Unity Asset Store - Latest activity for KrisDevelopment http://u3d.as/iB0 The latest activity for KrisDevelopment in the Unity Asset Store. en-us Unity Technologies Mon, 16 May 2022 03:26:16 -0000 10 Unity http://download.unity3d.com/images/news/unity-logo.png http://www.unity3d.com/ New review of package "Advanced Vegetation Shader (HDRP/URP/BRP)" by CrazyCdr http://u3d.as/JP8 <h1>Great wind shader for HDRP</h1><p>Excellent work by Kristo! The only missing bits for HDRP is the possibility to include mask maps and transluency (diffusion profile). Other than that, job well done.</p><p>Rated by user: &#9733;&#9733;&#9733;&#9733;</p> 5622291 Fri, 13 May 2022 18:38:22 -0000 New review of package "Advanced Vegetation Shader (HDRP/URP/BRP)" by LoboMontana http://u3d.as/JP8 <h1>MANY OF THE BEST ASSET I HAVE COME ACROSSED</h1><p>If you need a wind generator that also interacts with anything in your environment then this by far is the best. It is also priced properly and quite powerful. What I would love to see? It being compatible with enviro. Now, that would make my day. GET IT AND NEVER LOOK BACK!!!</p><p>Rated by user: &#9733;&#9733;&#9733;&#9733;&#9733;</p> 5620976 Mon, 09 May 2022 17:29:56 -0000 New review of package "Advanced Vegetation Shader (HDRP/URP/BRP)" by XCO http://u3d.as/JP8 <h1>THE BEST </h1><p>5 STARS, ALWAYS WORKS!!! </p><p>Rated by user: &#9733;&#9733;&#9733;&#9733;&#9733;</p> 5605523 Sun, 03 Apr 2022 17:39:52 -0000 New review of package "Easy Roads Mesh Gen" by mattukat2go http://u3d.as/iB1 <h1>Top Road Creator</h1><p>Hands down. Unbeatable price for the quality you get. </p><p>Rated by user: &#9733;&#9733;&#9733;&#9733;&#9733;</p> 5595521 Thu, 03 Mar 2022 05:35:00 -0000 New review of package "Enviro Spawn" by Allekq07 http://u3d.as/odN <h1>siple yet avansome</h1><p>very simple, easy to use yet it does the job. you can finaly spawn resized trees. good asset</p><p>Rated by user: &#9733;&#9733;&#9733;&#9733;&#9733;</p> 5584130 Mon, 24 Jan 2022 16:05:49 -0000 New review of package "Kris' Favorite Assets" by qiwulun http://u3d.as/1uJi <h1>NICE</h1><p>NICE</p><p>Rated by user: &#9733;&#9733;&#9733;&#9733;&#9733;</p> 5560349 Thu, 25 Nov 2021 03:29:26 -0000 Updated review of package "Easy Roads Mesh Gen" by joebopie http://u3d.as/iB1 <h1>Its limited but well worth it</h1><p>Its limited but well worth it, the road forming works pretty well. Using recently i have not found any of the bugs it used to have. </p><p>Rated by user: &#9733;&#9733;&#9733;&#9733;&#9733;</p> 5554431 Thu, 11 Nov 2021 09:13:44 -0000 Updated review of package "Easy Roads Mesh Gen" by joebopie http://u3d.as/iB1 <h1>Its limited but well worth it</h1><p>Its limited basic but well worth it, the road forming works pretty well. Using recently i have not found any of the bugs it used to have. </p><p>Rated by user: &#9733;&#9733;&#9733;&#9733;&#9733;</p> 5551046 Mon, 01 Nov 2021 03:36:29 -0000 Updated review of package "Easy Roads Mesh Gen" by joebopie http://u3d.as/iB1 <h1>Its limited but well worth it</h1><p>Its limited basic but well worth it, the road forming works pretty well. Using recently i have not round any of the bugs it used to have. </p><p>Rated by user: &#9733;&#9733;&#9733;&#9733;&#9733;</p> 5551045 Mon, 01 Nov 2021 03:36:17 -0000 Updated review of package "Easy Roads Mesh Gen" by joebopie http://u3d.as/iB1 <h1>Its limited but well worth it</h1><p>Its limited basic but well worth it, the road forming works pretty well. Using recently i have not round any of the bugs, it used to have. </p><p>Rated by user: &#9733;&#9733;&#9733;&#9733;&#9733;</p> 5551044 Mon, 01 Nov 2021 03:36:09 -0000 Updated review of package "Easy Roads Mesh Gen" by joebopie http://u3d.as/iB1 <h1>Its fairly basic but well worth it</h1><p>Its Very basic but well worth it, the road forming works pretty well. Using recently i have not round any of the bugs, it used to have. </p><p>Rated by user: &#9733;&#9733;&#9733;&#9733;&#9733;</p> 5551043 Mon, 01 Nov 2021 03:35:29 -0000 Updated review of package "Easy Roads Mesh Gen" by joebopie http://u3d.as/iB1 <h1>Its fairly basic but well worth it</h1><p>Its Very basic but well worth it, the road forming works pretty well. Using recently i have not round any of the bugs, it used to have. </p><p>Rated by user: &#9733;&#9733;&#9733;&#9733;</p> 5551042 Mon, 01 Nov 2021 03:35:17 -0000 Updated review of package "Easy Roads Mesh Gen" by joebopie http://u3d.as/iB1 <h1>Its Very basic but well worth it</h1><p>Its Very basic but well worth it, the road forming works pretty well. Using recently i have not round any of the bugs, it used to have. </p><p>Rated by user: &#9733;&#9733;&#9733;&#9733;</p> 5551041 Mon, 01 Nov 2021 03:35:05 -0000 Updated review of package "Easy Roads Mesh Gen" by Albertofg http://u3d.as/iB1 <h1>Amazing Assets</h1><p>I have tested the asset and it is amazing. I do not believe that for that price there is such a good asset. Very easy to use and with many options to customize your roads. You can also limit the number of polygons and that is great for mobile or VR games. And you can also export it to obj and it keeps the UVs perfectly. 10/10</p><p>Rated by user: &#9733;&#9733;&#9733;&#9733;&#9733;</p> 5546213 Thu, 14 Oct 2021 21:19:28 -0000 Updated review of package "Easy Roads Mesh Gen" by Albertofg http://u3d.as/iB1 <h1>Amazing Assets</h1><p>I have tested the asset and it is amazing. I do not believe that for that price there is such a good asset. Very easy to use and with many options to customize your roads. You can also limit the number of polygons and that is great for mobile or VR games. And you can also export it to obj and it keeps the UVs perfectly. 10/10 Cuestion: How do you touch those yellow handles? is imposible for me in Unity 2020.3.8f1. Second 0:34 - https://www.youtube.com/watch?v=VFk4xuCDsKw</p><p>Rated by user: &#9733;&#9733;&#9733;&#9733;&#9733;</p> 5546211 Thu, 14 Oct 2021 21:17:30 -0000 New review of package "Easy Roads Mesh Gen" by Albertofg http://u3d.as/iB1 <h1>Amazing Assets</h1><p>I have tested the asset and it is amazing. I do not believe that for that price there is such a good asset. Very easy to use and with many options to customize your roads. You can also limit the number of polygons and that is great for mobile or VR games. And you can also export it to obj and it keeps the UVs perfectly. 