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N
This should be part of the default engine.
8 days ago
NemesisWarlock버전 4.0.1.2
Since the moment I tried Odin, it has been an absolutely essential part of my coding workflow.
If you are solo: You can make the inspector do almost anything you can think of, to the point of dang near making minigames in the inspector itself. It's that powerful.
If you're part of a Team: You can make inspectors that are absolutely BULLETPROOF, with handy tooltips, easy settings buttons, re-orderable lists and arrays, Hiding unneeded references/variables based on bools, and much MUCH more, so your artists and level designers can unleash their creativity without you getting upset at them because they forgot to put in a certain reference or enabled the wrong variable :)
It's worth every cent, and that's before getting into the new visual designer in 4.0 that made it even EASIER to make those custom inspectors. 10/5 would buy again.
이 리뷰가 도움이 되었나요?
3
0
w
I really regret buying it. I bought you to save time, not to read the copyright notice
a month ago
wechat_os_Qy03Bweq-YW3izcXJNY7zbB8k이전 버전 4.0.1.0
I really regret buying it. I bought you to save time, not to read the copyright notice
이 리뷰가 도움이 되었나요?
3
7
Unity's greatest strength is the customizable UI, but actually writing custom inspectors from scratch is a major challenge and a considerable investment.
The Odin suite lets you build designer-friendly tools in a quick, easy and – most importantly – maintainable manner. You can learn it in an afternoon and is useful at pretty much every stage in a project.
While you're prototyping and figuring things out, you can easily build yourself debug tools that save you from constantly starting and stopping the game to perform tests, simplifies data structures by serializing collections like Dictionaries, taking a lot of friction out of the process.
While in production, you can respond extremely quickly and efficiently to requests from art and design, or even just train them to make their own tools. It's that simple, it's that powerful.
Odin is the first (and usually only) asset I import when starting a new project, and it's literally the only one I recommend without any qualifications to all other developers.
Save yourself a bunch of trouble, make your team happier and more productive, enjoy Unity the way it was intended to be used without jumping through all the burning hoops presented by the editor scripting API.
이 리뷰가 도움이 되었나요?
4
1
S
love it
2 months ago
SkysphereLabs이전 버전 4.0.1.0
if you want to create good looking inspector stuff, this is the easiest way
이 리뷰가 도움이 되었나요?
2
1
N
Stop Shady Practices
2 months ago
Necrospasm이전 버전 3.1.12.2
If you let publishers charge you more money if your game is somewhat successful (remember you already paid for the asset), what's stopping all the other asset publishers from doing the same? Suddenly you not only owe taxes, unity license, possibly the steam cut etc, but have to now pay (per year, per seat) all the publishers of the assets that you used too. I bought this asset in 2023 (didn't realise about the 200k cap before, which is my fault) but won't ever use it purely out of principle.
이 리뷰가 도움이 되었나요?
11
4
퍼블리셔 답변:
2 months ago에 답변됨
We’re sorry to hear that you feel this way.
Our Enterprise license exists to support ongoing development, frequent updates, and major new features, while still allowing developers and smaller teams with lower revenue to use Odin through a simple one-time licence. The revenue threshold ensures that those who rely on Odin at a larger scale help support its continued growth.
A recent example is the new Visual Designer, which has been in active development for over a year and is now available to all existing users at no additional cost thanks to this model.
The Enterprise tier also includes perpetual fallback, meaning you retain access to all versions released during your active subscription even after it expires.
If you have any questions about how the licensing works or would like clarification, we’re always happy to help: https://odininspector.com/support
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