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m
Top notch asset
8 months ago
manurocker95以前のバージョン 2.1.15 で
This asset doesn't reinvent the wheel. it's based on other public resources like PuerTS but it simplifies the workflow A LOT and it works perfectly fine.
The documentation should cover more of PuerTS (imo) but I can say typescript works perfectly within unity with oneJS.
Tbh, excepting you are a ex-web dev I would not recommend the purchase just because this is so nitche. However, if you are a pro in javascript, this asset is absolutely recommended.
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8 months ago に返信
Thanks man! Really appreciate it =)
Yeah, a big part of OneJS is about bridging the gap and providing the Dom layer that glues UITK and the JS Engine together. PuerTS's own documentation does feel a bit minimal. We'll definitely see how we can beef that up on our end.
k
Absolutely Incredible
9 months ago
kirbyfanner13以前のバージョン 2.1.13 で
Web Developers know that Web technologies are normally a pain to work with, take forever to setup, and usually don't gel together. Somehow, OneJS just works out-of-the-box. It's incredible what you can do with it, and it's really nice to have a wonderful alternative to Unity's built in UI (which is a mess). Easily a top 5 asset to have in your toolbelt.
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9 months ago に返信
Tysm! Really appreciate the kind words! =)
I think this is the best asset to use for developing UIs or creating simple to medium-sized games. Coming from React, it has saved me countless hours compared to waiting for Unity to apply small changes or implement simple game logic. I also received some helps from Discord whenever I am stuck.
Definitely recommended.
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a year ago に返信
Thank you so much for the review! Happy Thanksgiving!
As in title - especially if you know or are developer of react and typescript, this is a no-brainer. And it just got better with v2.
Of course there's some learning process involved to understand how to make it work with our C# scripts, but it is worth it. Also live reload is really cool for fast prototyping.
I went the path from designing UI in Unity, to use XmlLayout solution (which is still good btw), to create my custom react apps separately and use embedded browser (which is good but there's a performance hit), and finally to use OneJS. My games are UI heavy and OneJS makes it much easier to stay on top of the work.
One last personal note, I work on Linux, and while the support is not directly mentioned in OneJS, I received a help and was able to make it work. Currently using OneJS with Unity 6 editor for linux. For which I am very happy about!
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a year ago に返信
Thank you for your kind review! I really appreciate it! I'm glad you got OneJS V2 up and running on Linux.
The author is always helpful in the Discord and is actively working on improving the asset. Version 2 is almost here and brings plenty of requested features that will make it even easier and more enjoyable to develop game UI. I finally look forward to building UI in Unity instead of dreading it.
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2 years ago に返信
Thank you! That means a lot to me! ❤️
Good cause it's working. Built-in TS typedefs and bindings to engine classes are great.
Bad that it's not enough to use it in production:
- You can't use it for frequently changing HUD due to constant GC alloc & too much jint interop cost. As all you know Jint interop is based on reflection. I mean you could try, but it will take too much compared to plain native implementation.
Sloppy implementation details (too many of them), few examples:
- UI bindings are tightly coupled to general purpose JS scripting backend.
- Cannot load & run your scripts from Awake() cause ScriptEngine initialized at Start(). WAT?
- Bundler has too much mixed responsibilities from different scopes. It has links to Samples.zip, tsconfig etc. WAT? It bundles production JS zip in editor, unpacks it when in standalone. Unpacks samples & default bindings on update. It's a build tool or user domain script?
- Samples.zip it's not a zip, it's tar!
- Code style.
- Etc.
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3 years ago に返信
It's a gzipped tar! For the record, I named it "SamplesZip.bytes" for simplicity and did not give it a .zip extension. =)
Thanks for the review. I really appreciated it! OneJS can get away with the Jint interop cost because UI Toolkit is retained-mode UI. I also wouldn't recommend frame-by-frame C#-to-JS ops. These cases can generally be worked around by using UI Transitions, calling C# Tweens from JS, and/or custom VisualElements.
The upside of Jint is that it's probably the only .Net JS Interpreter that works on all platforms (mobile, linux, and even WebGL) without a hitch.
