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e
Works great!
3 months ago
emrys90이전 버전 1.2.6.2
We've been trying to fix occlusion issues for weeks. First with Unity's built in solution, and then later with a different asset. We kept fighting issues with both. Decided to give this asset a try, couple hours later and we're almost done with no issues remaining. It perfectly fits everything we've been trying to do. If you have any issues, be sure to read the documentation and watch the tutorial video.
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1
0
u
Good asset
7 months ago
unity_ARVIlab이전 버전 1.2.6.2
I use Prefect Culling in my VR projects together with Unity Umbra, and it has resulted in an even greater performance boost. The developer also quickly fixed the bug I discovered and helped me resolve the issue.
이 리뷰가 도움이 되었나요?
1
0
m
Worst Addon I ever bought.
a year ago
matthewmolar1이전 버전 1.2.6.2
This thing does not work, it won't let me bake. Don't buy this and buy other culling addon instead! Waste of money and hard to understand.
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6
10
S
Best Occlusion Culling System ever!
a year ago
SocialBeeGames이전 버전 1.2.6.1
Perfect Culling is an outstanding occlusion culling solution for Unity developers seeking to optimize performance with precision. We tried various ones on the market, but this one has been by far the best. This asset provides pixel-perfect occlusion data for prefabs and scenes by utilizing a unique color-based system, ensuring efficient rendering with minimal runtime overhead. It really made all the difference in our game!
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4
6
M
Amazing Perfect gains
2 years ago
Monorchid이전 버전 1.2.6.1
Absolutely amazing culling solution that blows Umbra/default culling out of the water. Its not as fast to bake, and takes more effort from the developer, but the results are well worth the cost. This asset allows you to increase performance dramatically and have way less occlusion errors that you would normally see with Umbra. If you are targeting anything Mobile or VR, this is a MUST HAVE asset. Absolutely incredible.
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4
2
S
The Best Culling Solution
2 years ago
Sometimes_Always_Never이전 버전 1.2.5
Perfect culling is an astonishing culling solution, which is much more performant than Unity's default culling. You can customize it to make it best for your platform or unique needs. To counter some of the incorrect info below: * It does require you to pre-bake your culling. * Baking time on massive levels shouldn't take more than 2-3 minutes. But keep in mind that this is done to provide better culling than real-time. * It supports custom shaders. It culls things, so it is shader agnostic. * It does affect performance. It increases it by about double for us! :) * It is a single prefab in the scene. It's about as simple as humanly possible. If I had to install only a few tools in my next project, this would be in the top three. It really is essential!
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7
10
F
Total Waste of Money
2 years ago
F_Morris이전 버전 1.2.6.1
I hate writing negative reviews, I’ve never even written one, but I have to in order to not let the Unity asset store customers waste 100$. I bought the asset in Jun 2023. Since then I've been waiting for the publisher to fix long list of issues the tool has. Nothing has changed though. The asset is pretty much just a wrap. It's more like a free utility from github that requires you to put in a lot of effort to make it work somehow. The main issues are: - requires baked scene and prefabs - the baking time is huge, like an hour and a half for a scene 150m x 150m size and 0.5 cells - does not support custom shaders - does not support culling dynamic objects - affects performance a lot - glitchy - complex setup I can go on. The utility doesn’t work even for a game the publisher is a developer of since version 1.2.4. He promotes the asset in a custom map creators community and most of the buyers are custom map creators. Instead of fixing multiple asset issues the publisher just disregard performance issues for those who bought the asset and left a 5 star comment when checking custom maps for approval. That is where most of 5 star reviews are coming from
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41
9
s
No Dynamic occlusion lets this asset down
2 years ago
scourgey이전 버전 1.2.6.1
For something that advertises itself as perfect culling, I was dissappointed to find out that this asset does not allow for dynamic culling. So unfortunately I have to revert back to the old culling system to make things more performant.
이 리뷰가 도움이 되었나요?
13
3
퍼블리셔 답변:
2 years ago에 답변됨
I'm sorry to hear that the asset does not work for your use-case. I wish you had reached out to me as we most likely would have figured out a better solution to handle it. The asset description states that it requires a baking step. Though I will change the description to make it more clear that this implies that dynamic culling is not (currently) supported. You can still reach out to me: info@koenigz.com
S
An essential tool for Unity
2 years ago
SunnySunshine이전 버전 1.2.5.1
A problem with Unity's own occlusion culling is that it doesn't work for scenarios where the camera can be placed inside walls, which can be very problematic for a lot of games that aren't first person. I've been looking for an occlusion culling solution that works for this case, and I'm happy to say that Perfect Culling handles that very well. Just be sure to increase the "Include Neighbor Cell Radius" property. Interested in how this system works, I've been looking through the source code (which is included), and it's a work of art. The code is a masterclass in programming best practices. The developer is clearly very competent, and the asset is great! My only gripe with it is that setting cell sizes is a bit fiddly. I didn't understand what was happening at first as I was configuring my volume to be the size that I wanted, and it was giving me an error message with a button "fix" next to it, and when I pressed that button, it would mess up the cell sizes completely. As it turns out, the volume size has to be divisible by the cell sizes, and if they aren't the cell size will be set to the volume size. So if you're using the letters (by clicking and dragging the mouse on them) to set the volume size, the volume most likely won't be an integer, and as a number with decimals most likely isn't divisiable by anything but itself, it means the cell size would be set to this number, meaning you only get 1 cell for that entire side, even if it's a huge number! I think a better approach would be to set a DENSITY, like 1 cell per X unit, and then let the system fill in the cells as well as it can for the actual volume size. Other than that, I'm very happy with the asset!
이 리뷰가 도움이 되었나요?
11
3
T
Great asset marred by a lacking tutorial video
2 years ago
TwistedBarrelGames이전 버전 1.2.5.1
Update: Unfortunately, for me, the asset does not work well for my project. Being used in Virtual Reality with a full-body IK rig, the Perfect Culling Camera creates heavy flickering on my Ik rig's Skinned Mesh Renderers. This is on 2 separate IK rigs on 2 different scenes (1 with culling baked and the other with no baking). I have tried excluding the skinned mesh renderers from the Bake from the Exclude Render Tag but it makes no difference. This works well otherwise. But for me, this is an expensive asset I cannot use due to the extreme flickering. Original Review: The developer has responded and the issue has been resolved. The part that messed me up was the part that was not being recorded on the screen in the tutorial video. I feel the documentation didn't emphasize well enough this step. The asset works wonderfully and I highly recommend it. The tutorial video should be updated with the actual steps being recorded. You're charging a premium price for your asset. Please update your Quick Start documentation with this: On your Perfect Culling Volume component, open the 'Renderer Selection Tool'. With the Renderer Selection Tool open, select your GAMEOBJECTS with Mesh Renderers to be included in the Bake. With your GameObjects selected, click Add Selected Renderers. The Bake Button should be enabled and ready for baking.
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5
2
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