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평점 만점의 리뷰가 11,000개 이상

8만 5천명 이상의 리뷰

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1 - 10 / 38개 표시
사용자 리뷰
정렬 기준
C
Does not work on unity 2020+
4 years ago
CoughE버전 1.2.1
As title says, doesn't work on unity 2020. Gives errors and since it in a .dll I can't debug it. Emailed creator a few times who said they would refund me but never got it.
이 리뷰가 도움이 되었나요?
0
0
퍼블리셔 답변:
4 years ago에 답변됨
Hi, I'm sorry for the inconvenience. In order to refund an asset, I need to forward the request to Unity support. If you still didn't get yours, please mail me again to ask about your case. All the best, Piotr
g
Didn't work. No response from publisher.
4 years ago
gak0버전 1.2.1
Didn't work. Gave a vague error. Sent an email for a support or a refund and no response.
이 리뷰가 도움이 되었나요?
0
0
퍼블리셔 답변:
4 years ago에 답변됨
Hi, I'm sorry for the inconvenience. Could you please send me an e-mail to my private address piotr.korzuszek@gmail.com? All the best, Piotr
T
Impressive!
5 years ago
ThunderVR버전 1.2.1
I'm almost disappointed this thing is so simple. I watched a bunch of tutorials online trying to figure out how to properly use ASMDF but it messed up my project. Then I bought this asset. After a few checkboxes clicked, compile time went down from over 120 seconds to around 20. Build time also shortened significantly. Nicely done! Make sure to read the instructions and optimize one folder at a time, then build your project to ensure that you don't screw things up...
이 리뷰가 도움이 되었나요?
0
0
O
Useful, but be very careful with this
6 years ago
OlliIllustrator버전 1.2.1
I have a version frozen Unity 5.67 project (so I cannot use the new optimization for scripts in Unity) that now has compile times of over 30 seconds, which is getting on my nerves. I stumbled upon this asset and it sounded like worth giving it a try. I played with it yesterday for the whole day. My conclusion: - The asset works -it is important to read the manual and understand what it does before using it. -It is wise to follow the recommendation in the manual to work on a copy of your project. I did the mistake to rely on my Git and wasted several hours Git restoring the project after I screwed it up. Would have been much faster just to make another copy of the project and delete the failure. Now I am wiser. -Do optimize in chunks. I made the mistake to optimize all assets I thought would profit in one take, when something goes wrong this really makes it hard to identify the cause. _ the undoing of the optimization works as described, but be careful to temper with the scripts locations manually. I made the mistake to move one optimized script that had a dependency with my unoptimized ones manually and that literally exploded Unity and corrupted the project, making a complete restore necessary. I have not investigated the cause and rather used Git to restore and do optimization more carefully teh next time. But without a proper backup this would have been a disaster. Bottomline: The asset is valuable, but use with caution and patience. Optimizing assets step by step and rechecking the effect proved to be the best strategy. That will take quite a few hours and I was asking myself if ultimately I have really saved time by reducing compile time or not when calculated against the time to implement the optimization. At least now the Unity compile delay in scripting is a bit more bearable psychologically. Edit: after taking another turn and carefully changing which asset to optimize by keeping the timer window open for each single optimization (and Git saving every successful step) and even un-optimizing some (optimizing Bakery and some smaller assets actually increased compile time) I cut down my compile time by half. That is actually very satisfying and worth the fifth star.
이 리뷰가 도움이 되었나요?
2
0
m
From 40 seconds to 3 seconds
7 years ago
maydragon버전 1.2.1
Store assets were slowing down my compilation time to about 40 seconds. After optimizing the project with Mad Compile, this time was reduced to 3 seconds. WARNING: Don't forget to backup your project. Some assets will complain if they are moved out of their folders and break everything, even after reverting.
이 리뷰가 도움이 되었나요?
0
0
m
doesn't work
7 years ago
mfatihbarut버전 1.2.1
I have 60gb project and this change nothing in compile time. Beside writer didn't answer my refund demand. Just wast of money
이 리뷰가 도움이 되었나요?
0
1
퍼블리셔 답변:
7 years ago에 답변됨
Hi! Please send your refund request to support@madpixelmachine.com.
a
Great solution, 0 problems, a must have for large projects
8 years ago
andy-tache버전 1.2.1
I bought this asset almost a year ago after having more than 30 assets on the same project. When working with NGUI, Apex pathfinder, UMA, Inventory pro, etc. you end up with more than 1000 scripts before you even write your own code. After buying Mad Compile Time Optimizer, compile time was reduced from 40 seconds to as low as 5 while reducing import crashes to 0. The system is easy to use and survived multiple optimizations, reverts and manual deletion of files. The author is responsive to any questions and this asset haven't failed me a bit!
이 리뷰가 도움이 되었나요?
1
0
R
Works, but caution
8 years ago
Ruufer버전 1.2.1
Works well, but as suggested - BACK UP YOUR PROJECT FIRST. Dependencies will likely be violated. Also, new Unity Assembly Definition Files make this obsolete.
이 리뷰가 도움이 되었나요?
3
0
j
1-2sec
8 years ago
jl008버전 1.2.1
I have ~20 3rd party assets. Base time 16 sec. This asset save maybe 1-2 sec. I use Unity 2017.2. Maybe it becomes irrelevant as unity progresses. I would keep it for 1 sec save to. But it's buggy I moved assets back and force a few times (optimize / revert) using the same steps and the same folders and eventually it messed up folder structure inside Standard Assets. I think it overlaid one of the asset directly to SA folder instead of corresponding subfolder. As a result when you go to revert window you see bunch of options that represent rogue folders not assets. If you try to revert that you'll create even bigger mess. Good thing we have git. The only good thing about this asset for me is the Compile Timer.
이 리뷰가 도움이 되었나요?
2
0
I
Does not appear to work at all
9 years ago
Infrid버전 1.2.1
Tried it just now on unity 5.4 and it makes zero difference whatsoever. Each build I get the same warnings from scripts in Standard Assets folder, where it optimized them to, which indicates it builds them every time. Perhaps this worked in the past; but does not appear to anymore. One of the rare occasions I wish I could get a refund :(
이 리뷰가 도움이 되었나요?
3
3
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