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S
Ara Trail > Built-in
a year ago
StinkySteak버전 1.5.3
Why do I buy Ara Trails?
I use the built-in trail for my grenade trails, the .Clear doesn't really plays out when I enable pooling (the spawned trail is not cleared). While .Clear for Ara trail is working as expected! The default parameter is also better, I probably will not look back for the built-in trail
Suggestion
There are a lot of List<T> inside the trail, please add an option to preAllocate the list on Start, to reduce GC when ensureCapacity happened. I would rate 5 stars, if the preAllocation option is available
Overall I loved it
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2
0
Much better than the built-in Unity Trails (this should seriously be the default trail renderer for Unity)
My project required sword trails for weapon attacks and it works perfectly - extremely customizable, good performance and looks very smooth.
I do have some minor suggestions for the author:
1. It would be nice to add detailed descriptions for every property (that are shown by hovering over them in the editor)
And maybe improve some existing ones (like 'Enable Physics' says 'Toggles trail physics', but that explains absolutely nothing)
2. The thumbnails / examples could be improved. Current asset store previews and examples look like something a student would create in 20 minutes, but this asset is much more powerful and deserves more beautiful examples / use-cases.
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0
0
S
Good
3 years ago
SentientSupper이전 버전 1.5.1
Has every feature you expect it to have. Good customer support. Great for weapon trails.
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0
0
J
Great assets and Fast Support !
3 years ago
Julius_Cornelius이전 버전 1.5.1
I had a problem on my project and the support answered me, found the problem and solved it quickly!
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0
0
FPS killer in our HDRP project. Also, the ground track trails do mesh-clip as the terrain simplifies with the distance. Looks good though, definitely better than the built-in ones.
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0
2
퍼블리셔 답변:
3 years ago에 답변됨
Hi,
As a trail renderer, Ara simply generates a mesh. How you render that mesh is *entirely up to you*, Ara does not deal with the materials/shaders/render pipeline you use so I don't see how terrain clipping or HDRP-specific performance can be attributed to it.
Clipping can be solved the same way it's done for any other mesh: by using a soft-particles shader that fades the mesh when intersecting the terrain, or a shader that uses depth offsetting to render the trail mesh always on top of the terrain.
Performance depends on how you use the trails: point density, amount of trails, overdraw, amount of cameras rendering them, etc.
C
All in one
4 years ago
Cactus_on_Fire이전 버전 1.5.1
It gets rid of that weird texture dragging and stretching glitch that comes with default Unity tiling trails and it has some neat extra features like gravity and inertia.
Great asset.
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1
0
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