10/10</p><p>Rated by user: &#9733;&#9733;&#9733;&#9733;&#9733;</p> 5545740 Wed, 13 Oct 2021 09:21:11 -0000 New review of package "Easy Roads Mesh Gen" by antoinefonkou73 http://u3d.as/iB1 <h1>Very good</h1><p>awesome asset + unbeatable price + good support </p><p>Rated by user: &#9733;&#9733;&#9733;&#9733;&#9733;</p> 5530138 Tue, 21 Sep 2021 16:45:19 -0000 Updated review of package "Enviro Spawn" by RoyS http://u3d.as/odN <h1>Excellent</h1><p>Review Update--Aug 2021 - Using Unity 2019.4.29f1. This asset works perfectly. You can use this for biomes. Load in snow meshes, etc for one area, load in desert items for another, etc. This tool is easy to use. 3 years ago... Very good tool. Did some nice random tree generations. Easy to set up, just make sure your spawn area is large enough as I had a large terrain and didn't initially see the spawn area box. </p><p>Rated by user: &#9733;&#9733;&#9733;&#9733;&#9733;</p> 5506212 Wed, 18 Aug 2021 20:09:21 -0000 New review of package "Searchable Toolbox" by Ctobosharov http://u3d.as/1RF8 <h1>Extra!</h1><p>Love bratmee!</p><p>Rated by user: &#9733;&#9733;&#9733;&#9733;&#9733;</p> 5497217 Wed, 28 Jul 2021 20:25:15 -0000 New review of package "Easy Roads Mesh Gen" by joebopie http://u3d.as/iB1 <h1>Its ok but has a few bugs </h1><p>Its Very basic, the road deforming works pretty well. But The terrain deformer only works if the terrain origin is 0. The Exporter doesnt work atall. If you dupe a road piece you have to Unassign and Reassign the pavements or it will overwrite the last one. Dev knows this but doesnt seem to care. </p><p>Rated by user: &#9733;&#9733;&#9733;</p> 5483117 Fri, 25 Jun 2021 16:37:39 -0000 New reply to review of package "Easy Roads Mesh Gen" by farrukhzaib1994 http://u3d.as/iB1 <h1>Reply from publisher</h1><p>Please elaborate?</p> 5462765 Mon, 10 May 2021 09:05:48 -0000 New review of package "Easy Roads Mesh Gen" by farrukhzaib1994 http://u3d.as/iB1 <h1>False advertisement</h1><p>Not Easy as described</p><p>Rated by user: &#9733;</p> 5460843 Thu, 06 May 2021 17:54:59 -0000 New review of package "Advanced Vegetation Shader PBR" by Morcrist http://u3d.as/JP8 <h1>Finally! </h1><p>I wanted my character(s) to interact with my vegetation without having to program a shader graph from scratch (which looked fun, but come on....) This asset fits the bill PERFECTLY. It does what I wanted with some additions (wind), and it does it very inexpensively. It's also pretty much drag and drop, which is such a relief compared to some more expensive apps where you have to invest a lot of time with setup. Like someone else said, you're easily getting more than you paid for with this asset. Thank you, Kris Dev!</p><p>Rated by user: &#9733;&#9733;&#9733;&#9733;&#9733;</p> 5423481 Sat, 27 Feb 2021 21:56:45 -0000 New review of package "Easy Roads Mesh Gen" by mdeglobal http://u3d.as/iB1 <h1>Very usefull!</h1><p>Amazing tool with amazing price. :)</p><p>Rated by user: &#9733;&#9733;&#9733;&#9733;</p> 5422344 Fri, 26 Feb 2021 11:23:43 -0000 New reply to review of package "Advanced Vegetation Shader PBR" by wdblackout http://u3d.as/JP8 <h1>Reply from publisher</h1><p>Sure thing, it's definitely needed. Will update the home page once I get the time to record it :)</p> 5394363 Fri, 15 Jan 2021 16:14:51 -0000 New review of package "Advanced Vegetation Shader PBR" by wdblackout http://u3d.as/JP8 <h1>Great</h1><p>Can you please do a tutorial on how to use the character interaction. thanks</p><p>Rated by user: &#9733;&#9733;&#9733;&#9733;&#9733;</p> 5394148 Fri, 15 Jan 2021 09:05:22 -0000 New review of package "Easy Roads Mesh Gen" by Legend458 http://u3d.as/iB1 <h1>Terribe</h1><p>Doesn't work.</p><p>Rated by user: &#9733;</p> 5371277 Wed, 16 Dec 2020 06:53:22 -0000 New reply to review of package "Advanced Vegetation Shader PBR" by HarryBoy http://u3d.as/JP8 <h1>Reply from publisher</h1><p>On it, thank you :)</p> 5367001 Thu, 10 Dec 2020 09:36:20 -0000 New review of package "Advanced Vegetation Shader PBR" by HarryBoy http://u3d.as/JP8 <h1>pls need update for URP unity2020</h1><p>pls need an update for URP unity2020 TY LOVE THE ASSETS <3</p><p>Rated by user: &#9733;&#9733;&#9733;&#9733;&#9733;</p> 5356586 Mon, 30 Nov 2020 04:13:44 -0000 New review of package "Easy Roads Mesh Gen" by Fibonaccov http://u3d.as/iB1 <h1>Amazing asset</h1><p>Super easy to use - examples are very useful and I didn't even have to read the doc to start using the tool and place some road. The procedural example is perfect for my use case. Price cannot be beaten for that level of quality. Works great in 2019.4</p><p>Rated by user: &#9733;&#9733;&#9733;&#9733;&#9733;</p> 5303905 Thu, 05 Nov 2020 00:51:14 -0000 New review of package "IK Plus" by EricHFrazer http://u3d.as/VfH <h1>it works pretty well. better than most</h1><p>I'm surprised it's this full featured at the cost price.</p><p>Rated by user: &#9733;&#9733;&#9733;&#9733;&#9733;</p> 4559810 Fri, 21 Aug 2020 14:36:56 -0000 New review of package "Searchable Toolbox" by e_trifonov97 http://u3d.as/1RF8 <h1>Useful!</h1><p>Easy and helpful!</p><p>Rated by user: &#9733;&#9733;&#9733;&#9733;&#9733;</p> 4558493 Tue, 18 Aug 2020 17:52:47 -0000 New review of package "Kris' Favorite Assets" by e_trifonov97 http://u3d.as/1uJi <h1>Top</h1><p>Very useful <3</p><p>Rated by user: &#9733;&#9733;&#9733;&#9733;&#9733;</p> 4558492 Tue, 18 Aug 2020 17:52:10 -0000 Updated review of package "Enviro Spawn" by Feartheway http://u3d.as/odN <h1>amazing!</h1><p>is it okay to distribute this with the fix with my course on making forests in udemy? I bodge fixed a bug ! when adding colliders it made my bushes behave like bubbles in the air. Worked around it by adding a public bool bEnabled = false; https://youtu.be/V0In8amSB7c</p><p>Rated by user: &#9733;&#9733;&#9733;&#9733;&#9733;</p> 4514492 Tue, 19 May 2020 07:35:38 -0000 New review of package "Level Design Set #1: Wooden Walls" by fajuto http://u3d.as/pxT <h1>The model is excellent!</h1><p>I made back the leven amazing it. You! Unitely helped Unity we hase to say. We've service ordering anding its is good.</p><p>Rated by user: &#9733;&#9733;&#9733;&#9733;&#9733;</p> 4514438 Tue, 19 May 2020 04:04:17 -0000 New review of package "Enviro Spawn" by Feartheway http://u3d.as/odN <h1>amazing!