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C
Nice Editor UI but Lots of Static Data Under the Hood
2 years ago
Colin_MacLeod버전 1.2.3
Update: Since the mini-boss feature seems to fix most of my objections in the original review, I will change the review to five stars.
I'm still not a huge fan of storing data in static objects with no lifecycle control - but if it works, it works, and the asset is otherwise well made.
Note: before posting this original review, I did ask for help via the forum, but received no response: https://forum.unity.com/threads/released-pool-boss-super-easy-pooling-solution.274956/page-6#post-9642605
In fairness, I could have waited a bit longer before writing the original review, though there is still no reply to the forum after two days.
--
Original review:
This asset boasts a sleek editor interface and comprehensive documentation, making it a breeze to use. However, it didn't quite fit my specific use case.
In my game, I aimed to create a pool for a single "endless runner" scene, ensuring that the assets would be cleared from memory when the scene is not in use.
Unfortunately, Pool Boss relies heavily on static data, which makes it difficult to manage the lifecycle of the pool. A more flexible approach could involve using an instance of the class, allowing users to control the pool's lifecycle more directly.
The inability to modify the static data within the pool limits its adaptability.
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퍼블리셔 답변:
2 years ago에 답변됨
Sorry about that. The Unity forum no longer notifies me of any replies. I would never had seen it. Replied there now. We do check our forum, emails and reviews daily. Please register for our forum so this doesn't happen in the future. We also have discord and email support.
https://darktonic.freeforums.net
https://discord.gg/JvdXq68
support@darktonic.com
Thank you,
Brian
u
Great pooling solution.
3 years ago
unity_56MtQRWI-b4c4Q이전 버전 1.2.2
Purchased this to handle bullet pooling with the Uni Bullet Hell asset. I was expecting it to be a PITA to setup but that wasn't the case at all. The documentation had me second guessing myself as the script you need to edit references Core Game Kit rather than Pool Boss specifically but if you follow the steps, you won't run into any issues.
Being able to separate prefabs into groups and keep track of how many objects have been spawned in realtime is a bonus.
Great asset.
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2
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퍼블리셔 답변:
3 years ago에 답변됨
Thank you for the review. We designed Pool Boss to do what other pooling products do without any extra hoops as we perceived them. It just works.
I just realized I never reviewed this asset yet I use it in all my mobile games. I have no other pooling solution that I could compare it to, but man, this does everything I need. It's perfect and I hope support never stops because I want to continue using it for a long time.
I'm using it mostly with Playmaker btw and had to write some additional custom actions. These are now integrated as well by the dev. But for both, Playmaker and C# this works very smooth. Even in combination/same project.
Also, started with Unity 2019 and now using it with 2021. Simply can't go wrong with it and never had problems.
If you are looking for a Pooling solution, don't look any further. This is it. And if you need even more power, you could upgrade to Core GameKit from the same dev. I personally never had the need, but it's good to know that I have the option.
10 stars!
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퍼블리셔 답변:
3 years ago에 답변됨
Glad it's solving your problems for a reasonable price. Thanks for the review!
P
Great object pooling system
6 years ago
Plamen-Chernev이전 버전 1.1.9
Object pooling system includes the basic functionality, but the code is well developed and easy to expand. Best part is the runtime control over the objects state. Could 'De-Spawn All' elements in a category with one click. The inspector information is really helpful.
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1
1
b
Best pooling solution I could have dreamt
6 years ago
bnmaldonado이전 버전 1.1.8
I struggled for a while to build my own Pooling system and failed miserably.
Now Pool Boss system makes it super easy to start pooling objects in a very organized and clean way. Love how easy and performant everything runs!
Also I was pleasantly surprise with the inclusion of the Timed Despawner script, fantastic to spawn a particle effect (for instance) and have it despawn itself after a few seconds.
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2
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