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Exactly what you would hope for
4 years ago
NeolithicJameson previous version 2.4.2
Looks great, works as shown. Used in URP just had to convert the material on the crows, no issues.
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Reply from publisher:
replied 4 years ago
Hi,
Thank you for the review.
Awesome that you got it working the way you want with URP.
Sincerely
Egil A Larsen
Unluck Software
Although there are other flocking assets on the store, this was one that met all my needs including 'landing' and 'scaring'.
Implementing this into my existing project was easy and very configurable. Top marks!
Thanks for a great asset at an affordable price.
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Reply from publisher:
replied 4 years ago
Hi,
Thank you for the review.
Glad you like it :)
Sincerely
Egil A Larsen
Unluck Software
The birds are never landing, how can I use this? And scare? Any video from that? Thanks
Update: working like a charm!
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Reply from publisher:
replied 5 years ago
Hi there,
Thank you for your purchase.
Tricky to say what could cause that in your project.
It would be much better if you contact support@chemicalbliss.com about this issue as it is difficult to solve this trough a review reply.
Best regards
Egil A Larsen
Unluck Software
There are not many good bird flock assets on the store but this is worth every penny, I was sceptical given that it has been around for such a long time but there are not many recent reviews.
This is working perfectly in Unity 2020 with URP.
Also I found that I was able to swap out the crows for other low poly bird assets from the store with minimal effort.
Thank you to the creator for making some decent and flexible!
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Reply from publisher:
replied 5 years ago
Hi,
Thank you for the review, I'm glad you like the asset.
Best regards
Egil A Larsen
Unluck Software
i
Great asset!
6 years ago
imaginationrabbiton previous version 2.4.2
I've used this in several projects, its very easy to use and well designed.
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u
Great flocking/swarming & nice crows.
6 years ago
unitedone3Don previous version 2.4.2
Hello there! Just a 2 cents.
I really recommend this, it is a great price and works well/as shown. This one is for the well-made crows, but there are many other types of birds/bat/flocks available to look for. The most important element is that truly great flocking system, I was looking for that and there was only two or three others that did this well but some of them rely on GPU instancing (which is good, not saying anything about that) , but sometimes you don't want use to that (I have mixed things about GPU instancing, it's very good yet there are limits to it and you must set up all your materials (to instance them) accordingly; it's a mixed bag, because some of the most complex scenes use GPU instancing to good use (like the new DOTS/ECS system where you 'drawinstance' (by GPU I guess) some 100,000agents (thus 100,000 times the same instance) and the frame rate is very smooth. On the original pre-DOTS/ECS regular 'game objects' system it can't hold up and at about 5000-10,000 or less it starts to struggle/to keep up. With this script here the maximum number of birds you can instance per se is 999, which is good for bird flocks; but flocks are flocks; you can flock anyhing; I transformed this for flying small instects and needed way more to 'fill in' the 'flock' because 'look empty' (flying insect much smaller size than birds/invisible to eye), not enough instances. That is where you have to edit the script to make higher number (edit the Flockcontrollereditor.cs script and change the '999.0' (right beside 'amount of objects' code line), to whatever number you wish). I upped it to 15000 instances to make a 'cloud of bugs' and it worked well but alas it 'crawled' in frame rate. I also changed the models to something ligther/a texture sheet of an insect; so yes 2D image texture map, but it works better because you saev a Lot of polygon geometry and insects are so small it makes almost no difference only Very close to eye, otherwise from afar they look flying insects masscloud. Also, I had to ditch 'avoidance', avoidance is Very nice effect, very cool and works well, up to less than 1000 instances, above that see your frame rate crawl.
That is because Mesh Colliding/Collision on the 'birds' is expensive for it calculates every bird 'colliding' on the buildings or whatever geometry you want them to collide with. Thus, on the video 200 birds is nothing...try 20,000 birds and see how it goes...that is because each bird is 400some polygones, multiply that by 20K and you get Millions of polygons 'flying 'non-interactively' (choppy mess). I managed (to manage it (down)) to a respectable frame rate and 'movement' fluid enough so we get it they move around, it's beautiful and haunting because they move in this mass cloud all in unison (like 20K real birds...watch a video of 10Ksome birds flying 'in unison group' cloud). This is also good for Fishes, small animals that are grouped; you need to play around with the various functions to make sure the animals really 'roam around', because you have roaming box limits to make them 'stick around' in that 'box space limit'. Thus, I got it down to about 3000or so insects and it was reasonable and still very much a big 'cloud' of flying animals. Also you can reduce the frame rate loss by removing avoidance behavior/mesh collision and also 'skipping frames' to make the 'simulation' more 'coarse/rough', it will look a bit choppy/jerky but the movement is still kept in its representation so 'we understand' what's happening (i.e. there are enough frames (per second) to have fluid enough moving). If you have low frame rate (already in your game) don't skip Too many frames because it will look absolutely 'slide show' and no animation/frame rate smoothness. The best answer to all this is use GPU instancing for now you have absolutely have no problems with that you can render 200,000 animals 'real-time' 60fps but you have to contend with that system/its limits/constraints it also poses on the rest. Highly recommended. Just a 2 cents.
PS: As suggestion, I recommend 'more behaviors', there is avoidance, but look at other flock/swarming A.I. ... some of them truly have more 'randomness' to them and 'organic' feel; like there needs to be much more 'granularity/randomness' control of the A.I. movements so that we can make something Really random or much more 'linear/nonrandom'. Some of the 'Fishes' A.I. are spectacular and show 'clouds of fish (Fishschools') 'spinning tornado' in the ocean, most of them have upwards (and need) at least 5000 fishcloud/fishschool to make that effect apparent. Of course this is just nitpicking, and if you don'T need that, this here is More than adequate for most flocks/swarms needs.
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If you guys get some errors when installing on existing projects using class animationstate, just edit code, adding UnityEngine.AnimationState in FlockChild.cs
foreach(UnityEngine.AnimationState state in _model.GetComponent<Animation>())
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m
Delivers as promised!
7 years ago
mikejkelleyon previous version 2.4.2
I only wish other assets would make as good on their claims as this one. Super easy set-up with easy to edit prefabs. A perfect no-code solution.
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T
Incredible asset!
7 years ago
TimNick151297on previous version 2.4.2
For People, who are not sure whether to buy this asset - do it! It is an absolute no-brainer to make your scene atmospheric and alive. Easy to use, modifiable and almost instant brilliant results! Very satisfied with this purchase!
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