D/SpriteAtlas/SpriteAtlasInspector.cs:53 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/Inspector/QualitySettingsEditor.cs:55 msgid "" "The amount of memory (in megabytes) to allocate for all loaded textures." msgstr "ロードされたすべてのテクスチャに割り当てるメモリの量(メガバイト単位)。" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:208 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/Inspector/QualitySettingsEditor.cs:72 msgid "" "The amount of time (in milliseconds) Unity spends uploading Texture and Mesh " "data to the GPU per frame." msgstr "Unityが、フレームごとにGPUにテクスチャとメッシュデータをアップロードするのに費やす時間(ミリ秒単位)。" #: Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.PhysicalCamera.Skin.cs:79 msgid "The amount of time the Camera sensor is capturing light." msgstr "カメラセンサーが光をとらえている時間。" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:176 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/Src/AutoDocumentation.cpp:3210 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:1330 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-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/Src/AutoDocumentation.cpp:1332 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]" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:109 msgid "" "The angle of rotation (in degrees) applied to each element incrementally." msgstr "増分的に各要素に適用される回転角(単位は度)。" #: Editor/Src/AutoDocumentation.cpp:524 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:303 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]" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:189 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軸へ回転する角度" #: 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/Src/AutoDocumentation.cpp:1922 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-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/Src/AutoDocumentation.cpp:1898 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:299 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:520 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]" #: Packages/com.unity.render-pipelines.universal/Editor/Converter/AnimationClipConverter.cs:128 msgid "" "The animation clip is not used by any objects with renderers currently in " "the project, so it may not be safe to automatically upgrade." msgstr "アニメーションクリップは、現在プロジェクトにあるレンダラーを持つオブジェクトによって使用されないため、自動的にアップグレードするのは安全ではない可能性があります。" #: Packages/com.unity.render-pipelines.universal/Editor/Converter/AnimationClipConverter.cs:134 msgid "The animation clip was not modified for one or more reasons:" msgstr "アニメーションクリップは、次の1つ以上の理由で変更されませんでした。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:156 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:159 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:158 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:157 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:160 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'1回のみ'モードとは異なります。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:194 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" #: Packages/com.unity.render-pipelines.high-definition/Runtime/Utilities/HDAdditionalSceneViewSettings.cs:12 msgid "The anti-alising mode that will be used in the scene view camera." msgstr "シーンビューカメラで使用されるアンチエイリアスモード" #: Editor/Mono/Inspector/CameraEditor.cs:37 msgid "The aperture number, in f-stop." msgstr "口径(Fストップ)" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:177 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" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:21 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 .dll ファイルを生成するために使用されます。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:17 msgid "" "The asset containing references to shaders and Textures that the Renderer " "uses for post-processing." msgstr "レンダラーがポストプロセスに使用するシェーダーとテクスチャへの参照を含むアセット。" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorWindow.cs:237 msgid "" "The asset was modified outside of Sprite Editor Window.\n" "Do 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?" #: Editor/Mono/Inspector/SkinnedMeshRendererEditor.cs:16 msgid "" "The assigned mesh is missing either bone weights with bind pose, or blend " "shapes. This might cause the mesh not to render in the Player. If your mesh " "does not have either bone weights with bind pose, or blend shapes, use a " "Mesh Renderer instead of Skinned Mesh Renderer." msgstr "指定されたメッシュには、バインドポーズのボーンウェイト、またはブレンドシェイプのいずれかが欠けています。これは、プレイヤーでメッシュがレンダリングされない原因となります。メッシュにバインドポーズのボーンウェイト、またはブレンドシェイプがない場合は、スキンメッシュレンダラーではなくメッシュレンダラーを使用してください。" #: Editor/Mono/Inspector/Core/GenericInspector.cs:25 msgid "" "The associated script can not be loaded.\n" "Please fix any compile errors\n" "and 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/Core/GenericInspector.cs:27 msgid "" "The associated script can not be loaded.\n" "Please fix any compile errors\n" "and open Prefab Mode and assign a valid script to the Prefab Asset." 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、プレハブモードを開き、有効なスクリプトをプレハブアセットに指定してください。" #: Editor/Mono/Inspector/AimConstraintEditor.cs:35 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。" #: Modules/PhysicsEditor/CapsuleColliderEditor.cs:112 msgid "" "The axis of the capsule’s lengthwise orientation in the GameObject’s local " "space." msgstr "ゲームオブジェクトのローカル空間でのカプセルの縦方向の軸。" #: Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.Skin.cs:41 msgid "The axis the Camera's view angle is measured along." msgstr "それに沿ってカメラのビュー角度が計測される軸。" #: Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:44 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。" #: Modules/ProfilerEditor/ProfilerWindow/UIElements/MemoryUsageBreakdown.cs:35 msgid "" "The bar is scaled in relation to the frame with the highest total memory " "usage (Max)." msgstr "バーは、合計メモリ使用量(Max)が最も高いフレームに合わせてスケールされます。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:19 msgid "The base texture quality level." msgstr "基本テクスチャ品質レベル" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:67 msgid "" "The bias Unity uses to determine which model to render when a GameObject’s " "on-screen size is between two LOD levels. Values between 0 and 1 favor the " "less detailed model. Values greater than 1 favor the more detailed model." msgstr "ゲームオブジェクトの画面上のサイズが2つのLODレベルの間にあるときに、描画するモデルを決定するためにUnityが使うバイアスです。0から1の間の値は、詳細度の低いモデルを優先します。1より大きい値は、より詳細なモデルを優先します。" #: Modules/ShortcutManagerEditor/ConflictResolverWindow.cs:201 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。" #: Editor/Src/AutoDocumentation.cpp:3118 msgctxt "From AutoDocumentation" msgid "The blue channel." msgstr "青のチャンネル" #: Editor/Mono/Inspector/SkinnedMeshRendererEditor.cs:17 msgid "The bounding box that encapsulates the mesh." msgstr "メッシュをカプセル化するバウンディングボックス。" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:67 msgid "The bounding shape that forces are applied inside." msgstr "力が内側に加わる境界の形状" #: Editor/Src/AutoDocumentation.cpp:3222 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:3201 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/Mono/Inspector/CameraEditor.cs:31 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)。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Sky/VisualEnvironmentEditor.cs:167 msgid "" "The center is used when defining where the planets surface is. In automatic " "mode, the surface is at the world's origin and the center is derived from " "the planet radius." msgstr "中心は、惑星のサーフェスがどこにあるかを定義するときに使用されます。 自動モードでは、サーフェスはワールドの原点にあり、中心は惑星の半径から求められます。" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:100 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/NavMeshObstacleInspector.cs:21 msgid "The center of the obstacle, specified in the object's local space." msgstr "障害物の中心。オブジェクトのローカル空間で指定。" #: Editor/Src/AutoDocumentation.cpp:3216 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:3228 msgctxt "From AutoDocumentation" msgid "" "The characteristics of the device, identifying how the device is used and " "what it can report." msgstr "デバイスの特性。デバイスの使用方法とレポートできる内容を確認します。" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:24 msgid "The clock source to use to derive the current time." msgstr "現在の時刻を取得するために使用するクロック ソース。" #: Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.Skin.cs:51 msgid "The closest point relative to the camera that drawing occurs." msgstr "描画が行われるカメラにもっとも近い点。" #: Editor/Mono/EditorGUI.cs:159 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-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/Src/AutoDocumentation.cpp:1930 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:3132 msgctxt "From AutoDocumentation" msgid "" "The color gamut that defines the displays color space and display encoding." msgstr "ディスプレイの色空間とディスプレイのエンコーディングを定義する色域。" #: Editor/Mono/AssetPipeline/SpeedTree/SpeedTreeImporterCommon.cs:139 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/Src/AutoDocumentation.cpp:2487 msgctxt "From AutoDocumentation" msgid "The color of the text." msgstr "テキストの色" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:21 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" #: Editor/Src/AutoDocumentation.cpp:536 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/Mono/SettingsWindow/LightingEditor.cs:41 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" #: /Runtime/GfxDevice/GfxDeviceSetup.cpp:476 msgctxt "Warning Message in GfxDeviceSetup.cpp" msgid "" "The command-line parameter 'force-gles20' is treated as 'force-gles'. OpenGL " "ES 2.0 is no longer supported." msgstr "コマンドラインパラメーター'force-gles20'は'force-gles'として扱われます。OpenGL ES 2.0はサポートされなくなりました。" #: /Runtime/GfxDevice/GfxDeviceSetup.cpp:517 msgctxt "Warning Message in GfxDeviceSetup.cpp" msgid "" "The command-line parameter 'gpu' has been removed. Please use 'force-device-" "index' instead." msgstr "コマンドラインのパラメーター'gpu'は削除されました。代わりに'force-device-index'を使用してください。" #: Editor/Src/Commands/AddComponentMenu.cpp:187 #, c-format 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/Mono/Inspector/LightProbeProxyVolumeEditor.cs:65 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/Src/Commands/AddComponentMenu.cpp:179 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/AutoDocumentation.cpp:637 msgctxt "From AutoDocumentation" msgid "" "The composite operation order. Lower values are executed earlier than higher " "values. Same values result in an undefined composite operation order." msgstr "複合操作の順序。低い値は、高い値よりも先に実行されます。 同じ値を指定すると、複合操作の順序が未定義になります。" #: Editor/Src/AutoDocumentation.cpp:629 msgctxt "From AutoDocumentation" msgid "The composite operation to be used by an attached composite collider.." msgstr "アタッチされた複合コライダーによって使用される複合操作。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:36 msgid "The config package is already embedded in your project." msgstr "コンフィギュレーションパッケージは、すでにプロジェクトに組み込まれています。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:35 msgid "The config package is being embedded in your project." msgstr "コンフィギュレーションパッケージはプロジェクトに組み込まれています。" #: Modules/Licensing/Module.cpp:488 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" #: Editor/Src/AutoDocumentation.cpp:1767 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:1749 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/Mono/Inspector/DirectorEditor.cs:19 msgid "The current Playable time" msgstr "現在のプレイアブル時間" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:324 msgid "" "The current graphics API does not support hardware dynamic resolution mode. " "HDRP will automatically fall back to software dynamic resolution mode." msgstr "現在のグラフィックスAPI は、ハードウェアの動的解像度モードをサポートしていません。 HDRPは自動的にソフトウェアの動的解像度モードにフォールバックします。" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:187 msgid "" "The current hardware or system configuration does not support the selected " "denoiser. Select a different denoiser." msgstr "現在のハードウェアまたはシステム設定は、選択したノイズ除去をサポートしていません。別のノイズ除去を選択してください。" #: Editor/Src/AutoDocumentation.cpp:3144 msgctxt "From AutoDocumentation" msgid "The current mode being used by the provider to stabilize rendering." msgstr "レンダリングを安定させるためにプロバイダーが使用する現在のモード。" #: Editor/Mono/Annotation/SceneViewCameraWindow.cs:68 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/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:237 msgid "" "The current target platform does not support Virtual Texturing. To build for " "this platform, uncheck Enable Virtual Texturing." msgstr "現在のターゲットプラットフォームは仮想テクスチャリングをサポートしていません。このプラットフォーム用にビルドするには、\"仮想テクスチャリング\"のチェックを外します。" #: Modules/AssetDatabase/Editor/V2/AssetDatabaseInternal.cpp:4321 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" #: Editor/Mono/Shaders/MaterialHierarchyPopup.cs:80 msgid "The currently selected Material." msgstr "現在選択中のマテリアル。" #: Editor/Mono/Prefabs/PrefabFamilyPopup.cs:84 msgid "The currently selected Prefab" msgstr "現在選択中のプレハブ" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Rendering.Skin.cs:35 msgid "" "The currently selected Renderer is missing from the Universal Render " "Pipeline asset." msgstr "現在選択しているレンダラーがユニバーサルレンダーパイプラインアセットにありません。" #: Modules/TerrainEditor/PaintTools/PaintDetailsTool.cs:20 msgid "" "The currently selected detail will not render at full strength. Either paint " "with low opacity, or lower the terrain detail density. Alternatively " "consider use instanced rendering by setting \"Use GPU Instancing\" to true." msgstr "現在選択されているディテールは、完全な強度でレンダリングされません。不透明度を低くしてペイントするか、Terrain(地形)のディテールの密度を低くします。または、\"GPU インスタンシングを有効にする\"をtrueに設定して、インスタンス化されたレンダリングを使用することを検討してください。" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:84 msgid "The damping of the spring attached to this drive." msgstr "接続しているスプリングの減衰。" #: Editor/Src/AutoDocumentation.cpp:2708 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:706 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:1997 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:2072 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-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/Src/AutoDocumentation.cpp:2665 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-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/Src/AutoDocumentation.cpp:1269 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" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:152 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" #: Editor/Src/AutoDocumentation.cpp:1155 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/Mono/SceneModeWindows/OcclusionCullingWindow.cs:47 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節するとき、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単位スケールに基づいており、デフォルト値を設定する前に単位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/Src/AutoDocumentation.cpp:1777 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:1250 msgctxt "From AutoDocumentation" msgid "" "The default sweep-and-prune broadphase offers resonable performance in " "general. However, when lots of objects overlap along Y axis it might be " "better to enable the Automatic Box Pruning broadphase instead." 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、自動ボックスプルーニング(Automatic 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。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:280 msgid "" "The default window height/width must be larger than the minimum height/" "width. The window size will default to the minimum dimensions." msgstr "デフォルトのウィンドウの高さ/幅は、最小の高さ/幅よりも大きくする必要があります。ウィンドウサイズはデフォルトで最小サイズです。" #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/ScreenSpaceAmbientOcclusionEditor.cs:54 msgid "The degree of darkness that Ambient Occlusion adds." msgstr "アンビエントオクルージョンが加える暗さの程度。" #: Modules/TerrainEditor/TerrainInspector.cs:209 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" #: Editor/Src/AutoDocumentation.cpp:639 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:522 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:2948 msgctxt "From AutoDocumentation" msgid "" "The desired format for reading the stencil as a texture if any. Available " "options for each platform defined in graphics caps with None and R8_UInt " "being most common." msgstr "ステンシルをテクスチャとして読み込むための適切な形式(もしあれば)。グラフィクスキャップで定義されるそれぞれのプラットフォームのための有効なオプションは、'なし'とR8_UIntが一般的です。" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:29 msgid "" "The desired number of import worker processes to use for importing. The " "actual number of worker processes on the system can be both lower or higher " "that this, but the system will seek towards this number when importing." msgstr "インポートに使用するために必要なインポートワーカープロセスの数。システム上のワーカープロセスの実際の数は、これよりも少ない場合も多い場合もありますが、システムはインポートの際にこの数を目安にします。" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:62 msgid "The diagonal inertia tensor of mass relative to the center of mass." msgstr "質量の中心に相対的な、質量の対角慣性テンソル" #: Editor/Src/AutoDocumentation.cpp:579 msgctxt "From AutoDocumentation" msgid "The direction of the capsule." msgstr "カプセルの方向" #: Editor/Mono/AssetPipeline/SpeedTree/SpeedTree9ImporterWindEditor.cs:13 msgid "The direction response of the wind." msgstr "風に対する反応の向き" #: Editor/Mono/Inspector/LODGroupGUI.cs:84 msgid "" "The displayed distance depends on the current Scene View camera settings and " "might be different in Game View." msgstr "表示される距離は、現在のシーンビューカメラの設定によって異なり、ゲームビューでは異なる場合があります。" #: Modules/TerrainEditor/TerrainInspector.cs:203 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:199 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省かれます。" #: Modules/TerrainEditor/TerrainInspector.cs:202 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) を超えると樹木が省かれます。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。" #: Editor/Src/AutoDocumentation.cpp:686 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]" #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/ScreenSpaceAmbientOcclusionEditor.cs:56 msgid "The distance from the camera where Ambient Occlusion should be visible." msgstr "アンビエントオクルージョンが可視の(表示される)カメラからの距離。" #: Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.PhysicalCamera.Skin.cs:89 msgid "" "The distance from the camera where objects appear sharp when Depth Of Field " "is enabled." msgstr "被写界深度(DOF)が有効になっている場合にオブジェクトがシャープに見えるカメラからの距離。" #: Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/ParticleGUI.cs:116 msgid "The distance from the camera where the particle is completely opaque." msgstr "パーティクルが完全に不透明であるカメラからの距離。" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:30 msgid "" "The distance from the centerpoint that the reverb will have full effect at" msgstr "リバーブが完全に効果を発揮する中心点からの距離" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:31 msgid "" "The distance from the centerpoint that the reverb will not have any effect" msgstr "リバーブが全く影響しない中心点からの距離" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Drawers.cs:528 msgid "The distance of the last cascade." msgstr "最後のカスケード距離。" #: Editor/Src/AutoDocumentation.cpp:1999 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/Mono/EditorGUI.cs:158 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" #: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreDownloadOperation.cs:14 msgid "The download could not be aborted. Please try again." msgstr "ダウンロードが中止できませんでした。 もう一度やり直してください。" #: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreDownloadOperation.cs:13 msgid "The download could not be completed. See details in console." msgstr "ダウンロードを完了できませんでした。 コンソールで詳細を参照してください。" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/DownloadUpdateAction.cs:26 msgid "" "The download request has been sent. Please wait for the download to start." msgstr "ダウンロードのリクエストを送信しました。ダウンロードが開始されるまでお待ちください。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:29 msgid "The downsampling method that is used for the opaque texture" msgstr "不透明なテクスチャに使用されるダウンサンプル方法" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:92 msgid "The drive type" msgstr "ドライブ(駆動)タイプ" #: Editor/Src/AutoDocumentation.cpp:3212 msgctxt "From AutoDocumentation" msgid "The duration of the impulse, in seconds." msgstr "刺激の存続時間(秒)" #: Modules/ProfilerEditor/Public/ProfilerSettingsProvider.cs:26 msgid "The editor starts with play mode as a recording target." msgstr "エディターは、録画ターゲットとして再生モードで開始します。" #: Modules/ProfilerEditor/Public/ProfilerSettingsProvider.cs:27 msgid "The editor starts with the editor as a recording target." msgstr "エディターは、録画ターゲットとしてエディターで開始します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs:92 msgid "" "The effect runs at full resolution. This increases quality, but also " "decreases performance significantly." msgstr "エフェクトはフル解像度で実行されます。これにより品質は向上しますが、パフォーマンスも大幅に低下します。" #: /Runtime/Allocator/ThreadsafeLinearAllocator.cpp:525 msgctxt "Warning Message in ThreadsafeLinearAllocator.cpp" msgid "" "The end of leak guards must to be called from the same thread where it was " "started." msgstr "リークガードの終了は、それが開始されたのと同じスレッドから呼び出す必要があります。" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidKeystoreWindow.cs:42 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" #: Editor/Mono/Inspector/CameraEditor.cs:36 msgid "The exposure time, in second." msgstr "露出時間(秒)" #: Editor/Src/AutoDocumentation.cpp:3099 msgctxt "From AutoDocumentation" msgid "" "The extents of the AABB in each major axis in the current coordinate space." msgstr "現在の座標空間の各主軸のAABBの範囲。" #: Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.PhysicalCamera.Skin.cs:84 msgid "" "The f-stop (f-number) of the lens. Lower values give a wider lens aperture." msgstr "レンズのFストップ(F値)。値を小さくすると、レンズの絞りが広くなります。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:91 msgid "" "The falloff rate of flare intensity as the angle from the light increases." msgstr "ライトからの角度の増加に伴うフレア強度の減衰率。" #: Editor/Src/ProjectUtility.cpp:508 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/AutoDocumentation.cpp:2600 msgctxt "From AutoDocumentation" msgid "The file name of the page file (null terminated)." msgstr "ページファイルのファイル名(nullは破棄)" #: Editor/Src/ProjectUtility.cpp:479 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/ProjectUpgrade.cpp:176 msgid "" "The files [{0}] have been modified while upgrading the project. Please " "remember to reconcile these changes with your Version Control System if " "appropriate." msgstr "プロジェクトのアップグレード中にファイル[{0}]が変更されました。必要に応じて、これらの変更をバージョン管理システムで調節してください。" #: Editor/Mono/Inspector/CameraEditor.cs:38 msgid "" "The focus distance of the lens. The Depth of Field Volume override uses this " "value if you set focusDistanceMode to FocusDistanceMode.Camera." msgstr "レンズの焦点距離。 focusDistanceModeをFocusDistanceMode.Cameraに設定すると、被写界深度(DoF)のボリュームオーバーライドはこの値を使用します。" #: Editor/Src/SceneManager/EditorSceneManager.cpp:172 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/Mono/SceneManagement/StageManager/PrefabStage/PrefabStageUtility.cs:240 msgid "" "The following scripts on the Prefab open in Prefab Mode use the " "[ExecuteInEditMode] attribute which means they may accidentally affect or be " "affected by Play Mode:\n" "\n" "{0}\n" "\n" "See the documentation for [ExecuteInEditMode] and [ExecuteAlways] for info " "on how to make scripts compatible with Prefab Mode during Play Mode." msgstr "プレハブモードで開いているプレハブの以下のスクリプトは、[ExecuteInEditMode]属性を使用します。これは、誤って再生モードに影響したり、影響を受けたりする可能性があることを意味します。\n\n{0}\n\n再生モード中にスクリプトをプレハブモードと互換させる方法については、[ExecuteInEditMode]と[ExecuteAlways]のドキュメントを参照してください。" #: Modules/ParticleSystemEditor/ParticleSystemModules/SubModuleUI.cs:32 msgid "" "The following sub-emitters are not descendents of their owning Particle " "System. Reparent the sub-emitters so that they are children of their owning " "system:" msgstr "以下のサブエミッターは、所有するパーティクルシステムの子孫ではありません。サブエミッターの親を変更して、サブエミッターをシステムの子にしてください。" #: Editor/Src/AutoDocumentation.cpp:758 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:2101 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:759 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:2103 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:757 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/Mono/Inspector/ParticleSystemForceFieldInspector.cs:71 msgid "The force to apply along the X axis." msgstr "X軸に適用する力" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:72 msgid "The force to apply along the Y axis." msgstr "Y軸に適用する力" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:73 msgid "The force to apply along the Z axis." msgstr "Z軸に適用する力" #: Editor/Src/AutoDocumentation.cpp:679 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:680 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" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:40 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" #: Editor/Src/AutoDocumentation.cpp:2710 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:2001 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:2074 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:708 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:2457 msgctxt "From AutoDocumentation" msgid "The function call to execute." msgstr "実行する関数の呼び出し" #: Editor/Mono/EditorGUI.cs:159 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" #: Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.Skin.cs:56 msgid "The furthest point relative to the camera that drawing occurs." msgstr "描画が行われるカメラからもっとも遠い点。" #: Editor/Src/AutoDocumentation.cpp:3068 msgctxt "From AutoDocumentation" msgid "The generational version of the bound properties." msgstr "紐づけされたプロパティの世代を示すバージョン。" #: /Runtime/GfxDevice/opengles/GfxDeviceGLES.cpp:2190 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" #: Editor/Mono/Inspector/LineRendererEditor.cs:17 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/TrailRendererEditor.cs:17 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/Src/AutoDocumentation.cpp:1255 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-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/Src/AutoDocumentation.cpp:1156 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/Mono/ImportSettings/TextureImporterInspector.cs:225 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/Src/AutoDocumentation.cpp:3119 msgctxt "From AutoDocumentation" msgid "The green channel." msgstr "緑のチャンネル" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:127 msgid "" "The growth mode for the wasm heap (Recommended default: Geometric). Growth " "mode None results in a fixed heap size. Linear growth mode increases the " "size of the heap by a constant amount. Geometric growth mode increases heap " "size by a given multiplicative factor." msgstr "Wasmヒープの拡張モード(推奨デフォルト:幾何学的)。拡張モード\"なし\"では、ヒープサイズが固定されます。リニア拡張モードでは、ヒープのサイズが一定量ずつ増加します。幾何学的拡張モードは、指定した乗算係数でヒープサイズを増加します。" #: Editor/Src/AutoDocumentation.cpp:3224 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:3211 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/Mono/Inspector/RendererLightingSettings.cs:59 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/RendererLightingSettings.cs:58 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/RendererLightingSettings.cs:65 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/RendererLightingSettings.cs:64 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/RendererLightingSettings.cs:63 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/SpriteRendererEditor.cs:27 msgid "The height dimension value for the sprite" msgstr "スプライトの高さ" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:279 msgid "The height in pixels to which the window can be resized to." msgstr "ウィンドウのサイズ変更が可能な最小の高さ (ピクセル)。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:277 msgid "The height in pixels to which the window will be created." msgstr "ウィンドウが作成される高さ (ピクセル)。" #: Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.Skin.cs:36 msgid "" "The height of the Camera's view angle, measured in degrees along the " "specified axis." msgstr "カメラのビュー角度の高さ。指定した軸に沿って角度で計測されます。" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:39 msgid "The height of the agent for purposes of passing under obstacles." msgstr "障害物の下を通過するためのエージェントの高さ" #: Editor/Mono/Annotation/SceneViewCameraWindow.cs:70 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/Src/AutoDocumentation.cpp:2635 msgctxt "From AutoDocumentation" msgid "The height of the individual tiles in pixels (including borders)" msgstr "境界を含む個々のタイルの高さ(ピクセル)" #: Modules/TerrainEditor/PaintTools/PaintTreesTool.cs:83 msgid "The height scale of the planted trees" msgstr "植えられた木の高さのスケール" #: Modules/TerrainEditor/PaintTools/SetHeightTool.cs:34 msgid "The heightmap space in which the painting operates." msgstr "ペインティングが作用するハイトマップ空間。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:68 msgid "The highest LOD to use in the application." msgstr "アプリケーションで使用する最高のLOD。" #: Editor/Src/AutoDocumentation.cpp:1114 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:2469 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:713 msgctxt "From AutoDocumentation" msgid "The individual flare elements." msgstr "個別のフレア要素" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:273 msgid "The injection point at which to apply DLSS upscaling." msgstr "DLSSアップスケーリングを適用する投入ポイント。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:279 msgid "" "The injection point at which to apply FidelityFX 2.0 Super Resolution (FSR2)." msgstr "FidelityFX 2.0 Super Resolution (FSR2) を適用する投入ポイント。" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:68 msgid "The inner extent of the bounding shape." msgstr "境界形状の内部範囲" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:94 msgid "" "The intensity modifier the Editor applies to this probe's texture in its " "shader." msgstr "強度モディファイア。エディターによって、シェーダー内のこのプローブのテクスチャに適用されます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:16 msgid "" "The intensity of the sharpen filter used to counterbalance the blur " "introduced by TAA. A high value might create artifacts such as dark lines " "depending on the frame content." msgstr "TAAによって導入されたブラーを相殺するために使用されるシャープフィルターの強さ。値を大きくすると、フレームのコンテンツによっては暗い線などのアーティファクトが発生する場合があります。" #: Editor/Src/AutoDocumentation.cpp:812 msgctxt "From AutoDocumentation" msgid "The joint angle limits." msgstr "ジョイントアングル制限" #: Editor/Src/AutoDocumentation.cpp:813 msgctxt "From AutoDocumentation" msgid "The joint motor." msgstr "ジョイントモーター" #: Editor/Src/AutoDocumentation.cpp:2397 msgctxt "From AutoDocumentation" msgid "The joint suspension." msgstr "ジョイントサスペンション" #: 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/Src/AutoDocumentation.cpp:609 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" #: Modules/ShortcutManager/ShortcutManagerWindowView.cs:85 msgid "" "The key {0} is already assigned to the \"{1}\" shortcut.\n" "Do 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。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.EnvironmentSkin.cs:14 msgid "The layer mask to use to cull probe influences." msgstr "プローブの影響をカリングするために使うレイヤーマスク" #: Editor/Mono/Inspector/LineRendererEditor.cs:20 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/Src/AutoDocumentation.cpp:2439 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:624 msgctxt "From AutoDocumentation" msgid "" "The layer override priority for this Collider to make a decision whether a " "contact should be produced or not." msgstr "このコライダーのレイヤーのオーバーライド優先度。接触が発生すべきどうかを決定します。" #: Editor/Src/AutoDocumentation.cpp:645 msgctxt "From AutoDocumentation" msgid "" "The layer override priority for this Collider2D to make a decision whether a " "contact should be produced or not." msgstr "このコライダー2Dのレイヤーのオーバーライド優先度。接触が発生すべきどうかを決定します。" #: Editor/Mono/Inspector/GameObjectInspector.cs:45 msgid "" "The layer that this GameObject is in.\n" "\n" "Choose 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/Src/AutoDocumentation.cpp:638 msgctxt "From AutoDocumentation" msgid "" "The layers from which to capture contacts coming from the physics system. " "Captured contacts can be queried and reported as callbacks." msgstr "物理システムからの接触をキャプチャするレイヤー。 キャプチャされた接触は、コールバックとしてクエリやレポートが可能です。" #: Editor/Src/AutoDocumentation.cpp:642 msgctxt "From AutoDocumentation" msgid "" "The layers that this Collider applies forces to during a Collision contact." msgstr "衝突接触中にこのコライダーが力を適用するレイヤー。" #: Editor/Src/AutoDocumentation.cpp:641 msgctxt "From AutoDocumentation" msgid "" "The layers that this Collider receives forces from during a Collision " "contact." msgstr "衝突接触中にこのコライダーが力を受け取るレイヤー。" #: Editor/Src/AutoDocumentation.cpp:628 msgctxt "From AutoDocumentation" msgid "The layers that this Collider reports physics callbacks for." msgstr "このコライダーが物理コールバックを報告するレイヤー。" #: Editor/Src/AutoDocumentation.cpp:622 msgctxt "From AutoDocumentation" msgid "" "The layers to exclude for contacts, removing any layers already included via " "the Layer Collision Matrix or the Include Layers." msgstr "接触を除外するレイヤー。レイヤー衝突表またはインクルードレイヤーを使って既に含まれているレイヤーを除去します。" #: Editor/Src/AutoDocumentation.cpp:623 msgctxt "From AutoDocumentation" msgid "" "The layers to include for contacts, merging with any layers already included " "via the Layer Collision Matrix." msgstr "接触を加えるレイヤー。レイヤー衝突表を使って既に含まれているレイヤーとマージします。" #: Editor/Src/AutoDocumentation.cpp:788 msgctxt "From AutoDocumentation" msgid "The layout of each cell." msgstr "セルごとのレイアウト" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:70 msgid "The length of the cylinder." msgstr "シリンダー形状の長さ" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:46 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" #: Editor/Mono/Inspector/AudioMixerControllerInspector.cs:14 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/Src/AutoDocumentation.cpp:1770 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:1779 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-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/Src/AutoDocumentation.cpp:1946 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-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/Src/AutoDocumentation.cpp:1907 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:301 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:530 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/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:30 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" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:39 msgid "The list of Sprites to be played." msgstr "再生するスプライトのリスト" #: Editor/Mono/Inspector/RayTracingShaderInspector.cs:25 msgid "" "The list of all callable shaders in the shader file. The index of the " "callable shader to execute is specified when calling CallShader HLSL " "function." msgstr "シェーダーファイル内のすべての呼び出し可能なシェーダーのリスト。実行する呼び出し可能シェーダーのインデックスは、CallShader HLSL関数を呼び出すときに指定されます。" #: Editor/Mono/Inspector/RayTracingShaderInspector.cs:24 msgid "" "The list of all miss shaders in the shader file. The index of the miss " "shader to execute is specified when calling TraceRay HLSL function." msgstr "Miss Shaderファイル内のすべてのMiss Shaderのリスト。実行するMiss Shaderのインデックスは、TraceRay HLSL関数を呼び出すときに指定されます。" #: Editor/Mono/Inspector/RayTracingShaderInspector.cs:23 msgid "" "The list of all ray generation shaders in the shader file. Only one ray " "generation shader can be executed at a time." msgstr "シェーダーファイル内のすべてのレイ生成シェーダーのリスト。一度に実行できるレイ生成シェーダーは1つだけです。" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:29 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" #: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:23 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" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Skin.cs:13 msgid "The list of overlay cameras assigned to this camera." msgstr "このカメラに指定されるオーバーレイカメラのリスト。" #: 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/Src/AutoDocumentation.cpp:647 msgctxt "From AutoDocumentation" 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/Mono/Inspector/TransformInspector.cs:18 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/LightProbeGroupInspector.cs:519 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/TransformRotationGUI.cs:8 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/TransformInspector.cs:32 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/RectTransformEditor.cs:41 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/TransformInspector.cs:19 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" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:61 msgid "The local space coordinates of the center of mass." msgstr "質量の中心のローカル座標" #: Editor/Src/AutoDocumentation.cpp:216 msgctxt "From AutoDocumentation" msgid "The local-space anchor from the base rigid-body." msgstr "基本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:218 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:2070 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:532 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:3157 msgctxt "From AutoDocumentation" msgid "" "The location in world space that should be set as the main point of focus." msgstr "主な焦点として設定されるワールド空間内の位置。" #: Editor/Src/AutoDocumentation.cpp:2656 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角度(度)の下限 [-1000000, 1000000]" #: Editor/Src/AutoDocumentation.cpp:2715 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移動の下限 [-1000000, 1000000]" #: Editor/Src/AutoDocumentation.cpp:1671 msgctxt "From AutoDocumentation" msgid "The magnigtude 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:526 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。負の場合、流れの方向に対して180度の角度をなす方向に適用されます。 [-1000000, 1000000]" #: Editor/Src/AutoDocumentation.cpp:903 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:305 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。力が負の場合、力の方向と180度の角度をなす方向に加えられます。 [-1000000, 1000000]" #: Editor/Src/AutoDocumentation.cpp:904 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:940 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-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/Src/AutoDocumentation.cpp:701 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-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/Src/AutoDocumentation.cpp:1917 msgctxt "From AutoDocumentation" 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/Src/AutoDocumentation.cpp:1948 msgctxt "From AutoDocumentation" 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 "" "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:1298 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。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/VolumetricLighting/LocalVolumetricFogUI.Skin.cs:32 msgid "" "The material used to mask the color and density. The Material needs to use a " "Fog Volume shader graph to be compatible." msgstr "色と密度を覆うために使用されるマテリアル。 マテリアルは、互換性を保つためにフォグボリュームシェーダーグラフを使う必要があります。" #: Editor/Src/AutoDocumentation.cpp:1776 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:3202 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/Mono/Inspector/NavMeshAgentInspector.cs:35 msgid "" "The maximum acceleration of an agent as it follows a path, given in units / " "sec^2." msgstr "パスに沿って移動するときのエージェントの最大加速度(単位/秒^2)。" #: Editor/Src/AutoDocumentation.cpp:1160 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:1164 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:2440 msgctxt "From AutoDocumentation" msgid "The maximum depth allowed for a contact." msgstr "接触に許容される最大深度" #: Modules/TerrainEditor/TerrainInspector.cs:191 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" #: 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/Src/AutoDocumentation.cpp:2663 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:2691 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]" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:85 msgid "The maximum force this drive can apply to a body." msgstr "この作用がボディに加えることができる最大の力。" #: Editor/Src/AutoDocumentation.cpp:1737 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:2076 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:727 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/Mono/Inspector/TimeManagerInspector.cs:15 msgid "" "The maximum frame delta time Unity permits for a single iteration of the " "Particle System update. If the delta time is larger than this value, Unity " "will run the Particle System update multiple times during the frame with " "smaller timesteps. This preserves the quality of the simulation." msgstr "Unityがパーティクルシステム更新の1回の反復で許可する最長フレームデルタ時間。 デルタ時間がこの値よりも大きい場合、Unityはフレーム中にパーティクルシステムの更新を複数回実行し、タイムステップを小さくします。 これにより、シミュレーションの品質が維持されます。" #: Editor/Src/AutoDocumentation.cpp:1162 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:1168 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:2441 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/Mono/Inspector/LightingSettingsEditor.cs:227 msgid "" "The maximum number of bounces the Lightmapper computes for indirect lighting." 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" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:179 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/PreferencesWindow/PreferencesSettingsProviders.cs:58 msgid "" "The maximum number of milliseconds the Editor will take to process user " "inputs." msgstr "エディターがユーザーの入力を処理するのに必要な最大ミリ秒数。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:58 msgid "The maximum number of mipmap levels a texture can drop." msgstr "テクスチャが削減できるミップマップレベルの最大数です。" #: Editor/Src/AutoDocumentation.cpp:1166 msgctxt "From AutoDocumentation" msgid "" "The maximum number of simulation sub-steps allowed per-frame when simulation " "sub-stepping is enabled. [ 2, 100000 ]." msgstr "シミュレーションのサブステップが有効な場合に、フレームごとに可能なシミュレーションサブステップの最大数。[2, 100000]。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:59 msgid "" "The maximum number of texture file requests from the Texture Streaming " "system that can be active at the same time." msgstr "同時にアクティブにできるテクスチャストリーミングシステムからのテクスチャファイルリクエストの最大数。" #: Modules/TerrainEditor/TerrainInspector.cs:205 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。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/DiffusionProfile/DiffusionProfileSettingsEditor.Styles.cs:14 msgid "" "The maximum radius of the effect you define in Scattering Color and " "Multiplier.\n" "When the world scale is 1, this value is in millimeters." msgstr "散乱色と乗数で定義する効果の最大半径。\nワールドスケールが1の場合、この値はミリメートル単位です。" #: Editor/Src/AutoDocumentation.cpp:2636 msgctxt "From AutoDocumentation" msgid "" "The maximum size of all the tiles in the file (this can be used to allocate " "read buffers etc.)" msgstr "ファイルのすべてのタイルの最大サイズ(これは、読み取りバッファの割り当てなどに利用できます)" #: Editor/Src/AutoDocumentation.cpp:1739 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:729 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/Mono/Inspector/SkinnedMeshRendererEditor.cs:20 msgid "The mesh used by this renderer." msgstr "このレンダラーに使われるメッシュ" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Rendering.Skin.cs:15 msgid "The method the camera uses to smooth jagged edges." msgstr "カメラがギザギザのエッジを滑らかにするために使用する方法。" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:65 msgid "" "The method to use to detect collisions for child colliders: discrete " "(default) or various modes of continuous collision detection that can help " "solving fast moving object issues." msgstr "子コライダーの衝突の検出に使用する方法: 非連続的(デフォルト)衝突検出のモード、または、高速で移動するオブジェクトの問題解決に役立つさまざまな連続的衝突検出のモード。" #: Editor/Src/AutoDocumentation.cpp:1170 msgctxt "From AutoDocumentation" msgid "" "The minimum FPS allowed for a simulation step before sub-stepping will be " "used. [ 1, 100000 ]." msgstr "サブステップが使用される前にシミュレーションステップで可能な最低フレームレート(FPS)。 [1, 100000]。" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:17 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" #: Modules/SpriteMaskEditor/Editor/Managed/SpriteMaskEditor.cs:24 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" #: Editor/Src/AutoDocumentation.cpp:2442 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" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:13 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" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:38 msgid "" "The minimum distance to keep clear between the center of this agent and any " "other agents or obstacles nearby." msgstr "このエージェントの中心と、近隣の他のエージェントや障害物との間に空ける最短距離。" #: 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/Src/AutoDocumentation.cpp:2173 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]" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:155 msgid "" "The minimum lightmap resolution at which this object will be used. Used to " "determine a packing which ensures no texel bleeding." msgstr "このオブジェクトに適用される最低のライトマップ解像度。テクセルのにじみを発生させないためのパッキングを決定するために使用されます。" #: Editor/Src/AutoDocumentation.cpp:2443 msgctxt "From AutoDocumentation" msgid "" "The minimum normal angle allowed for a contact. { -359.9999, 359.9999 }." msgstr "接触点に許容される最小法線角度 { -359.9999, 359.9999 }" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:331 msgid "" "The minimum percentage threshold allowed to clamp low resolution Screen " "Space Global Illumination. When the resolution percentage falls below this " "threshold, HDRP will clamp the low resolution to this percentage." msgstr "低解像度のスクリーンスペースグローバルイルミネーションの強制が可能な最低しきい値(パーセンテージ)。 解像度のパーセンテージがこのしきい値を下回ると、HDRPは低解像度をこのパーセンテージに固定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:330 msgid "" "The minimum percentage threshold allowed to clamp low resolution " "transparency. When the resolution percentage falls below this threshold, " "HDRP will clamp the low resolution to this percentage." msgstr "低解像度の透明度の固定が可能な最低しきい値(パーセンテージ)。 解像度のパーセンテージがこのしきい値を下回ると、HDRPは低解像度をこのパーセンテージに固定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:333 msgid "" "The minimum percentage threshold allowed to render ray tracing effects at " "half resolution. When the resolution percentage falls below this threshold, " "HDRP will render ray tracing effects at full resolution." msgstr "半解像度でレイトレーシング効果が可能な最低しきい値(パーセンテージ)。解像度のパーセンテージがこのしきい値を下回ると、HDRPはレイトレーシング効果をフル解像度でレンダリングします。" #: Editor/Src/AutoDocumentation.cpp:2796 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]" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:278 msgid "The minimum width in pixels to which the window can be resized to." msgstr "ウィンドウのサイズ変更が可能な最小幅 (ピクセル)。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:50 msgid "" "The mipmap limit group '{0}' already exists.\n" "'{1}' was not renamed." msgstr "ミップマップ制限グループ'{0}'は既に存在します。\n'{1}'の名前を変更しませんでした。" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:51 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" "\n" "Automatic Local - the local-space bounding box of the Renderer is used.\n" "\n" "Automatic 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" "\n" "Custom - 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:53 msgid "" "The mode in which the interpolated probe positions are generated.\n" "\n" "CellCorner - divide the volume in cells and generate interpolated probe " "positions in the corner/edge of the cells.\n" "\n" "CellCenter - 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:52 msgid "" "The mode in which the resolution of the 3D grid of interpolated light probes " "is specified:\n" "\n" "Automatic - the resolution on each axis is computed using a user-specified " "number of interpolated light probes per unit area (Density).\n" "\n" "Custom - 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単位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/Src/AutoDocumentation.cpp:1673 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/Mono/Inspector/LineRendererCurveEditor.cs:9 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/SpriteFrameInspector.cs:19 msgid "The name for the Sprite." msgstr "スプライトの名前" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:65 msgid "The name of the Secondary Texture to apply the following settings to." msgstr "以下の設定に適用する補助的テクスチャの名前" #: Editor/Src/AutoDocumentation.cpp:2649 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。" #: Modules/QuickSearch/Editor/Indexing/IndexManager.cs:334 msgid "The name of this index (can be different than the file)" msgstr "このインデックスの名前(ファイルと異なる場合があります)" #: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteSecondaryTexturesModule.cs:19 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。" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:37 msgid "" "The namespace used for looking up and storing values on the cache server" msgstr "キャッシュサーバーで値を検索および格納するために使用される名前空間" #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/ScreenSpaceAmbientOcclusionEditor.cs:53 msgid "The noise method to use when calculating the Ambient Occlusion value." msgstr "アンビエントオクルージョン値を計算するときに使用するノイズメソッド。" #: Editor/Src/AutoDocumentation.cpp:3156 msgctxt "From AutoDocumentation" msgid "The normal of the plane the user should focus on." msgstr "焦点を合わせる平面の法線。" #: Editor/Mono/Inspector/RectTransformEditor.cs:38 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:39 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/Src/AutoDocumentation.cpp:1291 msgctxt "From AutoDocumentation" msgid "" "The number of 16kb memory chunks given to PhysX for the purpose of temporary " "allocations. By default 4 chunks for a 64kb buffer. Increasing this value " "can improve performance as PhysX will instead use the scratch buffer memory " "for temporary allocations." msgstr "一時的なメモリ割り当てのためにPhysXに与えられる16kbのメモリチャンクの数。デフォルトでは、64kbバッファに対して4チャンク。この値を大きくすると、PhysXが代わりにスクラッチバッファメモリを一時的な割り当てに使用するため、パフォーマンスが向上する可能性があります。