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평점 만점의 리뷰가 11,000개 이상

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1 - 10 / 135개 표시
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b
Butter smooth and very nice for topdown
a year ago
biogicfps버전 1.8.2
Using these in my games as we speak. Solid controller, good value
이 리뷰가 도움이 되었나요?
0
0
퍼블리셔 답변:
a year ago에 답변됨
Thank you for your review! I'm glad to hear the controller is working well for your projects. If you have any feedback or suggestions, feel free to share. Happy coding!
R
Simple, Yet Powerful with Great Support
2 years ago
RaandomFellow버전 1.8.2
Great functionality. It may seem intimidating for beginners but the author is very helpful with any questions you might have.
이 리뷰가 도움이 되었나요?
0
0
퍼블리셔 답변:
2 years ago에 답변됨
Thank you for your kind ECM review and glad I was able to help you!
j
If you are using URP, Don't purchase this asset.
2 years ago
jinahnyoo버전 1.8.2
If you are using URP, do not purchase this asset. The project breaks down. I thought it was just me, but when I looked at the reviews, there were other people too. -------------- EDIT Oh. I forgot to exclude the project settings when importing. It works fine in URP
이 리뷰가 도움이 되었나요?
0
0
퍼블리셔 답변:
2 years ago에 답변됨
Thank you for your review! That's correct. While the ECM package includes project settings, they are not required by ECM and should be ignored when imported. The only reason project settings are included is that it is distributed as a system on the store, and that category includes project settings by default. Regards, Oscar
M
Very solid foundation
2 years ago
Magdimq버전 1.8.2
It's a very good rigidbody controller. It includes a motor (thing that does necessary calculations for proper character behaviour as is) and controllers that handle input and make calls to the motor to produce movement and forces. The motor is very solid, and controllers are open-ended, meant to be overriden with your particular needs. Motor tracks a lot of things, for example wasGrounded and other... so it's easy to guide behaviour. Base controllers also have a bunch of exposed fields that help fine-tune feel of the controller. There is also a walkthrough library with snippets that show a few different directions you can take this controller. Dev support to great too!
이 리뷰가 도움이 되었나요?
1
0
퍼블리셔 답변:
2 years ago에 답변됨
Hi! Thanks for sharing your positive experience with Easy Character Movement, happy to hear it worked well for you!
Z
Rigidbody-based character controller
2 years ago
Zypong버전 1.8.2
Awesome Rigidbody-based character controller and awesome support. Thanks Oscar!
이 리뷰가 도움이 되었나요?
1
0
L
Easy to use and very good documentation!
2 years ago
Leonchis버전 1.8.2
Really amazing asset, very usefull with a lot of easy customizing. I implement a dodge appling force, everytime i need to change the friction and breaking?? there is a better way? Thanks!
이 리뷰가 도움이 되었나요?
1
0
M
Im sure its great, but need clearer instructions for URP
2 years ago
Meganoodle버전 1.8.2
Included this into my project , which broke it immediately, almost gave up with the asset at that point , but after reading the great reviews I decided to try again, so I Imported the asset without examples and some components , after reading some of the URP related reviews on here it was mentioned to exclude certain settings, which I did, it still managed to break the project. Im sure the asset is great as mentioned in the reviews but as I say I think the instructions need updating for anyone trying to develope URP or HDRP projects.
이 리뷰가 도움이 되었나요?
1
1
f
Very useful character controller!
3 years ago
feraciousman버전 1.8.2
I was working on my character controller but I needed a quick work around for that so I could focus on other parts of my game at the moment. Then, I realized that I owe this asset and wanted to give it a try. I checked the documentation and took my notes, then I started to implement my own character controller using the base classes in that asset. Made some modifications to suit my needs and I ended up with a very smooth character controller that can move around between the click points without staggering and it was very responsive to rapid clicks that can easily broke the character controller. This asset doesn't do anything fancy, it mostly uses the behaviours in Unity and manipulate them with ease. However, manipulating can take time more than it should and this asset provides the manipulation part. But manipulation doesn't use many magical numbers so that was a big plus for me. I am usually trying to stay away from assets with magical numbers but this one was very solid for kickstarting a character controller. I used it to create an agent that navigates around NavMesh and uses mouse click points to navigate inside the said NavMesh. It surprisingly worked really well with root motion behaviours and there is a solid root motion controller that already works very well with base controllers in the asset. I definitely recommend this asset if you don't wanna waste anytime writing a character controller foundation for your game. NOTE: If you are a beginner, then this asset might be too much for you. Documentation only provides the base class definitions and there are some examples that you can figure out the uses of these base classes. With that being said, you will be disappointed if you think that this asset is a drop and done. But with some exploration, you can create basically any type of character that is supposed to navigate around the world.
이 리뷰가 도움이 되었나요?
5
0
a
Well-documented and easy to use
4 years ago
alxcyl버전 1.8.2
Simple and effective character controller to get you started. The included samples and source codes are all well-documented, so you can even use it in production with little to no modifications.
이 리뷰가 도움이 되었나요?
1
0
I
Doesn't work with URP
4 years ago
Good asset if you don't use URP. If you import with URP you will break your project.
이 리뷰가 도움이 되었나요?
0
18
퍼블리셔 답변:
4 years ago에 답변됨
Hello, As commented on the description, ECM doesn’t do any rendering, so it’ll work with any render pipeline, however its demos are made using the Standard Render Pipeline (built-in). ECM is distributed as a complete project and as such Unity adds a copy of default project settings, however these are not needed / used by ECM at all and can be discarded. When importing ECM, just untick the project settings folder so it won't overwrite any of your current project settings. Regards, Oscar
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