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The "SceneView.onSceneGUIDelegate" edits to TransformProEditorGadgets were necessary to gain access to some of the buttons, and there are still plenty of problems.
Snap to Ground is immensely useful, but limited to objects with a collider, or empty gameobjects with no 'bounds'. You can't snap any mesh object to the ground without manually adding a collider.
Right and Ctrl Click is supposed to relocate the saved position to beneath the mouse pointer, but this doesn't work, instead choosing points some distance to the left.
I haven't been able to reliably use randomise either, but it's hard to know whether that's broken or user error.
The manual is littered with references to things coming 'to the next version' but it's clear the author abandoned it. It's still worth the cost, but it's a shame it has so many glitches.
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4
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A
I use this asset in every project I work on
5 years ago
AwesomeAme基于版本1.3.2
Ever since I purchased this asset, I can't go back to the standard transform controls. It's become an essential part of my unity toolkit.
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0
0
Have used for quite a while - years in fact, and I really like it. After 2019.2.4+ came out I noticed that the gizmo panel around the projection icon would sometimes not be there. I'm not sure if i just didn't notice before then or if it really was release specific.
After looking around in the code I think it is a deprecated function ("onSceneGUIDelegate ") in "TransformProEditorGadgets.cs" causing the problem. I changed the code as in this snippet below and all is back working again.
[code]
#if UNITY_2019_1_OR_NEWER
SceneView.duringSceneGui += this.OnSceneGUI;
#else
SceneView.onSceneGUIDelegate += this.OnSceneGUI;
#endif
[/code]
There may be a way snazzier solution heh. But this fixed the issue.
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1
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b
Works great in 2019.2.3f1
6 years ago
beard-or-die基于版本1.3.2
I've been using this for years, and happy to report it's still working great in Unity 2019.2.3f1, though with some warnings about deprecation that I've quashed with
#pragma warning disable 0618
I don't use all the tools, but I love the handy revamp of the Transform component, with snapping, resetting, several Snap to Ground methods, and even collider creation. It helps me make my work in the Unity interface much more precise and less frustrating.
I also have HierarchyPro from the same author, which has some amazing features but I rarely import it into simple projects due to the feeling of feature bloat - not sure that feeling is justified, though.
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1
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s
No issues with 2019, helped me fix an issue caused by another asset
7 years ago
sordidlist基于版本1.3.2
I am well into a somewhat ambitious project, and I imported some new asset at some point which caused my transform tools to disappear permanently anytime I put my game in play mode. I tried changing game objects, changing scenes, making sure I wasn't in 2D mode, etc, finally had to close and re-open my Unity project to get my transform cursor back.
After a few weeks of working with this bug I wasn't able to figure out which asset was causing it, so I decided to try adding another transform tool to see if it fixed my transform issue, and so I got this one. The price was good, the reviews are good, I was only concerned it might not work in v 2019, but I'm happy to say it works fine and I am no longer having issues with disappearing transform tools.
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2
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C
Does NOT support full runtime
8 years ago
CurtisMcGill基于版本1.3.2
Before you are fooled into thinking this is a runtime package it is NOT. Any of the gizmos are not usable at runtime. The other features, I have no need for, I have been using unity since 3 and never needed an editor transform package. I require runtime gizmos.
‣ Available at Runtime!
All these features are available to you at runtime via a fully featured API.
Provides the runtime features for the system. All main functionality can be found here.
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1
3
来自发布商的回复:
回复时间 8 years ago
Hi Curtis,
I'm sorry to hear the package hasn't met your expectations. I'm very keen to make this right.
All of the listed features are accessible via the API, but as you say, it does not attempt to recreate the editor scene view gizmo's at runtime. I see how this could be misleading, so I'll edit the text to make this more clear.
I may be able to provide the functionality; if you'd like to get in touch via chris@untitledgam.es and let me know exactly what your requirements and priorities are, I'd be happy to look into adding this.
If you'd rather have a refund, please do apply for it and I'll approve it immediately.
Thanks, and my apologies again if you feel you've been mislead.
Chris
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