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T
The best i have tested
9 years ago
TobyKaoson previous version 2.2
I have test two others scroll list but this is realy that I want (really object pooling). With good performance. You have to write a little of code but after you can do what you want. For instance I have a mode data with 5 icons in a row. Then my item is a row that can be pooling. When an item must be show I fill the 5 icons from my modelData. you can organize how you want your model data. Great.
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Reply from publisher:
replied 9 years ago
Thank you for taking the time to review our asset! It really helps us to keep going. :) Wish you have a great day :)
J
Great component, great support
9 years ago
Jochananon previous version 2.1
This component helped me a lot during the development of the chat subsystem. I had to contact the support several times and the answers were always helpful and prompt. Recommended!
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3
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j
Effective and easy to implement, helpful developers
9 years ago
jnl_developeron previous version 2.1
Since my team encountered some performance issues in our list implementation, Optimized ScrollView Adapter 2 came to the rescue. Not only was it easy to implement, but as soon as I made a request to clarify whether a feature is available, the developers had an almost immediate solution to my issue. Very effective management of list items, straighforward implementation and helpful developers. I recommend it
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t
Usage issue of Optimized ScrollView v2.0
9 years ago
tikkichan4on previous version 2.1
I bought Optimized ScrollView v2.0 today. I am trying to use it for a vertical layout group. For the group elements, there are the dynamic contents (Single line texts / Multiple line texts) However, the method GetItemHeight() requires returning a width for the elements. For my cases, i have no way to get the height before creating the actual game objects (Because of the dynamic contents). I tried to investigate the examples but those examples are using the values which are "fixed" or "random generated and stored to the list". I just got a really big trouble in this problem because this is my core parts of the application. Please let me know if there is any solutions. Thank you !
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2
1
Reply from publisher:
replied 9 years ago
Hi! Thank you for your interest in our asset! :) Just to make sure it's clear: GetItemXXX is called for each item in your dataset each time you call ChangeItemCountTo(int). XXX is Width if using a horizontal scroll view. Height, else. Ok, now I think I know what your case is. You're calling ChangeItemCountTo(totalItems), even if you didn't already have all of the items loaded in memory (from a server/disk) and when the optimizer asks you about the size of an item, you can't know which is it. Two ways of solving this: A) use a placeholder view with fixed size (a view that acts like a progress bar/spinning wheel or just says "Item still downloading...") and just return that size in GetItemXXX(). For simplicity, you can have a hidden "loading" text in each view and when that view should become visible (i.e. you receive an InitOrUpdateItemViewHolder(BaseItemViewsHolder) callback with BaseItemViewsHolder.itemIndex being the index of that item relative to the value you passed in ChangeItemCountTo(int) ), just enable that text and disable the regular content. call ChangeItemCountTo(int) to refresh the views when an item's size changes (but make sure that you're not calling it very frequently, like each frame). Or maybe you prefer option B): B) Call ChangeItemCountTo(NUMBER_OF_ACTUALLY_AVAILABLE_ITEMS) each time you get new items, until you have all of the items. Or, if the models you use occupy a lot of memory and you can only have some of them available at a time, still call ChangeItemCountTo() with whatever count you actually have ready. "ChangeItemCountTo" basically does a "refresh". It doesn't care if the count actually changed or not. Just make sure to not call it very frequently (like each frame). For example, if you fetch the items one by one from the network, you can call "ChangeItemCountTo" each time you have fetched x items, not for each of them. you must determine x depending on your case (of course it's acceptable to have x=1 if one item takes more than 1-2 seconds to download) I hope I was of help :) If you feel like there's more to talk about, meet us here: https://forum.unity3d.com/threads/simple-optimized-scrollview-scrollrect-available-on-assetstore.395224/ Best!
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