</h1><p>I bodge fixed a bug ! when adding colliders it made my bushes behave like bubbles in the air. Worked around it by adding a public bool bEnabled = false; https://youtu.be/V0In8amSB7c</p><p>Rated by user: &#9733;&#9733;&#9733;&#9733;&#9733;</p> 4512383 Fri, 15 May 2020 07:51:43 -0000 Updated review of package "Easy Roads Mesh Gen" by kfirmon http://u3d.as/iB1 <h1>Fantastic !</h1><p>Amazing tool. Easy to use and works amazing.</p><p>Rated by user: &#9733;&#9733;&#9733;&#9733;&#9733;</p> 4476711 Mon, 16 Mar 2020 20:28:31 -0000 New review of package "Advanced Vegetation Shader PBR" by dynamicvoltagegames http://u3d.as/JP8 <h1>Fantastic!! Perfect!</h1><p>This is a really great shader. Looks great and is fast. I needed something that could simulate wind on underwater plants, and this works beyond perfect. </p><p>Rated by user: &#9733;&#9733;&#9733;&#9733;&#9733;</p> 4476257 Mon, 16 Mar 2020 00:17:51 -0000 New review of package "IK Plus" by neverGonna http://u3d.as/VfH <h1>The Best IK Solution for 50 bucks</h1><p>Recently become an owner of this amazing asset. I've tried lots of other IK solutions, like Bio IK, however this one is something unique. I'm gonna write the advantages of IKPlus below: 1) Modular system. No comments, the interface is friendly and easy to set up. 2) IKPBlender - Wanna blend the weights of your limbs and stuff? Blender will do this. 3) Documentation and support. Honestly, I had some problems about implementation of some things, but the author of the asset quickly prompted me what to do. So if you have any questions - feel comfortable to ask them. In summary, this is probably the best IK solution on the asset store. If you are making any kind of shooter game, take a look at this asset, it's really worth it.</p><p>Rated by user: &#9733;&#9733;&#9733;&#9733;&#9733;</p> 4472666 Sun, 08 Mar 2020 13:47:39 -0000 New reply to review of package "Kris' Favorite Assets" by karlschanzl http://u3d.as/1uJi <h1>Reply from publisher</h1><p>As of now the saves are written in EditorPrefs and not to a physical file, so should any such functionality be added it would be for a 'premium' version of the tool with much more features.</p> 4468798 Sat, 29 Feb 2020 11:32:18 -0000 New review of package "Advanced Vegetation Shader PBR" by Wulfborn http://u3d.as/JP8 <h1>This is a 10 out of 5!</h1><p>I'm the kind of person who loves to model and build every single specific aspect of my games or movie environments. So although they are incredible, im not really interested in creation tools that do most of the work for you such as Speedtree or even unitys build in tree creator. I've spent MONTHS trying to find the right shader for me (I have searched the internet up and down) for my projects until I finally came across this one. This is without a doubt the BEST wind shader asset for anybody who enjoys working with/building trees and grass models outside of Terrain. It is VERY versatile in terms of features while at the same time also being the most simplistic when it comes to operating it. Considering there are a lot of other more complex options available that do LESS than this and are more expensive and complicated to use, I really feel like this asset is under priced. </p><p>Rated by user: &#9733;&#9733;&#9733;&#9733;&#9733;</p> 4467876 Thu, 27 Feb 2020 11:54:03 -0000 New review of package "Kris' Favorite Assets" by karlschanzl http://u3d.as/1uJi <h1>Question...</h1><p>can i save the settings for another project?</p><p>Rated by user: &#9733;&#9733;&#9733;&#9733;&#9733;</p> 4451197 Sun, 26 Jan 2020 10:07:19 -0000 New reply to review of package "Easy Roads Mesh Gen" by devmasyadi http://u3d.as/iB1 <h1>Reply from publisher</h1><p>Thank you. You can put multiple array components on the same object.</p> 4415783 Wed, 27 Nov 2019 09:18:22 -0000 New review of package "Easy Roads Mesh Gen" by devmasyadi http://u3d.as/iB1 <h1>Amazing, but gen array just one side ( not be right and left )</h1><p>Hello I bought this asset and it is great, but how do create Gen array Left and Right ?</p><p>Rated by user: &#9733;&#9733;&#9733;&#9733;</p> 4413349 Mon, 25 Nov 2019 00:48:02 -0000 New review of package "Kris' Favorite Assets" by noobynobody http://u3d.as/1uJi <h1>Thanks!</h1><p>Really useful when you have a lot of assets. Instead of having to look for it, you can ping the folder.</p><p>Rated by user: &#9733;&#9733;&#9733;&#9733;&#9733;</p> 4393238 Sat, 02 Nov 2019 00:19:51 -0000 New reply to review of package "Kris' Favorite Scenes" by BlackManatee http://u3d.as/1rJM <h1>Reply from publisher</h1><p>That sounds like an interesting idea :D</p> 4218043 Sat, 05 Oct 2019 20:56:52 -0000 New review of package "Kris' Favorite Scenes" by BlackManatee http://u3d.as/1rJM <h1>Excellent! Quick and easy</h1><p>I've purchased various favorite-thing markers for Unity, but this is by far the easiest and most straightforward to use. This would be my go-to asset in this regard if only it allowed for *categories*! Unfortunately, once I've tagged more than a few scenes (or assets, with Kris' other tool), the list gets unwieldy. If KFS and KFA were combined into a single tool, and allowed me to set up categories (or some other logical sorting/telescoping framework), I'd VERY happily pay for the app!</p><p>Rated by user: &#9733;&#9733;&#9733;&#9733;&#9733;</p> 3963974 Tue, 17 Sep 2019 22:02:01 -0000 Updated review of package "Kris' Favorite Scenes" by noobynobody http://u3d.as/1rJM <h1>Very useful</h1><p>Handy tool for free!</p><p>Rated by user: &#9733;&#9733;&#9733;&#9733;&#9733;</p> 3963241 Sun, 15 Sep 2019 05:31:14 -0000 New review of package "Kris' Favorite Scenes" by noobynobody http://u3d.as/1rJM <h1>Very useful</h1><p>Only problem is the pinned scenes are shared across different projects for some reason.</p><p>Rated by user: &#9733;&#9733;&#9733;&#9733;&#9733;</p> 3960121 Wed, 04 Sep 2019 02:04:54 -0000 New review of package "Kris' Favorite Scenes" by akusep http://u3d.as/1rJM <h1>Very handy</h1><p>Works very nicely as a part of unity interface after you pin it to some panel. I would wish there would be keyboard shortcuts to scenes you've added and option to alt+click to play one scene but return to the scene you were editing afterwards.