Skip to main content
Unity logo
Cancel
Privacy Preferences
Cart
Applications
Sell Assets

Over 11,000 five-star assets

Rated by 85,000+ customers

Supported by 100,000+ forum members

Every asset moderated by Unity

Showing 1 - 10 of 25
User Reviews
Sort by
E
Not a library and not 'easy'
2 years ago
ElectrumpetHKUon version 1.4.2
I am quite disappointed in this. If you need exactly what the coder has made, it might be good, but nobody probably wants that. The way it was advertised I surmised it was a library. Stupid me, the Unity asset store also features this kind of crap it seems. Though the coding in itself looks good and transparent, it is way too extensive to tease out the parts that you need yourself when you are looking for a replacement for the line renderer object. It might be just as fast to learn some more coding and make this yourself.
Was this review helpful?
0
0
i
UNFORTUNATELY the best visual effect promised is not available...
3 years ago
ibalosteon version 1.4.2
Yes, the nice Bézier lines effect that is to see on the first image for this product on Asset Store ...has no prefab, no script. And: when I contact the support he just answers with a few words, and after I've been insisting, "On the FastLineRenderer.cs script, use AppendSpline" / but I didn't find out how to manage the concerned function in the code (line 1896) and the coder refuses to explain what to do, and he refuses to give any lines of codes in order to do what the product promises...
Was this review helpful?
2
0
h
Demos and Docs could definitely be improved
3 years ago
halleyon version 1.4.2
The performance seems good, and as an engine it will save me a lot of time to implement. But getting from "Import" to my own "Hello World" script was pretty painful. The code has a lot of overlap with all of the different demos crammed into one class, and several kinds of interconnected data structures and generator functions crammed into the main FLR class, so understanding what you really need is hard to tease out. Weak "Separation of Concerns." Your team artist can create and fine-tune some fixed lines for a scene in the Inspector, but it's not clear at all how the team's scripter can leverage that artist's mockup without hand-coding all of the parameters again, because there's no way to copy the parameters out, just in. I will just have to modify it. At least this system has full source code, unlike another one on the store. I don't buy DLLs.
Was this review helpful?
2
0
F
Good!
5 years ago
Freznosison previous version 1.3.4
It's a good asset that does what it says. Replacing the built-in line renderer is great. I was also hoping to replicate Debug.DrawLine, but it seems a little too hard to do with how the asset currently works. Maybe a little too complicated for the simple stuff. Overall, still worth the buy.
Was this review helpful?
2
0
k
May be great but too long to figure out
5 years ago
kristofgiberon previous version 1.3.4
In the demo scene it looks nice but when I tried to find the relevant code to adapt it to my project I couldn't figure out how to make it work even after hours of trying, nothing seemed to show up. One would expect a more Unity-like coding scheme where you just instantiate and add an Vector3 array and you can already see something in your scene that you can later fine tune with additional code if you wish. This is how the built-in line-renderer works (something that we all wish to replace with a better alternative of course, but not necessarily a much more complicated one). The readme is too lengthy there is no quick start (although there are a few usage recommendations burried somewhere if you scroll through the entire documentation but not clear enough apparently to get it working). I've put it aside and contacted the author but the answer was similarly unclear (just a question if I called my code on every frame or just once, which I answered and then no more guidance on what I'd actually have to do). All in all, fast line rendering sounded like an interesting approach to my problem but the route was just too bumpy it just wasn't important enough a feature to add that would be worth the effort. Maybe one day if I need it more I'll look into it more and get it work. But for now it didn't provide the solution that I hoped for.
Was this review helpful?
7
2
Reply from publisher:
replied 5 years ago
Sorry it didn't work out, best of wishes on your project!
c
perfect tool for creating the classic vector graphics look
6 years ago
captnhankyon previous version 1.3.2
I owned the original asteroids cabinet for a long time and with help of this asset it is possible to recreate the original look of this game. I highly respect the detail that went into this asset. The author is active and responding very fast. Highly recommended!
Was this review helpful?
2
0
Reply from publisher:
replied 6 years ago
Glad you are up and running!
j
Almost exactly what I needed
6 years ago
joeheacomon previous version 1.3.2
I needed to draw millions of lines fast, and also draw circles and arcs, and this did all that and I didn't have to program it myself. For the cost, this was really great. I wanted something that could draw lines of a given pixel thickness, and this didn't quite do that, but with a small change to the shader, I made it happen. (To the dev, if you want my change, I could email it to you. It might be a nice feature to add). However, I did find two bugs with arc rendering that I probably discovered just because of the nature of what I'm doing. I'm loading in DXF files from autocad, and so I have a ground truth to compare my lines and arcs to. The first bug was this line in AppendArc: int index = 2; it should be: it index = 1; Otherwise, arcs are coming up one segment short. The other one was this line: numberOfSegments = Mathf.Clamp(numberOfSegments, 4, 512) + (close ? 0 : 1); Because it's done after the angle increment is created, this can give you the wrong angle increment for the number of segments. Just moving this line to before the calculation of angleIncrement fixed the bug.
Was this review helpful?
4
0
Reply from publisher:
replied 6 years ago
Thanks for sharing will look into integrating this into the code
0
How do I relate to the author?
7 years ago
0898_TGSon previous version 1.2.3
I have several questions to ask.
Was this review helpful?
0
4
Reply from publisher:
replied 7 years ago
Please email support@digitalruby.com :)
S
Best $5 I've ever spent on the asset store
8 years ago
Shakurinon previous version 1.2.2
This asset really should be worth a lot more, it literally took my project from rendering 600k+ lines with 15-20 FPS to being able to render over 200 FPS in a matter of minutes of swapping out an existing (MUCH more expensive) line rendering asset. Saved a lot of headaches and development time from trying to implement my own shader to do this. Worth every penny and more.
Was this review helpful?
5
0
Reply from publisher:
replied 8 years ago
Your game sounds interesting. Please send a demo when you can :)
l
Good for 3d lines
8 years ago
look001on previous version 1.2.2
The Line Renderer works fine if you use it for 3d lines that are actually in the camera view. However if you want to use the lines in the canvas with a world-space camera you can not see the lines if you draw them in screen-space. As a conclusion the lines are not realy suited for canvas use. There is a Canvas example but there the camera is als set to Screen space and orthographic. Therefore there is no use for me wich was a bit disapointing. Anyways 4 Stars because in the camera view it is working fine and fast. Also the price tag adds a star in my opinion.
Was this review helpful?
2
1
Reply from publisher:
replied 8 years ago
Thanks for the review!
Quality assets
Over 11,000 five-star assets
Trusted
Rated by 85,000+ customers
Community support
Supported by 100,000+ forum members
Unity logo

Language

Feedback

Partners Program

Partners
Copyright © 2025 Unity Technologies
All prices are exclusive of tax