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particle effects crashes unity
6 years ago
captnhanky基于版本2.1
on 2018.4.f10
..the rest I don´t know.
I find the interface really good (you can see all the sprites at once, but when importing a particle effect, it just crashes unity.
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I had to contact the creator to fix some compatibility errors, not only corrected the errors but improved the performance and comfort of the asset dramatically. Now it is easier to use and implement as if you used the api to create and destroy objects.
It's really a great asset
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I compare all free pool systems that i found here on asset store and can say this is best of all, it have most easy and comfortable ui, also i like "auto add missing items" with this option i not need to preconfigure pools. I do little tweak to script by adding method that clear all pool lists and now it 100% cover my needs in pool system
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T
Nice work
10 years ago
ThanhMecury88基于版本2.1
Great and easy to use :D .
Suggest : Change UI it will become more pro.
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V
Cool, but buggy
10 years ago
VictorF399基于版本2.1
Useful asset, but buggy.. The custom inspector is buggy..
After adding some pools, I get errors:
GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced)
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I'm not that good at programming, so I couldn't create a pooling system by myself, and also I tried to use a lot of other pooling assets, but they were difficult to set up into my project.
This one was really easy to put in my project and it works really well ^^
TUTORIAL for newbies like me:
Create a game object and add the component called "EZ_Pooling manager". This will be were you need to assign the game object that will be pooled.
In the code that you commonly destroy your game object, put "using EZ_Polling" close to the "using UnityEngine". and change your "Destroy" for "EZ_PoolManager.Despawn", and the "Instantiate" for "EZ_PoolManager.Spawn".
IMPORTANT TO REMEMBER!:
1 ------ now you need to change your "Gameobject"( ex: public Gameobject bullet;) for Transform (ex: public Transform bullet;)
2 ------ in your object( if it's a bullet) you need to change the"void Start" or "Awake" for "void Spawned()".... if you forgot your bullet will be instantiated with no movement, because the movement script will already be played one time.
Just copy that information and put in your code ^^
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