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평점 만점의 리뷰가 11,000개 이상

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1 - 10 / 36개 표시
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f
Fantastic asset
2 years ago
ffbh버전 1.3.0
I love all the art style of your hex tiles. it would be better if you could add more buildings that are used for harvesting resource from the environment: dirt, sand, snow, ice and so on.
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0
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m
Beautiful hex tiles
2 years ago
mortoray버전 1.3.0
These tiles are forming a wonderful base to my game. I've been able to blend other icons and imagery alongside them, and they fit well with my UI.
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b
Great art pack
3 years ago
brian1gramm1버전 1.3.0
I love all of David's assets. I do not have a game to use them in, but I think they are beautiful in detail. The only issue I have had with his assets are the way the under hexes work. But I do not know if there is any other way to do it.
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0
0
퍼블리셔 답변:
3 years ago에 답변됨
Hi! My goal with the underground hexes was that they're very much optional, and I don't expect most people to use them because if you have a map that's filled with tiles you'll never see the "underground" parts. (I'll admit, I included them largely because having the underground looks cool in screenshots that would otherwise have the tiles floating in space.) Hmm. So, this is difficult to parse because I'm not sure how I can fix your issue - or maybe I'm not sure what the problem is, exactly. Is it something with how they look, or is it how they're meant to be implemented? I'd love to have feedback so I can tighten up the set, if possible.
m
Amazing.
5 years ago
mantasink이전 버전 1.2
Perfect to jump start a game!
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B
Magnifique !
5 years ago
BloodyNora이전 버전 1.2
Ce sont clairement les plus jolis hexagones qui existent. Merci beaucoup pour ton super travail !
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P
Beautiful art, tricky to use for beginners
5 years ago
PoliteTree이전 버전 1.2
Beautiful tiles that fit together nicely to create some very nice landscapes. The default settings make these tricky to use without experience. After playing with the settings quite a bit and trying what's in the other comments, this is what I've found works best. Note: By modifying the tile images and tile palette, the settings on all your actual game objects can stay at default (1x1 scale, 0x0 anchors, etc) 1/ Modify all of the tile PNGs in Assets -> Terrain Hexes -> Tiles (select all, modify Inspector then click 'Apply'): * Pixels Per Unit: 256 (this allows your scale to be 1x1, with one tile per unit) * Pivot: Custom, X=0.5, Y=1/3 (this centers the anchor point on the center of the tile) 2/ When you create your Tile Palette, use Cell Size: Manual, X=1, Y=1 (this keeps your grid 1x1 to match the hexagonal base of the images rather than the full 1x1.5 ratio) 3/ To have the sprites appear in the correct order (e.g. with mountains on top of the tiles behind), make these changes: * Edit -> Project Settings -> Camera Settings -> Transparency Sort Axis: X=0, Y=1 * Scene -> Grid -> Tilemap -> (Inspector) Tile Renderer -> Mode: Individual
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11
0
퍼블리셔 답변:
4 years ago에 답변됨
Alright, I've finally updated this to have a proper example scene using Unity's Tilemap feature - more or less like your comment suggests, but with a few key differences. I do take an approach of using the default 100 pixels per unit and instead making the hex grids use a tile size of 2.56x256 units. Also, setting the Tilemap to chunk rendering (rather than individual) should work so long as the tile sprites are contained within on atlas. This optimization isn't super important though, because unless you are rendering a truly enormous number of tiles (which negates their large-scale painterly style) it should be fine to use the less optimized path. (And that said, it isn't even strictly necessary to use the Tilemap feature at all from a rendering optimization standpoint, though the grid, palette, and tile placement features are all nice if you want to hand-build maps.) In conclusion, I think my 1.3 update should cover the issues raised here, but I'm definitely open to any suggestions to make things easier!
U
A Great Investment
6 years ago
UnityCookie이전 버전 1.2
These are high quality hexes that bring a great visual style to your project. There is a rich variety in the base tiles and by adding any of the included decor sprites you can generate further variations and points of interest. The author is very responsive, polite and positive when it comes to suggestions. This is the first time that I feel like I didn't just buy an asset; I started a dialog with someone I can work with in the longer term. There have already been updates to the original release and there is ongoing work in the pipeline which means this asset and his whole tileset portfolio will just keep getting better over time.
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D
Nice art, hard to use with Unity's Tilemap
6 years ago
Dunmord이전 버전 1.2
I really like the art but it's hard to use with Unity's Tilemap editor. The tile doesn't fit the scale of the tilemap. I saw a previous comment that explained how to setup with Tilemap. It has been a year since the last comment and the author has not updated the package to work properly with Tilemap.
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1
1
퍼블리셔 답변:
6 years ago에 답변됨
Hi! I do assure you, the tiles do work with the tilemap feature (as they were used by Unity as an example set in the creation of the feature itself; additionally, I've set up example scenes in most of these packages) -- in all of the feedback I've received, I've never had any issues with scale, but I have had report of inconsistent sprite anchor alignment between tiles. To ensure consistency in a case where they're not lining up correctly, you can simply select all of the hex assets and set the alignment by hand. I prefer to use bottom-center aligned, but you can set them to anchor on the center of the sprite visually with x at 0.5 and y at 0.33. If this doesn't work, _please_ do send me an email with details because if there's an error in the package, I absolutely want to fix it! (In the meantime, I am working on a free update to this package that will be done in a couple months, probably.) Edit: Ah, reading the review mentioned here, the issue to my understanding is that these tiles do not fit with the default settings of hex grids in Unity's tile feature - and that this set doesn't have an example scene with the settings set to fit the tiles. For the first part: yes, you do have to change the settings on the tilegrid to fit the size of the sprites. For the second: my next update will have an example scene demonstrating these settings in action.
m
Amazing but
6 years ago
mubelotix이전 버전 1.2
Amazing work, but the unity asset store sucks. I was unable to download what I bought! I needed to install unity and extract the unitypackage file. I don't recommend you buy this for a usage outside unity that's extremely boring and poorly done. And please note that it does not cost 15$ because the price including tax is calculated at checkout. That's dishonest. I highly recommend this set of painted terrain hexes, but I highly disrecommend the unity asset store.
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1
2
퍼블리셔 답변:
6 years ago에 답변됨
Hey! Ah, I'm glad you like the tiles, but I can't do anything about your issue with the Unity Asset Store itself -- I would suggest sending an email directly to Unity resolve your issues or comment on the user experience of the store. For my part, I do sell assets on other stores, if that is preferred, though this is the primary market by volume so here is my #1 priority.
H
Amazing art
7 years ago
Haskkor이전 버전 1.2
Art blew my mind on the preview and it's even better once you start using it. I've been drawing maps with the kids just for fun and we all love it
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1
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