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For Unity Netcode For GameObjects, this is essentially a drop-in upgrade on all fronts. Although I would say a major aspect of that is just how horrifically terrible Unity's NetTransform implementation is.
This definitely is a five star asset due to it's cost and compatibility with every common netcode solution, and how simple it is to use.
That being said this asset isn't perfect. Most of the code is within a giant class, and it isn't very readable nor is it structured very well. There's also some simple optimisations that aren't used (for example, caching the Transform to prevent some interop calls on Mono).
Overall I'd highly recommend this asset.
Edit and clarification for further possible improvements:
- StateNetCode's Deserialize() function generates roughly (eyeballing it) 50 bytes per deserialization event. This would mean 50 bytes GC per Transform per update tick.
- The stateBuffer is not circular. Every tick/deserialize event it uses a loop over potentially hundreds of elements to shift back one. (easy fix is to just use Array.Copy)
- UpdateObservers() generates 80 bytes GC per Transform per tick. (again easy fix, just use a pre-allocated array and clear it)
These are really not good if your game has a lot of objects!
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thank u my GOATs. i don't know how this technologically works better than the base NetworkTransform (using NGO), but it sure is by default. This helped resolve a multi-month long foray into the unknown regarding syncing players on a moving train. it is by no means perfect yet, but with the large amount of configuration available, I'm confident I am miles closer to something production ready. i can now sleep slightly better at night! thank you again.
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m
The Best Of The Best
a year ago
muazshihab以前のバージョン 3.41 で
Am using it with ObjectNet works out of the box, its so smooth and only send data when needed which makes it very performant. This is the real deal, if you are planing on creating a multiplayer game this is the most important asset that you need to get. deserves more than 5 stars
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s
insufficient support
a year ago
sezginmehmet712以前のバージョン 3.41 で
The asset is good in general but I have a minor problem and the devs do not respond to my mail. I'm developing a physics-based game like Gang Beast. When players punch each other, nothing happens. Even if they get hit, they stand stuck to the ground. If anyone has any idea why this is happening, please let me know.
Note: I will change the rate if the developers respond to my mail.
edit: The developer contacted me and we resolved the issue.
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7
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Great asset, out of the box gave me what I was expecting from netcode - smooth movement, interpolation, extrapolation, adjustable sync rate/lerp rates/everything begginer may wish, no tampering needed! It also handles unstable connection simulation well. Can't say that bandwidth is much lower than what network transform provides, but difference that it works.
Two problems I found: Editor UI has certain problems in form of collapsing section whenever you change state of any checkbox
And second is - it still tries to sync velocity/agular velocity even when sync completely disabled under "Variables to sync" - if your rigidbody is kinematic you get a lot of warnings in the log
upd - the problem is at line 1411 - "if (hasRigidbody)" should be changed to "if (hasRigidbody && !rb.isKinematic)" to remove warnings
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This asset package is absolutely amazing. We were struggling to get smooth syncing of player prefabs using the default NGO network transform.
Even with bad ping while using Smooth Sync, our players still smoothly sync. Highly recommended!
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