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d
Looks like something that will help me. But, is it STILL in development?
4 years ago
drswobodaon version 1.4.2
I am using Unity v2020.3.30f1 and SIP v1.4.2 (dated 15JUL2019). I have run into script errors looking at the demo files. So far it has been mostly deprecated functions. Like GUIText calls. I got past those by adding using UnityEngine.UI; and changing GUIText to Text in the affected scripts. There are also a handful of warnings in the console like: "Assets\cfx\cfx Script Intelligence Pack\DEMOS\scene scripts\scene18\senderScript.cs(21,7): warning CS0114: 'senderScript.Start()' hides inherited member 'cfxIntegratedQuery.Start()'. To make the current member override that implementation, add the override keyword. Otherwise add the new keyword." It has me worrying that I might be tieing my horse to a system that will fail at the next Unity update. I ask the Dev, is this still in development or is it dead?
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0
S
I feel its a great asset for any project's scripting needs
6 years ago
Socket1on version 1.4.2
I would recommend giving this asset a try even if you feel you have everything you need imagine adding this feature to your project on top of what you have already configured. I like a lot. Great asset!!!
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0
d
I never write reviews.
6 years ago
dkaminski11on version 1.4.2
However when I come across an asset that instantly makes my workflow better, a review is definitely warranted. This thing is easy to use, highly performant and comes with one of the most absurdly in-depth and easy to read docs that I've come across. SIP opens doors in Unity that, quite frankly, should have been opened as a stock solution, but I digress. Fantastic asset.
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2
0
O
Great!
6 years ago
Oddnesson version 1.4.2
Thanks for this asset. It made a really complicated project must simpler.
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0
0
j
Unable to assess
7 years ago
justaguygameson previous version 1.4.1f1
EDIT: Works very well. Very good for prototypying quickly.
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0
0
Reply from publisher:
replied 7 years ago
Thank you for downloading and trying SIP. Since Unity has discontinued UNet, we are currently moving all the network code to an archive that will not be uncompressed by default. You can either wait for the next release (planned July 15 2019), or simply - delete the NetworkedNotificationManager script ("SIP-Main" folder) - delete cfxNotificationMPTransponder script from Core Scripts - delete the two folders that have the word "network" in their name from the "core scripts" directory. - delete the "scene15" folder from the scene scripts folder (because that scene is the networ demo). sip will now compile and run. You'll get a (harmless) warning that a referenced script is missing when you run a scene, but can safey ignore it. The SIP prefab references the network component that you deleted and Unity will complain about that. If that warning annoys you, simply remove the missing component. Although we love feedback in all forms, please contact us with questions via email (info@cfxsoftware.com) as you should get answers much faster.
n
Génial
7 years ago
namursiteon previous version 1.4.0f1
Beaucoup de choses Géniales , une mine que j'adore Un grand merci et en free :-) super
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0
N
Thanks.
7 years ago
Nick_Sbornyon previous version 1.3.0 RC
Very useful stuff. Only need to fix Networking, hoping for a quick exit new free version.
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0
H
Comppiler Errors in Unity 2018.2
7 years ago
HighCommander540on previous version 1.3.0 RC
I get compiler errors immediately upon loading this asset in Unity-2018.2. The error reads: UnityEngine.NetworkDisconnection is obsolete: The legacy netowkring system has been removed in Unity 2018.2. Use Unity Multiplayer and NetworkIdentity Instead" There are 5-6 more of these types or errors and it prevents me from compiling. What version does this work with?
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3
Reply from publisher:
replied 7 years ago
Thank you for using SIP - for any questions you can get answers much faster from info@cfxsoftware.com. In any event, the 2018.2 update removed the legacy network support, which caused the compiler error in one of the 'Utility' add-on scripts. Please remove the 'ReportServerChange' script (which would allow you to send an event if the server changed) from the 'Utility' folder, and SIP should compile and run without any issues. We'll remove the obsolete script in an upcoming update
d
Super useful!
8 years ago
darkxetheron previous version 1.3.0 RC
If your scripts need to communicate between eachother then this asset is such a quality of life upgrade over the standard workflow! Great job on the documentation, its like 150 pages currently.
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2
0
V
CPU Spikes when posting Notifications.
8 years ago
Viggy1996on previous version 1.3.0 RC
Right out of the Bat, this is one of the best though out and well-documented assets I've come across in the Asset Store, even better than Paid ones. I went through the provided PDF Manual and did a simple benchmark : Send a Notification on Key Press to 10 other scripts. First, I used the traditional but fugly method of listening for key-press in every update and kept is as the Base for the Benchmark. Then, I replaced it with the Notification system of SIP and profiled again, only to find out that there were huge CPU spikes when Notifications were sent to other scripts. And these spikes were from 0.1ms to a whopping 50ms and back to 0.1ms again, (I wasn't rendering anything on the screen, just profiled the scripts alone ). I did't get these spikes in the traditional method. To be clear, i sent the Notification to ten other scripts, from the OnNotification Method of cfxNotificationSender script and extended cfxNotificationIntegartedReciever for the other 10 Scripts. Maybe I'm doing something wrong, but this is literally the quick start method given in their documentation. Hopefully this feedback is useful and will lead to improvement of the asset. Edit : After a few hours I am giving this asset 5 stars from initial 2 stars, not because the performance improved, but I just think this asset is awesome and the developer needs more encouragement instead of negative ratings. Great Documentation! Looking forward for the fix for the CPU spikes!
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6
0
Reply from publisher:
replied 7 years ago
Thank you for testing SIP, and the extensive report on performance issues - and of course your kind re-consideration of your assessment of SIP. We are trying to re-create the issue you have found with SIP. If possible, we'd love more context: what Unity version, networked/non-networked, mobile or PC etc so we can track down the cause. If you find the time, please send us an email at info@cfxsoftware.com and we'll see what we can do. [Edit: Here is some of our own benchmarking, and we will now include the benchmark scene into the next download in hopes that you all let us know and we then all get a better picture of how SIP impacts performance. We created a test scene, were we populate the scenery with 1000 "direct observe" objects that all look at GetKey() for input, and when a key is pressed, they invoke a method that increments a number. We then populate the same scenery with one notifier object that looks at GetKey, and 1000 "notified" objects that subscribe to the event. When the key is pressed, the notification is sent, and all 1000 objects increment the number. Profiling shows a constant load of around 0.4 ms for the "direct observe" object with minimal spiking during Keypress. We get 0.05 ms constant load with SIP on "notified" objects, and a spike of 2 ms during notification for 1000 objects. So SIP helps to eliminate the constant load of Update() on the 1000 object. It does have an overhead when it sends the notification, which is expected. But even with 1000 objects we got nowhere near the 50ms you observed, and we need to understand this better. This is on an Intel Core-i7, 4 GHz, 32 GB RAM, Windows. ] Cheers, Christian
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