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평점 만점의 리뷰가 11,000개 이상

8만 5천명 이상의 리뷰

10만명 이상의 포럼 멤버가 선호하는 에셋

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$10
1 - 10 / 33개 표시
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s
Error: CS0234
6 years ago
songkj1994이전 버전 4.0
At the moment of import, error CS0234 has stopped. How can I solve this? I would be grateful if you could reply to songkj1994@gmail.com. And I'm also curious about the developer email.
이 리뷰가 도움이 되었나요?
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퍼블리셔 답변:
6 years ago에 답변됨
Hello songkj1994, This section is to leave your feedback about the plugin, this is not for support request so you have to drop me a email for support. This is very simple and stable plugin so there may be very small mistake, you can check yourself, I never faced this issue and not seems from my plugin. I have searched my email box again and I haven't received your email. Please write me on my publisher email to get support faster. Thanks.
s
It gets the job done and the support is unexpectedly quick
6 years ago
sinacc이전 버전 4.0
The asset does what it promises, no complaints there. My only suggestion would be to expose at least some parts of the code to the user -either as open code, more modifier functions or more controllers on the inspector- so that we can have some control over the options. Right out of the box, the asset saved the images in a low quality (even though according to the developer the quality is set to 75%). I emailed Devesh and he responded in minutes, and offered a modified dll (also apparently scheduled for update for other users), which is amazing. But, instead of having to write an email, I'd love to be able to play around myself. At least for certain things like file format or quality. If at some point I'd like to have transparency, file format will be an issue for instance and I'd rather do it on my own in a few clicks. Again, this is a suggestion and the asset is already 5* for my use case.
이 리뷰가 도움이 되었나요?
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퍼블리셔 답변:
6 years ago에 답변됨
Dear sinabey, Thanks for your honest feedback. I understand your concern of saving image in reduced quality (75%), it was default value by unity while encoding to jpg. I will expose a parameter to set this value from your own, that is a great idea. I really appreciate the customers who has given me brilliant suggestion and make my plugin nearly perfect. Anyone can write me on publisher email if you think any feature should be there in plugin. Thanks.
S
Easy to use Asset, and nice Developer
6 years ago
ShavSkelet이전 버전 4.0
Not only it is an easy to use asset, the developer answer my emails so quickly and give the right answer to everything. So happy with my purchase.
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퍼블리셔 답변:
6 years ago에 답변됨
Thank you for kind words. :)
W
Best Plugin for Screenshot!
6 years ago
WeAreCombos이전 버전 4.0
Amazing plugin! Work both iOS & Android and is really simple to use! Recommended!
이 리뷰가 도움이 되었나요?
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퍼블리셔 답변:
6 years ago에 답변됨
Thank you so much for your feedback.
d
What's your time worth? Grab this and move on to other things.
6 years ago
dannyoakley이전 버전 4.0
I am not a great coder and this product was dead simple to use and allowed me to ditch my spaghetti code. Samples answered any questions I had. Well worth the 10 bucks.
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v
Great Asset
7 years ago
vrjoydev이전 버전 4.0
That's awesome. I really like it. Works on Android and iOS. Maybe you can help me with this issue on iOS: It is not saving on camera roll. This is my code. What I'm doing wrong? public class ScreenShot : MonoBehaviour { CaptureAndSave snapShot; public GameObject Panel_Back; public GameObject Button_cameraRaw; public GameObject Button_Switch; private void Start() { #if PLATFORM_ANDROID if (!Permission.HasUserAuthorizedPermission(Permission.ExternalStorageWrite)) { Permission.RequestUserPermission(Permission.ExternalStorageWrite); } #endif snapShot = GameObject.FindObjectOfType<CaptureAndSave>(); } public void takeScreenShot(){ Panel_Back.SetActive(false); Button_cameraRaw.GetComponent<Image>().enabled = false; Button_Switch.SetActive(false); StartCoroutine(wait()); //StartCoroutine(CRSaveScreenshot()); } public IEnumerator wait() { snapShot.CaptureAndSaveToAlbum(); yield return new WaitForSeconds(1f); Panel_Back.SetActive(true); Button_cameraRaw.GetComponent<Image>().enabled = true; Button_Switch.SetActive(true); } void OnScreenShot(Texture2D tex2D) { // assign screenshot tex = tex2D; } }
이 리뷰가 도움이 되었나요?
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퍼블리셔 답변:
7 years ago에 답변됨
Dear Customer, Please write me on publisher email id for any kind of support, that will be more convenient, this section is to share your feedback about plugin. Thank you for being my customer.
a
Great Asset
7 years ago
ascarangello이전 버전 4.0
Asset works just great, and even when it didn't, the dev behind it was constantly helping me get it to work, responding to emails much faster than any other dev I've worked with. Great asset pack, great dev.
이 리뷰가 도움이 되었나요?
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퍼블리셔 답변:
7 years ago에 답변됨
Thanks!!! Its my duty to solve issues of my customers having in my plugin. Thanks again for being my customer.
S
Great plugin!
8 years ago
Skyline520이전 버전 4.0
Easy to set up, and it works great!
이 리뷰가 도움이 되었나요?
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퍼블리셔 답변:
7 years ago에 답변됨
Hi, I am glad to hear that you like my plugin. Thanks for appreciation :)
U
Great Plugin!
8 years ago
Unity1990이전 버전 4.0
Really great plugin! Fast and very easy to use!
이 리뷰가 도움이 되었나요?
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퍼블리셔 답변:
7 years ago에 답변됨
Thank you so much, enjoy :)
M
EXC_BAD_ACCESS(code=1, address=0x83)
8 years ago
MiflyDesign이전 버전 4.0
When I call SaveTextureToGallery(Texture2D tex) on iOS, I got: "Thread 1: EXC_BAD_ACCESS(code=1, address=0x83)" in xcode. https://drive.google.com/open?id=1HrkW4H0lUxvJv5XSeCU0pSJ-elI_3wir It crash on iOS. but works fine on Android. ----------------------------------------------------------------------------------- After a few hours testing, you can't call SaveTextureToGallery(Texture2D tex) on iOS, it crash definitely. You must call TransferToCameraRoll(string path) instead it. My solution is call Unity buildin function: Application.CaptureScreenshot(string path) Unity will saved in Application.persistentDataPath + the path you input. Then call TransferToCameraRoll(string path), give the full path (contain Application.persistentDataPath), and that's work! cheers!
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