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A
Buggy and no support
a year ago
AlexDjenkovバージョン 1.0.2 で
The Enemies are pretty buggy, shooting for 2-3-4 second when there is no longer a target. Sometimes some of the agents is just freezes on one place. Also, I was never answered a question from the support form.
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0
0
e
If You're Working on a Third-Person System, It Works
a year ago
ezequielrdsv_unityバージョン 1.0.2 で
I'm writing about a compatibility issue I encountered with the Enemy AI asset's setup script.
In February we discussed how the SetupProject.cs script applies the TagManager preset, which completely overwrites existing layer configurations. This is causing significant conflicts with other assets, particularly VR systems like AutoHand.
The Problem:
When users run "Enemy AI/Set Project Settings", the preset overwrites ALL layers in the TagManager. This breaks carefully configured layer setups from other assets, especially VR systems that require specific layers like "Hand", "Grabbing", "NotGrabbable", etc.
Current Behavior:
The preset applies globally, removing any layers not defined in the Enemy AI preset
VR systems lose their critical layer configurations
Physics collisions break because layer assignments are lost
The VR player character behaves erratically (flying around, collision issues)
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0
I downloaded this package to use in a very simple rts system, and was a bit disappointed that the targeting of enemies can only be set to one specific target: the player. That was decently clear in the description, so that's on me.
Other than that, it is a very high quality package, and is very simple to set up with custom characters and guns. I am currently reworking the scripts from the ground up to incorporate multiple targets, and the understandable code structure luckily makes that very easy.
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0
Usually I stay away from AI packs as they are very incompatible if you already have a system in place. I used this to add a variant enemy to my current AI and the layer / tag set up did not mess up my project at all (plus was easy to edit). Very easy to integrate and set up on new models. Thanks!
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0
0
h
you need to do all setup yourself
2 years ago
hazemahmedfathyバージョン 1.0.2 で
you need to do all setup yourself, so you can do the same by watching any tutorial on youtube
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0
3
パブリッシャーからの返信:
2 years ago に返信
The package contains scripts that provides a basic AI system, so you don't have to code it from scratch. It cost some considerable time to develop and provide the user a time saver base system, where you can setup everything in under 20 minutes. With that system, you can easily expand it to create more complex AI systems based on FSM. You can follow the setup tutorial:
https://www.youtube.com/watch?v=3Iv0K6d-iAI
e
cant even get it to work (read edit)
2 years ago
exlr8_gh0styバージョン 1.0.2 で
ive downloaded the addon, imported it, and im watching the tutorial and im up to 5:22 and they say right click the robot kyle model and there should be an enemyai tab but there just isnt one
Edit: i changed it from 1 star to 5 stars, idk why but for some reason my project just wouldnt work with the addon even tho it was brand new and barely had anything done on it.. i opened up an empty project to make sure it works and it works pretty well once you get past the config that *could* be a little easier for beginners but at least its super configurable!
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0
パブリッシャーからの返信:
2 years ago に返信
Thanks for the feedback.
Sometimes there are issues in asset store that corrupt some of the files when downloading or importing the package. Usually re-downloading it, or re-importing may fix the issues.
The full project usually must be imported on an empty project, to avoid conflicts. If you intend to use on an existing project, with your own assets (models, textures materials etc.) the video tutorial must be followed, in order to import just the essential files, avoiding conflicts.
So in general it works fine, the logic is solid enough. It's a well thought state machine. Don't expect incredible things but it's good enough for sure.
What dropped a star is that the asset is so very self-contained. You have to work only within its extreme constraints where if you don't follow it's exact rules, you have no chance to implement it to a custom system you might have. I'm talking large, AA size projects that spread through companies etc. Sometimes you have many complex things that need to go together and often you have to touch the asset you buy yourself to make it go with what you have. Well, this asset is not very easily adaptable that's for sure. Took a lot of digging to understand what's behind the code.
Update: The dev contacted me and ensured that the next update is getting rid of the element that I originally complained about below. Hence the updated review.
The second star was dropped because of just one simple line of code: aimTarget.root
I am genuinely surprised that the actually intelligent and good coding developer of this asset, chose to use this extremely, very extremely limiting type of access where your targets always have to be on the root of the hierarchy. You can't do anything related to parenting, hierarchical stuff, addressable based multi-faceted scene/prefab relations etc. It's as blunt as it sounds. Your targets have to be on root. I'm very open to edit this, if the developer can provide under this very comment, a very, undeniable reason to use this type of access rather than simply using properties, variables etc. Heck I would even be ok with something as drastic as using Reflection before going for transform.root.
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1
パブリッシャーからの返信:
2 years ago に返信
Thank you for your detailed review, and for the updated feedback. As mentioned, the target.root is being worked on, and is a priority for the next update.
I also provided the user a detailed answer regarding customization, discussing with him about how to improve the package to provide more adaptability opportunities, while maintaining its "keep it simple" core.
L
Just implement yourself, very basic
2 years ago
Liquid_Echoroundバージョン 1.0.2 で
This asset is very basic, no idea why the ratings are so high. They make you do so much work on your own setting it up that you might as well just build it yourself based on tutorials and then have more control too. For me it is also broken, doesn't follow the player smoothly. You should not have to put this much work into getting an asset to work.
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3
1
パブリッシャーからの返信:
2 years ago に返信
Sorry to hear that you're facing challenges with configuring the package. The video tutorials demonstrate the process of integrating the fully-coded FSM (Finite State Machine) into your own project, which includes all the necessary behaviors. You won't need to write any additional code to incorporate the existing shooter enemy type.
If you continue to encounter any difficulties during the setup, feel free to reach out to me at your convenience through our support channel at the following link: https://viniciusmarques.cods.dev/support?package=enemyai
Thank you for your understanding and patience.
UPDATE: unfortunately I never got a response from the user upon his difficulties.
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11,000 種類を超える 5 つ星アセット
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8.5 万人以上の顧客による評価
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