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11,000 種類を超える 5 つ星アセット

8.5 万人以上の顧客による評価

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すべてのアセットを Unity が審査済み

pelengami
19件のレビュー
$9
19件のうち 1 - 10を表示中
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S
Greate asset
7 months ago
SilasAlvesバージョン 1.2.4.1 で
Just downloaded and added to an existing Unity 2022 project, works great! Are there any plans to get it working on Unity 6.0? I tried it and couldn't get it working.
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m
Good but
5 years ago
mfatihbarutバージョン 1.2.4.1 で
It is a great asset but not having URP support really kills it and make it unusable for new (mobile) projects.
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4
2
A
It took a little to make it work, but it worthed it
5 years ago
AleNavarroバージョン 1.2.4.1 で
I had to make some tests before I finally made it work. I added this to my spawning characters, and now they look great. I have a question for the publisher / developer, though. I'm pooling my characters, and the second time they spawn, the FX doesn't work. I guess it only reacts On Start but I really need to change it to Enable also. How can make this happen? I appreciate the answer, a lot, cause I need to fix this before I can launch my demo. Thank you!
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1
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パブリッシャーからの返信:
5 years ago に返信
Hi, After you pooled a character you can call the function "mfxController.Activate" in order to activate the effect again. If you will have any other questions please contact me by support email.
v
One of the best and easiest to use Dissolve Shaders
6 years ago
vanavahバージョン 1.2.4.1 で
I wasted money buying several dissolve shaders and still have a few that I cannot get to work the way I want. This one is the easiest to implement and works out of the box. Where I went wrong, the developer gave me excellent support from the beginning until I was satisfied. I sincerely recommend buying this asset.
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1
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w
hmm ... now it's causing crash
6 years ago
wildoceangames以前のバージョン 1.2.4 で
effect itself is okay but over half of examples were not working before and now on 2019.3 it causes the build to crash
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0
1
パブリッシャーからの返信:
6 years ago に返信
Hi, After researching, I found that new Unity version crashes if the script is trying to access shader keywords during the time when shader of the material is invalid. It may happen in such a situation as: For example: you have a mobile build with the only 1 shader variant(standard version). But in the settings, you specified that materialized object should have specular version of the shader. At the same time, there is no specular version of the shader in the your build, so it will be impossible to create a new material with the specified shader, which will cause a crash. (To be honest, It’s a question for Unity, why it’s causing a crash). In the last update, crashing problem is fixed. If you have any problems, please reach me out by email.
R
Great Asset! Really best for 9$
6 years ago
Ricardo-Renault以前のバージョン 1.2.4 で
Cant really complain for 9 Dollars but i had to do some scripting because when i moved the object the effect got messed up.
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1
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t
千万别买
6 years ago
timoduizhangjiadao以前のバージョン 1.2.4 で
达不到Demo的效果,浪费钱
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M
Looks great, excellent support
7 years ago
MythicalCity以前のバージョン 1.2.4 で
This is a very powerful plugin for creating really nice material effects that are not limited to just materializing as in the demos, you can do a lot with this by controlling the settings (holograms, weapons, etc). The dev is very supportive and was quick to help us fix up a bug and add the standard roughness shader. Thank you!
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E
Cool effect, hard to fine-tune.
7 years ago
ErikH2000以前のバージョン 1.2.4 で
I figured out after about 15 minutes how to get a basic materialize/dematerialize working by copying parts from the demo scene. It really is about as simple as adding a script to a GameObject. There are these materials that control the colors/opacity/texturing that the shader uses, and 7 are included that correspond to what is used in the demo. When I apply these materials to my mesh, they work, but look simple and uninteresting, like flat bands of color,. Maybe this is because of the low-poly geometry of my mesh or something else. I get this result after copying the exact same settings for the Mfx script of another GO in the demo that is animating in a more complex and interesting way. The issue might need me to create an input material that is better suited to my mesh. But there aren't instructions on how to create these materials. You just have the existing materials and shader code as reference. +1 star for *not* requiring the mesh to begin with one of the shaders/materials from this package. The author wrote code to switch the materials at run-time at the start of the effect. And there is a nice feature to revert the materials back. The code here is compatible with a gameobject-pooling. If nine bucks is not much money, I'd recommend trying this package out. You might get an effect without much fiddling if one of the included input materials suits you. Or if you want example shader code to dig into and refine - that is here too.
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M
Just buy it!
7 years ago
Metaxis以前のバージョン 1.2.2 で
This is an amazing asset that can't be passed up at $9. The fast and generous support from the author goes beyond normal customer service. Like others, I reached out to ask questions about a particular effect I wanted to accomplish and if the asset was the right choice. He responded very quickly, multiple times, before I even purchased the asset. His replies were detailed and tremendously helpful. Five stars++
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2
0
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
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