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1 - 10 / 55개 표시
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s
Amazing asset
24 days ago
slowlydiogoo버전 1.1.0
This is literally the BEST house out there, its so versatile and unique. the developer is super helpful as well!
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1
0
G
Top tier asset, but could be slightly improved
4 months ago
GoragarXGameDev버전 1.1.0
The asset is amazing. It contains hundreds of super HQ meshes, materials, and textures. The demo scenes are great, and I would confidently say that it's worth every penny. The prefabs also have an Editor script that allows you to swap between prefabs to build your scene even faster. Nevertheless, I'm rating 4/5 stars. The asset maker made some decisions that limited customization and were an annoyance to work around. For example, walls have the plinths and trims as part of their mesh, and plinths and trims share the same material. This means you cannot have, for example, a wall without the trim, or a wall with a different material on the plinth and the trim (e.g., wooden trim + concrete plinth). Modifying every mesh in Blender was really annoying. The same could be said about paintings. All paintings share the same material, so you are forced to always have the same frame + painting combination unless you modify the mesh UVs/materials in external software. I'm aware these decisions were made with optimization in mind, but I'd prefer to have full control over the assets and handle the optimization myself if needed.
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0
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퍼블리셔 답변:
4 months ago에 답변됨
Thanks for the review. Indeed decisions were made for optimization, but also to have textures and lightmaps to blend together more nicely. I still find it to be very modular and swappable, but I understand some might want even more customization options.
T
Incredible Set of Assets!
4 months ago
TheBossaWorks버전 1.1.0
Such a great asset! Super versatile and makes building environments so much easier, no matter the genre. 100% recommend!
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0
0
퍼블리셔 답변:
4 months ago에 답변됨
Thank you for reviewing!
s
superbe
6 months ago
stigmamax버전 1.1.0
Cette maison est vraiment bien mais j'ai du ajouter une cheminée qui manquait. J'ai remplacé toutes les animations par mes propres animations Playmaker.
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0
0
퍼블리셔 답변:
6 months ago에 답변됨
Thank you!
s
White drawers and doors in HDRP
6 months ago
starterdev52버전 1.1.0
The asset has big issues in HDRP: the drawers and doors are extremely white. Even in the dark scene, they stand out a lot and look out of place. Currently facing this issue in 6.0.23f1.
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0
0
퍼블리셔 답변:
6 months ago에 답변됨
Hi, Do you have Light Probe System set to Adaptive Probe Volumes under Project Settings and do you have Probe Volume game object in the scene? You might need to re-build the lightning in the scene if the probes are broken. Dynamic objects use probe volumes. If you don't need dynamic objects to be openable you also change them to receive static lightning so they will blend perfectly. Please send an email if you are not able to fix it by checking those things and re-building the lightning. Thanks.
P
Excellent Modular Assets Pack
9 months ago
Phronk버전 1.1.0
This asset pack comes with a lot and it's completely modular, which I love. The model topology is great and you can tell the artist kept optimization in mind. I don't like the dropdowns on every object to change the prefabs and the test house has an area in the hallway to the right of the entrance that tanks FPS for some reason, even with culling, but I can't imagine giving less than a 5-star rating for such a good asset pack.
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0
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퍼블리셔 답변:
9 months ago에 답변됨
Thank you for the review!
l
Good asset. However.
10 months ago
logyrac버전 1.1.0
Edit in response to publisher feedback: Yes, the props are Standard material. But there are more than a few materials, basically every wall piece has different materials. The gutter has it's own two color blended material as well for example which seems overkill for a gutter. Also migrating the materials to Standard isn't as easy as just switching the material as the information is in multiple textures, there is no texture that has both the normal wall detail plus any grunge for example, so it requires creating new textures to use, or relying on decals. It's not an impossible job and is pretty manageable, but it does not just take 10 minutes, at least for my specific use case. As an additional example of what modifications I'm needing to do for my needs, different colored walls are different materials because they need a different main and secondary color setup, on my case I'm reworking it to use vertex colors, so that's an additional complexity that makes it harder to migrate, but as this is a complexity more specific to my personal needs I don't factor it into the review score. To be clear I think this asset is fantastic, It's just that I reserve 5 stars for things that are effectively perfect. Original Post: This asset is good, it'd not difficult to construct a level with it, and it looks good in both URP and HDRP. My main complaint with it is the shear number of different materials, almost all using very complex custom shaders. While the shaders look good for the game I'm working on which is quite dark, the majority of the features of these shaders I notice little to no change in fidelity when disabling. The number of different materials is breaking batching which is leading to low performance compared to other assets, so I've been attempting to combine materials where possible to reduce batches by making a material that uses texture arrays to represent different materials. However due to the complexity of the shaders for this asset combining materials is a herculean task as it effectively requires me to recreate it's functionality. I wish the asset shipped with alternate versions of the shaders/materials that are more standard, even at the cost of fidelity, as an optional unitypackage for projects that don't need all the functionality. It's also worth noting that many features in the provided two color blend shaders are using a significant number of branch statements which in shader graph tends to generate code that actually computes both inputs and then selects the value based on the input. I'd be interested to hear why it was chosen to use branch instead of making these Booleans into shader feature toggles, I don't foresee people changing Use Grunge at runtime for example. Overall the asset is good and for most use-cases it is excellent, but the way the materials are setup can be a major pain point under certain conditions.
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1
0
퍼블리셔 답변:
10 months ago에 답변됨
Hi and many thanks for the review. Basically all props are using standart shader and only tilable materials (house materials) use custom shader. For the clean version it's indeed not a huge difference. You should be able to quite easily simply change the shaders from those materials to standard shader. There's actually not that many and I don't think it takes more than 10 minutes to do so. However adding them as a unitypackage file as a standart materials would make sense. Thanks.
F
Unbelievably good
a year ago
Firedan1176버전 1.1.0
I don't have much to say, other than this is an extremely high quality asset. A great asset to use, and even learn from.
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0
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퍼블리셔 답변:
a year ago에 답변됨
Thank you! Happy you liked it.
N
Good
a year ago
NikL버전 1.1.0
Good asset. Definitely recommend.
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0
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퍼블리셔 답변:
a year ago에 답변됨
Thank you. (Review and response edited after the customer found out the issue was not the asset.)
F
Porch_A_6x_entrance_separate issue
a year ago
Flocksme버전 1.1.0
Porch_A_6x_entrance_separate has a bug when we try connect it to another porches. We have empty space between column and porch "fence"
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1
0
퍼블리셔 답변:
a year ago에 답변됨
Thanks for reviewing. Please send me an email and I can send you the fixed piece back.
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