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T
Very useful
7 years ago
Tom_Neverwinter以前のバージョン 2.4 で
It would be nice to have more information on how to use it. Since I have to lay tiles one by one it would be beneficial to be able to drag and drop tiles onto a grid.
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p
It works well once you spend a few weeks making it work right
7 years ago
penguinmaster以前のバージョン 2.4 で
Buggy, very little documentation and overall a struggle to work with. Had I known how much I'd be fighting with this code and how much I'd need to completely rewrite to get working at all, I'd have never bought it.
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6
0
This tool checked all the right boxes for my game. It simplified and abstracted away all of the math required for working with an isometric tile map. I built my core systems around this tool and dear god was that a mistake.
Its been a constant struggle against bugs. Bugs are expected in any asset store tool but these are numerous and truly frustrating. To finish this off the developer seems to have gone more or less inactive as bug reports from last year are still some of the most recent activity on its trello board. This tool was probably wonderful when it first released, but its time has well past. Stay far away.
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7
0
Been playing with this toolkit for a week or so now.
Some of my issues may be a lack of understanding of the product or just confusion about the design behind it.
PROS:
- Ready out of the box to quickly mock out areas using several types of perspectives (Isometric, Diametric, ect)
- Demo scenes that show a wide variety of examples that are simple to use and replicate.
- Integrates nicely with 3D Collision so you can utilize RigidBodies for a 2.5D experience. (Not so much with lighting though, because of how sprites are laid out)
- A nice little set of assets to play with (Again supporting different perspectives) but these are open source free assets already..
CONS:
- Lack of Documentation on Design Vision / Patterns
IsoSorting has been really difficult to integrate with. Maybe it's lack of skill or familiarity with isometric systems - but I have had a huge amount of difficulty integrating this package with.. like.. anything. (Lighting systems, Grid layouts, other rigid types)
-As far as I know there is almost no documentation of any kind on what the patterns or workflow should be to extend this thing out correctly.
Which leaves me scratching my head about the relationship between IsoSorting and IsoTransforms which are very tightly coupled which also in turn ties your entire engine up to these classes - leaving me in the dark on how to build this system out into something more Generic.
This could be my lack of understand - Documentation or insight into the design behind it or how to extend it could probably help a lot towards this goal.
- Demo Scenes are not all demonstrating what I thought they did.
The "True Isometric" scene is really just a bunch of IsoTransform objects. It does nothing. Same with Prototype and City_Example. Maybe they were just examples of how to position art.
Not sure, they make nice pictures but don't really show anything unique.
- There's a few bugs like where if you transform multiple.. IsoTransforms then undo them, They don't properly re-sort or re-draw. A few other edge cases lead to that type of behavior as well. (I forgot off the top of my head, sorry)
Also in IsoSorting you default:
XRot = 35.625
YRoy = 45
Projection = Isometric.Projection.Dimetric1To2
[This is Correct I Believe For Diametric]
But you then call Isometric.GetProjectionMatrix
And it has:
case Projection.Dimetric1To2:
GetOrthographicProjectionMatrix(30, 45);
case Projection.Isometric:
GetOrthographicProjectionMatrix(35.625f, 45);
Is that correct?
Could be I misunderstood something.
- Makes Lighting very difficult. The Sorting system physically moves sprites farther back from the camera, any directional lighting will light tiles that are seemingly next to each other with different intensities, this limits the ability to use many of the 2d based lighting / material packages out there effectively.
(Still experimenting with this to try and resolve it.. Maybe have sorting layers closer together.. ?)
SUMMARY:
- It's a very interesting kit and has the ground work for something very cool, updates are a little sparse and for the price tag I expected a bit more. (Relatively speaking to other asset packs I've seen)
- The framework feels tightly coupled and the Design around IsoSort has been difficult to grasp, it's been hard for me to extend this framework or make things more generic.
--
I look forward to any updates in the future and if I've misunderstood something or anything changes, will happily modify my review.
Thanks For Your Time
- Respectively
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6
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p
A very useful Toolkit
8 years ago
promobteam以前のバージョン 2.4 で
Hi Guys! I saw in your trello page a feature about "automatic tilling tool" (A Tile Editor Tool). Any progress on this feature or is it going to take longer to launch?
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1
1
s
A definite must-have for isometric games
9 years ago
spacelizard以前のバージョン 2.3 で
I'm working on a tactical game, and have found great success using this toolkit as a starting point. It handles the grid, perspective angle, and layering in an intuitive way, has a robust set of physics tools, and some useful pathfinding implementations. It also includes a ton of examples and some very handy raycast handling for mouse controls. I'm happily recommending this one.
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0
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