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w
works as advertised
3 years ago
worldwideinfo6on previous version 2.2
Simple but powerful options, good example code to build from, works with Unity 2020.3, iPhone and Android builds work.
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Great asset that does exactly what it promises. It's fast and it works.
I would also like to add that I had some problems decompressing some files. I contacted the asset developer and he got back to me in less than a minute. He was very willing to help, got right on it and helped me solve my problem.
A definite 5/5.
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n
Good asset
4 years ago
nfAbondanoon previous version 2.1.1
Good documentation and easy to use.
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S
Great
4 years ago
Splendiduson previous version 1.8.5
The asset contains all functions that I need;
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You provided all platforms for this asset. But in my project structure getting complex and I don't know which file belongs to your asset. That's why I want that all files related to your asset should be in one folder. Please make this asset more organizable
UPDATE: I dont want to delete libzipw file everytime for ios Simulator
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1
Reply from publisher:
replied 5 years ago
version 1.8.1
- Restrucured the project folders so they reside in the ADL-Plugins folder now.
I am not aware of any other way to make Unity recognize a plugin for ios simulator or release.
s
Alone
5 years ago
sumpfkrauton previous version 1.8
the fact you can create and extract zip-files in memory and this also works in WebGL is for me a 5/5.
works perfect.
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m
Really nice
5 years ago
manurocker95on previous version 1.8
I was using some free plugins for C# and decided to try this. I'm so happy with it. It seems to be faster and working perfectly.
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This is a great package.
I only have one suggestion!
Once the directory compression/decompression process begins, there is no way to stop this process. This is problematic when the number of files is too high and the user intends to stop it.
If possible, add the ability to stop these processes to this package.
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Reply from publisher:
replied 6 years ago
Hello.
Thank you for your input.
I will look into it.
Edit: The cancel function has been implemented as of version 1.7.
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