</p><p>Rated by user: &#9733;&#9733;&#9733;&#9733;</p> 3959595 Mon, 02 Sep 2019 13:53:13 -0000 Updated review of package "Easy Roads Mesh Gen" by kfirmon http://u3d.as/iB1 <h1>Good product !</h1><p>The tool is easy to work with and does what it says ! Easy to use, high quality results.</p><p>Rated by user: &#9733;&#9733;&#9733;&#9733;&#9733;</p> 3958641 Thu, 29 Aug 2019 12:25:36 -0000 New review of package "Enviro Spawn" by EvilGremlin http://u3d.as/odN <h1>simple and effective</h1><p>It works well. Not much else to say. </p><p>Rated by user: &#9733;&#9733;&#9733;&#9733;&#9733;</p> 3954238 Mon, 12 Aug 2019 05:29:18 -0000 Updated reply to review of package "Easy Roads Mesh Gen" by pan-master http://u3d.as/iB1 <h1>Reply from publisher</h1><p>If you did your research - reading the FAQ or at least contacting me via the support e-mail, you could have understood how to bypass that limitation of the tool. I mention that the tool does not automatically create junctions as of its current state.</p> 3948349 Sat, 20 Jul 2019 12:24:50 -0000 New reply to review of package "Easy Roads Mesh Gen" by pan-master http://u3d.as/iB1 <h1>Reply from publisher</h1><p>If you did your research - reading the FAQ or at least contacting me via the support e-mail, you could have understood how to bypass that limitation of the tool. I mention it that it the tool does not automatically create junctions as of its current state.</p> 3948342 Sat, 20 Jul 2019 11:00:52 -0000 New review of package "Easy Roads Mesh Gen" by pan-master http://u3d.as/iB1 <h1>bad, unusable</h1><p>you can not make any road crossing with this free version, for me this is useless, waisted lots of time</p><p>Rated by user: &#9733;</p> 3947019 Tue, 16 Jul 2019 02:34:38 -0000 New reply to review of package "Easy Roads Mesh Gen" by theRealRobustpark http://u3d.as/iB1 <h1>Reply from publisher</h1><p>Can you send me the editor log / crash report at krisdevmail@gmail.com and the version of unity you are using</p> 3944640 Mon, 08 Jul 2019 15:37:34 -0000 New review of package "Easy Roads Mesh Gen" by theRealRobustpark http://u3d.as/iB1 <h1>Easy to use but...</h1><p>Crashes when i add mesh generator to Game object</p><p>Rated by user: &#9733;&#9733;&#9733;&#9733;</p> 3943059 Tue, 02 Jul 2019 19:11:08 -0000 New review of package "Enviro Spawn" by EmacEArt http://u3d.as/odN <h1>Very usefull</h1><p>Really amazing asset!</p><p>Rated by user: &#9733;&#9733;&#9733;&#9733;&#9733;</p> 3936862 Tue, 11 Jun 2019 19:05:05 -0000 New reply to review of package "Easy Roads Mesh Gen" by Davide1104 http://u3d.as/iB1 <h1>Reply from publisher</h1><p>Care to elaborate?</p> 3931843 Sat, 25 May 2019 20:14:03 -0000 Updated review of package "Easy Roads Mesh Gen" by Davide1104 http://u3d.as/iB1 <h1>bad, not working! unpresentable!!!</h1><p>there is a lot of work still to do </p><p>Rated by user: &#9733;</p> 3931816 Sat, 25 May 2019 18:07:30 -0000 New review of package "Easy Roads Mesh Gen" by Davide1104 http://u3d.as/iB1 <h1>bad, not working!</h1><p>there is a lot of work still to do </p><p>Rated by user: &#9733;</p> 3931815 Sat, 25 May 2019 18:05:06 -0000 New review of package "Kris' Favorite Scenes" by user6116 http://u3d.as/1rJM <h1>Easy to use</h1><p>This is a very easy and handy tool</p><p>Rated by user: &#9733;&#9733;&#9733;&#9733;&#9733;</p> 3930976 Wed, 22 May 2019 12:20:31 -0000 New reply to review of package "Easy Roads Mesh Gen" by DAh-Right http://u3d.as/iB1 <h1>Reply from publisher</h1><p>Thank you for the detailed feedback. Those issues will be looked into for the next release. Do keep in mind that the code has been initially written on Unity's JS, then very roughly ported to C# when JS support was dropped, which is the result for the bad patterns throughout. The only thing I don't understand is why you didn't attempt to contact me via the support e-mail instead of dropping a wall of text on the reviews page. Regardless, look forward to the next update. For any further discussion please consider contacting me at krisdevmail@gmail.com</p> 3918901 Sun, 21 Apr 2019 10:14:54 -0000 New reply to review of package "Easy Roads Mesh Gen" by Daftolddad http://u3d.as/iB1 <h1>Reply from publisher</h1><p>Thank you for the detailed feedback. Will take that into account for the next release. Do keep in mind that the code has been initially written on unity's JS, then very roughly patched to work as a C# port when Unity dropped JS support, which is the reason for so many bad patterns throughout. The only thing that I don't understand is why you didn't contact me via the support e-mail instead. Regardless, those issues will be looked into and fixed.</p> 3918898 Sun, 21 Apr 2019 10:09:58 -0000 New reply to review of package "Easy Roads Mesh Gen" by starkt867 http://u3d.as/iB1 <h1>Reply from publisher</h1><p>Send me the errors at krisdevmail@gmai.com</p> 3918895 Sun, 21 Apr 2019 10:02:58 -0000 New review of package "Easy Roads Mesh Gen" by starkt867 http://u3d.as/iB1 <h1>Nice Asset</h1><p>I have been using this asset for a while, and it is good, but i am getting an error while i am creating the asset bundle. I am not even adding any of the roads generated to asset bundle, i am just adding some images which are not related to it still i am getting some errors related to easy roads mesh gen. Can you help me please...</p><p>Rated by user: &#9733;&#9733;&#9733;&#9733;&#9733;</p> 3915428 Fri, 12 Apr 2019 06:42:44 -0000 Updated review of package "Easy Roads Mesh Gen" by DAh-Right http://u3d.as/iB1 <h1>Not optimized! Not working in runtime. No bezier control!</h1><p>1. Not optimized: just see this code : .........................................................int -> String -> float converions in code =(( for (int bord = 0; bord < subdivision; bord++) { //the beta points loop inside each segment float xCofb = float.Parse("" + bord) / float.Parse("" + subdivision); ......................................................... for (int b = 1; b < subdivision; b++) { //in-between points xCof = float.Parse("" + float.Parse("" + b) / float.Parse("" + subdivision)); ......................................................... -- Are you really convert int into string and then parse it back? Really? .........................................................Serialization for accessing properties in class implementation (not in editor!!!!) [HideInInspector] public bool lockSize = false; public void LockSize (bool state) { ....... SerializedObject so = new SerializedObject(this); SerializedProperty so_lockSize = so.FindProperty("lockSize"); ....... so_lockSize.boolValue = false; return; ....... so.ApplyModifiedProperties(); #endif ......................................................... -- Are you really serialize object for change property? Really? Maybe use : lockSize = false; ....... and other ...... 