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d
Fast, good result and excellent support
a month ago
duckreaction버전 2.0
We tried this plugin because we spent too much time making colliders with sphere and cubes. The mesh colliders of unity doesn't have any controls of the resolution of the mesh collider.
This tool help to control the collider quality, it works on complex models and the creator made 2 patches to resolve our specific cases!
I recommend
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0
0
S
No apple silicon support
a year ago
Stef_Morojna이전 버전 1.4
Does not support apple silicon, which really sucks.
Currently trying to make my own export of the open source library, but so far had no luck...
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1
0
퍼블리셔 답변:
a year ago에 답변됨
Check the latest update (Nov 2025) - it is here!
S
Just Works.
2 years ago
Simon_Nordon이전 버전 1.4
Does exactly what you need it to do in a simple script.
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0
0
F
Unity 5.0
3 years ago
FutureSoftwareLab이전 버전 1.4
It's a really good quality package. Made our job easier
'Non-Convex Network Collider with non-kinematic Rigids is no longer supported in Unity 5.0' how can we fix this issue ?
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0
0
퍼블리셔 답변:
3 years ago에 답변됨
Hey! That's the error message from Unity Engine itself. Make sure you don't have non-convex colliders on GameObjects with Rigidbody. Our asset should resolve that when you press 'Generate'. Please contact me using the email - I'll take a look closer
c
Great support
3 years ago
chris-nolet이전 버전 1.4
Well, it looks like there's a reason that this asset is rated five stars! I was having trouble compiling on my MacBook M1, so I reached out to support, and the developer immediately responded with a patched version. They're also offering to help stand up a prototype version with runtime support for Android on ARM. (Fingers crossed – we'll see if it's possible!)
Very impressed with what I've seen so far. I appreciate the quick responses and willingness to explore the options. Thank you!
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0
0
It does what it says and doesn't crash, which is more than I can say of other solutions for this.
It also caches the generated colliders and reuse them whenever it can, which is VERY MUCH appreciated.
Also, integration in the editor is awesome, without having to deal with custom menu entries: just right click on your mesh collider and select the right option.
The generated colliders are alright for a coarse approximation of the shape of the object, but don't expect to match the mesh 1:1 no matter the time and amount of colliders you throw at it: the algorithm has just limitations you can't overcome.
Which makes it suitable for things like the sample videos, but not for things that require more detailed colliders like character cloth simulation colliders or make a character correctly interact with the shape of a non convex mesh.
I can't blame the author for that, but I expected to be able to make better quality colliders cranking the config up, but it just can't.
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2
0
This asset solves the problem that Unity cannot generate non-convex collider both in editor and runtime.
I had used several nonconvex collider asset(SACollider, Concave collider), however that asset collider generation took more than an hour or unable to process complicated meshes.
This collider generation asset is the only viable solution in Unity, generates collider less than minutes and also in runtime!
I wish the runtime collider generation feature also supports Linux.
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3
0
퍼블리셔 답변:
5 years ago에 답변됨
Thank you for your review, it really helps! Could you please send me your email? I will send you Linux runtime generator. I will update the asset soon, but you will receive it faster :)
N
Very useful tool!
5 years ago
NOT_Lonely이전 버전 1.1
It's a one click solution for the non-convex collider generation. Must have for the projects where physics matters.
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1
0
Works decent with some meshes, produces rather useless results with others. Even with tweaking of parameters I was unable to get what I want. Well, its a procedural generation algorithm afterall.
If you're looking for automatic generation without high-precision, this asset will work for you. Otherwise, just grab a different asset on the store. There's one that allows painting on the hulls.
Pros: Automatic
Cons:
- Generates sub-optimal meshes;
- Every vertex is accounted, which results in higher density;
- Tricky meshes are sometimes doesn't produce what you want at all.
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3
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