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chanfort
21 条用户评论
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f
Full fledged RTS
6 years ago
floricasalut基于上一个版本 2019.1
This is really amazing thank you very much, :) (Edit) I am sorry I am not a coder by trade .. if you have the time can you please explain how to reactivate the multiplayer system I am still using unity 2017 and 2018. I tryed but did not manage (edit2) done .. keep the #if and delete #else
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来自发布商的回复:
回复时间 6 years ago
Thanks. So by default multiplayer is disabled n more recent versions of uRTS since Unity is deprecating UNET. If you using older versions you should be able to get version where multiplayer is still not disabled by default. If you seeing #if you can add scripting define symbols in Player Settings and it should work.
s
As good as I expected it to.
7 years ago
sipotam93基于上一个版本 2018.3
I was worried that I will buy something unusable but Im glad I was wrong.This toolkit gives you all the basic features of a RTS game. But... I am still a bit dissapointd since I was choosing this mainly because it had multiplayer implemented,but the multiplayer buttons arent working for some reason. Please explain or fix it, thanks.
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来自发布商的回复:
回复时间 7 years ago
Hi there, so I pulled out multiplayer since Unity started to deprecate UNET. But the code is still in the recent version which you can make to work. The code is wrapped in ifdef comments which prevents compiler to see it. You can take a look at the older version of the asset where multiplayer works out of the box. In the most recent version you can pull UNET package from Package Manager and try putting things to work. If you get struggling with some particular points, feel free to ask on forums or email.
N
best
7 years ago
Norman_Reedus基于上一个版本 2018.3
And you can get an asset of 3D sprites for free since I bought this one a long time ago? I just have no money.
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3
来自发布商的回复:
回复时间 7 years ago
Well, at the moment 3D Sprites is a separate project. But you can use LODs in this toolkit which does quite a good work. In particularly if you gave directional lights (such as sun) LODs looks much better I would say. 3D Sprites are better for more uniform lighting. So you can take a look in demo scenes how LOD only models work and you can put your own models with LODs in a similar way. If you need some help with setting up your models or making LODs (i.e. with Blender) feel free to post on forums or email.
A
zer gud
7 years ago
AbsoluteHorse基于上一个版本 2018.1
This is very interesting, but where is the documentation? Link is no longer working
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来自发布商的回复:
回复时间 7 years ago
Should be documentation.pdf file in the Assets folder.
N
Unbelievable!
7 years ago
Ne0mega基于上一个版本 2018.1
When I bought this, and started to really poke around it, this guy basically done EVERYTHING. It is already a fully functional game with competent AI, multiplayer support, options, and everything. Furthermore, it closely matches what I have been imagining for years... It is INCREDIBLY well documented, both with youtube and with manual.
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来自发布商的回复:
回复时间 7 years ago
That's great to hear, you are welcome! I hope you will find the toolkit useful. Feel free also to join discussions on forums if something would be unclear or you would find bugs.
P
One of the best RTS system on the asset store
8 years ago
Phdnewbie基于上一个版本 2018.1
It is a best RTS asset to have. You not only buying one of the best available RTS system on the asset store, you get a lot of video tutorials on youtube which is a great source to learn. The author responses to my questions and requests within a few hours. Very good support so far. Strongly recommend to buy.
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来自发布商的回复:
回复时间 8 years ago
Thanks for a good review and also for testing the toolkit and providing a great feedback. I will definitely keep updating these areas. I am open minded for all further testing, feedback and feature requests, which keeps pushing the toolkit beyond its limits.
m
It is amazing and huge
8 years ago
maewionn基于上一个版本 2018.1
此发表评论的用户获赠发行商提供的资源包。
So, I really like this package. The amount of code and the smoothness how everything works is amazing - You have diplomacy, a ressource system, LARGE, LARGE scale combat AI and all the fun stuff :) It is incredibly well documented in a huge pdf which works as a comprehensive lookup system. Of course, that incredible amount of content comes (currently) at a small price: All the components work so incredibly well with each other since they work together. That means, if you just want to cut out some of the scripts, you'll need to invest quite some time to understand how to cut it out smoothly. However, as far as I know, the creator is currently working on a new, modularity based version, which will make that much, much easier. If you however need a custom combat solution, something you build and can expand all by yourself, this thing is amazing, since it is one of the best learning ressources on how to handle incredible amount of units in unity.
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来自发布商的回复:
回复时间 8 years ago
Thanks for a great review. Yes, I agree, one of the goals is to make the system more modular. This should start coming up in uRTS step by step when Unity's ECS will become stable and out of its preview state. For now it's a good idea to try disabling unwanted systems and hiding UIs. At some point in future it should be possible to delete most of unwanted systems from the scene without breaking it. Another principle I want to achieve is that users would be able to use uRTS with no need or very little coding. A good example is the economy system upgrade from last year. Battle and diplomacy AIs are the next good candidates for similar upgrades.
N
Contains a lot of code, but doesn't have much code that can be reused
8 years ago
Necron99基于上一个版本 2017.5
Also, FYI, the output of 3dSprites is used by uRTS LOD system, but 3dSprites itself is not included.
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来自发布商的回复:
回复时间 8 years ago
The reusing of code depends how you are reusing it. At the moment, different systems are dependent on each other, i.e. there are dependences between battle system, economy, diplomacy, AI and other ones. The rendering system (including LODs) is better separated example at the moment, and can be easier taken from the package for reuse. Other systems still need a bit more work to make the package more modular. At the moment I am practicing with the new Unity entity component system (ECS), which is inherently more modular. But it will take time to convert from the current approach to ECS based. Well, uRTS has been split from 3dSprites for quite a long time in order to reduce the package size. As a result you can get both. Bake 3dSprites and migrate them to uRTS. And then building the project, you don't need to remember to delete 3dSprites from uRTS. 3dSprites is also separate for those who don't need uRTS. So this is why in the description I mentioned just "3dSprites usage". As a result, uRTS is not an upgrade of 3dSprites and is a separate package.
b
Amazing piece of kit
9 years ago
b15h09基于上一个版本 2017.3
Had a chance to play around with this over the weekend. The documentation is a bit sparse, but if you look up the creator on Youtube, you'll find a wealth of instructional videos to help you along. If you're wanting to make anything even remotely large scale, this is by far the smartest RTS implementation I've found among the RTS kits on the asset store.
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来自发布商的回复:
回复时间 9 years ago
Thanks. Yes, indeed the big advantage is that Toolkit is targeting towards large number of units and big scales. I was always thinking that it's other way around: that documentation is more advanced than videos. However, glad to hear that videos are useful.
U
Excellent feature count
9 years ago
UDN_765e1ec8-4673-47a4-995f-e701ae126603基于上一个版本 2017.3
Great amount of features to research on how it's done however the codebase is big and not commented at all which makes it hard to figure what's what.
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来自发布商的回复:
回复时间 9 years ago
Thanks for review. Yes, it's quite full of the features, but because of this there is a tradeoff between the number of features and the number of comments in the code. If I would spend more time to write up comments in the code, there would be less features implemented in the toolkit at the moment. Another thing is that at the moment code keeps changing quite often and comments would need to be rewritten. There are some classes and functions which didn't changed for a while and I agree that they deserves to get descriptions there, so keep tuned - they will be covered in the future releases. The best advice at the moment would be to try understanding the code, as it is relatively simple to read. There is also easy to search for variables, functions and classes if needed. If there are particular questions, it would be most welcome to discuss them on forums.
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