2. Not working in runtime. Just in code : if(Application.isPlaying) return; (But if you remove this, it work, but not in build because - see previous) 3. You can`t control bezier curvature, in this case you must use "Manual hands made points control" for change "Scale" of each point, you can't setting up curvature(scale) for all road points or from editor dialog, you must select EACH point and then scale it in right direction. 4. Rebuild mesh each 3 frames? [Facepalm] private int updateSkip = 3; ..... void OnDrawGizmos() { if (updateLoopCount < updateSkip) updateLoopCount++; else if (subdivision > 0) { ........ UpdateData(); <- in this point full regeneration of road meshes 5. Very optimized code : Mathf.Clamp(navPoints[a].localScale.x, 0.001f, Mathf.Infinity) ............................ Why not Mathf.Max(0.001f, navPoints[a].localScale.x)? Or scale can be greater than +Infinity? 6. Navigation points loaded by "name", each time when mesh updated - all control points reloaded and resorted by "string name"! 7. Automatic points rotation algorithm is wrong a. Angle direction sign determined by local z axis? (Whaaaat? How it works?)[this is not works in 20% cases] b. midDirection = Vector3.Lerp(direction1, direction2, 0.5f);(Whaaaat?) maybe just midDirection = direction1 + direction2; ? c.Vector3.Angle(midDirection, Vector3.right) * xRelative - 90)(Whaaaat is this?) maybe just Vector3.SignedAngle(Vector3.forward, middleVec, Vector3.up) [middleVec calc] Vector3 from1 = navPoints[a].position - navPoints[previous].position; Vector3 from2 = navPoints[next].position - navPoints[a].position; Vector3 middleVec = from1 + from2; 8. Just pain in code (in cycle) : if (navPoints[a].GetComponent<ERPointSnap>()) { //Snap Points Check if (!navPoints[a].GetComponent<ERPointSnap>().snapped) ................................. GetComponent is slow operation, you must minimize using of it`s function 9. No comments: if (GUILayout.Button("Apply Changes")) { meshGen.UpdateData(); meshGen.UpdateData(); //Temporary fix for the Manual Apply issue; ................................. Maybe 2 passes apply? No! We regenerate full mesh 2 times! </p><p>Rated by user: &#9733;</p> 3912203 Thu, 04 Apr 2019 02:38:44 -0000 Updated review of package "Easy Roads Mesh Gen" by DAh-Right http://u3d.as/iB1 <h1>Not optimized! Not working in runtime. No bezier control!</h1><p>1. Not optimized: just see this code : .........................................................int -> String -> float converions in code =(( for (int bord = 0; bord < subdivision; bord++) { //the beta points loop inside each segment float xCofb = float.Parse("" + bord) / float.Parse("" + subdivision); ......................................................... for (int b = 1; b < subdivision; b++) { //in-between points xCof = float.Parse("" + float.Parse("" + b) / float.Parse("" + subdivision)); ......................................................... -- Are you really convert int into string and then parse it back? Really? .........................................................Serialization for accessing properties in class implementation (not in editor!!!!) [HideInInspector] public bool lockSize = false; public void LockSize (bool state) { ....... SerializedObject so = new SerializedObject(this); SerializedProperty so_lockSize = so.FindProperty("lockSize"); ....... so_lockSize.boolValue = false; return; ....... so.ApplyModifiedProperties(); #endif ......................................................... -- Are you really serialize object for change property? Really? Maybe use : lockSize = false; ....... and other ...... 2. Not working in runtime. Just in code : if(Application.isPlaying) return; (But if you remove this, it work, but not in build because - see previous) 3. You can`t control bezier curvature, in this case you must use "Manual hands made points control" for change "Scale" of each point, you can't setting up curvature(scale) for all road points or from editor dialog, you must select EACH point and then scale it in right direction. 4. Rebuild mesh each 3 frames? [Facepalm] private int updateSkip = 3; ..... void OnDrawGizmos() { if (updateLoopCount < updateSkip) updateLoopCount++; else if (subdivision > 0) { ........ UpdateData(); <- in this point full regeneration of road meshes 5. Very optimized code : Mathf.Clamp(navPoints[a].localScale.x, 0.001f, Mathf.Infinity) ............................ Why not Mathf.Max(0.001f, navPoints[a].localScale.x)? Or scale can be greater than +Infinity? 6. Navigation points loaded by "name", each time when mesh updated - all control points reloaded and resorted by "string name"! 7. Automatic points rotation algorithm is wrong a. Angle direction sign determined by local z axis? (Whaaaat? How it works?)[this is not works in 20% cases] b. midDirection = Vector3.Lerp(direction1, direction2, 0.5f);(Whaaaat?) maybe just midDirection = direction1 + direction2; ? c.Vector3.Angle(midDirection, Vector3.right) * xRelative - 90)(Whaaaat is this?) maybe just Vector3.SignedAngle(Vector3.forward, middleVec, Vector3.up) [middleVec calc] Vector3 from1 = navPoints[a].position - navPoints[previous].position; Vector3 from2 = navPoints[next].position - navPoints[a].position; Vector3 middleVec = from1 + from2; 8. Just pain in code (in cycle) : if (navPoints[a].GetComponent<ERPointSnap>()) { //Snap Points Check if (!navPoints[a].GetComponent<ERPointSnap>().snapped) ................................. GetComponent is slow operation, you must minimize using of it`s function </p><p>Rated by user: &#9733;</p> 3912175 Thu, 04 Apr 2019 01:45:41 -0000 Updated review of package "Easy Roads Mesh Gen" by DAh-Right http://u3d.as/iB1 <h1>Not optimized! Not working in runtime. No bezier control!