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:63 msgid "" "The number of Spherical Harmonic bands used by Adaptive Probe Volumes to " "store lighting data. Choosing L2 provides better quality but with higher " "memory and runtime costs." msgstr "ライティングデータを保存するためにアダプティブプローブボリュームが使用する球面調和バンドの数。L2を選択すると品質が向上しますが、メモリとランタイムのコストが高くなります。" #: Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.PhysicalCamera.Skin.cs:101 msgid "" "The number of blades in the lens aperture. Higher values give a rounder " "aperture shape." msgstr "レンズ口径のブレードの数。値を大きくすると、開口部の形状が丸くなります。" #: Editor/Src/AutoDocumentation.cpp:2627 msgctxt "From AutoDocumentation" msgid "The number of compression parameter blocks." msgstr "圧縮パラメーターブロックの数" #: Editor/Mono/Inspector/CameraEditor.cs:39 msgid "The number of diaphragm blades." msgstr "絞り羽根の枚数。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:159 msgid "" "The number of downsample steps done to the source irradance textrure before " "it is used by the Subsurface Scattering algorithm. Higher value will improve " "performance, but might lower quality." msgstr "サブサーフェススキャタリングアルゴリズムによって使用される前に、ソース放射照度テクスチャに対して実行されるダウンサンプルステップの数。値を大きくするとパフォーマンスは向上しますが、品質が低下する可能性があります。" #: Editor/Src/AutoDocumentation.cpp:3204 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/Mono/Inspector/EditorSettingsInspector.cs:30 msgid "" "The number of import worker processes to keep around in standby and ready " "for importing. The actual number of worker processes on the system can be " "both lower or higher that this, but the system will seek towards this number " "when worker processes are idle." msgstr "インポートのために待機して準備するインポートワーカープロセスの数。システム上のワーカープロセスの実際の数は、これよりも少ない場合も多い場合もありますが、システムはワーカープロセスがアイドル状態の際にこの数を目安にします。" #: Editor/Src/AutoDocumentation.cpp:3245 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:1172 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:1188 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/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:57 msgid "The number of milliseconds the Editor can idle between frames." msgstr "エディターがフレーム間でアイドル状態であることが可能なミリ秒数。" #: Editor/Src/AutoDocumentation.cpp:2543 msgctxt "From AutoDocumentation" msgid "The number of mips in the bc thumbnail." msgstr "BCサムネイルのミップ数" #: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:24 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:23 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/InitialModuleUI.cs:50 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/EmissionModuleUI.cs:27 msgid "The number of particles to emit." msgstr "放出するパーティクルの数" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:168 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/QualitySettingsEditor.cs:56 msgid "" "The number of renderers to process each frame. A lower number decreases the " "CPU load but delays mipmap loading." msgstr "各フレームを処理するレンダラーの数。数を少なくするとCPUの負荷は減少しますが、ミップマップのロードは遅延します。" #: Editor/Src/AutoDocumentation.cpp:3218 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。" #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/ScreenSpaceAmbientOcclusionEditor.cs:65 msgid "" "The number of samples that Unity takes when calculating the obscurance " "value. Low:4 samples, Medium: 8 samples, High: 12 samples." msgstr "あいまいな値を計算するときにUnityが取得するサンプルの数。 低:4サンプル、中:8サンプル、高:12サンプル" #: Editor/Src/AutoDocumentation.cpp:3217 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:2580 msgctxt "From AutoDocumentation" msgid "" "The number of thumbnails in this .gts. Thumbnail 0 is reserverd and supposed " "to represent the whole tilesets. The other thumbnails "may" " "represent things such as atlas items or other relevant thumbnail info." msgstr "この.gts内のサムネイルの数。サムネイル0は予約済みで、タイルセット全体を表すことになっています。その他のサムネイルは、アトラスアイテムやその他の関連するサムネイル情報などを表す場合があります。" #: Editor/Src/AutoDocumentation.cpp:2566 msgctxt "From AutoDocumentation" msgid "The number of tiles in the page." msgstr "ページ内のタイル数" #: Editor/Src/AutoDocumentation.cpp:3256 msgctxt "From AutoDocumentation" msgid "The number of vertices." msgstr "頂点の数" #: Editor/Src/AutoDocumentation.cpp:2458 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" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:31 msgid "" "The object used as a target for centering the Exposure's Procedural Mask " "metering mode when target object option is set (See Exposure Volume " "Component)." msgstr "ターゲットのオブジェクトオプションが設定されている場合に、露出のプロシージャルマスク測定モードを中央に配置するためのターゲットとして使用されるオブジェクト(露出ボリュームコンポーネントを参照)。" #: Editor/Mono/Inspector/LineRendererEditor.cs:21 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/LookAtConstraintEditor.cs:32 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/RendererLightingSettings.cs:60 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" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:77 msgid "The only axis the joint allows linear motion along." msgstr "ジョイントが直線運動できる唯一の軸。" #: Editor/Src/SceneManager/EditorSceneManager.cpp:181 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/AutoDocumentation.cpp:3203 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/Mono/Inspector/CanvasEditor.cs:39 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/LookAtConstraintEditor.cs:31 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、コンストレイント(制約)されたオブジェクトの向き" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:50 msgid "The origin of the Bounding Box relative to the Game Object." msgstr "ゲームオブジェクトに相対的なバウンディングボックスの原点" #: Editor/Src/AutoDocumentation.cpp:3100 msgctxt "From AutoDocumentation" msgid "" "The origin or center point for the AABB In the current coordinate space." msgstr "現在の座標空間のAABBの原点または中心点。" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:69 msgid "The outer extent of the bounding shape." msgstr "境界形状の外部範囲" #: Editor/Src/ProjectUtility.cpp:487 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" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteClipboard.cs:25 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?" #: Modules/QuickSearch/Editor/Indexing/IndexManager.cs:327 msgid "The path to this index in the Project" msgstr "プロジェクトのこのインデックスへのパス" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/PauseDownloadAction.cs:41 msgid "The pause request has been sent. Please wait for the download to pause." msgstr "一時停止のリクエストを送信しました。ダウンロードが一時停止されるまでお待ちください。" #: 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/Src/AutoDocumentation.cpp:1940 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-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/Src/AutoDocumentation.cpp:1950 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-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。2Dリジッドボディ、またはグローバル物理マテリアルはすべてオーバーライドします。" #: Editor/Src/AutoDocumentation.cpp:646 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。2Dリジッドボディ、またはグローバル物理マテリアルはすべてオーバーライドします。" #: Editor/Mono/Inspector/RectTransformEditor.cs:40 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。" #: Modules/PhysicsEditor/WheelColliderEditor.cs:33 msgid "The point where the wheel forces are applied" msgstr "ホイールの力が適用されるポイント" #: Modules/PhysicsEditor/Collider3DEditorBase.cs:23 msgid "The position of the Collider in the GameObject's local space." msgstr "ゲームオブジェクトのローカル空間でのコライダーの位置" #: Editor/Src/AutoDocumentation.cpp:2470 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)" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:12 msgid "The postprocess anti-aliasing method to use as a fallback." msgstr "フォールバックとして使用するポストプロセスのアンチエイリアリアス方法。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:11 msgid "The postprocess anti-aliasing method to use." msgstr "使用するポストプロセスのアンチエイリアリアス方法。" #: Editor/Src/AutoDocumentation.cpp:1704 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:3253 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/Mono/ImportSettings/EditorPluginImporterExtension.cs:82 msgid "The processor architectiure that this plugin is compatible with" msgstr "このプラグインと互換性のあるプロセッサーのアーキテクチャ" #: Editor/Mono/SceneModeWindows/LightingWindow.cs:36 msgid "" "The profile chosen for trading off between performance and memory usage when " "baking using the GPU." msgstr "GPUを使ったベイクの場合に、パフォーマンスとメモリ使用量のバランスを取るために選択されたプロファイル。" #: Modules/ProfilerEditor/Public/ProfilerSettingsProvider.cs:21 msgid "The profiler starts with recording disabled." msgstr "プロファイラーは、録画を無効にして開始します。" #: Modules/ProfilerEditor/Public/ProfilerSettingsProvider.cs:20 msgid "The profiler starts with recording enabled." msgstr "プロファイラーは、録画を有効にして開始します。" #: Modules/ProfilerEditor/Public/ProfilerSettingsProvider.cs:19 msgid "The profiler will remember the previous recording state." msgstr "プロファイラーは以前の録画状態を記憶します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:56 msgid "" "The project contains materials that are not using built-in shaders. These " "will be skipped in the automated migration process." msgstr "プロジェクトには、ビルトインシェーダーを使用していないマテリアルが含まれています。 これらは自動移行プロセスではスキップされます。" #: Editor/Src/Application/Application.cpp:416 msgid "" "The project is on case sensitive file system.\n" "Case sensitive file systems are not supported at the moment.\n" "Please 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。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionManagerEditor.cs:27 msgid "The properties of a layer or sub-layer." msgstr "レイヤーまたはサブレイヤーのプロパティ。" #: Editor/Mono/AssetPipeline/SpeedTree/SpeedTreeImporterCommon.cs:201 msgid "" "The proportion of the billboard LOD region width that is used to fade 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" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Rendering.Skin.cs:16 msgid "The quality level to use for the selected anti-aliasing method." msgstr "選択したアンチエイリアリアス方法に使用する品質レベル。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:14 msgid "" "The quality preset for SMAA, low has the best performance but worst quality, " "High has the highest quality but worst performance." msgstr "SMAAの品質プリセット、低くすると最高のパフォーマンスですが最低の品質、高は最高の品質ですが最低のパフォーマンスになります。" #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/ScreenSpaceAmbientOcclusionEditor.cs:55 msgid "" "The radius around a given point, where Unity calculates and applies the " "effect." msgstr "Unityが効果を計算して適用する指定した位置の周囲の半径。" #: 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/Src/AutoDocumentation.cpp:603 msgctxt "From AutoDocumentation" msgid "The radius of the circle. [ 0.0001, 1000000 ]." msgstr "円の半径です。[0.0001, 1000000]" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:230 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。" #: 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/Src/AutoDocumentation.cpp:514 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]" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/Volume/ProxyVolumeUI.cs:13 msgid "The radius of the sphere." msgstr "スフィアの半径。" #: Editor/Src/AutoDocumentation.cpp:1991 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/Mono/Inspector/WindInspector.cs:15 msgid "The radius of the spherical area" msgstr "球形エリアの半径" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionLayerUI.Drawers.cs:31 msgid "" "The range of alpha values used when transitioning from post-processed to " "plain image regions. A smaller range will result in a steeper transition." msgstr "ポストプロセスされた領域からプロセスなしの画像領域に移行するときに使用されるアルファ値の範囲。範囲が狭いほど、遷移が急になります。" #: Editor/Mono/Inspector/Enlighten/LightmapParameters.cs:166 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" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/ReDownloadAction.cs:23 msgid "" "The re-download request has been sent. Please wait for the re-download to " "start." msgstr "再ダウンロードのリクエストを送信しました。再ダウンロードが開始されるまでお待ちください。" #: Editor/Src/AutoDocumentation.cpp:3958 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:3176 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:2481 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:2479 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:3120 msgctxt "From AutoDocumentation" msgid "The red channel." msgstr "赤のチャンネル" #: Editor/Mono/Inspector/LookAtConstraintEditor.cs:33 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/ImportSettings/TextureImporterInspector.cs:319 msgid "" "The reference value used during the alpha test. Controls mipmap 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/Src/AutoDocumentation.cpp:1732 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:1736 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/Mono/Inspector/NavMeshAgentInspector.cs:32 msgid "The relative vertical displacement of the owning GameObject." msgstr "ゲームオブジェクトの相対的な垂直方向の位置の差。" #: Editor/Src/AutoDocumentation.cpp:2144 msgctxt "From AutoDocumentation" msgid "The render mode." msgstr "レンダーモード" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:28 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/AudioManagerInspector.cs:27 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/RendererLightingSettings.cs:62 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/RendererLightingSettings.cs:61 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)" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:19 msgid "" "The resolution of intermediate light render textures, in relation to the " "screen resolution. 1.0 means full-screen size." msgstr "画面解像度に相対する、中間ライトのレンダリングテクスチャの解像度。1.0は全画面サイズを意味します。" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:95 msgid "The resolution of the cubemap." msgstr "キューブマップの解像度" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/ProbeSettingsUI.Drawers.cs:111 msgid "" "The result of the rendering of the probe will be divided by this factor. " "When the probe is read, this factor is undone as the probe data is read. " "This is to simply avoid issues with values clamping due to precision of the " "storing format." msgstr "プローブのレンダリングの結果は、このファクターで除算されます。プローブが読み込まれると、プローブデータが読み取られるため、このファクターは元に戻されます。これは単に、保存形式の精度による値の固定の問題を回避するためです。" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/ResumeDownloadAction.cs:38 msgid "" "The resume request has been sent. Please wait for the download to resume." msgstr "再開のリクエストを送信しました。ダウンロードが再開されるまでお待ちください。" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:32 msgid "The reverb preset" msgstr "リバーブプリセット" #: Editor/Src/AutoDocumentation.cpp:905 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" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:198 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:197 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" #: Editor/Mono/Prefabs/PrefabFamilyPopup.cs:83 msgid "The root of the Prefab Variant hierarchy" msgstr "プレハブバリアント階層のルート" #: Editor/Mono/Shaders/MaterialHierarchyPopup.cs:79 msgid "The root of the hierarchy." msgstr "階層のルート。" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:63 msgid "The rotation of the inertia tensor." msgstr "慣性テンソルの回転" #: 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/Src/AutoDocumentation.cpp:1329 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。" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:38 msgid "The row in the sheet which will be played." msgstr "再生されるシートの行" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsSampleItem.cs:52 msgid "The sample is already imported at" msgstr "サンプルが、すでにインポートされています" #: Editor/Src/AutoDocumentation.cpp:1668 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:1148 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:1146 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:2058 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-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/Src/AutoDocumentation.cpp:2289 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-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/Src/AutoDocumentation.cpp:2285 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:383 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:382 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。" #: Modules/TerrainEditor/TerrainInspector.cs:201 msgid "" "The scatter mode type to be used while painting details. Coverage paints " "areas detail should be populated in based on their density setting, Instance " "Count paints the amount per sample." msgstr "ディテールをペイントする際に使用する散布モードのタイプ。 ペイントエリア領域のディテールは、密度設定に基づいて入力する必要があります。インスタンス数は、サンプルあたりの量をペイントします。" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:66 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-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/Src/Application/Application.cpp:3516 msgid "" "The scene needs to be saved inside the Assets folder of your project or " "within a valid mutable package." msgstr "シーンは、プロジェクトのAssetsフォルダー以下、または変更可能な有効なパッケージに保存する必要があります。" #: Editor/Src/Application/Application.cpp:3522 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/AutoDocumentation.cpp:1020 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/SceneManager/EditorSceneManager.cpp:551 #, c-format msgid "" "The scene you want to open is in another project\n" "%s\n" "Do 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?" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:113 msgid "The screen space reflection algorithm used." msgstr "使用するスクリーンスペースリフレクションアルゴリズム。" #: Editor/Src/DragAndDropForwarding.cpp:977 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" #: Modules/QuickSearch/Editor/UITK/SearchEmptyView.cs:69 msgid "The search query is empty. Try adding some filters or keywords." msgstr "検索クエリが空です。フィルターまたはキーワードを加えてください。" #: Modules/QuickSearch/Editor/UITK/SearchEmptyView.cs:70 msgid "The search query is empty. Try one of these queries:" msgstr "検索クエリが空です。以下のクエリのうち1つを加えてください。" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:172 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/Modules/DefaultTextureImportSettingsExtension.cs:183 msgid "" "The selected format value {0} is not compatible on this platform for the " "selected texture type, please change it to a valid one from the dropdown." msgstr "選択された形式{0}は、選択したテクスチャ形式に関して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。" #: Modules/TerrainEditor/PaintTools/PaintTreesTool.cs:93 msgid "" "The selected tree does not have an LOD group, but has a hierarchy of " "MeshRenderers, only MeshRenderer on root GameObject in the trees hierarchy " "will be used. Use a tree with LOD group if you want a tree with hierarchy of " "MeshRenderers." msgstr "選択したツリーがLODグループを持たずにメッシュレンダラーの階層を持つ場合、ツリー階層のルートゲームオブジェクトのメッシュレンダラーのみが使用されます。メッシュレンダラーの階層を持つツリーを望む場合は、LODグループを持つツリーを使用してください。" #: Modules/TerrainEditor/PaintTools/PaintTreesTool.cs:92 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。" #: Editor/Mono/Inspector/CameraEditor.cs:35 msgid "The sensor sensitivity (ISO)." msgstr "センサーの感度(ISO)。 " #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Rendering.Skin.cs:12 msgid "" "The series of operations that translates code into visuals. These have " "different capabilities and performance characteristics." msgstr "コードをビジュアルに変換する一連の操作。これらには、さまざまな機能とパフォーマンス特性があります。" #: Editor/Src/AutoDocumentation.cpp:3254 msgctxt "From AutoDocumentation" msgid "The session-space transform for this mesh." msgstr "このメッシュのセッション空間のトランスフォーム。" #: Editor/Src/AutoDocumentation.cpp:3274 msgctxt "From AutoDocumentation" msgid "The session-unique identifier for the mesh." msgstr "メッシュのセッション固有の識別子。" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:259 msgid "The shader originally set to be used in this draw call." msgstr "このドローコールのために元々設定されたシェーダー。" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:258 msgid "The shader used in this draw call." msgstr "このドローコールで使用されるシェーダー。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:50 msgid "" "The shape of the Area Light. Note that some are Realtime only and some Baked " "only." msgstr "エリアライトの形状。一部はリアルタイムのみで、一部はベイクのみであることに注意してください。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/Volume/ProxyVolumeUI.cs:11 msgid "" "The shape of the Proxy.\n" "Infinite is compatible with any kind of InfluenceShape." msgstr "プロキシの形状。\n無限にすると、あらゆる種類のInfluenceShapeと互換性を持ちます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:49 msgid "" "The shape of the Spot Light. Impacts the the cookie transformation and the " "Light's angular attenuation." msgstr "スポットライトの形。クッキーの変換とライトの角度減衰に影響を与えます。" #: Editor/Mono/Inspector/NavMeshObstacleInspector.cs:20 msgid "The shape of the obstacle, applied to both carving and avoidance." msgstr "くり抜きと回避の両方に適用する障害物の形状" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:283 msgid "" "The sharpness value between 0 and 1, where 0 is no additional sharpness and " "1 is maximum additional sharpness." msgstr "0から1の間のシャープネス値。0はシャープネスを追加せず、1 は追加シャープネスの最大値です。" #: Editor/Mono/Inspector/CameraEditor.cs:46 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/QualitySettingsEditor.cs:73 msgid "" "The size (in megabytes) of the upload buffer Unity uses to stream Texture " "and Mesh data to GPU." msgstr "Unityが、テクスチャおよびメッシュデータをGPUにストリーミングするために使用するアップロードバッファのサイズ(メガバイト単位)。" #: Editor/Src/AutoDocumentation.cpp:2621 msgctxt "From AutoDocumentation" msgid "The size in bytes of the meta data." msgstr "メタデータのサイズ(バイト)" #: Editor/Src/AutoDocumentation.cpp:2629 msgctxt "From AutoDocumentation" msgid "The size in bytes of the pages in this tile set." msgstr "このタイルセットのページのサイズ(バイト)" #: Modules/TerrainEditor/TerrainInspector.cs:208 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" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:48 msgid "The size of the Bounding Box relative to the Game Object." msgstr "ゲームオブジェクトに相対的なバウンディングボックスのサイズ" #: Modules/PhysicsEditor/BoxColliderEditor.cs:37 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/PreferencesWindow/PreferencesSettingsProviders.cs:115 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/Inspector/EditorSettingsInspector.cs:62 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/Inspector/ReflectionProbeEditor.cs:99 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。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/Volume/ProxyVolumeUI.cs:12 msgid "The size of the box." msgstr "ボックスのサイズ" #: Editor/Src/AutoDocumentation.cpp:516 msgctxt "From AutoDocumentation" msgid "The size of the box." msgstr "ボックスのサイズ" #: Editor/Src/AutoDocumentation.cpp:3223 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/Mono/Inspector/CameraEditor.cs:33 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/Src/AutoDocumentation.cpp:584 msgctxt "From AutoDocumentation" msgid "The size of the capsule." msgstr "カプセルのサイズ" #: Editor/Src/AutoDocumentation.cpp:2472 msgctxt "From AutoDocumentation" msgid "The size of the element." msgstr "要素のサイズ" #: Editor/Mono/Inspector/NavMeshObstacleInspector.cs:22 msgid "The size of the obstacle, measured in the object's local space." msgstr "障害物のサイズ。オブジェクトのローカル空間で測定。" #: Editor/Mono/Inspector/TrailRendererEditor.cs:38 msgid "The size of the shape." msgstr "形状のサイズ" #: Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:46 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-Missing:Missing detected at runtime. msgid "The sleeping mode for the body." msgstr "物体のスリープモード" #: Editor/Src/AutoDocumentation.cpp:1952 msgctxt "From AutoDocumentation" msgid "The sleeping mode for the body." msgstr "物体のスリープモード" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:156 msgid "" "The smallest scale at which this mesh will be used. Used to determine a " "packing which ensures no texel bleeding." msgstr "このメッシュに適用される最小のスケール。テクセルのにじみを発生させないためのパッキングを決定するために使用されます。" #: Editor/Src/AutoDocumentation.cpp:2216 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/Mono/Inspector/GameObjectInspector.cs:65 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" #: Modules/AssetDatabase/Editor/V2/AssetDatabaseInternal.cpp:2729 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" #: Editor/Src/AutoDocumentation.cpp:1679 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。" #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/ScreenSpaceAmbientOcclusionEditor.cs:60 msgid "" "The source of the normal vector values.\n" "Depth Normals: the feature uses the values generated in the Depth Normal " "prepass.\n" "Depth: the feature reconstructs the normal values using the depth buffer.\n" "In the Deferred rendering path, the feature uses the G-buffer normals " "texture." msgstr "法線ベクトル値のソース。\n深度法線: 深度法線プリパスで生成された値を使用します。\\ n深度: 深度バッファを使用して法線値を再生成します。\nディファードレンダリングパスでは、Gバッファ法線テクスチャが使用されます。" #: Editor/Src/AutoDocumentation.cpp:2060 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 "表面に沿った速度。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/Mono/Inspector/ParticleSystemForceFieldInspector.cs:76 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/TimeManagerInspector.cs:14 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。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ClampVelocityModuleUI.cs:25 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" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:83 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" #: Modules/TerrainEditor/TerrainInspector.cs:207 msgid "The speed of the wind as it blows grass." msgstr "草を揺らすための風の速度" #: Editor/Src/AutoDocumentation.cpp:2062 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-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/Src/AutoDocumentation.cpp:2667 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]" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/CustomPassVolumeEditor.cs:36 msgid "The stage in the render pipeline to execute this pass." msgstr "このパスを実行するレンダリングパイプラインのステージ" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:53 msgid "The start color of particles." msgstr "パーティクルの開始時の色" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:57 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:55 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:52 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/TerrainEditor/PaintTools/PaintTreesTool.cs:95 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。" #: Editor/Src/AutoDocumentation.cpp:2217 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)" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:83 msgid "The stiffness of the spring connected to this drive." msgstr "接続しているスプリングの剛性。" #: Editor/Mono/Inspector/CameraEditor.cs:41 msgid "The strength of the \"cat eye\" effect on bokeh (optical vignetting)." msgstr "ボケに対する\"キャッツアイ\"効果の強さ (口径食)。" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:79 msgid "The strength of the drag effect." msgstr "引き付ける効果の強さ" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:74 msgid "The strength of the gravity effect." msgstr "重力効果の強さ" #: Editor/Mono/AssetPipeline/SpeedTree/SpeedTree9ImporterWindEditor.cs:12 msgid "The strength response of the wind." msgstr "風に対する反応の強さ" #: Modules/SpriteMaskEditor/Editor/Managed/SpriteMaskEditor.cs:32 msgid "The supported renderer used as the source for the mask" msgstr "マスクのソースとして使用される対応レンダラー" #: Modules/PhysicsEditor/WheelColliderEditor.cs:36 msgid "" "The suspension attempts to reach a Target Position by adding spring and " "damping forces." msgstr "サスペンションは、バネ力と減衰力を加えることにより、目標位置に到達しようとします。" #: Editor/Src/AutoDocumentation.cpp:796 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/Mono/Inspector/GameObjectInspector.cs:46 msgid "" "The tag that this GameObject has.\n" "\n" "Choose Untagged to remove the current tag.\n" "\n" "Choose 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/Src/AutoDocumentation.cpp:307 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" #: Modules/ProfilerEditor/Public/ProfilerSettingsProvider.cs:15 msgid "The target frames per second used by the Highlights module." msgstr "ハイライトモジュールで使用される1秒あたりのターゲットフレーム数。" #: Editor/Src/AutoDocumentation.cpp:2693 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]" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:216 msgid "" "The target texture compression formats to use when you build your " "application for Android. Unity considers the first texture compression " "format in this list to be the default format. Having both DXT and DXT + " "RGTC(BC4, BC5) compressions in the texture compressions list is not possible." msgstr "Android用のアプリケーションをビルドするときに使用するターゲットとなるテクスチャ圧縮形式。Unityは、このリストの最初のテクスチャ圧縮形式をデフォルトの形式と見なします。テクスチャ圧縮リストにDXT圧縮とDXT + RGTC(BC4、BC5)圧縮の両方を入れることはできません。" #: Editor/Mono/Inspector/CameraEditor.cs:58 msgid "" "The target texture is using MSAA. Note that this will not affect MSAA " "behaviour of this camera. MSAA rendering for cameras is configured through " "the 'MSAA' camera setting and related project settings. The target texture " "will always contain resolved pixel data." msgstr "ターゲットテクスチャはMSAAを使用しています。これはこのカメラのMSAA動作には影響しないことに注意してください。カメラのMSAAレンダリングは、'MSAA'カメラ設定および関連するプロジェクト設定を通じて構成されます。ターゲットテクスチャには常に解決されたピクセルデータが含まれます。" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:86 msgid "The target value for the drive to try reaching." msgstr "到達しようとする目標値。" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:87 msgid "The target velocity for the drive to try reaching." msgstr "到達しようとする目標速度。" #: Editor/Src/AutoDocumentation.cpp:2766 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。'元に戻す'、'やり直し'などのMenuItemに便利です。" #: /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、クランチ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。" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:111 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:113 msgid "" "The texture is not available at the moment.\n" "Please 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:112 msgid "" "The texture is not available at the moment.\n" "Please try to rebake the current scene, 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。" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Output.Skin.cs:39 msgid "" "The texture to render this camera into, if none then this camera renders to " "screen." msgstr "このカメラが描画するテクスチャ。もし選択されていない場合は、このカメラは画面に描画します。" #: 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/Src/AutoDocumentation.cpp:562 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:714 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/Mono/Inspector/ParticleSystemForceFieldInspector.cs:82 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/DirectorEditor.cs:18 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/Src/AutoDocumentation.cpp:1184 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/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:90 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/Src/AutoDocumentation.cpp:3252 msgctxt "From AutoDocumentation" msgid "The timestamp associated with this mesh." msgstr "このメッシュに関連付けられているタイムスタンプ。" #: Editor/Src/AutoDocumentation.cpp:3275 msgctxt "From AutoDocumentation" msgid "The timestamp associated with this transform." msgstr "このトランスフォームに関連付けられているタイムスタンプ。" #: 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 "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/Src/AutoDocumentation.cpp:681 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:2601 msgctxt "From AutoDocumentation" msgid "The total number of data pages in this file." msgstr "このファイル内のデータページの合計数" #: Editor/Src/AutoDocumentation.cpp:2625 msgctxt "From AutoDocumentation" msgid "The total number of page files in this tile set." msgstr "このタイルセットのページファイルの合計数" #: Editor/Src/AutoDocumentation.cpp:2622 msgctxt "From AutoDocumentation" msgid "The total number of tiles in this tile set." msgstr "このタイルセットのタイルの合計数" #: Editor/Mono/Inspector/TrailRendererEditor.cs:37 msgid "The trail preview will follow the selected shape." msgstr "トレイルのプレビューは、選択した形状に従います。" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:17 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:20 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:19 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:18 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" #: Editor/Src/AutoDocumentation.cpp:3276 msgctxt "From AutoDocumentation" msgid "The transform associated with the mesh." msgstr "メッシュに関連付けられているトランスフォーム。" #: Editor/Mono/Inspector/OffMeshLinkInspector.deprecated.cs:23 msgid "The transform representing the end position of the link." msgstr "リンクの終了位置を表すトランスフォーム" #: Editor/Mono/Inspector/OffMeshLinkInspector.deprecated.cs:22 msgid "The transform representing the start position of the link." msgstr "リンクの開始位置を表すトランスフォーム" #: Editor/Src/AutoDocumentation.cpp:1981 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/Mono/AssetPipeline/SpeedTree/SpeedTreeImporterCommon.cs:145 msgid "The transmission scale value." msgstr "透過スケールの値。" #: Modules/AIEditor/Builder/NavMeshBuilder.cpp:1019 #, c-format msgid "" "The tree '%s' is missing a mesh suitable for baking the NavMesh. Verify that " "specified NavMesh LOD prototype for the tree has a valid mesh assigned." msgstr "ツリー'%s'には、ナビメッシュのベイクに適したメッシュがありません。ツリーに指定されたナビメッシュのLODプロトタイプに有効なメッシュが割り当てられていることを確認してください。" #: Editor/Mono/AssetPipeline/SpeedTree/SpeedTreeImporterCommon.cs:149 msgid "The tree casts shadow" msgstr "樹木から影を落とします" #: Editor/Mono/AssetPipeline/SpeedTree/SpeedTreeImporterCommon.cs:150 msgid "The tree receives shadow" msgstr "樹木が影を受けます" #: Editor/Mono/AssetPipeline/SpeedTree/SpeedTreeImporterCommon.cs:151 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/AssetPipeline/SpeedTree/SpeedTreeImporterCommon.cs:152 msgid "The tree uses reflection probe for rendering" msgstr "樹木のレンダリングにリフレクションプローブを使用します" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:100 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/ModelImporterClipEditor.cs:165 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" #: Editor/Src/AutoDocumentation.cpp:3113 msgctxt "From AutoDocumentation" msgid "" "The type of the bounding volume described by an instance of this struct." msgstr "この構造体のインスタンスによって表されるバウンディングボリュームのタイプ。" #: Editor-Missing:Missing detected at runtime. msgid "The type of the rigidbody." msgstr "リジッドボディの種類" #: Editor/Src/AutoDocumentation.cpp:1924 msgctxt "From AutoDocumentation" msgid "The type of the rigidbody." msgstr "リジッドボディの種類" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:337 msgid "" "The type of upsampling filter used to composite the low resolution " "transparency." msgstr "低解像度の透明性を合成するために使用するアップサンプリングフィルターのタイプ。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:108 msgid "" "The uniform angle of rotation (in degrees) applied to each element " "distributed along the curve." msgstr "曲線に沿って分布する各要素に適用される均一な回転角(単位は度)。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:91 msgid "" "The unit in which Unity measures the shadow cascade distances. The exception " "is Max Distance, which will still be in meters." msgstr "Unityがシャドウのカスケード距離を測定する単位。例外は最長距離で、これはメートル単位のままです。" #: Editor/Src/SceneManager/EditorSceneManager.cpp:1253 msgid "The untitled scene needs saving" msgstr "シーンを保存する必要があります" #: Editor/Src/AutoDocumentation.cpp:2658 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:2717 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]" #: Packages/com.unity.render-pipelines.high-definition/Runtime/Utilities/HDAdditionalSceneViewSettings.cs:15 msgid "The value for the overridden exposure." msgstr "オーバーライドされた露出の値" #: Editor/Mono/Inspector/SpriteFrameInspector.cs:20 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。" #: Modules/TerrainEditor/Utilities/TerrainLayerInspector.cs:29 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:30 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" #: Editor/Src/AutoDocumentation.cpp:528 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:312 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 "力の強さに加えられる力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、力はランダムに減少します。 [-1000000, 1000000]" #: Editor/Src/AutoDocumentation.cpp:3158 msgctxt "From AutoDocumentation" msgid "The velocity of the plane the user should focus on." msgstr "焦点を合わせる平面の速度。" #: Editor/Mono/Prefabs/PrefabUtility.cs:2828 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:2827 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。" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:244 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。" #: Editor/Mono/Inspector/CameraEditor.cs:30 msgid "The vertical size of the camera view." msgstr "カメラビューの縦のサイズ" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeTouchupVolumeEditor.cs:33 msgid "The virtual offset direction for probes falling in this volume." msgstr "このボリューム内にあるプローブの仮想オフセット方向。" #: Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:40 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/Src/AutoDocumentation.cpp:795 msgctxt "From AutoDocumentation" msgid "The volume each cell occupies." msgstr "各セルが占有するボリューム" #: Modules/AssetDatabase/Editor/V2/AssetDatabaseInternal.cpp:4318 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。" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:26 msgid "The width dimension value for the sprite" msgstr "スプライトの幅の大きさ" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:276 msgid "The width in pixels to which the window will be created." msgstr "作成されるウィンドウの幅 (ピクセル)。" #: 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/Src/AutoDocumentation.cpp:2637 msgctxt "From AutoDocumentation" msgid "The width of the individual tiles in pixels (including borders)" msgstr "境界を含む個々のタイルの幅(ピクセル)" #: Modules/TerrainEditor/PaintTools/PaintTreesTool.cs:87 msgid "The width scale of the planted trees" msgstr "植えられた木の幅のスケール" #: Editor/Mono/Inspector/WindInspector.cs:14 msgid "The wind blows towards a direction or outwards within a sphere" msgstr "風が1方向で全体に吹くか、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/Src/AutoDocumentation.cpp:2706 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/Mono/Inspector/AimConstraintEditor.cs:48 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/AimConstraintEditor.cs:47 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/Src/AutoDocumentation.cpp:2078 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" #: [MenuItem]Editor/Mono/EditorResources.cs:380 msgid "Theme" msgstr "テーマ" #: /Editor/Mono/EditorResources.cs:380 msgctxt "MenuItem./Theme/Refresh Styles &r" msgid "Theme" msgstr "テーマ" #: Modules/PackageManagerUI/Editor/UI/PackageItem.cs:322 msgid "There are assets in your project that are imported from this {0}." msgstr "プロジェクトには、この {0} からインポートされたアセットがあります。" #: Modules/PackageManagerUI/Editor/UI/PackageItem.cs:326 msgid "" "There are errors with this {0}. Read the {0} details for further guidance." msgstr "この {0} にエラーがあります。詳しくは、{0} を参照してください。" #: Modules/PackageManagerUI/Editor/UI/PackageManagerToolbar.cs:171 msgid "There are no applicable filters to display for this context." msgstr "このコンテキストのために表示する適用可能なフィルターはありません。" #: Modules/PackageManagerUI/Editor/UI/PackageManagerToolbar.cs:182 msgid "There are no filters applied." msgstr "フィルターは適用されていません。" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:64 msgid "There are no overrides that can be applied to Prefab source '{0}'." msgstr "プレハブソース '{0}' に適用できるオーバーライドはありません。" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:65 msgid "There are no overrides that can be reverted." msgstr "元に戻せるオーバーライドはありません。" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidTemplatesUpgraderWindow.cs:31 msgid "There are no templates available to be upgraded." msgstr "アップグレードできるテンプレートはありません。" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Rendering.Skin.cs:34 msgid "" "There are no valid Renderers available on the Universal Render Pipeline " "asset." msgstr "ユニバーサルレンダーパイプラインアセットで使用できる有効なレンダラーはありません。" #: Modules/PackageManagerUI/Editor/UI/ScopedRegistriesSettings.cs:155 msgid "" "There are packages in your project that are from this scoped registry, " "please remove them before removing the scoped registry." msgstr "このスコープ付きレジストリのパッケージがプロジェクトにあります。スコープ付きレジストリを削除する前に、それらを削除してください。" #: Modules/PackageManagerUI/Editor/UI/ScopedRegistriesSettings.cs:208 msgid "" "There are packages in your project that are from this scoped registry, " "updating the URL or the scopes could result in errors in your project. Are " "you sure you want to continue?" msgstr "このスコープ付きレジストリのパッケージがプロジェクトにあります。URLまたはスコープを更新すると、プロジェクトでエラーが発生する可能性があります。続けてもよろしいですか?" #: 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" #: Modules/PackageManagerUI/Editor/UI/PackageItem.cs:327 msgid "" "There are warnings with this {0}. Read the {0} details for further guidance." msgstr "この {0} に警告があります。詳しくは、{0} を参照してください。" #: Editor/Mono/GUI/EditorUpdateWindow.cs:78 msgid "" "There is a new version of the Unity Editor available for download.\n" "\n" "Currently installed version is {0}\n" "New 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利用中のバージョン:{0}\n新しいバージョン:{1}" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:193 msgid "" "There is an issue with the DXR resources! Alternatively, Direct3D is not set " "as API (can be fixed with option above) or your hardware and/or OS cannot be " "used for DXR! (unfixable)" msgstr "DXRリソースに問題があります。 または、Direct3DがAPIとして設定されていない(上のオプションで修正できます)か、ハードウェアやOSをDXRに使用できません(修正不可)。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:91 msgid "There is no HDRP asset assigned to the Graphic Settings!" msgstr "グラフィック設定にHDRPアセットが割り当てられていません。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:94 msgid "" "There is no HDRenderPipelineGlobalSettings assigned to Edit > Project " "Settings > Graphics > HDRP Global Settings!" msgstr "編集>プロジェクト設定>グラフィックス>HDRPグローバル設定にHDRenderPipelineGlobalSettingsが割り当てられていません。" #: Modules/QuickSearch/Editor/SearchUtils.cs:1142 msgid "There is no activated search provider" msgstr "アクティベートされた検索エンジンはありません" #: Modules/ProfilerEditor/ProfilerWindow/Bottlenecks/Details/BottlenecksDetailsViewController.cs:106 msgid "There is no data available for the selected frame." msgstr "選択したフレームには利用可能なデータがありません。" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsOverviewTabContent.cs:79 msgid "There is no description for this package." msgstr "このパッケージの説明はありません。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:103 msgid "There is no diffusion profile assigned in the HDRP Global Settings!" msgstr "HDRPグローバル設定に割り当てられている拡散プロファイルはありません。" #: Editor/Src/HubClient/HubClient.cpp:358 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" #: Modules/QuickSearch/Editor/UITK/SearchEmptyView.cs:61 msgid "There is no result in {0}." msgstr "{0} 内に該当するものはありませんでした。" #: Editor/Mono/Sprites/SpriteUtility.cs:23 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" #: Modules/TextRenderingEditor/TrueTypeFontImporterInspector.cs:29 msgid "" "These are automatically generated by the inspector if any of the font names " "you supplied match fonts present in your project, which will then be used as " "fallbacks for this font." msgstr "指定したフォント名のいずれかがプロジェクトに存在するフォントと一致する場合、それらはインスペクターによって自動的に生成され、このフォントのフォールバックとして使用されます。" #: Modules/BuildProfileEditor/TrText.cs:46 msgid "" "These settings allow you to override the compression\n" "and max resolution for textures in your project. This is\n" "useful for local development, to speed up texture\n" "importing or build target switching." msgstr "これらの設定により、プロジェクト内のテクスチャの圧縮と最大解像度をオーバーライドできます。これはローカル開発で、テクスチャのインポートやビルドターゲットの切り替えを高速化するのに役立ちます。" #: Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.Rendering.Skin.cs:21 msgid "" "These settings control for the specific rendering features for this camera." msgstr "これらの設定は、このカメラの特定のレンダリング機能を制御します。" #: Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.Output.Skin.cs:21 msgid "These settings control how the camera output is formatted." msgstr "これらの設定は、カメラ出力の形式を制御します。" #: Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.Environment.Skin.cs:21 msgid "These settings control what the camera background looks like." msgstr "これらの設定は、カメラの背景の外観を制御します。" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Environment.Skin.cs:12 msgid "These settings define how Volumes affect this Camera." msgstr "これらの設定は、ボリュームがこのカメラにどのように影響するかを定義します。" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:91 msgid "" "These settings determine this Probe's priority, blending, intensity, and " "zone of effect and works in conjunction with the cubemap of this probe when " "it is rendered." msgstr "これらの設定は、このプローブの優先度、ブレンド、強度、効果のゾーンを決定し、レンダリング時にこのプローブのキューブマップと連携して機能します。" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsSampleItem.cs:46 msgid "They will be deleted when you update." msgstr "それらは、更新するときに削除されます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs:57 msgid "Thickness" msgstr "厚さ" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/DiffusionProfile/DiffusionProfileSettingsEditor.Styles.cs:25 msgid "Thickness Remap (Min-Max)" msgstr "厚さ再マップ (最小-最大)" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/DiffusionProfile/DiffusionProfileSettingsEditor.Styles.cs:24 msgid "Thickness Remap Values (Min-Max)" msgstr "厚さ再マップ値 (最小-最大)" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:130 msgid "Thickness of manipulator tool handle lines" msgstr "マニピュレーターツールハンドルの線の太さ" #: /Runtime/Scripting/ApiRestrictions.cpp:80 msgctxt "Error Message in ApiRestrictions.cpp" msgid "" "This API is disabled by default. Only push an API disable after first doing " "a pop." msgstr "このAPIはデフォルトでは無効になっています。 APIの無効化は、最初にポップを実行した後にのみプッシュしてください。" #: /Runtime/Scripting/ApiRestrictions.cpp:110 msgctxt "Error Message in ApiRestrictions.cpp" msgid "" "This API is enabled by default. Only pop an API disable after first doing a " "push." msgstr "このAPIはデフォルトでは無効になっています。 APIの無効化は、最初にプッシュを実行した後にのみポップしてください。" #: /Runtime/Input/InputManager.cpp:281 msgid "This Frame Key Down" msgstr "このフレーム Key Down" #: /Runtime/Input/InputManager.cpp:282 msgid "This Frame Key Up" msgstr "このフレーム Key Up" #: Editor/Mono/Inspector/RendererLightingSettings.cs:49 msgid "" "This GameObject has overlapping UVs. Please adjust Mesh Importer settings or " "increase chart padding in your modeling package." msgstr "このゲームオブジェクトには、重複するUVがあります。メッシュインポーター設定を調整するか、モデリングパッケージのチャートのパディングを増加してください。" #: /Runtime/GfxDevice/GfxDevice.cpp:2026 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" #: Editor/Mono/Shaders/MaterialHierarchyPopup.cs:88 msgid "" "This Material doesn't have any children.\n" "Material Variants created from this Material\n" "will be listed here." msgstr "このマテリアルには子がありません。\nこのマテリアルから作成されたマテリアルバリアントは\nここに列挙されます。" #: Editor/Mono/Prefabs/PrefabFamilyPopup.cs:90 msgid "" "This Prefab doesn't have any children.\n" "Prefab Variants created from this Prefab\n" "will be listed here." msgstr "このプレハブには子がありません。\nこのプレハブから作成されたプレハブバリアントは\nここに列挙されます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/ProbeSettingsUI.Drawers.cs:38 msgid "" "This Reflection Probe only affects Renderers with a matching Rendering Layer " "Mask.\n" "This is only available when Light Layers are enabled." msgstr "このリフレクションプローブは、一致するレンダリングレイヤーマスクをもつレンダラーにのみ影響します。\nこれは、ライトレイヤーが有効な場合にのみ使用できます。" #: Editor/Mono/Inspector/MeshRendererEditor.cs:15 msgid "" "This Renderer uses static batching and instanced Shaders. When the Player is " "active, instancing is disabled. If you want instanced Shaders at run time, " "disable static batching." msgstr "このレンダラーは、静的なバッチ処理とインスタンス化されたシェーダーを使用します。 プレイヤーがアクティブな場合、インスタンス化は無効になります。 ランタイムにインスタンス化されたシェーダーが必要な場合は、静的バッチ処理を無効にします。" #: Editor/Src/PackageUtility.cpp:1273 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。" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/PackageAction.cs:21 msgid "This action is currently in progress." msgstr "このアクションは現在処理中です。" #: Editor/Mono/Inspector/NavMeshAgentInspector.cs:41 msgid "" "This agent will ignore all other agents for which this number is higher. A " "lower value implies higher importance." msgstr "このエージェントは、この数値が大きい他のすべてのエージェントを無視します。値が低いほど重要度が高いことを意味します。" #: Editor/Mono/Inspector/GameObjectInspector.cs:47 msgid "" "This asset is greater than 8MB so, by default, the Asset Preview displays a " "static preview.\n" "To view the asset interactively, click the Asset Preview." msgstr "このアセットは8MBを超えるため、デフォルトでは、アセットプレビューに静的プレビューが表示されます。\nアセットをインタラクティブに表示するには、アセットプレビューをクリックします。" #: Editor/Mono/GUI/PackageImportTreeView.cs:308 msgid "This asset is new or has changed." msgstr "このアセットは新しいか、または変更されました" #: Modules/PackageManagerUI/Editor/UI/SelectionWindow/SelectionWindowRow.cs:16 msgid "This asset was moved. The original location is {0}." msgstr "このアセットは移動しました。 元の場所は{0}です。" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsImportedAssetsTab.cs:131 msgid "" "This asset's version is unknown because it was imported with an older " "version of Unity. For accurate version tracking, import the asset again or " "update it." msgstr "このアセットのバージョンは、古いバージョンのUnityでインポートされたため不明です。