diff --git a/README.md b/README.md
index 6d7b7cb..4a83b08 100644
--- a/README.md
+++ b/README.md
@@ -18,7 +18,7 @@ This asset is designed to provide functions which enable your Unity application
## Confirmed environment
-* Unity 5.6.6f2, Unity 2018.2.20f1
+* Unity 2018.4.20f1, Unity 2019.2.18f
* Windows 10 Pro x64
* GeForce GTX980, GeForce GTX 1070
@@ -88,6 +88,7 @@ However, there is no operation guarantee.
## Change log
+* 2020/06/07 Support Unity 2019. Add layered winodow method
* 2019/01/23 Add file open dialog. Return the way to acquire self window to be active window standard
* 2018/12/28 Add namespace, Modify the way to acquire self window to be PID standard
* 2018/12/07 Separate the asset part of UniWinApi
@@ -119,7 +120,7 @@ However, there is no operation guarantee.
## 確認済み動作環境
-* Unity 5.6.6f2, Unity 2018.2.20f1
+* Unity 2018.4.20f1, Unity 2019.2.18f
* Windows 10 Pro x64
* GeForce GTX980, GeForce GTX 1070
@@ -183,6 +184,7 @@ UniWinApi は、CC0(パブリックドメイン)としています。
## 更新履歴
+* 2020/06/07 Unity 2019 対応。Layered Window による透過モードを追加。
* 2019/01/23 ファイルオープンダイアログ追加。自ウィンドウ取得方法をアクティブウィンドウ基準に戻した。
* 2018/12/28 namespaceを設定、自ウィンドウ取得をPIDを基準とする方法に修正
* 2018/12/07 UniWinApiのアセット部分を分離
diff --git a/Scripts/Editor/WindowControllerEditor.cs b/Scripts/Editor/WindowControllerEditor.cs
index f498f75..1b6bebb 100644
--- a/Scripts/Editor/WindowControllerEditor.cs
+++ b/Scripts/Editor/WindowControllerEditor.cs
@@ -149,7 +149,7 @@ private string[] ValidatePlayerSettings()
// Unity 2019.1.7 以降であれば、Player 設定 の Use DXGI Flip... 無効化を推奨
if (PlayerSettings.useFlipModelSwapchain)
{
- warnings.Add("Disable 'Use DXGI Flip Mode Swapchain' to make the window transparent.");
+ warnings.Add("Disable 'Use DXGI Flip Model Swapchain' to make the window transparent.");
}
#endif
diff --git a/Scripts/WindowController.cs b/Scripts/WindowController.cs
index dc21d80..b79fa32 100644
--- a/Scripts/WindowController.cs
+++ b/Scripts/WindowController.cs
@@ -152,13 +152,13 @@ public bool enableFileDrop
///
/// 描画の上にタッチがあればそのfingerIdが入る
///
- [SerializeField]
+ //[SerializeField]
private int activeFingerId = -1;
///
/// 最後のドラッグはマウスによるものか、タッチによるものか
///
- [SerializeField]
+ //[SerializeField]
private bool wasUsingMouse;
///