</h1><p>1. Not optimized: just see this code : .........................................................int -> String -> float converions in code =(( for (int bord = 0; bord < subdivision; bord++) { //the beta points loop inside each segment float xCofb = float.Parse("" + bord) / float.Parse("" + subdivision); ......................................................... for (int b = 1; b < subdivision; b++) { //in-between points xCof = float.Parse("" + float.Parse("" + b) / float.Parse("" + subdivision)); ......................................................... -- Are you really convert int into string and then parse it back? Really? .........................................................Serialization for accessing properties in class implementation (not in editor!!!!) [HideInInspector] public bool lockSize = false; public void LockSize (bool state) { ....... SerializedObject so = new SerializedObject(this); SerializedProperty so_lockSize = so.FindProperty("lockSize"); ....... so_lockSize.boolValue = false; return; ....... so.ApplyModifiedProperties(); #endif ......................................................... -- Are you really serialize object for change property? Really? Maybe use : lockSize = false; ....... and other ...... 2. Not working in runtime. Just in code : if(Application.isPlaying) return; (But if you remove this, it work, but not in build because - see previous) 3. You can`t control bezier curvature, in this case you must use "Manual hands made points control" for change "Scale" of each point, you can't setting up curvature(scale) for all road points or from editor dialog, you must select EACH point and then scale it in right direction. 4. Rebuild mesh each 3 frames? [Facepalm] private int updateSkip = 3; ..... void OnDrawGizmos() { if (updateLoopCount < updateSkip) updateLoopCount++; else if (subdivision > 0) { ........ UpdateData(); <- in this point full regeneration of road meshes 5. Very optimized code : Mathf.Clamp(navPoints[a].localScale.x, 0.001f, Mathf.Infinity) ............................ Why not Mathf.Max(0.001f, navPoints[a].localScale.x)? Or scale can be greater than +Infinity? 6. Navigation points loaded by "name", each time when mesh updated - all control points reloaded and resorted by "string name"! 7. Automatic points rotation algorithm is wrong a. Angle direction sign determined by local z axis? (Whaaaat? How it works?)[this is not works in 20% cases] b. midDirection = Vector3.Lerp(direction1, direction2, 0.5f);(Whaaaat?) maybe just midDirection = direction1 + direction2; ? c.Vector3.Angle(midDirection, Vector3.right) * xRelative - 90)(Whaaaat is this?) maybe just Vector3.SignedAngle(Vector3.forward, middleVec, Vector3.up) [middleVec calc] Vector3 from1 = navPoints[a].position - navPoints[previous].position; Vector3 from2 = navPoints[next].position - navPoints[a].position; Vector3 middleVec = from1 + from2; 8. Just pain in code (in cycle) : if (navPoints[a].<bold>GetComponent<ERPointSnap></bold>()) { //Snap Points Check if (!navPoints[a].GetComponent<ERPointSnap>().snapped) ................................. GetComponent is slow operation, you must minimize using of it`s function </p><p>Rated by user: &#9733;</p> 3912174 Thu, 04 Apr 2019 01:45:33 -0000 Updated review of package "Easy Roads Mesh Gen" by DAh-Right http://u3d.as/iB1 <h1>Not optimized! Not working in runtime. No bezier control!</h1><p>1. Not optimized: just see this code : .........................................................int -> String -> float converions in code =(( for (int bord = 0; bord < subdivision; bord++) { //the beta points loop inside each segment float xCofb = float.Parse("" + bord) / float.Parse("" + subdivision); ......................................................... for (int b = 1; b < subdivision; b++) { //in-between points xCof = float.Parse("" + float.Parse("" + b) / float.Parse("" + subdivision)); ......................................................... -- Are you really convert int into string and then parse it back? Really? .........................................................Serialization for accessing properties in class implementation (not in editor!!!!) [HideInInspector] public bool lockSize = false; public void LockSize (bool state) { ....... SerializedObject so = new SerializedObject(this); SerializedProperty so_lockSize = so.FindProperty("lockSize"); ....... so_lockSize.boolValue = false; return; ....... so.ApplyModifiedProperties(); #endif ......................................................... -- Are you really serialize object for change property? Really? Maybe use : lockSize = false; ....... and other ...... 2. Not working in runtime. Just in code : if(Application.isPlaying) return; (But if you remove this, it work, but not in build because - see previous) 3. You can`t control bezier curvature, in this case you must use "Manual hands made points control" for change "Scale" of each point, you can't setting up curvature(scale) for all road points or from editor dialog, you must select EACH point and then scale it in right direction. 4. Rebuild mesh each 3 frames? [Facepalm] private int updateSkip = 3; ..... void OnDrawGizmos() { if (updateLoopCount < updateSkip) updateLoopCount++; else if (subdivision > 0) { ........ UpdateData(); <- in this point full regeneration of road meshes 5. Very optimized code : Mathf.Clamp(navPoints[a].localScale.x, 0.001f, Mathf.Infinity) ............................ Why not Mathf.Max(0.001f, navPoints[a].localScale.x)? Or scale can be greater than +Infinity? 6. Navigation points loaded by "name", each time when mesh updated - all control points reloaded and resorted by "string name"! 7. Automatic points rotation algorithm is wrong a. Angle direction sign determined by local z axis? (Whaaaat? How it works?)[this is not works in 20% cases] b. midDirection = Vector3.Lerp(direction1, direction2, 0.5f);(Whaaaat?) maybe just midDirection = direction1 + direction2; ? c.Vector3.Angle(midDirection, Vector3.right) * xRelative - 90)(Whaaaat is this?) maybe just Vector3.SignedAngle(Vector3.forward, middleVec, Vector3.up) [middleVec calc] Vector3 from1 = navPoints[a].position - navPoints[previous].position; Vector3 from2 = navPoints[next].position - navPoints[a].position; Vector3 middleVec = from1 + from2; 8. Just pain in code (in cycle) : if (navPoints[a].