バージョンを正確に追跡するには、アセットを再度インポートするか、アセットを更新します。" #: /Runtime/Mono/Coroutine.cpp:499 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。" #: Modules/PackageManagerUI/Editor/Services/Common/PackageInfoExtension.cs:27 msgid "This built in package controls the presence of the {0} module." msgstr "このビルトインパッケージは、{0}モジュールの存在を制御します。" #: Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.Environment.Skin.cs:26 msgid "" "This camera will only be affected by volumes in the selected scene-layers." msgstr "このカメラは、選択したシーンレイヤーのボリュームによってのみ影響を受けます。" #: Editor/Mono/Inspector/DirectorEditor.cs:23 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" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Shadows/ShadowCaster2DEditor.cs:56 msgid "" "This contracts the edge of the shape given by the shape provider by the " "specified amount" msgstr "これにより、形状プロバイダーによって指定された形状のエッジが指定された量だけ縮小されます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:136 msgid "" "This defines if the denoiser should use the distance to the occluder to " "improve the filtering." msgstr "これは、ノイズ除去がフィルタリングを改善するために遮蔽物までの距離を使用すべきかどうかを定義します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:134 msgid "This defines if the ray traced shadow should be filtered." msgstr "これは、レイトレースされた影をフィルタリングすべきかを決定します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:135 msgid "" "This defines the denoiser's radius used for filtering ray traced shadows." msgstr "これは、レイトレースされた影のフィルタリングに使用するノイズ除去の半径を定義します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/RecursiveRenderingEditor.cs:36 msgid "This defines the maximal travel distance of rays in meters." msgstr "レイの最大移動距離をメートル単位で定義します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:133 msgid "" "This defines the number of samples that will be used to evaluate this shadow." msgstr "これは、この影を評価するために使用するサンプルの数を定義します。" #: Modules/PackageManagerUI/Editor/UI/PackageItem.cs:244 msgid "This feature has been manually customized" msgstr "この機能は手動でカスタマイズされました" #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/ScreenSpaceShadowsEditor.cs:17 msgid "" "This feature resolves the cascaded shadows in screen space, so there is no " "options now. It might have additional settings later." msgstr "この機能は、スクリーンスペースのカスケードされた影を解決します。現在オプションはありません。後日、さらに設定が加わる場合があります。" #: Editor/Mono/EditorGUI.cs:7517 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/ProjectBrowser/ProjectBrowser.cs:89 msgid "This folder is empty" msgstr "このフォルダーは空(から)です" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:221 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" #: Modules/TerrainEditor/TerrainInspector.cs:165 msgid "" "This inspector tab is not the active Terrain inspector, paint functionality " "disabled." msgstr "このインスペクタータブはアクティブなTerrain(地形)インスペクターではなく、ペイント機能は無効です。" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsHeader.cs:310 msgid "This installed version of the package is deprecated. " msgstr "パッケージのインストールされているこのバージョンは非推奨です。 " #: Editor/Mono/GUI/PackageImportTreeView.cs:305 msgid "This is a new asset." msgstr "これは新しいアセットです" #: Editor/Src/AutoDocumentation.cpp:2478 msgctxt "From AutoDocumentation" msgid "This is absolute." msgstr "絶対値です" #: Modules/PackageManagerUI/Editor/UI/PackageItem.cs:265 msgid "This is an Entitlement package." msgstr "これはエンタイトルメントパッケージです。" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteClipboard.cs:24 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?" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:129 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/ProfilerEditor/ProfilerWindow/UIElements/MemoryUsageBreakdown.cs:36 msgid "This is one of the frames with the highest total memory usage (Max)." msgstr "これは、合計メモリ使用量(Max)が最も高いフレームの1つです。" #: Modules/TextRenderingEditor/TrueTypeFontImporterInspector.cs:23 msgid "" "This is the family name of this font. It will always be included to perform " "the references check, along with other names in the Font Name list." msgstr "これはこのフォントのファミリー名です。参照チェックを行うために、フォント名リストの他の名前と共に常に含まれます。" #: Packages/com.unity.render-pipelines.universal/Editor/Lighting/UniversalRenderPipelineLightUI.Skin.cs:23 msgid "" "This light is set as the current Sun Source, which requires a directional " "light. Go to the Lighting Window's Environment settings to edit the Sun " "Source." msgstr "このライトは、ディレクショナルライトを必要とする現在の太陽光源として設定されます。ライティングウィンドウの環境設定に移動して、太陽光源を編集します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:165 msgid "This light shape is not supported by Realtime Global Illumination." msgstr "このライトの形状は、リアルタイムグローバルイルミネーションではサポートされていません。" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:183 msgid "" "This lightmapper is not supported by the current Render Pipeline. The Editor " "will use " msgstr "このライトマッパーは現在のレンダリングパイプラインによってサポートされていません。エディターが使用するのは " #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:56 msgid "" "This mode will be used when opening Prefab Mode from a Prefab instance in " "the Hierarchy." msgstr "このモードは、ヒエラルキーウィンドウのプレハブインスタンスからプレハブ モードを開くときに使用されます。" #: Editor/Mono/Inspector/Core/GenericInspector.cs:26 msgid "" "This object contains SerializeReference types which are missing.\n" "For more information see SerializationUtility." "HasManagedReferencesWithMissingTypes." msgstr "このオブジェクトには、欠落しているSerializeReferenceタイプが含まれています。\n詳細は、SerializationUtility.HasManagedReferencesWithMissingTypesを参照してください。" #: Editor/Mono/Inspector/NavMeshObstacleInspector.cs:23 msgid "This obstacle cuts a hole in the NavMesh around it." msgstr "ナビメッシュ内で、この障害物は周囲に穴を開けます。" #: Modules/Physics2DEditor/Managed/Settings/Physics2DSettingsEditor.cs:15 msgid "" "This option boosts performance when ON. With it OFF it can result in poor " "performance due to GC pressure. For this reason, it defaults to being ON." msgstr "このオプションをオンにすると、パフォーマンスが向上します。 オフにすると、GCの圧力によりパフォーマンスが低下する可能性があります。 このため、デフォルトではオンになっています。" #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/DecalRendererFeatureEditor.cs:12 msgid "This option determines what method is used for rendering decals." msgstr "このオプションは、デカールのレンダリングに使用する方法を決定します。" #: Modules/Physics2DEditor/Managed/Settings/Physics2DSettingsEditor.cs:16 msgid "" "This option is for legacy support only. It can result in extremely poor " "performance when ON. For this reason, it defaults to being OFF." msgstr "このオプションは、古い機能サポート専用です。 オンの場合、パフォーマンスが極端に低下する可能性があります。 このため、デフォルトではオフになっています。" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsFeatureDependenciesTab.cs:198 msgid "This package has been customized." msgstr "このパッケージはカスタマイズされています。" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsFeatureDependenciesTab.cs:203 msgid "This package has been manually changed." msgstr "このパッケージは手動で変更されています。" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsFeatureDependenciesTab.cs:32 msgid "This package has been manually customized" msgstr "このパッケージは手動でカスタマイズされています" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsHeader.cs:40 msgid "This package is hosted on a Scoped Registry." msgstr "このパッケージはスコープ付きレジストリでホストされます。" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsHeader.cs:170 msgid "" "This package is locked because it's part of a feature set. Click unlock " "button to be able to make changes" msgstr "このパッケージは機能セットの一部であるため、ロックされています。 変更するには、ロック解除ボタンをクリックしてください。" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/DisableCondition.cs:62 msgid "This package is no longer available." msgstr "このパッケージは利用できなくなりました。" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsHeader.cs:303 msgid "This package is no longer supported." msgstr "このパッケージはもうサポートされていません。" #: Modules/PackageManagerUI/Editor/UI/PackageSelectionEditor.cs:16 msgid "This package is not accessible anymore." msgstr "このパッケージにはアクセスできなくなりました" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsHeader.cs:350 msgid "This package is not officially supported for Unity {0}." msgstr "このパッケージは、Unity {0} によって公式にはサポートされていません。" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsHeader.cs:262 msgid "" "This package is part of the {0} feature, therefore we recommend keeping the " "version {1} installed. Changing to a different version may affect the " "feature's performance." msgstr "このパッケージは{0}機能の一部であるため、バージョン{1}をインストールしたままにしておくことを推奨します。別のバージョンに変更すると、機能のパフォーマンスに影響する場合があります。" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsHeader.cs:261 msgid "" "This package is part of the {0} features, therefore we recommend keeping the " "version {1} installed. Changing to a different version may affect the " "features' performance." msgstr "このパッケージは{0}機能の一部であるため、バージョン{1}をインストールしたままにしておくことを推奨します。別のバージョンに変更すると、機能のパフォーマンスに影響する場合があります。" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsHeader.cs:176 msgid "This package is unlocked. You can now change its version." msgstr "このパッケージのロックは解除されています。 これで、バージョンを変更できます。" #: Modules/PackageManagerUI/Editor/Services/Common/UIError.cs:11 msgid "" "This package version doesn't have a valid signature. For your security, " "install a different version or report a bug to Unity." msgstr "このパッケージバージョンには有効な署名がありません。セキュリティのために、別のバージョンをインストールするか、Unityにバグを報告してください。" #: Modules/PackageManagerUI/Editor/Services/Common/UIError.cs:12 msgid "" "This package version has no signature. For your security, install a " "different version or review your scoped registry and load the package from " "the Unity registry." msgstr "このパッケージバージョンには署名がありません。セキュリティのために、別のバージョンをインストールするか、スコープ付きレジストリを確認し Unityレジストリからパッケージをロードしてください。" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsFeatureDependenciesTab.cs:175 msgid "This package will be automatically installed with this feature." msgstr "このパッケージは、この機能とともに自動的にインストールされます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs:91 msgid "" "This poses a maximum radius in pixels that we consider. It is very important " "to keep this as tight as possible to preserve good performance. Note that " "this is the value used for 1080p when *not* running the effect at full " "resolution, it will be scaled accordingly for other resolutions." msgstr "これは、ピクセル単位の最大半径です。良好なパフォーマンスを維持するには、これを可能な限りタイトに保つことが非常に重要です。これは、フル解像度でエフェクトを実行しない場合に1080pに使用される値であり、他の解像度に応じてスケールされることに注意してください。" #: Modules/PackageManagerUI/Editor/Services/EntitlementsErrorAndDeprecationChecker.cs:79 msgid "" "This project contains one or more deprecated packages. Do you want to open " "Package Manager?" msgstr "このプロジェクトには、非推奨のパッケージが1つ以上含まれています。パッケージマネージャーを開きますか?" #: Editor/Mono/GUI/PackageImportTreeView.cs:306 msgid "This project setting will be overridden!" msgstr "このプロジェクト設定はオーバーライドされます!" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:46 msgid "" "This property is previewing the overridden value on the Prefab instance.\n" "\n" "To edit this property, open this Prefab Asset in isolation by pressing the " "modifier key [Alt] while you open it." msgstr "このプロパティは、プレハブインスタンス上でオーバーライドされた値をプレビューしています。\n\nこのプロパティを編集するには、プレハブアセットを開くときに[Alt]キーを押して、個別に開きます。" #: Editor/Mono/Inspector/RenderTextureEditor.cs:24 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:23 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/MeshRendererEditor.cs:14 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。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:22 msgid "This renderer is currently the default for the render pipeline." msgstr "このレンダラーは現在、レンダーパイプラインのデフォルトです。" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:64 msgid "" "This scale will produce a Variant Sprite Atlas 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)であるバリアントスプライトアトラスを生成します。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。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:33 msgid "" "This section contains Render Pipeline properties that this Renderer " "overrides." msgstr "このセクションには、このレンダラーがオーバーライドするレンダーパイプラインプロパティが含まれます。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:29 msgid "This section contains properties related to render passes." msgstr "このセクションには、レンダーパスに関するプロパティが含まれます。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:31 msgid "This section contains properties related to rendering post-processing." msgstr "このセクションには、ポストプロセスのレンダリングに関するプロパティが含まれます。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:30 msgid "This section contains properties related to rendering shadows." msgstr "このセクションには、影のレンダリングに関するプロパティが含まれます。" #: Editor/Src/AutoDocumentation.cpp:2579 msgctxt "From AutoDocumentation" msgid "" "This should be set to zero for backwards compatibility with pre 4.0 tileset " "viewers." msgstr "これは、4.0より前のタイルセットビューアーとの後方互換のためにゼロに設定する必要があります。" #: Editor/Src/AutoDocumentation.cpp:2956 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" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:26 msgid "" "This tab contains configuration check for High Definition Render Pipeline " "along with DirectX Raytracing configuration." msgstr "このタブには、DirectXレイトレーシング設定とともにHDレンダーパイプラインの設定確認が含まれています。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:24 msgid "" "This tab contains configuration check for High Definition Render Pipeline " "along with Virtual Reality configuration." msgstr "このタブには、VR設定とともにHDレンダーパイプラインの設定確認が含まれています。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:22 msgid "" "This tab contains configuration check for High Definition Render Pipeline." msgstr "このタブには、HDレンダーパイプラインの設定確認が含まれています。" #: Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/ShadingModels/LitDetailGUI.cs:24 msgid "This texture is not in linear space." msgstr "テクスチャはリニア空間ではありません。" #: Editor/Mono/Inspector/MaterialEditor.cs:1533 msgid "This texture is not marked as a normal map" msgstr "このテクスチャは法線マップに指定されていません" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:279 msgid "" "This texture takes the default mipmap limit settings because Unity cannot " "find the mipmap limit group you have designated. Consult your project's " "Quality Settings for a list of mipmap limit groups." msgstr "指定したミップマップ制限グループが見つからないため、このテクスチャはデフォルトのミップマップ制限設定を使用します。ミップマップ制限グループのリストについては、プロジェクトの品質設定を参照してください。" #: 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 "" "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。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs:99 msgid "" "This upsample method preserves sharp edges better, however can result in " "visible aliasing and it is slightly more expensive." msgstr "このアップサンプルメソッドは、鋭いエッジをより適切に保持しますが、目に見えるエイリアシングが発生する可能性があり、コストがわずかに高くなります。" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:24 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/LODGroupGUI.cs:80 msgid "This value marks where LOD level transitions into a lower LOD level." msgstr "この値は、LODレベルがより低いLODレベルに移行する位置を示します。" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/DisableCondition.cs:42 msgid "This version is deprecated." msgstr "このバージョンは非推奨です。" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsVersionHistoryItem.cs:159 msgid "This version is deprecated. " msgstr "このバージョンは非推奨です。 " #: Modules/PackageManagerUI/Editor/UI/PackageDetailsHeader.cs:367 msgid "" "This version is not the recommended for Unity {0}. The recommended version " "is {1}." msgstr "このバージョンはUnity {0}には推奨されません。推奨バージョンは{1}です。" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/UpdateAction.cs:60 msgid "" "This version of the package is being used by other packages. Upgrading a " "different version might break your project. Are you sure you want to " "continue?" msgstr "このバージョンのパッケージは他のパッケージで使用されています。別のバージョンにアップグレードすると、プロジェクトが壊れてしまう場合があります。続けてもよろしいですか?" #: Modules/BuildProfileEditor/Handlers/BuildProfileContextMenu.cs:17 msgid "" "This will delete your active build profile and activate the respective " "platform build profile. This cannot be undone." msgstr "これにより、アクティブなビルドプロファイルが削除され、それぞれのプラットフォームビルドプロファイルがアクティブになります。 これは、元に戻すことはできません。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:30 msgid "" "This will skip rendering settings to directly rendering in fullscreen(for " "instance: Useful for video)" msgstr "これにより、レンダリング設定がスキップされ、全画面で直接レンダリングされます(例えば、動画に役立ちます)" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/UpdateAction.cs:78 msgid "" "This {0} includes a package version that is different from what's already " "installed. Would you like to reset the following package to the required " "version?\n" "\\u2022 {1}" msgstr "この{0}には、すでにインストールされているものとは異なるパッケージバージョンが含まれています。 以下のパッケージを必要なバージョンにリセットしますか?\n\\u2022 {1}" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/UpdateAction.cs:81 msgid "" "This {0} includes package versions that are different from what are already " "installed. Would you like to reset the following packages to the required " "versions?\n" "\\u2022 {1}" msgstr "この{0}には、すでにインストールされているものとは異なるパッケージバージョンが含まれています。 以下のパッケージを必要なバージョンにリセットしますか?\n\\u2022 {1}" #: Modules/PackageManagerUI/Editor/UI/PackageItem.cs:320 msgid "This {0} is available for download." msgstr "この {0} はダウンロード可能です。" #: Modules/PackageManagerUI/Editor/UI/PackageItem.cs:321 msgid "This {0} is available for import." msgstr "この {0} はインポート可能です。" #: Modules/PackageManagerUI/Editor/UI/PackageItem.cs:323 msgid "This {0} is in development." msgstr "この {0} は開発中です。" #: Modules/PackageManagerUI/Editor/UI/PackageItem.cs:317 msgid "This {0} is installed." msgstr "この {0} はインストール済みです。" #: /Runtime/Mono/MonoUtility.h:249 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" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:103 msgid "Threads Support" msgstr "スレッドサポート" #: Editor-Missing:Missing detected at runtime. msgid "Three D" msgstr "3D" #: /Editor/Src/Animation/BlendTree.h:33 #: Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/BaseShaderGUI.cs:252 msgid "Threshold" msgstr "しきい値" #: Editor/Mono/Inspector/StandardShaderGUI.cs:34 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:40 msgid "Threshold for alpha cutoff." msgstr "アルファカットオフのしきい値" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:191 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)" #: Modules/SceneTemplateEditor/SceneTemplateAssetInspectorWindow.cs:160 msgid "Thumbnail" msgstr "サムネイル" #: /Runtime/Utilities/DateTime.h:94 msgid "Ticks" msgstr "チェック" #: /Runtime/Camera/GraphicsSettings.cpp:492 #: Editor/Mono/Inspector/GraphicsSettingsInspectors/GraphicsSettingsInspectorTierSettings.cs:102 msgid "Tier Settings" msgstr "階層設定" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:339 msgid "Tight" msgstr "タイト (きつい)" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:51 msgid "Tight Packing" msgstr "タイトパッキング" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:39 msgid "Tile" msgstr "タイル" #: Modules/TilemapEditor/Editor/Managed/TilemapEditor.cs:29 msgid "Tile Anchor" msgstr "タイルアンカー" #: Editor/Mono/Inspector/SpriteRendererEditor.cs:23 msgid "Tile Mode" msgstr "タイルモード" #: Modules/TerrainEditor/Utilities/TerrainLayerUtility.cs:136 msgid "Tile Offset" msgstr "タイルオフセット" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:30 msgid "Tile Palette" msgstr "タイルパレット" #: Packages/com.unity.2d.tilemap/Editor/UI/TilePaletteClipboardElement.cs:27 msgid "Tile Palette Clipboard Element" msgstr "タイルパレットクリップボード要素" #: Packages/com.unity.2d.tilemap/Editor/UI/TilePaletteElement.cs:38 msgid "Tile Palette Element" msgstr "タイルパレット要素" #: Packages/com.unity.2d.tilemap/Editor/UI/GridPaintingToolbar.cs:29 msgid "Tile Palette Toolbar" msgstr "タイルパレットツールバー" #: Packages/com.unity.2d.tilemap/Editor/UI/TilemapEditorToolbarStrip.cs:17 msgid "Tile Palette Tools" msgstr "タイルパレットツール" #: Modules/TerrainEditor/Utilities/TerrainLayerUtility.cs:135 msgid "Tile Size" msgstr "タイルサイズ" #: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:19 msgid "Tile set in tilemap" msgstr "タイルマップのタイル" #: Editor-Missing:Missing detected at runtime. msgid "Tiled" msgstr "タイル" #: [MenuItem]Modules/TilemapEditor/Editor/Managed/TilemapEditor.cs:165 msgid "Tilemap" msgstr "タイルマップ" #: /Runtime/Misc/ComponentRequirement.cpp:584 msgctxt "MenuItem./Tilemap" msgid "Tilemap" msgstr "タイルマップ" #: /Runtime/Misc/ComponentRequirement.cpp:587 msgctxt "MenuItem./Tilemap Collider 2D" msgid "Tilemap Collider 2D" msgstr "2D タイルマップコライダー" #: Modules/TilemapEditor/Editor/Managed/TilemapEditor.cs:61 msgid "Tilemap Color" msgstr "タイルマップ色" #: /Runtime/Misc/ComponentRequirement.cpp:586 msgctxt "MenuItem./Tilemap Renderer" msgid "Tilemap Renderer" msgstr "タイルマップレンダラー" #: Packages/com.unity.2d.tilemap/Editor/ObjectCreationMenu/GameObjectCreation.cs:15 msgid "Tilemap with Tile Palette Settings" msgstr "タイルパレット設定によるタイルマップ" #: Modules/TilemapEditor/Editor/Managed/TilemapRendererEditor.cs:26 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/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:33 msgid "Tiles" msgstr "タイル" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:783 msgid "Tiles and Logos" msgstr "タイルとロゴ" #: Modules/TilemapEditor/Editor/Managed/TilemapEditor.cs:32 msgid "Tiles used in the Tilemap" msgstr "タイルマップで使われるタイル" #: Editor/Mono/Inspector/MaterialEditor.cs:140 msgid "Tiling" msgstr "タイリング" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/VolumetricLighting/VolumetricCloudsEditor.cs:177 msgid "Tiling (x,y) of the cloud map." msgstr "クラウドマップのタイリング (x,y) " #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:108 msgid "Tiling Factor" msgstr "タイリングファクター" #: Modules/TerrainEditor/Utilities/TerrainLayerUtility.cs:28 msgid "Tiling Settings" msgstr "タイリングの設定" #: Editor/Mono/Inspector/RendererLightingSettings.cs:39 msgid "Tiling X" msgstr "タイリング X" #: Editor/Mono/Inspector/RendererLightingSettings.cs:40 msgid "Tiling Y" msgstr "タイリング Y" #: Packages/com.unity.render-pipelines.universal/Editor/Decal/DecalProjectorEditor.Skin.cs:20 msgid "Tilling" msgstr "タイリング" #: /Runtime/Math/AnimationCurve.h:302 #: Editor/Mono/Inspector/TrailRendererEditor.cs:276 msgid "Time" msgstr "時間" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedCallsView.cs:431 msgid "Time %" msgstr "時間 %" #: 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 "Time Measurement Script (Script)" msgstr "Time Measurement Script (スクリプト)" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:28 msgid "Time Mode" msgstr "タイムモード" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:22 msgid "Time Multiplier" msgstr "時間乗数" #: /Editor/Src/Animation/StateMachine.cpp:365 msgid "Time Parameter" msgstr "時間パラメーター" #: /Editor/Src/Animation/StateMachine.cpp:338 msgid "Time Parameter Active" msgstr "時間パラメーター有効" #: /Runtime/Input/TimeManager.cpp:655 #: Editor/Mono/Inspector/TrailRendererEditor.cs:34 msgid "Time Scale" msgstr "タイムスケール" #: Editor/Mono/Inspector/TimeManagerInspector.cs:49 msgid "Time Scale Property" msgstr "タイムスケールプロパティ" #: Editor/Mono/Inspector/TrailRendererEditor.cs:35 msgid "" "Time Scale 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、タイムスケールは0.0にロックされています。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:72 msgid "Time Slice" msgstr "タイムスライス" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:104 msgid "Time Slicing" msgstr "タイムスライス" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:444 msgid "Time Slicing Mode" msgstr "タイムスライシングモード" #: Editor-Missing:Missing detected at runtime. msgid "Time To Sleep" msgstr "スリープ時間" #: Editor/Mono/Inspector/NavMeshObstacleInspector.cs:107 msgid "Time To Stationary" msgstr "停止時間" #: Editor-Missing:Missing detected at runtime. msgid "Time Unit" msgstr "時間の単位" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:233 msgid "Time Update Mode" msgstr "タイム更新モード" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedCallsView.cs:429 msgid "Time ms" msgstr "時間 (ミリ秒)" #: Editor-Missing:Missing detected at runtime. msgid "TimeManager" msgstr "タイムマネージャー" #: Editor-Missing:Missing detected at runtime. msgid "Timecode" msgstr "タイムコード" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameViewBase.cs:103 msgid "Timeline" msgstr "タイムライン" #: Editor-Missing:Missing detected at runtime. msgid "Timeline Asset" msgstr "タイムラインアセット" #: Editor-Missing:Missing detected at runtime. msgid "Timeline Editor Settings" msgstr "タイムラインエディター設定" #: Editor/Mono/Scripting/APIUpdater/APIUpdaterManager.bindings.cs:207 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:223 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。" #: /Runtime/Graphics/Mesh/CompressedAnimationCurve.h:38 msgid "Times" msgstr "時間" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:84 msgid "Timestamp Editor log entries" msgstr "タイムスタンプエディターログエントリー" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerSettingsWindow.cs:21 msgid "Timing" msgstr "タイミング" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:109 msgid "Tint" msgstr "色" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:72 msgid "Tint Angular" msgstr "色 角度" #: Packages/com.unity.render-pipelines.universal/Editor/Overrides/ScreenSpaceLensFlareEditor.cs:30 msgid "Tint Color" msgstr "色" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:71 msgid "Tint Radial" msgstr "色 放射状" #: Editor/Mono/AssetPipeline/SpeedTree/SpeedTreeImporterCommon.cs:143 msgid "Tint the tree with the Variation Color" msgstr "バリエーションカラーで樹木に色付けします" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:90 msgid "Tints the flare of the celestial body" msgstr "天体のフレアを色付けします。" #: Modules/PhysicsEditor/WheelColliderEditor.cs:37 msgid "Tire friction properties when the wheel is rolling forward." msgstr "ホイールが前方に転がるときのタイヤの摩擦特性。" #: Modules/PhysicsEditor/WheelColliderEditor.cs:38 msgid "Tire friction properties when the wheel is rolling sideways." msgstr "ホイールが横に転がるときのタイヤの摩擦特性。" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsVersionHistoryItem.cs:260 msgid "Title" msgstr "タイトル" #: /Runtime/Shaders/SerializedShaderData.h:1734 msgid "To" msgstr "To" #: Modules/GridAndSnap/GridSettingsWindow.cs:53 msgid "To Handle" msgstr "ハンドルへ" #: Packages/com.unity.shaderanalysis/Editor/Internal/ShaderAnalysisInspectorWindow.cs:423 msgid "To Inspect" msgstr "インスペクター" #: Modules/GridAndSnap/GridSettingsWindow.cs:62 msgid "To Origin" msgstr "元の位置へ" #: Editor/Src/HubClient/HubClient.cpp:385 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(から)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/Mono/PresetLibraries/PresetLibraryEditor.cs:74 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/Animation/AnimationWindow/AnimationWindowStyles.cs:24 msgid "To begin animating {0}, create {1}." msgstr "{0}をアニメーション化するには、{1}を作成します" #: Modules/SceneTemplateEditor/SceneTemplateDialog.cs:357 msgid "" "To begin using a template, create a template from an existing scene in your " "project. Click to see Scene template documentation." msgstr "テンプレートの使用を始めるには、プロジェクトの既存のシーンからテンプレートを作成します。クリックして、シーンテンプレートのドキュメントを参照してください。" #: Editor/Mono/Shaders/MaterialHierarchyPopup.cs:92 msgid "To convert, select a Parent Material" msgstr "変換するには、親マテリアルを選択してください" #: 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を非最適化するには、プレハブインスタンスを展開する必要があります。" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorMenu.cs:102 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" #: 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。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionLayerUI.Drawers.cs:27 msgid "" "To override the clear mode of this layer, activate the option by clicking on " "the check-box and then select the desired value. This can be changed only on " "the first sub layer of a stack (stacked sublayers do not clear the color)." msgstr "このレイヤーのクリアモードを上書きするには、チェックボックスをクリックしてオプションをアクティブにし、好みの値を選択します。これは、スタックの最初のサブレイヤーでのみ変更できます(スタックされたサブレイヤーでは、色をクリアしません)。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionLayerUI.Drawers.cs:29 msgid "" "To override the culling mask, activate the option by clicking on the check-" "box and then select the desired value." msgstr "カリングマスクを上書きするには、チェックボックスをクリックしてオプションをアクティブにし、好みの値を選択します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionLayerUI.Drawers.cs:28 msgid "" "To override the postprocess Anti-aliasing mode, activate the option by " "clicking on the check-box and then select the desired value." msgstr "ポストプロセスのアンチエイリアスモードを上書きするには、チェックボックスをクリックしてオプションをアクティブにし、好みの値を選択します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionLayerUI.Drawers.cs:30 msgid "" "To override the volume mask, activate the option by clicking on the check-" "box and then select the desired value." msgstr "ボリュームマスクを上書きするには、チェックボックスをクリックしてオプションをアクティブにし、好みの値を選択します。" #: Packages/com.unity.2d.tilemap/Editor/UI/TilePaletteBrushPickElement.cs:48 msgid "To save a Brush Pick: " msgstr "ブラシ選択を保存するには以下を行います。 " #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidBuildProfileExtension.cs:26 msgid "" "To set Android SDK and/or JDK directory go to Edit / Unity -> 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/Unity -> 環境設定... -> 外部ツール -> Android SDK/JDK の順に選択します。" #: Packages/com.unity.2d.tilemap/Editor/UI/GridPaintPaletteWindowActiveTargets.cs:21 msgid "To start painting in the Scene, first create a new Tilemap." msgstr "シーンでペイントを開始するには、まず新しいタイルマップを作成します。" #: Editor/Src/HubClient/HubClient.cpp:523 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。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:548 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" #: [MenuItem]Packages/com.unity.ugui/Editor/UGUI/UI/MenuOptions.cs:240 msgid "Toggle" msgstr "トグル" #: Editor-Missing:Missing detected at runtime. msgid "Toggle (Script)" msgstr "Toggle (スクリプト)" #: Editor-Missing:Missing detected at runtime. msgid "Toggle Active State" msgstr "アクティブ状態を切り替える" #: [MenuItem]Editor/Mono/SceneView/SceneView.cs:1905 msgid "Toggle Active State &" msgstr "アクティブ状態を切り替える &" #: /Editor/Mono/SceneView/SceneView.cs:1905 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/GUI/TreeView/ToggleTreeView.cs:17 msgid "Toggle All" msgstr "すべてを切り替える" #: [MenuItem]Editor/Mono/Inspector/AudioMixerGroupEditor.cs:77 msgid "Toggle CPU usage display (only available on first editor instance)" msgstr "CPU使用率表示を切り替える (最初のエディターインスタンスでのみ利用可)" #: /Editor/Mono/Inspector/AudioMixerGroupEditor.cs:77 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使用率表示を切り替える (最初のエディターインスタンスでのみ利用可)" #: Modules/EditorToolbar/ToolbarElements/SnapSettings.cs:45 msgid "" "Toggle Grid Snapping on and off. Available when you set tool handle rotation " "to Global." msgstr "グリッドスナップのオン/オフを切り替えます。ツールハンドルの回転をグローバルに設定する場合に可能です。" #: Editor-Missing:Missing detected at runtime. msgid "Toggle Group" msgstr "グループを切り替える" #: Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeComponentListEditor.cs:484 msgid "Toggle None" msgstr "何も切り替えない" #: Modules/QuickSearch/Editor/UITK/SearchToolbar.cs:14 msgid "Toggle Query Builder Mode (F1)" msgstr "クエリビルダーモードを切り替える (F1)" #: Editor-Missing:Missing detected at runtime. msgid "Toggle Transition" msgstr "遷移を切り替える" #: Packages/com.unity.render-pipelines.core/Editor/AdditionalPropertiesPreferences.cs:21 msgid "Toggle all additional properties to either visible or hidden." msgstr "すべての追加プロパティを表示または非表示に切り替えます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/FrameSettingsUI.Drawers.cs:485 msgid "Toggle all overrides off." msgstr "すべてのオーバーライドをオフにします。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/FrameSettingsUI.Drawers.cs:479 msgid "" "Toggle all overrides on. To maximize performances you should only toggle " "overrides that you actually need." msgstr "すべてのオーバーライドをオンに切り替えます。パフォーマンスを最良にするためには、実際に必要なオーバーライドのみを切り替えます。" #: Editor/Mono/SceneView/SceneView.cs:1127 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/Audio/Mixer/GUI/AudioMixerChannelStripView.cs:384 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" #: Packages/com.unity.2d.tilemap/Editor/UI/TilePaletteBrushInspector.cs:11 msgid "Toggle editing of Z position" msgstr "Z 位置の編集に切り替える" #: Editor/Mono/Inspector/LineRendererEditor.cs:35 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-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/Mono/SceneView/SceneView.cs:1126 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" #: Modules/TerrainEditor/TerrainInspector.cs:185 msgid "Toggle terrain instancing rendering" msgstr "Terrain(地形)インスタンシングのレンダリングを切り替えます" #: Modules/TerrainEditor/TerrainInspector.cs:183 msgid "Toggle the rendering of terrain" msgstr "Terrain (地形) のレンダリングを切り替えます" #: Editor/Mono/SceneView/SceneView.cs:1129 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:1131 msgid "Toggle the visibility of the grid" msgstr "グリッドの表示を変更します" #: Packages/com.unity.2d.tilemap/Editor/UI/TilePaletteElement.cs:321 msgid "Toggle visibility of Gizmos in the Tile Palette" msgstr "タイルパレットのギズモの表示を切り替えます" #: Editor/Mono/SceneView/SceneView.cs:1128 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" #: Packages/com.unity.2d.tilemap/Editor/UI/TilePaletteElement.cs:290 msgid "Toggle visibility of the Brush Inspector in the Tile Palette" msgstr "タイルパレットのブラシインスペクターの表示を切り替えます" #: Packages/com.unity.2d.tilemap/Editor/UI/TilePaletteElement.cs:259 msgid "Toggle visibility of the Grid in the Tile Palette" msgstr "タイルパレットのグリッドの表示を切り替えます" #: Modules/TerrainEditor/TerrainInspector.cs:187 msgid "" "Toggle whether this terrain should ignore the current active quality " "settings' terrain overrides." msgstr "このTerrain(地形)が現在アクティブな品質設定のTerrain(地形)オーバーライドを無視するかどうかを切り替えます。" #: Editor/Mono/Inspector/AvatarPreview.cs:194 msgid "Toggles 2D preview mode" msgstr "2D プレビューモードを切り替える" #: Packages/com.unity.2d.tilemap/Editor/UI/TilePaletteElement.cs:228 msgid "Toggles Tile Palette Edit" msgstr "タイルパレット編集を切り替える" #: 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 "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/Inspector/AvatarPreview.cs:193 msgid "Toggles feet IK preview" msgstr "足 IK のプレビューを切り替える" #: 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-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/Mono/AssetPipeline/SpeedTree/SpeedTreeImporterCommon.cs:198 msgid "Toggles smooth LOD transitions" msgstr "LODのスムーズな遷移を切り替えます" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:115 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/Inspector/SpeedTree9ShaderGUI.cs:99 msgid "Toggles the effect that renders the leaves facing the camera." msgstr "葉をカメラに向けてレンダリングする効果を切り替えます。" #: Packages/com.unity.2d.tilemap/Editor/UI/TilePaletteBrushesDropdownToggle.cs:15 msgid "Toggles the visibility of the Brush Settings Overlay" msgstr "ブラシ設定オーバーレイの表示を切り換える" #: Packages/com.unity.2d.tilemap/Editor/UI/TilePaletteBrushPickOverlay.cs:123 msgid "Toggles the visibility of the Tile Palette Brush Picks Overlay ({0})" msgstr "タイルパレットブラシ選択オーバーレイの表示を切り替える ({0})" #: Packages/com.unity.2d.tilemap/Editor/UI/TilePaletteClipboardOverlay.cs:123 msgid "Toggles the visibility of the Tile Palette Overlay ({0})" msgstr "タイルパレットオーバーレイの表示を切り替える ({0})" #: Packages/com.unity.2d.tilemap/Editor/UI/TilePaletteBrushPickOverlay.cs:259 msgid "Toggles the visiblity of the Tile Palette Brush Selection Overlay" msgstr "タイルパレットブラシ選択オーバーレイの表示を切り替える" #: Packages/com.unity.2d.tilemap/Editor/UI/TilePaletteClipboardOverlay.cs:259 msgid "Toggles the visiblity of the Tile Palette Overlay" msgstr "タイルパレットオーバーレイの表示を切り替える" #: Modules/QuickSearch/Editor/Indexing/IndexManager.cs:471 msgid "Toggles this index off so search does not use it" msgstr "このインデックスをオフにすると、検索で使用されません" #: Modules/TerrainEditor/TerrainWizards.cs:508 msgid "" "Toggles whether or not this detail prototype should be affected by the " "global density scaling setting in the Terrain settings." msgstr "このディテールプロトタイプがTerrain(地形)設定内のグローバル密度スケール設定の影響を受けるかどうかを切り替えます。" #: /Runtime/GfxDevice/vulkan/GfxDeviceVK.cpp:350 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" #: Editor/Mono/Inspector/LineRendererEditor.cs:33 msgid "Tolerance" msgstr "許容範囲" #: Editor/Mono/UIElements/StyleSheets/StyleSheetImportGlossary.cs:20 msgid "Too many function arguments" msgstr "関数引数が多すぎます" #: /Runtime/Graphics/DrawUtil.cpp:292 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)" #: 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 "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/Src/ScriptCompilation/ScriptCompilationPipeline.cpp:1727 msgctxt "MenuItem./Tools/Regenerate All Icons with Mips" msgid "Tools" msgstr "ツール" #: Editor/Mono/Inspector/RectTransformEditor.cs:455 msgid "Top" msgstr "上" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:349 msgid "Top Left" msgstr "左上" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:351 msgid "Top Right" msgstr "右上" #: Editor-Missing:Missing detected at runtime. msgid "Top To Bottom" msgstr "上から下" #: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:81 msgid "Top shelf image layers (1x)" msgstr "上段の画像レイヤー(1x)" #: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:86 msgid "Top shelf image layers (2x)" msgstr "上段の画像レイヤー(2x)" #: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:91 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:96 msgid "Top shelf image wide layers (2x)" msgstr "上段の画像の幅広レイヤー(2x)" #: Packages/com.unity.ugui/Editor/UGUI/UI/ImageEditor.cs:58 msgid "TopLeft" msgstr "左上" #: Packages/com.unity.ugui/Editor/UGUI/UI/ImageEditor.cs:59 msgid "TopRight" msgstr "右上" #: Editor/Src/AutoDocumentation.cpp:1698 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:675 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:674 msgctxt "From AutoDocumentation" msgid "Torque applied locally." msgstr "ローカルに適用されるトルク" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:401 msgid "Total" msgstr "合計" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:44 msgid "Total Amplitude" msgstr "全振幅" #: Editor-Missing:Missing detected at runtime. msgid "Total Mass" msgstr "総質量" #: /Editor/Src/LightmappingAnalyticsData.h:236 msgid "Total Triangle Count" msgstr "総三角形数" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedObjectsView.cs:17 msgid "" "Total count of samples which represent the selected item in the Hierarchy " "View." msgstr "ヒエラルキービューで選択したアイテムを表すサンプルの総数。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedCallsView.cs:427 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" #: Editor/Src/AutoDocumentation.cpp:2595 msgctxt "From AutoDocumentation" msgid "Total size of the tile on disk." msgstr "ディスクのタイルの合計サイズ" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedCallsView.cs:201 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:430 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:429 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/UIElements/MemoryUsageBreakdown.cs:32 msgid "Total: {0}" msgstr "合計: {0}" #: Modules/ProfilerEditor/ProfilerWindow/UIElements/MemoryUsageBreakdown.cs:34 msgid "Total: {0} | Max: {1}" msgstr "合計: {0} | 最大: {1}" #: Editor-Missing:Missing detected at runtime. msgid "Touch Input Module" msgstr "タッチ入力モジュール" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:114 msgid "Tracing" msgstr "トレーシング" #: /Editor/Src/VersionControlSettings.cpp:145 msgid "Track Packages Outside Project" msgstr "プロジェクト外のパッケージを追跡" #: Editor-Missing:Missing detected at runtime. msgid "Tracker" msgstr "トラッカー" #: Editor-Missing:Missing detected at runtime. msgid "Tracking" msgstr "トラッキング" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:840 msgid "Tracking Loss Image" msgstr "トラッキングロス画像" #: [MenuItem]Editor/Mono/Commands/GOCreationCommands.cs:429 msgid "Trail" msgstr "トレイル" #: /Editor/Mono/Commands/GOCreationCommands.cs:429 msgctxt "MenuItem./GameObject/Effects/Trail" msgid "Trail" msgstr "トレイル" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:118 msgid "Trail Material" msgstr "トレイルマテリアル" #: /Runtime/Misc/ComponentRequirement.cpp:477 msgctxt "MenuItem./Trail Renderer" msgid "Trail Renderer" msgstr "トレイルレンダラー" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:16 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" #: /Runtime/Graphics/TrailRenderer.cpp:543 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:554 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" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:719 msgid "Trails" msgstr "トレイル" #: Editor/Mono/Inspector/TrailRendererEditor.cs:20 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。" #: /Runtime/Graphics/LightingSettings.cpp:114 #: Editor/Mono/Inspector/LightingSettingsEditor.cs:703 msgid "Training Data Destination" msgstr "トレーニングデータの保存先" #: Modules/TreeEditor/TreeEditor.cs:101 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" #: /Editor/Src/Collab/Requests/SubmitRequest.h:55 msgid "Transaction Id" msgstr "トランザクション ID" #: [MenuItem]Modules/QuickSearch/Editor/Transactions/TransactionViewer.cs:25 msgid "Transaction Viewer" msgstr "トランザクションビューアー" #: 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: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/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: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。" #: /Runtime/Transform/Transform.cpp:1841 #: Editor/Mono/Inspector/AvatarMaskInspector.cs:177 msgid "Transform" msgstr "トランスフォーム" #: /Editor/Mono/Clipboard/ClipboardContextMenu.cs:696 msgctxt "MenuItem./CONTEXT/Transform/Copy/Position" msgid "Transform" msgstr "トランスフォーム" #: /Editor/Src/Prefabs/PrefabMerging.h:147 msgid "Transform Parent" msgstr "トランスフォーム 親" #: /Editor/Src/Undo/StructureUndoBase.cpp:77 msgid "Transform ParentID" msgstr "トランスフォーム 親 ID" #: Editor/Mono/Tools/BuiltinTools.cs:164 msgid "Transform Tool" msgstr "トランスフォームツール" #: Editor-Missing:Missing detected at runtime. msgid "Transform Z" msgstr "トランスフォーム Z" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowHierarchyGUI.cs:46 msgid "" "Transform position, rotation and scale can't be partially animated. This " "value will be animated to the default value" msgstr "トランスフォーム位置、回転、スケールを部分的にアニメーション化することはできません。この値はデフォルト値にアニメーション化されます。" #: Editor/Mono/Inspector/SkinnedMeshRendererEditor.cs:21 msgid "" "Transform with which the bounds move, and the space in which skinning is " "computed." msgstr "境界が移動するトランスフォーム、およびスキニングが計算される空間。" #: /Runtime/Transform/TransformHierarchyChangeDispatch.cpp:55 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" #: [MenuItem]Modules/QuickSearch/Editor/UITK/SearchWindow.cs:1305 msgid "Transient Window" msgstr "トランジェントウィンドウ" #: Editor-Missing:Missing detected at runtime. msgid "Transition" msgstr "遷移" #: Editor/Mono/Inspector/LODGroupGUI.cs:80 msgid "Transition (% Screen Size)" msgstr "遷移 (% 画面サイズ)" #: /Editor/Src/Animation/Transition.cpp:244 msgid "Transition Duration" msgstr "遷移間隔" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:21 msgid "Transition Duration (%) " msgstr "遷移間隔 (%) " #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:20 msgid "Transition Duration (s) " msgstr "遷移間隔 (s) " #: /Editor/Src/Animation/Transition.cpp:245 #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:19 msgid "Transition Offset" msgstr "遷移オフセット" #: Packages/com.unity.ugui/Editor/UGUI/UI/SelectableEditor.cs:115 msgid "Transition Property" msgstr "遷移プロパティ" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:21 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:20 msgid "Transition duration in seconds" msgstr "遷移間隔 (秒)" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/AnimatorStateTransitionInspector.cs:15 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/Src/AutoDocumentation.cpp:288 msgctxt "From AutoDocumentation" msgid "TransitionInterruptionSource." msgstr "TransitionInterruptionSource." #: /Editor/Src/Animation/StateMachine.cpp:327 msgid "Transitions" msgstr "遷移" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:231 msgid "Translate the emission shape." msgstr "放出形状を転換します" #: Editor/Mono/Inspector/ParentConstraintEditor.cs:180 msgid "Translation At Rest" msgstr "静止時の移動" #: Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/MotionBlurEditor.cs:76 msgid "Translation Clamp" msgstr "移動の範囲制限" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:44 msgid "Translation DoF" msgstr "変形の自由度" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:87 msgid "Translation Scale" msgstr "移動スケール" #: Editor/Src/AutoDocumentation.cpp:2652 msgctxt "From AutoDocumentation" msgid "Translation offset." msgstr "移動オフセット" #: Modules/TreeEditor/TreeEditor.cs:99 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" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/HDShadowSettingsEditor.cs:72 msgid "Transmission Multiplier" msgstr "送信の乗数" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/DiffusionProfile/DiffusionProfileSettingsEditor.Styles.cs:23 msgid "Transmission Mode" msgstr "透過モード" #: Editor/Mono/AssetPipeline/SpeedTree/SpeedTreeImporterCommon.cs:145 msgid "Transmission Scale" msgstr "透過スケール" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/DiffusionProfile/DiffusionProfileSettingsEditor.Styles.cs:13 msgid "Transmission Tint" msgstr "透過色" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/DiffusionProfile/DiffusionProfileSettingsEditor.Styles.cs:22 msgid "Transmission only" msgstr "透過のみ" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/DiffusionProfile/DiffusionProfileSettingsEditor.Styles.cs:30 msgid "Transmittance Preview" msgstr "透過プレビュー" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:111 msgid "Transparency" msgstr "透明度" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/TransparencyUIBlock.cs:34 msgid "Transparency Inputs" msgstr "透明度入力" #: /Runtime/Camera/GraphicsSettings.cpp:558 #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:17 msgid "Transparency Sort Axis" msgstr "透明度ソート軸" #: /Runtime/Camera/GraphicsSettings.cpp:557 #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:16 msgid "Transparency Sort Mode" msgstr "透明度ソートモード" #: Editor/Mono/Inspector/MaterialEditor.cs:39 msgid "Transparent" msgstr "透明" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:178 msgid "Transparent Backface" msgstr "透明な裏面" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:180 msgid "Transparent Depth Postpass" msgstr "透明深度ポストパス" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:179 msgid "Transparent Depth Prepass" msgstr "透明深度プリパス" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:20 msgid "Transparent Layer Mask" msgstr "透明レイヤーマスク" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:37 msgid "Transparent Receive Shadows" msgstr "透明オブジェクト受影" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:230 msgid "Transparent Swapchain" msgstr "透明スワップチェーン" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:31 msgid "Transparent Texture Resolution" msgstr "透明テクスチャ解像度" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/Decal/DecalProjectorEditor.Skin.cs:28 msgid "Transparent Texture resolution" msgstr "透明テクスチャ解像度" #: Editor-Missing:Missing detected at runtime. msgid "TransparentFX" msgstr "透明 FX" #: [MenuItem]Modules/TreeEditor/TreeEditor.cs:299 msgid "Tree" msgstr "樹木" #: Modules/TerrainEditor/TerrainInspector.cs:196 msgid "Tree & Detail Objects" msgstr "樹木ディテールオブジェクト" #: Modules/TerrainEditor/PaintTools/PaintTreesTool.cs:95 msgid "Tree Contribute Global Illumination" msgstr "樹木は GI に影響" #: Modules/TerrainEditor/PaintTools/PaintTreesTool.cs:82 msgid "Tree Density" msgstr "樹木の密度" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:89 msgid "Tree Distance" msgstr "樹木距離" #: Modules/TerrainEditor/PaintTools/PaintTreesTool.cs:83 msgid "Tree Height" msgstr "樹木の高さ" #: Modules/TerrainEditor/TerrainInspector.cs:198 msgid "Tree Motion Vectors" msgstr "樹木モーションベクトル" #: Modules/TreeEditor/TreeEditor.cs:87 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/TerrainEditor/PaintTools/PaintTreesTool.cs:87 msgid "Tree Width" msgstr "樹木の幅" #: Editor/Mono/Inspector/LightProbeProxyVolumeEditor.cs:67 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" #: [MenuItem]Modules/TreeEditor/TreeEditor.cs:267 msgid "TreeEditor.PreviewMesh" msgstr "TreeEditor.PreviewMesh" #: [MenuItem]Modules/TreeEditor/TreeEditor.cs:282 msgid "TreeEditor.UpdateMesh" msgstr "TreeEditor.UpdateMesh" #: Modules/TerrainEditor/PaintTools/PaintTreesTool.cs:80 msgid "Trees" msgstr "樹木" #: Modules/TreeEditor/TreeEditor.cs:44 msgid "TriCross|" msgstr "3 枚交差|" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:288 msgid "Triangle" msgstr "三角形" #: /Runtime/Graphics/Mesh/CompressedMesh.h:163 #: Editor/Mono/Inspector/LODGroupGUI.cs:81 msgid "Triangles" msgstr "三角形" #: /Editor/Src/BuildPipeline/BuildAssetBundle.cpp:976 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/BuildAssetBundle.cpp:143 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" #: Modules/ParticleSystemEditor/ParticleSystemModules/SubModuleUI.cs:39 msgid "Trigger" msgstr "トリガー" #: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:27 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:28 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/PhysicsEditor/PhysicsDebugWindow.cs:102 msgid "Triggers" msgstr "トリガー" #: Editor/Mono/ImportSettings/IHVImageFormatImporterInspector.cs:40 msgid "Trilinear" msgstr "トライリニア" #: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteFrameModule/SpriteFrameModuleView.cs:10 msgid "Trim" msgstr "トリム" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Shadows/ShadowCaster2DEditor.cs:56 msgid "Trim Edge" msgstr "エッジをトリム" #: Packages/com.unity.2d.sprite/Editor/SpriteEditorModule/SpriteFrameModule/SpriteFrameModuleView.cs:10 msgid "Trims selected rectangle (T)" msgstr "選択した矩形をトリム (T)" #: Editor/Src/AutoDocumentation.cpp:322 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:3167 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はtrue(正しい)。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:3266 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(正しい)" #: [MenuItem]Modules/TextCoreTextEngineEditor/Managed/TextCoreContextMenuItems.cs:445 msgid "TrueTypeFontImporter" msgstr "TrueTypeFontImporter" #: Editor-Missing:Missing detected at runtime. msgid "Truncate" msgstr "切り詰める" #: Editor/Src/SceneManager/EditorSceneManager.cpp:2143 #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1506 msgid "Try Again" msgstr "もう一度行う" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:50 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" #: Modules/QuickSearch/Editor/UITK/SearchEmptyView.cs:60 msgid "Try something else?" msgstr "他を試してみますか?" #: /Runtime/GfxDevice/metal/TextureReadbackMetal.mm:147 msgctxt "Error Message in TextureReadbackMetal.mm" msgid "Trying a to read a negative amount of pixels" msgstr "負の量のピクセルを読み込もうとしています" #: /Runtime/Shaders/Shader.cpp:208 msgctxt "Warning Message in Shader.cpp" msgid "" "Trying to access a shader but no shaders were included in the build because " "Dedicated Server Optimizations is enabled." msgstr "シェーダーにアクセスしようとしましたが、専用サーバーの最適化が有効になっているため、ビルドにシェーダーがありませんでした。" #: /Runtime/Graphics/ShaderScriptBindings.cpp:438 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/ShaderScriptBindings.cpp:441 msgctxt "Error Message in ShaderScriptBindings.cpp" msgid "Trying to copy properties to null material." msgstr "nullマテリアルにプロパティをコピーしようとしています。" #: /Runtime/Graphics/ShaderScriptBindings.cpp:397 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/Input/TouchPhaseEmulation.cpp:509 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/GfxDevice/extensions/StereoSupportExt.cpp:225 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/Serialize/PersistentManager.cpp:2812 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ストリームをロードしようとしています。" #: Editor/Mono/Overlays/OverlayPresetManager.cs:327 msgid "" "Trying to load an overlay preset with the name {0}. This name is already in " "used in the window, do you want to overwrite it?" msgstr "{0}という名前のオーバーレイプリセットをロードしようとしています。 