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u
needs some improvement
2 days ago
unity_D2C2F7A8C16D9AB63119バージョン 1.18 で
realy bad at usa highways and over hangs
good at railroads
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a
Pull the real world into Unity
a year ago
aidesigner以前のバージョン 1.14 で
CityGen does an impressive job digesting OSM data and presenting it in a clean 2D map. This 2D map has intuitive tools to interactively adjust the layout (Roads/Houses/Terrain). Then you can switch to 3D view to start using the well-organized tools to populate your world. CityGen is careful to give you complete freedom/support to use your own terrain textures, vegetation, and prefabs. The spawning system allows you to pick any prefabs to use with integrated placement algorithms. CityGen also has you covered on terrain streaming, roadside spawning, biomes, Perlin noise, water meshes, procedural buildings, and LOD support. For complete low-level control you can take comfort in an advanced API that provides access to the internal data structures. The support from the developer is far beyond expectations. He has added turning circles upon, solved alley issues, and queued up other improvements.
Basically, if you want to live in the real world then you have found your asset.
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T
Just what I've been looking for
2 years ago
TriCounter以前のバージョン 1.13 で
Tried a lot of these utils that try and load in map data and produce a scene. In a few minutes I had my local area loaded. I followed the river, yes great looking river around an industrial area, followed the road all the way to my house. Could tell easily by the road layout and the bus stops located on the roads (no houses but where would that come from..).
Really the start I've been looking for and hopefully I can now add the rest I need :)
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This Asset has the potential to save a lot of time (& money). It can be used in real projects such as simulations, digital models, digital shadows, digital twins, or education by gamification.
Since there are many Unity versions and different rendering pipelines, you may need help with compatibility errors; powerful support will help you solve them. Your email will be answered in a few minutes only; you are not alone.:)
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I am developing an automated driving project. This plug-in was good for generating specific areas of the city. However, when I tested the navigation function within the HDRP scene, it did not work.
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パブリッシャーからの返信:
3 years ago に返信
Hi, what navigation functions are you referring to? CityGen3D doesn’t have any custom navigation systems, but if you reach out via support channels I may be able to help you if you are trying to use it with Unity NavMesh navigation or some other third party pathfinding system.
I retried this asset after a year and it worked well now. I was able to generate largers maps without any issues and the results are well usuable. The asset is being well supported. Thanks.
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パブリッシャーからの返信:
3 years ago に返信
Thanks for purchasing and for your review.
Using a smaller Area and/or Terrain Size will help a lot with processing performance and stability because of the reduction of data stored in memory at any one time.
Note that using the Save As Scenes workflow you can expand your environment in additional sessions having unloaded generated terrain tiles freeing up more memory.
So reducing the overhead in a single session doesn't limit the overall size of your environment.
That aside I am always looking for ways to improve general performance including utilizing Burst/Jobs in more areas in future updates.
Please reach out via support channels if you need further assistance.
i
impressive detail and control, a lot to master
4 years ago
inertiadesigns以前のバージョン 1.07 で
It is an expensive asset, and with that comes high expectations. I picked this up on a sale and for the discounted price, I have no regrets. It definitely does what it claims - will build out a virtual (not perfect but close) representation city based on OSM data.
A few things I would prefer:
1) the UI is complicated for sure, and the docs aren't as deep as you might want. There is a learning curve to really customize what you create. And, this is from someone who is pretty familiar with GIS apps like GlobalMapper or QGIS.
2) Generation times are long... so be prepared. I have a very high-performance development workstation and it still can be time consuming.
3) You're limited on the max size of the generated terrain. Even if you were only pulling down 1 layer from OSM, you still can't make a terrain larger than 4km square (going from memory here, maybe it was 6km square, but its close to this...)
4) MY BIGGEST ISSUE - you can't run this off of saved OSM datasets, you must connect and download. This is a big issue because there is a lot of clean up and filtering you can do in other GIS apps, and it's a hassle to constantly reposition the download through the UI.
All in all, no regrets - it's a really solid asset that is doing some complicated work. If you need to build a city based on real world data quickly, with little GIS experience and the city isn't too big - it's a great solution.
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パブリッシャーからの返信:
4 years ago に返信
Thanks for your detailed review.
Improving performance is certainly an important goal. The asset already makes use of Burst and Jobs for some tasks, but I'm hoping to enable this for more processes in future updates to speed things up even further.
Please note that you can expand upon your environment using the Save As Scenes workflow and the built in scene streaming. Area size limits the current session, but you can repeat the process with adjacent regions to create more terrain tiles ready for loading at runtime.
Selecting "XML" as the Data Source instead of "Download" allows you read in OSM data from file, which may be of use to you.
Currently you still have to set your Location manually so CityGen3D knows where the bounds are (that specifically isn't read from file yet).
JOSM format files seem to import fine, but feel free to contact me via support channels if your OSM files don't work and I can take a look.
I've been going with this for only 2 days now, but is it ever fun to play with, already set up a large city with streaming. Now i'm deep diving into facade texturing and heightmaps, the facade shader allows you to "bump out" details by displacement, so you can make loads of custom buildings depending on the era etc. A bit of patience and creativity, I would suggest creating buildings yourself using the built in facade system, instead of trying to use repetitive prefabs as you may find yourselves wasting time when buildings are already extruded in position and hold the proper shape. Unless of course that doesnt bother you and you absolutely want prefabs, or use both like I'm doing.
The road map looks even more promising, with different roof types, adding prefabs to buildings, traffic system and so forth. For now I'm using Cidy roads and Mobile traffic layed over the generated road textures, works just fine as well. Parking lots are paved as well when you generate roads, using easy roads or Cidy can overlay the roads you dont want, for traffic systems, and still have cool parking lots and side streets. Keep up the great work guys!
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