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The asset would be / was perfect, but in the current version the outline drawing behaviour changed, specifically when other objects are in front of the outlined object.
I would classify this behaviour change as a bug because it's not consistent with the documentation and screenshots on the store - and it seems there is no way to change it.
Unfortunately the dev does not seem to provide any support anymore. @alior on the EPO discord has been silent since August 2025.
Dear dev, I'm sorry if you're busy / life circumstances are keeping you from proper support right now, but I do see this bug as a major one and have to give a negative review for it. Best wishes.
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The asset is easy to use and works well for a limited number of objects. However, it does not support SRP Batcher or GPU instancing optimizations, so each mesh adds an additional draw call regardless of instancing.
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パブリッシャーからの返信:
5 months ago に返信
Hi there! I'll have a look at what I can do to it, but basically its primary use is to highlight objects there and there to let's say outline pickups. For that use case its not a problem at all. Its not designed to outline huge amount of objects (although it still can do it)
Anyways ill check out what i can do with it. Thanks for your review and ideas for improvement.
P
missing features and no response to email
5 months ago
Player87Unity以前のバージョン 3.6.1 で
don't try to contact the developer; he will ignore your emails :)
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パブリッシャーからの返信:
5 months ago に返信
Hi! I will double check the mail. Not sure what's going on but alot of recent messages goes straight to my spam folder. Sorry for inconvenience.
パブリッシャーからの返信:
6 months ago に返信
I dont really see a problem. It's made for unification. Built in is going to be discontinued soon. If the asset doesn't fit your needs, use unity refund system and I will allow your refund despite you downloadd the plugin.
Advertised as HDRP supported, but does not support its features.
Weird distortions and flickering when using DLSS or STP.
The effect is not treated as post processing, so injecting STP before post processing does not fix the issues. The developer seems to be aware as it is brought up in his discord. Very unfortunate, was hoping to use this in my project.
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パブリッシャーからの返信:
6 months ago に返信
Hi! Yes I am aware of the issue but for now I am having hard time fixing it due to the fact that using dlss basically destroys depth buffer which the asset relies on. I plan to add depth pass rendering fetch for the asset for the next large update but still having hard time make it all work together reliably. Sorry for the inconvenience and I assure you that the issue is going to be fixed.
S
Fantastic and easy to use
8 months ago
SHADERS2018バージョン 3.6.2 で
This is a really well done plugin, support from the developer is great, and it's efficient. For my use-cases this plugin is being used for certain abilities in a multiplayer game and I was able to make this a fully networked asset in under an hour.
Getting it up and running took less than 20 minutes at its most basic level. Documentation was lacking a bit, but was still relatively clear, I would appreciate some details on specifically customizing fill parameters in code with a little more documentation (e.g. if I have interlaced how I might modify specifically the gap colour!).
Thanks for this great plugin!
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S
Impressive
a year ago
Sometimes_Always_Never以前のバージョン 3.6.1 で
Simple. Easy. Performant - just as described. Had outlines live in minutes. Thank you!
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m
Works Perfectly!
a year ago
muazshihab以前のバージョン 3.5.9 で
Really amazing asset, Works out of the box few seconds to setup i recommend it 100%.
Am using it with unity 6 Hdrp had no issues what's so ever 10/10 asset.
the effects looks clean and very performance friendly.
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高品質なアセット
11,000 種類を超える 5 つ星アセット
信頼がある
8.5 万人以上の顧客による評価
コミュニティが支持
10 万人以上のフォーラムメンバーが支持
言語選択
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