11000+款5星资源
8.5万+用户参与评分
10万+社区成员鼎力支持
每款资源都经过 Unity 审核
显示 1 - 10 of 108
用户评论
排序
I was looking for a camera controller that closely resembled World of Warcraft. This is it.
Had an issue where I couldn't find certain functionality, so I reached out to support. I had an answer within minutes.
Would highly recommend to anyone looking for this type of camera controller.
这条评论是否有帮助?
1
0
F
Modular & Performant
9 months ago
FallenDevGaming基于上一个版本 6.1.3
I started working on an MMORPG back in January. When I got to the point of looking for a character controller / camera that felt like a classic WoW controller. I stumbled upon RPG Cameras & Controllers.
It's very modular and has an MMO component or ARPG component if you'd rather that motor instead. I have written my own Motor that replaces the MMO motor for spawned clients and it has worked quite well.
The code is clean, and well documented. You won't find anything quite like this on the market. The value definitely makes up for the time you would have to spend writing your own. If you're not writing your own dedicated server and are just making an RPG. This is it, one stop shop, drag and drop scripts directly onto your player prefab.
I am currently using the controller on Unity 6 (6000.0.43f1)
这条评论是否有帮助?
1
0
B
Great controller!
10 months ago
Bloody-Leonid基于上一个版本 6.1.2
One of the best controllers around the store, and quite easy to set up! Lots of options. With this asset, fine tuning your camera behavior is a breeze...
这条评论是否有帮助?
0
0
I followed the documentation of setup and it is already outdated. So I tried to follow from the demo with the scripts needed and I am unable to get this fully working. I tried to get my money back but since I downloaded it is of no use. Setup video is too old and is not updated for recent builds. Even the demos are only partly working. I tried on Unity 6. I followed the documentation also. If you are using the unity build that is suggested may be it would be a smooth start.
Update: After contacting the publisher, I realized my mistake in both input settings and I enabled multiple players. The product works as intended and also the eager and prompt support from the publisher makes me change my rating completely.
这条评论是否有帮助?
0
1
来自发布商的回复:
回复时间 a year ago
Dear Manny2000,
I am surprised you are facing so many issues, especially because I have tested my asset and went through its manual in Unity 6 multiple times. I would really like to know what exactly is going wrong and would like to immediately support you in getting things fixed on your end. Therefore, please reach out to me at mail@johnstairs.com with a description and/or screenshot of what is not working as expected.
Thanks and best regards,
John
l
Cameras Better Than Cinemachine
a year ago
lidoGames94基于上一个版本 6.1.1
I just want to use the camera. Its actually smoother than shown in the video. Controller is also good.
这条评论是否有帮助?
2
0
This is a very high quality asset that requires almost no effort to set up! Even works great with HDRP. I had a minor integration issue, which ended up being a problem in the original application not the asset. I received a prompt response to my question with an easy solution. Buying this asset was absolutely the right choice.
这条评论是否有帮助?
0
0
T
Works great
2 years ago
TerminalJack基于上一个版本 6.0
I used this asset pretty much as-is in a project and it worked great. I did make a few changes to the code but I can't really speak for just how flexible the asset would be in the cases where you need it to do anything that it doesn't already provide. The code is well-written and easy to understand so it shouldn't be too much of a hassle, however.
One minor complaint is that (so far as I can tell) it doesn't have a good way to 'plug-in' your own RPGInputManager. This is a static class whose GetInputActions() method is called directly by the RPGCamera and RPGController scripts. I didn't need a bunch of the input actions (crouching, sprinting, etc) that it was enabling. I didn't see a good way to disable these actions other than deriving from RPGCamera and RPGController. That seems like overkill just for this particular case. I had already made some modifications to the asset's code so I just modified the script (RPGInputManager.cs) directly to disable the actions.
Another issue is that it generates a fair bit of garbage. Over 4k per frame!
Overall, I had a pretty good experience with this asset.
这条评论是否有帮助?
2
0
来自发布商的回复:
回复时间 a year ago
Hi there,
Thanks for your honest review, I really appreciate it. I have read your review already some time ago and had the rework of the input handling on my todo list for a longer time. In the recently released v6.1 of the asset, I have migrated the input action handling to Unity's PlayerInput component. This way, you can easily swap the input actions used by my components back and forth as you like. Even if you do not have all actions defined that are "required" by my scripts, they will continue to work and corresponding functionality will just be disabled. I hope this suits your needs now.
I was not aware yet of the produced garbage per frame, but have it on my list now to check and possibly optimize it in the future.
