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H
Works Great in Editor but dll missing for MacOs in Builds
3 years ago
HolyPastryバージョン 1.0.8 で
Everything is in the title.
I'm getting a DLL missing in the build. Everything works great in the editor but my Macos build gives me a DLL missing error.
I do notice that in the package there is a DLL for Windows but the macos' plugins folders only contain some empty bundle assets.
Hopefully, this is only a quirk of a recent version. it's not great.
Intel Mac 13.4.1 (c)
Unity 2021.3.22f1
API Compatibility Level: .Net Framework
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0
0
h
Request a refund because it does not work with Apple Silicon
3 years ago
h9interactionバージョン 1.0.8 で
I'm using m1 Macbook Pro, and Unity is the 2021 version, but I get a dll error and it doesn't work.
Please refund.
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h
Doesnt work on windows
4 years ago
heskethgamesバージョン 1.0.8 で
Nothing appears and throws up an exception in a stand alone build.
NotSupportedException: System.Windows.Forms.CommonDialog
Seems a version 2.0 will be coming out but that was said back in 2019.
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A
Works perfectly
6 years ago
AndreaMultinedduバージョン 1.0.8 で
It works perfectly both in the editor and the standalone.
If you have a problem in the standalone where the asset raises the exception (like in the previous comment) make sure to set the ""Api compatibility level = .NET 4.x" and it will work (at least for me).
I sent an email to developer in order to solve the issue but i found the solution after 30 minutes of searches. Sorry guys :)
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1
0
u
PlatformNotSupportedException: Operation is not supported on this platform
6 years ago
unity_accessバージョン 1.0.8 で
It works only in the editor. Apparently, in the build, the dll cannot get ported or referenced.
Unity 2019.3.0b6 on Windows 10. Any Idea?
Can you test it on v2019.3?
at System.Windows.Forms.CommonDialog..ctor () [0x00000] in <ae8ebbff26d241609aad16c116939d35>:0
at Ookii.Dialogs.VistaFileDialog..ctor () [0x00000] in <051ba73857bc4463af27719dd314623a>:0
at Ookii.Dialogs.VistaOpenFileDialog..ctor (System.Boolean forceDownlevel) [0x00000] in <051ba73857bc4463af27719dd314623a>:0
at Ookii.Dialogs.VistaOpenFileDialog..ctor () [0x00000] in <051ba73857bc4463af27719dd314623a>:0
at (wrapper remoting-invoke-with-check) Ookii.Dialogs.VistaOpenFileDialog..ctor()
at PygmyMonkey.FileBrowser.Internal.FileBrowserWindowsNative.OpenFile ...
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パブリッシャーからの返信:
5 years ago に返信
Hello!
Can you try setting the Api compatibility level to .Net 4.x in the Player Settings?
PS: The next update should work without doing this.
D
Very simple, very good
6 years ago
DavidHoogenboschバージョン 1.0.8 で
Does exactly what I expect it to do. 5/5
Would be great if it had a "Open file location in explorer / reveal in finder" function.
Currently I just call explorer on the command line. A platform independent way to this would be great and I think it would fit the asset.
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Updated Review
The developer reached out to me in the forums and explained this is a known issue that is being solved. An update will be coming. Giving it 5 stars now because this is an incredibly useful asset.
Original Review
(I posted this message on the forums as well)
Hi.
I just bought this asset from the asset store. I tried the demo scene on playmode and it works beautifully and great, then I decided to make a build it doesn't work when I run the game. I click on the buttons and nothing happens, is there a specific way that I need to make the build?
Here is what I am using.
Unity 2019
Scripting Backend: IL2CPP
API Compatibility Level: .Net 4.x
FullScreen Window.
(Any help would appreciated, I really need this to work. Thank you)
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Easy to use, and the native browser is truly native without some additional weird looks or behavior that plagues many of the other file browser assets. I especially enjoyed being able to pick a directory, without having to use that terrible outdated WINFORMS version. Good job!
If to be picky, and I guess we should be since this asset is quite expensive, a couple of points of improvement to the author:
- The asset has some hardcoded paths (in FileBrowserConfigurator) so that you need to keep the pygmymonkey folder inn the top level in your asset folder. Personally I prefer to keep all external assets in a single separate folder so they wont clutter the main project overview. In a big project that relies on many external assets this is quite important. But this is not possible with this one unless you change the source code, or accept some errors when running.
- A minor flicker when you finish selecting a file in Windows makes it look a bit glitchy.
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