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Great Tool
5 years ago
combatsheepon previous version 3.3
It's easy to use and really useful.
I always use this asset for mobile store screen shots.
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p
Excellent!
6 years ago
polyphonic13on previous version 3.3
Simple, easy-to-use utility for getting all of those pesky app store screenshot sizes.
One issue: it does not support Canvas Screen Overlay.
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M
Works as advertised
6 years ago
MaxGuernseyIIIon previous version 3.3
In fact, it works BETTER than advertised. If you look in the documentation, there's some stale-looking stuff about needing "Unity 5 or Pro". I have 2019.3 Plus and the Render to Texture feature worked just fine for me.
I have no complaints about how this functioned. It works. It's intuitive and easy to use. It has the proper hooks to let you wire it to custom camera controllers, et cetera. It's a pretty straightforward "buy it, download it, use it" kind of asset.
I can always think of more features to request but this thing does its job. If I had to conjure up a complaint, it would be that the default sizes didn't appear to cover all the App Store Connect required sizes. So I had to spend, like, two minutes typing those sizes in and saving them as a preset.
Picayune feature requests aside, this is a great choice to solve the problem of generating screen shots for app stores.
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Reply from publisher:
replied 6 years ago
Thanks, Max! Glad to hear it's working out for you. Feel free to reach out via our website if you have any feature requests (I'm sure I'll get those iOS sizes updated someday... but they'll probably change / add more the next day!). Cheers!
V
Essential for mobile development!
6 years ago
VioletAbstracton previous version 3.3
This asset has been by go-to asset for getting mobile screenshots for my mobile games. The asset only takes a few minutes to set up, and at the push of one button, you now have screenshots in every size you need. Works perfectly and it has saved me countless hours that I spend taking screenshots for all of my games. Thank you so much for this amazing asset!
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Canvas not working in Screen Space Overlay Mode.
It only works in Screen Space- Camera,however in this case i cannot prevent effects from post processing.
I want refund i lost 1 hour in my life for this asset by paying $7.
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Reply from publisher:
replied 6 years ago
Hello. I'm happy to provide you with a refund if you contact me with your invoice number. My contact details are on this Asset Store page listing. Sounds like you probably needed to use the "non-Render Texture" method as screen space effects don't get rendered to the cameras. My asset has helped numerous others save tons of time and I'm sorry it didn't work out for you.
Giving this 5 stars, but there were a few inspector bugs that slowed me down. All in all, it worked great and I'm very pleased.
Tip: if you made changes to the game object with this asset on it, save scene and apply changes to prefab (if you made a prefab of it). Otherwise somehow the prefab settings will overwrite scene-variant settings. Also, if you dirty teh game object by changing settings, make sure the scene dirties too so it will save. Otherwise, change something else in your scene to dirty it for proper saving.
Note, the documentation says the render texture option is better for resolution but it failed to capture some aspects of my scene, probably because of weird things I'm doing. When I disabled render texture mode everything worked great, and the resolution looked as high as it could get. Bit confused by that, but oh well, better for me!
EDIT: changing to 4 stars. Finding more inspector bugs and its costing me time.
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X
Having issues please help
6 years ago
Xopherdesignon previous version 3.3
Really cool and a slick interface, huge time saver. I had an issue and the developer responded quickly with some tips that fixed it.
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c
Fails in Unity 2018.3.0b7
7 years ago
chillypacmanon previous version 2.5
AddCustomSize() failed due to reflection issues, fixed by changing code to:
var ctor = gvsType.GetConstructors()[0];//(new Type[] { typeof(int), typeof(int), typeof(int), typeof(string) });
var newSize = ctor.Invoke(new object[] { (int)viewSizeType, width, height, text });
Using .net standard Unity 2018 compiler.
Will amend review to 5 star when working in Unity 2018
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Reply from publisher:
replied 7 years ago
Just tested in Unity 2018.2.15 and it works OK. A previous customer had this issue when using a beta version as well. Unfortunately, I do not have time to test beta versions of Unity and thus cannot support every beta version that comes out. However, I do have in my upcoming release an attempt to fix this. I hope you understand why I cannot spend time testing compatibility with all the beta releases. Feel free to email if you like. Thank you!
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This bug has been addressed as of v3.1
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