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Easy to setup and great to use but....how does one adjust things..brightness etc... during play? Doesn't matter if one can't do this but it would be useful!
Also the ability to self-illuminate the video source so that the video is viewable in full "sunlight" and not just in the "dark."
Still worth all of the five stars as these things can be done manually.
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l
This thing is awesome and extremely useful!
3 years ago
losder5000on previous version 1.57
I use it for AR development, quick modeling of art installations, set design for live performance...once you get the hang of how to route imagery through rendertextures it's an extremely lightweight and versatile tool.
Dev is also very responsive and continuing support. I'm going to check out the pro version soon!
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T
The plugin is good. The support is GREAT!
3 years ago
TempestDroneworxon previous version 1.55
Not only does this plugin work exactly as its supposed to, but the developer got on a zoom call with me to attempt to fix an issue I was having. It turned out to be a different asset causing the problem. But these peeps are amazing. I certainly hope all the publishers / developers in the asset store take note. I can't say enough...
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t
Very good, problems in build
4 years ago
tabulatouchon previous version 1.52
Hello, I am using your Projector Simulator.
No problem in the editor, but when i build the projected images do not show up, the just "burn" the objects with white light.
I am using standard pipeline on PC, any idea?
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Reply from publisher:
replied 4 years ago
Hello, I sent you an email in response to your form submission on our website but perhaps you did not receive it.
Can you tell me which version of Unity you are using? I have just tried building the example scene in 2020.1 with both forward and deferred rendering and x86 and x64 builds, but am unable to replicate your issue.
Could the build perhaps be using a lower graphics preset than the editor? To be sure, can you disable or delete all graphics quality presets apart from the highest/Ultra before building? Does switching to deferred rendering make a difference? Are you using any other Unity lighting/rendering features that may be causing a conflict?
Please send additional details to whitegamesinfo@gmail.com and we can help you debug further.
c
Opens up so many possibilities!
4 years ago
cordmeisteron previous version 1.52
I had a particular use in mind when I purchased this asset, but its functionality and ease-of-use quickly inspired me to try things I hadn't imagined for my project. Still images, video, and render targets are all possible, and quality, configuration, and performance are very good. The dev was kind enough to consider implementing a suggestion I made, and iterated on it to provide me with exactly what I needed. Top marks!
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C
Great Asset
6 years ago
Carlsen1111on previous version 1.51
So far really usefull asset, works as promised. I had a problem with overlapping rendertexture color artifacts. Went into documentation which had clear description on how to fix it.
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c
Amazing and useful asset
6 years ago
cocolab_interaccionon previous version 1.51
This asset has been very useful to us, it works almost exactly as we wanted. Great work on the asset.
The only issue we are having is that we would like to instantiate in runtime various projectors and need to add the texture in runtime. Is this possible in any way?
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Reply from publisher:
replied 6 years ago
Hi Cocolab,
Unfortunately not. If projectors were initialised during gameplay it could cause small freezes, depending on the content being projected, so to avoid this we initialise everything on level load.
If you work with real projectors, you may be interested in our other asset Projector Simulator Pro. As PSP is not intended for use in games and is instead built with projection design in mind, it does support real-time initialisation of projectors and setting of projected content as well as a slew of other features that may interest you. Please get in touch if you wish to discuss.
Kind regards,
WG.
I'm having a few issues with the asset. I try using my own image and and set to RGBA 32 bit as in the docs. I add the texture to images array in Projected content but when I hit play, the array size always goes to 0 for some reason even though the image stays projected. Other funny issues are that I am unable to adjust the ProjectorSim properties during runtime as someone else has mentioned, but this would be super useful. Also, for some reason, when KeystoneH and KeystoneV are both 0, the image no longer projects for some reason. Sometimes the Red/Green/Blue lights will disable on their own and the image will project in funny hue. I don't see any reasons for this in the code so it is very confusing. I am using Unity 2018.2.12f1 at the moment, and just using default RP. Perhaps you can recommend a different Unity version and RP that you use for testing? Still giving you 4 stars cause it is a great asset. I will change to 5 stars if I can figure out some of these issues. Thanks!
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Reply from publisher:
replied 6 years ago
Hi skymeson, thanks for the review!
When Play starts, the array of images in the projector is processed and an array of cookies is created. It is quite expensive to create these cookies, so we do not want to do it in real-time as it could impact game performance. It also eats a lot of memory during processing, so we delete as much useless information as possible, including the original images, as we aren't going to reprocess them. For the same reason, you can't change the projection in runtime.
This behaviour is left over from the 'legacy' processing system. The shader processing system introduced in 1.4 is much faster, but is only compatible with 2018.3 and later, so your experience may improve if you use later Unity versions. The shader system is probably fast enough to modify at runtime, but we haven't yet re-enabled that functionality since the legacy optimisations.
Regarding the "funny hues", this is something we haven't seen. I am also not sure why the projection should disappear when keystone is 0 - does the image not some back even if you play and stop the scene? We will do some testing with your Unity version and see if we can identify the issue. The green and blue lights should only turn on and off going by whether the projector is set to colour or greyscale.
HDRP is now supported from Unity 2018.3 but there are some considerations to take, for details see the video about HDRP above. We still recommend the standard RP and Deferred rendering with Unity 2018.3 and later for the smoothest experience. If using Forward Rendering, always ensure your Pixel Light Count is set high enough.
Kind regards,
WG
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