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I really like the style and the textures. That's the only good thing about this sadly.
Either you use their Free Character Editor, or you have to work out a lot of things. Like body armor isn't a seperate mesh, and the textures that you get for it are put together by their Char Editor. So you need to figure out how to cut out the body in a 3D tool to get a chest armor, instead of -> here is a mesh, you can put these textures on it, use it as you want it.
1-1 star for the style and LODs.
3 star: everything is meshed properly.
4 star: more stuff (it's is/was a pretty good start, but this style is still lacking a lot of stuff).
5 star: if it get's bundled together.
이 리뷰가 도움이 되었나요?
2
1
e
outstanding
8 years ago
entropicjoey1버전 2.1
im completely happy with the purchase of this and the female packages, i have on set back and it is the implementation into my own game, i am used to just enabling and diabling objects and this uses instances and atlas', i have a longer path ahead of me than i thought i would for implementation but the characters areso perfect i dont even mind it, i will deal happily with the learning curve, and im sure ill learn alot, ive already learned alot, thanks for this asset, i would recommend to anyone making an rpg and needs customizable characters
edit: a month later - due to time constraints on my end) i have fully intregrated this into my game and cannot be happier, the developers of this and the editor were eager to help and were always fast to respond, also very insightful so i can understand everything better, very happy!
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2
0
T
Awesome asset!
8 years ago
TinyTrinket버전 2.1
The support from the developer is great, i love the editor. Waiting for an update with more armors and features. Keep up the great work!
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1
0
This is a great pack. In my humble opinion, the best on the store. The art style, models, all very clean and stylish. Modular texture/mesh styles allow for an insane amount of variations between characters!
The only thing I had a small issue with was with animations. But the author was very quick and patient to help me figure it out. Turns out something with the muscle settings was a little off and just had to be reset to factory settings and all was well.
Addressing the other reviews about the javascript, further speaking with the author, he gave me some details about work in progress. He is currently refactoring the code to C# for an update.
Couldn't be more satisfied with my purchase, the refactored code would just be icing on the cake.
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3
0
While the concept and idea here is excellent, the asset itself is far from ready for use in production. It needs countless hours of improvements to be used in a final project, unfortunately.
ISSUES:
-!!- ONLY SUPPORTS UNLIT SHADERS WITH 1 BASIC TEXTURE. The character only functions with the massive, crappy, javascript script that would need to be entirely rewritten to handle a normal map or specular map needed for any standard shader!! This makes the asset unusable.
- There is only one massive script. Its in Javascript--which is, to be honest, not appropriate. The prefabs have components with missing scripts that produce warnings.
- The character editor UI is suitable only as a demo: the buttons are a static image (cannot move them, no button press visual), mouse clicks are done using extremely inefficient ray casts with box colliders, etc..
- There is no way of changing a character's appearance from the Unity editor. One must run the crappy demo scene editor, edit the character, then save it as a prefab.
- There is no way to simply toggle on/off body parts; it must be done through the massive, ugly javascript script.
- There is no readme on how to use it. There are instructions on how to add new textures and gear, but not on how to just get a character into a scene easily without fiddling with the demo.
- Asset is abandoned on version 1.0 despite other reviewers stating the author claimed he will add fixes in future releases
- Code is very poorly written. The indentation is inconsistent, the comments are incorrect, the spelling is poor, and there is often 5 or more lines of code on each line.
How it should have been done:
- Create a SEPARATE script for each separate functionality in C#. (UI, character editor, texture editor, etc)
- Use Unity UI components (button, label, etc) instead of a static image.
- Support, at a minimum, a basic shader with lighting. Please support the Standard shader.
- Support adding a normal map, specular map, detail map, height map, occlusion map, etc. One unlit texture is NOT acceptable for 2017--not even for 2005, really..
- Provide a version with a separated mesh for each body part (head, arms, torso, etc) so that the base parts of gear can be interchangable without forcing the use of your awful javascript code.
- Provide editor extension scripts to edit the character from the editor without running the demo scene
tl;dr: Basic problems, like using a UI that's actually a full-screen static image with physics raycasting on box colliders for mouse clicks, are just not acceptable for a $150+ asset. Support for only an UNLIT shader and 1-texture material (not even normal maps) is the last straw in making this asset unusable for most projects. Its not download-and-use; significant effort is needed to incorporate this.
Edit: It took 3 days of working all day(35+ hrs) to get this asset into a usable state. It started with 3500 lines of javascript crammed onto 2500 lines (5+ lines of code per line!). After deleting about a hundred unused variables, a thousand lines of duplicate code, and removing unnecessary reloading of assets, its now 1700 lines of properly formatted code. The random face button now produces results instantly instead of producing 10+ seconds of lag. It now supports normal maps, too. If you buy this, you're buying a boat load of work to do.
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20
8
퍼블리셔 답변:
8 years ago에 답변됨
Thank you for the feedback this is very appreciated.
Now the editor support differents shaders :Unlight, Toon, Diffuse and standard.
The entire code have been refactored in C#.
The UI is customizable and use UI components and label.
From now this package contains assets only and the Editor is free here.
https://www.assetstore.unity3d.com/en/#!/content/109357
Thank you for your time.
It is a very big disappointment to me.
Code is HUGE > 2000 lines. And it is in JavaScript!
Language that honestly have no place in such a pricy asset which is to be used by general population (C# all the way).
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6
10
퍼블리셔 답변:
8 years ago에 답변됨
The code have been refactored in C#
You can find it for free here > https://www.assetstore.unity3d.com/en/#!/content/109357
Thank you.
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