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I thought it was bad for adapting to my project, maybe yours will work, but it was far from useful for mine, it ended up that I'm creating a graphics system from scratch that's even more complete than this one, programming on the UI builder interface
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b
Does the job and very easy to use
3 years ago
billyfighteron previous version 4.0
If you have a basic understanding of C# this is easily customizable. Code is clean and easy to edit to your liking. Though many things are done within the inspector of the prefab, setting defaults or removing any of the choices. It was very easy to set up and use. It may be best to add this early on in your project so you can set up your audio to work with the volume sliders, but it's not hard to do at all.
Creator was also quick to respond to a question I had in email.
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I remember the first version of this asset, it was still very green and not useful to me. But I downloaded it today; it has improved greatly and is very interesting. Keep it up!
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Reply from publisher:
replied 3 years ago
Thank you,
I have learned a lot since the first release.
I will continue to improve when and where i can.
Does exactly what it says, allows you to set the options Unity moved out of the editor.
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Reply from publisher:
replied 4 years ago
Thank you, glad you like it.
Check out the 4.0 version though.
Completely rewritten and easier to customize.
This asset works perfectly out of the box, but once you start messing with it, it starts to crumble. This was one of the only resolution solutions I could find and it does what it says, but I wish it was more modular.
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B
Everything you'd hope for from a $4 asset:)
5 years ago
BiscuitsMxon previous version 3.2
It did everything I needed it to, integrated and running in my game in 5 minutes, saved me having to learn how to enumerate available resolutions, set quality, etc, great stuff!
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Took me some time to understand how it works and how to implement it with my visual scripting tool. But I'm not a coder and was able to do it.
Also Paulos replied to my help pretty fast and gave me insight, which I wanted to know.
Thank god there are still people like him doing this even for older versions! Saved me hours of time!
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Thank you for the fast response!
Works like a charm!
But I think it would be very helpful to have the mouse options as tickboxes on the asset.
Original post under
The character controller locks the mouse in the middle of the screen and I can’t interact with the menu. And even if I delete the menu it reappears in the next scene and breaks the game again... what to do? I Only use playmaker for coffee and can’t solve it with that, because the menu freezes the game so playmaker functions for mouse control don’t come through
Got a whole new problem now. When trying to change from windowed to fullscreen the game crashes.
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Reply from publisher:
replied 5 years ago
To make the Cursor visible, when opening the menu add,
Cursor.visible = false;
To makes the cursor movable
Cursor.lockState = CursorLockMode.None;
The menu prefab must only be added to >One< !! scene.
Preferably the very first scene of your "Game".
Ones removed there is no possible way it can reappear by itself or interfere with anything.
I integrated it in my project to give the ability to change screen settings. Works well, the setiings are changed "on the fly" without problem and are stored for the next application execution. I used it "out of the box" with minor modifications (just dissabled buttons I didn't needed). The menu graphics are also cute , I kept them untouched!
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