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Be carefull, the documentation of this assets will drive you nowhere, so if you plan to learn something with this, you'll have to investigate by yourself.
The trailer says : fully documented, but in fact if the website is down you can't find any documentation anymore.
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This is a re-review.
After working with the Pool System for Days,
I discovered so many bad issues with it,
so I decided to quit and simply implemented my own.
I tried to get a Pool by passing on a prefab that is referenced across many Objects.
But instead of getting the right Pool, PoolManager created a new Pool for some unknown reason.
Then, because new Pools were generated, the Objects did not de-spawn properly, causing the Amount of Objects to staggered.
After that, I fixed it so that the Pool is directly referenced by each Object.
Then, after I tried to spawn new Objects, instead of getting an Object that is deactivated, or creating a new one, it took an object that is still active.
Because this happened to some Pools, while other Pools are working fine,
I think that perhaps it's my own fault for not setting thing up properly.
But if there is a specific way to set thing up, the lack of Document definitely doesn't help me in trying to solve it.
//// Below is previous Review
Let's get to the Good parts first.
It worked.
The coding is really simple to understand and implement.
and the process is really fast.
The Bad thing is, Inspector UI has a bug that need to be fixed.
+ Examples did not provide something that I was looking for.
Or, even if it's there, I couldn't find it.
I'm using Unity 2017.1.1f1
When looking at the inspector,
PropertyDrawer for Fastpool class do appear when it is nested withing FastpoolManager.
But became invisible when Fastpool is declared on its own in another component.
After I tried comment out PropertyDrawer, it appeared properly in another component.
But now FastpoolManager is not displaying it.
//-----------------
Examples were using FastInstantiate() on the FastPool Class, OnFastInstantiate() interface when the object was called or created from the pool.
I have a problem with this, since I needed to pass on initialization variables to the Game Object.
And because Fastpool is not a Monobehaviour, I couldn't just simply use GetComponent<>();
Fortunately, after searching through the source codes,
I found out that FastInstantiate() do have overloads that directly get the component for you when the object is called.
An example scene that show this could really help.
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n
Not working except demo scenes
9 years ago
nerdsarewinning버전 1.2.1
This is the worst (and most undocumented) asset I've ever used. Not pooling objects and create new instances every time. Only demo scenes working and they are only looping batch objects and show results to you, near 8 example scenes and every scene is duplicate of other.
Also this is UNDOCUMENTED, I cant accept this. Only autogenerated scripting documentation that reveals nothing, no comments in codes etc.
Free assets are doing better job, and its not important how FAST as long as its NOT working in real life scenarios. No shooting, firework examples etc..
Very poor asset, I think its become deprecated after Unity 5.x.x update..
Also forum post users not getting answers for years :)
Buy it if you want to LOST your 10$ for 5 gui text example scenes that shows you that asset is HOW FAST!
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퍼블리셔 답변:
9 years ago에 답변됨
Thank you for the review. It is very sad that you aren't satisfied with the FastPool.
If you have some troubles with using FastPool, please don't hestiate to write me at support@wmassets.com and I will be glad to help you to figure out your issues.
It is a bit of a pain to get your head around compared to some other pooling solutions, but as the name says, it is Fast. I would normally recommend the asset to other developers, however the customer support seems to have stopped. No replies to emails in months, a real shame (no replies on forum either).
If you are looking for a pool solution I would avoid for now, as lack of customer support is a worrying sign for the future of an asset. I'll update my review if things change.
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퍼블리셔 답변:
9 years ago에 답변됨
Thank you for the review. I've answered your questions in email, sorry for the delay with a response.
r
My favorite
9 years ago
ryanmillerca이전 버전 1.2
I've tried (and made) many pooling systems, this one is my favorite. Really easy to use, barely feels different than the normal way of doing things, and never gives me any kind of hassle. Just good ol' performance friendly pooling.
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N
No support
9 years ago
NoTime2Talk이전 버전 1.2
cant even change spawn point, and the publisher doesnt even answer my email.R.I.P my $10
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c
Great!
9 years ago
combatsheep버전 1.2.1
It's easy to implement.
And good price.
It works fine on Unity5.5.1 f1.
It's good performance for mobile devices.
Here is my APP which use Fast Pool.
iOS
https://itunes.apple.com/jp/app/shotgungun/id1069564687?l=en&mt=8
Android
https://play.google.com/store/apps/details?id=com.apricot.shotGunGun
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Assets/FastPool/Scripts/FastPool.cs(274,56): error CS0309: The type `IFastPoolItem' must be convertible to `UnityEngine.Component' in order to use it as parameter `T' in the generic type or method `UnityEngine.GameObject.GetComponents<T>()'
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퍼블리셔 답변:
10 years ago에 답변됨
Hello!
We need some more details. We've already contacted you by e-mail and will send you an updated version as soon as the problem will be resolved.
Pretty strong and fast! Enjoyed easy implementation with only minor issues.
5 stars if it had PhotonNetwork integrated for online play. That would be a boost above other pooling systems, IMHO.
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퍼블리셔 답변:
10 years ago에 답변됨
Thank you for the review!
Explain please, what exactly you need to manage with FastPoll in the Photon Network? Write your thoughts to support@wmassets.com, please.
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