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11,000 種類を超える 5 つ星アセット

8.5 万人以上の顧客による評価

10 万人を超えるフォーラムメンバーが支持

すべてのアセットを Unity が審査済み

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c
Amazing, easy to use asset; support is beyond incredible!
5 years ago
cjackcandyバージョン 4.4 で
I'm currently using this asset on Unity 2020 to create a single material atlas for a fuse created character that has 9 separate render meshes (body, beard, hat, shirt, etc.), each with its own unique material. I reached out to the author on the forum to find out whether the asset would meet my needs and he sent me a version to try out before I purchased the asset and worked with me - basically taught me - how to use the asset and how to configure all my texture import settings to work correctly with the tool. This took several emails, screen shots, etc., over a period of an hour or so. End result was, I got some education on texture import formats, and got my character model converted over to a single material. This made purchasing this asset a no brainer. The support alone was worth the price! :).
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2
0
m
GOOD IMPROVEMENTS
5 years ago
mentolatuxバージョン 4.4 で
WHY NOT UPDATE ANYMORE ? :(
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0
0
パブリッシャーからの返信:
5 years ago に返信
Hello @mentolatux, I do update the tool; its just that no one has been reporting issues on the tool lately so the tool has come to a pretty stable state. :-). STILL: If you ever have any issue I will almost immediately reply to anything that appears so the support is 100% there :)
u
Currently does not work with Unity 2019
6 years ago
unity_nYsAhwgu1Dihlgバージョン 4.4 で
You get this error: Selected texture format 'ARGB 32 bit' for platform 'Standalone' is not valid with the current texture type 'Default'. All the new objects that are created have no mesh attached. The Material it does create cannot be used on the previous objects without looking all wrong. Will update review, if this is fixed.
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0
3
パブリッシャーからの返信:
6 years ago に返信
Hello unity_nYsAhwgu1Dihlg, I'm sorry you are getting this issue, did you try to contact me to try to help you out? Unfortunately I cannot see any new support message on my mailbox. ARGB 32 bit should just work. With regards to having no mesh attached. Do you get any console errors?, If UVs are outside [0,0-1,1] your objects will not look correctly. If you want I could try to help out diagnose the issue but you will have to contact me so I can help you diagnose your problem :). Its not that I can tell which users have issues and which dont from the air heheh :-)
R
Doesn't work for complex assets
6 years ago
RakNetバージョン 4.4 で
Like the other reviews said, it doesn't work for complex assets. The UVs have to be within a certain range, and you are expected to modify the source assets to work around this, which isn't reasonable for large projects. As of the time of this writing it also throws various warnings and errors in Unity 2019.2.0f1. It also doesn't provide good UX, such as asking where to save prior to saving in a default location. I used the same asset with Mesh Baker which did the job successfully, even if Mesh Baker is harder to use.
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4
1
パブリッシャーからの返信:
6 years ago に返信
Hello RakNet, yes, unfortunately tiling (Uvs outside the standard square) is not supported, BUT, you can definitely use tiling from the material inspector and the tool will work just fine; if you want; message me so I can check the errors; that's something that doesnt happen.
i
Very easy and efficiant asset and the support is amazing.
7 years ago
iyochan以前のバージョン 4.3.5 で
Pro Draw Call Optimizer is easy to learn and make atlases speedy. It worth to purchase it. I had an issue becase my purchased another asset is terrible. Juan who is the developper helped me how my issue solove quickly. His support is marvelous. You don't have to worry about purchasing it. I really recommend to purchase Pro Draw Call Optimizer!
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1
0
d
Works as expected
7 years ago
derkoi以前のバージョン 4.2.5 で
This works as expected but just make sure your UVs are within the guidlines.
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2
0
D
Must have tool for mobile
8 years ago
Dan32FT以前のバージョン 4.3.5 で
パブリッシャーからパッケージを無償で受け取ったレビュアーがレビューを書いています。
Great tool for improving performance with a couple of clicks, Juan helped us out with some freelancing job adapting the tool to our workflow, always reaching out with ideas on how to make things work better in our project. Great guy to work with and excellent initial support for our mobile game!
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2
0
V
Excellent asset, amazing publisher!
8 years ago
VeritoCiroz以前のバージョン 4.3.5 で
パブリッシャーからパッケージを無償で受け取ったレビュアーがレビューを書いています。
I was having some issues with my project due to having lots of materials in game objects, Juan was kind enough to help me out figuring out what the issue was and even sent me videos on how to correctly organize my project. 5-Star publisher that always replies amazingly fast!. Great tool! Thanks! :)
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2
0
M
Really doesn't work with anything complex
8 years ago
M9games以前のバージョン 4.3.5 で
Was hoping for something that could take all the assets in my scene and bake out an atlas to reduce the draw calls. For the price of this asset I would expect this to be a given. Sadly in practice after baking all my game objects textures become distorted, unrecognizable mess. After trying a few of the options, watching videos, messing around with UV's I really haven't the time to diagnose 3rd party asset UV's, combining shaders to make things perfect for Pro Draw Call Optimizer to then use. Really wanted to have this asset work for me, and for the price I would have thought more automation would be included as standard.
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1
4
パブリッシャーからの返信:
8 years ago に返信
Hello @M9Games, Publisher here, I'm sorry the asset didnt work as expected as you where looking forward to. Did you try the light version first to assess if the tool is what you where looking for?. Most of my customers when in doubt they message me first with questions and I try to answer them as good as I can. I'm checking here my emails and cant find any email from you for support, I would have loved to help you out first and even check if your requirements where feasible for what the tool can do. Unfortunately I cannot help out if I dont know your issues :-(. Anyways, I think it would have been fair at least to contact me first before posting a review that it doesnt work. The tool states that it will not work if UVs are outside 0,0-1,1 in the description, which is the reason yours look distorted. The idea of the tool is for it to work for you. please mail me and I'll try my best to check what's happening :-)
g
I have to disable normal map
8 years ago
gosolo2以前のバージョン 4.2.5 で
Hi there. After bake atlas the normal map doesn't work as I expect and I have to disable it. Any way to fix this. It seems I can't join meshes and bake atlases and get a decent result with normal maps.
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0
1
パブリッシャーからの返信:
8 years ago に返信
Hello @Gosolo2, For using normal maps, the tool will generate you an atlased normal map, you will have to set this generated texture as a normal map and activate "generate bumps from grayscale" then you will have to tweak the texture's bumpiness to your taste. Do remember that as the generated texture is an atlas of normal maps, if some normal maps have a lot of bumpiness and some other not, you will have to tweak the generated atlas as now all your materials share the same normal map. If its not clear, drop me a line in the forums and I will assist ;-) http://forum.unity3d.com/threads/236787-ProDrawcallOptimizer-reduce-the-number-of-drawcalls-drastically-on-your-game?p=1585109#post1585109
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8.5 万人以上の顧客による評価
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10 万人以上のフォーラムメンバーが支持
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