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n
A very deep tool for a specific task
3 months ago
nathanjams이전 버전 1.87
There are so many options (and possibilities) within this asset. If you get this you will never need to look for an alternative - it is the solution.
Support on the Discord server is fantastic.
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0
0
퍼블리셔 답변:
3 months ago에 답변됨
Thank you very much )
C
Good Asset
4 months ago
CrywolfDigital이전 버전 1.86
It's decent asset, but causes a lot of slow down even with the most optimized setup. Prebaked fragments dont receive velocity, so I had to write my own script to handle that. I'm not realy sure how is this supposed to be used real-time with all the bells and whistles, when it stutters on 3080 with the optimized setup.
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0
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퍼블리셔 답변:
4 months ago에 답변됨
Hi, first of all, it is always possible to push it to the limits so it will slow down your system, like creating too many fragments at one frame or simulating a lot of convex colliders. Contact with me, so I will check your setup and give some suggestions how you can optimize it.
As for fragments not inheriting velocity from original object, problem can occur when you demolish Kinematik objects if they stop a couple of frames before being demolished, anyway, contact with me and we can check these issues.
I mean, aside from working as described, being easy enough to implement and you know, just being great value, it still gets updated. I have used this asset a few years back when I bought it, and we still get updates and that is really a mark of amazing commitment. All kudos to the developer team!
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2
0
퍼블리셔 답변:
6 months ago에 답변됨
Thank you )
A
RayFire stands out.
7 months ago
AchillesKar이전 버전 1.80
It is really one of the best plugins in Unity. A must have.
Friendly support, open to suggestions and always improving this engine.
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0
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퍼블리셔 답변:
7 months ago에 답변됨
Thank You.
C
Super satisfying (and performant) destruction!
10 months ago
CodeMonkeyYT이전 버전 1.76
Make your games stand out with some really satisfying destruction. Blow up every part of your world with ease. Use the included custom editor to get it to blow up exactly as you want it. You can slice objects, you can blow them up, or just let them crumble down.
And yup the whole thing is super performant! So go ahead and make your own indie Battlefield!
Video Review: https://www.youtube.com/watch?v=Hd7yBrm2vnc
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10
0
퍼블리셔 답변:
10 months ago에 답변됨
Thank You )
X
I have a question about the Rayfire Rigid component that I would like to ask the author
a year ago
XeonRnC이전 버전 1.76
Hello author, in the Rayfire Rigid component, when I set the Object Type to Mesh Root and the Simulation Type to Inactive, when I set the Activation, such as Offset, Adjusting parameters such as Velocity and Damage will have no effect. This is when I hit the cube brick with a small ball. May I ask the author, what should I do to achieve Offset, Are velocity and damage parameters effective?
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0
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퍼블리셔 답변:
a year ago에 답변됨
Hi, you can contact with me in Discord to get better support.
Offset activates objects when it moved from its position when it was initialized for defined in offset property distance. Velocity activation check strength of collision, so try to lower Velocity property or use Bigger sphere to hit. In order to activate by Damage you need to enable Damage feature so object will start collect damage at every collision and when Damage activation value will be reached then object will be activated. But again, it is better to contact with me in discord here https://discord.gg/8G98JKj
s
The best asset I've bought on the asset store
a year ago
superweeniehutjr이전 버전 1.74
The amount of functionality you get for the price is a steal. I would have easily paid 5x the price for this.
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0
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퍼블리셔 답변:
a year ago에 답변됨
Thanks)
This asset is extremely feature packed and is exciting to use all the different demolition and slicing options. There is also good documentation and video tutorials. Lastly, the author cares about his work and provides quick email support.
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1
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퍼블리셔 답변:
a year ago에 답변됨
Thank You.
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