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h
A good approach
a year ago
hakanakile버전 1.7
I want to immediately write my review. I like the demos and documentation. Seems some links does not work anymore which it is not important for me. The asset is there and does his job. Thank you for your labour.
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0
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a
Awesome
2 years ago
activey버전 1.7
Just dropped it onto my navmesh agent and it simply worked :P
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0
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K
Does not work with the new input system
4 years ago
Kleinstadtkatze버전 1.7
It is a really nice tool, but it would be a lot better if it would work with the new input system. I am going to give this 5 stars if it updates to work with the new unity input system.
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1
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R
The "Plant Foot" feature doesn't work
6 years ago
Rave-TZ이전 버전 1.66
I got this asset to use the "Plant Foot" feature to prevent character animations from having slightly sliding feet when Unity IK didn't catch it all. Its listed in the documentation to help with this. Instead, the checkbox does nothing and there are no example scenes focused on this feature. I've read the documentation and tested with Animator setups, Timeline setups, all with Mechanim Humanoid rigs. Still, nothing.
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0
1
퍼블리셔 답변:
6 years ago에 답변됨
Hello Rave-TZ, Thanks for your feedback. I'll make sure everything works well on latest changes and will update the asset with fixes if there would be any bugs. In the meantime I suggest to contact through the support email to check for possible issues. Update: With version 1.7 you will be able to use plant foot without any script call. Previously foot plant should have been disabled or enabled from scripts now it is done automatically if the foot plant check box is checked. It still can be controlled from scripts though to be compatible with previous versions.
S
Good simple asset
7 years ago
SteveA69이전 버전 1.65
Bin zwar noch Anfänger, aber das Asset war auch für mich recht einfach zu nutzen. Auch der Support fand ich jetzt sehr gut. Hab auch einiges aufgrund des Quellcodes lernen können. Vielen Dank! Der Preis finde ich auch sehr gut. Stephan P.S. Could only find the eMail address by detour. Maybe it would be helpful to publish this here.
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C
does what it says easy to use and add to existing models
7 years ago
CrandellWS이전 버전 1.65
did not even read the readme yet on how to use it and I got it working on a model in minutes...just copied everything from the main over and it worked. This may provide others improvement when used for animation cut-scenes or gameplay in a simple to use fashion. The small size is very appealing. I wonder what else this tool has to offer ... I have to check the readme now... ok I still have yet to look at the readme and moved on and the only issue I had was I endup with 2 character controllers..I deleted the one from this asset and it all worked.
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0
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S
Are there no tutorials on how to use this !
7 years ago
Sword111이전 버전 1.65
No tutorials ?
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1
2
퍼블리셔 답변:
7 years ago에 답변됨
Hello, Quick setup guide from the documentation explains how the system can be setup in a few steps. All the parameters and how to use them are also explained within the documentation. I'll make a tutorial in a separate document or video soon so it can be easier for the users to have access to it.
d
Useful!
8 years ago
dizzymediainc이전 버전 1.6
퍼블리셔가 리뷰어에게 패키지를 선물했습니다.
The Mec Foot Placer unity asset is an incredibly useful foot placement system that can take your character from flat footed to a mountain hiker in minutes! Full Review Here: http://igdsunshinemag.com/Mag/mec-foot-placer-unity-asset-review/
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A
Nearly there, nice try but unusable.
8 years ago
ARealiti이전 버전 1.6
I would like to rate this higher because the author did probably try to come up with a good asset but, the settings no matter which way cause leg stutter and don't fully give proper ik foot placement on steep sections and I did get a few blast offs into the sky. Unfortunately, an asset like this isn't just close enough is a 4 as it really has to be spot on no matter the price or it just isn't of much use.
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0
0
퍼블리셔 답변:
8 years ago에 답변됨
Hello, The issues you mentioned have never been reported by any other user. It might be be a setup issue. I'd be happy if you email me and explain the problem more in details. I can help you setup the tool easily. Regards
x
Another hard one to review.
9 years ago
x4000이전 버전 1.56
First up, let me note that this is not my first rodeo when it comes to IK and foot-placement solutions. I was working with a model that was particularly difficult to get a good result on with other solutions, and wanted to see if the solution here would get the job done. Every algorithm is different, after all. This one didn't handle it, but that's not the reason for my three star review. The documentation here is very good, if technically-oriented (which is fine, as I'm a programmer as my primary job). The code itself was clean and well organized, which I really appreciated as well. The demo does a pretty good job showing off what this can do. So why the three stars? Well -- there are two main issues. The first is that when I tested with the provided "optimized robot kyle" example in a scene with my own geometry, I found his legs to be a bit jumpy as they worked with the animations. I am not sure if this is an inherent limitation of the algorithm, but I figured that if there was this issue in the most basic case provided as a demo, it would do that well or worse no matter what. Then again, on the stairs in my scene this did do quite well, despite some clipping of the toes into geometry in a few cases -- but with just three raycasts per foot (important for performance), there's only so much one can expect. Pretty much par for the course. The slight jitter was definitely an immediate annoyance, but the real issue for me was how little feedback I was given in the form of gizmos, custom editor tools, or debug line draws, etc. My custom mesh wasn't working AT ALL, but why? How was it even trying to find the right and left leg bones? I dug into the code and found that it was based on the underlying humanoid rig definitions, so I tweaked that some and still got no result. I don't know what the issue was, and I'm sure I could have resolved it -- like I said, this rig I was working with is problematic with foot placement IK in general -- but the fact that I was basically given no reasonable tools to do that other than just parsing through the code myself and adding some debug output was very off-putting. Given the best-case result had a bit of jitter to the legs, it wasn't going to be a wise time investment on my part. THAT said, I really do think the code here is good, and the algorithm seems like a worthy one. I had really expected to give this a much better review, and I feel really conflicted about giving it three stars as it is. I would buy from this asset publisher in the future, and I'm glad others have had a positive experience with this.
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0
퍼블리셔 답변:
9 years ago에 답변됨
Hello, Many thanks for reviewing Mec foot placer. A new debug feature added so casted rays can be drawn inside the scene viewport.
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