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g
Love it
5 days ago
gpelletier0on version 3.2.1.0
Amazing asset, always one of my first imports in any project.
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G
Nothing to add here
6 days ago
GiftedMambaon version 3.2.1.0
It is one of the most useful assets, which I have bought. It looks like magic and improve editor workflow in so many ways. Odin is in fact the industrial standard for many companies.
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L
The most important asset you can buy.
8 days ago
Luceidon version 3.2.1.0
When I first started learning game dev a little over a year ago, I was convinced I would make a game entirely with playmaker. After all, I had made tons of little prototypes and there didn't seem to be anything I couldn't do by just stringing together lego blocks of C#. At the time I had heard of Odin, but every time I looked at the asset store page, I couldn't figure out what it even did, let alone how I'd use it. Over the course of many months of trial and error, I slowly started learning more and more C# to make custom actions for playmaker. Eventually I stopped using it except for when I specifically needed an FSM. It wasn't that it was impossible, but it was extremely slow and inefficient. I finally found my way back to Odin when I was trying and failing at creating custom systems for my game. No matter what I did, the UI was ugly, and I was having difficulty staying organized with my game data in giant monobehavior inspectors. It took some getting used to, but now I can't imagine working without Odin. You can do some very fancy editor tricks with Odin, but for most indie devs, just being able to organize your data into tabs and boxes is good enough. Being able to serialize references to classes and plug them in an inspector with a custom dropdown for intuitive enemy design for example, is incredibly convenient. Apologies for rambling, I know this wasn't entirely about Odin, but I thought sharing my experience might help someone who's in a similar situation. Don't be afraid to learn C#! It's really really worth it. Once you do, go to Odin's website and give the free trial a shot. TLDR, There is nothing else like it in the asset store, and I can't imagine making a game as an indie dev without it.
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T
The most important asset for Unity.
18 days ago
TylkoDemonon version 3.2.1.0
Unless you're doing the whole game without ever touching c#, this is probably the most important asset in the Unity Asset Store that feels like it should be built into Unity ages ago. The ability to create custom, readable, and clean Editor UI for your scriptable objects or mono behaviors is outstanding. This saves so much time compared to making an insane amount of Editor scripts + maintaining that extra editor code. As a programmer who builds most of the systems from scratch, without a doubt, this would be THE asset if I were to pick only one from the entire asset store.
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D
So good it's great
19 days ago
DB_Smoothon version 3.2.1.0
I am just a Programming noob and i can't use half of Odins features but the ones i have taken the time to learn are wonderful. Odin Attributes are to die for! And messing around and learning how to make custom editor windows has been pretty easy. Everything is so well documented and Odin's Unity intergration is very professional. This is a great asset If you use Unity professionally i would say this would have to be a MUST HAVE asset. Even as a filthy casual it is worth the investment.
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M
Every developer should have this asset!
2 months ago
MaverXkaon version 3.2.1.0
Best part of this plugin is easy to implement, good design, and more abilities for serialization.
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1
a
Truly essential
2 months ago
aricmcbayon version 3.2.1.0
This is the first asset I install in *every* new project, and I use it every day. Being able to call any given method from the inspector (i.e., with the [Button] attribute) is an incredible timesaver. The functionality that Odin offers is truly essential, and it's hard to imagine using Unity without it. They also offer great support!
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K
Best
3 months ago
Krivodelingon version 3.2.1.0
Asset
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1
F
Essential, should've been built-in already.
3 months ago
ForceVIIon version 3.2.1.0
Only downside I noticed is, [Button] attribute is ALWAYS below every other variable in the inspector. I wish it stayed where we placed. This doesnt let me being organized.
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N
Must-have for debugging and making reusable clean code
3 months ago
Niashi24on previous version 3.1.14.1
Building reusable code uses a lot of interfaces, which Unity doesn't *really* support. You end up being forced to use abstract classes which is undesirable especially if you want to mix ScriptableObjects and Monobehaviors. Odin Serializer fixes this and even allows you to serialize data types that Unity doesn't like Dictionaries. This doesn't even go into the things you can do with custom inspectors using Attributes, which is especially useful for debugging. Adding a button on your inspector to call a method or adding a read-only field to see the value of a variable is as simple as adding one or two attributes. No need to Debug.Log everything or make custom debugging scripts for every project. I would also recommend their Validator as it allows you to essentially add tests that catch easy-to-miss errors like forgetting to set a field in the inspector.
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