この名前は、このウィンドウでは既に使われています。上書きしますか?" #: Editor/Mono/Overlays/OverlayPresetManager.cs:318 msgid "" "Trying to load an overlay preset with the name {0}. This preset targets the " "window type {0} which isn't valid for this window." msgstr "{0}という名前のオーバーレイプリセットをロードしようとしています。 このプリセットは、このウィンドウでは無効なウィンドウタイプ{0}を対象としています。" #: /Runtime/GfxDevice/extensions/StereoSupportExt.cpp:275 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/Camera/BatchRendererGroup.cpp:1271 msgctxt "Error Message in BatchRendererGroup.cpp" msgid "Trying to unregister an invalid BRGMaterialID" msgstr "無効なBRGMaterialIDの登録を解除しようとしています" #: /Runtime/Camera/BatchRendererGroup.cpp:1183 msgctxt "Error Message in BatchRendererGroup.cpp" msgid "Trying to unregister an invalid BRGMeshID" msgstr "無効なBRGMeshIDの登録を解除しようとしています" #: /Runtime/2D/Common/SpriteDataAccess.cpp:233 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" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:54 msgid "Tube (Realtime only)" msgstr "チューブ (リアルタイムのみ)" #: Editor/Mono/Inspector/WindInspector.cs:17 msgid "Turbulence" msgstr "乱気流" #: Editor-Missing:Missing detected at runtime. msgid "Turn Auto Play off" msgstr "自動再生オフ" #: Editor-Missing:Missing detected at runtime. msgid "Turn Auto Play on" msgstr "自動再生オン" #: Modules/QuickSearch/Editor/UITK/SearchEmptyView.cs:67 msgid "Turn it on?" msgstr "オンにしますか?" #: Editor/Src/DragAndDropForwarding.cpp:1956 msgid "Turn open Prefab into Variant with new base?" msgstr "新しい基本を使って、開いたプレハブをバリアントに変えますか?" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:96 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。" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:29 msgid "" "Turns post-processing on (check box selected) or off (check box cleared). If " "you clear this check box, Unity excludes post-processing render Passes, " "shaders, and textures from the build." msgstr "ポストプロセスをオンまたはオフにします。このチェックボックスをオフにすると、Unityはポストプロセスのレンダーパス、シェーダー、テクスチャをビルドから除外します。" #: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:122 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/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:119 msgid "Tv OS Sdk Version" msgstr "Tv OS SDK バージョン" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3737 msgid "TvOS Large Icon Layers" msgstr "TvOS 大きなアイコンレイヤー" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3738 msgid "TvOS Large Icon Layers2x" msgstr "TvOS 大きなアイコンレイヤー2x" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3829 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" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3826 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/EditorOnlyPlayerSettings.cpp:3703 msgid "TvOS Sdk Version" msgstr "TvOS SDK" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3735 msgid "TvOS Small Icon Layers" msgstr "TvOS 小さなアイコンレイヤー" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3736 msgid "TvOS Small Icon Layers2x" msgstr "TvOS 小さなアイコンレイヤー2x" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3739 msgid "TvOS Top Shelf Image Layers" msgstr "TvOS 上段画像レイヤー" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3740 msgid "TvOS Top Shelf Image Layers2x" msgstr "TvOS 上段画像レイヤー2x" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3741 msgid "TvOS Top Shelf Image Wide Layers" msgstr "TvOS 上段画像幅広レイヤー" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3742 msgid "TvOS Top Shelf Image Wide Layers2x" msgstr "TvOS 上段画像幅広レイヤー2x" #: Modules/TreeEditor/Includes/TreeGroupBranch.cs:28 msgid "Twirl|Twirl around the parent branch." msgstr "回転|親の枝の周りを回転" #: Editor-Missing:Missing detected at runtime. msgid "Two Cascades" msgstr "カスケード 2 つ" #: Editor/Mono/ProjectBrowser/ProjectBrowser.cs:2290 msgid "Two Column Layout" msgstr "2 列レイアウト" #: Editor-Missing:Missing detected at runtime. msgid "Two D" msgstr "2D" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:54 msgid "Two Sided" msgstr "両面" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:19 msgid "Two-Sided" msgstr "両面" #: /Runtime/Input/InputAxis.h:156 Editor/Mono/Inspector/LightEditor.cs:73 msgid "Type" msgstr "タイプ" #: Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:112 msgid "Type (optional)." msgstr "タイプ (任意)。" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:33 msgid "Type Tree Block Size" msgstr "ツリー型ブロックサイズ" #: /Editor/Src/BuildPipeline/AssetBundleBuildData.h:21 msgid "Type Tree Hash" msgstr "タイプツリーハッシュ" #: Editor/Mono/GUI/ObjectField.cs:13 msgid "Type mismatch" msgstr "タイプの不一致" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:41 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:22 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" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:344 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/Src/AutoDocumentation.cpp:2644 msgctxt "From AutoDocumentation" msgid "Type of the page file, can be a GTP or a GTEX." msgstr "ページファイルのタイプ。GTPかGTEXが使用可能。" #: Modules/TerrainEditor/PaintTools/CreateTerrainTool.cs:18 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" #: Editor/Src/AutoDocumentation.cpp:2617 msgctxt "From AutoDocumentation" msgid "Type of this file: GTS for GTPs, GTS for GTEX, a GTEX, a GTP." msgstr "このファイルのタイプ: GTP用のGTS、GTEX用のGTS、GTEX、GTP" #: Editor/Src/AutoDocumentation.cpp:1963 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" #: /Runtime/Scripting/ScriptingManager.h:43 msgid "Types" msgstr "タイプ" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:328 msgid "Types Mask" msgstr "タイプマスク" #: Editor/Mono/Inspector/TextureInspector.cs:80 msgid "U axis" msgstr "U 軸" #: Editor/Src/AutoDocumentation.cpp:2754 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。" #: /Runtime/Shaders/SerializedShaderData.h:744 msgid "UAV Params" msgstr "UAV パラメーター" #: [MenuItem]Packages/com.unity.ugui/Editor/UGUI/UI/MenuOptions.cs:204 msgid "UI" msgstr "UI" #: Editor-Missing:Missing detected at runtime. msgid "UI Builder" msgstr "UI ビルダー" #: [MenuItem]Modules/UIElementsEditor/GameObjects/PlayModeMenuItems.cs:20 #: Editor-Missing:Missing detected at runtime. msgid "UI Document" msgstr "UI ドキュメント" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:89 msgid "UI Environment" msgstr "UI 環境" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3728 msgid "UI Exit On Suspend" msgstr "サスペンド時に UI を終了" #: Modules/UIElementsEditor/Debugger/LayoutDebugger/UILayoutDebuggerWindow.cs:4 msgid "UI Layout Debugger" msgstr "UI レイアウトデバッガー" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3724 msgid "UI Prerendered Icon" msgstr "UI レンダリング済みのアイコン" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3726 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1130 msgid "UI Requires Full Screen" msgstr "UI に全画面が必要" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3725 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:3044 msgid "UI Requires Persistent Wi Fi" msgstr "UI に永続 Wi-Fi 必要" #: Packages/com.unity.ugui/Editor/UGUI/UI/CanvasScalerEditor.cs:42 msgid "UI Scale Mode" msgstr "UI スケールモード" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3727 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1134 msgid "UI Status Bar Hidden" msgstr "UI ステータスバーを非表示" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3731 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1135 msgid "UI Status Bar Style" msgstr "UI ステータスバースタイル" #: Editor-Missing:Missing detected at runtime. msgid "UI Tookit" msgstr "UI ツールキット" #: [MenuItem]Modules/UIElementsEditor/GameObjects/PlayModeMenuItems.cs:20 #: Editor-Missing:Missing detected at runtime. msgid "UI Toolkit" msgstr "UI ツールキット" #: Modules/UIElementsEditor/Debugger/UIElementsDebugger.cs:187 msgid "UI Toolkit Debugger" msgstr "UI ツールキットデバッガー" #: Modules/UIElementsEditor/Debugger/Events/UIElementsEventDebugger.cs:36 msgid "UI Toolkit Event Debugger" msgstr "UI ツールキットイベントデバッガー" #: Modules/UIElementsEditor/Debugger/LayoutDebugger/UILayoutDebuggerWindow.cs:8 msgid "UI Toolkit Layout Debugger" msgstr "UI ツールキットレイアウトデバッガー" #: Editor-Missing:Missing detected at runtime. msgid "UI Vita Input Module" msgstr "UI Vita 入力モジュール" #: Editor/Mono/Inspector/CanvasEditor.cs:47 msgid "" "UI vertex colors are always in gamma color space disregard of the player " "settings" msgstr "UI の頂点カラーは、プレイヤー設定を無視して常にガンマ色空間です。" #: [MenuItem]Modules/UIElementsEditor/Debugger/UIR/Debugger/AllocatorDebugger.cs:16 msgid "UIR Allocator Debugger" msgstr "UIR アロケーターデバッガー" #: [MenuItem]Modules/UIElementsEditor/Debugger/UIR/Debugger/AllocatorDebugger.cs:14 msgid "UIR Package Allocator Debugger" msgstr "UIR パッケージアロケーターデバッガー" #: Modules/PackageManagerUI/Editor/Services/Upm/UpmBaseOperation.cs:113 msgid "UPM server is not running" msgstr "UPMサーバーが実行されていません" #: Modules/PackageManagerUI/Editor/Services/UserSettings/PackageManagerUserSettingsProvider.cs:347 msgid "UPM_CACHE_ROOT" msgstr "UPM_CACHE_ROOT" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:28 msgid "URL" msgstr "URL " #: Editor-Missing:Missing detected at runtime. msgid "URL of the VRPN server." msgstr "VRPNサーバーのURL" #: Editor/Src/AutoDocumentation.cpp:611 msgctxt "From AutoDocumentation" msgid "URL of the VRPN server." msgstr "VRPNサーバーのURL" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:28 msgid "URLs" msgstr "URL" #: [MenuItem]Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/AssetCallbacks/CreateSixWayShaderGraph.cs:9 msgid "URP" msgstr "URP" #: [MenuItem]Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DMenus.cs:205 msgid "URP 2D Renderer" msgstr "URP 2D レンダラー" #: [MenuItem]Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DMenus.cs:198 msgid "URP Asset (with 2D Renderer)" msgstr "URP アセット (2D レンダラー含む)" #: [MenuItem]Packages/com.unity.render-pipelines.universal/Runtime/Data/UniversalRenderPipelineAsset.cs:719 msgid "URP Asset (with Universal Renderer)" msgstr "URP アセット (ユニバーサルレンダラー含む)" #: [MenuItem]Packages/com.unity.render-pipelines.universal/Editor/Decal/CreateDecalProjector.cs:8 msgid "URP Decal Projector" msgstr "URP デカールプロジェクター" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Output.Skin.cs:44 msgid "URP Dynamic Resolution" msgstr "URP 動的解像度" #: [MenuItem]Packages/com.unity.render-pipelines.universal/Runtime/Data/PostProcessData.cs:30 msgid "URP Post-process Data" msgstr "URP ポストプロセスデータ" #: [MenuItem]Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/NewPostProcessTemplateDropdownItems.cs:65 msgid "URP Post-processing Effect (Renderer Feature with Volume)" msgstr "URP ポストプロセスエフェクト (ボリュームを指定したレンダラー機能)" #: [MenuItem]Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/NewRendererFeatureDropdownItem.cs:10 msgid "URP Renderer Feature" msgstr "URP レンダラー機能 " #: [MenuItem]Packages/com.unity.render-pipelines.universal/Runtime/UniversalRendererData.cs:43 msgid "URP Universal Renderer" msgstr "URP ユニバーサルレンダラー" #: Editor/Mono/UIElements/StyleSheets/StyleSheetImportGlossary.cs:15 msgid "USS parsing error: {0}" msgstr "USS パースエラー: {0}" #: /Runtime/Graphics/Mesh/CompressedMesh.h:155 #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LayerListUIBlock.cs:19 msgid "UV" msgstr "UV" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:80 msgid "UV (TEXCOORD0.xy)" msgstr "UV (TEXCOORD0.xy)" #: Packages/com.unity.render-pipelines.universal/Editor/Decal/DecalProjectorEditor.cs:654 msgid "UV Bias Property" msgstr "UV バイアスプロパティ" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:224 msgid "UV Channel" msgstr "UV チャンネル" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:84 msgid "UV Charts" msgstr "UVチャート" #: /Runtime/Graphics/Mesh/CompressedMesh.h:164 msgid "UV Info" msgstr "UV 情報" #: Packages/com.unity.ugui/Editor/UGUI/UI/RawImageEditor.cs:25 msgid "UV Rect" msgstr "UV 矩形" #: Packages/com.unity.render-pipelines.universal/Editor/Decal/DecalProjectorEditor.cs:653 msgid "UV Scale Property" msgstr "UV スケールプロパティ" #: Editor/Mono/Inspector/StandardShaderGUI.cs:31 msgid "UV Set" msgstr "UV セット" #: Editor-Missing:Missing detected at runtime. msgid "UV0" msgstr "UV0" #: /Runtime/Graphics/Mesh/Mesh.cpp:829 msgid "UV1" msgstr "UV1" #: Editor-Missing:Missing detected at runtime. msgid "UV2" msgstr "UV2" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:81 msgid "UV2 (TEXCOORD0.zw)" msgstr "UV2 (TEXCOORD0.zw)" #: Editor-Missing:Missing detected at runtime. msgid "UV3" msgstr "UV3" #: Modules/UIElementsEditor/Debugger/StylesDebugger.cs:409 msgid "UXML Dump" msgstr "UXML ダンプ" #: Packages/com.unity.ugui/Editor/UGUI/UI/CanvasScalerEditor.cs:125 msgid "Ui Scale Mode" msgstr "UI スケールモード" #: Editor/Mono/BuildPlayerWindow.cs:417 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/Sprites/SpriteUtility.cs:24 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/Src/GI/Progressive/IssuePVRJobs.cpp:820 msgctxt "Warning Message in IssuePVRJobs.cpp" msgid "Unable to add compositing job." msgstr "合成のジョブを加えることができません。" #: /Editor/Src/SceneManager/EditorSceneManager.cpp:708 msgctxt "Warning Message in EditorSceneManager.cpp" msgid "Unable to allocate new scene culling mask" msgstr "新しいシーンカリングマスクを割り当てることができません" #: /Editor/Src/GI/Progressive/PVRRuntimeManager.cpp:2860 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/PVRRuntimeManager.cpp:2781 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:2738 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" #: /Runtime/Graphics/DrawUtil.cpp:299 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/Texture2D.cpp:2438 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/GfxDevice/HDROutputSettings.cpp:85 msgctxt "Warning Message in HDROutputSettings.cpp" msgid "Unable to determine Max Full Frame Tonemap Luminance from display." msgstr "最大フルフレームトーンマップ輝度を表示から決定できません。" #: /Runtime/GfxDevice/HDROutputSettings.cpp:95 msgctxt "Warning Message in HDROutputSettings.cpp" msgid "Unable to determine Max Tonemap Luminance from display" msgstr "最大トーンマップ輝度を表示から決定できません。" #: /Runtime/GfxDevice/HDROutputSettings.cpp:107 msgctxt "Warning Message in HDROutputSettings.cpp" msgid "Unable to determine Min Tonemap Luminance from display" msgstr "最小トーンマップ輝度を表示から決定できません。" #: Modules/PackageManagerUI/Editor/UI/ScopedRegistriesSettings.cs:374 msgid "" "Unable to display a scoped registry named {0} defined in a UPM configuration " "file: an existing scoped registry has the same name in your project " "manifest. Rename one of the conflicting scoped registries if you want to see " "them all in the Scoped Registry list." msgstr "UPMコンフィギュレーションファイルで定義された{0}という名前のスコープ付きレジストリを表示できません。プロジェクトマニフェストに同じ名前を持つ既存のスコープ付きレジストリがあります。スコープ付きレジストリリストにすべてのレジストリを表示するには、競合するスコープレジストリのいずれかの名前を変更します。" #: /Editor/Src/GI/GISceneManagerHelpers.cpp:246 msgctxt "Error Message in GISceneManagerHelpers.cpp" msgid "Unable to fall back to CPU lightmapper." msgstr "CPUライトマッパーにフォールバックできません。" #: /Runtime/Camera/Camera.cpp:2871 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/Graphics/RenderTexture.cpp:1742 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" #: Modules/PackageManagerUI/Editor/UI/AddPackageByNameDropdown.cs:98 msgid "" "Unable to find the package with the specified name.\n" "Please check the name and try again." msgstr "指定された名前のパッケージが見つかりません。\n名前を確認して、やり直してください。" #: Modules/PackageManagerUI/Editor/UI/AddPackageByNameDropdown.cs:103 msgid "" "Unable to find the package with the specified version.\n" "Please check the version and try again." msgstr "指定されたバージョンのパッケージが見つかりません。\nバージョンを確認して、やり直してください。" #: /Runtime/Geometry/TextureAtlas.cpp:854 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/2D/SpriteAtlas/SpriteAtlas.cpp:129 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。" #: Modules/AssetDatabase/Editor/V2/Managed/AssetImportWorkerPostProcessorHelper.cs:82 msgid "" "Unable to locate a corresponding file for this type. Check your project for " "instances where multiple classes are defined in a single file, with one " "class sharing the file name." msgstr "このタイプに対応するファイルが見つかりません。プロジェクト内で、複数のクラスが 1 つのファイル内で定義され、1 つのクラスがそのファイル名を共有しているインスタンスがないか確認してください。" #: Modules/AIEditor/Utilities/NavMeshEditorHelpers.cs:52 msgid "" "Unable to open Agent settings because the Navigation window is not " "available. Please install the AI Navigation package to add that window." msgstr "ナビゲーションウィンドウが使用できないため、エージェント設定を開けません。 そのウィンドウを追加するには、AI Navigation パッケージをインストールしてください。" #: Modules/AIEditor/Utilities/NavMeshEditorHelpers.cs:62 msgid "" "Unable to open Area settings because the Navigation window is not available. " "Please install the AI Navigation package to add that window." msgstr "ナビゲーションウィンドウが使用できないため、エリア設定を開けません。 そのウィンドウを追加するには、AI Navigation パッケージをインストールしてください。" #: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreOAuth.cs:173 msgid "Unable to parse http response." msgstr "HTTP レスポンスを解析できません。" #: /Editor/Platform/Linux/EditorUtility.cpp:946 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" #: /Runtime/GI/DynamicGI.cpp:27 msgctxt "Error Message in DynamicGI.cpp" msgid "" "Unable to set Indirect Scale. Please set up a new Lighting Settings asset in " "the Lighting Settings Window. " msgstr "間接的なスケールを設定することができません。ライティング設定ウィンドウで新しいライティング設定アセットを設定してください。 " #: /Runtime/Network/PlayerCommunicator/PlayerConnection.cpp:505 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" #: Packages/com.unity.2d.tilemap/Editor/GridPaintingState.cs:500 msgid "Unable to set invalid palette" msgstr "無効なパレットは設定できません" #: /Runtime/Network/PlayerCommunicator/PlayerConnection.cpp:499 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" #: Editor/Mono/Scripting/APIUpdater/APIUpdaterManager.bindings.cs:240 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。" #: /Runtime/Allocator/AllocationHeader.h:309 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" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:361 msgid "Unapplied import settings" msgstr "インポート設定が適用されていません" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorWindow.cs:240 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" #: Editor-Missing:Missing detected at runtime. msgid "Unapplied import settings for '{0}' files" msgstr "'{0}'ファイル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:245 msgid "Unapplied module changes" msgstr "適用されないモジュール変更" #: Modules/ShortcutManager/ShortcutManagerWindowView.cs:485 msgid "Unassigned Key" msgstr "割り当てられていないキー" #: Packages/com.unity.render-pipelines.high-definition/Editor/PropertyDrawers/FrameSettingsPropertyDrawer.cs:190 msgid "Unavailable" msgstr "不可" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:28 msgid "" "Uncheck this when you are certain you don't use any feature that requires " "the depth/stencil buffer (e.g. Sprite Mask). Not using the depth/stencil " "buffer may improve performance, especially on mobile platforms." msgstr "深度/ステンシルバッファを必要とする機能(スプライトマスクなど)を使用していないことが確実な場合は、これをオフにします。深度/ステンシルバッファを使用しないと、特にモバイルプラットフォームでパフォーマンスが向上する可能性があります。" #: Editor-Missing:Missing detected at runtime. msgid "Uncompressed" msgstr "非圧縮" #: /Runtime/Allocator/BlockDoublingLinearAllocator.cpp:397 msgctxt "Error Message in BlockDoublingLinearAllocator.cpp" msgid "Undefined ManagedTempMemScopePolicy." msgstr "未定義の ManagedTempMemScopePolicy" #: Editor/Mono/Inspector/Core/PropertyEditor.cs:201 msgid "" "Under Version Control\n" "Check out this asset in order to make changes." msgstr "バージョン管理されています\n変更するにはこのアセットをチェックアウトしてください" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:420 msgid "Underline Offset" msgstr "下線のオフセット" #: Modules/TextCoreTextEngineEditor/Managed/FontAssetEditor.cs:421 msgid "Underline Thickness" msgstr "下線の太さ" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:125 #: Editor-Missing:Missing detected at runtime. msgid "Underwater" msgstr "水中" #: Editor/Platform/Windows/MenuControllerWin.cpp:909 #: Editor/Mono/Undo/UndoWindow.cs:28 msgid "Undo" msgstr "元に戻す" #: /Editor/Src/EditorWindowController.cpp:101 msgctxt "MenuItem./Window/Internal/Undo" msgid "Undo" msgstr "元に戻す" #: Editor-Missing:Missing detected at runtime. msgid "Undo " msgstr "元に戻す" #: Editor-Extra:MenuItem/Edit/Undo_with_action msgid "Undo %s %z" msgstr "元に戻す %s %z" #: /Editor/Src/Undo/UndoBase.cpp:186 msgid "Undo Base" msgstr "ベースを元に戻す" #: /Editor/Src/Undo/UndoBase.cpp:197 msgid "Undo Group" msgstr "グループを元に戻す" #: [MenuItem]Editor/Mono/Undo/UndoHistoryWindow.cs:38 msgid "Undo History" msgstr "元に戻す 履歴" #: /Editor/Mono/Undo/UndoHistoryWindow.cs:38 msgctxt "MenuItem./Edit/Undo History %u" msgid "Undo History %u" msgstr "元に戻す 履歴 %u" #: /Editor/Src/Undo/StructureUndoBase.cpp:944 msgid "Undo Info" msgstr "情報を元に戻す" #: Editor-Missing:Missing detected at runtime. msgid "Undo Inspector" msgstr "インスペクターを元に戻す" #: /Editor/Src/Undo/AssetUndo.cpp:120 msgid "Undo Name" msgstr "名前を元に戻す" #: /Editor/Src/Undo/AssetUndo.cpp:73 msgid "Undo Paths" msgstr "取り消しパス" #: /Editor/Src/Undo/PropertyDiffUndo.cpp:182 msgid "Undo Property Modifications" msgstr "プロパティ変更を元に戻す" #: Editor-Missing:Missing detected at runtime. msgid "Undo Selection Change" msgstr "選択変更を元に戻す" #: [MenuItem]Editor/Mono/Undo/UndoSerializationWindow.cs:9 msgid "Undo Serialization" msgstr "シリアル化を元に戻す" #: /Editor/Mono/Undo/UndoSerializationWindow.cs:9 msgctxt "MenuItem./Window/Internal/Undo Serialization" msgid "Undo Serialization" msgstr "シリアル化を元に戻す" #: /Editor/Src/Undo/UndoManager.cpp:88 msgid "Undo Set Name" msgstr "セット名を元に戻す" #: /Editor/Src/Undo/UndoBase.cpp:203 msgid "Undo Stack Id" msgstr "スタック ID を元に戻す" #: /Editor/Src/Undo/UndoManager.cpp:2187 msgid "Undo Version" msgstr "バージョンを元に戻す" #: /Editor/Src/Undo/PropertyUndoManager.cpp:33 msgctxt "Error Message in PropertyUndoManager.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/PropertyUndoManager.cpp:44 msgctxt "Error Message in PropertyUndoManager.cpp" msgid "Undo objects may not be null." msgstr "'オブジェクトを元に戻す'がnullでない場合があります。" #: /Editor/Src/Utility/CurlRequest.cpp:952 msgctxt "Error Message in CurlRequest.cpp" msgid "Unexpected CurlRequestMessage state." msgstr "予期しないCurlRequestMessageの状態" #: /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" #: Modules/BuildPipeline/Editor/Ucbp/BuildAssetBundleYAMLManifests.cpp:86 #, c-format msgid "Unexpected format for BuildInstruction ScriptingType entry \"%s\"." msgstr "BuildInstruction ScriptingType エントリー \"%s\" の予期しない形式" #: /Runtime/Serialize/TransferFunctions/YAMLWrite.cpp:48 msgctxt "Error Message in YAMLWrite.cpp" msgid "Unexpected node type." msgstr "予期しないノードタイプ。" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerExposedParameterView.cs:70 msgid "Unexpose" msgstr "公開しない" #: Editor/Mono/Inspector/Core/ScriptAttributeGUI/Implementations/ExposedReferenceDrawer.cs:16 msgid "Unexpose Property" msgstr "プロパティを公開しない" #: /Editor/Src/Prefabs/ReplacePrefabInstance.cpp:868 msgctxt "Error Message in ReplacePrefabInstance.cpp" msgid "Unhanded object match mode" msgstr "未処理オブジェクトマッチモード" #: /Editor/Src/AssetPipeline/TextureImporting/ImageOperations.cpp:2962 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 - これは決して発生すべきではありません" #: /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/Prefabs/ReplacePrefabInstance.cpp:90 msgctxt "Error Message in ReplacePrefabInstance.cpp" msgid "Unhandled component identifier" msgstr "未処理コンポーネント識別子" #: /Editor/Src/Prefabs/PrefabInstanceMerging.cpp:868 msgctxt "Error Message in PrefabInstanceMerging.cpp" msgid "Unhandled enum" msgstr "未処理 enum" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:239 #: Editor-Missing:Missing detected at runtime. msgid "Unified" msgstr "統一" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:214 msgid "Uniform Random" msgstr "一様乱数" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:82 msgid "Uniform Scale" msgstr "統一スケール" #: Editor/Mono/AssetPipeline/SpeedTree/SpeedTreeImporterCommon.cs:197 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/Src/LightmappingAnalyticsData.h:250 msgid "Unique Cookie Count" msgstr "固有クッキー数" #: /Runtime/Shaders/ComputeShaderStructs.cpp:112 msgid "Unique Variants" msgstr "固有バリアント" #: Editor/Src/AutoDocumentation.cpp:2607 msgctxt "From AutoDocumentation" msgid "" "Unique identifying id of this parameter block. The CodedLayerTileHeader " "refer to parameter blocks using this id." msgstr "このパラメーターブロックの一意の識別ID。 CodedLayerTileHeaderは、このIDを使用してパラメーターブロックを参照します。" #: Editor/Mono/Inspector/LineRendererPositionsView.cs:174 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" #: /Runtime/BaseClasses/TagManager.cpp:29 msgid "UniqueID" msgstr "固有の ID" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightExplorerExtension.cs:71 msgid "Unit" msgstr "単位" #: Editor/Mono/AssetPipeline/SpeedTree/SpeedTreeImporterCommon.cs:126 msgid "Unit Conversion" msgstr "単位変換" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2816 msgid "Unit Conversion Enum Value" msgstr "単位変換 enum 値" #: Modules/SketchUpEditor/Mono/SketchUpImporterModelEditor.cs:186 msgid "Unit conversion" msgstr "単位変換" #: Editor-Missing:Missing detected at runtime. msgid "Unity" msgstr "Unity" #: Editor-Missing:Missing detected at runtime. msgid "Unity Answers" msgstr "Unity Answers" #: [MenuItem]Editor/Mono/UnityConnect/UnityConnect.bindings.cs:367 msgid "Unity Connect" msgstr "Unity Connect" #: /Editor/Mono/UnityConnect/UnityConnect.bindings.cs:367 msgctxt "MenuItem./Window/Unity Connect/Clear Access Token" msgid "Unity Connect" msgstr "Unity Connect" #: /Editor/Src/Commands/HelpMenu.cpp:101 msgctxt "MenuItem./Help/Unity Discussions" msgid "Unity Discussions" msgstr "Unity Discussions" #: Modules/UnityConnectEditor/Services/UDPServices.cs:32 msgid "Unity Distribution Portal" msgstr "Unity Distribution Portal" #: Editor/Mono/GUI/EditorUpdateWindow.cs:75 msgid "Unity Editor Update Check" msgstr "Unity エディターの更新をチェック" #: /Editor/Src/Commands/HelpMenu.cpp:102 msgctxt "MenuItem./Help/Unity Feedback" msgid "Unity Feedback" msgstr "Unity フィードバック" #: /Editor/Src/Commands/HelpMenu.cpp:100 msgctxt "MenuItem./Help/Unity Forum" msgid "Unity Forum" msgstr "Unity フォーラム" #: /Runtime/Misc/PlayerSettings.cpp:1002 msgid "Unity Forward Compatible Version" msgstr "Unity 転送互換バージョン" #: /Editor/Src/Commands/HelpMenu.cpp:98 msgctxt "MenuItem./Help/Unity Learn" msgid "Unity Learn" msgstr "Unity Learn" #: Editor-Missing:Missing detected at runtime. msgid "Unity Logo Below" msgstr "一番下に Unity ロゴ" #: /Editor/Src/Commands/HelpMenu.cpp:121 msgctxt "MenuItem./Help/Unity Manual" msgid "Unity Manual" msgstr "Unity マニュアル" #: Editor/Mono/Inspector/AvatarPreview.cs:558 msgid "Unity Model" msgstr "Unity モデル" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:425 msgid "Unity Object Name" msgstr "Unity オブジェクト名" #: Editor-Extra:title label for PreferencesWindow msgid "Unity Preferences" msgstr "環境設定" #: /Runtime/Shaders/UnityPropertySheet.cpp:478 msgid "Unity Property Sheet" msgstr "Unity プロパティシート" #: /Runtime/Misc/PlayerSettings.cpp:1001 msgid "Unity Rebuild Library Version" msgstr "Unity でライブラリのバージョンを再ビルド" #: Modules/PackageManagerUI/Editor/Services/Pages/PageTypes/UnityRegistryPage.cs:14 msgid "Unity Registry" msgstr "Unity レジストリ" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:19 msgid "Unity Remote" msgstr "Unity Remote" #: Editor-Extra:class Section at PreferencesWindow.cs msgid "Unity Services" msgstr "Unity Services" #: /Editor/Src/Commands/HelpMenu.cpp:99 msgctxt "MenuItem./Help/Unity Services" msgid "Unity Services" msgstr "Unity Services" #: Editor/Mono/GameView/GameView.cs:103 msgid "Unity Shortcuts" msgstr "Unity ショートカット" #: /Runtime/Misc/PlayerSettingsSplashScreen.h:206 msgid "Unity Splash Logo" msgstr "Unity スプラッシュロゴ" #: Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:321 msgid "Unity Version Enabled" msgstr "使用可能な Unity バージョン" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:316 msgid "" "Unity does not support importing textures as ETC when that texture is in the " "sRGB color space and the project is set to use a Linear color space. One or " "more of the textures you have selected are imported as ETC2 instead." msgstr "Unityは、テクスチャがsRGB色空間にあり、プロジェクトがリニア色空間を使用するように設定されている場合、テクスチャをETCとしてインポートすることをサポートしません。 代わりに、選択した1つまたは複数のテクスチャが、ETC2としてインポートされます。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:75 msgid "" "Unity has detected that you are using an upload buffer size of {0} MB with " "the '{1}' setting enabled. If you have issues with excessive memory usage, " "you may need to reduce the upload buffer size or disable the '{1}' setting. " "Memory fragmentation can occur if you choose the latter option." msgstr "Unityは、アップロードのバッファサイズを{0}MB使用していることを検出しました ('{1}'設定は有効な状態で)。過剰なメモリ使用の問題がある場合は、アップロードのバッファサイズを減らすか、'{1}'設定を無効にする必要がある場合があります。後者のオプションを選択すると、メモリの断片化が発生する可能性があります。" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsHeader.cs:339 msgid "" "Unity installed version {0} because another package depends on it (version " "{0} overrides version {1})." msgstr "Unityはバージョン{0}をインストールしました。これは、他のパッケージがそれに依存しているためです(バージョン{0}はバージョン{1}をオーバーライドします)。" #: Editor/Mono/Overlays/OverlayPresetManager.cs:358 msgid "" "Unity is about to delete all overlay presets that are not loaded from files " "in project and restore default settings." msgstr "Unityは、プロジェクト内のファイルからロードされていないすべてのオーバーレイプリセットを削除し、デフォルト設定を復元しようとしています。" #: Modules/SafeMode/SafeModeToolbarWindow.cs:33 msgid "" "Unity is in Safe Mode because we detected scripts with compilation errors " "upon opening this project. Use this mode to fix script errors listed in the " "Console before exiting, which will import any remaining assets." msgstr "このプロジェクトを開いたときにコンパイルエラーのあるスクリプトが検出されたため、Unityはセーフモードになっています。このモードを使用して、終了する前にコンソールにリストされているスクリプトエラーを修正してください。これにより、残りのアセットがインポートされます。" #: Packages/com.unity.render-pipelines.universal/Editor/Lighting/UniversalRenderPipelineLightUI.Skin.cs:31 msgid "" "Unity might reduce the Light's shadow resolution to ensure that shadow maps " "fit in the shadow atlas. Consider this when selecting the the size of the " "shadow atlas, the shadow resolution of Lights, the number of Lights in your " "scene and whether you use soft shadows." msgstr "Unityは、シャドウマップがシャドウアトラスに確実に収まるようにするために、ライトの影の解像度を下げる場合があります。シャドウアトラスのサイズ、ライトの影解像度、シーン内のライトの数、およびソフトシャドウを使用するかどうかを選択するときは、これを考慮してください。" #: /Editor/Src/AssetPipeline/TextureImporting/IHVImageFormats.cpp:519 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/AutoDocumentation.cpp:1977 msgctxt "From AutoDocumentation" msgid "" "Unity will calculate an accurate bounding volume representation every frame." msgstr "Unityはすべてのフレームの正確なバウンディングボリュームを計算します。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:90 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" #: Editor/Src/AutoDocumentation.cpp:1967 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:1968 msgctxt "From AutoDocumentation" msgid "" "Unity will force the double buffer for the next DispatchUpdate, this uses 2x " "memory, only flagged from VFX when needed." msgstr "Unityは次のDispatchUpdateのためにダブルバッファを強制します。これは2倍のメモリを使用し、必要な場合にのみVFXからフラグが立てられます。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:89 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:91 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" #: Editor-Missing:Missing detected at runtime. msgid "UnityEngine.EventSystems" msgstr "UnityEngine.EventSystems" #: Editor-Missing:Missing detected at runtime. msgid "UnityEngine.PerformanceTesting" msgstr "UnityEngine.PerformanceTesting" #: Editor-Missing:Missing detected at runtime. msgid "UnityEngine.TestTools.TestRunner.Callbacks" msgstr "UnityEngine.TestTools.TestRunner.Callbacks" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:15 msgid "Universal Renderer" msgstr "ユニバーサルレンダラー" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:114 msgid "" "Universal scriptable renderpipeline asset must be assigned in Graphics " "Settings or Quality Settings." msgstr "ユニバーサルスクリプタブルレンダーパイプラインアセットは、グラフィックス設定または品質設定で指定する必要があります。" #: [MenuItem]Packages/com.unity.render-pipelines.universal/Editor/ContextualMenuDispatcher.cs:7 msgid "UniversalAdditionalCameraData" msgstr "UniversalAdditionalCameraData" #: [MenuItem]Packages/com.unity.render-pipelines.universal/Editor/ContextualMenuDispatcher.cs:8 msgid "UniversalAdditionalLightData" msgstr "UniversalAdditionalLightData" #: Editor/Mono/SceneModeWindows/LightingWindow.cs:44 msgid "Unknown" msgstr "不明" #: /Editor/Src/Undo/UndoManager.cpp:2190 msgctxt "Error Message in UndoManager.cpp" msgid "Unknown Undo Serialization version. Unable to read stack." msgstr "'シリアル化を元に戻す'のバージョンが不明です。 スタックを読み取れません。" #: /Runtime/Graphics/Mesh/ScriptingMeshTypes.cpp:24 msgctxt "Error Message in ScriptingMeshTypes.cpp" msgid "Unknown VertexDataType" msgstr "不明な頂点データ型" #: /Editor/Src/File/EditorFileUtilities.cpp:85 msgctxt "Error Message in EditorFileUtilities.cpp" msgid "Unknown atomic mode" msgstr "不明なアトミックモード" #: /Editor/Src/Commands/IconUtility.cpp:540 msgctxt "Error Message in IconUtility.cpp" msgid "Unknown binary format" msgstr "不明なバイナリ形式" #: /Runtime/Graphics/Mesh/SharedMeshData.cpp:224 msgctxt "Error Message in SharedMeshData.cpp" msgid "Unknown bonesPerVertex in GetBoneWeights()" msgstr "GetBoneWeights()に不明なbonesPerVertexがあります" #: Modules/AssetPipelineEditor/Public/AudioImporter.cpp:671 #, c-format msgid "Unknown compression type: %d." msgstr "不明な圧縮タイプ: %d" #: /Editor/Src/JobManager/QueueJobTypes.cpp:118 msgctxt "Error Message in QueueJobTypes.cpp" msgid "Unknown concurrent jobs type." msgstr "不明な並列ジョブタイプ" #: /Editor/Platform/Windows/Windowing/ContainerWindowWin.cpp:754 msgctxt "Error Message in ContainerWindowWin.cpp" msgid "Unknown container show mode" msgstr "不明なコンテナ表示モード" #: Modules/AssetPipelineEditor/Public/AudioImporter.cpp:696 #, c-format msgid "Unknown container type: %d." msgstr "不明なコンテナータイプ: %d" #: /Editor/Platform/Windows/ExternalProcess.cpp:377 msgctxt "Error Message in ExternalProcess.cpp" msgid "Unknown error while connecting pipe to external process" msgstr "外部プロセスにパイプを接続中に不明なエラーが発生しました" #: Editor/Mono/UIElements/StyleSheets/StyleSheetImportGlossary.cs:31 msgid "Unknown function '{0}' in declaration '{1}: {0}'" msgstr "不明な関数 '{0}' が宣言 '{1}: {0}' にあります" #: /Editor/Src/BuildPipeline/BuildTargetPlatformSpecific.cpp:1001 msgctxt "Error Message in BuildTargetPlatformSpecific.cpp" msgid "Unknown platform!" msgstr "不明なプラットフォームです" #: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreProductInfo.cs:155 msgid "Unknown publisher" msgstr "不明なパブリッシャー" #: Editor/Src/GI/BuiltinSkyManager.cpp:207 #: Editor/Src/Camera/BakedReflectionSystem.cpp:60 #: Editor/Src/Camera/BuiltinBakedReflectionSystem.cpp:370 #, c-format 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/Platform/Windows/ExternalProcess.cpp:383 msgctxt "Error Message in ExternalProcess.cpp" msgid "Unknown state while connecting pipe to external process" msgstr "外部プロセスにパイプを接続中に不明な状態が発生しました" #: Modules/PackageManagerUI/Editor/Services/Pages/PageFilters.cs:64 msgid "Unlabeled" msgstr "ラベルなし" #: Editor/Mono/Inspector/GraphicsSettingsInspectors/GraphicsSettingsInspectorTierSettings.cs:95 msgid "Unlimited" msgstr "無制限" #: Editor-Extra:Create/Shader msgid "Unlit Shader" msgstr "Unlit シェーダー" #: [MenuItem]Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/AssetCallbacks/CreateUnlitShaderGraph.cs:9 msgid "Unlit Shader Graph" msgstr "Unlit シェーダーグラフ" #: Editor/Mono/SceneHierarchy.cs:1546 msgid "Unload Scene" msgstr "シーンをアンロード" #: /Runtime/Misc/GarbageCollectSharedAssets.cpp:506 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" #: Editor/Mono/Inspector/Core/PropertyEditor.cs:209 msgid "Unlock" msgstr "アンロック" #: /Editor/Mono/VersionControl/UI/VCMenuPending.cs:72 msgctxt "MenuItem./CONTEXT/Pending/Unlock" msgid "Unlock" msgstr "アンロック" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:22 msgid "Unlock Palette Editing" msgstr "パレット編集をアンロック" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/UnlockAction.cs:32 msgid "Unlock to make changes" msgstr "ロックを解除して変更を加えます" #: Modules/PackageManagerUI/Editor/UI/MultiSelect/UnlockFoldout.cs:7 msgid "Unlock {0}" msgstr "{0} をアンロック" #: Editor/Src/Commands/AnimatorHelper.cpp:73 msgid "Unpack and Deoptimize" msgstr "展開して非最適化する" #: Editor/Src/Commands/AnimatorHelper.cpp:57 msgid "Unpack and Optimize" msgstr "展開して最適化" #: Editor-Missing:Missing detected at runtime. msgid "Unreal" msgstr "Unreal" #: Editor/Src/BuildPipeline/BuildAssetBundle.cpp:438 #, c-format 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に加えることはできません: \"%s\" " #: /Runtime/Allocator/UnityDefaultAllocator.cpp:160 msgctxt "Error Message in UnityDefaultAllocator.cpp" msgid "Unregistering memory that was not allocated using this allocator." msgstr "このアロケーターを使用して割り当てられなかったメモリの登録を解除します。" #: Editor-Missing:Missing detected at runtime. msgid "Unrestricted" msgstr "制限なし" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerWindow.cs:49 msgid "UnsafeUtility.Malloc(Persistent)" msgstr "UnsafeUtility.Malloc(Persistent)" #: Editor/Mono/ContainerWindow.cs:313 msgid "Unsaved Changes Detected" msgstr "未保存の変更が検出されました" #: 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 "Unscaled Time" msgstr "スケールされていない時間" #: Modules/AssetPipelineEditor/Public/AudioImporter.cpp:1079 #: Modules/AssetPipelineEditor/Public/AudioImporter.cpp:1101 #, c-format 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:1063 #, c-format msgid "Unspecified error during preview generation for AudioClip %s" msgstr "オーディオクリップ%s" #: /Runtime/Graphics/Image.cpp:1277 msgctxt "Error Message in Image.cpp" msgid "Unsupported" msgstr "非対応" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1951 msgid "Unsupported MSAA Fallback" msgstr "対応しない MSAA フォールバック" #: Editor/Mono/UIElements/StyleSheets/StyleSheetImportGlossary.cs:16 msgid "Unsupported USS term: {0}" msgstr "サポートされない USS構文: {0}" #: Modules/AssetPipelineEditor/Public/AudioImporter.cpp:250 #, c-format 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" #: /Editor/Src/BuildPipeline/PrepareMeshDataForBuildTarget.cpp:171 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です。" #: Editor/Mono/SceneModeWindows/LightingWindow.cs:39 msgid "Unsupported denoiser selected" msgstr "サポートされないノイズ除去が選択されています" #: Editor/Mono/UIElements/StyleSheets/StyleSheetImportGlossary.cs:28 msgid "Unsupported selector format: '{0}'" msgstr "サポートされないセレクター形式です: '{0}'" #: Editor/Mono/UIElements/StyleSheets/StyleSheetImportGlossary.cs:24 msgid "" "Unsupported type {0} for asset at path '{1}' ; only Texture2D is supported " "for variants with @2x suffix\n" "Suggestion: verify the import settings of this asset." msgstr "サポートされないアセットのタイプ{0}がパス'{1}'にあります; サフィックス@2xを持つバリアントでは、Texture2Dだけがサポートされます\n提案: このアセットのインポート設定を確認してください。" #: Editor/Mono/UIElements/StyleSheets/StyleSheetImportGlossary.cs:36 msgid "" "Unsupported type {0} for asset at path '{1}' ; only the following types are " "supported: {2}\n" "Suggestion: verify the import settings of this asset." msgstr "サポートされないアセットのタイプ{0}がパス'{1}'にあります; 以下のタイプのみがサポートされます: {2}\n提案: このアセットのインポート設定を確認してください。" #: Editor/Mono/UIElements/StyleSheets/StyleSheetImportGlossary.cs:14 msgid "Unsupported unit: '{0}'" msgstr "対応しない単位: '{0}'" #: Editor-Missing:Missing detected at runtime. msgid "Untagged" msgstr "タグのない" #: Editor/Mono/EditorApplication.cs:339 msgid "Untitled" msgstr "名称未設定" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:146 msgid "Unused" msgstr "不使用" #: Editor/Src/AutoDocumentation.cpp:2581 msgctxt "From AutoDocumentation" msgid "Unused field, set to zero." msgstr "不使用フィールド。0に設定。" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:62 msgid "Unused overrides" msgstr "不使用オーバーライド" #: [MenuItem]Editor/Tools/Unwrap/helper/UnwrapDebugHelper.cs:123 msgid "UnwrapDebugHelper" msgstr "ラップなしデバッグヘルパー" #: /Editor/Tools/Unwrap/helper/UnwrapDebugHelper.cs:123 msgctxt "MenuItem./Custom/UnwrapDebugHelper/Export all MeshFilters in selection to separate OBJs" msgid "UnwrapDebugHelper" msgstr "ラップなしデバッグヘルパー" #: Editor/Mono/Inspector/AimConstraintEditor.cs:38 msgid "Up Vector" msgstr "アップベクトル" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/LightAnchorEditor.cs:597 msgid "Up direction" msgstr "アップ方向" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:128 msgid "Update" msgstr "更新" #: [MenuItem]Modules/TextCoreTextEngineEditor/Managed/TextCoreContextMenuItems.cs:306 msgid "Update Atlas Texture..." msgstr "アトラステクスチャをアップデート..." #: Editor/Mono/Inspector/AudioMixerControllerInspector.cs:15 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" #: Packages/com.unity.2d.tilemap/Editor/GridSelection.cs:16 msgid "Update Grid Selection" msgstr "グリッド選択を更新" #: Editor/Mono/Animation/AnimationWindow/AnimationContextualPropertyMenu.cs:14 msgid "Update Key" msgstr "キーの更新" #: [MenuItem]Packages/com.unity.ugui/Editor/TMP/TMP_MarkupTagUpdateUtility.cs:228 msgid "Update Markup Tag Hash Codes" msgstr "マークアップタグハッシュコードを更新" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:203 msgid "Update Mask" msgstr "マスクを更新" #: Editor/Mono/Inspector/DirectorEditor.cs:21 msgid "Update Method" msgstr "更新方法" #: /Runtime/Graphics/CustomRenderTexture.cpp:716 #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:18 msgid "Update Mode" msgstr "更新モード" #: /Runtime/Graphics/CustomRenderTexture.cpp:721 #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:317 msgid "Update Period" msgstr "更新期間" #: Editor/Mono/Inspector/CanvasEditor.cs:180 msgid "Update Rect Transform For Standalone" msgstr "スタンドアロンの矩形トランスフォームを更新" #: [MenuItem]Modules/TextCoreTextEngineEditor/Managed/SpriteAssetCreationMenu.cs:37 msgid "Update Sprite Asset" msgstr "スプライトアセットを更新" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:191 msgid "Update Threshold" msgstr "しきい値を更新 " #: Editor-Missing:Missing detected at runtime. msgid "Update Trigger Contacts Per Job" msgstr "ジョブごとのトリガー接触更新数" #: [MenuItem]Modules/UIElementsEditor/UXMLSchemaGenerator.cs:54 #: Editor-Missing:Missing detected at runtime. msgid "Update UXML Schema" msgstr "UXML スキーマを更新" #: /Runtime/Graphics/Mesh/SkinnedMeshRenderer.cpp:1988 #: Editor/Mono/Inspector/SkinnedMeshRendererEditor.cs:19 msgid "Update When Offscreen" msgstr "オフスクリーン時に更新" #: /Runtime/Graphics/CustomRenderTexture.h:237 msgid "Update Zone Center" msgstr "ゾーン中央を更新" #: /Runtime/Graphics/CustomRenderTexture.h:238 msgid "Update Zone Size" msgstr "ゾーンサイズを更新" #: /Runtime/Graphics/CustomRenderTexture.cpp:718 #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:26 msgid "Update Zone Space" msgstr "ゾーン空間を更新" #: /Runtime/Graphics/CustomRenderTexture.cpp:720 #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:27 msgid "Update Zones" msgstr "ゾーンを更新" #: Modules/PackageManagerUI/Editor/Services/Pages/PageFilters.cs:67 msgid "Update available" msgstr "更新可能" #: Editor/Mono/Scripting/APIUpdater/APIUpdaterManager.bindings.cs:116 msgid "Update finished with {0} in {1} ms ({2}/{3} assembly(ies) updated)." msgstr "更新は {0}/{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)。" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs:670 msgid "Update mode" msgstr "更新モード" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:115 msgid "Update on light movement" msgstr "ライト移動時に更新" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:143 msgid "Update reference clips" msgstr "リファレンスクリップの更新" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:128 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/PackageManagerUI/Editor/Services/Packages/Actions/UpdateAction.cs:8 msgid "Update to {0}" msgstr "{0} に更新" #: Modules/PackageManagerUI/Editor/UI/MultiSelect/UpdateFoldoutGroup.cs:11 msgid "Update {0}" msgstr "{0} を更新" #: Modules/PackageManagerUI/Editor/Services/Pages/PageTypes/InProjectUpdatesPage.cs:11 msgid "Updates" msgstr "更新" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/UpdateAction.cs:11 msgid "Updating" msgstr "更新" #: Modules/PackageManagerUI/Editor/UI/ScopedRegistriesSettings.cs:207 msgid "Updating a scoped registry" msgstr "スコープ付きレジストリを更新しています" #: Modules/PackageManager/Editor/PackageManagerProjectFiles.cpp:85 msgid "Updating project manifest..." msgstr "プロジェクトのマニフェストを更新しています..." #: Modules/AI/Builder/RuntimeNavMeshBuilder.cpp:675 msgid "" "Updating the NavMesh failed due to an excessive number of tiles. Try " "limiting the distance between surface objects or increasing either the tile " "size or the voxel size." msgstr "タイルの数が多すぎるため、ナビメッシュの更新に失敗しました。サーフェスオブジェクト間の距離を制限するか、タイルサイズまたはボクセルサイズを大きくしてください。" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/UpdateAction.cs:9 msgid "Updating to {0}" msgstr "{0} に更新" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/UpdateAction.cs:51 msgid "Updating {0}" msgstr "{0} を更新" #: Modules/PackageManagerUI/Editor/UI/MultiSelect/UpdateFoldoutGroup.cs:12 msgid "Updating {0}..." msgstr "{0} を更新しています..." #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:154 msgid "Upgrade" msgstr "アップグレード" #: Packages/com.unity.render-pipelines.universal/Editor/AnimationClipUpgrader.cs:604 msgid "Upgrade AnimationClips" msgstr "アニメーションクリップをアップグレード" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineMenuItems.cs:129 msgid "Upgrade HDRP Materials to Latest Version" msgstr "HDRP マテリアルを最新のバージョンへアップグレード" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:111 msgid "Upgrade Parametric Light" msgstr "パラメトリックライトをアップグレード" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:112 msgid "Upgrade Parametric Lights" msgstr "パラメトリックライトをアップグレード" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:175 msgid "Upgrade templates to C#..." msgstr "テンプレートを C# スクリプトにアップグレード..." #: Modules/EditorToolbar/ToolbarElements/AccountDropdown.cs:128 msgid "Upgrade your Unity plan" msgstr "Unity プランをアップグレードします" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidTemplatesUpgraderWindow.cs:32 msgid "Upgraded file already exists and will be overriden." msgstr "アップグレードされたファイルがすでに存在し、オーバーライドされます。" #: Editor/Src/ProjectUpgrade.cpp:148 msgid "" "Upgrading this project requires a change to the read-only files [{0}]. Would " "you like to make these files writable and continue?" msgstr "このプロジェクトをアップグレードするには、読み取り専用ファイル[{0}]の変更が必要です。これらのファイルを書き込み可能にして続行しますか?" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:39 msgid "Upload" msgstr "アップロード" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:33 msgid "Upload 1 mip extra compared to the Global Mipmap Limit." msgstr "グローバルミップマップ制限と比較して1ミップ多くアップロードします。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:35 msgid "Upload 1 mip less compared to the Global Mipmap Limit." msgstr "グローバルミップマップ制限と比較して1ミップ少なくアップロードします。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:32 msgid "Upload 2 mips extra compared to the Global Mipmap Limit." msgstr "グローバルミップマップ制限と比較して2ミップ多くアップロードします。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:36 msgid "Upload 2 mips less compared to the Global Mipmap Limit." msgstr "グローバルミップマップ制限と比較して2ミップ少なくアップロードします。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:31 msgid "Upload 3 mips extra compared to the Global Mipmap Limit." msgstr "グローバルミップマップ制限と比較して3ミップ多くアップロードします。