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I love this asset. It looks great, is intuitive and easy to set up. Unfortunately, it seems to break in WebGL builds; the text doesn't change according to the damage variable you send. I tried emailing the author but have received no reply.
I've removed a star for it not working in WebGL and no mention of it anywhere, and another star for lack of support. Hopefully I hear back from the author with a fix and can update this review to the 5 stars it deserves.
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来自发布商的回复:
回复时间 5 years ago
I think I've answered you by mail:
"If you are using TextMeshPro be sure to activate it by going to Windows-Ultimate Text Damage->Open Preferences.
It shouldn't be null. Also make sure you are using the correct damage items, if you are using text mesh pro you need to use the ones ending in _TMP like 'TextDamageItem_default_TMP'.
You can always create your own items, wether you use text mesh pro or not, but make sure if you use it is set in preferences.
Hope it helps!"
If still doesn't work, email again specifying the Unity version. There is a README file in the folder, please have a read.
1.Users must install TextMeshPro, easy to get it from Unity Package Manager.
2.Define Script Symbol: UTD_TEXT_MESH_PRO
Steps as below:
File->Build Settings->PlayerSettings->Player->OtherSettings->Scripting Define Symbols->
add UTD_TEXT_MESH_PRO -> Apply
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来自发布商的回复:
回复时间 5 years ago
There is a readme called ReadMe.pdf that explains all of this and more.
J
Works out of the box
5 years ago
JordanMarsh基于上一个版本 1.0.8
Drag and drop and it just works. Those are the assets I love.
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O
You could code this yourself, but why?
6 years ago
OccularMalice基于上一个版本 1.0.8
There are a lot of good tutorials on the web on how to create "floating text". While most of them work great, it's coding I just don't want to bother with. Why write damage text code while I want to work on my game logic?
Ultimate Text Damage is straight and simple and gives you a good system to use. Drop in a prefab and make a static call to add any text to the system. You control how it appears and can use the old Unity text objects or Text Mesh Pro. Support is there for both 2D and 3D text and it just works.
Easy to use, 1 line of code to use, very configurable, and highly recommended.
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来自发布商的回复:
回复时间 6 years ago
Thank you for the feedback! Glad that you like it.
T
Best on the store!
6 years ago
The_3D_Lunatic基于上一个版本 1.0.5
By my comparison, this is the best asset of its kind on the Unity Asset Store. Easy to use and looks great! If I were to suggest an improvement it would be to add some PlayMaker actions for those users who use PlayMaker - such as myself. But that's not essential. Great work!
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M
Great text damage asset
7 years ago
Mohamed-Anis基于上一个版本 1.0.5
Does exactly what it says. I was thinking about whether or not to purchase for a couple of weeks since it seems like something that is easy enough to implement. However it saves quite a bit of my time and is pretty much what I expected (I suck at getting the "feel" right as engineer). It is also extremely easy to use. As an added bonus there's also object pooling to mitigate continual creation/destruction of the text.
Suggestion: In the ToStringScientific API add support for variations so that one could change the colour, size of text etc. Text Mesh Pro allows you to do that through xml tags. It will be a nice touch by allowing variation in text (bigger damage is larger text perhaps?). It could also potentially allow reusing a single pool for critical vs non crtic vs status messages.
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It's a good asset and meets my needs very well. But there still a little flaw. It always shows up a warning when saving scenes:
Assets/UltimateTextDamage/Scripts/UltimateTextDamageManager.cs(139,40): warning CS0472: The result of comparing value type `UnityEngine.SceneManagement.Scene' with null is always `true'
I'm using Unity 2018.1.1f1. Hope this flaw could be fixed in the future.
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来自发布商的回复:
回复时间 7 years ago
Hi, thanks for the review. Ah yes, Scene is a struct so it cannot be null. Thanks for the report!
It will be fixed in the next update.
I
Amazingly easy to use and should handle all pop-up needs.
7 years ago
I_Am_Err00r基于上一个版本 1.0.4
Short review: 200% recommend; one line of code needed (per event that pops-up) and then works for everything that has this component properly setup on it.
Full review: I was skeptical to buy this at first, not because it was too expensive but because of the opposite; how could something look and work so well in the demos cost so little?
Seriously, it takes less than a minute to get this thing running once you know what you are doing, and best part is it only takes one line of code in your script that stores the value of whatever you want to show (despite being called Ultimate Text Damage, this can be used for any purpose; like in Metal Gear when guards are alerted they get a "!" pop-up, or in most RPGs an NPC will usually have some indicator over them when they give/complete quests).
I reached out to the developer and received a response within 24 hours; sent email Friday afternoon, response by Saturday morning (I'm in US, I believe he's in Spain, so given time difference, very impressive).
Of course anyone can do this themselves and make a comparable GUI for pop-up indicators, but the amount of time you would save by getting this is worth way more than the price of this; you can't even buy a regular fast-food meal in the US for less than the cost of this.
If you have any text based indicators (or image if you want to tweak the code a little bit) that would need to float above (or anywhere for that matter; you have complete control of the Transform that the GUI pops-up from), then just buy this and save yourself the time of writing that out and making the UI; your time is more valuable than this asset costs.
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来自发布商的回复:
回复时间 7 years ago
Hello skatesa207,
Thanks for the amazing review! I am glad you like the little asset. If you have anymore questions or suggestions please don't hesitate to contact me again.
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