<b>GetComponent<ERPointSnap></b>()) { //Snap Points Check if (!navPoints[a].GetComponent<ERPointSnap>().snapped) ................................. GetComponent is slow operation, you must minimize using of it`s function </p><p>Rated by user: &#9733;</p> 3912173 Thu, 04 Apr 2019 01:45:24 -0000 Updated review of package "Easy Roads Mesh Gen" by DAh-Right http://u3d.as/iB1 <h1>Not optimized! Not working in runtime. No bezier control!</h1><p>1. Not optimized: just see this code : .........................................................int -> String -> float converions in code =(( for (int bord = 0; bord < subdivision; bord++) { //the beta points loop inside each segment float xCofb = float.Parse("" + bord) / float.Parse("" + subdivision); ......................................................... for (int b = 1; b < subdivision; b++) { //in-between points xCof = float.Parse("" + float.Parse("" + b) / float.Parse("" + subdivision)); ......................................................... -- Are you really convert int into string and then parse it back? Really? .........................................................Serialization for accessing properties in class implementation (not in editor!!!!) [HideInInspector] public bool lockSize = false; public void LockSize (bool state) { ....... SerializedObject so = new SerializedObject(this); SerializedProperty so_lockSize = so.FindProperty("lockSize"); ....... so_lockSize.boolValue = false; return; ....... so.ApplyModifiedProperties(); #endif ......................................................... -- Are you really serialize object for change property? Really? Maybe use : lockSize = false; ....... and other ...... 2. Not working in runtime. Just in code : if(Application.isPlaying) return; (But if you remove this, it work, but not in build because - see previous) 3. You can`t control bezier curvature, in this case you must use "Manual hands made points control" for change "Scale" of each point, you can't setting up curvature(scale) for all road points or from editor dialog, you must select EACH point and then scale it in right direction. 4. Rebuild mesh each 3 frames? [Facepalm] private int updateSkip = 3; ..... void OnDrawGizmos() { if (updateLoopCount < updateSkip) updateLoopCount++; else if (subdivision > 0) { ........ UpdateData(); <- in this point full regeneration of road meshes 5. Very optimized code : Mathf.Clamp(navPoints[a].localScale.x, 0.001f, Mathf.Infinity) ............................ Why not Mathf.Max(0.001f, navPoints[a].localScale.x)? Or scale can be greater than +Infinity? 6. Navigation points loaded by "name", each time when mesh updated - all control points reloaded and resorted by "string name"! 7. Automatic points rotation algorithm is wrong a. Angle direction sign determined by local z axis? (Whaaaat? How it works?)[this is not works in 20% cases] b. midDirection = Vector3.Lerp(direction1, direction2, 0.5f);(Whaaaat?) maybe just midDirection = direction1 + direction2; ? c.Vector3.Angle(midDirection, Vector3.right) * xRelative - 90)(Whaaaat is this?) maybe just Vector3.SignedAngle(Vector3.forward, middleVec, Vector3.up) [middleVec calc] Vector3 from1 = navPoints[a].position - navPoints[previous].position; Vector3 from2 = navPoints[next].position - navPoints[a].position; Vector3 middleVec = from1 + from2; 8. Just pain in code (in cycle) : if (navPoints[a].GetComponent<ERPointSnap>()) { //Snap Points Check if (!navPoints[a].GetComponent<ERPointSnap>().snapped) ................................. GetComponent is slow operation, you must minimize using of it`s function </p><p>Rated by user: &#9733;</p> 3912172 Thu, 04 Apr 2019 01:37:49 -0000 Updated review of package "Easy Roads Mesh Gen" by DAh-Right http://u3d.as/iB1 <h1>Not optimized! Not working in runtime. No bezier control!</h1><p>1. Not optimized: just see this code : .........................................................int -> String -> float converions in code =(( for (int bord = 0; bord < subdivision; bord++) { //the beta points loop inside each segment float xCofb = float.Parse("" + bord) / float.Parse("" + subdivision); ......................................................... for (int b = 1; b < subdivision; b++) { //in-between points xCof = float.Parse("" + float.Parse("" + b) / float.Parse("" + subdivision)); ......................................................... -- Are you really convert int into string and then parse it back? Really? .........................................................Serialization for accessing properties in class implementation (not in editor!!!!) [HideInInspector] public bool lockSize = false; public void LockSize (bool state) { ....... SerializedObject so = new SerializedObject(this); SerializedProperty so_lockSize = so.FindProperty("lockSize"); ....... so_lockSize.boolValue = false; return; ....... so.ApplyModifiedProperties(); #endif ......................................................... -- Are you really serialize object for change property? Really? Maybe use : lockSize = false; ....... and other ...... 2. Not working in runtime. Just in code : if(Application.isPlaying) return; (But if you remove this, it work, but not in build because - see previous) 3. You can`t control bezier curvature, in this case you must use "Manual hands made points control" for change "Scale" of each point, you can't setting up curvature(scale) for all road points or from editor dialog, you must select EACH point and then scale it in right direction. 4. Rebuild mesh each 3 frames? [Facepalm] private int updateSkip = 3; ..... void OnDrawGizmos() { if (updateLoopCount < updateSkip) updateLoopCount++; else if (subdivision > 0) { ........ UpdateData(); <- in this point full regeneration of road meshes 5. Very optimized code : Mathf.Clamp(navPoints[a].localScale.x, 0.001f, Mathf.Infinity) ............................ Why not Mathf.Max(0.001f, navPoints[a].localScale.x)? Or scale can be greater than +Infinity? 6. Navigation points loaded by "name", each time when mesh updated - all control points reloaded and resorted by "string name"! 7. Automatic points rotation algorithm is wrong a. Angle direction sign determined by local z axis? (Whaaaat? How it works?)