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:37 msgid "Upload 3 mips less compared to the Global Mipmap Limit." msgstr "グローバルミップマップ制限と比較して3ミップ少なくアップロードします。" #: Editor/Mono/GUI/CacheServerWindow.cs:34 msgid "Upload All Revisions" msgstr "すべてのリビジョンをアップロード" #: Editor/Mono/GUI/CacheServerWindow.cs:32 msgid "Upload Artifacts" msgstr "アーティファクトをアップロード" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:205 msgid "Upload Only" msgstr "アップロードのみ" #: Editor/Mono/GUI/CacheServerWindow.cs:33 msgid "Upload Shader Cache" msgstr "シェーダーキャッシュをアップロード" #: Editor/Mono/Inspector/LODGroupGUI.cs:64 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:64 msgid "Upload to Importer" msgstr "インポーターにアップロード" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:37 msgid "Upper Arm Twist" msgstr "上腕のねじり" #: Editor/Mono/Inspector/Avatar/AvatarMuscleEditor.cs:39 msgid "Upper Leg Twist" msgstr "腿のねじり" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:395 msgid "Upper Limit" msgstr "上限" #: Editor-Missing:Missing detected at runtime. msgid "Upper center" msgstr "上中央" #: Editor-Missing:Missing detected at runtime. msgid "Upper left" msgstr "左上" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:81 msgid "Upper limit" msgstr "上限" #: Editor-Missing:Missing detected at runtime. msgid "Upper right" msgstr "右上" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:337 msgid "Upsample type" msgstr "アップサンプルタイプ" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:41 msgid "Upscaling Filter" msgstr "アップスケールフィルター" #: /Editor/Src/Collab/Logging/CollabCurlRequestEventLogger.h:153 msgid "Uri" msgstr "URI" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:271 msgid "Url" msgstr "URL" #: /Runtime/Graphics/CubemapArrayTexture.cpp:651 msgid "Usage Mode" msgstr "使用モード" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3347 msgid "Usages" msgstr "使い方" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:181 msgid "Use" msgstr "使用" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:60 msgid "Use 2D or 3D physics gravity" msgstr "2Dか3Dの物理重力を使用します" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1173 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:132 msgid "Use 32-bit Display Buffer*" msgstr "32 ビットディスプレイバッファを使用*" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:63 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/Physics2DEditor/Managed/Colliders/EdgeCollider2DEditor.cs:64 msgid "Use Adjacent End Point" msgstr "隣接する終点を使用" #: Modules/Physics2DEditor/Managed/Colliders/EdgeCollider2DEditor.cs:55 msgid "Use Adjacent Start Point" msgstr "隣接する開始点を使用" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:292 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" #: Packages/com.unity.visualeffectgraph/Samples~/VFXOutputEventHandlers/Editor/VFXOutputEventPrefabSpawnEditor.cs:56 msgid "Use Angle" msgstr "角度を使用" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:104 msgid "Use Animated Autorotation" msgstr "アニメーション付き自動回転を使用" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:53 msgid "Use Aspect Ratio" msgstr "アスペクト比を使用" #: Modules/Physics2DEditor/Managed/Rigidbody/Rigidbody2DEditor.cs:125 msgid "Use Auto Mass" msgstr "重量の自動設定を使用" #: /Editor/Src/Animation/BlendTree.cpp:78 #: Editor/Mono/Inspector/BlendTreeInspector.cs:1507 msgid "Use Automatic Thresholds" msgstr "しきい値の自動設定を使用" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:214 msgid "Use Binomial bc7e compressor" msgstr "二項 bc7e 圧縮を使用します" #: Modules/Physics2DEditor/Managed/Effectors/SurfaceEffector2DEditor.cs:73 msgid "Use Bounce" msgstr "バウンスを使用" #: /Runtime/Camera/GraphicsSettings.cpp:369 msgid "Use Cascaded Shadow Maps" msgstr "カスケードシャドウマップを使用" #: Modules/PackageManagerUI/Editor/Services/Packages/PackageLink/PackageLinkFactory.cs:299 msgid "Use Cases" msgstr "ユースケース" #: Packages/com.unity.ugui/Editor/UGUI/UI/HorizontalOrVerticalLayoutGroupEditor.cs:59 msgid "Use Child Scale" msgstr "子のスケールを使用" #: Modules/Physics2DEditor/Managed/Effectors/Effector2DEditor.cs:42 msgid "Use Collider Mask" msgstr "コライダーマスクを使用" #: Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/SixWayGUI.cs:23 msgid "Use Color Absorption" msgstr "色の吸収を使用" #: Editor/Mono/Inspector/LightEditor.cs:410 msgid "Use Color Temperature" msgstr "色温度を使用" #: Editor/Mono/Inspector/Core/ScriptAttributeGUI/Implementations/PropertyDrawers.cs:384 msgid "Use ColorUsageDrawer with color." msgstr "カラーでTextAreaDrawerを使用します。" #: Editor-Missing:Missing detected at runtime. msgid "Use Consistency Sorting" msgstr "一貫した処理順を使用" #: Modules/Physics2DEditor/Managed/Effectors/SurfaceEffector2DEditor.cs:71 msgid "Use Contact Force" msgstr "接触力を使用" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:254 msgid "Use Contact Shadows" msgstr "コンタクトシャドウを使用" #: Editor/Src/AutoDocumentation.cpp:973 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/Mono/2D/Common/TexturePlatformSettingsView.cs:14 msgid "Use Crunch Compression" msgstr "クランチ圧縮を使用" #: /Runtime/Camera/ShadowSettings.h:43 msgid "Use Culling Matrix Override" msgstr "カリング行列のオーバーライドを使用" #: Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/ExposureEditor.cs:154 msgid "Use Curve Remapping" msgstr "カーブ再マッピングを使用" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:308 msgid "Use Custom App Background Behavior" msgstr "カスタムのアプリケーションバックグラウンド動作を使用" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3849 msgid "Use Custom Base Gradle Template" msgstr "カスタム Gradle 基本テンプレートを使用" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:925 msgid "Use Custom File" msgstr "カスタムファイルを使用" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3850 msgid "Use Custom Gradle Properties Template" msgstr "カスタム Gradle プロパティテンプレートを使用" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3851 msgid "Use Custom Gradle Settings Template" msgstr "カスタム Gradle 設定テンプレートを使用" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:578 msgid "Use Custom Keystore" msgstr "カスタムキーストアを使用" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3848 msgid "Use Custom Launcher Gradle Manifest" msgstr "カスタム Gradle ランチャーマニフェストを使用" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3846 msgid "Use Custom Launcher Manifest" msgstr "カスタムランチャーマニフェストを使用" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3847 msgid "Use Custom Main Gradle Template" msgstr "カスタム Gradle メインテンプレートを使用" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3845 msgid "Use Custom Main Manifest" msgstr "カスタムメインマニフェストを使用" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3852 msgid "Use Custom Proguard File" msgstr "カスタムプロガードファイルを使用" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:41 msgid "Use DLSS Custom Attributes" msgstr "DLSS カスタム属性を使用" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:40 msgid "Use DLSS Custom Quality" msgstr "DLSS カスタム品質を使用" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:130 msgid "Use DXGI flip model swapchain for D3D11" msgstr "D3D11にDXGIフリップモデルスワップチェーンを使用" #: Editor/Mono/Inspector/GraphicsSettingsInspectors/GraphicsSettingsInspectorTierSettings.cs:110 msgid "Use Defaults" msgstr "デフォルト値を使用" #: Modules/Physics2DEditor/Managed/Colliders/CompositeCollider2DEditor.cs:54 msgid "Use Delaunay Mesh" msgstr "ドロネーメッシュを使用" #: Editor/Mono/Inspector/Core/ScriptAttributeGUI/Implementations/PropertyDrawers.cs:460 msgid "Use Delayed with float, int, or string." msgstr "float、int、または文字列でドロネー化したものを使用します。" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:203 msgid "Use Depth Stencil Buffer" msgstr "深度ステンシルバッファを使用" #: /Runtime/Camera/GraphicsSettings.cpp:367 msgid "Use Detail Normal Map" msgstr "詳細な法線マップを使用" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4215 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:224 msgid "Use Deterministic Compilation" msgstr "決定論的コンパイルを使用" #: /Runtime/Camera/GraphicsSettings.cpp:372 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" #: /Runtime/Shaders/GpuPrograms/ShaderSnippet.cpp:335 msgid "Use DxcAP Is" msgstr "DxcAP Is を使用" #: /Runtime/Graphics/RenderTexture.h:373 #: Editor/Mono/Inspector/RenderTextureEditor.cs:221 msgid "Use Dynamic Scale" msgstr "ダイナミックスケールの使用" #: /Runtime/Graphics/RenderTexture.h:374 msgid "Use Dynamic Scale Explicit" msgstr "ダイナミックスケールの使用 明示的" #: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:17 msgid "Use Embedded Materials" msgstr "デフォルトマテリアルを使用" #: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:16 msgid "Use External Materials (Legacy)" msgstr "外部マテリアルの使用 (古い機能)" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:45 msgid "Use FSR2 Custom Attributes" msgstr "FSR2 カスタム属性を使用" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:44 msgid "Use FSR2 Custom Quality" msgstr "FSR2 カスタム品質を使用" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:126 msgid "Use Filtering settings" msgstr "フィルタリング設定を使用" #: /Runtime/Input/TimeManager.cpp:654 msgid "Use Fixed Time Step" msgstr "固定時間ステップを使用" #: /Runtime/Misc/PlayerSettings.cpp:829 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1156 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/Camera/Flare.cpp:75 msgid "Use Fog" msgstr "フォグを使用" #: Modules/Physics2DEditor/Managed/Effectors/SurfaceEffector2DEditor.cs:72 msgid "Use Friction" msgstr "摩擦を使用" #: Modules/Physics2DEditor/Managed/Rigidbody/Rigidbody2DEditor.cs:150 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/AssemblyDefinitionImporterInspector.cs:277 msgid "Use GUI Ds" msgstr "GUID を使用" #: Editor/Mono/Inspector/AssemblyDefinitionReferenceImporterInspector.cs:20 msgid "Use GUID" msgstr "GUID を使用" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:35 msgid "Use GUIDs" msgstr "GUID を使用" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:35 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。" #: Modules/Physics2DEditor/Managed/Effectors/AreaEffector2DEditor.cs:61 msgid "Use Global Angle" msgstr "グローバル角度を使用" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:34 msgid "Use Global Mipmap Limit" msgstr "グローバルミップマップ制限を使用" #: Editor/Mono/Inspector/Core/ScriptAttributeGUI/Implementations/PropertyDrawers.cs:426 msgid "Use GradientUsageDrawer with gradient." msgstr "グラデーションでGradientUsageDrawerを使用します。" #: Editor/Mono/Inspector/CameraEditor.cs:171 msgid "Use Graphics Settings" msgstr "グラフィックス設定を使用" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:56 msgid "Use Gravity" msgstr "重力を使用" #: Editor/Mono/Inspector/GraphicsSettingsInspectors/GraphicsSettingsInspectorTierSettings.cs:139 msgid "Use HDR" msgstr "HDR を使用" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:246 msgid "Use HDR Display Output*" msgstr "HDR ディスプレイ出力を使用*" #: Editor/Src/AutoDocumentation.cpp:776 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" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitSurfaceInputsUIBlock.cs:111 msgid "Use Height Based Blend" msgstr "高さベースのブレンドを使用" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/IESImporterEditor.cs:142 msgid "Use IES Maximum Intensity Prop" msgstr "IES 最大強度プロパティを使用" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:99 msgid "Use IMGUI Default Inspector" msgstr "IMGUI デフォルトインスペクターを使用" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/ProbeSettingsUI.Drawers.cs:70 msgid "Use Influence Volume As Proxy Volume" msgstr "プロキシボリュームにインフルエンスボリュームを使用" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:213 msgid "Use Intel ISPCTextureCompressor (legacy pre-2021.2 behavior)" msgstr "Intel ISPCTextureCompressor を使用 (2021.2より前の古い動作)" #: Modules/TextRenderingEditor/TrueTypeFontImporterInspector.cs:20 msgid "Use Legacy Bounds" msgstr "古いバウンドを使用" #: Modules/TextRenderingEditor/TrueTypeFontImporterInspector.cs:232 msgid "Use Legacy Bounds Calculation" msgstr "古いバウンド計算を使用する" #: /Runtime/Graphics/QualitySettings.cpp:598 msgid "Use Legacy Detail Distribution" msgstr "古いディテール分布を使用" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:64 msgid "Use Legacy Details Distribution" msgstr "古いディテール分布を使用" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:126 msgid "Use Legacy Lightmaps" msgstr "古いライトマップを使用" #: /Editor/Src/EditorSettings.cpp:256 #: Editor/Mono/Inspector/EditorSettingsInspector.cs:561 msgid "Use Legacy Probe Sample Count" msgstr "古いプローブサンプル数を使用" #: Packages/com.unity.visualeffectgraph/Samples~/VFXOutputEventHandlers/Editor/VFXOutputEventPrefabSpawnEditor.cs:58 msgid "Use Lifetime" msgstr "生存期間を使用" #: /Runtime/Camera/Flare.h:76 msgid "Use Light Color" msgstr "ライトカラーを使用" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2771 #: Editor/Mono/AssetPipeline/SpeedTree/SpeedTree9ImporterModelEditor.cs:646 msgid "Use Light Probes" msgstr "ライトプローブを使用" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1294 msgid "Use Low Accuracy Location" msgstr "低精度の位置情報を使用" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:87 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" #: /Runtime/Misc/PlayerSettings.cpp:831 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:2600 msgid "Use Mac App Store Validation" msgstr "Mac App Store の検証を使用" #: Packages/com.unity.ugui/Editor/TMP/TMP_BaseEditorPanel.cs:1192 msgid "Use Max Visible Descender Prop" msgstr "最大表示ディセンダープロパティ を使用" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:216 msgid "Use Mesh Colors" msgstr "メッシュカラーを使用" #: Editor/Mono/Inspector/Core/ScriptAttributeGUI/Implementations/PropertyDrawers.cs:54 msgid "Use Min with float, int or Vector." msgstr "float、int、またはVectorでMinを使用します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:325 msgid "Use Mip Bias" msgstr "ミップバイアスを使用" #: /Runtime/Graphics/LightingSettings.cpp:91 #: Editor/Mono/Inspector/LightingSettingsEditor.cs:215 msgid "Use Mipmap Limits" msgstr "ミップマップ制限を使用" #: Editor/Mono/ConsoleWindow.cs:68 msgid "Use Monospace font" msgstr "等幅フォントを使用" #: Editor/Mono/Inspector/CameraEditor.cs:49 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ス)を使うとエイリアシングを削減できます" #: Editor/Mono/Inspector/Core/ScriptAttributeGUI/Implementations/PropertyDrawers.cs:251 msgid "Use Multiline with string." msgstr "文字列でMultilineを使用します。" #: Editor-Missing:Missing detected at runtime. msgid "Use Multithreading" msgstr "マルチスレッドを使用" #: /Runtime/Shaders/SerializedShaderData.h:1437 msgid "Use Name" msgstr "名前を使用" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:115 msgid "Use Native Render Pass" msgstr "ネイティブレンダーパスを使用" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1098 msgid "Use OS Auto Rotation" msgstr "OS の自動回転を使用" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:155 msgid "Use Occlusion" msgstr "オクルージョンを使用" #: /Runtime/Camera/ReflectionProbes.cpp:72 #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:524 msgid "Use Occlusion Culling" msgstr "オクルージョンカリングを使用" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1610 msgid "Use Old Name" msgstr "古い名前を使用" #: /Runtime/Misc/PlayerSettings.cpp:689 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:3021 msgid "Use On Demand Resources" msgstr "オンデマンドリソースを使用" #: Modules/Physics2DEditor/Managed/Effectors/PlatformEffector2DEditor.cs:65 msgid "Use One Way" msgstr "1 方向の衝突判定を使用" #: Modules/Physics2DEditor/Managed/Effectors/PlatformEffector2DEditor.cs:66 msgid "Use One Way Grouping" msgstr "グループ化して衝突判定を使用" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LayeringOptionsUIBlock.cs:21 msgid "Use Opacity map as Density map" msgstr "密度マップに不透明度マップを使用" #: Modules/ParticleSystemEditor/ParticleSystemModules/LightsModuleUI.cs:13 msgid "Use Particle Color" msgstr "パーティクルの色を使用" #: /Runtime/Input/InputManager.cpp:267 msgid "Use Physical Keys" msgstr "物理キーを使用" #: /Runtime/Misc/PlayerSettings.cpp:825 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:1147 msgid "Use Player Log" msgstr "プレイヤーログを使用" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGLBuildProfileExtension.cs:125 msgid "Use Player Settings" msgstr "プレイヤー設定を使用" #: Packages/com.unity.visualeffectgraph/Samples~/VFXOutputEventHandlers/Editor/VFXOutputEventPrefabSpawnEditor.cs:55 msgid "Use Position" msgstr "位置を使用" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:88 msgid "Use Project Path in Window Title" msgstr "ウィンドウタイトルにプロジェクトパスを使用" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Output.Skin.cs:35 msgid "Use Project Settings" msgstr "プロジェクト設定を使用" #: Editor-Missing:Missing detected at runtime. msgid "Use Proxy Volume" msgstr "プロキシボリュームを使用" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:105 #: Editor-Missing:Missing detected at runtime. msgid "Use Quality Settings" msgstr "品質設定を使用" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:727 msgid "Use RMS metering for display" msgstr "表示にRMS測定を使用" #: /Runtime/Camera/RenderSettings.cpp:575 msgid "Use Radiance Ambient Probe" msgstr "発光アンビエントプローブを使用" #: Editor/Mono/Inspector/Core/ScriptAttributeGUI/Implementations/PropertyDrawers.cs:13 msgid "Use Range with float or int." msgstr "floatかintでRangeを使用します。" #: /Runtime/Camera/GraphicsSettings.cpp:365 msgid "Use Reflection Probe Blending" msgstr "リフレクションプローブブレンドを使用" #: /Runtime/Camera/GraphicsSettings.cpp:364 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" #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/DecalRendererFeatureEditor.cs:14 msgid "Use Rendering Layers" msgstr "レンダリングレイヤーを使用" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:520 msgid "Use SRGB Material Color" msgstr "SRGB マテリアル色を使用" #: Packages/com.unity.visualeffectgraph/Samples~/VFXOutputEventHandlers/Editor/VFXOutputEventPrefabSpawnEditor.cs:57 msgid "Use Scale" msgstr "スケールを使用" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:149 msgid "Use Scene Cam" msgstr "シーンカメラを使用" #: Modules/Physics2DEditor/Managed/Effectors/PlatformEffector2DEditor.cs:77 msgid "Use Side Bounce" msgstr "側面のバウンドを使用" #: Modules/Physics2DEditor/Managed/Effectors/PlatformEffector2DEditor.cs:76 msgid "Use Side Friction" msgstr "側面の摩擦を使用" #: Packages/com.unity.ugui/Editor/UGUI/UI/ImageEditor.cs:153 msgid "Use Sprite Mesh" msgstr "スプライトメッシュを使用" #: Modules/Physics2DEditor/Managed/Settings/Physics2DSettingsEditor.cs:155 msgid "Use Sub Step Contacts" msgstr "サブステップ接触を使用" #: Modules/Physics2DEditor/Managed/Settings/Physics2DSettingsEditor.cs:154 msgid "Use Sub Stepping" msgstr "サブステップを使用" #: Editor/Mono/Inspector/Core/ScriptAttributeGUI/Implementations/PropertyDrawers.cs:304 msgid "Use TextAreaDrawer with string." msgstr "文字列でTextAreaDrawerを使用します。" #: Editor/Mono/Inspector/LookAtConstraintEditor.cs:35 msgid "Use Up Object" msgstr "アップオブジェクトを使用" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:122 msgid "Use WebAssembly.Table" msgstr "WebAssembly.Table を使用" #: /Runtime/Graphics/LineRenderer.cpp:416 #: Editor/Mono/Inspector/LineRendererEditor.cs:472 msgid "Use World Space" msgstr "ワールド空間を使用" #: Editor/Mono/BuildPlayerWindow.cs:104 msgid "" "Use a faster but lower quality texture compression mode for all compressed " "textures. Turn off Crunch compression." msgstr "すべての圧縮テクスチャに対して、より高速で低品質のテクスチャ圧縮モードを使用します。 クランチ圧縮をオフにします。" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:56 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" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/GlobalIlluminationEditor.cs:113 msgid "Use a half resolution denoiser." msgstr "半解像度ノイズ除去を使用します。" #: Editor/Mono/Inspector/AimConstraintEditor.cs:46 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:45 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/Src/AutoDocumentation.cpp:2276 msgctxt "From AutoDocumentation" msgid "Use acceleration rather than force for the drive spring." msgstr "駆動スプリングには、力ではなく加速度を使用します。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:134 msgid "Use adaptive performance" msgstr "Adaptive Performance を使用" #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateEditor.cs:197 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。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:128 msgid "Use an existing Box Collider" msgstr "既存のボックスコライダーを使用" #: PlatformDependent/AndroidPlayer/Editor/Managed/AndroidTextureImportSettingsExtension.cs:13 msgid "Use build settings" msgstr "ビルド設定を使用します" #: Editor/Mono/Inspector/LightEditor.cs:79 msgid "Use color temperature mode" msgstr "色温度モードを使用する" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:108 msgid "Use constant screen size for the center of mass gizmos" msgstr "重心ギズモには特定の画面サイズを使用します" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:254 msgid "Use contact shadows for lights." msgstr "ライトにコンタクトシャドウを使います。" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:105 msgid "Use custom scaling value" msgstr "カスタムスケーリング値を使用" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:212 msgid "Use default BC7 compressor (currently bc7e)" msgstr "デフォルトのBC7コンプレッサー(現在はbc7e)を使用します" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:103 msgid "Use default desktop setting" msgstr "デフォルトのデスクトップ設定を使用" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:269 msgid "Use deterministic compilation modified" msgstr "決定論的コンパイルを使用が変更されました" #: Modules/ParticleSystemEditor/ParticleSystemModules/ExternalForcesModuleUI.cs:19 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/InitialModuleUI.cs:66 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" #: Packages/com.unity.ugui/Editor/UGUI/UI/PropertyDrawers/FontDataDrawer.cs:36 msgid "Use emoticons and colors" msgstr "顔文字と色を使用" #: Editor/Mono/ImportSettings/SpeedTreeImporterMaterialEditor.cs:16 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/PreferencesWindow/PreferencesSettingsProviders.cs:118 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" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:111 msgid "" "Use faster, but less accurate approximation functions when converting " "between the sRGB and Linear color spaces." msgstr "sRGB色空間とリニア色空間の間で変換する場合に、高速ですが精度の低い近似関数を使用します。" #: Editor/Src/AutoDocumentation.cpp:1758 msgctxt "From AutoDocumentation" msgid "Use fog in the scene?" msgstr "シーンでフォグを使うか" #: Editor/Mono/Inspector/Texture3DPreview.cs:79 msgid "Use gradient color ramp visualization" msgstr "グラデーションカラーランプの可視化を使用する" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:237 msgid "" "Use if you need to tweak the Gradle build process by providing your own " "changes to the base gradle build file." msgstr "基本Gradleビルドファイルに独自の変更を加えて、Gradleビルドプロセスを調節する必要がある場合に使用します。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:238 msgid "" "Use if you need to tweak the Gradle build process by providing your own " "changes to the gradle properties file." msgstr "Gradleプロパティファイルに独自の変更を加えて、Gradleビルドプロセスを調節する必要がある場合に使用します。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:239 msgid "" "Use if you need to tweak the Gradle build process by providing your own " "changes to the gradle settings file." msgstr "Gradle設定ファイルに独自の変更を加えて、Gradleビルドプロセスを調節する必要がある場合に使用します。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:236 msgid "" "Use if you need to tweak the Gradle build process by providing your own " "changes to the launcher gradle build file." msgstr "ランチャーGradleビルドファイルに独自の変更を加えて、Gradleビルドプロセスを調節する必要がある場合に使用します。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:235 msgid "" "Use if you need to tweak the Gradle build process by providing your own " "changes to the main gradle build file." msgstr "メインのGradleビルドファイルに独自の変更を加えて、Gradleビルドプロセスを調節する必要がある場合に使用します。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:234 msgid "Use if you need to tweak the launcher manifest file." msgstr "ランチャーマニフェストファイルを調節する必要がある場合に使用します。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:233 msgid "Use if you need to tweak the main Android manifest file." msgstr "メインのAndroidマニフェストファイルを調節する必要がある場合に使用します。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:164 msgid "Use incremental GC" msgstr "差分 GC を使用" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:58 msgid "Use legacy Light Probe sample counts" msgstr "古いライトプローブのサンプル数を使用" #: Editor/Mono/BuildPlayerWindow.cs:83 msgid "Use maximum texture size as specified in per-texture import settings." msgstr "テクスチャごとのインポート設定で指定する最大テクスチャサイズを使用します。" #: Editor/Mono/Inspector/LineRendererEditor.cs:19 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/PlayerSettingsEditor/PlayerSettingsEditor.cs:163 msgid "Use on-demand resources*" msgstr "オンデマンドリソースを使用*" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:728 msgid "Use peak metering for display" msgstr "表示にピーク測定を使用" #: Packages/com.unity.render-pipelines.universal/Editor/Lighting/UniversalRenderPipelineLightUI.Skin.cs:58 msgid "Use settings from Render Pipeline Asset" msgstr "レンダーパイプラインアセットの設定を使用" #: Editor/Mono/Inspector/AvatarMaskInspector.cs:172 msgid "Use skeleton from" msgstr "使用するスケルトン" #: 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/Src/AutoDocumentation.cpp:2887 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:2888 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/Application/Application.cpp:3522 msgid "Use the .unity extension" msgstr ".unity 拡張子を使用" #: Editor/Mono/Inspector/LightProbeGroupInspector.cs:528 msgid "" "Use the Edit Light Probe Group Tool in the Scene Tools Overlay " "to edit Light Probe positions." msgstr "ライトプローブの位置を編集するには、シーンツールオーバーレイのライトプローブグループ編集ツールを使用します。" #: Editor/Mono/Inspector/AssemblyDefinitionReferenceImporterInspector.cs:20 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/AimConstraintEditor.cs:44 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/ImportSettings/TextureImporterInspector.cs:305 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)" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:58 msgid "Use the calculated center of mass or set it directly." msgstr "計算された質量の中心を使用するか、直接設定します。" #: Modules/PhysicsEditor/ArticulationBodyEditor.cs:59 msgid "Use the calculated tensor or set it directly." msgstr "計算されたテンソルを使用するか、直接設定します。" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:62 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。" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:51 msgid "" "Use the mesh outline to fit instead of the whole texture rect during packing." msgstr "パッキング中、テクスチャの矩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/Src/AutoDocumentation.cpp:2898 msgctxt "From AutoDocumentation" msgid "" "Use the old legacy detail scattering distribution, rather than the new, " "better one." msgstr "新しいより優れた分布ではなく、古い従来のディテール散乱分布を使用します。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:306 msgid "Use the red color component." msgstr "赤い色のコンポーネントを使用" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:224 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" #: Editor/Mono/2D/Common/TexturePlatformSettingsView.cs:17 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" #: Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.PhysicalCamera.Skin.cs:116 msgid "Use the slider to stretch the sensor to simulate an anamorphic look." msgstr "スライダーを使用してセンサーを伸ばし、アナモルフィックな外観をシミュレートします。" #: Editor/Mono/BuildPlayerWindow.cs:72 msgid "" "Use the specified port to attach to the managed debugger. If 0, the port " "will be automatically selected." msgstr "指定されたポートを使用してマネージデバッガーに接続します。 0の場合、ポートは自動的に選択されます。" #: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:60 msgid "Use this brush to paint and erase Tiles from a Tilemap." msgstr "このブラシを使用して、タイルマップからタイルをペイントしたり消したりします。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionFilterUI.Drawer.cs:15 msgid "Use this parameter to change the tint of non-masked areas." msgstr "このパラメーターを使用して、マスクされていないエリアの色合いを変更します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionFilterUI.Drawer.cs:12 msgid "" "Use this parameter to smooth-out the edges of the generated mask. A value of " "0 corresponds to sharp edges." msgstr "このパラメーターを使用して、生成されたマスクのエッジを滑らかにします。値0は、鋭いエッジに対応します。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:83 msgid "" "Use this setting to control how much memory is used when loading shader " "variants." msgstr "この設定を使用して、シェーダーバリアントをロードするときに使用するメモリの量を制御します。" #: Packages/com.unity.render-pipelines.universal/Editor/Overrides/LiftGammaGainEditor.cs:11 msgid "" "Use this to control and apply a hue to the dark tones. This has a more " "exaggerated effect on shadows." msgstr "これを使用して、暗い色調の色合いを制御および適用します。これは、影に対してより大きな効果をもたらします。" #: Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/ShadowsMidtonesHighlightsEditor.cs:16 msgid "Use this to control and apply a hue to the highlights." msgstr "これを使用してハイライトに色相を適用します。" #: Packages/com.unity.render-pipelines.universal/Editor/Overrides/LiftGammaGainEditor.cs:12 msgid "" "Use this to control and apply a hue to the mid-range tones with a power " "function." msgstr "これを使用して、 power 関数で中間色調の色合いを制御して適用します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/ShadowsMidtonesHighlightsEditor.cs:15 msgid "Use this to control and apply a hue to the midtones." msgstr "これを使用して中間色に色相を適用します。" #: Packages/com.unity.render-pipelines.universal/Editor/Overrides/ShadowsMidtonesHighlightsEditor.cs:13 msgid "Use this to control and apply a hue to the shadows." msgstr "これを使用して影に色を適用します。" #: Packages/com.unity.render-pipelines.universal/Editor/Overrides/LiftGammaGainEditor.cs:13 msgid "" "Use this to increase and apply a hue to the signal and make highlights " "brighter." msgstr "これを使用して信号の色あいを強くして適用し、ハイライトをより明るくします。" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:127 msgid "Use varied colors" msgstr "さまざまな色を使います" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:118 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" #: /Runtime/Misc/PlayerSettings.cpp:774 msgid "Use32Bit Display Buffer" msgstr "32 ビットディスプレイバッファを使用" #: /Editor/Src/Gizmos/AnnotationManager.cpp:458 msgid "Use3d Gizmos" msgstr "3D ギズモを使用" #: /Runtime/Camera/GraphicsSettings.cpp:366 msgid "UseHDR" msgstr "HDR を使用" #: /Runtime/Misc/PlayerSettings.cpp:966 msgid "UseHDR Display" msgstr "HDR 画面を使用" #: /Runtime/Misc/PlayerSettings.cpp:773 msgid "UseOS Autorotation" msgstr "OS の自動回転を使用" #: /Editor/Src/EditorBuildSettings.cpp:205 msgid "UseUCBP For Asset Bundles" msgstr "アセットバンドルの UCBP を使用" #: Modules/Physics2DEditor/Managed/Colliders/Collider2DEditorBase.cs:115 msgid "Used By Effector" msgstr "エフェクターで使用" #: /Editor/Src/AssetPipeline/AssetImporter.cpp:798 msgid "Used FileI Ds" msgstr "使用ファイル ID" #: /Editor/Src/BuildPipeline/BuildSerialization.h:120 msgid "Used Scripts" msgstr "使用スクリプト" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:258 msgid "Used Shader" msgstr "使用シェーダー" #: Editor/Src/AutoDocumentation.cpp:3247 msgctxt "From AutoDocumentation" msgid "Used if indexFormat is kUnityXRIndexFormat16Bit." msgstr "indexFormatがkUnityXRIndexFormat16Bitの場合に使用" #: Editor/Src/AutoDocumentation.cpp:3248 msgctxt "From AutoDocumentation" msgid "Used if indexFormat is kUnityXRIndexFormat32Bit." msgstr "indexFormatがkUnityXRIndexFormat32Bitの場合に使用" #: Editor/Mono/Prefabs/PrefabUtility.cs:3657 msgid "Used overrides count" msgstr "使用オーバーライド数" #: Editor/Mono/Inspector/LineRendererEditor.cs:33 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。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ExternalForcesModuleUI.cs:18 msgid "" "Used to scale the force applied to this Particle System. If you use a curve " "to set this value, the Particle System applies the curve over the lifetime " "of each particle." msgstr "パーティクルシステムに適用する力をスケールするために使用します。 カーブを使用してこの値を設定すると、パーティクルシステムは各パーティクルの生存期間にわたりカーブを適用します。" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:42 msgid "User" msgstr "ユーザー" #: /Editor/Src/Animation/Transition.cpp:208 msgid "User Name" msgstr "ユーザー名" #: Editor/Mono/Scripting/APIUpdater/APIUpdaterManager.bindings.cs:312 msgid "User declined to run APIUpdater" msgstr "ユーザーがAPIUpdaterの実行を拒否しました" #: 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/Src/AutoDocumentation.cpp:610 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" #: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreListOperation.cs:12 msgid "User not logged in." msgstr "ユーザーがログインしていません。" #: PlatformDependent/EmbeddedLinux/Extensions/Managed/EmbeddedLinuxBuildWindowExtension.cs:23 msgid "Username" msgstr "ユーザー名" #: PlatformDependent/EmbeddedLinux/Extensions/Managed/EmbeddedLinuxBuildWindowExtension.cs:23 msgid "Username on remote device" msgstr "リモートデバイスユーザー名" #: /Runtime/Misc/BuildSettings.cpp:177 msgid "Uses On Mouse Events" msgstr "OnMouse イベントを使用" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:127 msgid "Uses collider instance ID to hash it into a color" msgstr "コライダーインスタンスIDを使用して色にハッシュします。" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:846 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" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:58 msgid "" "Uses fixed Light Probe sample counts for baking with the Progressive " "Lightmapper. The sample counts are: 64 direct samples, 2048 indirect samples " "and 2048 environment samples." msgstr "プログレッシブライトマッパーでベイク処理するために、固定のライトプローブサンプル数を使用します。サンプル数は、64個の直接光サンプル、2048個の間接光サンプル、2048個の環境光サンプルです。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:112 msgid "Uses ray tracing to compute the contact shadow for a light." msgstr "レイトレーシングを使用して、ライトのコンタクトシャドウを計算します。" #: /Runtime/Camera/ImageFilters.cpp:1306 msgctxt "Warning Message in ImageFilters.cpp" msgid "" "Using BlitTextureRegion with a depth copy mode on a non-depth " "GraphicsTexture." msgstr "非深度グラフィックステクスチャに対して、深度コピーモードでBlitTextureRegionを使用します。" #: /Runtime/Camera/ImageFilters.cpp:1313 msgctxt "Warning Message in ImageFilters.cpp" msgid "" "Using BlitTextureRegion without a depth copy mode on a depth GraphicsTexture." msgstr "深度グラフィックステクスチャに対して、深度コピーモードでBlitTextureRegionを使用します。" #: /Runtime/Graphics/LightingSettings.cpp:81 msgid "Using Shadowmask" msgstr "シャドウマスクを使用" #: Editor/Mono/Annotation/SceneViewCameraWindow.cs:41 msgid "" "Using extreme values between the near and far planes may cause rendering " "issues. In general, to get better precision move the Near plane as far as " "possible." msgstr "ニアクリップ面とファークリップ面の間で極端な値を使用すると、レンダリングの問題が発生する場合があります。一般に、精度を上げるには、ニアクリップ面をできるだけ遠くに移動します。" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsFeatureDependenciesTab.cs:188 msgid "" "Using version {0} because at least one other package or feature depends on it" msgstr "バージョン {0} を使用。なぜなら、少なくとも他の1つのパッケージか機能がそれに依存しているため。" #: [MenuItem]Packages/com.unity.visualeffectgraph/Editor/Utilities/pCache/BakeTool/PointCacheBakeTool.cs:9 msgid "Utilities" msgstr "ユーティリティ" #: /Runtime/2D/Common/SpriteRenderData.cpp:392 msgid "Uv" msgstr "UV" #: Packages/com.unity.ugui/Editor/TMP/TMP_BaseEditorPanel.cs:1251 msgid "Uv Line Offset Prop" msgstr "UV ラインオフセットプロパティ" #: /Editor/Src/GI/Enlighten/LightingDataAsset.cpp:344 msgid "Uv Mesh" msgstr "UV メッシュ" #: /Runtime/2D/Common/SpriteRenderData.cpp:493 msgid "Uv Transform" msgstr "UV トランスフォーム" #: /Runtime/Graphics/QualitySettings.cpp:601 msgid "V Sync Count" msgstr "V Sync 数" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:714 msgid "V Sync Count Property" msgstr "V Sync カウントプロパティ" #: Editor/Mono/Inspector/TextureInspector.cs:81 msgid "V axis" msgstr "V 軸" #: /Editor/Src/EditorUserSettings.cpp:313 msgid "VC Allow Async Update" msgstr "VC 非同期更新を可能にする" #: /Editor/Src/EditorUserSettings.cpp:275 msgid "VC Automatic Add" msgstr "VC 自動追加" #: /Editor/Src/EditorUserSettings.cpp:277 msgid "VC Debug Cmd" msgstr "VC デバッグ Cmd" #: /Editor/Src/EditorUserSettings.cpp:276 msgid "VC Debug Com" msgstr "VC デバッグ Com" #: /Editor/Src/EditorUserSettings.cpp:278 msgid "VC Debug Out" msgstr "VC デバッグ出力" #: /Editor/Src/EditorUserSettings.cpp:311 msgid "VC Hierarchy Overlay Icons" msgstr "VC 階層オーバーレイアイコン" #: /Editor/Src/EditorUserSettings.cpp:312 msgid "VC Other Overlay Icons" msgstr "VC 他のオーバーレイアイコン" #: /Editor/Src/EditorUserSettings.cpp:309 msgid "VC Overwrite Failed Checkout Assets" msgstr "VC 失敗したチェックアウト中のアセットを上書きする" #: /Editor/Src/EditorUserSettings.cpp:285 msgid "VC Password" msgstr "VC パスワード" #: /Editor/Src/EditorUserSettings.cpp:310 msgid "VC Project Overlay Icons" msgstr "VC プロジェクトオーバーレイアイコン" #: /Editor/Src/EditorUserSettings.cpp:287 msgid "VC Server" msgstr "VC サーバー" #: /Editor/Src/EditorUserSettings.cpp:308 msgid "VC Show Failed Checkout" msgstr "VC 失敗したチェックアウトを表示" #: /Editor/Src/EditorUserSettings.cpp:283 msgid "VC User Name" msgstr "VC ユーザー名" #: /Editor/Src/EditorUserSettings.cpp:289 msgid "VC Workspace" msgstr "VC ワークスペース" #: Editor/Mono/Inspector/Core/PropertyEditor.cs:202 msgid "VCS ({0}) is not connected" msgstr "VCS ({0}) は接続されていません" #: [MenuItem]Packages/com.unity.visualeffectgraph/Editor/Models/VFXGraph.cs:323 msgid "VFX" msgstr "VFX" #: [MenuItem]Packages/com.unity.visualeffectgraph/Editor/Utils/VFXDebugWindow.cs:9 msgid "VFXEditor Debug Window" msgstr "VFXEditor デバッグウィンドウ" #: [MenuItem]Packages/com.unity.visualeffectgraph/Editor/Models/VFXModel.cs:17 msgid "VFXObject" msgstr "VFXObject" #: [MenuItem]Packages/com.unity.visualeffectgraph/Editor/Utilities/PropertyBinding/VFXPropertyBinderEditor.cs:17 msgid "VFXPropertyBinder" msgstr "VFXPropertyBinder" #: Editor/Mono/GameView/GameView.cs:100 msgid "VSync" msgstr "VSync" #: Editor/Mono/GameView/GameViewSizeMenu.cs:11 msgid "VSync (Game view only)" msgstr "VSync (ゲームビューのみ)" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:65 msgid "VSync Count" msgstr "VSync 数" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:139 msgid "VT Only" msgstr "VT のみ" #: /Runtime/Shaders/SerializedShaderData.h:119 msgid "Val" msgstr "値" #: /Editor/Src/UnityConnect/UnityConnectCommon.h:133 msgid "Valid" msgstr "有効" #: /Runtime/Shaders/ComputeShaderStructs.cpp:118 msgid "Valid Keywords" msgstr "有効なキーワード" #: Editor/Src/AutoDocumentation.cpp:3353 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:3354 msgctxt "From AutoDocumentation" msgid "Valid if type is kUnityXRProjectionTypeMatrix." msgstr "タイプがkUnityXRProjectionTypeMatrixの場合は有効です。" #: /Runtime/Math/AnimationCurve.h:303 #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateEditor.cs:170 msgid "Value" msgstr "値" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:85 msgid "Value Range" msgstr "値の範囲" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:137 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。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:266 msgid "Value in megabytes" msgstr "値 (メガバイト)" #: Modules/QuickSearch/Editor/UITK/GridView.cs:95 msgid "Value needs to be positive for virtualization." msgstr "仮想化するには、値を正数にする必要があります。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:86 msgid "Value set to Terrain base map distance (See Terrain settings)" msgstr "Terrain(地形)ベースマップ距離に設定された値(Terrain設定を参照)" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:91 msgid "Value set to Terrain billboard fade length (See Terrain settings)" msgstr "Terrain(地形)フェード距離に設定された値(Terrain設定を参照)" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:90 msgid "Value set to Terrain billboard start distance (See Terrain settings)" msgstr "Terrainビルボード開始距離に設定された値(Terrain設定を参照)" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:87 msgid "Value set to Terrain detail density scale (See Terrain settings)" msgstr "Terrain(地形)ディテール密度スケールに設定された値(Terrain設定を参照)" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:88 msgid "Value set to Terrain detail object distance (See Terrain settings)" msgstr "Terrain(地形)ディテールオブジェクト距離に設定された値(Terrain設定を参照)" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:92 msgid "Value set to Terrain max mesh trees (See Terrain settings)" msgstr "Terrain(地形)の最大メッシュ樹木数に設定された値(Terrain設定を参照)" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:85 msgid "Value set to Terrain pixel error (See Terrain settings)" msgstr "Terrain(地形)ピクセルエラーに設定された値(Terrain設定を参照)" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:89 msgid "Value set to Terrain tree distance (See Terrain settings)" msgstr "Terrain(地形)樹木距離に設定された値(Terrain設定を参照)" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:44 msgid "Value that controls the echo density in the late reverberation decay" msgstr "後期残響減衰のエコー密度を制御する値" #: Editor/Mono/Inspector/AudioReverbZoneEditor.cs:45 msgid "Value that controls the modal density in the late reverberation decay" msgstr "後期残響減衰のモーダル密度を制御する値" #: Editor/Src/AutoDocumentation.cpp:2889 msgctxt "From AutoDocumentation" msgid "Value to set terrain basemap distance if overriden." msgstr "オーバーライドされた場合、Terrain(地形)のベースマップ距離を設定する値。" #: Editor/Src/AutoDocumentation.cpp:2890 msgctxt "From AutoDocumentation" msgid "Value to set terrain billboard start if overriden." msgstr "オーバーライドされた場合、Terrain(地形)のビルボード開始を設定する値。" #: Editor/Src/AutoDocumentation.cpp:2891 msgctxt "From AutoDocumentation" msgid "Value to set terrain detail density scale if overriden." msgstr "オーバーライドされた場合、Terrain(地形)のディテール密度スケールを設定する値。" #: Editor/Src/AutoDocumentation.cpp:2893 msgctxt "From AutoDocumentation" msgid "Value to set terrain length if overriden." msgstr "オーバーライドされた場合、Terrain(地形)の距離を設定する値。" #: Editor/Src/AutoDocumentation.cpp:2894 msgctxt "From AutoDocumentation" msgid "Value to set terrain max mesh trees if overriden." msgstr "オーバーライドされた場合、Terrain(地形)の最大メッシュ樹木数を設定する値。" #: Editor/Src/AutoDocumentation.cpp:2895 msgctxt "From AutoDocumentation" msgid "Value to set terrain pixel error if overriden." msgstr "オーバーライドされた場合、Terrain(地形)のピクセルエラーを設定する値。" #: Editor/Src/AutoDocumentation.cpp:2892 msgctxt "From AutoDocumentation" msgid "Value to set the terrain detail distance if overriden." msgstr "オーバーライドされた場合、Terrain(地形)のディテール距離を設定する値。" #: Editor/Src/AutoDocumentation.cpp:2897 msgctxt "From AutoDocumentation" msgid "Value to set the terrain tree distance if overriden." msgstr "オーバーライドされた場合、Terrain(地形)の樹木距離を設定する値。" #: /Runtime/Graphics/Mesh/CompressedAnimationCurve.h:39 msgid "Values" msgstr "値" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:19 msgid "" "Values closer to 0 lead to softer look when movement is detected, but can " "further reduce aliasing. Values closer to 1 lead to sharper results, with " "the risk of reintroducing a bit of aliasing." msgstr "0に近い値を指定すると、動きが検出されたときの外観が柔らかくなりますが、エイリアシングをさらに減らすことができます。1に近い値は、よりシャープな結果になりますが、エイリアシングが少し再発するリスクがあります。" #: Editor/Mono/UIElements/StyleSheets/StyleSheetImportGlossary.cs:23 msgid "Variable '{0}' is missing '--' prefix" msgstr "変数 '{0}' には、プレフィックス '--' が必要です" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:141 msgid "Variance Bias" msgstr "分散バイアス" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:141 msgid "Variance Bias for EVSM. This is to contrast numerical accuracy issues. " msgstr "EVSMの分散バイアス。 これは、数値精度の問題を対比させるためのものです。 " #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Rendering.Skin.cs:22 msgid "Variance Clamp Scale" msgstr "クランプスケール分散" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:44 msgid "Variant" msgstr "バリアント" #: Editor/Mono/Prefabs/PrefabFamilyPopup.cs:85 msgid "Variant Family of" msgstr "バリアントファミリー" #: /Runtime/Shaders/ComputeShaderStructs.cpp:113 msgid "Variant Indices" msgstr "バリアントインデックス" #: /Runtime/Shaders/ComputeShaderStructs.cpp:100 msgid "Variant Map" msgstr "バリアントマップ" #: /Editor/Src/2D/SpriteAtlas/SpriteAtlasImporter.cpp:981 msgid "Variant Multiplier" msgstr "バリアント 乗数" #: Editor/Mono/Prefabs/PrefabImporterEditor.cs:19 msgid "Variant Parent" msgstr "バリアント 親" #: /Editor/Src/AssetPipeline/PrefabImporter.cpp:688 msgid "Variant ParentGUID" msgstr "バリアント 親 GUID" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:447 msgid "Variant Scale" msgstr "バリアントスケール" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3278 msgid "Variant Tag Name" msgstr "バリアント タグ名" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:240 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:492 msgid "Variant settings" msgstr "バリアント設定" #: Editor/Src/2D/SpriteAtlas/SpriteAtlas_Editor.cpp:1454 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 "クランチされた形式の倍数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:1468 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:1446 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 "クランチされた形式の倍数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。" #: /Runtime/Shaders/RayTracing/RayTracingShader.cpp:79 msgid "Variants" msgstr "バリアント" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:107 msgid "Variation" msgstr "ばらつき" #: Editor/Mono/AssetPipeline/SpeedTree/SpeedTreeImporterCommon.cs:143 msgid "Variation Color (RGB), Intensity (A)" msgstr "バリエーションカラー (RGB), 強度 (A)" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3279 msgid "Variations" msgstr "ばらつき" #: /Runtime/Serialize/SerializationMetaFlags.h:9 msgid "Varname" msgstr "VARNAME" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4279 #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:430 msgid "Vcx Proj Default Language" msgstr "Vcx Proj デフォルト言語" #: Editor/Mono/Inspector/AimConstraintEditor.cs:47 msgid "Vector" msgstr "ベクトル" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:99 msgid "Vector Field" msgstr "ベクトル場" #: /Runtime/Shaders/SerializedShaderData.h:707 msgid "Vector Members" msgstr "ベクトルメンバー" #: /Runtime/Shaders/SerializedShaderData.h:738 msgid "Vector Params" msgstr "ベクトルパラメーター" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:274 msgid "Vectors" msgstr "ベクトル" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:162 msgid "Velocity" msgstr "速度" #: 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 "Velocity Threshold" msgstr "速度しきい値" #: Editor/Mono/Inspector/BlendTreeInspector.cs:1538 msgid "Velocity XZ" msgstr "速度 XZ" #: Modules/ParticleSystemEditor/ParticleSystemUI.cs:701 msgid "Velocity over Lifetime" msgstr "生存期間の速度" #: /Editor/Src/LightmappingAnalyticsData.h:270 msgid "Vendor Name" msgstr "ベンダー名" #: Editor-Missing:Missing detected at runtime. msgid "Verbose" msgstr "詳細" #: Editor/Mono/PreferencesWindow/AssetPipelinePreferences.cs:26 msgid "Verify Saving Assets" msgstr "アセットの保存を確認" #: /Runtime/Misc/BuildSettings.cpp:190 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:962 msgid "Version" msgstr "バージョン" #: Modules/PackageManagerUI/Editor/UI/AddPackageByNameDropdown.cs:52 msgid "Version (optional)" msgstr "バージョン (任意)" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3374 msgid "Version Code" msgstr "バージョンコード" #: Editor/Mono/VersionControl/UI/VCWindowPending.cs:14 msgid "Version Control" msgstr "バージョン管理" #: /Editor/Mono/GUI/WindowLayout.cs:1819 msgctxt "MenuItem./Window/Version Control" msgid "Version Control" msgstr "バージョン管理" #: Editor/Mono/VersionControl/UI/VCWindowPending.cs:25 msgid "Version Control Settings" msgstr "バージョン管理設定" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:24 msgid "Version Defines" msgstr "バージョン定義" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsVersionsTab.cs:38 msgid "Version History" msgstr "バージョン履歴" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3375 msgid "Version Name" msgstr "バージョン名" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:28 msgid "Version expression outcome" msgstr "バージョン式の結果" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsFeatureDependenciesTab.cs:181 msgid "Version {0}" msgstr "バージョン {0}" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsFeatureDependenciesTab.cs:181 msgid "Version {0} (Installed {1})" msgstr "バージョン {0} (インストール済み {1})" #: Modules/PackageManagerUI/Editor/UI/MultiSelect/UpdateFoldout.cs:5 msgid "Version {0} available" msgstr "バージョン {0} 使用可能" #: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:163 msgid "Version*" msgstr "バージョン*" #: /Runtime/Graphics/Mesh/MeshBlendShape.h:115 #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:286 msgid "Vertex" msgstr "頂点" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4421 msgid "Vertex Channel Compression Mask" msgstr "頂点チャンネル圧縮マスク" #: Editor/Mono/Inspector/CanvasEditor.cs:315 msgid "Vertex Color Always Gamma Space" msgstr "頂点カラー常にガンマ空間" #: Editor/Mono/Inspector/CanvasEditor.cs:47 msgid "Vertex Color Always In Gamma Color Space" msgstr "頂点カラー常にガンマ色空間" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitSurfaceInputsUIBlock.cs:107 msgid "Vertex Color Mode" msgstr "頂点カラーモード" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:56 msgid "Vertex Compression*" msgstr "頂点圧縮*" #: /Runtime/Graphics/Mesh/MeshBlendShape.h:97 msgid "Vertex Count" msgstr "頂点数" #: /Runtime/Graphics/Mesh/VertexData.cpp:370 msgid "Vertex Data" msgstr "頂点データ" #: Modules/Physics2DEditor/Managed/Colliders/CompositeCollider2DEditor.cs:58 msgid "Vertex Distance" msgstr "頂点距離" #: Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/ParticleGUI.cs:139 msgid "Vertex Streams" msgstr "頂点ストリーム" #: /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" #: Editor/Mono/Overlays/Overlay.cs:758 msgid "Vertical" msgstr "垂直" #: Editor-Missing:Missing detected at runtime. msgid "Vertical Axis" msgstr "垂直軸" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:161 msgid "Vertical Billboard" msgstr "垂直ビルボード" #: Editor/Src/AutoDocumentation.cpp:549 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]" #: Packages/com.unity.ugui/Editor/UGUI/UI/ContentSizeFitterEditor.cs:27 msgid "Vertical Fit" msgstr "垂直調節" #: Editor-Missing:Missing detected at runtime. msgid "Vertical Layout Group" msgstr "垂直レイアウトグループ" #: Packages/com.unity.ugui/Editor/TMP/TMP_BaseEditorPanel.cs:1241 msgid "Vertical Mapping Prop" msgstr "垂直マッピングプロパティ " #: Editor-Missing:Missing detected at runtime. msgid "Vertical Overflow" msgstr "垂直オーバーフロー" #: Packages/com.unity.ugui/Editor/UGUI/UI/ScrollRectEditor.cs:152 msgid "Vertical Scrollbar" msgstr "垂直スクロールバー" #: Editor-Missing:Missing detected at runtime. msgid "Vertical Scrollbar Down Button" msgstr "垂直スクロールバー下ボタン" #: Packages/com.unity.ugui/Editor/UGUI/UI/ScrollRectEditor.cs:163 msgid "Vertical Scrollbar Spacing" msgstr "垂直スクロールバー間隔" #: Editor-Missing:Missing detected at runtime. msgid "Vertical Scrollbar Thumb" msgstr "垂直スクロールバーつまみ" #: Editor-Missing:Missing detected at runtime. msgid "Vertical Scrollbar Up Button" msgstr "垂直スクロールバー上ボタン" #: Packages/com.unity.ugui/Editor/UGUI/UI/ScrollRectEditor.cs:156 msgid "Vertical Scrollbar Visibility" msgstr "垂直スクロールバー可視性" #: Editor-Missing:Missing detected at runtime. msgid "Vertical Slider" msgstr "垂直スライダー" #: Editor-Missing:Missing detected at runtime. msgid "Vertical Slider Thumb" msgstr "垂直スライダーつまみ" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteWindow.cs:24 msgid "Vertical Split for Brush Inspector" msgstr "ブラシインスペクターの垂直分割" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerWindow.cs:724 msgid "Vertical layout" msgstr "垂直レイアウト" #: /Runtime/Graphics/Mesh/MeshBlendShape.h:106 #: Editor/Mono/Inspector/LODGroupGUI.cs:82 msgid "Vertices" msgstr "頂点" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:251 msgid "Very High" msgstr "とても高い" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:17 msgid "Very High Quality Settings" msgstr "最高品質設定" #: Editor-Missing:Missing detected at runtime. msgid "Very High Resolution" msgstr "超高解像度" #: [MenuItem]Editor/Mono/Commands/GOCreationCommands.cs:402 msgid "Video" msgstr "ビデオ" #: /Editor/Mono/Commands/GOCreationCommands.cs:402 msgctxt "MenuItem./GameObject/Video/Video Player" msgid "Video" msgstr "ビデオ" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:26 msgid "Video Clip" msgstr "ビデオクリップ" #: [MenuItem]Editor/Mono/Commands/GOCreationCommands.cs:402 msgid "Video Player" msgstr "ビデオプレイヤー" #: /Editor/Mono/Commands/GOCreationCommands.cs:402 msgctxt "MenuItem./GameObject/Video/Video Player" msgid "Video Player" msgstr "ビデオプレイヤー" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:26 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" #: Editor/Mono/Inspector/RendererLightingSettings.cs:84 msgid "View" msgstr "ビュー" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:112 msgid "View Distance" msgstr "視界の距離" #: Packages/com.unity.2d.tilemap/Editor/UI/TilePaletteBrushPickElement.cs:43 msgid "View Picks in a Grid" msgstr "グリッドで選択を表示" #: Packages/com.unity.2d.tilemap/Editor/UI/TilePaletteBrushPickElement.cs:44 msgid "View Picks in a List" msgstr "リストで選択を表示" #: Editor-Missing:Missing detected at runtime. msgid "View Tool" msgstr "ビューツール" #: Modules/PackageManagerUI/Editor/Services/Packages/PackageLink/PackageLinkFactory.cs:248 msgid "View in Asset Store" msgstr "アセットストアで見る" #: [MenuItem]Modules/AssetDatabase/Editor/V2/Managed/ImportActivityWindow.cs:31 msgid "View in Import Activity Window" msgstr "インポートアクティビティウィンドウに表示" #: Modules/QuickSearch/Editor/Providers/AssetStoreProvider.cs:53 msgid "View in My Assets" msgstr "マイアセットで見る" #: Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:128 msgid "View in Package Manager" msgstr "パッケージマネージャーを表示" #: /Editor/Src/Commands/AssetsMenu.cpp:1305 msgctxt "MenuItem./Assets/View in Package Manager" msgid "View in Package Manager" msgstr "パッケージマネージャーを表示" #: Modules/QuickSearch/Editor/Providers/AssetStoreProvider.cs:55 msgid "View on Web" msgstr "ウェブで見る" #: Modules/SceneTemplateEditor/SceneTemplateAssetInspectorWindow.cs:393 msgid "View or Camera to use as the source of the snapshot." msgstr "スナップショットのソースとして使用するビューまたはカメラ。" #: Editor/Mono/SceneModeWindows/LightmapPreviewWindow.cs:12 msgid "Viewer" msgstr "ビューアー" #: Editor/Src/AutoDocumentation.cpp:3321 msgctxt "From AutoDocumentation" msgid "Viewing frustum." msgstr "視錐台を表示" #: Packages/com.unity.ugui/Editor/UGUI/UI/ScrollRectEditor.cs:133 msgid "Viewport" msgstr "ビューポート" #: Editor/Mono/Inspector/CameraEditor.cs:32 msgid "Viewport Rect" msgstr "ビューポート矩形" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerGroupViewList.cs:20 msgid "Views" msgstr "ビュー" #: Packages/com.unity.render-pipelines.universal/Editor/Overrides/ScreenSpaceLensFlareEditor.cs:38 msgid "Vignette Effect" msgstr "ビネット効果" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBakingProcessSettingsDrawer.cs:16 msgid "Virtual Offset" msgstr "仮想オフセット" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBakingProcessSettingsDrawer.cs:93 msgid "Virtual Offset Bias Out Of Geometry" msgstr "仮想オフセット ジオメトリからのバイアス" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBakingProcessSettingsDrawer.cs:95 msgid "Virtual Offset Collision Mask" msgstr "仮想オフセット 衝突マスク" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBakingProcessSettingsDrawer.cs:92 msgid "Virtual Offset Geometry Search Multiplier" msgstr "仮想オフセット ジオメトリ検索乗数" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBakingProcessSettingsDrawer.cs:94 msgid "Virtual Offset Ray Origin Bias" msgstr "仮想オフセット レイ原点バイアス" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBakingProcessSettingsDrawer.cs:23 msgid "Virtual Offset Settings" msgstr "仮想オフセット設定" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:107 msgid "Virtual Plane Distance" msgstr "仮想平面距離" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsSplashScreenEditor.cs:100 msgid "Virtual Reality Splash Image" msgstr "VR スプラッシュ画像" #: /Runtime/Misc/PlayerSettingsSplashScreen.h:227 msgid "Virtual Reality Splash Screen" msgstr "VR スプラッシュスクリーン" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:285 msgid "Virtual Texture Only" msgstr "仮想テクスチャのみ" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:19 msgid "Virtual Texturing" msgstr "仮想テクスチャリング" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:236 msgid "Virtual Texturing (Experimental)*" msgstr "仮想テクスチャリング (実験的)*" #: /Editor/Src/VirtualTexturing/EditorOnlyVirtualTextureState.cpp:64 msgid "Virtual Texturing Enabled" msgstr "仮想テクスチャリング有効" #: /Editor/Src/VirtualTexturing/EditorOnlyVirtualTextureState.cpp:65 msgid "Virtual Texturing Enabled Initialized" msgstr "仮想テクスチャリング 有効 初期化済み" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:19 msgid "" "Virtual Texturing Settings. These are only available when Virtual Texturing " "is enabled in the Player Settings." msgstr "仮想テクスチャリング設定。