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a
It could be better
9 years ago
albertoxamin버전 2.3.1
The developer responds quickly if have some troubles with the package.
Regarding the code quality, well... it could be definitely better.
Should you buy this?
Yes, because it gets the job done.
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0
0
s
it is not working for my models
9 years ago
saeedeslami버전 2.3.1
Hi, I was so excited about this tool and purchased it. But unfortunatly it is not working for my models. My models are made in AutoCAD as 3D objects like pipe, mechanical and electrical stuff. CAD exports binary which is not supported with this. So I have to export it to Navisworks or 3DS max to be able to export to ASCII FBX. But when I use this tool in Unity to import the fbx, a lot of my model parts are missing!! It cannot read all my model objects! I followed the instruction step by step.Am I missing something?! or this tool has probelm?
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2
0
퍼블리셔 답변:
9 years ago에 답변됨
Hi @saeedeslami:
Are you sure that a lot of your model partss are missing?
Could you send me one of your AUTOCAD models? DWG format and ASCII FBX as well.
I agree with previous posts: this needs some work. I was hoping this product would speed-up my pipeline and allow me to remove the Modeler -> Unity -> AssetBundle hurdle. However, the loader is missing some format analysis pieces which make the loader short-circuit (and hence nothing is loaded). I'll pay attention to updates, but will not continue using this product, at this time.
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2
0
Texture does not appear in model
It's also different from the UI you see on YouTube.
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1
0
퍼블리셔 답변:
9 years ago에 답변됨
Texture must be saved in a known path in the format described above. It is probably that large and huge textures can't be loaded and I'm to trying to fix it.
See: https://forum.unity3d.com/threads/released-unifbx-2-fbx-mesh-importer-at-runtime.406003/#post-2985353
It's not easy to make something like this with a propietary file format and I can understand that not every fbx file can be treated perfectly. My biggest complaint is that the code is not robust and it lacks error handling. I ended up with bunch of run time null pointer references and array indexing errors with files that I exported with Maya. A file exported from Blender just got stuck without any error messages. This is pretty fatal when you try to open files runtime in a mobile platform. I can fix some of these errors by myself but I'm not happy doing that since I paid money for this to save my time.
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6
1
퍼블리셔 답변:
9 years ago에 답변됨
Thanks for your comment. Working to fix a list of errors that people have been reporting me
The author should update the asset regularly.
I fixed several bugs before i get correct result,
including left hand coordinate, .tga textrue loading, reseting Axis center to the mesh, and so on.
By the way, with the source code, i fixed it out.
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5
1
R
webgl.
10 years ago
RichardCNN이전 버전 2.1
where's the webgl's example?
the author said it supports webgl.why don't have the example sence.
the last
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1
0
퍼블리셔 답변:
10 years ago에 답변됨
I am going to update the asset page for having Android and WebGL demos
In fact there is a demo for Android in https://drive.google.com/file/d/0B4yeGzF6xDFuNWhBaTZ0RjI2R0U/view
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