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O
????
8 years ago
OrenjiMikanon version 1.0.3
881: [Unity] Assets/UFPS/Base/Scripts/Gameplay/Player/vp_3rdPersonWeaponAim.cs(198,3): warning CS0162: Unreachable code detected
882: [Unity] Assets/UFPS/Base/Scripts/Gameplay/Player/vp_BodyAnimator.cs(303,3): warning CS0162: Unreachable code detected
883: [Unity] Assets/UFPS/Base/Scripts/Gameplay/Player/vp_RagdollHandler.cs(178,3): warning CS0162: Unreachable code detected
884: [Unity] Assets/UFPS/Mobile/Base/Scripts/GUI/vp_UIContextualControls.cs(148,46): warning CS0252: Possible unintended reference comparison. Consider casting the left side expression to type `UnityEngine.GameObject' to get value comparison
885: [Unity] Assets/UFPS/Mobile/Base/Scripts/GUI/vp_UIContextualControls.cs(149,46): warning CS0252: Possible unintended reference comparison. Consider casting the left side expression to type `UnityEngine.GameObject' to get value comparison
886: [Unity] Assets/UFPS/Mobile/Base/Scripts/GUI/vp_UIContextualControls.cs(150,46): warning CS0252: Possible unintended reference comparison. Consider casting the left side expression to type `UnityEngine.GameObject' to get value comparison
887: [Unity] Assets/UFPS/Mobile/Base/Scripts/GUI/vp_UIContextualControls.cs(151,46): warning CS0252: Possible unintended reference comparison. Consider casting the left side expression to type `UnityEngine.GameObject' to get value comparison
888: [Unity] Assets/UFPS/Mobile/Base/Scripts/GUI/vp_UIContextualControls.cs(152,46): warning CS0252: Possible unintended reference comparison. Consider casting the left side expression to type `UnityEngine.GameObject' to get value comparison
889: publishing finished successfully.
890: Finished: FAILURE
UFPS: Ultimate FPS imported!!!!
Error occurrence Please tell me the solution
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crooks, give me back my money !!!!!!!!!!!!
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Reply from publisher:
replied 8 years ago
Hello,
For support issues please send an email to ufps@opsive.com rather than leaving a review.
Based on the errors it looks like you need to import UFPS. Once you import UFPS you'll be good to go.
Justin
C
Working with 2017?
9 years ago
Carterryan1990on version 1.0.3
Hi is this working with 2017.1.0f3? I cant find the mobile editor window in unity to be able to switch to mobile controls
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Reply from publisher:
replied 9 years ago
Hello,
Yes 2017.1 is supported - do you have UFPS imported? Can you please send us an email to ufps@opsive.com and we'll be able to help.
Justin
R
Very helpful, and good work, thank you very much!
9 years ago
Radzievskyion version 1.0.3
Few days ago I finished work with my new game for Android, and when I connect this plugin, I almost want vote it for 2 stars. But I misunderstand reason of my problem.
For test device I try use my Nexus 7 2013, and when I start testing game, I was shocked about control. I changed sensitivity but anyway control was not smooth, and not stable. I was very sure about I have problem with this plugin.
But right now I start game on iPhone 5s, and is was just Wow! Game work just amazing and control absolutely perfect, is not have absolutely any problem.
Now I'm sure I have problem with my Nexus: he is very old, or possible damaged. Anyway is time to replace him.
If you owner UFPS and you need mobile control, I can strongly recommend this plugin, is very helpful.
Possible, I only can wish in future update UI to use standard Unity UI. I not sure how will be difference in performance, but with configuration will be more comfortable.
Thank you again for UFPS and this add-on!
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C
not compling
10 years ago
CHA-JUN-MYUNGon version 1.0.3
This asset don't have any scripts.
Not have vp_FPInput.cs / vp_Input / vp_SimpleHUD...
Not Compiling...;; it is what?
refund plz..
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4
Reply from publisher:
replied 10 years ago
Hello,
The mobile addon requires UFPS in order to work:
https://www.assetstore.unity3d.com/en/#!/content/2943
Thanks,
Justin
D
Works like charm, but...
10 years ago
Despellanionon previous version 1.0.2
It works just like you'd expect, but it falls short on the GUI side. Why reinvent the wheel and not use the native Unity UI system? The custom GUI system feels very rough and temporary and is heavily lacking in functionality.
EDIT: The GUI seems to be very buggy on iPad (Air 2). Moving the character also moves the camera view.
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Reply from publisher:
replied 10 years ago
The mobile addon was released before Unity's GUI system and we haven't been able to update it to uGUI just yet. uGUI support is definitely coming in an update though!
hi and thanks for this assets . i have a problem to using this assets . when i Import this assets to unity : the unity version 5.3.0 has 3 erors . erors are :
1 - Assets/UFPS/Mobile/Base/Scripts/Core/LocalPlayer/vp_FPInputMobile.cs(16,33): error CS0246: The type or namespace name `vp_FPInput' could not be found. Are you missing a using directive or an assembly reference?
2 - Assets/UFPS/Mobile/Base/Scripts/Core/Utility/vp_InputMobile.cs(53,31): error CS0246: The type or namespace name `vp_Input' could not be found. Are you missing a using directive or an assembly reference?
3 - Assets/UFPS/Mobile/Base/Scripts/GUI/vp_SimpleHUDMobile.cs(16,35): error CS0246: The type or namespace name `vp_SimpleHUD' could not be found. Are you missing a using directive or an assembly reference?
please help me . what i have to do?
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2
Reply from publisher:
replied 10 years ago
Hello,
Based on those errors it doesn't sound like you've imported the base UFPS package. As soon as you import UFPS you should be good to go. If you have further questions please us through the link below:
http://www.opsive.com/assets/UFPS/hub/assets/ufps/supportinfo
Thanks,
Justin
I was able to get a starting point for mobile FPS controls added to my FPS demo game, which uses UFPS - also awesome - in just an hour or so. As an independent developer with 2 person team tools like this have enabled me to make the games I've been trying to make for years, except now I can actually do it in a timely fashion and don't have to reinvent the wheel.
I have a great control setup and now I can focus on the game itself.
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j
Buggy
11 years ago
j02Beans-Apps195on previous version 1.0.1
Builds on phone (with a custom weapon) with the weapon offset way above the camera. Yet in the editor everything looks fine. I've tried rebuilding the entire AdvancedPlayerMobile prefab the problem persists.
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