これらは、プレイヤー設定で仮想テクスチャリングが有効になっている場合にのみ使用できます。" #: /Runtime/Misc/PlayerSettings.cpp:1177 msgid "Virtual Texturing Support Enabled" msgstr "仮想テクスチャリングサポート有効" #: Editor/Src/AssetPipeline/TextureImporting/TextureImporterUtils.cpp:1377 msgid "" "Virtual Texturing is disabled. The Virtual Texture Only flag will have no " "effect.\n" msgstr "仮想テクスチャリングは無効になっています。\"仮想テクスチャのみ\"のフラグは効力がありません。\n" #: Editor/Mono/Inspector/AudioManagerInspector.cs:92 msgid "Virtual Voice Count" msgstr "仮想音声数" #: Editor/Mono/Inspector/AudioManagerInspector.cs:24 msgid "Virtualize Effects" msgstr "仮想効果" #: Editor-Missing:Missing detected at runtime. msgid "Vis Range" msgstr "Vis 範囲" #: Editor-Missing:Missing detected at runtime. msgid "Vis Update Interval" msgstr "Vis 更新インターバル" #: Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:462 msgid "Visibility" msgstr "可視性" #: Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:116 msgid "Visibility in Editor" msgstr "エディターでの表示" #: /Runtime/Misc/PlayerSettings.cpp:846 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:128 msgid "Visible In Background" msgstr "背景で表示" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:208 msgid "Visible Inside Mask" msgstr "内部マスクの可視化" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:209 msgid "Visible Outside Mask" msgstr "外部マスクの可視化" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3830 msgid "VisionOS Manual Signing Provisioning Profile Type" msgstr "VisionOS プロビジョニングプロファイルタイプの手動署名" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3827 msgid "VisionOS Manual Signing Provisioning ProfileID" msgstr "VisionOS プロビジョニングプロファイル ID の手動署名" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:3720 msgid "VisionOS Sdk Version" msgstr "VisionOS SDK バージョン" #: [MenuItem]Packages/com.unity.visualeffectgraph/Editor/VFXAssetEditorUtility.cs:59 msgid "Visual Effect" msgstr "Visual Effect" #: /Runtime/Misc/ComponentRequirement.cpp:482 msgctxt "MenuItem./Visual Effect" msgid "Visual Effect" msgstr "Visual Effect" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/AdvancedVisualEffectEditor.cs:188 msgid "Visual Effect Asset" msgstr "Visual Effect アセット" #: [MenuItem]Packages/com.unity.visualeffectgraph/Editor/VFXAssetEditorUtility.cs:127 msgid "Visual Effect Defaults" msgstr "Visual Effect デフォルト" #: [MenuItem]Packages/com.unity.visualeffectgraph/Editor/VFXAssetEditorUtility.cs:108 msgid "Visual Effect Graph" msgstr "Visual Effect Graph" #: [MenuItem]Packages/com.unity.visualeffectgraph/Editor/VFXAssetEditorUtility.cs:226 msgid "Visual Effect Subgraph Block" msgstr "Visual Effect サブグラフブロック" #: [MenuItem]Packages/com.unity.visualeffectgraph/Editor/VFXAssetEditorUtility.cs:218 msgid "Visual Effect Subgraph Operator" msgstr "Visual Effect サブグラフ演算子" #: [MenuItem]Packages/com.unity.visualeffectgraph/Editor/VFXAssetEditorUtility.cs:59 msgid "Visual Effects" msgstr "Visual Effect" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:183 msgid "Visual Effects Ray Tracing" msgstr "Visual Effect レイトレーシング" #: Editor-Missing:Missing detected at runtime. msgid "Visual Scripting" msgstr "ビジュアルスクリプティング" #: Editor-Missing:Missing detected at runtime. msgid "Visual Scripting Graph" msgstr "ビジュアルスクリプティンググラフ" #: Editor-Missing:Missing detected at runtime. msgid "Visual Studio 2010" msgstr "Visual Studio 2010" #: Editor-Missing:Missing detected at runtime. msgid "Visual Studio 2012" msgstr "Visual Studio 2012" #: Editor-Missing:Missing detected at runtime. msgid "Visual Studio 2015" msgstr "Visual Studio 2015" #: Editor-Missing:Missing detected at runtime. msgid "Visual Studio Color" msgstr "Visual Studio 色" #: Editor-Missing:Missing detected at runtime. msgid "Visual Studio Monochrome" msgstr "Visual Studio Monochrome" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:18 msgid "Visual Studio Version" msgstr "Visual Studio バージョン" #: Editor/Mono/SceneModeWindows/OcclusionCullingWindow.cs:35 msgid "Visualization" msgstr "可視化" #: Editor/Mono/Inspector/ClothInspector.cs:100 msgid "Visualization Color" msgstr "表示色" #: Packages/com.unity.ugui/Editor/UGUI/UI/SelectableEditor.cs:26 msgid "Visualize" msgstr "可視化" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:55 msgid "Visualize Bounds" msgstr "範囲を可視化" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:147 msgid "Visualize Pivot" msgstr "ピボットの可視化" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/CPUorGPUProfilerModule.cs:161 msgid "Visualize job scheduling and execution." msgstr "ジョブのスケジュールと実行を可視化します。" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:34 msgid "" "Visualize overrides from the Prefab instance on the Prefab Asset. Overrides " "on the root Transform are always visualized." msgstr "プレハブアセットのプレハブインスタンスからのオーバーライドを可視化します。ルートトランスフォームのオーバーライドは常に可視化されます。" #: Editor/Mono/Inspector/AudioSourceInspector.cs:92 msgid "Volume" msgstr "ボリューム" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.EnvironmentSkin.cs:13 msgid "Volume Anchor Override" msgstr "ボリュームアンカーオーバーライド" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/CameraSettingsUI.Drawers.cs:16 msgid "Volume Layer Mask" msgstr "ボリュームレイヤーマスク" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionLayerUI.Drawers.cs:30 msgid "Volume Mask" msgstr "ボリュームマスク" #: Packages/com.unity.render-pipelines.universal/Editor/Settings/PropertyDrawers/URPDefaultVolumeProfileSettingsPropertyDrawer.cs:14 msgid "Volume Profile" msgstr "ボリュームプロファイル" #: Packages/com.unity.render-pipelines.core/Editor/RenderPipeline/RenderPipelineGlobalSettingsUI.Drawers.cs:30 msgid "Volume Profile Serialized Property" msgstr "ボリュームプロファイルシリアル化プロパティ" #: Editor/Mono/Inspector/AudioSourceInspector.cs:83 msgid "Volume Rolloff" msgstr "ボリュームロールオフ" #: Editor/Mono/Inspector/AudioManagerInspector.cs:14 msgid "Volume Rolloff Scale" msgstr "音量ロールオフスケール" #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:82 msgid "Volume Texture" msgstr "ボリュームテクスチャ" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Environment.Skin.cs:13 msgid "Volume Trigger" msgstr "ボリュームトリガー" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:120 msgid "Volume Update Mode" msgstr "ボリューム更新モード" #: Editor/Mono/Inspector/AudioChorusFilterEditor.cs:19 msgid "Volume of 1st chorus tap" msgstr "第1コーラスタップのボリューム" #: Editor/Mono/Inspector/AudioChorusFilterEditor.cs:20 msgid "Volume of 2nd chorus tap" msgstr "第2コーラスタップのボリューム" #: Editor/Mono/Inspector/AudioChorusFilterEditor.cs:21 msgid "Volume of 3rd chorus tap" msgstr "第3コーラスタップのボリューム" #: Editor/Mono/Inspector/AudioEchoFilterInspector.cs:18 msgid "Volume of echo signal to pass to output" msgstr "出力するエコー信号の音量を設定します。" #: Editor/Mono/Inspector/AudioChorusFilterEditor.cs:18 msgid "Volume of original signal to pass to output" msgstr "出力する元の信号の音量を設定します。" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Environment.Skin.cs:12 msgid "Volumes" msgstr "ボリューム" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:79 msgid "Volumetric" msgstr "ボリュメトリック" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:162 msgid "Volumetric Cloud Occlusion" msgstr "ボリュメトリッククラウドオクルージョン" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:24 msgid "Volumetric Clouds" msgstr "ボリュメトリッククラウド" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:143 msgid "Volumetric Fog" msgstr "ボリュメトリックフォグ" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:144 msgid "Volumetric Fog Budget" msgstr "ボリュメトリックフォグバジェット" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs:365 msgid "Volumetric Intensity" msgstr "ボリュメトリック強度" #: Editor/Mono/Inspector/Texture3DPreview.cs:87 msgid "Volumetric rendering display" msgstr "ボリュームレンダリング表示" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:23 msgid "Volumetrics" msgstr "ボリュメトリック" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:60 msgid "Voxel Size" msgstr "ボクセルサイズ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4314 msgid "Vr Editor Settings" msgstr "VR エディター設定" #: /Runtime/Misc/PlayerSettings.cpp:954 msgid "Vr Settings" msgstr "VR 設定" #: /Editor/Src/AssetPipeline/TextureImporting/TextureImporterTypes.cpp:102 msgid "Vt Only" msgstr "VT のみ " #: /Runtime/Misc/PlayerSettings.cpp:917 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:2620 msgid "Vulkan Enable Command Buffer Recycling" msgstr "Vulkan Command Buffer Recycling を有効にする" #: /Runtime/Misc/PlayerSettings.cpp:916 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:2619 msgid "Vulkan Enable Late Acquire Next Image" msgstr "Vulkan Late Acquire Next Image を有効にする" #: /Runtime/Misc/PlayerSettings.cpp:915 msgid "Vulkan Enable Pre Transform" msgstr "Vulkan Pre Transform を有効にする" #: /Runtime/Misc/PlayerSettings.cpp:914 msgid "Vulkan Enable SetSRGB Write" msgstr "Vulkan SetSRGB Write を有効にする" #: /Runtime/Misc/PlayerSettings.cpp:913 #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:2616 msgid "Vulkan Num Swapchain Buffers" msgstr "Vulkan Num Swapchain Buffers" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:1579 msgid "Vulkan Pre Transform" msgstr "Vulkan Pre Transform" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:70 msgid "Vulkan Settings" msgstr "Vulkan 設定" #: /Runtime/Math/Random/rand.h:51 msgid "W" msgstr "W" #: Editor/Mono/Inspector/RectTransformEditor.cs:480 msgid "W Delta" msgstr "W デルタ" #: Editor/Mono/Inspector/TextureInspector.cs:82 msgid "W axis" msgstr "W 軸" #: Editor/Src/AutoDocumentation.cpp:3441 msgctxt "From AutoDocumentation" msgid "W component of the vector." msgstr "ベクトルのW成分" #: Editor/Mono/VersionControl/UI/VCWindowPending.cs:23 msgid "" "WORK OFFLINE is enabled in Version Control Settings. Unity will behave as if " "version control is disabled." msgstr "オフラインモードが、バージョン管理設定で有効になっています。Unityは、バージョン管理が無効であるかのように動作します。" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:33 msgid "Wait For First Frame" msgstr "最初のフレームを待つ" #: Editor/Mono/BuildPlayerWindow.cs:71 msgid "Wait For Managed Debugger" msgstr "マネージデバッガーを待つ" #: /Editor/Src/EditorUserBuildSettings.cpp:226 msgid "Wait For Player Connection" msgstr "プレイヤー接続を待つ" #: Modules/VideoEditor/Editor/VideoPlayerEditor.cs:33 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" #: Packages/com.unity.render-pipelines.core/Editor/RenderGraph/RenderGraphViewer.cs:141 msgid "" "Waiting for the selected camera to render. Depending on the camera, you may " "need to trigger rendering by selecting the Scene or Game view." msgstr "選択したカメラが描画するのを待っています。 カメラによっては、シーン ビューまたはゲーム ビューを選択してレンダリングをトリガーする必要があります。" #: Editor-Missing:Missing detected at runtime. msgid "Warn" msgstr "警告" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:265 msgid "Warn about App Bundle size" msgstr "App Bundle サイズに関する警告" #: Editor/Mono/GameView/GameView.cs:107 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/Src/PackageUtility.cpp:1216 Editor/Src/PackageUtility.cpp:1272 #: Editor/Src/Application/Application.cpp:3355 #: /Runtime/Shaders/ShaderImpl/ShaderErrors.h:103 msgid "Warning" msgstr "警告" #: Editor/Mono/Scripting/APIUpdater/APIUpdaterManager.bindings.cs:584 msgid "" "Warning : Multiple matches found for assembly name '{0}'. Shortest path one " "({1}) chosen as the source of updates. Full list: {2}" msgstr "警告: アセンブリ名'{0}'に一致するものが複数見つかりました。最も短いパスのもの({1})が更新のソースとして選択されています。すべてのリストは以下の通りです。{2}" #: /Runtime/Video/BaseVideoTexture.cpp:96 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のべき乗以外のサイズのテククチャサポートが必要です。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterClipEditor.cs:146 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:147 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。" #: Editor/Mono/GUI/PackageImportTreeView.cs:307 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オーバーライドされます" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/Memory/MemoryProfilerModule.cs:461 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/AssetPipelineEditor/Public/AudioImporter.cpp:1107 #, c-format 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:1087 #, c-format 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" #: Packages/com.unity.render-pipelines.universal/Editor/Overrides/ScreenSpaceLensFlareEditor.cs:34 msgid "Warped Multiplier" msgstr "ワープ乗数" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:113 msgid "Wasm 2023 Implied By Threading" msgstr "スレッドによって推測される Wasm 2023" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:123 msgid "Wasm Big Int Implied By Wasm 2023" msgstr "Wasm 2023 によって推測される Wasm BigInt" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:122 msgid "Wasm Table Implied By Wasm 2023" msgstr "Wasm 2023 によって推測される Wasm Table" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:122 #: Editor-Missing:Missing detected at runtime. msgid "Water" msgstr "水" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:141 msgid "Water Current Mode" msgstr "水流モード" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/Material/Water/ShaderGraph/WaterDecalSubTarget.cs:297 msgid "Water Decal Shader Graph" msgstr "ウォーターデカールシェーダーグラフ" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:143 msgid "Water Foam Mode" msgstr "水泡モード" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:23 msgid "Water Mask" msgstr "ウォーターマスク" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:140 msgid "Water Mask Mode" msgstr "ウォーターマスクモード" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:164 msgid "Water Occlusion" msgstr "ウォーターオクルージョン" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/Material/Water/ShaderGraph/CreateWaterShaderGraph.cs:49 msgid "Water Shader Graph" msgstr "ウォーターシェーダーグラフ" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterDeformer/WaterDeformerEditor.cs:355 msgid "WaterDeformer" msgstr "ウォーターデフォーマー" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.cs:377 msgid "WaterSurface" msgstr "水面" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterDeformer/WaterDeformerEditor.cs:140 msgid "Wave Length" msgstr "波の長さ" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterDeformer/WaterDeformerEditor.cs:152 msgid "Wave Offset" msgstr "波のオフセット" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterDeformer/WaterDeformerEditor.cs:146 msgid "Wave Repetition" msgstr "波の反復" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterDeformer/WaterDeformerEditor.cs:149 msgid "Wave Speed" msgstr "波の速度" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterDeformer/WaterDeformerEditor.cs:112 msgid "Wavelength" msgstr "波の長さ" #: Editor/Src/HubClient/HubClient.cpp:279 msgid "" "We recommend installing the Unity Hub for the best Unity experience.\n" "Visit http://unity3d.com/get-unity/download \n" "\n" "Continue 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てください。\n\nそこからUnityを起動できます。" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4159 msgid "Web Wasm2023" msgstr "Web Wasm2023" #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:47 msgid "WebAssembly Language Features" msgstr "WebAssembly 言語機能" #: /Runtime/Misc/PlayerSettings.cpp:1172 msgctxt "Warning Message in PlayerSettings.cpp" msgid "WebGL 1 has been removed." msgstr "OpenGL ES 1は削除されました。" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4137 msgid "WebGL Analyze Build Size" msgstr "WebGL ビルドサイズを解析" #: /Editor/Src/EditorUserBuildSettings.cpp:303 msgid "WebGL Client Browser Path" msgstr "WebGL クライアントブラウザーパス" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4158 msgid "WebGL Close On Quit" msgstr "WebGL 終了時に閉じる" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4140 msgid "WebGL Compression Format" msgstr "WebGL 圧縮形式" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4130 msgid "WebGL Data Caching" msgstr "WebGL データキャッシング" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4132 msgid "WebGL Debug Symbols" msgstr "WebGL デバッグシンボル" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4145 msgid "WebGL Decompression Fallback" msgstr "WebGL 解凍フォールバック" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4134 msgid "WebGL Emscripten Args" msgstr "WebGL Emscripten 引数" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4153 msgid "WebGL Enable WebGPU" msgstr "WebGL WebGPU を有効にする" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4127 msgid "WebGL Exception Support" msgstr "WebGL 例外サポート" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4147 msgid "WebGL Initial Memory Size" msgstr "WebGL 初期メモリサイズ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4143 msgid "WebGL Linker Target" msgstr "WebGL リンカーターゲット" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4148 msgid "WebGL Maximum Memory Size" msgstr "WebGL 最大メモリサイズ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4152 msgid "WebGL Memory Geometric Growth Cap" msgstr "WebGL メモリ幾何学的拡張上限" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4151 msgid "WebGL Memory Geometric Growth Step" msgstr "WebGL メモリ幾何学的拡張ステップ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4149 msgid "WebGL Memory Growth Mode" msgstr "WebGL メモリ拡張モード" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4150 msgid "WebGL Memory Linear Growth Step" msgstr "WebGL メモリリニア拡張ステップ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4126 msgid "WebGL Memory Size" msgstr "WebGL メモリサイズ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4135 msgid "WebGL Modules Directory" msgstr "WebGL モジュールディレクトリ" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4128 msgid "WebGL Name Files As Hashes" msgstr "WebGL ハッシュでファイルを命名" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4155 msgid "WebGL Power Preference" msgstr "WebGL 電力設定" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4129 msgid "WebGL Show Diagnostics" msgstr "WebGL 診断を表示" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4136 #: PlatformDependent/WebGL/Extensions/Unity.WebGL.extensions/WebGlSettingsExtension.cs:182 msgid "WebGL Template" msgstr "WebGLテンプレート" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4144 msgid "WebGL Threads Support" msgstr "WebGLスレッドサポート" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4138 msgid "WebGL Use Embedded Resources" msgstr "WebGL 埋め込みリソースの使用" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4141 msgid "WebGL Wasm Arithmetic Exceptions" msgstr "WebGL Wasm 演算例外" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4157 msgid "WebGL Web Assembly Big Int" msgstr "WebGL Web Assembly Big Int" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4156 msgid "WebGL Web Assembly Table" msgstr "WebGL Web Assembly Table" #: /Runtime/Graphics/Mesh/MeshTypes.h:33 #: Editor/Mono/Inspector/ConstraintEditorBase.cs:16 msgid "Weight" msgstr "ウェイト" #: Editor/Mono/Animation/AnimationWindow/CurveMenuManager.cs:139 msgid "Weighted" msgstr "ウェイト付け" #: /Runtime/Math/AnimationCurve.h:317 msgid "Weighted Mode" msgstr "ウェイト有効モード" #: Editor/Mono/Inspector/StandardParticlesShaderGUI.cs:58 msgid "Weighting between albedo and grab pass." msgstr "アルべドと GrabPass 間のウェイト設定" #: /Runtime/Graphics/Mesh/CompressedMesh.h:158 msgid "Weights" msgstr "ウェイト" #: Modules/TreeEditor/TreeEditor.cs:160 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/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:134 msgid "Weld Vertices" msgstr "頂点の結合 " #: /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" #: Editor/Mono/Audio/Mixer/GUI/AudioMixerEffectView.cs:33 msgid "Wet" msgstr "ウェット" #: Editor/Mono/Inspector/AudioEchoFilterInspector.cs:18 msgid "Wet Mix" msgstr "ウェットミックス" #: Editor/Mono/Inspector/AudioChorusFilterEditor.cs:19 msgid "Wet Mix 1" msgstr "ウェットミックス 1" #: Editor/Mono/Inspector/AudioChorusFilterEditor.cs:20 msgid "Wet Mix 2" msgstr "ウェットミックス 2" #: Editor/Mono/Inspector/AudioChorusFilterEditor.cs:21 msgid "Wet Mix 3" msgstr "ウェットミックス 3" #: Packages/com.unity.render-pipelines.universal/Editor/RenderStateDataEditor.cs:28 msgid "What happens to the stencil value when failing Z testing." msgstr "Zテストに失敗すると、ステンシル値がどうなるか。" #: Packages/com.unity.render-pipelines.universal/Editor/RenderStateDataEditor.cs:25 msgid "What happens to the stencil value when failing." msgstr "失敗するとステンシル値がどうなるか。" #: Packages/com.unity.render-pipelines.universal/Editor/RenderStateDataEditor.cs:22 msgid "What happens to the stencil value when passing." msgstr "成功するとステンシル値がどうなるか。" #: Editor/Src/AutoDocumentation.cpp:777 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" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:47 msgid "" "What proportion of the noise is applied to the particle positions. If you " "use a curve to set this value, the Particle System applies the curve over " "the lifetime of each particle." msgstr "パーティクル配置へ適用するノイズの比率。 カーブを使用してこの値を設定すると、パーティクルシステムは各パーティクルの生存期間にわたりカーブを適用します。" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:48 msgid "" "What proportion of the noise is applied to the particle rotations, in " "degrees per second. If you use a curve to set this value, the Particle " "System applies the curve over the lifetime of each particle." msgstr "パーティクルの回転に適用するノイズの比率(度/秒)。 カーブを使用してこの値を設定すると、パーティクルシステムは各パーティクルの生存期間にわたりカーブを適用します。" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:200 msgid "What shape is this texture?" msgstr "このテクスチャの形状" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:56 msgid "What system to use for Light Probes." msgstr "ライトプローブにどのシステムを使うか。" #: Editor/Mono/Inspector/AnimationClipEditor.cs:100 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:63 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:81 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/CameraEditor.cs:27 msgid "" "What to display in empty areas of this Camera's view.\n" "\n" "Choose Skybox to display a skybox in empty areas, defaulting to a background " "color if no skybox is found.\n" "\n" "Choose Solid Color to display a background color in empty areas.\n" "\n" "Choose Depth Only to display nothing in empty areas.\n" "\n" "Choose 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エリアに表示します。\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なにもないエリア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。" #: Modules/ParticleSystemEditor/ParticleSystemModules/TriggerModuleUI.cs:25 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:26 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" #: Editor/Mono/ImportSettings/TextureImporterInspector.cs:172 msgid "What will this texture be used for?" msgstr "テクスチャの用途" #: /Runtime/Misc/ComponentRequirement.cpp:492 msgctxt "MenuItem./Wheel Collider" msgid "Wheel Collider" msgstr "ホイールコライダー" #: Modules/PhysicsEditor/WheelColliderEditor.cs:79 msgid "Wheel Damping Rate" msgstr "ホイール減衰レート" #: /Runtime/Misc/ComponentRequirement.cpp:527 msgctxt "MenuItem./Wheel Joint 2D" msgid "Wheel Joint 2D" msgstr "2D ホイールジョイント" #: Modules/PhysicsEditor/Collider3DEditorBase.cs:26 msgid "" "When 2 colliders have conflicting overrides, the settings of the collider " "with the higher priority are taken." msgstr "2つのコライダーのオーバーライドが競合する場合、優先度の高いコライダーの設定が使用されます。" #: Editor/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:21 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。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:186 msgid "" "When Ray tracing is enabled in asset, MSAA is not supported. Please refer to " "the documentation." msgstr "アセットでレイトレーシングが有効になっている場合、MSAAはサポートされません。 ドキュメントを参照してください。" #: Editor-Missing:Missing detected at runtime. msgid "When Selected" msgstr "選択時" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:187 msgid "" "When Water is enabled in asset, MSAA is not supported. Please refer to the " "documentation." msgstr "アセットで水が有効になっている場合、MSAAはサポートされません。ドキュメントを参照してください。" #: Editor/Graphs/UnityEditor.Graphs/Animation/LayerSettingsWindow.cs:22 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:21 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/Mono/Inspector/EditorSettingsInspector.cs:31 msgid "" "When an importer worker has been idle for this amount of seconds in will be " "shutdown unless it would take the worker count below the standby worker " "count setting." msgstr "インポートワーカーがこの秒数の間アイドル状態になっている場合、インポートワーカー数が待機ワーカー数の設定を下回る場合を除いて、停止されます。" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterModelEditor.cs:139 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。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/VolumetricLighting/LocalVolumetricFogUI.Skin.cs:30 msgid "" "When checked, each face can be manipulated separately. This also include " "fading options." msgstr "これを有効にすると各面を個別に操作できます。 これには、フェードオプションも含まれます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/Volume/InfluenceVolumeUI.Skin.cs:22 msgid "" "When checked, each face can be manipulated separatly. This also include " "fading options." msgstr "これを有効にすると、各面を個別に操作できます。これには、フェードオプションも含まれます。" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VisualEffectEditor.cs:1414 msgid "" "When clicked, if ‘Reseed on play’ is disabled a new random seed will be " "generated." msgstr "\"再生時に再シード\"が無効になっている場合は、クリックすると新しいランダムシードが生成されます。" #: Modules/ParticleSystemEditor/ParticleSystemModules/NoiseModuleUI.cs:41 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:42 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" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/ProbeSettingsUI.Drawers.cs:107 msgid "" "When disabled the reflections evaluated using the planar reflection will be " "perfectly smooth. This save GPU time when the planar reflection is used as a " "pure mirror." msgstr "無効にすると、平面リフレクションを使用して評価されたリフレクションは完全に滑らかになります。これにより、平面リフレクションを純粋なミラーとして使用する場合にGPU時間を節約できます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:42 msgid "" "When disabled, HDRP does not calculate diffuse lighting for this Light. Does " "not increase performance as HDRP still calculates the diffuse lighting." msgstr "これを無効にすると、HDRPはこのライトのディフューズライトを計算しません。HDRPは引き続きディフューズライトを計算するため、パフォーマンスは向上しません。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:43 msgid "" "When disabled, HDRP does not calculate specular lighting for this Light. " "Does not increase performance as HDRP still calculates the specular lighting." msgstr "これを無効にすると、HDRPはこのライトのスペキュラーライトを計算しません。HDRPは引き続きスペキュラーライトを計算するため、パフォーマンスは向上しません。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:174 msgid "" "When disabled, HDRP removes all AOV API Shader variants when you build for " "the Unity Player. This decreases build time." msgstr "これを無効にすると、Unityプレイヤー用にビルドするときに、HDRPはすべてのAOV APIシェーダーバリアントを削除します。これにより、ビルド時間が短縮されます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:176 msgid "" "When disabled, HDRP removes all Terrain hole Shader variants when you build " "for the Unity Player. This decreases build time." msgstr "これを無効にすると、Unityプレイヤー用にビルドするときに、HDRPはすべてのTerrain(地形)の穴のシェーダーバリアントを削除します。これにより、ビルド時間が短縮されます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:177 msgid "" "When disabled, HDRP removes all distortion Shader variants when you build " "for the Unity Player. This decreases build time." msgstr "これを無効にすると、Unityプレイヤー用にビルドするときに、HDRPはすべての歪みシェーダーバリアントを削除します。これにより、ビルド時間が短縮されます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:175 msgid "" "When disabled, HDRP removes all dithering cross fade Shader variants when " "you build for the Unity Player. This decreases build time." msgstr "これを無効にすると、Unityプレイヤー用にビルドするときに、HDRPはすべてのディザリングクロスフェードシェーダーバリアントを削除します。これにより、ビルド時間が短縮されます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:178 msgid "" "When disabled, HDRP removes all transparent backface Shader variants when " "you build for the Unity Player. This decreases build time." msgstr "これを無効にすると、Unityプレイヤー用にビルドするときに、HDRPはすべての透明な裏面のシェーダーバリアントを削除します。これにより、ビルド時間が短縮されます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:180 msgid "" "When disabled, HDRP removes all transparent depth postpass Shader variants " "when you build for the Unity Player. This decreases build time." msgstr "これを無効にすると、Unityプレイヤー用にビルドするときに、HDRPはすべての透明深度ポストパスのシェーダーバリアントを削除します。これにより、ビルド時間が短縮されます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:179 msgid "" "When disabled, HDRP removes all transparent depth prepass Shader variants " "when you build for the Unity Player. This decreases build time." msgstr "これを無効にすると、Unityプレイヤー用にビルドするときに、HDRPはすべての透明深度プリパスのシェーダーバリアントを削除します。これにより、ビルド時間が短縮されます。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:30 msgid "" "When disabled, Universal Rendering Pipeline removes all Terrain hole Shader " "variants when you build for the Unity Player. This decreases build time." msgstr "これを無効にすると、Unityプレイヤー用にビルドするときに、ユニバーサルレンダーパイプラインはすべてのTerrain(地形)の穴のシェーダーバリアントを削除します。これにより、ビルド時間が短縮されます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:190 msgid "" "When disabled, all debug display shader variants are removed when you build " "for the Unity Player. This decreases build time, but prevents the use of " "Rendering Debugger in Player builds." msgstr "これを無効にすると、Unityプレイヤー用にビルドするときに、すべてのデバッグ表示シェーダーバリアントを削除します。これにより、ビルド時間が短縮されまが、プレイヤービルドでレンダリングデバッガーは使用できません。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:37 msgid "When disabled, none of the transparent objects will receive shadows." msgstr "これを無効にすると、すべての透明オブジェクトは影を受けなくなります。" #: Editor/Mono/Inspector/LineRendererEditor.cs:24 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/AudioManagerInspector.cs:25 msgid "" "When enabled automatically suspends audio output after detecting that the " "output has been silent for a long duration (editor only). Suspending the " "audio system disables a mechanism in the operating system that prevents the " "computer from going into sleep mode." msgstr "これを有効にすると、出力が長時間無音であることが検出された後、オーディオ出力が自動的に一時停止されます(エディターのみ)。オーディオシステムを一時停止すると、コンピュータがスリープモードに入るのを防ぐオペレーティングシステムのメカニズムが無効になります。" #: Editor/Src/AutoDocumentation.cpp:396 msgctxt "From AutoDocumentation" msgid "" "When enabled dynamically turn off effects and spatializers on AudioSources " "that are culled in order to save CPU." msgstr "これを有効にすると、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" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:263 msgid "When enabled, Decals affect metal and ambient occlusion properties." msgstr "これを有効にすると、デカールはMetal とアンビエントオクルージョンのプロパティに影響します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:149 msgid "" "When enabled, HDRP allocates Shader variants and memory for processing " "shadow masks. This allows you to use shadow masks in your Unity Project." msgstr "これを有効にすると、HDRPはシャドウマスクを処理するためにシェーダーバリアントとメモリを割り当てます。これにより、Unityプロジェクトでシャドウマスクを使用できます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:160 msgid "" "When enabled, HDRP allocates Shader variants and memory for volumetric " "effects. This allows you to use volumetric lighting and fog in your Unity " "Project." msgstr "これを有効にすると、HDRPはボリュメトリック効果のためにシェーダーバリアントとメモリを割り当てます。これにより、Unityプロジェクトでボリュメトリックライティングを使用できます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:169 msgid "" "When enabled, HDRP allocates Shader variants and memory to the decals buffer " "and cluster decal. This allows you to use decals in your Unity Project." msgstr "これを有効にすると、HDRPはシェーダーバリアントとメモリをデカールバッファとクラスターデカールに割り当てます。これにより、Unityプロジェクトでデカールを使用できます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:170 msgid "" "When enabled, HDRP allocates Shader variants and memory to the decals layers " "buffer. This allows you to use decal layers in your Unity Project." msgstr "これを有効にすると、HDRPはシェーダーバリアントとメモリをデカールレイヤーバッファに割り当てます。これにより、Unityプロジェクトでデカールレイヤーを使用できます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:165 msgid "" "When enabled, HDRP allocates a custom pass buffer. It also enable custom " "passes inside Custom Pass Volume components." msgstr "これを有効にすると、HDRPはカスタムパスバッファを割り当てます。 また、カスタムパスボリュームコンポーネント内のカスタムパスも有効にします。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:130 msgid "When enabled, HDRP allocates a stencil bit to support water excluders." msgstr "これを有効にすると、HDRPは水の除外フィルターをサポートするためにステンシルビットを割り当てます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:125 msgid "" "When enabled, HDRP allocates additional memory to support water deformation." msgstr "これを有効にすると、HDRP は水のデフォーメーションをサポートするために追加のメモリを割り当てます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:128 msgid "When enabled, HDRP allocates additional memory to support water foam." msgstr "これを有効にすると、HDRPは水泡をサポートするために追加のメモリを割り当てます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:134 msgid "" "When enabled, HDRP allocates memory for high quality line rendering. This " "allows you to render lines with high quality anti-aliasing and transparency " "in your Unity Project." msgstr "これを有効にすると、HDRPは高品質のラインレンダリング用にメモリを割り当てます。これにより、Unityプロジェクトで高品質のアンチエイリアスと透明度を備えた線を描画できます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:163 msgid "" "When enabled, HDRP allocates memory for processing Light Layers. This allows " "you to use Light Layers in your Unity Project. For deferred rendering, this " "allocation includes an extra render target in memory and extra cost." msgstr "これを有効にすると、HDRPはライトレイヤーを処理するためにメモリを割り当てます。これにより、Unityプロジェクトでライトレイヤーを使用できます。ディファードレンダリングの場合、この割り当てには、メモリ内の追加のレンダーターゲットと追加のコストが含まれます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:173 msgid "" "When enabled, HDRP allocates memory for processing motion vectors which it " "uses for Motion Blur, TAA, and temporal re-projection of various effect like " "SSR." msgstr "これを有効にすると、HDRPは、モーションブラー、TAA、およびSSRなどのさまざまな効果の一時的再投影に使用するモーションベクトルを処理するためのメモリを割り当てます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:154 msgid "" "When enabled, HDRP allocates memory for processing screen space ambient " "occlusion (SSAO). This allows you to use SSAO in your Unity Project." msgstr "これを有効にすると、HDRPはスクリーンスペースアンビエントオクルージョン(SSAO)を処理するためにメモリを割り当てます。これにより、UnityプロジェクトでSSAOを使用できます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:155 msgid "" "When enabled, HDRP allocates memory for processing screen space global " "illumination (SSGI). This allows you to use SSGI in your Unity Project." msgstr "これを有効にすると、HDRPはスクリーンスペースグローバルイルミネーション(SSGI)を処理するためにメモリを割り当てます。これにより、UnityプロジェクトでSSGIを使用できます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:150 msgid "" "When enabled, HDRP allocates memory for processing screen space reflection " "(SSR). This allows you to use SSR in your Unity Project." msgstr "これを有効にすると、HDRPはスクリーンスペースリフレクション(SSR)を処理するためにメモリを割り当てます。これにより、UnityプロジェクトでSSRを使用できます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:157 msgid "" "When enabled, HDRP allocates memory for processing subsurface scattering " "(SSS). This allows you to use SSS in your Unity Project." msgstr "これを有効にすると、HDRPはサブサーフェススキャタリング(SSS)を処理するためにメモリを割り当てます。これにより、UnityプロジェクトでSSSを使用できます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:161 msgid "" "When enabled, HDRP allocates memory for processing volumetric clouds. This " "allows you to use volumetric clouds in your Unity Project." msgstr "これを有効にすると、HDRPはボリュメトリックの雲を処理するためにメモリを割り当てます。これにより、Unityプロジェクトでボリュメトリックの雲を使用できます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:138 msgid "" "When enabled, HDRP allocates memory for the Compute Thickness pass. For each " "Game Object layer selected in LayerMask, the thickness of all objects in " "that layer is written in a buffer. This buffer can be sampled only in Shader " "Graph via HDSampleBuffer node with the layer index as input." msgstr "これを有効にすると、HDRPは厚さ計算のパスにメモリを割り当てます。レイヤーマスクで選択された各ゲームオブジェクトのレイヤーについて、そのレイヤー内のすべてのオブジェクトの厚さがバッファに書き込まれます。このバッファは、レイヤーインデックスの入力によりHDSampleBufferノードを介してシェーダーグラフでのみサンプリングされます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:123 msgid "" "When enabled, HDRP allocates memory for the water surfaces simulation and " "rendering. This allows you to use water surfaces in your Unity Project." msgstr "これを有効にすると、HDRPは水面のシミュレーションとレンダリングにメモリを割り当てます。 これにより、Unityプロジェクトで水のサーフェスを使用できるようになります。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:202 msgid "" "When enabled, HDRP allocates shader variants and memory for Data Driven Lens " "Flare effect." msgstr "これを有効にすると、HDRPは、データ駆動型レンズフレア効果用にシェーダーバリアントとメモリを割り当てます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:201 msgid "" "When enabled, HDRP allocates shader variants and memory for Screen Space " "Lens Flare effect." msgstr "これを有効にすると、HDRPは、スクリーンスペースレンズフレア効果用にシェーダーバリアントとメモリを割り当てます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitSurfaceInputsUIBlock.cs:111 msgid "" "When enabled, HDRP blends the layer with the underlying layer based on the " "height." msgstr "これを有効にすると、HDRPは高さに基づいてレイヤーを下にあるレイヤーとブレンドします。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:227 msgid "" "When enabled, HDRP calculates a separate version of each Reflection Probe " "for the Fabric Shader, creating more accurate lighting effects. See the " "documentation for more information and limitations of this feature." msgstr "これを有効にすると、HDRPはファブリックシェーダーの各リフレクションプローブの個別のバージョンを計算し、より正確なライティング効果を作成します。 この機能の詳細と制限については、ドキュメントを参照してください。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:220 msgid "" "When enabled, HDRP compresses baked Reflection Probes to save disk space." msgstr "これを有効にすると、HDRPはベイクしたリフレクションプローブを圧縮してディスクスペースを節約します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:225 msgid "" "When enabled, HDRP decreases a Reflection Probe resolution if the Reflection " "Probe doesn't fit in the cache." msgstr "これを有効にすると、リフレクションプローブがキャッシュに収まらない場合に、HDRPがリフレクションプローブの解像度を下げます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/Decal/DecalProjectorEditor.Skin.cs:27 msgid "" "When enabled, HDRP draws this projector's decal on top of transparent " "surfaces." msgstr "これを有効にすると、HDRPはこのプロジェクターのデカールを透明なサーフェスの上に描画します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:270 msgid "" "When enabled, HDRP dynamically lowers the resolution of render targets to " "reduce the workload on the GPU." msgstr "これを有効にすると、HDRPはレンダーターゲットの解像度を動的に下げて、GPUのワークロードを減らします。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:153 msgid "" "When enabled, HDRP executes additional steps to achieve screen space " "reflection (SSR) on transparent objects. This feature requires both screen " "space reflections and transparent depth prepass to be enabled." msgstr "これを有効にすると、HDRPは追加の手順を実行して、透明なオブジェクトでスクリーンスペースリフレクション(SSR)を実現します。この機能を有効にするには、スクリーンスペースリフレクションと透明深度プリパスの両方を有効にする必要があります。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:162 msgid "" "When enabled, HDRP increases the resolution of volumetric lighting buffers. " "Warning: There is a high performance cost, do not enable on consoles." msgstr "これを有効にすると、HDRPはボリュメトリックライティングバッファの解像度を上げます。注意:パフォーマンスコストが高いため、コンソールで有効にしないでください。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs:43 msgid "When enabled, HDRP processes Contact Shadows for this Volume." msgstr "これを有効にすると、HDRPはこのボリュームのコンタクトシャドウを処理します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:78 msgid "" "When enabled, HDRP starts fading the contribution of this frequency band " "over a given range. This helps reduce the aliasing artifacts at a distance." msgstr "これを有効にすると、HDRPは特定の範囲でこの周波数帯域の寄与を弱くし始めます。 これにより、離れた場所でのエイリアシングアーティファクトを減らすことができます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:49 msgid "" "When enabled, HDRP starts fading the contribution of this frequency band " "over a given range. This helps reduce the aliasing artifacts at a distance.\n" "Automatic mode computes the fading range based on the Repetition Size " "parameter." msgstr "これを有効にすると、HDRPは特定の範囲でこの周波数帯域の寄与を弱くし始めます。これにより、離れた場所でのエイリアシングアーティファクトを減らすことができます。\n自動モードでは、反復サイズパラメーターに基づいてフェード範囲が計算されます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:172 msgid "" "When enabled, HDRP uses a high precision format for the buffer storing decal " "normals." msgstr "これを有効にすると、HDRPはデカール法線を格納するバッファに高精度形式を使用します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:171 msgid "" "When enabled, HDRP uses surface gradients to preserve the affected objects " "normal when applying decal normals." msgstr "これを有効にすると、HDRPはサーフェス傾斜を使用して、デカール法線を適用するときに影響を受けるオブジェクトの法線を維持します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:328 msgid "" "When enabled, HDRP uses the Forced Screen Percentage value as the screen " "percentage." msgstr "これを有効にすると、HDRPは\"強制画面率\"の値を画面パーセンテージとして使用します。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:210 msgid "" "When enabled, HDRP uses the Water Rendering (in screen space) for the " "occlusion." msgstr "これを有効にすると、HDRPはオクルージョンにウォーターレンダリング(スクリーンスペース内)を使用します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDProbeUI.Drawers.cs:275 msgid "" "When enabled, HDRP uses the assigned Proxy Volume to calculate distance " "based roughness for reflections. This produces more physically-accurate " "results if the Proxy Volume closely matches the environment." msgstr "有効にすると、HDRPは割り当てられたプロキシボリュームを使用して、リフレクションの粗さを距離に基づいて計算します。これにより、プロキシボリュームが環境と厳密に一致している場合、より物理的に正確な結果が得られます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LayeringOptionsUIBlock.cs:21 msgid "" "When enabled, HDRP uses the opacity map (alpha channel of Base Color) as the " "Density map." msgstr "これを有効にすると、HDRPは不透明度マップ(基本色のアルファチャンネル)を密度マップとして使用します。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:208 msgid "" "When enabled, HDRP uses the volumetric clouds texture (in screen space) for " "the occlusion." msgstr "これを有効にすると、HDRPはオクルージョンにボリュメトリックの雲のテクスチャ(スクリーンスペース内)を使用します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:125 msgid "" "When enabled, HDRP will apply a fog and color shift to the final image when " "the camera is under the surface.This feature has a cost even when the camera " "is above the water surface." msgstr "これを有効にすると、HDRPはカメラが水中にあるときに、最終的な画像にフォグとカラーシフトを適用します。この機能は、カメラが水面の上にある場合でもコストがかかります。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:156 msgid "" "When enabled, HDRP writes Rendering Layer Mask of Renderers to a buffer " "target that can be sampled in a shader in order to create fullscreen " "effects.\n" "This comes with a performance and a memory cost." msgstr "これを有効にすると、フルスクリーンエフェクトを作成するために、HDRPはレンダラーのレンダリングレイヤーマスクをバッファターゲット(バッファターゲットはシェーダーでサンプリングされます)に書き込みます。\nこれには、パフォーマンスとメモリコストが伴います。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:115 msgid "" "When enabled, SSR handles sky reflection for opaque objects (not supported " "for SSR on transparent)." msgstr "これを有効にすると、SSRは不透明なオブジェクトの空のリフレクションを処理します(透明なオブジェクトのSSRではサポートされません)。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:112 msgid "" "When enabled, URP allocates shader variants and memory for Data Driven Lens " "Flare effect." msgstr "これを有効にすると、URPは、データ駆動型レンズフレア効果用にシェーダーバリアントとメモリを割り当てます。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:113 msgid "" "When enabled, URP allocates shader variants and memory for Screen Space Lens " "Flare effect." msgstr "これを有効にすると、URPは、スクリーンスペースレンズフレア効果用にシェーダーバリアントとメモリを割り当てます。" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:97 msgid "" "When enabled, Unity assumes that the reflected light is originating from the " "inside of the probe's box, rather than from infinitely far away. This is " "useful for box-shaped indoor environments." msgstr "これを有効にすると、反射された光の発生は無限遠からではなく、プローブのボックスの内側からと見なされます。 これは、ボックス形状の屋内環境に役立ちます。" #: Editor/Mono/Inspector/RendererLightingSettings.cs:70 msgid "" "When enabled, Unity considers this renderer as being static for the sake of " "shadow rendering. If the SRP implements cached shadow maps, this field " "indicates to the render pipeline what renderers are considered static and " "what renderers are considered dynamic." msgstr "これを有効にすると、Unityはこのレンダラーをシャドウレンダリングに対して静的であると見なします。SRPがキャッシュされたシャドウマップを実装している場合、このフィールドは、どのレンダラーが静的と見なされ、どのレンダラーが動的と見なされるかをレンダリングパイプラインに示します。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:54 msgid "" "When enabled, Unity only streams texture mipmaps relevant to the current " "Camera's position in a Scene. This reduces the total amount of memory Unity " "needs for textures. Individual textures must also have 'Streaming Mip Maps' " "enabled in their Import Settings." msgstr "これを有効にすると、Unityはシーン内の現在のカメラの位置に関連するテクスチャミップマップのみをストリーミングします。これにより、Unityがテクスチャに必要とするメモリの総量が削減されます。個々のテクスチャでは、インポート設定で'ストリーミングミップマップ'も有効にする必要があります。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:57 msgid "" "When enabled, Unity uses texture streaming for every Camera in the Scene. " "Otherwise, Unity only uses texture streaming for Cameras that have an " "attached Streaming Controller component." msgstr "これを有効にすると、Unityはシーン内のすべてのカメラにテクスチャストリーミングを使用します。それ以外の場合、Unityはストリーミングコントローラーコンポーネントが接続されているカメラにのみテクスチャストリーミングを使用します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:183 msgid "" "When enabled, Visual Effects Outputs which have Enable Ray Tracing on will " "be accounted for in Ray-traced effects." msgstr "これを有効にすると、\"レイトレーシングを有効にする\"がオンになっているVisual Effects出力がレイトレース効果で考慮されます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:339 msgid "" "When enabled, XR views are rendered simultaneously and the render loop is " "processed only once. This setting will improve CPU and GPU performance but " "will use more GPU memory." msgstr "これを有効にすると、XRビューが同時にレンダリングされ、レンダリングループが1回だけ処理されます。 この設定により、CPUとGPUのパフォーマンスが向上しますが、より多くのGPUメモリが使用されます。" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VisualEffectEditor.cs:1411 msgid "" "When enabled, a new random seed value will be used each time the effect is " "played. Enable to randomize the look of this Visual Effect." msgstr "これを有効にすると、効果が再生されるたびに新しいランダムシード値が使用され、このVisual Effectの外観をランダム化できます。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:143 msgid "When enabled, additional binding state validation is applied." msgstr "これを有効にすると、追加のバインディング状態の検証が適用されます。" #: Packages/com.unity.render-pipelines.core/Editor/Deprecated.cs:83 msgid "" "When enabled, all debug display shader variants are removed when you build " "for the Unity Player. This decreases build time, but disables some features " "of Rendering Debugger in Player builds." msgstr "これを有効にすると、Unityプレイヤー用にビルドするときに、すべてのデバッグディスプレイシェーダーバリアントが削除されます。