Thanks and best regards,
John
G
Best In Class RPG Camera
2 years ago
GambitMonkey基于上一个版本 6.0
I purchased John's first MMO RPG Camera/Controller asset way back on March 26th, 2016 so I have seen many evolutions of John's work :)
When he released his second version I quickly purchased it back in 2020. He has always had, IMO, the best in class RPG camera on the asset store. However with that said I have never actually ended up using his asset in a project. I've only used it for prototyping and frankly to see how he was doing his occlusion and collision checks in the frustrum.
The main reason I have never gone past prototyping with it is because, IMO, of the tightly coupled and bloated code base. It did not play nice with others :) Yes Blinks' RPGBuilder but that bloated the code base even more when that integration occurred.
With the release of this latest 6.0 version I finally felt it was time to leave a well deserved review. This code base is by FAR the best John has ever released. Well documented and has taken some nice steps in decoupling things.
Below is my attempt to express, IMO, fairly what this Asset does well and what could be improved. Thus the 4 star rating not 5. Which it is so close to being.
Pros:
1. It IMO is the best RPG camera on the store.
2. Has the best occlusion and collision mechanics of any camera I have tried
3. Only one that I have found that NATIVELY mimics the WOW MMO camera style that just feels like home
4. Is fairly well optimized and seems to be performant friendly according to profiler
5. Has added some nice camera utility like the water effects and detection
6. Pretty much anything and everything you could want from a camera
Cons:
1. Still tightly coupled to his CharacterController (RPGMotor). RPGCamera shouldn't directly reference the Motor even if it is via an Interface
2. Tightly coupled to Unity's input system (new and old)
3. RPGCamera still has everything and the kitchen sink in it (although MUCH MUCH better).
4. Super large and bloated RPGCamera LateUpdate method
If you want a good drop in character controller and an amazing RPG camera then I wouldn't hesitate to recommend this version 6.0. However if you are like me and use other character controllers such as KCC (still great though deprecated) or ECM2 (my current go to) then there is a lot of refactoring that must be done.
What I would like to see in the future versions of this asset, as it is so close to being just about perfect, is to decouple the input code and RPGMotor code from his RPGCamera script. Camera shouldn't care where its inputs are coming from just that it needs them. It shouldn't be concerned with rotating the character just that it has the data to do so. Expose some public properties like Yaw, Pitch, Roll, and etc etc.
ECM2 just refactored their code and made it a lot more decoupled. Oscar also chose to go the composition route vs the inheritance route in his last release and it is a nice step forward.
IMO if John can follow suite to what ECM2 just did and make it so his camera and controller are decoupled and usable no matter what charactercontroller or input system you are using then it will have achieved nirvana. :)
Again fantastic Asset and John has maintained and grown it for over 8 years now. Really appreciate his dedication to it and the Unity community.
这条评论是否有帮助?
5
0
来自发布商的回复:
回复时间 a year ago
Hi there,
Thanks a lot for your extensive review. I really appreciate your time and effort writing me your valuable feedback. I agree with you. During the last year(s), I have put my focus more towards feature requests and new functionalities because I was lacking time for Unity due to private commitments. I should have sooner invested more time into the architecture and introduce proper composition. I am not sure when this will happen, but it is on my agenda.
Since I am working on this asset for so long, it is sometimes difficult to tell where others struggle and where areas are to improve. Therefore, if you have any additional details or feedback on what else can be done better, please do not hesitate to reach out to me via email mail@johnstairs.com.
Thanks again and best regards,
John
*UPDATE:*
Hey GambitMonkey, if you are still around and reading this, I would like to get your opinion on a new project. If you are interested, please reach out me via mail. I would really appreciate it, thanks!
At the launch, the script "RPGInputactions" send me some erros like :
- IInputActionCollection2 is not recognized
- bindings => asset.bindings; (bindings is not recognized)
- IEnumerator IEnumerable.GetEnumerator() (Ienumerable is not recognized)
...
Edit :
The tool works better now. Thanks for have reply to me !
这条评论是否有帮助?
0
2
来自发布商的回复:
回复时间 2 years ago
Hello,
Have you set up your project correctly? I recommend reading the first section of the written manual or watching the beginning of the Getting Started video. It seems like your project is missing the "Input System" package provided by Unity.
From the manual:
"After importing my asset, you will most likely get errors shown in the console. This is
because you have not installed or enabled Unity’s new Input System (Window > Package
Manager > Unity Registry > Input System). After its installation, you are prompted with the
question if you would like to enable the new input system and restart the Unity Editor. If you
are planning to only use the new input system, you can click “Yes”"
Please check. This should do the trick already.
Thanks and best regards,
John
Y
Outstanding
2 years ago
YousafGrewal基于上一个版本 6.1
This is amazin asset but lack of some features like parachite gliding car In/out and compatible with other kits..
这条评论是否有帮助?
0
1
高品质资源
11000+款5星资源
深受用户信赖
8.5万+用户参与评分
强大的社区支持
10万+社区成员鼎力支持