11,000 種類を超える 5 つ星アセット
8.5 万人以上の顧客による評価
10 万人を超えるフォーラムメンバーが支持
すべてのアセットを Unity が審査済み
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I would love to have some beginner-friendly tutorials available.
18 days ago
ComfortableWolf以前のバージョン 3.3.2 で
I truly think this asset is an amazing, high-quality, and highly versatile tool.
If I can learn to use it properly, I believe it would bring me very close to becoming a high-level indie game developer.
Because it is so powerful, the learning curve for beginners is steep.
The Discord server is mostly community-driven, and while the official forum provides solid support and helpful responses, beginners will likely need to rely on the forum to fully understand the workflow and get started smoothly.
If there were a dedicated Udemy course that teaches how to use this asset step-by-step, I would definitely buy it.
I sincerely hope that more beginner-friendly onboarding resources will be added in the future.
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18 days ago に返信
Thank you for the review and for the kind words about the asset! You’re absolutely right that the system is powerful and can feel like a lot at first, and we’re always looking for ways to make the onboarding smoother. The forum is the best place for direct support, and with many years of answered questions already there, there’s a good chance your question has been covered. If not, we’re always happy to help.
We also recently released a new beginner-friendly video, and we’ll continue creating more resources to make getting started even easier. If there are specific topics or step-by-step guides you’d like to see, I’d love to hear your suggestions. Feedback like yours really helps shape what we work on next.
Justin
K
I love it
a month ago
KleffeStroopwafel以前のバージョン 3.3.2 で
Its one of the cornerstones in my project. Yes, you can build your own character controller but you'd spend so much time adding stuff that this asset already has out of the box. Things like event hooks, audio hooks, health/mana systems, damaging systems like bullets/magic/shields, animation syncing, etc, etc.
Yes, as with all big code projects, there's a lot of code and some things do need getting used to. But if you spend the time on it, it will give you time back. (and then im only using it for a third person game, this also has support for many other type of games, like 2d, top down, etc, I havent even check those out...)
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a month ago に返信
Thank you for the review!
I'm thrilled to hear that Ultimate Character Controller has become a cornerstone of your project. You’re right, while it’s a large system, the time invested in learning it pays off with all the built-in systems and flexibility it provides. We’re glad you’re making great use of it for your third-person setup, and you'll have the other perspectives if you need them (though the controller does not support 2D, it isn't able to work with 2D colliders or sprites ☺️)
S
Not worth the hassle
a month ago
SqueedleDont以前のバージョン 3.3.2 で
Overcomplicates simple things, for the price you pay it should be less painful to work with
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a month ago に返信
Edit: I haven't heard from you but here's a new video that shows how you can quickly drag and drop a prefab into your existing scene in order to get started with the Ultimate Character Controller: https://www.youtube.com/watch?v=f0CbKm3GC1g
Hello,
I'd love to learn more on what is over complicated. Can you get in contact with us?
With the Character Builder you are able to create a new character in seconds, and the Item Builder allows you to create a new item in a similar amount of time.
For a new scene if you're prototyping you can drag in the CharacterContainer prefab and instantly have a working system (with some default items!) without needing to do anything else.
This page has more info on both of those topics:
https://opsive.com/support/documentation/ultimate-character-controller/getting-started/quick-setup/
Justin
d
Documentation is too superficial
2 months ago
dinhvanvo1987以前のバージョン 3.3.2 で
The asset is very good, but the documentation is too superficial, and some of the links don’t even work. Please update the documentation — it’s very important.
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a month ago に返信
Hello,
I'm happy that you're enjoying the asset! The server had an issue and the documentation pages were down. Everything is back up now :)
Justin
V
UCC3 is great... For now
5 months ago
Velaseriat以前のバージョン 3.2.2 で
Everything, visually, is amazing. I'm impressed by what it can do.
With some custom Netcode for Gameobjects integration I can have UCC in multiplayer.
However, I hope you guys are considering ECS and tick-based simulation for UCC 4.
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5 months ago に返信
Thanks for the review and happy you're enjoying the system!
ECS is definitely on our radar (our behavior tree asset uses it) but right now it's not in a far enough along state to be able to use for an equivalent feature set. For example, Unity doesn't have a native ECS animation system which would be required. As soon as it's possible we'll definitely be making the switch though :)
Z
Powerful and Amazing Asset Worth Every Penny!
5 months ago
ZoozleZone以前のバージョン 3.2.3 で
Purchasing Opsive Ultimate Character Controller is among the best decisions I've made during my game dev journey. Powerful tool, amazing customer support.
I love to code so I started by creating my own controller. I quickly realized - I don't like to code THAT MUCH. :) However, the experience I gained trying to create my own controller has been extremely beneficial as I learn to navigate Opsive's Ultimate Character Controller because Opsive is a powerful and complex system. It is well worth the time to learn and when you do learn how to use all the features - it really will save you 100's of hours over making your own controller! That experience also helps me understand the VALUE of this software - RESPECT!!!!
