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m
Highly recomended!
2 years ago
muazshihabバージョン 3.9.29 で
Simply the best trail system in the store. with a great and fast support. 10 out of 10 :)
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The whole MicroSplat suite is the king of terrain rendering and filled with features that you commonly find in AAA games, plus an excellent support from Jason.
Quick results, great performance and stunning visuals.
Jason, you rock.
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P
Awesome Module like all other Microsplat Modules !!!
3 years ago
PainofKainバージョン 3.9.29 で
The only Choice for BEST GAMES !!!
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But I don't think it's working on the urp project. Producer, please give us support for urp rendering :)
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パブリッシャーからの返信:
4 years ago に返信
It works fine in all render pipelines with the correct render pipeline adapter for MicroSplat. Use the support channels for support.
This is really a neat asset that shows off footprints where your characters or NPCs walk, but it does not handle larger scale areas very well. The performance starts to go down and the quality goes down as well as you use enable a larger area to have Trax Footprints so using this really far from your player isn't very feasible. I'd like to see it do that, so if that can be done that'd be awesome!! Then my player could track NPCs across the map by following their footprints for awhile!
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パブリッシャーからの返信:
4 years ago に返信
You can allocate a larger buffer to handle larger areas - if you don't increase the buffer size, then you are effectively increasing the size of the pixels of the buffers which changes the size of the objects you can represent in the buffer. (there's a display on the component that shows how large the pixels are based on your world size and buffer size). This is no different than stretching a texture over a larger area, it's just math.
If you wanted to, say, do a tracking game, that kept footsteps around across multiple terrains and extreme distances, then allocating more/larger buffers would not be an efficient way to do this. Better would be to have the thing your tracking drop "footstep" assets that persist and are what gets rendered into the trax buffer instead of the actual character- then the buffer/world size can be small, and when you reenter that area those objects would get rendered into the local buffer again. 500k footstep transforms could be stored in the size of a 2k trax buffer, and you could likely double that by storing them in a more efficient manner (no scale, reduced precision). You can't see a footstep from 2 miles away, so why do you want to render them that way?
Basically, your complaint is a bit like saying "Hey, I really wish I could just have a giant texture over my whole landscape of insane resolution that didn't take up any more memory or performance - why isn't this tech magic?". But that's not how games work- instead, they use various tricks (splat mapping, virtual textures, detail texturing, etc) to get around not having infinite memory and processing power, designed for your particular edge case.
j
Love Trax
5 years ago
jononotbono以前のバージョン 3.79 で
I love this asset. It’s seriously satisfying to use. I’m a Unity noob and I have most of the Microsplat assets. I desperately want footprints and any track marks left by tyres, wheels etc and this asset makes this a complete possibility.
Here’s a link to a short video I made after using Trax for a few hours and was just purely for a test.
https://youtu.be/QDfscGqK8Uc
Microsplat is exceptional.
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高品質なアセット
11,000 種類を超える 5 つ星アセット
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8.5 万人以上の顧客による評価
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