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Not useful
a day ago
ismail_korogluバージョン 1.7.9 で
Inheriting from MonoBehaviourGizmos is ridiculous.
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パブリッシャーからの返信:
a day ago に返信
Thank you for your review.
Inheritance from MonoBehaviorGizmos is provided to make it an almost drop-in replacement for Unity's MonoBehavior.OnDrawGizmos functionality. But you don't have to use this. ALINE can draw from the Update loop, for example, or in many other ways.
Thanks so much to Aron for this amazing asset. There are so many things I use Aline for- debug drawing, prototyping, even core features, as it allows drawing in-game in a build. There are so many shapes, it is so performant, and so easy to use.
It is the one asset I had planned to get and desired above all others on my wishlist, and as predicted, it made all my dreams come true. Thank you Aron for the rapid iteration and ultimate speed-up this valuable tool offers my workflow, it saves me time and money.
If you are doing anything at all involving space or physics calls (let's be real, that's everyone), get Aline immediately. Plug in the data from your methods and Aline will show you right away where your mistake was. This powerful suite belongs in native Unity!
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f
This is how the Gizmos must work in engine
2 months ago
funnymanwin以前のバージョン 1.7.8 で
The perfect example of perfect realization of Gizmos for game engine:
Easy to draw in Editor
Easy to draw in Game camera with render customization (i had multiple cameras and this asset works, thx)
Anti-aliasing and good amount of basic shapes!
Also nice to see advanced functionality for those who knows how to extract a maximum of workflow potential from this.
Author, thanks a lot for your job, we highly appreciate it
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G
Better than gizmos
2 months ago
GodlikeAurora以前のバージョン 1.7.8 で
But lacks of some built-in features like torus (annulus) drawing, which is a common thing for gamedev. Lines width in pixels, so limited usage too.
Also, MonoBehaviourGizmos is such a weird solution, like, if I have my other customization for MonoBehaviour, I now should base it on MonoBehaviourGizmos, which is kinda vendor-lock. Maybe it can be solved using DrawingManager, but this is somehow "Advanced usage" according to the asset docs :D
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パブリッシャーからの返信:
2 months ago に返信
Hi.
Thank you for the review!
If you want to avoid MonoBehaviourGizmos, you can make any script implement the IDrawGizmos interface and it will work. Just make sure to call "DrawingManager.Register(this);" on startup. MonoBehaviourGizmos is really just there to make it as simple as possible to add gizmos to a script. You can also draw things directly from the Update loop, if you prefer, which doesn't require MonoBehaviourGizmos/IDrawGizmos.
Easy to use!
High quality Documentation!
Very good looking drawing!
Developer with a very good history of keeping A* project updated and improved all the time for FREE!
Hardly recommend all the assets this developer has! They are veery quality stuff. Cant recommend enough!
Amazing guy, keep cooking!
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I use this for visually debugging almost everything now. The fact that I can just 'Draw.ingame.AnythingIWant();' has saved me weeks, maybe even months of time at this point, and features wise that's just the tip.
I don't have to worry about how I'm going to visualize something, I can just focus on making what I want to make and let Aline handle the rest when it's time.
Absolutely outstanding and considering its utility, it's amazing value. Thanks for making it.
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高品質なアセット
11,000 種類を超える 5 つ星アセット
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