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1 - 10 / 14개 표시
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C
This is the best out there.
6 years ago
CamperJohn버전 2.1
Great set of GUI assets for your fantasy project. I used them in my first game and now repeating with my second.
For being 'low ploy' they have very nice detail and variety. Many, many ways to switch them around to form different combinations.
Two thumbs way UP!!!
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A good range of different UI components. Prefabs would make using the pack easier, but still nice and easy to setup if you know what you're doing.
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퍼블리셔 답변:
7 years ago에 답변됨
We'll make up for the shortfall and make it a better configuration.
Thank you for purchasing and feedback! : >
d
Not a lot of reusable assets
7 years ago
denlee0710버전 2.1
Assets are divided into predesigned "sets", e.g. inventory, option, shop etc. A lot of which have duplicated assets like panel backgrounds and buttons.
Very few of the assets are slicable such that you could not design your own UI the way you like using the asset provided. Few examples:
1) All panels and buttons you see are all fixed width and height and are designed in a way so they could not be 9-sliced or resized. If your panel is a different size they are pretty much useless to you.
2) In a buttons package, there are 10+ different buttons with the same button graphic just different text such as "Next" "New Start" "Quit" etc. Would be much more useful to just provide the button and the font used so we could customize. EDIT: description does link to a site to download font but it's in Korean.
3) Some colored buttons doesn't have a version without an icon prebaked on top.
4) Some assets even have untrimmed transparent pixels and I've had to trim it myself.
5) Assets are not grouped in a way that make sense (e.g. icons, panel backgrounds, buttons), rather they are grouped in UI sets (avatar store, ranking ui) with duplicates as if every game would have the same UI panels.
What you see in screenshot is literally what you get. Perhaps I should not be expecting customizable UI assets when description doesn't explicitly say so, but I definitly have better experience with other UI asset packs.
If you are a beginner just trying to make your first fantasy game UI this would be great; otherwise this asset pack isnt' very useful.
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퍼블리셔 답변:
7 years ago에 답변됨
Hi, denlee0710
It was sad to receive feedback that you were uncomfortable to use.
But We promise that we will try to reflect your feedback.
We really really want you to relax your uncomfortable feelings.
We are trying to improve the panel sizing, buttons, and grouping in a meaningful way.
We realized that the way you wrote it down was more efficient. Especially in the way of grouping.
From the point of view of the user, We will think about how they can use it more conveniently.
We're worried about the part where the text download link is in Korean.
(Because Unity does not allow text files to be included in the package and uploaded.
Even if it's a free text file.)
We will make an English guide for this part.
To make meaningful the feedback you've taken time,
We'll update it as soon as possible.
We are sorry and grateful.
Truthfully,
BlackHammer
f
Awesome UI assets for your project
7 years ago
firegate666버전 2.1
Nothing to add to the previous reviews. I needed a UI for my prototype and downloaded the free version of this asset. After validating that it fits my needs I bought the full version and I am amazed.
2 things I would like to see improved:
Pressed button state: When I align the text on the normal button state, the text is on the button border with the pressed state. If I want to align the text so that it fits with both states, I need to make it very small OR create 2 versions for both states or bake it in the image as in the examples. Would be cool if it works out of the box with TextMesh Pro
Scalable banners and backgrounds: Some assets are not painted in away were you can easily draw the grid. There are too many details on the edges. Especially for the small header/popup banners, it is impossible. You need to make use of rescaling them.
Another minor detail would be if we can have pre built prefabs with the layouts that you provide in the mock up images. Saves some time if you want to layout exactly what is inside your example
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1
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퍼블리셔 답변:
7 years ago에 답변됨
Hi
Thank you for your purchasing.
And Thank you for nice feedback.
We like the opinion you have analyzed very much.
We will refer to your opinion and try to reflect it on the next update.
We will also study to become a more scalable UI design.
Thank you :D
t
Really like this asset!
7 years ago
tanliyoung518버전 2.1
Hi there, I just purchased this asset and played around with it. It is pretty good one for game UI. But I got one issue regarding to the pressed button. e.g. I am using the empty button and put in the text. For the normal button, it is ok. But it comes to pressed status, the text is still the same size. Make people feel a bit weird when to press the button. I meant to send this by email. But I couldn't find email address from your website. Looking forward to hearing back from you guys. :)
[updated]
Great support from the developer! Review updated!
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퍼블리셔 답변:
7 years ago에 답변됨
Hello : )
Thank you for purchasing and feedback.
You had trouble making buttons.