For ScriptEngine initialization, I'm happy to report that in the latest repo the InitEngine() method is now public. Along with the addition of a couple other reloading methods, this should make it easier for you to tweak the timing of your init code. Hop onto our Discord if you think more should be added in this regard.
The Bundler component packs and extracts "all the JS stuff" automatically during build and runtime respectively. It has gone through quite a few iterations. And I guess the current design landed this way because OneJS has to work on all platforms, editmode or runtime, and in different build environment like Cloud Build. Also it's in the format of a MonoBehaviour/Component so that Multiple ScriptEngine's can be used in your game/scene.
Thanks again for the review! I didn't really get what you meant by "UI bindings are tightly coupled to general purpose JS scripting backend". Feel free to drop by our Discord to discuss this further.
The OneJS code base is constantly changing. Tailwind JIT compiler support just landed in the private repo (anyone with INV# can request access). The new component library are being pushed to the repo right now as well. The next focus will be on improving preact's re-rendering performance (by implementing a Virtual Dom in C#). Hopefully we can address some of your concerns tangibly too.
i
Brilliant
3 years ago
iamthedrag以前のバージョン 1.5.7 で
React in Unity, what's not to love about that. Not to mention it's easy to get things working right out of the box.
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2 years ago に返信
❤️
Pro:
To start things off, OneJS is an amazing technology, expanding the capabilities of Unity immensely. It is advocated as a UI framework, and excels at that, but is equally suitable for implementing modding capabilities or outsourcing parts of your logic to Typescript, for whatever reason. For my game, I used it to allow players to create mods using Typescript without ever needing to touch the C# side of things. If you run into Problems, developer Singtaa will almost always reply within a few hours, often providing complete segments of source code that would take hours to figure out. I have never experienced such a level of support before. In general, the community on Discord is amazing, as everyone who sticks around for a bit longer seems to be aware of what a beast OneJS is and aims to improve it with examples and new design patterns.
Con:
As other reviews have pointed out, the learning curve is, admittedly, huge. Setting up OneJS is easy enough thanks to its clever structure, but it is by no means an asset that you can just drop into your scene and expect it to do amazing things without having a thorough understanding of programming. This is completely logical. While I agree that documentation is sparse in some places, no number of tutorials is going to resolve this completely. You would struggle to learn Unity without knowing how to start up a computer, and you will struggle to learn OneJS without at least a basic understanding of (or willingness to learn) Unity, Java-/Typescript and HTML, ideally React, too. OneJS is very difficult to master, but if you do, it blows everything else out of the water. Being an abstraction layer to the UI Toolkit, it also manages to fix some of the toolkit’s bugs and shortcomings caused by Unity. OneJS itself is remarkably bug free, with excellent source code quality.
OneJS is worth every penny already now, and the speed at which it is being developed is insane. However, you should be prepared for a lot of learning to make full use of it. I like comparing OneJS to an RPG, as I think that metaphor describes it rather well: when working with the built-in UI system of Unity, you cap out at something like Level 10. OneJS raises that Level Cap to 100. To get there, you need to do a lot of levelling up, but once you have reached it, it allows you take on projects that were unthinkable without it, and what always took you hours with the built-in system is now a matter of minutes!
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3 years ago に返信
Thank you so much for this thorough review! The Level-Cap analogy is really helpful, especially for folks who are new to some of the techs involved. In order to enjoy the full benefit of OneJS, one needs to be at least familiar with C#, Typescript, and React. I'll do my part to make the learning process easier and easier in the months and years to come. =)
Easy to get set up and has sped up my development time by a ton. The dev has been super supportive and helpful in discord if I run into problems or even just have questions. They also keep updating to improve performance and add features. 5/5 would buy again.
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3 years ago に返信
Thank you very much! =)
l
Game changer
3 years ago
larryoatmeal以前のバージョン 1.5.7 で
Having a great time with this asset, makes developing UI for Unity so much more enjoyable! The live reload feature is fantastic, even for non UI related scripting, makes prototyping so much faster. Also support and community is top notch, highly recommend!
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3 years ago に返信
Thanks a lot for the kind review! =D
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