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m
Very Good!
a month ago
meepalasheep_unity버전 2.02
Good asset! Using it for my game and UGC stuff!
이 리뷰가 도움이 되었나요?
0
0
L
Works fine. Android require some work.
7 months ago
LaserJaguar버전 2.02
Works fine, sometimes objects are mirrored.
To run it on Android - you first need to have correct path to the file, which may be a problem because there are two different types of paths - one starts with:
1. content://com.android.externalstorage.documents...
and the other is:
2. /storage/emulated/<userid>/Android/data...
So you have to keep an eye on it, check correctness with debug. If you know the correct "/storage/..." path - you cool, just use it. However modern Android philosophy preferred the first one and most likely you will get it.
If you are using Runtime File Browser asset from the store - you will get the first type of path to the file. To make it work you have to parse it into second or create your own stream with Runtime File Browser helpers. Let's say path is objPath, then:
byte[] fileBytes = FileBrowserHelpers.ReadBytesFromFile(objPath);
Stream stream = new MemoryStream(fileBytes);
GameObject loadedObject = new OBJLoader().Load(stream);
Also you have to include Standard (Specular setup) shader into project settings->Graphics->always included shaders but this will increase build time and apk size, so it is better to create simplest possible shader for your render pipeline with only 1 variant and include it instead. Change shader name from "Standard (Specular setup)" to yours in OBJLoaderHelper.cs and in MTLLoader.cs
이 리뷰가 도움이 되었나요?
2
0
W
Works with URP
a year ago
Wompscepter버전 2.02
Fantastic resource.
For those who are wondering how to use it with URP, go into MTLLoader.cs and switch out the "Standard (Specular setup)" shader with the "Universal Render Pipeline/Lit" shader
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4
0
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