これによりビルド時間が短縮されますが、プレイヤービルドでレンダリングデバッガーの一部の機能が無効になります。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:96 msgid "When enabled, allows multiple lens flare elements." msgstr "これを有効にすると、複数のレンズフレア要素を可能にします。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:207 msgid "" "When enabled, allows the lens flare to affect the scene even when it is " "outside the Camera's field of view." msgstr "これを有効にすると、カメラの視野外にある場合でも、レンズフレアによってシーンに影響を与えることができます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs:88 msgid "" "When enabled, ambient occlusion generated by moving objects will not be " "accumulated, generating less ghosting but introducing additional noise." msgstr "これを有効にすると、移動するオブジェクトによって生成されるアンビエントオクルージョンは蓄積されずゴーストの発生は少なくなりますが、ノイズが増加します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs:89 msgid "" "When enabled, ambient occlusion generated on moving objects will not be " "accumulated, generating less ghosting but introducing additional noise." msgstr "これを有効にすると、移動するオブジェクト上に生成されるアンビエントオクルージョンは蓄積されず、ゴーストの発生は少なくなりますが、ノイズが増加します。" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:86 msgid "" "When enabled, an Auto Save toggle is displayed in Prefab Mode which you can " "turn on or off. This is the default. When disabled, there is no Auto Save in " "Prefab Mode in this project and the toggle is not displayed." msgstr "これを有効にすると、自動保存のトグルがプレハブモードに表示され、オンまたはオフにすることができます(これがデフォルト)。これを無効にすると、このプロジェクトのプレハブモードでの自動保存はなくなり、トグルは表示されません。" #: Packages/com.unity.render-pipelines.high-definition/Runtime/Utilities/HDAdditionalSceneViewSettings.cs:13 msgid "" "When enabled, any NaNs in the color buffer of the scene view camera will be " "suppressed." msgstr "これを有効にすると、シーンビューカメラのカラーバッファ内のNaN(非数)が抑制されます。" #: Editor/Mono/Inspector/RendererLightingSettings.cs:69 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/Graphs/UnityEditor.Graphs/Animation/AnimatorControllerTool.cs:1279 msgid "When enabled, auto focus on the current active state." msgstr "これを有効にすると、現在のアクティブ状態にオートフォーカスします。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:79 msgid "" "When enabled, automatically rotates the element between its position and the " "center of the screen. Requires the Starting Position property to have a " "value greater than 0." msgstr "有効にすると、要素がその位置と画面の中央の間で自動的に回転します。 開始位置プロパティの値が0より大きい必要があります。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:150 msgid "" "When enabled, command buffers are recycled after they have been executed as " "opposed to being freed." msgstr "これを有効にすると、コマンドバッファは実行後に解放されるのではなく、リサイクルされます。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:90 msgid "" "When enabled, distorts the element relative to its distance from the flare " "position in screen space." msgstr "これを有効にすると、スクリーンスペースのフレア位置からの距離に相対的に要素が歪められます。" #: Editor/Mono/Inspector/LightEditor.cs:103 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/AudioManagerInspector.cs:24 msgid "" "When enabled, dynamically turn off effects and spatializers on AudioSources " "that are culled in order to save CPU." msgstr "これを有効にすると、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" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:128 msgid "" "When enabled, history can be partially rejected for moving objects which " "gives a smoother transition. When disabled, history is either kept or " "totally rejected." msgstr "これを有効にすると、動くオブジェクトの履歴が一部拒否され、より滑らかな遷移が得られます。 無効にすると、履歴が保持されるか、または完全に拒否されます。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:97 msgid "" "When enabled, if a shader variant is missing, Unity uses the error shader " "and displays an error in the Console." msgstr "これを有効にすると、シェーダーバリアントが欠落している場合、Unityはエラーシェーダーを使用してコンソールにエラーを表示します。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:199 msgid "" "When enabled, if the component is attached to a light, automatically reduces " "the effect of the lens flare based on the type and shape of the light." msgstr "これを有効にすると、コンポーネントがライトにアタッチされている場合、ライトのタイプと形状に基づいてレンズフレアの影響を自動的に減らします。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:341 msgid "" "When enabled, jitter will be added to the camera to provide more samples for " "temporal effects. This is usually not required in VR due to micro variations " "from the tracking." msgstr "これを有効にすると、ジッターがカメラに追加され一時的な効果のサンプルが増えます。これはトラッキングからの微小な変化のため、通常はVRでは必要ありません。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:335 msgid "" "When enabled, materials tagged as Low Res Transparent, will be rendered in a " "quarter res offscreen buffer and then composited to full res." msgstr "これを有効にすると、Low Res Transparent(低解像度透明)としてタグ付けされたマテリアルは、1/4解像度のオフスクリーンバッファでレンダリングされ、フル解像度に合成されます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:342 msgid "" "When enabled, motion blur can be used in XR. When this option is disabled, " "regardless of the settings, motion blur will be turned off when in XR." msgstr "これを有効にすると、XRでモーション ブラーを使用できます。 このオプションを無効にすると、設定に関係なく、XRではモーションブラーがオフになります。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/AdvancedOptionsUIBlock.cs:45 msgid "" "When enabled, motion vectors for the material will be forced to be " "calculated every frame (as opposed to only on object transform changes). " "This is only needed when the material has time-based vertex animation or " "when the ShaderGraph writes the 'Velocity' vertex output." msgstr "これを有効にすると、マテリアルのモーションベクトルが(オブジェクトのトランスフォーム変更時のみではなく)フレームごとに強制的に計算されます。 これは、マテリアルに時間ベースの頂点アニメーションがある場合、またはシェーダーグラフが'速度'頂点出力を書き込む場合にのみ必要です。" #: Editor/Mono/Inspector/RendererLightingSettings.cs:16 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/AssemblyDefinitionImporterInspector.cs:43 msgid "" "When enabled, references to UnityEngine/UnityEditor will not be added when " "compiling this assembly." msgstr "これを有効にすると、このアセンブリをコンパイルするときにUnityエンジン、またはUnityエディターへの参照は含まれません。" #: Editor/Mono/Inspector/LightProbeGroupInspector.cs:524 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。" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:87 msgid "" "When enabled, rendering layers are used to select which lights an object is " "affected by. When using the Deferred rendering path, this option allocates " "an extra render target." msgstr "これを有効にすると、レンダリングレイヤーを使用して、オブジェクトが影響を受けるライトを選択します。ディファードレンダリングパスを使用する場合、このオプションは追加のレンダーターゲットを割り当てます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:24 msgid "" "When enabled, ringing artifacts (dark or strangely saturated edges) caused " "by history sharpening will be improved. This comes at a potential loss of " "sharpness upon motion." msgstr "これを有効にすると、履歴シャープニングの値を高くすることにすることによって引き起こされる輪状のアーティファクト(暗いエッジまたは奇妙に飽和したエッジ)が改善されます。これにより、モーション時にシャープさが失われる可能性があります。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:19 msgid "" "When enabled, ripples are included when evaluating the water simulation for " "script interactions. Including ripples allows a higher visual fidelity but " "the CPU cost increases." msgstr "これを有効にすると、スクリプトインタラクションの水のシミュレーションを評価するときにさざ波が含まれます。 さざ波を入れると視覚的な忠実度が高くなりますが、CPU コストが増加します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:245 msgid "" "When enabled, scales the shadow map size using the screen size of the Light " "to leave more space for other shadows in the atlas." msgstr "これを有効にすると、ライトの画面サイズを使用してシャドウマップのサイズを拡大縮小し、アトラス内の他のシャドウ用のスペースを増やします。" #: Editor/Mono/Inspector/RendererLightingSettings.cs:35 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" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/LightUI.Skin.cs:59 msgid "" "When enabled, simulates a physically correct Spot Light using a reflector. " "This means the narrower the Outer Angle, the more intense the Spot Light. " "When disabled, the intensity of the Light matches the one of a Point Light " "and thus remains constant regardless of the Outer Angle." msgstr "これを有効にすると、反射(物)を使用した物理的に正しいスポットライトをシミュレートします。これは、外円錐角が狭いほど、スポットライトが強くなることを意味します。無効にすると、ライトの強度はポイントライトの強度と一致するため、外円錐角に関係なく一定に保たれます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:125 msgid "" "When enabled, speed from will be computed in world space to reject samples." msgstr "これを有効にすると、速度はワールド空間で計算され、サンプルは拒否されます。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:63 msgid "" "When enabled, terrain billboards face towards the camera position. " "Otherwise, they face towards the camera plane. This makes billboards look " "nicer when the camera rotates but it is more resource intensive to process." msgstr "これを有効にすると、Terrain(地形)は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、処理するためにリソース負荷が高くなります。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:64 msgid "" "When enabled, terrain details will be scattered using the old scattering " "algorithm that often resulted in overlapping details. Included for backwards " "compatibility with terrain authored in Unity 2022.1 and earlier." msgstr "これを有効にすると、古い散布アルゴリズムを使用して地形のディテールを散布するため、しばしば、ディテールが重複することがあります。 このオプションは、Unity 2022.1以前で作成された地形との後方互換性のために含まれています。" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:32 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" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:66 msgid "" "When enabled, the Water System allows you to simulate and render ripples.\n" "The frequency range is not affected by the swell/agitation parameters." msgstr "これを有効にすると、ウォーターシステムによってさざなみをシミュレーションやレンダリングを行うことができます。\n周波数範囲は、波/攪拌(かくはん)パラメーターの影響を受けません。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:93 msgid "" "When enabled, the amount of radial distortion changes between the center of " "the screen and the edge of the screen." msgstr "これを有効にすると、放射状の歪みの量が画面の中央と端の間で変化します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterDeformer/WaterDeformerEditor.cs:124 msgid "" "When enabled, the blend between the water surface neutral height and the " "deformer's amplitude is done using a cubic profile. When disabled, the blend " "is linear." msgstr "これを有効にすると、水面のニュートラルな高さとデフォーマーの大きさのブレンドは、立方体プロファイルを使用して行われます。 無効にすると、ブレンドはリニアになります。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/VolumetricLighting/VolumetricCloudsEditor.cs:180 msgid "" "When enabled, the clouds will blend in a perceptual way with the " "environment. This may cause artifacts when the sky is over-exposed." msgstr "これを有効にすると、雲は知覚的に環境にブレンドされます。 これにより、空が露出オーバーの場合にアーティファクトが発生する可能性があります。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionManagerEditor.cs:25 msgid "" "When enabled, the compositor will generate the final composed frame even in " "edit mode." msgstr "これを有効にすると、コンポジターは編集モードであっても最終的な合成フレームを生成します。" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXAssetEditor.cs:666 msgid "" "When enabled, the computed visual effect delta time ignores the game Time " "Scale value (Play Rate is still applied)." msgstr "これを有効にすると、計算された視覚効果のデルタタイムはゲームのタイムスケール値を無視します(再生レートは引き続き適用されます)。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:336 msgid "" "When enabled, the depth buffer used for low res transparency is generated in " "a min/max checkerboard pattern from original full res buffer." msgstr "これを有効にすると、低解像度の透明性に使用される深度バッファーが、元のフル解像度バッファの最小/最大チェッカーボードパターンから生成されます。" #: Packages/com.unity.visualeffectgraph/Editor/Inspector/VisualEffectEditor.cs:1425 msgid "" "When enabled, the effect will try to be batched with other of the same type." msgstr "これを有効にすると、エフェクトは同じタイプの他のエフェクトとバッチ処理されます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:38 msgid "" "When enabled, the light affects the scene for cameras with Path Tracing " "enabled." msgstr "これを有効にすると、ライトはパストレーシングが有効になっているカメラのシーンに影響します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:37 msgid "" "When enabled, the light affects the scene for cameras with the Ray-Tracing " "frame setting enabled." msgstr "これを有効にすると、ライトはレイトレーシングフレーム設定が有効になっているカメラのシーンに影響します。" #: Editor/Mono/Inspector/MaterialEditor.cs:66 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。" #: Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/SixWayGUI.cs:23 msgid "" "When enabled, the lightmaps are used to simulate color absorption whose " "strength can be tuned with the Absorption Strength parameter." msgstr "これを有効にすると、ライトマップは、色の吸収(強度が吸収強度パラメーターで調整できます)をシミュレートするために使用され、ます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/AdvancedOptionsUIBlock.cs:44 msgid "" "When enabled, the material will use motion vectors from the Alembic " "animation cache. Should not be used on regular meshes or Alembic caches " "without precomputed motion vectors." msgstr "これを有効にすると、マテリアルはAlembicアニメーションキャッシュからのモーションベクトルを使用します。事前計算されたモーションベクトルのない通常のメッシュまたはAlembicキャッシュでは使用しないでください。" #: Editor/Mono/Inspector/RendererLightingSettings.cs:34 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" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:202 msgid "" "When enabled, the occlusion is attenuated by the Background Clouds used on " "the Visual Environnement (Cloud layer)." msgstr "これを有効にすると、ビジュアル環境 (雲のレイヤー) で使用される背景の雲によってオクルージョンが減衰されます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:340 msgid "" "When enabled, the occlusion mesh will be rendered for each view during the " "depth prepass to reduce shaded fragments." msgstr "これを有効にすると、深度プリパス中にビューごとにオクルージョンメッシュがレンダリングされ、シェーディングされたフラグメントが減少します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:138 msgid "" "When enabled, the opacity and transmittance color of shadow casters will be " "taken into account when generating the shadow." msgstr "これを有効にすると、影を生成するときに影を作るオブジェクトの不透明度と透過色が考慮されます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:137 msgid "" "When enabled, the opacity of shadow casters will be taken into account when " "generating the shadow." msgstr "これを有効にすると、影を生成する際に、影を作るオブジェクトの不透明度が考慮されます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:130 msgid "" "When enabled, the reflected surface movement is considered as a valid " "rejection condition. At least one of the two conditions must be checked." msgstr "これを有効にすると、反射サーフェスに映されたサーフェス(反射対象)の動きが有効な拒否条件と見なされます。 2つの条件のうち少なくとも1つを有効にする必要があります。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:129 msgid "" "When enabled, the reflecting surface movement is considered as a valid " "rejection condition. At least one of the two conditions must be checked." msgstr "これを有効にすると、反射するサーフェスの動きが有効な拒否条件と見なされます。 2つの条件のうち少なくとも1つを有効にする必要があります。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareComponentSRPEditor.cs:201 msgid "" "When enabled, the renderer uses the depth buffer to occlude (partially or " "completely) the lens flare. Partial occlusion also occurs when the lens " "flare is partially offscreen." msgstr "これを有効にすると、レンダラーは深度バッファーを使用してレンズフレアを(部分的または完全に)遮蔽します。 部分的なオクルージョンは、レンズフレアが部分的に画面外にある場合にも発生します。" #: Packages/com.unity.render-pipelines.high-definition/Runtime/Utilities/HDAdditionalSceneViewSettings.cs:14 msgid "When enabled, the scene exposure is overridden with the selected value." msgstr "これを有効にすると、シーンの露出が選択した値でオーバーライドされます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:110 msgid "When enabled, the tint only affects the shadow's penumbra." msgstr "これを有効にすると、この色はシャドウの半影にのみ影響します。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:74 msgid "" "When enabled, the upload buffer persists even when there is nothing left to " "upload." msgstr "これを有効にすると、アップロードするものが残っていない場合でもアップロードバッファは持続されます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:111 msgid "" "When enabled, the water caustics will take into account the directional " "light's shadow." msgstr "これを有効にすると、水のコースティクスはディレクショナルライトの影を考慮します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:119 msgid "" "When enabled, the water simulation will generate foam on the tip of the " "waves." msgstr "有効にすると、水のシミュレーションは波の先端に泡を生成します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:131 msgid "" "When enabled, the water surface will refract light when looking at objects " "from underwater. Distant and Local Wind will still have an effect on " "refraction.\n" "This setting only affects screen space refraction when sampling the color " "pyramid from underwater." msgstr "これを有効にすると、水中から物体を見るときに、水面でライトが屈折します。遠方の風と局所の風も屈折に影響します。\nこの設定は、水中からカラー ピラミッドをサンプリングする場合のスクリーンスペースの屈折にのみ影響します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:105 msgid "When enabled, the water surface will render caustics." msgstr "これを有効にすると、水面はコースティクスを描画します。" #: Editor/Mono/Inspector/RendererLightingSettings.cs:72 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、このプロパティを有効にする必要があります。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:162 msgid "When enabled, this Light casts shadows." msgstr "これを有効にすると、このライトは影を作ります。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:98 msgid "When enabled, this Light uses Volumetrics." msgstr "これを有効にすると、このライトはボリュメトリックを使用します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/ProbeSettingsUI.Drawers.cs:70 msgid "" "When enabled, this Reflection Probe uses the boundaries of the Influence " "Volume as its Proxy Volume." msgstr "これを有効にすると、このリフレクションプローブはインフルエンスボリュームの範囲をプロキシボリュームとして使用します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:116 msgid "" "When enabled, this Spot Light uses the custom angle for shadow map rendering." msgstr "これを有効にすると、このスポットライトはシャドウマップのレンダリングにカスタムの角度を使用します。" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:34 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。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitSurfaceInputsUIBlock.cs:110 msgid "" "When enabled, tiling of each influenced layer (except the main layer) is " "affected by the Transform's Scale." msgstr "これを有効にすると、影響を受ける各レイヤー(メインレイヤーを除く)のタイリングは、トランスフォームのスケールの影響を受けます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitSurfaceInputsUIBlock.cs:109 msgid "" "When enabled, tiling of each layer is affected by the Transform's Scale." msgstr "これを有効にすると、各レイヤーのタイリングはトランスフォームのスケールの影響を受けます。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:53 msgid "" "When enabled, uses original aspect ratio of the width and height of the " "element's Flare Texture (or 1 for shape)." msgstr "これを有効にすると、要素のフレアテクスチャの幅と高さの元のアスペクト比(形状の場合は1)を使用します。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:58 msgid "When enabled, will invert the gradient direction." msgstr "これを有効にすると、グラデーションの方向が反転します。" #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/DecalRendererFeatureEditor.cs:14 msgid "" "When enabled, you can configure specific Decal Projectors to affect only " "specific objects. The number of Rendering Layers affects the performance." msgstr "これを有効にすると、特定のデカールプロジェクターを設定して、特定のオブジェクトのみに影響を与えることができます。 レンダリングレイヤーの数は、パフォーマンスに影響します。" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:33 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。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:158 msgid "" "When enabled, you can use the Layer property below to specify the layers for " "shadows separately to lighting. When disabled, the Rendering Layer Mask " "property in the General section specifies the layers for both lighting and " "shadows." msgstr "これを有効にすると、下のレイヤープロパティを使用して、ライトとは別に影のレイヤーを指定します。 無効の場合は、一般セクションのレンダリングレイヤーマスクプロパティで、ライトと影の両方のレイヤーを指定します。" #: Packages/com.unity.render-pipelines.universal/Editor/Lighting/UniversalRenderPipelineLightUI.Skin.cs:61 msgid "" "When enabled, you can use the Layer property below to specify the layers for " "shadows seperately to lighting. When disabled, the Light Layer property in " "the General section specifies the layers for both lighting and for shadows." msgstr "これを有効にすると、下のレイヤープロパティを使用して、ライトとは別に影のレイヤーを指定します。 無効にすると、一般セクションの'ライトレイヤー'プロパティで、ライトと影の両方のレイヤーを指定します。" #: Packages/com.unity.render-pipelines.core/Editor/PostProcessing/LensFlareDataSRPEditor.cs:73 msgid "" "When enabled,changes the color of the elements based on the light color, if " "this asset is attached to a light." msgstr "これを有効にすると、このアセットがライトにアタッチされている場合、ライトの色に基づいて要素の色を変更します。" #: Modules/TerrainEditor/TerrainInspector.cs:184 msgid "" "When enabling this option, RayTracingAccelerationStructure.CullInstances " "function will populate the acceleration structure with terrain geometries." msgstr "このオプションを有効にすると、RayTracingAccelerationStructure.CullInstances関数は加速構造にTerrain(地形)ジオメトリを設定します。 " #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:45 msgid "" "When particle collides, it will lose this fraction of its Start Lifetime" msgstr "パーティクルが衝突すると、\"開始時の生存期間\"のこの分が失われます" #: Modules/ParticleSystemEditor/ParticleSystemModules/CollisionModuleUI.cs:50 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:51 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:49 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:48 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/InitialModuleUI.cs:48 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、事前準備されたシステムは、すでにパーティクルを1ループサイクル放出し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。" #: Editor/Mono/Inspector/ReflectionProbeEditor.cs:102 msgid "" "When reflection probes overlap, Unity uses Importance to determine which " "probe should take priority." msgstr "リフレクションプローブが重なる場合、Unityは重要度を使用してどのプローブを優先するかを決定します。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:150 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/PhysicsEditor/TerrainColliderEditor.cs:15 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/OffMeshLinkInspector.deprecated.cs:25 msgid "" "When selected, agents can traverse the link also from End to Start, " "otherwise only from Start to End." msgstr "これを選択すると、エージェントはリンクを終点から始点へ移動することもできます。これを選択しないと、始点から終点への移動しかできません。" #: Editor/Mono/Inspector/ConstraintEditorBase.cs:19 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:18 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/StreamingControllerInspector.cs:15 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。" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:71 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/QuickSearch/Editor/Indexing/IndexManager.cs:342 msgid "" "When the Project has multiple indexes, those with higher scores take " "priority over those with lower scores" msgstr "プロジェクトに複数のインデックスがある場合、スコアの高いものがスコアの低いものよりも優先されます" #: Editor/Mono/BuildPlayerWindow.cs:66 msgid "" "When the build is started, an open Profiler Window will automatically " "connect to the Player and start profiling. The \"Build And Run\" option will " "also automatically open the Profiler Window." msgstr "ビルドが開始されると、開いているプロファイラーウィンドウが自動的にプレイヤーに接続し、プロファイリングを開始します。また、\"ビルドして実行\"オプションの選択でも、プロファイラーウィンドウが自動的に開きます。" #: Modules/ParticleSystemEditor/ParticleSystemModules/EmissionModuleUI.cs:26 msgid "When the burst will trigger." msgstr "バーストが発生する時刻" #: 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/Src/AutoDocumentation.cpp:2675 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-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/Src/AutoDocumentation.cpp:2416 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-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/Src/AutoDocumentation.cpp:368 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-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/Src/AutoDocumentation.cpp:366 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-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/Src/AutoDocumentation.cpp:365 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-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/Src/AutoDocumentation.cpp:367 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-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/Src/AutoDocumentation.cpp:2815 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/Mono/SceneView/SceneView.cs:1130 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:1125 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" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:27 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" #: Editor/Mono/Inspector/LineRendererEditor.cs:37 msgid "" "When using Linear Rendering, 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、色はGPUに渡される前に適切に変換されます。" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:151 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。" #: Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.Skin.cs:61 msgid "" "When using Preset of Camera Component, only a subset of properties are " "supported. Unsupported properties are hidden." msgstr "カメラコンポーネントのプリセットを使用する場合、プロパティのサブセットのみがサポートされます。サポートされていないプロパティは非表示になります。" #: Packages/com.unity.render-pipelines.core/Editor/Lighting/LightUI.Skin.cs:50 msgid "" "When using Preset of Light Component, only a subset of properties are " "supported. Unsupported properties are hidden." msgstr "ライトコンポーネントのプリセットを使用する場合、プロパティのサブセットのみがサポートされます。サポートされていないプロパティは非表示になります。" #: Modules/ParticleSystemEditor/ParticleSystemModules/ShapeModuleUI.cs:208 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" #: Editor/Src/AutoDocumentation.cpp:222 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 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/Mono/ImportSettings/TextureImporterInspector.cs:372 msgid "" "When you enable Read/Write, Unity stores an additional copy of your textures " "in CPU-addressable memory. One or more of the textures you have selected use " "a considerable amount of memory (more than 512MB)." msgstr "読み取り/書き込みを有効にすると、Unityはテクスチャの追加コピーをCPU-addressableメモリに保存します。選択した 1 つまたは複数のテクスチャが大量のメモリ(512 MB 以上)を使用しています。" #: Editor/Src/Commands/AssetsMenu.cpp:720 msgid "" "When you reimport all assets, Unity deletes and recreates all the cached " "data relating to your assets in the project's Library folder. You should " "only do this if you think your project has been corrupted due to an internal " "Unity bug. It can take a long time to complete, depending on the size of " "your project.\n" "\n" "Please submit a bug report detailing the steps leading up to here." msgstr "すべてのアセットを再インポートすると、Unityはプロジェクトのライブラリフォルダー内のアセットに関連するすべてのキャッシュデータを削除して再作成します。これは、Unityの内部バグによってプロジェクトが破損したと考えられる場合にのみ行ってください。この操作はプロジェクトのサイズにもよりますが、長時間かかる場合があります。\n\n詳しい手順を説明したバグレポートを提出してください。" #: Editor/Src/Commands/AssetsMenu.cpp:721 msgid "" "When you reimport all assets, Unity deletes and recreates all the cached " "data relating to your assets in the project's Library folder. You should " "only do this if you think your project has been corrupted due to an internal " "Unity bug. It can take a long time to complete, depending on the size of " "your project.\n" "\n" "You can also choose to use your configured Cache Server, in which case Unity " "deletes and re-downloads all the cached data, rather than recreating it " "locally.\n" "\n" "Please submit a bug report detailing the steps leading up to here." msgstr "すべてのアセットを再インポートすると、Unityはプロジェクトのライブラリフォルダー内のアセットに関連するすべてのキャッシュデータを削除して再作成します。これは、Unityの内部バグによってプロジェクトが破損したと考えられる場合にのみ行ってください。この操作はプロジェクトのサイズにもよりますが、長時間かかる場合があります。\n\n設定したキャッシュサーバーを使用することもできます。その場合、Unityはキャッシュされたデータをローカルで再作成するのではなく、すべて削除して再びダウンロードします。\n\n詳しい手順を説明したバグレポートを提出してください。" #: Modules/TerrainEditor/TerrainInspector.cs:176 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/VideoEditor/Editor/VideoPlayerEditor.cs:51 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" #: Editor/Src/AutoDocumentation.cpp:2088 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場所" #: Editor/Src/AutoDocumentation.cpp:1286 msgctxt "From AutoDocumentation" msgid "" "Whether OnCollisionEnter, OnCollisionStay, and OnCollisionExit should be " "called on MonoBehaviour Scripts." msgstr "OnCollisionEnter、OnCollisionStay、およびOnCollisionExitをMonoBehaviourスクリプトで呼び出す必要があるかどうか。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs:115 msgid "" "Whether a cached shadow map will be automatically updated when the light " "transform changes." msgstr "ライトのトランスフォームを変更するときに、キャッシュされたシャドウマップが自動的に更新されるかどうか。" #: Packages/com.unity.2d.tilemap/Editor/GridBrushEditor.cs:105 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/Src/AutoDocumentation.cpp:1152 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/Mono/Inspector/LightingSettingsEditor.cs:215 msgid "" "Whether lightmap textures use the Global Mipmap limit defined in Quality " "Settings. Disable this to ensure lightmaps are available at the full mipmap " "resolution." msgstr "ライトマップテクスチャが品質設定で定義されたグローバルミップマップ制限を使用するかどうか。これを無効にすると、ライトマップがミップマップのフル解像度で利用できるようになります。" #: Editor/Src/AutoDocumentation.cpp:340 msgctxt "From AutoDocumentation" msgid "Whether m_StorageCleanupPath is a path in the AssetBundle cache." msgstr "m_StorageCleanupPathがAssetBundleキャッシュ内のパスであるかどうか。" #: Modules/PhysicsEditor/Collider3DEditorBase.cs:24 msgid "" "Whether or not this collider provides contacts without any MonoBehaviour " "listeners" msgstr "このコライダーがMonoBehaviourリスナーなしで接触を生成するかどうか" #: Editor/Src/AutoDocumentation.cpp:1248 msgctxt "From AutoDocumentation" msgid "" "Whether or not to automatically sync transform changes with the physics " "system whenever a Transform component changes." msgstr "トランスフォームコンポーネントが変わるたびに、トランスフォームの変化を物理システムと自動的に同期させるかどうか" #: Editor/Src/AutoDocumentation.cpp:1145 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-Missing:Missing detected at runtime. msgid "Whether physics queries hit backface triangles or not." msgstr "物理クエリが背面の三角形にヒットするかどうか。" #: Editor/Src/AutoDocumentation.cpp:1288 msgctxt "From AutoDocumentation" msgid "Whether physics queries hit backface triangles or not." msgstr "物理クエリが背面の三角形にヒットするかどうか。" #: Editor/Src/AutoDocumentation.cpp:1174 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ヒットするかかどうか" #: Editor/Src/AutoDocumentation.cpp:1175 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/Mono/Inspector/DirectorEditor.cs:20 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/Src/AutoDocumentation.cpp:2133 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-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/Src/AutoDocumentation.cpp:644 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-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 "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:648 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:666 msgctxt "From AutoDocumentation" msgid "Whether the collider uses a Delaunay mesh algorithm or not." msgstr "コライダーがドロネーメッシュアルゴリズムを使用するかどうか。" #: Editor/Src/AutoDocumentation.cpp:2669 msgctxt "From AutoDocumentation" msgid "Whether the drive is an acceleration drive or a force drive." msgstr "駆動は加速駆動か力駆動か。" #: Editor/Src/AutoDocumentation.cpp:2453 msgctxt "From AutoDocumentation" msgid "" "Whether the instance have been fully initialized with results from a culling " "process." msgstr "インスタンスがカリングプロセスの結果で完全に初期化されたかどうか" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs:94 msgid "" "Whether the results are accumulated over time or not. This can get better " "results cheaper, but it can lead to temporal artifacts. Requires Motion " "Vectors to be enabled." msgstr "結果が経時的にに蓄積されるかどうか。これにより、より良い結果をより安く得ることができますが、一時的なアーティファクトの原因になる可能性があります。モーションベクトルを有効にする必要があります。" #: Editor/Src/AutoDocumentation.cpp:892 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:1186 msgctxt "From AutoDocumentation" msgid "" "Whether to calculate contacts for all simulation sub-steps or only the first " "sub-step. Higher performance can be achieved by only calculating contacts " "for the first sub-step." msgstr "すべてのシミュレーションのサブステップの接触を計算するか、最初のサブステップのみを計算するか。最初のサブステップの接触のみを計算すると、より高いパフォーマンスを実現できます。" #: 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/Src/AutoDocumentation.cpp:1958 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:1285 msgctxt "From AutoDocumentation" msgid "Whether to enable the improved patch friction mode." msgstr "改善されたパッチ摩擦モードを有効にするかどうか。" #: Editor/Src/AutoDocumentation.cpp:688 msgctxt "From AutoDocumentation" msgid "" "Whether to maintain a maximum distance only or not. If not then the absolute " "distance will be maintained instead." msgstr "最長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/Mono/Inspector/QualitySettingsEditor.cs:78 msgid "Whether to override base map distance in active Terrains." msgstr "アクティブなTerrain(地形)のベースマップをオーバーライドするかどうか。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:83 msgid "Whether to override billboard fade length in active Terrains." msgstr "アクティブなTerrain(地形)のビルボードフェード距離をオーバーライドするかどうか。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:82 msgid "Whether to override billboard start distance in active Terrains." msgstr "アクティブなTerrain(地形)のビルボード開始距離をオーバーライドするかどうか。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:79 msgid "Whether to override detail density scale in active Terrains." msgstr "アクティブなTerrain(地形)のディテール密度をオーバーライドするかどうか。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:80 msgid "Whether to override detail distance in active Terrains." msgstr "アクティブなTerrain(地形)のディテール距離をオーバーライドするかどうか。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:84 msgid "Whether to override max mesh trees in active Terrains." msgstr "アクティブなTerrain(地形)の最大メッシュ樹木数をオーバーライドするかどうか。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:77 msgid "Whether to override pixel error in active Terrains." msgstr "アクティブなTerrain(地形)のピクセルエラーをオーバーライドするかどうか。" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:81 msgid "Whether to override tree distance in active Terrains." msgstr "アクティブなTerrain(地形)の樹木距離をオーバーライドするかどうか。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:33 msgid "Whether to support HDRP dynamic resolution." msgstr "HDRP動的解像度をサポートするかどうか。" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Output.Skin.cs:44 msgid "Whether to support URP dynamic resolution." msgstr "URP動的解像度をサポートするかどうか。" #: Packages/com.unity.render-pipelines.core/Editor/Camera/CameraUI.Output.Skin.cs:38 msgid "Whether to support dynamic resolution." msgstr "動的解像度をサポートするかどうか。" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Output.Skin.cs:45 msgid "Whether to support outputting to HDR displays." msgstr "HDRディスプレイへの出力をサポートするかどうか。" #: Editor/Src/AutoDocumentation.cpp:1187 msgctxt "From AutoDocumentation" msgid "" "Whether to use simulation sub-stepping during a simulation step. This is " "only used if the Simulation mode is 'Update' or 'Script'." msgstr "シミュレーションステップ中にシミュレーションのサブステップを使用するかどうか。これは、シミュレーションモードが'Update'または'Script'の場合にのみ使用されます。" #: Editor/Src/AutoDocumentation.cpp:2808 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:2810 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:815 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:814 msgctxt "From AutoDocumentation" msgid "" "Whether to use the connected anchor or not. When disabled, collisions are " "implicitly enabled." msgstr "接続されたアンカーを使用するかどうか。無効にすると、衝突は暗黙的に有効になります。" #: Editor/Src/AutoDocumentation.cpp:816 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" #: Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs:26 msgid "Which channel of the mask texture will affect this Light Blend Style." msgstr "マスクテクスチャのどのチャネルがこのライトブレンドスタイルに影響するか。" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:268 msgid "" "Which entries to include. When publishing a game only one entry should be " "selected." msgstr "どのエントリーを加えるか。 ゲームを公開するときは、1つのエントリーのみを選択します。" #: Editor/Src/AutoDocumentation.cpp:3246 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するか。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:201 msgid "" "Which information to include in stack traces. Including the file name and " "line number may increase build size." msgstr "どの情報をスタック トレースに加えるか。 ファイル名と行番号を加えると、ビルドサイズが大きくなる場合があります。" #: Modules/EditorToolbar/ToolbarElements/LayersDropdown.cs:11 msgid "Which layers are visible in the Scene views" msgstr "シーンビューでどのレイヤーを表示するか。" #: Editor/Src/AutoDocumentation.cpp:547 msgctxt "From AutoDocumentation" msgid "Which layers receive events." msgstr "どの層がイベントを受け取るか" #: Editor-Missing:Missing detected at runtime. msgid "Which layers the camera does render." msgstr "どのレイヤーをカメラが描画するか。" #: Editor/Src/AutoDocumentation.cpp:544 msgctxt "From AutoDocumentation" msgid "Which layers the camera renders." msgstr "どのレイヤーをカメラが描画するか。" #: Editor/Mono/BuildPlayerWindow.cs:36 msgid "Which platform to build for" msgstr "どのプラットフォーム用にビルドするか。" #: Editor/Mono/PerformanceTools/FrameDebuggerStyles.cs:116 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/BuildPlayerWindow.cs:40 msgid "Which scenes to include in the build" msgstr "どのシーンをビルドに加えるか。" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:16 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。" #: Editor/Mono/Inspector/AudioSourceInspector.cs:83 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/Src/AutoDocumentation.cpp:1619 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/Mono/Inspector/EditorSettingsInspector.cs:80 msgid "" "While in Editor, load CPU side texture data for streaming textures from disk " "asynchronously on demand (will avoid some stalls and reduce CPU memory " "usage). Change requires Editor restart." msgstr "エディターで、要求に応じて非同期にディスクからテクスチャをストリーミングするために、CPU側のテクスチャデータをロードします(一部のストールを回避し、CPUメモリの使用量を削減します)。変更するには、エディターを再起動する必要があります。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerModules/uGui/UISystemProfiler.cs:391 msgid "White" msgstr "白" #: Packages/com.unity.ugui/Editor/UGUI/UI/SliderEditor.cs:87 msgid "Whole Numbers" msgstr "総数" #: Modules/ParticleSystemEditor/ParticleSystemModules/UVModuleUI.cs:59 msgid "Whole Sheet" msgstr "シート全体" #: Modules/TreeEditor/Includes/TreeGroupBranch.cs:29 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/TreeEditor.cs:84 msgid "Whorled|" msgstr "らせん|" #: Modules/SafeMode/SafeModeToolbarWindow.cs:215 msgid "Why am I seeing this?" msgstr "これが表示される理由" #: Editor-Missing:Missing detected at runtime. msgid "Wide" msgstr "幅広" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:777 msgid "Wide Tile" msgstr "ワイドタイル" #: /Runtime/Math/Rect.h:228 Editor/Mono/Inspector/RectTransformEditor.cs:480 msgid "Width" msgstr "幅" #: Editor/Mono/GameView/GameViewSizesMenuModifyItemUI.cs:13 msgid "Width & Height" msgstr "幅と高さ" #: /Runtime/Graphics/LineBuilder.h:161 msgid "Width Curve" msgstr "幅カーブ" #: /Runtime/Graphics/LineBuilder.h:160 msgid "Width Multiplier" msgstr "幅の乗数" #: Editor/Src/AutoDocumentation.cpp:2575 msgctxt "From AutoDocumentation" msgid "Width in pixels of the thumbnail." msgstr "サムネイルの幅(ピクセル)" #: Editor/Src/AutoDocumentation.cpp:3063 msgctxt "From AutoDocumentation" msgid "Width of a tile (without any borders)" msgstr "タイルの幅(境界なし)" #: Editor/Src/AutoDocumentation.cpp:3061 msgctxt "From AutoDocumentation" msgid "Width of the border area around a tile." msgstr "タイル周囲の境界エリアの幅。" #: Editor/Src/AutoDocumentation.cpp:2463 msgctxt "From AutoDocumentation" msgid "Width of the grass billboards (if renderMode is grassBillboard)" msgstr "草のビルボードの幅(レンダーモードが\"草のビルボード\"の場合)" #: Editor/Src/AutoDocumentation.cpp:3367 msgctxt "From AutoDocumentation" msgid "Width of the rectangle." msgstr "矩形の幅" #: Editor/Src/AutoDocumentation.cpp:3382 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:2722 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]" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:22 msgid "Width over Trail" msgstr "トレイル幅 " #: Modules/TerrainEditor/TerrainInspector.cs:182 msgid "Will attempt to re-run auto connection" msgstr "自動結合の再実行を試みます" #: Editor/Mono/SceneModeWindows/LightingWindow.cs:33 msgid "Will list all available GPU devices." msgstr "すべての使用可能なGPUデバイスを列挙します。" #: Editor-Missing:Missing detected at runtime. msgid "WinMerge" msgstr "WinMerge" #: Editor/Mono/AssetPipeline/SpeedTree/SpeedTreeImporterCommon.cs:174 msgid "Wind" msgstr "風" #: Editor/Mono/Inspector/WindInspector.cs:60 msgid "Wind Main" msgstr "基本風力" #: Editor/Mono/Inspector/WindInspector.cs:63 msgid "Wind Pulse Frequency" msgstr "風のパルスの頻度" #: Editor/Mono/Inspector/WindInspector.cs:62 msgid "Wind Pulse Magnitude" msgstr "風のパルスの大きさ" #: /Editor/Src/AssetPipeline/SpeedTreeImporter.cpp:2778 #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:20 msgid "Wind Quality" msgstr "風の品質" #: Editor/Mono/AssetPipeline/SpeedTree/SpeedTree9ImporterWindEditor.cs:51 msgid "Wind Randomness" msgstr "風のランダム性" #: Modules/TerrainEditor/TerrainInspector.cs:206 msgid "Wind Settings for Grass (On Terrain Data)" msgstr "草用の風の設定 (Terrain (地形) データ)" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.Tooltips.cs:122 msgid "Wind Speed Dimmer" msgstr "風速調節" #: Editor/Mono/Inspector/WindInspector.cs:61 msgid "Wind Turbulence" msgstr "風の乱気流" #: [MenuItem]Modules/TreeEditor/TreeEditor.cs:477 msgid "Wind Zone" msgstr "ウインドゾーン" #: Editor/Mono/Inspector/SpeedTree8ShaderGUI.cs:20 msgid "Wind quality setting" msgstr "風の品質の設定" #: Editor/Platform/Windows/MenuControllerWin.cpp:606 #: Editor/Platform/Windows/MenuControllerWin.cpp:640 #: [MenuItem]Editor/Mono/PerformanceTools/FrameDebugger.cs:59 msgid "Window" msgstr "ウィンドウ" #: /Editor/Mono/Annotation/SceneRenderModeWindow.cs:241 msgctxt "MenuItem./Window/Analysis/Rendering Debugger" msgid "Window" msgstr "ウィンドウ" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:124 msgid "Windowed" msgstr "ウィンドウ化" #: Editor/Mono/BuildPipeline/DesktopStandaloneBuildWindowExtension.cs:57 msgid "Windows" msgstr "Windows" #: Editor/Mono/ImportSettings/DesktopPluginImporterExtension.cs:167 msgid "Windows 64-bit" msgstr "Windows 64 ビット" #: /Editor/Src/EditorUserBuildSettings.cpp:315 #: PlatformDependent/WinPlayer/Extensions/Managed/WindowsBuildProfileExtension.cs:375 msgid "Windows Device Portal Address" msgstr "Windows デバイスポータル アドレス" #: /Editor/Src/EditorUserBuildSettings.cpp:316 msgid "Windows Device Portal Username" msgstr "Windows デバイスポータル ユーザー名" #: PlatformDependent/WinPlayer/Extensions/Managed/WindowsStandaloneBuildWindowExtension.cs:14 msgid "" "Windows Device Portal 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デバイスポータルのパスワード(WDP認証が可能な場合)" #: PlatformDependent/WinPlayer/Extensions/Managed/WindowsStandaloneBuildWindowExtension.cs:13 msgid "" "Windows Device Portal 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デバイスポータルのユーザー名(WDP認証が可能な場合)" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroSettingsEditorExtension.cs:833 msgid "Windows Holographic" msgstr "Windows Holographic" #: Editor/Mono/ImportSettings/DesktopPluginImporterExtension.cs:166 msgid "Windows x86" msgstr "Windows 86 ビット" #: Modules/TreeEditor/TreeEditor.cs:2108 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。" #: Editor/Mono/Inspector/MeshPreview.cs:14 msgid "Wireframe" msgstr "ワイヤーフレーム" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs:24 msgid "" "With depth priming enabled, Unity uses the depth buffer generated in the " "depth prepass to determine if a fragment should be rendered or skipped " "during the Base Camera opaque pass. Disabled: Unity does not perform depth " "priming. Auto: If there is a Render Pass that requires a depth prepass, " "Unity performs the depth prepass and depth priming. Forced: Unity performs " "the depth prepass and depth priming." msgstr "深度プライムを有効にすると、Unityは深度プリパスで生成された深度バッファを使用して、ベースカメラの不透明パス中にフラグメントをレンダリングするかスキップするかを決定します。 無効:Unityは深度プライムを実行しません。 自動:深度プリパスを必要とするレンダーパスがある場合、Unityは深度プリパスと深度プライムを実行します。 強制:Unityは深度プリパスと深度プライムを実行します。" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Rendering.Skin.cs:20 msgid "" "With high values flickering might be reduced, but it can lead to more " "ghosting or disocclusion artifacts." msgstr "この値が高いと、ちらつきは減少する可能性がありますが、ゴーストまたは非閉塞(disocclusion)のアーティファクトが増える可能性があります。" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:164 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 "差分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。" #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/ScreenSpaceAmbientOcclusionEditor.cs:63 msgid "" "With this option enabled, Unity calculates and apply SSAO after the opaque " "pass to improve performance on mobile platforms with tiled-based GPU " "architectures. This is not physically correct." msgstr "このオプションを有効にすると、Unityは不透明パスの後にSSAOを計算して適用し、タイルベースのGPUアーキテクチャを備えたモバイルプラットフォームでのパフォーマンスを向上させます。 これは物理的には正しくありません。" #: Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/ScreenSpaceAmbientOcclusionEditor.cs:62 msgid "" "With this option enabled, Unity downsamples the SSAO effect texture to " "improve performance. Each dimension of the texture is reduced by a factor of " "2." msgstr "このオプションを有効にすると、UnityはSSAOエフェクトテクスチャをダウンサンプリンルしてパフォーマンスを向上させます。テクスチャの各寸法は2分の1に縮小されます。" #: 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/Src/AutoDocumentation.cpp:484 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始めます。" #: [MenuItem]Modules/QuickSearch/Editor/SearchUtils.cs:137 msgid "Word Components" msgstr "ワードコンポーネント" #: Editor/Src/AutoDocumentation.cpp:783 msgctxt "From AutoDocumentation" msgid "Word wrap the text?" msgstr "テキストの折り返しをするか。" #: /Editor/Src/UnityConnect/UnityConnectInfo.h:32 msgid "Work Offline" msgstr "オフラインモード" #: Editor/Mono/Inspector/Core/PropertyEditor.cs:203 msgid "Work Offline option is active" msgstr "オフラインモードが有効です" #: Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/ShadingModels/LitGUI.cs:51 msgid "Workflow Mode" msgstr "ワークフローモード" #: Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs:91 msgid "Working Unit" msgstr "作業単位" #: Modules/ParticleSystemEditor/ParticleSystemModules/InitialModuleUI.cs:83 msgid "World" msgstr "ワールド" #: Editor-Missing:Missing detected at runtime. msgid "World Bounds" msgstr "ワールド境界" #: Modules/PhysicsEditor/PhysicsDebugWindow.cs:167 msgid "World Center of Mass" msgstr "世界の質量の中心" #: /Editor/Src/Gizmos/AnnotationManager.cpp:455 msgid "World Icon Size" msgstr "ワールドアイコンサイズ" #: Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitSurfaceInputsUIBlock.cs:104 msgid "World Scale" msgstr "ワールドスケール" #: Modules/ParticleSystemEditor/ParticleSystemModules/TrailModuleUI.cs:16 msgid "World Space" msgstr "ワールド空間" #: Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs:125 msgid "World Space Speed Rejection" msgstr "ワールド空間速度 拒否" #: Editor-Missing:Missing detected at runtime. msgid "World Subdivisions" msgstr "ワールドサブディビジョン" #: [MenuItem]Editor/Mono/Clipboard/ClipboardContextMenu.cs:777 msgid "World Transform" msgstr "ワールドトランスフォーム " #: /Editor/Mono/Clipboard/ClipboardContextMenu.cs:777 msgctxt "MenuItem./CONTEXT/Transform/Copy/World Transform" msgid "World Transform" msgstr "ワールドトランスフォーム " #: Editor/Mono/Inspector/LookAtConstraintEditor.cs:33 msgid "World Up Object" msgstr "ワールドアップオブジェクト" #: Editor/Mono/Inspector/AimConstraintEditor.cs:41 msgid "World Up Type" msgstr "ワールドアップタイプ" #: Editor/Mono/Inspector/AimConstraintEditor.cs:39 msgid "World Up Vector" msgstr "ワールドアップベクトル" #: Editor/Src/DragAndDropForwarding.cpp:2013 msgid "Would you like to create a new original Prefab or a variant from {0}?" msgstr "新規のプレハブを作成するか、または{0}からバリアントを作成しますか?" #: Editor/Src/DragAndDropForwarding.cpp:2024 msgid "" "Would you like to create new original Prefabs or variants from preexisting " "Prefabs?\n" "\n" msgstr "新規のプレハブを作成するか、またはすでに存在するプレハブからバリアントを作成しますか?" #: Editor-Missing:Missing detected at runtime. msgid "Wrap" msgstr "折り返し" #: Editor/Mono/Inspector/DirectorEditor.cs:22 msgid "Wrap Mode" msgstr "ラップモード" #: /Runtime/Graphics/CustomRenderTexture.cpp:727 #: Editor/Mono/Inspector/CustomRenderTextureEditor.cs:32 msgid "Wrap Update Zones" msgstr "更新ゾーンをラップ" #: Editor/Src/2D/SpriteAtlas/SpriteAtlasPackingUtilities.cpp:174 msgid "Wrapping up" msgstr "まとめる" #: /Editor/Mono/Inspector/Avatar/AvatarEditor.cs:34 msgctxt "MenuItem./Mecanim/Write All Assets" msgid "Write All Assets" msgstr "すべてのアセットを書き込む" #: /Editor/Src/Animation/StateMachine.cpp:333 #: Editor/Graphs/UnityEditor.Graphs/AnimationStateMachine/StateEditor.cs:271 msgid "Write Default Values" msgstr "デフォルト値を書き込む" #: Packages/com.unity.shadergraph/Editor/Generation/Targets/Fullscreen/FullscreenShaderGUI.cs:69 msgid "Write Mask" msgstr "書き込みマスク" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:224 msgid "Write Permission" msgstr "書き込み許可" #: Modules/BuildPipeline/Editor/Ucbp/UnifiedBuildPipeline.cpp:567 msgid "Writing Serialized Files" msgstr "シリアル化ファイルの作成" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:213 msgid "Wrong password" msgstr "誤ったパスワード" #: /Editor/Src/EditorOnlyPlayerSettings.cpp:4252 msgid "Wsa Images" msgstr "WSA 画像" #: /Runtime/Misc/PlayerSettings.cpp:946 msgid "Wsa Transparent Swapchain" msgstr "WSA 透明スワップチェーン" #: /Runtime/Math/Random/rand.h:48 #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:71 msgid "X" msgstr "X" #: Editor-Missing:Missing detected at runtime. msgid "X Motion" msgstr "X モーション" #: Editor-Missing:Missing detected at runtime. msgid "X and YZ" msgstr "X と YZ" #: Editor-Missing:Missing detected at runtime. msgid "X axis" msgstr "X 軸" #: Editor/Src/AutoDocumentation.cpp:3430 msgctxt "From AutoDocumentation" msgid "X component of the vector." msgstr "ベクトルのX成分" #: Editor/Src/AutoDocumentation.cpp:3368 msgctxt "From AutoDocumentation" msgid "X position of the rectangle." msgstr "矩形のX位置" #: Editor-Missing:Missing detected at runtime. msgid "X-Axis" msgstr "X 軸" #: Editor/Mono/Inspector/SpriteFrameInspector.cs:21 msgid "X:{0:0.##}, Y:{1:0.##}" msgstr "X:{0:0.##}, Y:{1:0.##}" #: PlatformDependent/MetroPlayer/Extensions/Managed/MetroBuildWindowExtension.cs:51 msgid "XAML Project" msgstr "XAML プロジェクト" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs:18 msgid "XR" msgstr "XR" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:132 msgid "XR Legacy Helpers Package" msgstr "XR 古い機能ヘルパーパッケージ" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:133 msgid "XR Legacy Helpers Package will help you to handle inputs." msgstr "XR 古い機能ヘルパーパッケージは入力処理に役立ちます。" