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J
Unity's best Visual Scripting solution.
3 years ago
JessHarveyon previous version 3.2.1
Refreshing to pick up an asset as well put together as this.
Great workflow and very well made. Source code is excellent, well commented, and very easy to work with. Picked it up and spent a few days bending FlowCanvas into weird shapes and integrating it with a myriad of other plugins, our internal architecture, and our idiosyncratic workflow requirements, with zero friction at all.
Love it, highly recommended!
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6
1
I used Bolt before, but this is so much better: It has OnAwake(), functions, macro, tweenings, signals and a lot of useful nodes. Everything makes sense. It supports other assets, you just need to add classes of new asset into "Preferred Types" and you can easily control asset from FlowScript. FlowCanvas has good support, discord community, nice documentation, forum and developer is helpful.
Flowcanvas is really powerfull and you can build really good game architecture with it.
You won't regret buying it.
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7
0
for me its the best VisualScripting tool/ i use it for 2 years.after i used bolt. strong in pair with nodecanvas becouse you can use FC macros there /
i choosed this VS tool cos it in balance with easy of use ,stability, speed and features/ unode is too hard for me. bolt little bit easier and slower. so FC is perfect for me/but choose yourself
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2
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M
Blown Away!
4 years ago
MCLiving88on previous version 3.1.0
This app works so smoothly. It's easy to pick up and use. It looks and feels so good. If you are looking for visual scripting, this is the one!
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1
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u
Best Visual Scripting ever... I feel home again (UE4 user)
4 years ago
unity_Zf3d_qzQMfmU3Qon previous version 3.1.0
I love the way it is.
=> suggestion: please offer an option to hide the shadow and alpha (Color.WithAlpha) features, it's making the graph slow and lagging in the displays of 2K resolution and above. I had to remove these features manually.
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7
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T
Very proactive
4 years ago
TomateSalaton previous version 3.0.8
I've to update that review. In my previous one I've pointed out that collision events require colliders which (imho) made not much sense.
At the moment this is still the case. BUT:
1. The dev of FlowCanvas saw this comment, found me on Discord and explained me why it is like it is. So really proactive!
2. I was able to explain why I don't like this behavior and I think he got my point. Actually he send me about one hour a unitypackage with the changes.
I would say this is really outstanding! I think the changes will also make it to an official update and so my previous review lost its validity.
Thank you very much for the support :-)
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