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평점 만점의 리뷰가 11,000개 이상

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1 - 10 / 36개 표시
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K
Really freaking good for the price
a year ago
KellerM37버전 1.06
The more I use this thing, the more there is to uncover. Genuinely worth the money
이 리뷰가 도움이 되었나요?
1
0
m
It's complicated to use.
2 years ago
mario1p버전 1.06
The code is complicated. Rather than using all bullets from one origin It would be better to divide it by bullet. Also, the dependencies are too strong to apply to your project. And it uses a lot of updates, which puts a lot of load on the CPU.
이 리뷰가 도움이 되었나요?
0
1
퍼블리셔 답변:
2 years ago에 답변됨
I'm not sure what you mean by dividing by bullets rather than a "single origin." If you mean that bullets originate from an enemy or a player, then that's just a design decision for managing and tracking bullets in a system. But all systems have to choose a design and it's fairly arbitrary without knowing the intent of the end user's system. There shouldn't be any significant dependencies other than basic collision settings, which is just leveraging the Unity physics layers/collision matrix most people already use. As far as internal dependencies, nothing is strictly enforced. You can disable pooling with a single click. You do not need the extras like handling explosions, enemy damage, etc. Those and other global settings are optional. I tested the methodology of choice in allowing bullets to contain their own behaviour (updates), as well as other possible choices like instancing and single-source bullet management, etc. There were no significant improvements in any of those alternatives that I felt warranted the added complexity to the end-user. You can see some of the test results in the documentation. And since then I've also implemented collider flux to provide a massive amount of concurrent bullets since by far the greatest performance impact comes from the number of active colliders. Sorry to hear you found system isn't for you. But if you have any specific suggestions/issues feel free to send them to me and maybe it could clear some things up neondaggergames @ gmail
v
AMAZING
2 years ago
victordevtb버전 1.06
a AMAZING tool, a must have for 2d shooters
이 리뷰가 도움이 되었나요?
0
0
N
Pro Bullet Asset
2 years ago
Nicourage버전 1.06
You can see that the last update was in 2022 and that may make you hesitate to buy. But I wrote to the developer for support and he gave me a response within a few hours. This asset is very complete, a lot of behavior for the bullets, a good CPU performance system, many example scenes as you can see in the trailer. I use it on 2021 versions of unity without problems. Very good asset. Also, the one who gave 2 stars below didn't even write for support to the developer and probably didn't even read the documentation.
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1
0
U
I gave up.
2 years ago
The asset appears to work well in the demo scene. However, when I try to incorporate the system into my objects, I am plagued by frequent errors and warnings. For example, objects cannot be updated in the prefab state, or the mysterious "step" feed is zero. The unique components of this asset and the parameters within it are so varied that it is very difficult to fix the problem or generate the intended bullet. After spending dozens of hours on this asset, my conclusion was to remove it from the project. The asset appears to work well in the demo scene. However, when I try to incorporate the system into my objects, I am plagued by frequent errors and warnings. For example, objects cannot be updated in the prefab state, or the mysterious "step" feed is zero. The unique components of this asset and the parameters within it are so varied that it is very difficult to fix the problem or generate the intended bullet. After spending dozens of hours on this asset, my conclusion was to remove it from the project.
이 리뷰가 도움이 되었나요?
0
1
퍼블리셔 답변:
2 years ago에 답변됨
Hi. These do not sound like errors or issues to do with VB2D but rather Unity itself. I'm more than happy to try to help resolve them neondaggergames @ gmail
T
I love VariaBullet
3 years ago
TubbyYoungbros버전 1.06
It is incredibly well written, fun to use and implement, and has give many opportunities to bring my game to the next level. It is a tad complex but is that really a bad thing? I had reached out to the dev via email and had gotten emails back quicker than I thought. Many thanks to the dev!
이 리뷰가 도움이 되었나요?
0
0
b
This is nice!
3 years ago
Can't wait to use this!
이 리뷰가 도움이 되었나요?
0
0
X
Worth Every Penny
3 years ago
Xnn999버전 1.06
The asset comes with documentation and a wide variety of demos so you can instantly jump in and start testing. There are also excellent tutorials on youtube walking you through step by step. Even better, it is not written in some custom language, so if you want to pick it apart to alter the code structure or do something insanely complex even that is made as user friendly as possible. This goes to show the thought that went into creating it. On top of all of it, the creator answers any questions you have and cares about the success of your project. I left a comment on a youtube video, went to grab a drink, and already had a response. That is insane and beyond what a reasonable person could expect. This asset saves so much time, especially for new developers, that you are doing yourself a disservice to not pick it up. I know when I make a product, I want the customer to feel like the quality is so good for the price that they got one over on me... that is the same feeling I got from buying this asset. 10/10
이 리뷰가 도움이 되었나요?
0
0
K
Everything You Need for a Bullet Hell Game
3 years ago
Kasei-hime버전 1.06
I got this asset after trying out a bunch of other bullet hell engines for Unity. None of those really worked for me - they were either too basic and couldn't make complex patterns, or the language they used was horrible to actually use. VariaBullet2D fixes both of those issues. While it seems deceptively simple at first, the possibilities for complex patterns, even just using the sliders and timers within the editor, are endless. For a fairly basic bullet hell game, it really should have everything covered, right out of the box. But if you want to do more complicated patterns (for a Touhou-like game, for example) ? Well, that's where the readability of the asset comes into play. Thanks to how well everything is explained, as well as the fact that it's written in C# instead of some nebulous custom script, means that it's actually pretty simple to add your own functionality. Within a day, I was already making bullets spawn along the path of another bullet, making bullets explode into groups of other bullets... Once you get the hang of it (which shouldn't take long at all), you can do anything you want with minimal effort. I would be amiss if I didn't also mention the stellar quality of the customer service I got for this asset : any questions I had were answered very quickly, and they even fixed up some functionality within the engine to better suit my project's needs. Basically, you're in good hands if you try to make your game with this engine. Overall, it's the clear winner when it comes to making bullet hell games in Unity !
이 리뷰가 도움이 되었나요?
1
0
t
Absolutely Awesome!!!
3 years ago
tmickelson93버전 1.06
Using this tool has saved so much time when making games that require any type of bullet system. If you are making a shoot em up game or really any game that requires a bullet system... this is the tool for you TRUST ME!
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1
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