// -- Sprオブジェクトの構築を行う public override ObjectIf Build() { PHSolidIf so = phScene.CreateSolid(desc); so.SetName("so:" + gameObject.name); so.SetPose(gameObject.transform.ToPosed()); // Scene Hierarchyでの深さを取得した上でPHSceneBehaviourに登録 var t = transform; while (t.parent != null) { treeDepth++; t = t.parent; } phSceneBehaviour.RegisterPHSolidBehaviour(this); UpdateCenterOfMass(); return(so); }