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s
Superb and highly customisable
24 days ago
skinningbison버전 1.2
Honestly this is spectacular for the price. The ballistics system is great and allows for a lot of gameplay-based customisation. It's worth it just for the ballistics imho. Gun and animations are customisable and bullet time is a really good bonus. All round winner.
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0
0
G
Good as a basis but expect to put in work.
a year ago
GabagoolGod버전 1.2
Good basis for a ballistics system but there's some mismatched priorities here. The ballistic system is in depth, but out of the box it's not geared for use by multiple shooters in a scene, shooting human targets, or for projectiles that have properties other than muzzle energy, velocity, and mass. If you want to add in, say, independent damage values for a hollow point bullet vs a FMJ bullet, you're going to have to add that functionality in yourself. The documentation is ok, but it's unclear in some respects and outdated in others. There was an instance where I tried to get the bullet properties from a HitPoint but was unable to because the underlying functionality was simply not present despite there being a visible property. It would be better if it had features geared towards general gameplay instead of the simple target range it essentially is.
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P
Wow!
4 years ago
PlasticGerm이전 버전 1.1
You looking for a package that makes firing realistic weapons easy? Look no further. This package will get you up and running with no time, and with its vast array of configuration options you'll be setting up SMGs, AK-47s, M-16, AR-15, SSG-69's and more without difficulty. The editor in this package is second to none, and it comes with all the tools necessary to accurately model the ballistics on each of these guns, and any you can think of. This asset is well documented, and the dev is more than willing to help answer any questions. As a bonus, it features camera bob capabilities as well. Don't hesitate to buy this package, just hit that buy button right now!
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1
Only sniping, not a general purpose ballistics system, only suitable for games where there are no enemies, only targets.
You can't easily set up enemies who use the same ballistics system because the bullets can only be spawned from one transform per singleton, so only one gun in the scene can use the system.
Your enemies won't be shooting back with the same system unless you take the time to understand the code and make major modifications to it.
Edit:
I don't use Discord. Maybe put the information prominently in the manual, with its own page, and a link on the left, like the other major features.
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2
1
퍼블리셔 답변:
4 years ago에 답변됨
Thank you for your review!
However, I feel the need to correct your point, as it is definitely possible to use multiple guns, multiple enemies, multiple entities using the ballistics system at the same time, it was designed for the purpose of being a general ballistics system, not a sniper/single gun specific one.
It's literally one-liner and extremely simple modification, e.g. changing the position of FireTransform from the singleton before calling the fire method. I could definitely give an example script on our Discord support if you happen to drop by!
Cheers!
I have had a good experience integrating this asset into my TPS project. The developer has been very helpful in helping me better understand some of the functions in his code and even provided me with samples of code to help me use some of the features better. The developer has provided good documentation with a step-by-step walk-through of the asset. The developer has responded quickly to my questions on multiple occasions, the DISCORD channel is active, and there are clear plans for updates and continued support of the asset.
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1
1
z
Some thing missing
4 years ago
zohaibur13이전 버전 1.1
Hello, I buy your sniper system and I cannot implement the view system through screen touch not with paddle. No any others package is working. Please give me the solution i'm stuck here!!!!!!!!!!
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1
3
퍼블리셔 답변:
4 years ago에 답변됨
Hey, I can't give any solution without understanding your question/issue in detail, please contact me through our Discord support channel or through my e-mail, so that we can take a look into it and try to resolve any issues you might be having with RSB.
Cheers,
Inan
I’ve testd almozt every ballistics asset through the years, and i’ll choose this one as the best. Super easy to implement in your project. Just 5 minutes and i had a gun shooting like a charm. Just miss a bit of “automatic weapons” options, like cheating a dispersion when shooting burst and stuff like that, but it said that is focused on sniper bolt action weapons, so it is exactly what you will have, but with a cople of lines of code i have a custom weapon system that covers all sort of weapons without any problem.
Very happy with the purchase. Hopefully it will grow even more with the time.
Cheers!
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1
1
퍼블리셔 답변:
5 years ago에 답변됨
Thank you for your review! Yes, as you've stated by using a custom weapon controller it is possible to use RSB with any type of weapon. I am glad that you are satisfied with the system and in the future updates I plan to add more functionality regarding the matter you mentioned, including the demos of various weapon types such as automatic rifles, pistols and projectile launchers etc. Cheers!
M
Excellent
5 years ago
Minimilian이전 버전 1.1
Does what it says, and does it well. For me, the most interesting thing was the bullet time, so it's what I explored a bit more in depth: and it's amazing. The ricochet and penetration features are also very interesting, and since everything can work together, the possibilities are endless.
If the dev reads this, a nice addition (although admittedly it's a very niche use case, so I'm not sure it's worth the effort) could be planning the trajectory in advance. Could be useful for videos and scripted animations, without the extra effort of simulating the same effect manually.
The docs are not totally noob-proof (which is normal considering what they cover), but the demo scene should be self-explanatory for most users, and allow some easy customisation.
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1
퍼블리셔 답변:
5 years ago에 답변됨
Thank you for the great review! Regarding the trajectory planning, I assume you mean some way to display the trajectory of the bullet constantly before firing. In that case, RSB actually does calculate the bullet's trajectory in Awake, so in theory it shouldn't be too hard to visualize that constantly during gameplay. I will definitely take it into consideration for the future updates, cheers!
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