This character controller system is an amazing tool that helps me develop my games AND have a life! It has a steep learning curve, but if you take the time to understand what is going on under the hood - you will be amazed and I think the sky's the limit as to how you can customize Opsive's system, so your game maintains its uniqueness. I'm still working on connecting the dots and figuring out who talks to who, why and how they influence each other - but I'm getting there. The documentation is very detailed and helpful.
I think the surface system is worth the price all by itself! That is a quick and easy drag/drop set up that saves tons of time over manually setting up all of those interactions to make your game juicy!
Opsive's customer support is quick and helpful. I've had a problem - caused 100% from my newb status as a designer - late on a Friday night on two occasions. I really didn't expect help until at least Monday. But I got a reply within a few hours via their forum. I can't wait until I know enough (to be dangerous) and interesting so I can jump into the Discord!
I have most all of their add-ons and many assets that they integrate with like the Opsive Ulitmate Inventory and Behavior Trees, and more. That is another reason I chose Opsive - all of the systems which they provide integration with. In other words, I have worlds to build that will last a lifetime with all the resources Opsive provides.
Thanks for an amazing game dev tool!
Rebecca
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5 months ago に返信
THANK YOU for the phenomenal review. I'm really happy that you are enjoying our controller and support. Once you understand the architecture there really isn't anything in 3D that you can't do with it. Best of all is that you can introduce significant changes without modifying any of core code.
> I love to code so I started by creating my own controller. I quickly realized - I don't like to code THAT MUCH. :)
😄
Please keep us updated on your project - we really like seeing what you create with our assets!
Justin
I am working on a large project where I have to do most of the coding myself. I have never coded before let alone use Unity before so I was very overwhelmed. I found Ultimate Character Controller and it has been a large help for me and has done a lot of things that would've taken me months.
It's very overwhelming and you're given a lot of information at once and some of the tutorials are a little outdated however by joining the discord and utilizing the opsive forum I met some great people who have helped me a long the way in understanding how to utilize the controller.
I would definitely recommend especially if you are completely new to coding and have no idea how to start.
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8 months ago に返信
We love to hear you're enjoying the Ultimate Character Controller! It's also great to hear that the Ultimate Character Controller has been a valuable tool for your project, especially as you're diving into both coding and Unity for the first time!
The text documentation is always up to date and for videos we do update them when there are significant changes to the workflow. If you notice a video that looks like it needs updating please let us know and we'll take a look at recording a new version!
Justin
This is an extraordinarily powerful tool - IF you want to put time into learning it. This is not a "it will make games for me" thing. This is a learn it to love it type tool. Opsive makes it easy to set up, but it's also easy to get overwhelmed. Learn the core setup. Learn the core architecture of the Character. Things make a LOT more sense if you do so, rather than try to crash course it.
The Opsive UCC videos are a bit out of date, but their actual support docs have everything you need to learn the system of this controller, as well as to extend it and to create your own functionalities.
In the past 4 months that I have actually put effort into learning this asset, I've gone from "man I gotta stop buying stuff on sale from the asset store" to being able to mock prototypes up very quickly and at a level that I feel like meets my guidelines for quality. I've recently started working with a friend with this asset, and I hope he can lend a review as well.
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Some other thoughts:
Opsive sells a lot of add ons for these - agility, climbing, etc. While I find these hugely helpful as just a resource to base things off of, the core asset is extensible and you can do a lot with it just by itself.
The PUN multiplayer add ons work great. I also recommend FastSkillTeam's assets if you want a very quick PUN multiplayer prototype toolset. I am currently between the 3rd party UCC Mirror add on (which Is in a WIP state) and implementing my own ObjectNet or other networking solution. It is possible to do so yourself.
One thing I would like to see is some of the 3rd party integrations such as Puppetmaster see an update. Opsive is great with updating their integrations - for example, they just added Realistic Car Controller Pro support after it was mentioned that the Realistic Car Controller integration didn't work. But some integrations ( I am not sure which) are managed by 3rd party developers. Something to take note of. Regardless, you can always use other tools or make your own integration.
Their discord is not the most active community compared to others in terms of an active off topic/general etc,, but Justin from Opsive will respond to you. Others will as well, shout out to everyone who lends a helping hand.
My biggest con so far was that the source code was locked down but it was never truly necessary for MOST like 95%+ of developers. Even in its current state you can extend everything for the most part and create your own implementations / integrations, such as switching to Animancer or using another Active Ragdoll tool. It looks like they are moving towards offering the source code, which is awesome! It elevates my review to higher than 5 stars. I would love to see it.
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10 months ago に返信
Thanks bander20!
The original version of the character controller was released in 2012 as a pure-FPS controller (UFPS). In the years since it has received many updates, refactors, and complete rewrites in order to be modular, performant, and as easy to use as possible.