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:118 msgid "XR Management Package" msgstr "XR Management パッケージ" #: Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs:119 msgid "XR Management Package is required to run in VR!" msgstr "VRで実行するにはXR Managementパッケージが必要です。" #: Editor-Missing:Missing detected at runtime. msgid "XR Plugin Management" msgstr "XR Plugin Management" #: Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Output.Skin.cs:16 msgid "XR Rendering" msgstr "XR レンダリング" #: Editor-Missing:Missing detected at runtime. msgid "XY" msgstr "XY" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:228 msgid "XYZ" msgstr "XYZ" #: Editor-Missing:Missing detected at runtime. msgid "XZ" msgstr "XZ" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSPreferenceWindowExtension.cs:75 msgid "Xcode Default Settings" msgstr "Xcode デフォルト設定" #: /Runtime/Math/Rect.h:237 msgid "Xmax" msgstr "Xmax" #: /Runtime/Math/Rect.h:235 msgid "Xmin" msgstr "Xmin" #: /Runtime/Math/Random/rand.h:49 #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:72 msgid "Y" msgstr "Y" #: Editor-Missing:Missing detected at runtime. msgid "Y Motion" msgstr "Y モーション" #: Editor-Missing:Missing detected at runtime. msgid "Y axis" msgstr "Y 軸" #: Editor/Src/AutoDocumentation.cpp:3431 msgctxt "From AutoDocumentation" msgid "Y component of the vector." msgstr "ベクトルのY成分" #: Editor/Src/AutoDocumentation.cpp:3369 msgctxt "From AutoDocumentation" msgid "Y position of the rectangle." msgstr "矩形のY位置" #: Editor-Missing:Missing detected at runtime. msgid "Y-Axis" msgstr "Y 軸" #: Editor-Missing:Missing detected at runtime. msgid "YX" msgstr "YX" #: Editor-Missing:Missing detected at runtime. msgid "YZ" msgstr "YZ" #: Editor/Mono/Inspector/QualitySettingsEditor.cs:1221 msgid "Yes" msgstr "はい" #: Editor/Mono/GameObjectUtility.bindings.cs:68 msgid "Yes, change children" msgstr "はい、子を変更します" #: /Runtime/Math/Rect.h:238 msgid "Ymax" msgstr "Y 最大" #: /Runtime/Math/Rect.h:236 msgid "Ymin" msgstr "Y 最小" #: Modules/PackageManagerUI/Editor/UI/ScopedRegistriesSettings.cs:160 msgid "" "You are about to delete a scoped registry, are you sure you want to continue?" msgstr "スコープ付きレジストリを削除しようとしています。続けてもよろしいですか?" #: Editor/Src/Prefabs/PrefabUtility.cpp:1033 #, c-format msgid "" "You are trying to save a Prefab that contains the script '%s', which does " "not derive from MonoBehaviour. This is not allowed.\n" "Please change the script to derive from MonoBehaviour or remove it from the " "GameObject '%s'." msgstr "MonoBehaviourから派生していないスクリプト'%s'を含むプレハブを保存しようとしています。これは可能ではありません。\nMonoBehaviourから派生するようにスクリプトを変更するか、ゲームオブジェクト'%s'から削除してください。" #: Editor/Src/Prefabs/PrefabUtility.cpp:1017 #, c-format msgid "" "You are trying to save a Prefab with a missing script. This is not allowed.\n" "Please change the script or remove it from the GameObject '%s'." msgstr "スクリプトがないプレハブを保存しようとしています。これは許可されていません。\nスクリプトを変更するか、ゲームオブジェクト'%s'から削除してください。" #: Editor-Missing:Missing detected at runtime. msgid "You are up to date." msgstr "最新状態です" #: Editor/Src/Commands/AssetsMenu.cpp:672 msgid "" "You can also import files by dragging them from the Finder into the Project " "view\n" "or manually copying them to the asset folder." msgstr "ファイルを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してインポートすることができます" #: Modules/ShortcutManagerEditor/ConflictResolverWindow.cs:62 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/Licensing/UI/Events/Text/LicenseTrStrings.cs:17 msgid "" "You can continue to work in the Unity Editor, but you'll lose access to the " "features or packages associated with this license. Contact your organization " "manager if you think your license was revoked by mistake." msgstr "Unityエディターでの作業を続けることはできますが、このライセンスに関連付けられている機能やパッケージにはアクセスできなくなります。ライセンスが誤って取り消されたと思われる場合は、組織の管理者に問い合わせてください。" #: Editor/Mono/Inspector/GameObjectInspector.cs:69 msgid "" "You can only replace outermost Prefab instances. Open Prefab Mode to replace " "a nested Prefab instance." msgstr "最も外側のプレハブインスタンスのみを置き換えることができます。 ネスト状態のプレハブインスタンスを置き換えるには、プレハブモードを開きます。" #: Modules/TerrainEditor/PaintTools/SetHeightTool.cs:35 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/StampTool.cs:31 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節します。" #: /Editor/Src/AsyncProgress/Progress.cpp:1042 msgctxt "Warning Message in Progress.cpp" msgid "You can't cancel if there is no cancellation callback registered" msgstr "キャンセルのコールバックが登録されていないとキャンセルできません" #: Editor/Mono/GUI/FoldoutHeader.cs:55 msgid "You can't nest Foldout Headers, end it with EndFoldoutHeaderGroup." msgstr "折り畳みヘッダーをネストにすることはできません。EndFoldoutHeaderGroupで終了させてください。" #: /Editor/Src/AsyncProgress/Progress.cpp:1133 msgctxt "Warning Message in Progress.cpp" msgid "You can't pause if there is no pause callback registered" msgstr "一時停止のコールバックが登録されていないと一時停止できません" #: /Editor/Src/AsyncProgress/Progress.cpp:1168 msgctxt "Warning Message in Progress.cpp" msgid "You can't resume if there is no pause callback registered" msgstr "一時停止のコールバックが登録されていないと再開できません" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/RemoveAction.cs:146 msgid "" "You cannot remove this {0} because another installed package or feature " "depends on it. See dependencies for more details." msgstr "この{0}を削除することはできません。なぜなら、他のパッケージか機能がこれに依存しているからです。詳しくは、依存関係を参照してください。" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/ResetAction.cs:91 msgid "" "You cannot reset this {0} because one of its included packages has changed " "version. See the list of packages in the {0} for more information." msgstr "この{0}をリセットすることはできません。なぜなら、これに含まれるパッケージの1つが変更されているからです。詳しくは、{0}のパッケージリストを参照してください。" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/ResetAction.cs:84 msgid "" "You cannot reset this {0} because one of its included packages is " "customized. You must remove them manually. See the list of packages in the " "{0} for more information." msgstr "この{0}をリセットすることはできません。なぜなら、これに含まれるパッケージの1つがカスタマイズされているからです。詳しくは、{0}のパッケージリストを参照してください。" #: Editor/Mono/ProjectBrowser/ProjectWindowUtil.cs:1041 msgid "You cannot undo the delete assets action." msgstr "アセットの削除を元に戻すことはできません。" #: Packages/com.unity.ugui/Editor/UGUI/UI/AspectRatioFitterEditor.cs:70 msgid "" "You cannot use this Aspect Mode because this Component is attached to a " "Canvas with a fixed width and height." msgstr "このコンポーネントが固定の幅と高さでキャンバスにアタッチされているため、このアスペクトモードを使用することはできません。" #: Packages/com.unity.ugui/Editor/UGUI/UI/AspectRatioFitterEditor.cs:64 msgid "" "You cannot use this Aspect Mode because this Component's GameObject does not " "have a parent object." msgstr "このコンポーネントのゲームオブジェクトが親オブジェクトを持っていないため、このアスペクトモードを使用することはできません。" #: Editor/Mono/Inspector/GameObjectInspector.cs:62 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:60 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" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteClipboard.cs:26 msgid "You have dragged invalid items to the palette." msgstr "パレットに無効なアイテムがドラッグされました。" #: 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/Mono/SceneManagement/StageManager/PrefabStage/PrefabStage.cs:1338 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。" #: Packages/com.unity.2d.sprite/Editor/SpriteEditor/SpriteEditorWindow.cs:246 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" #: Modules/PackageManagerUI/Editor/UI/ScopedRegistriesSettings.cs:317 msgid "" "You have unsaved changes which would be lost if you continue this operation. " "Do you want to continue and discard unsaved changes?" msgstr "この操作を続行すると失われる保存していない変更があります。続行して保存されていない変更を破棄しますか?" #: /Editor/Src/AssetPipeline/AssetImporter.cpp:962 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/EditorWindowController.cpp:150 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/EditorWindowController.cpp:144 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-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" #: Modules/PackageManagerUI/Editor/Services/Pages/PageManager.cs:243 msgid "" "You must check \"Enable Pre-release Packages\" in Project Settings > Package " "Manager in order to see this package." msgstr "このパッケージを表示するには、プロジェクト設定>パッケージ マネージャーに移動し、\"プレリリースパッケージを有効にする\"にチェックを入れる必要があります。" #: Editor/Mono/SceneView/SceneView.cs:4177 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/Src/HubClient/HubClient.cpp:566 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:562 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:556 msgid "You must install the Unity Hub to properly sign out." msgstr "正しくサインアウトするには、Unity Hubをインストールする必要があります。" #: Editor/Src/HubClient/HubClient.cpp:550 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。" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/SignInDetails.cs:8 msgid "" "You must sign in before Unity can display all information about this package." msgstr "Unityがこのパッケージに関するすべての情報を表示するには、サインインする必要があります。" #: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreDownloadManager.cs:326 msgid "" "You need to accept Asset Store Terms of Service and EULA before you can " "download/update any package." msgstr "パッケージをダウンロード/更新する前に、アセットストアの利用規約とEULAに同意する必要があります。" #: Modules/PackageManagerUI/Editor/UI/PackageManagerToolbar.cs:161 msgid "You need to be online before you can sort or filter packages." msgstr "パッケージを並べ替えたりフィルタリングしたりする前にオンラインにする必要があります。" #: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreRestAPI.cs:173 msgid "You need to be signed in." msgstr "サインインする必要があります。" #: 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" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/DisableCondition.cs:22 msgid "You need to restore your network connection to perform this action." msgstr "このアクションを実行するには、ネットワーク接続を修復する必要があります。" #: Editor/Src/EditorHelper.cpp:359 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/SceneManager/EditorSceneManager.cpp:1229 #, c-format 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" #: Modules/PackageManagerUI/Editor/UI/PackageManagerToolbar.cs:166 msgid "You need to sign in before you can sort or filter packages." msgstr "パッケージを並べ替えたりフィルタリングしたりする前にサインインする必要があります。" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/DisableCondition.cs:52 msgid "You need to sign in with a licensed account to perform this action." msgstr "このアクションを実行するには、ライセンスが有効なアカウントでサインインする必要があります。" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/DisableCondition.cs:32 msgid "" "You need to wait until other install or uninstall operations are finished to " "perform this action." msgstr "このアクションを実行するには、他のインストールやアンインストールが終了するまで待つ必要があります。" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/DisableCondition.cs:12 msgid "" "You need to wait until the compilation is finished to perform this action." msgstr "このアクションを実行するには、コンパイルが終了するまで待つ必要があります。" #: Modules/PackageManagerUI/Editor/UI/PackageStatusBar.cs:15 msgid "You seem to be offline" msgstr "オフラインです" #: Modules/Licensing/UI/Events/Text/LicenseTrStrings.cs:44 msgid "" "You seem to be offline while using a {0} license. Connect to the internet to " "confirm your license. Your offline grace period ends in 1 day." msgstr "{0} ライセンスの使用中にオフラインになっているようです。インターネットに接続してライセンスを確認してください。オフライン猶予期間は1日で終了します。" #: Modules/Licensing/UI/Events/Text/LicenseTrStrings.cs:45 msgid "" "You seem to be offline while using a {0} license. Connect to the internet to " "confirm your license. Your offline grace period ends in {1} days." msgstr "{0} ライセンスの使用中にオフラインになっているようです。インターネットに接続してライセンスを確認してください。オフライン猶予期間は {1} 日で終了します。" #: Modules/Licensing/UI/Events/Text/LicenseTrStrings.cs:51 msgid "" "You seem to be offline while using a {0} license. Your offline grace period " "has ended and your project will close unless you connect to the internet and " "confirm your license." msgstr "{0} ライセンスの使用中にオフラインになっているようです。オフライン猶予期間が終了したため、インターネットに接続してライセンスを確認しない限り、プロジェクトは終了します。" #: Modules/Licensing/UI/Events/Text/LicenseTrStrings.cs:46 msgid "" "You seem to be offline while using {0} licenses. Connect to the internet to " "confirm your license. Your offline grace period ends in 1 day." msgstr "{0} ライセンスの使用中にオフラインになっているようです。インターネットに接続してライセンスを確認してください。オフライン猶予期間は1日で終了します。" #: Modules/Licensing/UI/Events/Text/LicenseTrStrings.cs:47 msgid "" "You seem to be offline while using {0} licenses. Connect to the internet to " "confirm your license. Your offline grace period ends in {1} days." msgstr "{0} ライセンスの使用中にオフラインになっているようです。インターネットに接続してライセンスを確認してください。オフライン猶予期間は {1} 日で終了します。" #: Modules/Licensing/UI/Events/Text/LicenseTrStrings.cs:52 msgid "" "You seem to be offline while using {0} licenses. Your offline grace period " "has ended and your project will close unless you connect to the internet and " "confirm your licenses." msgstr "{0} ライセンスの使用中にオフラインになっているようです。オフライン猶予期間が終了したため、インターネットに接続してライセンスを確認しない限り、プロジェクトは終了します。" #: Editor/Mono/PreferencesWindow/PreferencesSettingsProviders.cs:67 msgid "You specify how many milliseconds per frame the Editor can idle." msgstr "フレームあたり何ミリ秒、エディターをアイドル状態にするかを指定します。" #: Modules/PackageManagerUI/Editor/Services/Packages/Actions/RemoveCustomAction.cs:19 msgid "" "You will lose all your changes (if any) if you delete a package in " "development. Are you sure?" msgstr "開発中のパッケージを削除すると、すべての変更(もしあれば)を失います。削除してもよろしいですか?" #: Modules/ParticleSystemEditor/ParticleSystemModules/RendererModuleUI.cs:171 msgid "Youngest in Front" msgstr "新しいものを前面" #: Modules/PackageManagerUI/Editor/Services/UserSettings/PackageManagerUserSettingsProvider.cs:164 msgid "Your assets will be stored in {0} subfolder." msgstr "アセットは {0} サブフォルダーに保存されます。" #: Editor/Mono/Inspector/LightingSettingsEditor.cs:230 msgid "" "Your hardware Your hardware does not support denoising. For minimum " "requirements, please 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/Inspector/LightingSettingsEditor.cs:228 msgid "" "Your hardware does not support denoising. For minimum requirements, please " "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/BuildProfile/BuildProfileModuleUtil.cs:150 msgid "Your license does not cover {0} Publishing." msgstr "お使いのライセンスは {0} パブリッシングに対応していません" #: Modules/Licensing/UI/Events/Text/LicenseTrStrings.cs:35 msgid "" "Your license for {0} has been expired and your project will close. To " "reactivate the license, contact your administrator or use the Unity Hub to " "resolve." msgstr "{0} のライセンスの有効期限が切れたため、プロジェクトは終了します。ライセンスを再アクティベートするには、管理者に問い合わせるかUnity Hubを使用して解決してください。" #: Modules/Licensing/UI/Events/Text/LicenseTrStrings.cs:37 msgid "" "Your license for {0} has been expired. You can continue to use the Unity " "Editor, but some features might be unavailable. To reactivate the license, " "use the Unity Hub to resolve or contact your administrator." msgstr "{0} のライセンスの有効期限が切れました。Unityエディターは引き続き使用できますが、一部の機能が使用できなくなる可能性があります。ライセンスを再アクティベートするには、Unity Hubを使用して解決するか、管理者に連絡してください。" #: Modules/Licensing/UI/Events/Text/LicenseTrStrings.cs:21 msgid "" "Your license for {0} has been removed and your project will close. To " "reactivate the license, use the Unity Hub to resolve or contact your " "administrator." msgstr "{0} のライセンスは削除されたため、プロジェクトは終了します。ライセンスを再アクティベートするには、Unity Hubを使用して解決するか、管理者に問い合わせてください。" #: Modules/Licensing/UI/Events/Text/LicenseTrStrings.cs:23 msgid "" "Your license for {0} has been removed. You can continue to use the Unity " "Editor, but some features might be unavailable. To reactivate the license, " "use the Unity Hub to resolve or contact your administrator." msgstr "{0} のライセンスは削除されました。Unityエディターは引き続き使用できますが、一部の機能が使用できなくなる可能性があります。ライセンスを再アクティベートするには、Unity Hubを使用して解決するか、管理者に連絡してください。" #: Modules/Licensing/UI/Events/Text/LicenseTrStrings.cs:28 msgid "" "Your license for {0} has been returned and your project will close. Activate " "your license again if you want to continue working with the Unity Editor." msgstr "{0} のライセンスは返却されたため、プロジェクトは終了します。Unityエディターで作業を続けたい場合は、ライセンスを再アクティベートしてください。" #: Modules/Licensing/UI/Events/Text/LicenseTrStrings.cs:30 msgid "" "Your license for {0} has been returned. You can continue to use the Unity " "Editor, but some features might be unavailable. To reactivate the license, " "use the Unity Hub to resolve or contact your administrator." msgstr "{0} のライセンスは返却されました。Unityエディターは引き続き使用できますが、一部の機能が使用できなくなる可能性があります。ライセンスを再アクティベートするには、Unity Hubを使用して解決するか、管理者に連絡してください。" #: Modules/Licensing/UI/Events/Text/LicenseTrStrings.cs:16 msgid "" "Your license is revoked and your project will close. Contact your " "organization manager if you think your license was revoked by mistake." msgstr "ライセンスが取り消されたため、プロジェクトは終了します。ライセンスが誤って取り消されたと思われる場合は、組織の管理者に問い合わせてください。" #: Modules/Licensing/UI/Events/Text/LicenseTrStrings.cs:36 msgid "" "Your licenses for {0} have been expired and your project will close. To " "reactivate the license, contact your administrator or use the Unity Hub to " "resolve." msgstr "{0} のライセンスの有効期限が切れたため、プロジェクトは終了します。ライセンスを再アクティベーするには、管理者に問い合わせるかUnity Hubを使用して解決してください。" #: Modules/Licensing/UI/Events/Text/LicenseTrStrings.cs:38 msgid "" "Your licenses for {0} have been expired. You can continue to use the Unity " "Editor, but some features might be unavailable. To reactivate the license, " "use the Unity Hub to resolve or contact your administrator." msgstr "{0} のライセンスの有効期限が切れました。Unityエディターは引き続き使用できますが、一部の機能が使用できなくなる可能性があります。ライセンスを再アクティベートするには、Unity Hubを使用して解決するか、管理者に連絡してください。" #: Modules/Licensing/UI/Events/Text/LicenseTrStrings.cs:22 msgid "" "Your licenses for {0} have been removed and your project will close. To " "reactivate the license, use the Unity Hub to resolve or contact your " "administrator." msgstr "{0} のライセンスは削除されたため、プロジェクトは終了します。ライセンスを再アクティベートするには、Unity Hubを使用して解決するか、管理者に問い合わせてください。" #: Modules/Licensing/UI/Events/Text/LicenseTrStrings.cs:24 msgid "" "Your licenses for {0} have been removed. You can continue to use the Unity " "Editor, but some features might be unavailable. To reactivate the license, " "use the Unity Hub to resolve or contact your administrator." msgstr "{0} のライセンスは削除されました。Unityエディターは引き続き使用できますが、一部の機能が使用できなくなる可能性があります。ライセンスを再アクティベートするには、Unity Hubを使用して解決するか、管理者に連絡してください。" #: Modules/Licensing/UI/Events/Text/LicenseTrStrings.cs:29 msgid "" "Your licenses for {0} have been returned and your project will close. " "Activate your license again if you want to continue working with the Unity " "Editor." msgstr "{0} のライセンスは返却されたため、プロジェクトは終了します。Unityエディターで作業を続けたい場合は、ライセンスを再アクティベートしてください。" #: Modules/Licensing/UI/Events/Text/LicenseTrStrings.cs:31 msgid "" "Your licenses for {0} have been returned. You can continue to use the Unity " "Editor, but some features might be unavailable. To reactivate the license, " "use the Unity Hub to resolve or contact your administrator." msgstr "{0} のライセンスは返却されました。Unityエディターは引き続き使用できますが、一部の機能が使用できなくなる可能性があります。ライセンスを再アクティベートするには、Unity Hubを使用して解決するか、管理者に連絡してください。" #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:203 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:140 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/QuickSearch/Editor/UITK/SearchQueryPanelView.cs:123 msgid "Your saved searches available for all Unity projects on this machine." msgstr "このマシン上のすべてのUnityプロジェクトで利用できる検索は保存されました。" #: Modules/Licensing/UI/Events/Text/LicenseTrStrings.cs:18 msgid "Your {0} license has been revoked." msgstr "{0} ライセンスは取り消されました。" #: Modules/Licensing/UI/Events/Text/LicenseTrStrings.cs:19 msgid "Your {0} licenses have been revoked." msgstr "{0} ライセンスは取り消されました。" #: /Runtime/Math/Random/rand.h:50 #: Editor/Mono/Inspector/ParticleSystemForceFieldInspector.cs:73 msgid "Z" msgstr "Z" #: /Runtime/Shaders/SerializedShaderData.h:1105 msgid "Z Clip" msgstr "Z Clip" #: /Runtime/Shaders/SerializedShaderData.h:919 #: Packages/com.unity.render-pipelines.universal/Editor/RenderStateDataEditor.cs:28 msgid "Z Fail" msgstr "Z Fail" #: Editor-Missing:Missing detected at runtime. msgid "Z Motion" msgstr "Z Motion" #: Packages/com.unity.2d.tilemap/Editor/UI/TilePaletteBrushInspector.cs:12 msgid "Z Position" msgstr "Z Position" #: /Runtime/Shaders/SerializedShaderData.h:1106 msgid "Z Test" msgstr "Z Test" #: /Runtime/Shaders/SerializedShaderData.h:1107 msgid "Z Write" msgstr "Z Write" #: Editor/Src/AutoDocumentation.cpp:3437 msgctxt "From AutoDocumentation" msgid "Z component of the vector." msgstr "ベクトルのZ成分" #: Editor-Missing:Missing detected at runtime. msgid "Z-Axis" msgstr "Z 軸" #: Editor-Missing:Missing detected at runtime. msgid "ZX" msgstr "ZX" #: Editor-Missing:Missing detected at runtime. msgid "ZY" msgstr "ZY" #: Editor/Mono/Inspector/ConstraintEditorBase.cs:12 msgid "Zero" msgstr "ゼロ" #: /Runtime/Input/TimeManager.cpp:649 msgid "Zero Time" msgstr "ゼロ時間" #: /Runtime/Camera/Flare.h:78 msgid "Zoom" msgstr "最大化" #: Editor/Src/AutoDocumentation.cpp:2946 msgctxt "From AutoDocumentation" msgid "[ -1, 16 ]" msgstr "[ -1, 16 ]" #: Editor/Src/AutoDocumentation.cpp:596 msgctxt "From AutoDocumentation" msgid "[ 0, 180 ]" msgstr "[0, 180]" #: Editor/Src/AutoDocumentation.cpp:572 msgctxt "From AutoDocumentation" msgid "[ 0, infinity ]" msgstr "[0, 無限大]" #: Editor/Src/AutoDocumentation.cpp:594 msgctxt "From AutoDocumentation" msgid "[ 0.0001, infinity ]" msgstr "[0.0001, 無限大]" #: Editor/Src/AutoDocumentation.cpp:2296 msgctxt "From AutoDocumentation" msgid "[ 0.f, 3.402823e+36f ]" msgstr "[ 0.f, 3.402823e+36f ]" #: Editor/Src/AutoDocumentation.cpp:2944 msgctxt "From AutoDocumentation" msgid "[ 1, 20000 ]" msgstr "[1, 20000]" #: Editor/Src/AutoDocumentation.cpp:1866 msgctxt "From AutoDocumentation" msgid "[ 1, 32768 ]" msgstr "[ 1, 32768 ]" #: Editor/Mono/Scripting/APIUpdater/APIUpdaterHelper.cs:83 msgid "[API Updater] Files cannot be updated (failed to add file to list): {0}" msgstr "[APIアップデーター] ファイルが更新ができません(ファイルをリストに加えることに失敗しました): {0}" #: Editor/Mono/Scripting/APIUpdater/APIUpdaterHelper.cs:91 msgid "[API Updater] Files cannot be updated (failed to check out): {0}" msgstr "[APIアップデーター] ファイルが更新ができません(チェックアウトに失敗しました): {0}" #: Editor/Mono/Scripting/APIUpdater/APIUpdaterHelper.cs:65 msgid "[API Updater] Files cannot be updated (files not writable): {0}" msgstr "[APIアップデーター] ファイルが更新ができません(ファイルは書き込み不可): {0}" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:82 msgid "[BaseTextureName]" msgstr "[基本テクスチャ名]" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:85 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]" #: Editor/Mono/EditorApplication.cs:322 msgid "[CODE COVERAGE]" msgstr "[コードカバレッジ]" #: Modules/QuickSearch/Editor/SearchSettings.cs:1328 msgid "[DEV] Display additional debugging information" msgstr "[DEV] 追加のデバッグ情報を表示します" #: Editor/Src/AutoDocumentation.cpp:1595 msgctxt "From AutoDocumentation" msgid "[MB]" msgstr "[MB]" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:83 msgid "[MaterialName]" msgstr "[マテリアル名]" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:84 msgid "[ModelFileName]-[MaterialName]" msgstr "[モデルファイル名]-[マテリアル名]" #: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreDownloadOperation.cs:18 msgid "[Package Manager Window]" msgstr "[パッケージマネージャーウィンドウ]" #: Modules/PackageManagerUI/Editor/UI/Filters/AssetStoreFiltersWindow.cs:81 msgid "[Package Manager Window] Error while fetching labels: {0}" msgstr "[パッケージマネージャーウィンドウ] ラベル取得中のエラー: {0}" #: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreClientV2.cs:188 msgid "" "[Package Manager Window] Error while getting product update details: {0}" msgstr "[パッケージマネージャーウィンドウ] プロダクトの更新詳細取得中のエラー: {0}" #: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStorePackageInstaller.cs:107 msgid "" "[Package Manager Window] Failed to remove the following asset(s) and/or " "folder(s):" msgstr "[パッケージマネージャーウィンドウ] 以下のアセットやフォルダーを削除できませんでした:" #: Modules/PackageManagerUI/Editor/UI/PackageManagerExtensions.cs:39 msgid "" "[Package Manager Window] Package manager extension failed with error: {0}" msgstr "[パッケージマネージャーウィンドウ]パッケージマネージャー拡張は以下のエラーで失敗しました: {0}" #: Modules/PackageManagerUI/Editor/UI/PackageManagerToolbar.cs:289 msgid "" "[Package Manager Window] Please select a valid package.json file in a " "package folder." msgstr "[パッケージマネージャーウィンドウ] パッケージフォルダー内の有効なpackage.jsonファイルを選択してください。" #: Modules/PackageManagerUI/Editor/Services/Upm/UpmRegistryClient.cs:104 msgid "" "[Package Manager Window] There are packages installed from the registry {0}. " "Please remove the packages before removing the registry." msgstr "[パッケージマネージャーウィンドウ]レジストリ{0}からインストールされたパッケージがあります。レジストリを削除する前に、パッケージを削除してください。" #: Modules/PackageManagerUI/Editor/UI/PackageManagerWindowRoot.cs:145 msgid "" "[Package Manager Window] UPM server is not running. Please check that your " "Editor was not launched with '-noUpm' command line option." msgstr "[パッケージマネージャーウィンドウ]UPMサーバーが実行されていません。'-noUpm'コマンドラインオプションを使用してエディターが起動されていないことを確認してください。" #: Modules/PackageManagerUI/Editor/UI/PackageLinks/PackageLinkButton.cs:117 msgid "[Package Manager Window] Unable to find valid {0} for this {1}." msgstr "[パッケージマネージャーウィンドウ] 有効な{0}がこの{1}に対して見つかりません。" #: Modules/PackageManagerUI/Editor/UI/PackageManagerWindow.cs:147 msgid "" "[Package Manager Window] Unable to load resource, window can't be displayed.)" msgstr "[パッケージマネージャーウィンドウ] リソースをロードできません。ウィンドウを表示できません。" #: Modules/PackageManagerUI/Editor/Services/Upm/UpmBaseOperation.cs:149 msgid "[Package Manager Window] Unsupported progress state {0}." msgstr "[パッケージマネージャーウィンドウ] サポートされていない進捗状態 {0}" #: Modules/PackageManagerUI/Editor/Services/AssetStore/AssetStoreOAuth.cs:196 msgid "[Package Manager Window] {0}" msgstr "[パッケージマネージャーウィンドウ] {0}" #: Editor/Mono/EditorGUI.cs:156 msgid "[Please press a key]" msgstr "[任意のキーを押してください]" #: Editor/Mono/ObjectNames.cs:75 msgid "[none]" msgstr "[なし]" #: Editor/Src/ProjectUtility.cpp:503 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:456 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:443 msgid "[{0}] was not found." msgstr "[{0}]は見つかりませんでした" #: Editor/Mono/EditorGUI.cs:200 msgid "\\u2014" msgstr "\\u2014" #: Modules/QuickSearch/Editor/SearchSettings.cs:1316 msgid "\\u2191" msgstr "\\u2191" #: Modules/QuickSearch/Editor/SearchSettings.cs:1317 msgid "\\u2193" msgstr "\\u2193" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:123 msgid "\\u2713" msgstr "\\u2713" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterRigEditor.cs:124 msgid "\\u2715" msgstr "\\u2715" #: 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/Src/AutoDocumentation.cpp:2277 msgctxt "From AutoDocumentation" msgid "activate joint limits" msgstr "ジョイントの制限を有効にする" #: Modules/PackageManager/Editor/Requests/PackageManagerUpdateAsyncRequests.cpp:93 msgid "added" msgstr "追加済み" #: /Runtime/Misc/PlayerSettings.cpp:407 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。" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:26 msgid "an Animation Clip" msgstr "アニメーションクリップ" #: Editor/Mono/Animation/AnimationWindow/AnimationWindowStyles.cs:25 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-Missing:Missing detected at runtime. msgid "analytics" msgstr "分析" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:679 msgid "and {0} others" msgstr "とその他 {0}" #: Modules/PackageManagerUI/Editor/Services/UserSettings/PackageManagerUserSettingsProvider.cs:345 msgid "assetstore" msgstr "アセットストア" #: /Runtime/Director/Core/Playable.cpp:176 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" #: Editor/Src/AutoDocumentation.cpp:490 msgctxt "From AutoDocumentation" msgid "backward compatibility props" msgstr "後方互換プロパティ" #: Editor/Mono/Inspector/EditorSettingsInspector.cs:214 msgid "bc7e" msgstr "bc7e" #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:173 #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:187 msgid "before 5.0" msgstr "5.0 より前" #: /Editor/Src/Windowing/GUIViewCommon.cpp:592 msgctxt "Error Message in GUIViewCommon.cpp" msgid "broken?" msgstr "壊れていますか?" #: Modules/PackageManagerUI/Editor/Services/Upm/UpmPackageVersion.cs:257 msgid "built-in package" msgstr "ビルトインパッケージ" #: Modules/PackageManagerUI/Editor/Services/UserSettings/PackageManagerUserSettingsProvider.cs:344 msgid "cache" msgstr "キャッシュ" #: /Editor/Src/Application/Application.cpp:847 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" #: Packages/com.unity.2d.tilemap/Editor/GridPaintPaletteClipboard.cs:17 msgid "create a new " msgstr "新しく作成する " #: Editor/Src/AutoDocumentation.cpp:2698 msgctxt "From AutoDocumentation" msgid "damper coefficient [ 0, infinity ]" msgstr "ダンパー係数 [0, 無限大]" #: Editor-Missing:Missing detected at runtime. msgid "dashboard" msgstr "ダッシュボード" #: Modules/PackageManagerUI/Editor/Services/ProjectSettings/PackageManagerProjectSettingsProvider.cs:139 msgid "dependencies" msgstr "依存関係" #: /Runtime/Math/SphericalHarmonicsL2.cpp:287 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。" #: Editor/Src/AutoDocumentation.cpp:2686 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" #: /Runtime/Shaders/GraphicsBuffer.cpp:203 msgctxt "Warning Message in GraphicsBuffer.cpp" msgid "dstOffsetBytes must be a multiple of 4" msgstr "dstOffsetBytesは4の倍数である必要があります" #: Modules/PackageManagerUI/Editor/Services/ProjectSettings/PackageManagerProjectSettingsProvider.cs:133 msgid "enable" msgstr "有効" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsDependenciesTab.cs:114 msgid "enabled" msgstr "有効" #: Editor-Missing:Missing detected at runtime. msgid "enum RendererType" msgstr "enum RendererType" #: Editor/Src/AutoDocumentation.cpp:1880 msgctxt "From AutoDocumentation" msgid "enum RendererType" msgstr "enum RendererType" #: /Editor/Src/Utility/SerializedProperty.cpp:4433 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/Mono/Scripting/APIUpdater/APIUpdaterManager.bindings.cs:116 msgid "error" msgstr "エラー" #: /Editor/Platform/Linux/ExternalProcess.cpp:98 msgctxt "Error Message in ExternalProcess.cpp" msgid "error in fdopen()" msgstr "fdopen()でエラーが発生しました" #: Editor-Missing:Missing detected at runtime. msgid "events" msgstr "イベント" #: /Editor/Src/Application/Application.cpp:2267 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" #: Modules/PackageManagerUI/Editor/Services/Upm/UpmPackageVersion.cs:255 msgid "feature" msgstr "機能" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsHeader.cs:247 msgid "feature." msgstr "機能" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsHeader.cs:243 msgid "features." msgstr "機能" #: Editor/Src/AutoDocumentation.cpp:857 msgctxt "From AutoDocumentation" msgid "flip positive and negative?" msgstr "正負の反転をするか。" #: /Runtime/Mono/Coroutine.cpp:394 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。" #: /Editor/Platform/Linux/EditorUtility.cpp:126 msgctxt "Error Message in EditorUtility.cpp" msgid "fork error" msgstr "forkエラー" #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Output.Skin.cs:49 msgid "has MSAA disabled" msgstr "MSAA を無効にする" #: Editor/Mono/Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs:162 msgid "iOS Developer Team ID" msgstr "iOS Developer チーム ID " #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSPreferenceWindowExtension.cs:80 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/iOSSettingsEditorExtension.cs:31 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:730 msgid "iPad Launch Screen" msgstr "iPad 起動画面" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSSettingsEditorExtension.cs:724 msgid "iPhone Launch Screen" msgstr "iPhone 起動画面" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:61 msgid "in" msgstr "in" #: Editor-Missing:Missing detected at runtime. msgid "in-app" msgstr "アプリケーション内" #: Editor-Missing:Missing detected at runtime. msgid "insights" msgstr "洞察" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsDependenciesTab.cs:114 msgid "installed" msgstr "インストール済み" #: /Runtime/Video/BaseVideoTexture.cpp:112 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:119 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しました" #: [MenuItem]Packages/com.unity.render-pipelines.high-definition/Editor/HDAnalytics.cs:74 msgid "internal:Edit" msgstr "内部: 編集" #: [MenuItem]Editor/Mono/ProjectTemplateWindow.cs:18 msgid "internal:Project" msgstr "内部: プロジェクト" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsHeader.cs:215 msgid "is installed as part of the " msgstr "は以下の一部としてインストールされています " #: Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Output.Skin.cs:48 msgid "is set to support {0}x" msgstr "以下をサポートするように設定 {0}x " #: Modules/PackageManagerUI/Editor/UI/MultiSelect/MultiSelectDetails.cs:146 msgid "item" msgstr "アイテム" #: Modules/PackageManagerUI/Editor/UI/MultiSelect/MultiSelectDetails.cs:146 msgid "items" msgstr "アイテム" #: Editor/Mono/UIElements/StyleSheets/StyleSheetImportGlossary.cs:11 msgid "line" msgstr "ライン" #: Editor/Mono/Inspector/AnimationClipEditor.cs:122 msgid "loop match" msgstr "ループマッチ" #: Editor/Mono/BuildPipeline/DesktopStandaloneBuildWindowExtension.cs:62 msgid "macOS" msgstr "macOS" #: Editor/Mono/ImportSettings/DesktopPluginImporterExtension.cs:169 msgid "macOS 64-bit" msgstr "macOS 64 ビット" #: Editor/Src/AutoDocumentation.cpp:931 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:2684 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-Missing:Missing detected at runtime. msgid "members" msgstr "メンバー" #: Editor-Missing:Missing detected at runtime. msgid "monetization" msgstr "収益化" #: Modules/PackageManagerUI/Editor/UI/SelectionWindow/SelectionWindowRow.cs:15 msgid "moved" msgstr "移動" #: Editor/Mono/Inspector/ShaderInspector.cs:57 msgid "no" msgstr "いいえ" #: Editor/Mono/Inspector/Core/ScriptAttributeGUI/Implementations/ExposedReferenceDrawer.cs:17 msgid "not found on" msgstr "見つかりません" #: /Runtime/Mono/SerializationBackend_DirectMemoryAccess/MissingTypeHelper.cpp:157 msgctxt "Error Message in MissingTypeHelper.cpp" msgid "not supported!" msgstr "サポートされていません" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:60 msgid "on" msgstr "on" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:680 msgid "on {0} instances" msgstr "{0} インスタンス内" #: Editor-Missing:Missing detected at runtime. msgid "organization" msgstr "組織" #: /Runtime/Misc/PlayerSettings.cpp:381 msgctxt "Error Message in PlayerSettings.cpp" msgid "orientation out of range" msgstr "向きが範囲外です" #: /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/Graphics/ScriptableRenderLoop/ScriptableDrawRenderers.cpp:1962 msgctxt "Warning Message in ScriptableDrawRenderers.cpp" msgid "" "overrideMaterial and overrideShader can't both be used in the same " "DrawRenderers call." msgstr "overrideMaterialとoverrideShaderの両方を同じDrawRenderers呼び出しで使用することはできません。" #: Modules/PackageManagerUI/Editor/Services/ProjectSettings/PackageManagerProjectSettingsProvider.cs:135 msgid "package" msgstr "パッケージ" #: Modules/PackageManagerUI/Editor/Services/UserSettings/PackageManagerUserSettingsProvider.cs:346 msgid "packages" msgstr "パッケージ" #: Editor/Src/AutoDocumentation.cpp:2482 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(親に対して相対的)" #: Editor-Missing:Missing detected at runtime. msgid "platforms" msgstr "プラットフォーム" #: Editor/Mono/Inspector/MemorySettingsEditor.cs:70 msgid "player settings" msgstr "プレイヤー設定" #: Modules/PackageManagerUI/Editor/Services/ProjectSettings/PackageManagerProjectSettingsProvider.cs:134 msgid "preview" msgstr "プレビュー" #: Editor-Missing:Missing detected at runtime. msgid "project" msgstr "プロジェクト" #: /Editor/Src/Utility/SerializedProperty.cpp:5269 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-Missing:Missing detected at runtime. msgid "public key" msgstr "公開鍵" #: Editor-Missing:Missing detected at runtime. msgid "purchase" msgstr "購入" #: Editor-Missing:Missing detected at runtime. msgid "purchasing" msgstr "購入" #: Modules/PackageManagerUI/Editor/Services/ProjectSettings/PackageManagerProjectSettingsProvider.cs:137 msgid "registries" msgstr "レジストリ" #: Modules/PackageManagerUI/Editor/Services/ProjectSettings/PackageManagerProjectSettingsProvider.cs:138 msgid "registry" msgstr "レジストリ" #: Modules/PackageManagerUI/Editor/UI/PackageReleaseDetailsItem.cs:34 msgid "released on {0}" msgstr "{0} に公開" #: Modules/PackageManager/Editor/Requests/PackageManagerUpdateAsyncRequests.cpp:105 msgid "removed" msgstr "削除済み" #: Editor/Src/AutoDocumentation.cpp:2480 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。" #: /Runtime/Mono/MonoManager.cpp:1356 msgctxt "Error Message in MonoManager.cpp" msgid "restore phase!" msgstr "フェーズを復元してください。" #: Editor-Missing:Missing detected at runtime. msgid "revenue" msgstr "収益" #: Editor/Mono/2D/SpriteAtlas/SpriteAtlasInspector.cs:56 msgid "sRGB" msgstr "sRGB" #: Editor/Mono/ImportSettings/IHVImageFormatImporterInspector.cs:29 msgid "sRGB (Color Texture)" msgstr "sRGB (カラーテクスチャ)" #: Modules/AssetPipelineEditor/ImportSettings/ModelImporterMaterialEditor.cs:112 msgid "sRGB Albedo Colors" msgstr "sRGB アルベド" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameViewBase.cs:50 msgid "scope" msgstr "スコープ" #: Modules/PackageManagerUI/Editor/Services/ProjectSettings/PackageManagerProjectSettingsProvider.cs:136 msgid "scoped" msgstr "スコープ付き" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameViewBase.cs:51 msgid "scopes" msgstr "スコープ" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:27 msgid "set define" msgstr "定義を設定" #: /Runtime/GfxDevice/threaded/GfxDeviceWorker.cpp:2114 msgctxt "Error Message in GfxDeviceWorker.cpp" msgid "size in BeginBufferWrite()" msgstr "BeginBufferWrite()のサイズ" #: Editor/Src/AutoDocumentation.cpp:2700 msgctxt "From AutoDocumentation" msgid "spring coefficient [ 0, infinity ]" msgstr "スプリング係数 [0, 無限大]" #: /Runtime/Graphics/RenderTexture.cpp:1511 msgctxt "Error Message in RenderTexture.cpp" msgid "stencil format" msgstr "ステンシル形式" #: /Runtime/GfxDevice/vulkan/VKRenderPass.cpp:779 msgctxt "Warning Message in VKRenderPass.cpp" msgid "stencil resolve is not supported." msgstr "ステンシルの解決はサポートされていません" #: /Runtime/Graphics/Mesh/MeshScriptBindings.cpp:495 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" #: Editor/Mono/Scripting/APIUpdater/APIUpdaterManager.bindings.cs:116 msgid "success" msgstr "成功" #: Editor/Src/AutoDocumentation.cpp:2702 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:2687 msgctxt "From AutoDocumentation" msgid "target velocity of motor" msgstr "モーターの目標速度" #: Editor/Src/AutoDocumentation.cpp:2770 msgctxt "From AutoDocumentation" msgid "the target for the event." msgstr "イベントのターゲット" #: Editor/Mono/Animation/AnimationWindow/CurveEditorSettings.cs:53 msgid "time" msgstr "時間" #: PlatformDependent/iPhonePlayer/Extensions/Managed/iOSPreferenceWindowExtension.cs:88 msgid "tvOS Manual Provisioning Profile" msgstr "tvOS 手動プロビジョニングプロファイル" #: PlatformDependent/AppleTV/Extensions/Managed/AppleTVSettingsEditorExtension.cs:48 msgid "tvOS Provisioning Profile" msgstr "tvOS プロビジョニングプロファイル" #: /Editor/Src/Utility/SerializedProperty.cpp:5047 msgctxt "Error Message in SerializedProperty.cpp" msgid "type is not a ManagedReference value" msgstr "型はManagedReference値ではありません" #: /Editor/Src/Utility/SerializedProperty.cpp:5214 msgctxt "Error Message in SerializedProperty.cpp" msgid "type is not a Mask value" msgstr "型はマスクの値ではありません" #: /Editor/Src/Utility/SerializedProperty.cpp:4388 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:3381 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:3221 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:3655 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:2573 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:4137 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:3277 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/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/AssetPipeline/TextureImporting/IHVImageFormats.cpp:401 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:440 msgctxt "Error Message in IHVImageFormats.cpp" msgid "unknown texture format (PVRv3)" msgstr "不明なテクスチャ形式 (PVRv3)" #: Editor-Missing:Missing detected at runtime. msgid "unlink" msgstr "リンク解除" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:669 msgid "unused override" msgstr "不使用オーバーライド" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:670 msgid "unused overrides" msgstr "不使用オーバーライド" #: Modules/PackageManager/Editor/Requests/PackageManagerUpdateAsyncRequests.cpp:99 msgid "updated" msgstr "更新済み" #: Editor-Missing:Missing detected at runtime. msgid "validator" msgstr "検証" #: Editor/Mono/Animation/AnimationWindow/CurveEditorSettings.cs:54 msgid "value" msgstr "値" #: Editor/Mono/Inspector/AssemblyDefinitionImporterInspector.cs:26 msgid "version is" msgstr "バージョン" #: Editor/Mono/UIElements/StyleSheets/StyleSheetImportGlossary.cs:10 msgid "warning" msgstr "警告" #: Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterDeformer/WaterDeformerEditor.cs:135 msgid "x" msgstr "x" #: Editor/Src/AutoDocumentation.cpp:2411 msgctxt "From AutoDocumentation" msgid "" "x - lod info (lod mask in top byte, 24bits for lodGroup), y - activity flag" msgstr "x - LOD情報(LODマスクは最大バイト、LODGroupは24ビット)、y - アクティビティフラグ" #: PlatformDependent/MetroPlayer/Extensions/Managed/UWPBuildProfileExtension.cs:298 msgid "x64" msgstr "x64" #: PlatformDependent/MetroPlayer/Extensions/Managed/UWPBuildProfileExtension.cs:299 msgid "x86" msgstr "x86" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:189 msgid "x86 (Chrome OS)" msgstr "x86 (Chrome OS)" #: PlatformDependent/AndroidPlayer/Editor/Managed/PlayerSettingsEditorExtension.cs:190 msgid "x86-64 (Chrome OS and Magic Leap 2)" msgstr "x86-64 (Chrome OS と Magic Leap 2)" #: PlatformDependent/iPhonePlayer/Extensions/Common/SettingsUI.cs:39 msgid "x86_64" msgstr "x86_64" #: Editor/Mono/Inspector/AvatarPreview.cs:881 msgid "xxxxxx" msgstr "xxxxxx" #: Editor/Src/AutoDocumentation.cpp:2410 msgctxt "From AutoDocumentation" msgid "xyz - direction, w - time" msgstr "xyz - 向き、w - 時間" #: Editor/Src/AutoDocumentation.cpp:2412 msgctxt "From AutoDocumentation" msgid "xyz - origin, w - max range" msgstr "xyz - 元の位置、w - 最大範囲" #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:170 msgid "" "{0}\n" "\n" "The saved project ({1}) cannot be opened with launched editor ({2}). Please " "upgrade.\n" "\n" msgstr "{0}\n\n保存したプロジェクト ({1}) を起動したエディター ({2}) 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/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:24 msgid "{0} '{1}' Manifest" msgstr "{0} '{1}' マニフェスト" #: Modules/AssetPipelineEditor/ImportSettings/AssetImporterEditor.cs:774 msgid "{0} (Default)" msgstr "{0} (デフォルト)" #: Modules/AssetPipelineEditor/ImportSettings/AssetImporterEditor.cs:107 msgid "{0} Import Settings" msgstr "{0} インポート設定" #: Modules/PackageManagerUI/Editor/UI/PackageManifestImporterEditor.cs:25 msgid "{0} Package Manifests" msgstr "{0} パッケージマニフェスト" #: Modules/PackageManagerUI/Editor/UI/PackageSelectionEditor.cs:161 msgid "{0} Packages" msgstr "{0} パッケージ" #: Editor/Src/EditorOnlyGraphicsSettings.cpp:280 msgid "{0} Registered" msgstr "{0} 登録済み" #: Modules/PackageManagerUI/Editor/UI/Common/Alert.cs:52 msgid "{0} See console for more details." msgstr "{0} 詳しくはコンソールを参照してください" #: Editor/Src/EditorOnlyGraphicsSettings.cpp:310 msgid "{0} Unregistered" msgstr "{0} 未登録" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsOverviewTabContent.cs:51 msgid "" "{0} and {1} to improve compatibility with the range of these versions of " "Unity" msgstr "{0}と{1}は、これらのバージョンの範囲のUnityとの互換性を向上させます" #: Editor/Mono/Prefabs/PrefabUtility.cs:3415 msgid "{0} depends on {1}" msgstr "{0} は {1} に依存します" #: Modules/PackageManagerUI/Editor/UI/PackageItem.cs:339 msgid "{0} downloading in progress." msgstr "{0} ダウンロード中。" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:676 msgid "{0} has 1 unused removed GameObject" msgstr "{0}には不使用の削除されたゲームオブジェクトが1個あります" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:674 msgid "{0} has 1 unused removed component" msgstr "{0}には不使用の削除されたコンポーネントが1個あります" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:677 msgid "{0} has {1} unused removed GameObjects" msgstr "{0}には不使用の削除されたゲームオブジェクトが{1}個あります" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:675 msgid "{0} has {1} unused removed components" msgstr "{0}には不使用の削除されたコンポーネントが{1}個あります" #: Modules/PackageManagerUI/Editor/UI/PackageItem.cs:342 msgid "{0} installing in progress." msgstr "{0} インストール中。" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerDetailedObjectsView.cs:16 msgid "{0} instances of {1} sample:" msgstr "{0} インスタンス {1} サンプル:" #: Modules/PackageManagerUI/Editor/Services/Upm/UpmClient.cs:188 msgid "{0} is already up-to-date." msgstr "{0} はすでに最新です。" #: Editor/Mono/Prefabs/PrefabUtility.cs:3415 msgid "{0} is depended on by {1}" msgstr "{0} は {1} によって依存されています" #: Editor/Mono/BuildPlayerWindow.cs:47 msgid "" "{0} is not included in your Unity Pro license. Your {0} build will include a " "Unity Personal Edition splash screen.\n" "\n" "You 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:931 msgid "" "{0} is not supported in this build.\n" "Download 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。" #: Modules/PackageManagerUI/Editor/UI/InProgressDropdown.cs:104 msgid "{0} item" msgstr "{0} アイテム" #: Modules/PackageManagerUI/Editor/UI/InProgressDropdown.cs:104 msgid "{0} items" msgstr "{0} アイテム" #: Modules/Licensing/UI/Events/Text/LicenseTrStrings.cs:64 msgid "{0} license has been revoked." msgstr "{0} ライセンスは取り消されました。" #: Modules/Licensing/UI/Events/Text/LicenseTrStrings.cs:65 msgid "{0} licenses have been revoked." msgstr "{0} ライセンスは取り消されました。" #: Modules/PackageManagerUI/Editor/UI/PackageLoadBar.cs:209 msgid "{0} of {1}" msgstr "{0}/{1}" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsTabs/PackageDetailsOverviewTabContent.cs:44 msgid "{0} or higher" msgstr "{0} 以降" #: Modules/PackageManagerUI/Editor/UI/PackageItem.cs:150 msgid "{0} packages" msgstr "{0} パッケージ" #: Modules/PackageManagerUI/Editor/UI/PackageItem.cs:340 msgid "{0} pausing in progress." msgstr "{0} 一時停止中。" #: Modules/PackageManagerUI/Editor/UI/PackageItem.cs:338 msgid "{0} refreshing in progress." msgstr "{0} 更新中。" #: Modules/PackageManagerUI/Editor/UI/PackageItem.cs:344 msgid "{0} removing in progress." msgstr "{0} 削除中。" #: Modules/PackageManagerUI/Editor/UI/PackageItem.cs:343 msgid "{0} resetting in progress." msgstr "{0} リセット中。" #: Modules/PackageManagerUI/Editor/UI/PackageItem.cs:341 msgid "{0} resuming in progress." msgstr "{0} 再開中。" #: Editor/Mono/Prefabs/PrefabOverrides/PrefabOverridesWindow.cs:673 msgid "{0} unused overrides" msgstr "{0} 不使用オーバーライド" #: Modules/PackageManagerUI/Editor/UI/MultiSelect/MultiSelectDetails.cs:146 msgid "{0} {1} selected" msgstr "{0} {1} 選択" #: Modules/PackageManagerUI/Editor/UI/PackageDetailsHeader.cs:324 msgid "{0} · {1}" msgstr "{0} · {1}" #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:146 msgid "" "{0}.\n" "\n" " {1}\n" "\n" "The saved project ({2}) does not match the launched editor ({3}).\n" "\n" "This may require re-import. Please be aware that opening in an older version " "is unsupported.\n" "\n" "Note that if a build target installation is missing, this may also cause a " "re-import." msgstr "{0}。\n\n {1}\n\n保存したプロジェクト({2})は起動したエディター({3})とバージョンが一致しません。\n\n再インポートが必要な場合があります。古いバージョンで開くことはサポートされていないことに気をつけて下さい。\n\nまた、ビルドターゲットがインストールされていない場合も、再インポートが必要になる場合があります。" #: Modules/AssetDatabase/Editor/Shared/AssetDatabaseInitialization.cpp:207 msgid "" "{0}.\n" "\n" " {1}\n" "\n" "We need to rebuild the project for the current version ({2}), which may take " "a few minutes." msgstr "{0}。\n\n {1}\n\nこのプロジェクトは現在のバージョン ({2}) で再構築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:156 msgid "" "{0}.\n" "\n" " {1}\n" "\n" "We need to upgrade the project ({2}) to the current version ({3}), which may " "take a few minutes.\n" "\n" "After upgrading, you will not be able to open the project with older " "versions of Unity." msgstr "{0}。\n\n {1}\n\nプロジェクト ({2}) を現在のバージョン ({3}) にアップグレードする必要があります。この操作には数分かかります。 \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/ProfilerEditor/ProfilerWindow/UIElements/MemoryUsageBreakdownElement.cs:26 msgid "" "{0}: {1}\n" "({2:0.0}% of {3})" msgstr "{0}: {1}\n({2:0.0}%、{3} 内)" #: Editor/Mono/Scripting/APIUpdater/APIUpdaterManager.bindings.cs:213 msgid "{0}Timeout: {1} ms" msgstr "{0}タイムアウト: {1}ミリ秒" #: Editor/Mono/Scripting/APIUpdater/APIUpdaterManager.bindings.cs:214 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。" #: Modules/PackageManager/Editor/Requests/PackageManagerUpdateAsyncRequests.cpp:101 msgid "{0}{1} from version {2} to {3}\n" msgstr "{0}{1} をバージョン {2} から {3} へ\n" #: Editor-Missing:Missing detected at runtime. msgid "|Branch Group" msgstr "|枝グループ" #: Packages/com.unity.2d.tilemap/Editor/EditorTools/FlipTool.cs:55 msgid "|Flips the contents of the brush in the X Axis. ({0})" msgstr "|X軸でブラシの内容を反転します。({0})" #: Packages/com.unity.2d.tilemap/Editor/EditorTools/FlipTool.cs:100 msgid "|Flips the contents of the brush in the Y axis. ({0})" msgstr "|Y軸でブラシの内容を反転します。({0})" #: Editor-Missing:Missing detected at runtime. msgid "|Leaf Group" msgstr "|葉グループ" #: Editor-Missing:Missing detected at runtime. msgid "|Node Count" msgstr "|ノード数" #: Packages/com.unity.2d.tilemap/Editor/EditorTools/RotateTool.cs:55 msgid "|Rotates the contents of the brush clockwise. ({0})" msgstr "|ブラシのコンテンツを時計回りに回転します。({0})" #: Packages/com.unity.2d.tilemap/Editor/EditorTools/RotateTool.cs:100 msgid "|Rotates the contents of the brush counter clockwise. ({0})" msgstr "|ブラシのコンテンツを反時計回りに回転します。({0})" #: 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 "|Tree Root Node" msgstr "|ツリールートのノード" #: Modules/ProfilerEditor/ProfilerWindow/ProfilerFrameHierarchyView.cs:423 msgid "|Warnings" msgstr "|警告"