There are two ways to make buttons.
1) Make and insert images in Photoshop.
2) Enter text in Unity.
▶ Make and insert images in Photoshop.
① Find the "2_Text_Button.psd" file in the folder [button_icon_set].
② When you open the file in Photoshop,
the title is 'Enter the wanted text and use it.'
③ There's a button image under the title,
and I left a text layer above it so that you can enter text directly.
(You can enter both normal and pressed text.)
④ Saves the image as a png file.
▶ Enter text in Unity.
The second way is to solve it by script.
① First, make two text when normal and pressed.
② Then, disable the Text object in the pressed state.
③ When pressed in the same way, you can deactivate the normal text object and activate the compressed text object.
[Script Examples]
public Text NormalBtnText;
public Text PressedBtnText;
public void OnClickDownBtn()
{
NormalBtnText.gameObject.SetActive(false);
PressedBtnText.gameObject.SetActive(true);
}
public void OnClickUpBtn()
{
NormalBtnText.gameObject.SetActive(true);
PressedBtnText.gameObject.SetActive(false);
}
We hope it was helpful,
but if our explanation was difficult,
please send us an email.
We will send you an example file.
Thank you :D
▶E-mail : blackhammer.co@gmail.com
This is a very powerful RPG GUI collection, giving all the needs u may have in general function - and if not included u can easy extend it with own icons on the blank images. All images are grouped into "themed" folders like "victory" and "options". That really helped to find the images from the example files. For some users it may be good to have some prefabs of the example gui's allready assembled together, so u can only change the things u want to change.
I had some problems with the textbuttons, cause i want them to have different language on it. I ended up with a button-prefab having two text components, for normal and pressed state. OnPointerUp and OnPointerDown changing the displayed text, as one solution for altering the buttons text.
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퍼블리셔 답변:
7 years ago에 답변됨
Thank you for your good feedback!
You had trouble changing the text of the button to different language.
As the font on the link provided only in Korean and English, other language users may find it difficult to change it.
However, open the [Buttons] folder in the [Button_icon_set] folder.
There is an empty button without text, so you can create and use buttons using the font of your language.
The sprites are really clean and quite beautiful. There are only a few gripes i have about it, While the buttons are are amazing, they're also images. which means i can't edit the text, nor do i know how to replicate them. Uploading atleast one of them as a prefab would be a nice edition. Likewise, with the buttons in the 'Button_Icon_Set", they're all one image. i really want to use the images without the background image (Example: Square BTN dollar, i want to use the cash out of that, but the whole thing is a single image, so unless i want the background in that aswell it's a bit useless, really wastes the potential of this asset package).
I would very happily change this to a 5 star rating if all the individual assets were included, not just loaded as one image. Also if there was a prefab of how you've set up the text, I'm pretty new to unity hence why i'm buying these assets. Finally an indented button for each button type would be nice. All of these images have no 'pressed' image to go with them. It means that my buttons will never really 'feel' like buttons. To build this asset pack you would already have all these things handy - please add them as an update :)
I have read the readme file which references the textfont you've said to use (and i do use that in my game) but not as well as you've used them in the buttons.
Side note - if you added in how you build the Text and some example Prefabs of just the text alone people won't be asking for things like a "Cancel" button, you'd only really need to create the button prefab, several Text prefabs and then people can change these as they please.
I have sent an email to blackhammer.co@gmail.com as you requested someone else to do. Thanks!
*****UPDATE*****
They have both emailed me back and are updating the asset pack in a short time frame. I am very pleased to raise this to a 5 star rating and can't wait for the upgrades to the asset pack to be uploaded to the asset store.
100% recommend grabbing this asset pack :)
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퍼블리셔 답변:
7 years ago에 답변됨
Hello.
Thank you very much for your detailed and accurate comments.
We're sorry to have inconvenienced you.
We carefully examined the comments you sent us, the feedback is very valuable to us.
So we are about to upgrade our asset to reflect your opinion.
[ ▶ Image to be modified ]
1) Separation of icon and button image.
The icon image will be modified for independent use.
2) Providing a 'Pressed' Button Image.
Let's add a Pressed Button image to make the button feel more pressed.
[ ▶ Update period ]
We expect to modify the asset for 3 to 4 days.
However, it may take about 7 days to register the modified asset on the Unity Asset Store.
[ ▶ How to set up a font in Unity(Prefab) ]
I'll respond to this by e-mail.
We are not good at English
If there's anything we've missed or misunderstood,
Please say it again easily.
Thank you.
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