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I have been using this for many years now in my project. I neglected to ever leave a review, because I was not sure if this was truly an everything AStar package, and kept happening upon bugs I was not sure were my code or Aron's (they were always mine).
This can do all sorts of complex tasks, and do them optimally. It is an AMAZING package. Not only that, the code is well commented, which I appreciate, and I must say I have learned a lot about optimal code while reviewing Granberg's code.
I can not praise this package enough, I can not praise Granberg's support on his forums enough, his fairness in pricing and upgrading, and most of all his absolute commitment to making it both highly optimized, yet highly dynamic for any project.
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Every pathfinding feature
13 days ago
BabaSiMitralieraバージョン 5.4.6 で
If your game needs pathfinding beyond what Unity's built-in NavMesh offers, this asset is one of the best investments you can make. Just budget time for the significant learning curve, but unavoidable for any serious pathfinding work.
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There were a few issues I had with the assets, but like most things, it was user error. I added Rigidbodies to Follower entities, which caused conflicts. Outside of that, these are amazing assets that get the job done when it comes to AI. Everything is set up for you, and you have a lot of control over the A* pathfinding. If it doesn't work for you out of the box, you can program your own custom logic to make it work a certain way.
I would recommend this to anyone who needs a performant system to get agents from A to B and receive confirmation when they arrive.
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It's just complicated navmesh
5 months ago
edmek55555以前のバージョン 5.3.8 で
Works almost identically to navmesh but is far more complicated. Performance is slightly better admittedly, but it has no real practical use cases. Maybe if you design a game specifically around this package it is fine, but trying to upgrade an existing project with this will be almost useless. Without changing almost any code except for replacing navmesh agents, this package has provided worse pathfinding results in almost every situation.
Was never able to get local avoidance working at all. Even with it on objects just stacked on top of one another instead of avoiding.
Developer told me that if it didnt work for my use case to email him and he would put in for the refund since doing it from the user side takes months. Sent him an email two weeks ago. Followed up last week. Developer just took the money and is now ignoring me.
Stay away from this package. It contains no features that navmesh doesnt and does most of them worse. It takes something relatively simple like pathfinding and turns it into a huge chore. Much too expensive for what it is and only has so many sales and reviews because it is pushed by unity, may be a friend of someone who works there. Its the only reason I can think of that this asset has any positive reviews
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パブリッシャーからの返信:
4 months ago に返信
Hi
Sorry, I didn't intend to ignore your email at all. I have honestly just missed it. I see now that you sent the first one 6 days ago. I'll answer it right away.
It took me very little time to integrate this into my project. I replaced my NavMesh agent based AI with this and instantly saw improvements. The documentation is awesome and the code has plenty of comments. I can't say enough good things about this one.
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I never write reviews, but this plugin was so problematic I'm breaking that pattern to save others the headache. I purchased this based on positive reviews—the same approach that led me to great assets like Microverse and Odin. Unfortunately, this was a mistake.
When things go wrong (and they will), you're on your own. There's an unofficial Discord server that's completely dead because the creator refuses to designate it as an official support channel. No automated help systems, no functional FAQ, nothing. If you hit a wall, expect radio silence.
Yes, the recast navmesh calculations are fast. That's where the positives end.
The default behavior is completely broken:
- Agents can't step over simple convex meshes even when their step height exceeds the obstacle size
- Single foliage objects inexplicably generate navigation triangles
- Layer settings are completely ignored
- Characters launch into midair on impulses, then rubberband violently back to their starting positions
There's zero mention of networking considerations in the documentation, which is a dealbreaker for my project.
I wasted hours troubleshooting issues that should never have existed. My development time is extremely limited, and this plugin burned through it with nothing to show.
Save yourself the frustration. Use Unity's built-in NavMesh or implement your own A* pathfinding solution. Both options will cost you less time and aggravation than this asset.
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good assets,hope improving in future
6 months ago
auspicioushope以前のバージョン 5.4.5 で
hi,aron.is this assets optimize by Polygonal Funnel Algorithm.I hope this assets support multiplayer,especially add a server module to support server pathfind.Hope to build a discord team to convenience for our discussion problems.Thanks
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