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Reply from publisher:
replied 2 years ago
Thanks!:)
I haven't read the description of this asset recently. I know that when I bought it, I understood that it was not to be undertaken lightly. It basically said something along the lines of "noobs, run away" or something like that lol. So, I watched their tutorial video about 100 times...like for real, I almost made an audio version to fall asleep to....friggin wierdo I know. It's very possible, if not likely, that those reading this are a more intelligent person than me and won't need to "hit the flash cards" as hard as I did.
I digress,
If you're making an open world game, my best advice is to make sure you can fill it, because there are no limitations within Unity for the distance you can travel. It's all relative, man!? As long as you handle repositioning and non-engine specific optimization practices you're good to go. Oh yeah, it's not exactly that simple and this asset one of the things that helped me understand this, I think.
This battle tested tool simplifies and stabilizes the process of the technical art's biggest challenge within Unity. Don't believe the unreal corporate double agent trolls across the internet such as youtube). You can indeed make open world games and huge race car tracks in Unity; it's not a new thing. Async loading scenes are a high level command in every visual scripting in Unity I've seen and easy to access via the API, as I'm told; I need a haircut.
In a nutshell, from a wannabe technical artist standpoint, this asset is not to be taken lightly and neither should making an open world game. But if you've gotta do what you've gotta do, then this is the one.
Combine this with a wise use of texture pixels and your distance limits are limitless (I can't ever know this for sure). Follow the directions. It worked every time for me. Never needed to contact support. $50 -ish? take my money and thank you for the free youtube video
You still need to know graphics/rendering optimization fundamentals to get the most out this product.
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Reply from publisher:
replied 5 years ago
Hi
Yes streaming in unity need attention from developer but we build is as simple for everyone as we could :) Unity still upgrade this area from version to version.
P
hard learning curve
5 years ago
Paulieknewport8838on previous version 1.9.6
cant believe you added terrain splitting but are trying to charge another $50 for it.. literally why i stopped trying to use this asset in the first place.. so much work getting everything to run..
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11
Reply from publisher:
replied 5 years ago
Before you write such review please read what ws2 offer how to update... Just read anything about the case because:
1. Update cost 25$ not 50$....
2. We added huge amount of features like:
- terrain split yes
- generate low poly meshes from terrain
- generate low poly meshes from trees
- totaly new asset order system to speed up workflow
- we rebuild asset from 0 and speed it up alot
- we simplfy asset workflow and make new tutorials and huge demo scenes also for mobiles
- added 3d content with whole town
- soon 100% hd and urp support which cost us additional 2 months already
3. its our 7 months of work and you want it for free ...
n
Designed With Unity's Strengths In Mind
6 years ago
neptoonismon previous version 1.9.6
It should be obvious from the quantity of 5 star reviews that this is a great asset. I wanted to see if I could give a succinct summary of my impressions.
Spawning and culling game resources is a very challenging realm that is difficult to implement and, if done right, will be completely unnoticeable to the player, outside of them feeling that the game is running well.
World Streamer leverages the versatility of Unity's concept of 'scenes' to patch in groups of content as the 'player' moves into different areas. This grouping is achieved by a 'splitting' system that's built into the editor. You have choices about how your data gets streamed in - it can be by the proximity of the player or by 'colliders' (my favorite).
The workflow is between three places - your gameplay scene, which contains 'steam managers' and your player controller, as well as some loading screen support, a 'workspace', which is your world in its entirety, and directories of 'scene collections', which can be sorted in layers or by other criteria. You split out your workspace into these scene collections and that's what gets patched into your game.
The workflow and implementation is Unity brilliance. The basic options for splitting and streaming in will fit most use cases and there are special options for LOD and terrain/lighting specific tooling.
As suggested by the asset's description, while you could take your existing game and split it, some understanding of how the system works will be required. The demos are a little lackluster and you should be prepared to do a little reading and video watching - but rest assured - this is something that can take care of your world's spawning and culling in a very elegant way.
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Reply from publisher:
replied 6 years ago
Hi
Big thanks for such detailed and hot review!! :)
M
Great tool for open world games!
6 years ago
Michael_Bernaon previous version 1.9.6
This tool takes a little bit of manual reading and video watching to learn to use properly, but it is not difficult. This tool is great for allowing you to make large open world games that don't require a cray supercomputer to play. The local area updater tool is genius and speeds up working, because even on a high end computer, large worlds can take a while to save and load.
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2
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Very frustrated...
I'm using with Gena and gaia pro, with Gaia pro I can make 256x256 terrains and i make like 16 of them...
I use Gena to populate the terrains
The terrains are placed under a parent; Gaia environment
Your asset does not recognize the terrains unless i pull them from under the parent; gaia environment
Gena has spawners which make a parent and it places all of the spawned prefabs as children under that parent name
Your asset does not recognize the children which are correctly labeled with prefix small etc because they are children of this parent Gena made
therefore I have to pull out all the children from under the parent name so that your asset can recognize them and split them into virtual grids
80% of the time if I do this and select all children unity crashes
is there a way that this asset can recognize children or do they all have to be thrown in the hierarchy for this asset to work properly?
EDIT: Found a script you can add to the parent called: Objects Parent that fixes this if anyone runs into this problem
Thank you for the asset.
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Reply from publisher:
replied 6 years ago
Yes there is a way to work with children please read manual carefully. There is demo scene with children setup and usage. - > Advanced Work Scene Catalogs.
h
Great asset, great support
6 years ago
happyrobotstudioon previous version 1.9.6
Very useful asset, clear to use after reading documentation, and the author is very very helpful on Discord
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Having written a world streaming system a long time ago I really didn't want to do it again. I was a bit worried because some of the comments and even the developer made it seem like this was complex. IT ISN'T! This is super simple and within 30 minutes you can have your seamless infinite world working. This asset is presented in a way that will work no matter your project or how messy your code might be. So thankful that it doesn't require layers or tags that I was already using for a dozen other things. Oh also... IT WORKS WONDERS IN VR. I was a little hesitant because I haven't had much luck streaming in things in VR but as long as you make your chunks small enough this will work like a charm. This is a steal for $50. They really should charge more.
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Reply from publisher:
replied 7 years ago
Thanks for hot words. Yeah we want to avoid devs which have 0 knowledge about engine and start streaming. I would say it's not possible for such devs as they need to know at least what they doing. We are glad it help you!:)
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