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정렬 기준
n
No longer works, is not maintained
4 months ago
nickmeeker2버전 1.5
Developer is no longer maintaining this asset, at least not for URP (my use case). Fixed some compile errors (deprecated API calls), but even after that can't get any behavior out of it at all.
이 리뷰가 도움이 되었나요?
0
0
a
Doesn't Work
2 years ago
argibaltzi버전 1.5
This asset doesn't work in 2023.1.15 and it wasted my time and money.
AVOID!!
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0
0
D
Works as promised.
3 years ago
DavidVella버전 1.5
Fast, easy and flexible. A great asset with a great price. It worked well with my game and I experienced no lag. Used 2 cameras, one dedicated to the blurred background and one dedicated for the rest of the game which is in focus. My requirements were not complex and this was enough for the job.
이 리뷰가 도움이 되었나요?
0
0
d
This asset is very fast.
3 years ago
dohyung97022버전 1.5
Works great on version 2021.3.11.
이 리뷰가 도움이 되었나요?
0
0
b
Not working with URP and VR
3 years ago
brendan_unity236버전 1.5
I was unable to get this to work in VR with URP. Whenever I turned on the blur effect, one eye gave me a grey screen, the other eye showed a frozen image of my screen.
This looks like a good asset for anything other than my use case and was easy to implement and get working, just not in VR.
I have emailed the publisher and did not receive a response after a week. I will update my review and rating if they respond.
이 리뷰가 도움이 되었나요?
3
0
퍼블리셔 답변:
3 years ago에 답변됨
Hi
I strongly advise you to not use URP for quest 2. Please use the default rendering pipeline for it. Unfortunately, there is no solution for quest 2 in URP for the Unity engine yet. As soon it will be available I will update the asset
I'm giving it 4 stars because i'm not able to configure it, but i will be more than glad to change it to a 5 star in case i can make it work.
I already have Fast PP asset from you, and when i want to add Mobile Blur URP to the Renderer features i get a gray screen and an compile error:
NullReferenceException: Object reference not set to an instance of an object
UnityEngine.Rendering.Universal.MobileBlurUrpPass.Execute (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.RenderingData& renderingData) (at Assets/MobileBlur/URP_MobileBlur/MobileBlurUrpPass.cs:85)
I need to mention that Blur Mask and Blit material are both set in the Renderer, and i added the Blur feature together with the Post Process URP.
Thank you.
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0
0
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