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정렬 기준
I am a Unity beginner.
By purchasing multiple assets and loading them into the scene,
I am gradually completing the game I want to make.
Among the menu assets I have purchased, I have not found one that is easier, simpler, and clearer to create and manage menus.
It's really easy.
Also, the creator of this asset is very kind,
They responded quickly and resolved questions from beginners via email.
Thank you again for your kindness.
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The asset does what it says. It is cool.
The thing that I hate about it right now is that it has no namespace, so when I imported it in my project, I already had a Menu class, so it conflicted with it and some other scripts.
I had to modify the source code to add a namespace. Hence the 3 stars.
Please change that :)
On the other hand, it is cool.
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퍼블리셔 답변:
5 years ago에 답변됨
Thanks a lot for your interest!
The next update indeed wraps all of ZUI components in a namespace, among other fixes and additions. It will be released very soon!
Cheers.
u
Amazing product and support
5 years ago
unity_fntr5M6CLP_ZZg버전 1.2.1
I was looking for a package that can enhance my work with animating my items in the game UI.
This one made it happen for me, plus, the support is super amazing.
I got full answers, in no time, for any question I had.
This developer is the very professional, I'll buy from him in the future, that's for sure.
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2
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p
Great Asset for fast Menu
7 years ago
prognosist버전 1.2.1
it is a really good one! Documentation is on the great level, everything is rather easy to understand and in a few minutes You can create fine and great looking menus.
But there is a strange situation with this asset. If Yiu work on a laptop and want to create applications for one screen orientation, that's just it, what are You looking for!
And if we open a popup, menu, side menu, no matter, than close it, and then change screen orientation and want to open our menus once again.. what do You think we can see? Right, all positions are calculated from the start, so if we change screen orientation, all elements are out of range, or may apper on the middle of the screen, or wherever it eaven can be.
And mo matter what are and where are parent objects, no matter where and how anchores are setted, if onky we chenge screen orientation, all great looking interface is going far away with all advantages of that plugin whith them!
So when the author will solve that issue, or will explaun, how to use his plugin whith different screen orientations, we'll change to 5 stars!
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2
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퍼블리셔 답변:
7 years ago에 답변됨
Thanks for your feedback!
This feature is in the works and will be delivered in the next update.
Cheers!
The approach used in this plugin is logical, well structured but not overcomplicated.
IMO, targeted at game designers rather than on programmers, it demonstrates a balance between simplicity and functionality.
Developer responded on my request quickly and to the point.
Thanks!
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1
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a
Simple, Clean and Functional
7 years ago
andarilhoz이전 버전 1.2
Really liked the asset, i would like to modify some parts of it, like finding menus by an enum, or anything other than its string name. the code is really easy to understand and mess around, it would be great to see this asset as a open source sometime (:
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퍼블리셔 답변:
7 years ago에 답변됨
Thank you for your interest in ZUI!
The scripts in ZUI are all exposed, you can modify them as much as you want.
Opening a menu is done through ZUIManager script, which is located at "ZUI>Scripts>ZUIManager.cs" you'll find two "OpenMenu" functions in it (starting at line 107) one that takes a string name and the other takes the reference of the menu, you're free to add a third one that takes an enum!
if you're not sure how to do this, please feel free to send me an email at contact@ziadkhalid.com and I'll be very glad to assist you.
Thanks again.
Really Great/simple to use, however... If there was one thing I would add is the ability to have each GUI screen in a different position during edit time so I can edit them at the same time without having to continuously activate/de-active the panels above and or underneath them (currently the case). After a while this becomes real pain.
EDIT: Actually, I just wrote a simple script which just sets the local position of each of the canvas' children at the start of the game to 0,0. This means I can edit each individual menu screen at whichever position I need to during edit time. Then, when the game runs everything is back in it's place. It should probably be part of the package but it's a simple workaround. No more activating/de-activating. Phew! :)
EDIT: Actually for some reason that stopped working. Looks like I'm having to go back to having all my menus on top of each other again :(
EDIT: I think the only thing missing now is the the ability to hide an element in a different direction to the show direction of the same element. ie, currently if an item slides on from the left it has to slide off to the left as well. Be nice if I could choose.
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