As you mentioned, once you have an understanding of some of the key concepts you'll make a lot of progress with the controller and have a huge head start on your game. With the flexible movement types and view types, it should be the last 3D controller that'll you need. Overall I really like how the controller is structured and do not plan on making any changes to that. It holds up very well with the modern way of doing things including Unity 6 support.
Some integrations were created by other developers, and the PuppetMaster integration is one of them. I'll get in contact with the PuppetMaster developer to see if it can be updated, otherwise take a look at improving it myself.
Justin
j
Vendor lock in is destructive
10 months ago
justinzoinks以前のバージョン 3.0.18 で
I bought this asset, and the previous one (in 2021). After spending the last 4 years in dev, and one of them fighting with this character controller on and off, I can not recommend it for 4 major reasons. As a beginner, this asset made me feel like I was doing something right, however over the years I came to discover the following show stoppers that should be announced in marketing materials long before purchase is suggested:
1) Compiled closed source (DLL) critical code. When I launch my game, I will need the ability to manage, version control, and care for my community. With core libraries wrapped in DLLS (with methods marked private) it is exceedingly difficult to work around pre-production issues.
2) Dense "invisible" coupling. I have about 21 years coding experience, where I worked on around 450 software projects spanning many industries. We called "invisible" coupling the problem of having non IDE (software) and non configuration based runtime dependencies between components. Due to the size of the project, the developers have done their best at making light components that rely heavily on event subscription. The problem is that without traceability, such systems are impossible to debug. (Meaning, yes, the event system is indeed inside the DLLs, which and those classes cant be inspected, edited, or otherwise debugged, so the traceability problem is challenging)
3) Deprecated code, practically forced upgrades. Mid way though my journey in my game, my controller was deprecate. To continue to purchase assets I needed for my game Opsive, and because of the DLL issue I was forced to buy more Opsive assets which let me to spending in total over 500 dollars.
5) Off Asset-Store code. Lastly, critical software modules are kept on an off-asset-store server, run by the Opsive developers themselves. This means that (as was the case for me) after I could not get my systems running, I had to wait for their team to edit my account on their servers manually.
Overall, the problem of vendor lock-in (compiled code, dense coupling, deprecation, off unity code file hosting) all combines to create an experience that vendor locks the developer. In 2024 Q3 we began the work of removing opsive, as we cant face the risk of launching an app with these dependencies into production.
If the developer ever open sources all runtime code, so end users may have the right to repair and maintain their own games, I will change my rating :)
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10 months ago に返信
Hello,
Looking at your critiques it doesn't look like you have any issues with the actual controller so that's a good thing :) With that said, for each of your critiques:
1. 99% of the code is not in an assembly and can be freely modified. There are a couple of assemblies in a shared directory in order to make the character controller compatible with our other assets. With that said, we plan on starting a repository that you can validate with your invoice and will allow you to get the latest source code for everything. The vast majority of customers don't even notice these shared assemblies since all of the character controller code is available.
2. The event system does make everything modular, but as you said it can also make things harder to debug. I've seen some dedicated event system assets include a runtime debugger for their events and I'll look at implementing something similar so you can see more easily when an event fires.
3. Unfortunately a lifetime of free asset updates isn't a sustainable business model. Version 2 of the controller went through 4 years of development and ~45 updates before it was deprecated. With that said, if you would have contacted us I would have sent you all of the source code like I've done for other customers. There's no need to upgrade just for this. In the future whenever we deprecate an asset I'll make sure to include the previous source though so you will not have to contact us. We are currently not working on a new major version of the asset right so if you purchase now you'll still receive lots of updates.
4. I'm assuming that you're referring to the integrations, correct? This is actually an advantage in that it allows us to update the integrations immediately when the integrating asset has made a change. If it was packaged on the Asset Store we'd have to do a new release each time and that takes a lot of time to first ensure it's fully tested. The use case that you described happened because of a bundle that you purchased and the way that the Asset Store bundling works. This same situation has not happened to any other customer in the few years since you reported it as we now know how Unity handles bundles.
Justin
k
Best character controller
a year ago
kuzeykirklar以前のバージョン 3.2.2 で
The basic controller is ready in 1-2 minutes. It is ready for any situation and has a modular structure that will easily meet your requests. It is not difficult to get the results you want as you learn and understand. Support is very good and there are many people outside the team who can help you on the forum. I definitely recommend it.
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a year ago に返信
I'm happy that I was able to help you successfully update to version 3.2 :) The codebase originates from 2012 and the workflow has continuously improved since then. The controller has been used in hundreds of thousands of projects by now and while there is a learning curve we do feel like we have a polished workflow. If you have any questions feel free to reach out, or if you have any suggestions on the documentation or videos I'd love to hear it!
Justin
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11,000 種類を超える 5 つ星アセット
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8.5 万人以上の顧客による評価
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