メインコンテンツにスキップ
Unity logo
キャンセル
プライバシー設定
カート
アプリケーション
Sell Assets

11,000 種類を超える 5 つ星アセット

8.5 万人以上の顧客による評価

10 万人を超えるフォーラムメンバーが支持

すべてのアセットを Unity が審査済み

53件のうち 1 - 10を表示中
ユーザーレビュー
表示順
S
Great package, great support, great docs.
5 months ago
StormHive以前のバージョン 4.1.1 で
I needed an upgrade from units NavMesh system, since agents weren't properly avoiding each other for my RTS game. This integrated and worked perfectly. It was also well documented and had great examples. Best of all, I encountered an issue at 3am on day, and the dev gave me a solution within minutes of my post. I'm lost for words on how awesome that is!
このレビューは役に立ちましたか?
0
0
a
Great Asset!
5 months ago
akeemovic以前のバージョン 4.0.12 で
No complaints about features or performance. Support is fine, also. ===== OLD REVIEW ===== If you can't wait weeks or months for him answer simple questions, don't buy. I asked him simple questions on Discord and months, I'm still waiting for response.
このレビューは役に立ちましたか?
0
0
パブリッシャーからの返信:
5 months ago に返信
Hey, Sorry to hear that. Maybe your question got lost in Discord, since I get a lot of them each day. Feel free to poke me again if that happens.
M
Great asset with great support
5 months ago
Micuda以前のバージョン 4.1.1 で
Really cool, performant solution for handling a high number of pathfinding agents. The author is also active on Discord and provides fixes when unexpected bugs occur. Highly recommended!
このレビューは役に立ちましたか?
1
0
c
Much better than I expected!
5 months ago
cemtas81以前のバージョン 4.0.15 で
definitely worth the price.
このレビューは役に立ちましたか?
1
0
t
Great asset - does what it says it does.
6 months ago
titch_stewart以前のバージョン 4.1.1 で
This is exactly what I needed for combining NavMesh and Dots. In addition support was great. I had an issue getting the samples to appear in Unity 6 and Lukas helped me resolve it very quickly.
このレビューは役に立ちましたか?
0
0
w
very good
6 months ago
wechat_os_Qy03Bweq-YW3izcXJNY7zbB8k以前のバージョン 4.1.1 で
Thank you, the issue was resolved using the old version created by the author, which provides excellent support
このレビューは役に立ちましたか?
0
0
パブリッシャーからの返信:
6 months ago に返信
Yes you go into UPM versioning hell here, I am sorry to hear about that. So solution is quite simple here what you can do is bump Rukhanka Animation System 2 package version dependency from 1.0.16 to 1.3.4. You can do it by opening the package folder there should file called `package.json` and modify the line with `com.entities.graphics` with version 1.3.4. I hope it helps, if not I could look into alternative of downgrading version from my side (I also sent you in DM downgraded version). I personally want to avoid this path as it means the hybrid users would have older version of ecs out of the box with less fixes. I hope it helps, let me know, if there are still issues for you.
H
Excellent pathfinding solution
7 months ago
HeronHuang以前のバージョン 4.0.15 で
A highly excellent pathfinding solution that perfectly adapts to ECS and Hybrid modes, highly recommended for purchase.
このレビューは役に立ちましたか?
0
0
X
Hello author, I have some issues
8 months ago
XeonRnC以前のバージョン 4.0.15 で
How does your asset achieve dynamic obstacles in the navigation grid in the ECS system? I don't want to use Agent Collider because it has jitter issues. In my scenario, I hope to implement a feature where there is a wall that, once destroyed by bombing, monsters can pass through. In addition, if there are multiple different NavMesh Surfaces, the NavMesh Agent based on MonoBehavior can cross the navigation mesh through the Wrap function. However, does this feature support the functionality of this asset?
このレビューは役に立ちましたか?
0
1
パブリッシャーからの返信:
8 months ago に返信
Hey, for this case you can use unity navmesh carving feature. Etc then you add Navmesh Obstacle with carve flag one. For different surface crossing I recommend using the navmesh links. Also for the different surfaces u can use different agent type and simply move transform that will archieve similar to Wrap funcionality.
R
Awesome
8 months ago
RaL以前のバージョン 4.0.14 で
This is almost perfect. Easy to understand, easy to extend. I learned a lot about DOTS just from reading the code. My only issue with this asset is that it allocates a lot of garbage. At least in my use case - I spawn and destroy a lot of units often which causes frequent TransformAcessArray re-allocations. My target platform is mobile so I'd prefer to be as close to zero GC allocs as possible. Other DOTS assets I use work around the same problem by using TransformAccesArray's RemoveAtSwapBack() and Add(). Hopefully something similar will eventually be implemented in Agents Navigation, too.
このレビューは役に立ちましたか?
1
1
パブリッシャーからの返信:
8 months ago に返信
That is really good suggestion. Could you reach me out in discord about it. I could look into it.
M
Top tier Asset
9 months ago
MichealChiNguyen以前のバージョン 4.0.15 で
Really great stuff, the value of knowledge packed inside this pack is truly amazing. Though some of math behind it is really headache, things like circle intersection and such, i wish the author explains more in details but that might be too much and not necessary. Overall, great asset
このレビューは役に立ちましたか?
0
0
高品質なアセット
11,000 種類を超える 5 つ星アセット
信頼がある
8.5 万人以上の顧客による評価
コミュニティが支持
10 万人以上のフォーラムメンバーが支持
Unity logo

フィードバック

パートナープログラム

パートナー
Copyright © 2026 Unity Technologies
全ての表示価格には消費税は含まれていません