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Hartvigs IT
15개 사용자 리뷰
$17
1 - 10 / 15개 표시
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L
not the best for people who cant code
3 years ago
LoneSomeBrotha버전 1.3
Does not work with every model, when you click set up ragdoll or dismemberment its sets up bad like capsule colliders are out of place and cant fix them bad, when you hit them they just fall threw the ground, with no gore happening at all. wouldn't recommend buying unless you are a coder to make it useful to your needs.
이 리뷰가 도움이 되었나요?
1
3
j
Having Issues With Damage Modifiers
4 years ago
jjm381버전 1.3
Nothing I do seems to affect the damage on any method, collisions / raycast , nothing seems to change except for initial health
이 리뷰가 도움이 되었나요?
0
0
a
About the asset
6 years ago
alextoti33버전 1.3
Hello, I've bought it, it seemed great atfirst, but not working as expected, it wont work on all humanoid models as said, anyway im trying to reach the developer for a refund but getting no response.
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5
0
R
doubt
6 years ago
Robson_Medeiros버전 1.3
How do I make sure that the zombie dismembered at death does not disappear, nor does its limbs? I've tried the destroy after function, I've edited the code that uses this function commenting on it ... And the zombie keeps disappearing ... How can I solve this?
이 리뷰가 도움이 되었나요?
1
3
S
So far, so good
7 years ago
ScourgeGames버전 1.3
I'm enjoying this dismembering system quite a bit. I'm working on integrating it with Invector TPC at the moment (still not there). Hopefully I can share that with the author to add to the asset. I was able to hook it up to UFPS (v1) quite easily, and it was fun hunting zombies (used Eliot AI to get them to do their zombie thing--another asset I highly suggest). I do have another pack of models I want to rig this up on that I might need a bit of support with. For now, I'm enjoying the heck of out it. I have no problem recommending this asset to others.
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1
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D
A beautiful death..
7 years ago
Darktanian버전 1.3
Works perfectly. Fun Demo scene. Do not think much about this one just buy it and add realism to games. This will definitely make death more dramatic! Every death ends up looking a bit unique. I love it! Works with invector fsm ai no problem. I think it's meant for fps games mostly. Just find a way to move enemy with kinematics enabled and your set.
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C
Return Request
7 years ago
CClampCEO버전 1.3
The asset is just not what I thought it was. Not a bad asset, just not what I needed. Hopefully I can refund my product.
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1
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Y
Amazing!!!
8 years ago
Yaolegol버전 1.3
I'm not a programmer, but I use this aset successfully including integration with UFPS
이 리뷰가 도움이 되었나요?
3
0
Q
Awesome support and asset!!
8 years ago
Queman버전 1.3
It is very easy to set up although I had some troubles in the beginning but the developer responded within an hour. I am that guy who asks a lot of questions and is always really confused about things, but this developer answers all questions!
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5
0
퍼블리셔 답변:
8 years ago에 답변됨
Thank you for that review. I'm happy to help. Very appreciated! Kind regards Thomas Hartvig
O
Namespaces, code and integrations issues ...
8 years ago
OZAV이전 버전 1.2.2
The type or namespace name `ColliderHelper' could not be found. Are you missing an assembly reference? A phantom (half-private) hyper-classes, and what not ... Code it properly, please, it's blocking our builds now, and costing me a HELL of the time over here. ***Please, add RFPS integration support, our projects are mostly RFPS based, as well, where call damage method is ApplyDamage, as you can see in their WeaponBehavior ExplosiveObject, and Arrow (#CS) scripts, and resolves in their CharacterDamage, and LocationDamage (#CS) scripts on the characters, thanks.
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4
3
퍼블리셔 답변:
8 years ago에 답변됨
Hi, Thanks for your feedback and purchase. I'm sorry you are experiencing issues. The issue you are referring to is however easily fixed, if you write me an email with your invoice no. I can send you a hotfix asap. I've just uploaded a new version (1.3) that should fix all issues. Hopefully it will be up soon. Regards Thomas. I would love to add support for RFPS but I don't have it. If you get on discord and tell me exactly what output you get from RFPS then I can make a small script to translate that into using the dismember damage handler.
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