[this is not works in 20% cases] b. midDirection = Vector3.Lerp(direction1, direction2, 0.5f);(Whaaaat?) maybe just midDirection = direction1 + direction2; ? c.Vector3.Angle(midDirection, Vector3.right) * xRelative - 90)(Whaaaat is this?) Vector3.SignedAngle(Vector3.forward, middleVec, Vector3.up) [middleVec calc] Vector3 from1 = navPoints[a].position - navPoints[previous].position; Vector3 from2 = navPoints[next].position - navPoints[a].position; Vector3 middleVec = from1 + from2; 8. Just pain in code (in cycle) : if (navPoints[a].GetComponent<ERPointSnap>()) { //Snap Points Check if (!navPoints[a].GetComponent<ERPointSnap>().snapped) ................................. GetComponent is slow operation, you must minimize using of it`s function </p><p>Rated by user: &#9733;</p> 3912167 Thu, 04 Apr 2019 01:34:44 -0000 Updated review of package "Easy Roads Mesh Gen" by DAh-Right http://u3d.as/iB1 <h1>Not optimized! Not working in runtime. No bezier control!</h1><p>1. Not optimized: just see this code : .........................................................int -> String -> float converions in code =(( for (int bord = 0; bord < subdivision; bord++) { //the beta points loop inside each segment float xCofb = float.Parse("" + bord) / float.Parse("" + subdivision); ......................................................... for (int b = 1; b < subdivision; b++) { //in-between points xCof = float.Parse("" + float.Parse("" + b) / float.Parse("" + subdivision)); ......................................................... -- Are you really convert int into string and then parse it back? Really? .........................................................Serialization for accessing properties in class implementation (not in editor!!!!) [HideInInspector] public bool lockSize = false; public void LockSize (bool state) { ....... SerializedObject so = new SerializedObject(this); SerializedProperty so_lockSize = so.FindProperty("lockSize"); ....... so_lockSize.boolValue = false; return; ....... so.ApplyModifiedProperties(); #endif ......................................................... -- Are you really serialize object for change property? Really? Maybe use : lockSize = false; ....... and other ...... 2. Not working in runtime. Just in code : if(Application.isPlaying) return; (But if you remove this, it work, but not in build because - see previous) 3. You can`t control bezier curvature, in this case you must use "Manual points control" for change "Scale" of each point, you can't setting up curvature for all road or from editor dialog, you must select EACH point and then scale it in right direction. 4. Rebuild mesh each 3 frames? [Facepalm] private int updateSkip = 3; ..... void OnDrawGizmos() { if (updateLoopCount < updateSkip) updateLoopCount++; else if (subdivision > 0) { ........ UpdateData(); <- in this point full regeneration of road meshes </p><p>Rated by user: &#9733;</p> 3911921 Wed, 03 Apr 2019 11:50:19 -0000 New review of package "Level Design Set #1: Wooden Walls" by Laniemme http://u3d.as/pxT <h1>Amazing Freebie</h1><p>I needed to create a wooden building and this fitted perfectly. Add in some post-processing effects and it looks amazing. Great job, thanks dev!</p><p>Rated by user: &#9733;&#9733;&#9733;&#9733;&#9733;</p> 3911914 Wed, 03 Apr 2019 11:09:06 -0000 Updated review of package "Easy Roads Mesh Gen" by DAh-Right http://u3d.as/iB1 <h1>Not optimized! Not working in runtime. No bezier control!</h1><p>1. Not optimized: just see this code : .........................................................int -> String -> float converions in code =(( for (int bord = 0; bord < subdivision; bord++) { //the beta points loop inside each segment float xCofb = float.Parse("" + bord) / float.Parse("" + subdivision); ......................................................... for (int b = 1; b < subdivision; b++) { //in-between points xCof = float.Parse("" + float.Parse("" + b) / float.Parse("" + subdivision)); ......................................................... -- Are you really convert int into string and then parse it back? Really? .........................................................Serialization for accessing properties in class implementation (not in editor!!!!) [HideInInspector] public bool lockSize = false; public void LockSize (bool state) { ....... SerializedObject so = new SerializedObject(this); SerializedProperty so_lockSize = so.FindProperty("lockSize"); ....... so_lockSize.boolValue = false; return; ....... so.ApplyModifiedProperties(); #endif ......................................................... -- Are you really serialize object for change property? Really? Maybe use : lockSize = false; ....... and other ...... 2. Not working in runtime. Just in code : if(Application.isPlaying) return; (But if you remove this, it work, but not in build because - see previous) 3. You can`t control bezier curvature, in this case you must use "Manual points control" for change "Scale" of each point, you can't setting up curvature for all road or from editor dialog, you must select EACH point and then scale it in right direction. </p><p>Rated by user: &#9733;</p> 3911911 Wed, 03 Apr 2019 10:58:28 -0000 Updated review of package "Easy Roads Mesh Gen" by DAh-Right http://u3d.as/iB1 <h1>Not optimized! Not working in runtime. No bezier control!</h1><p>1. Not optimized: just see this code : .........................................................int -> String -> float converions in code =(( for (int bord = 0; bord < subdivision; bord++) { //the beta points loop inside each segment float xCofb = float.Parse("" + bord) / float.Parse("" + subdivision); ......................................................... for (int b = 1; b < subdivision; b++) { //in-between points xCof = float.Parse("" + float.Parse("" + b) / float.Parse("" + subdivision)); ......................................................... -- Are you really convert int into string and then parse it back? Really? .........................................................Serialization for accessing properties in class implementation (not in editor!!!!) [HideInInspector] public bool lockSize = false; public void LockSize (bool state) { ....... SerializedObject so = new SerializedObject(this); SerializedProperty so_lockSize = so.FindProperty("lockSize"); ....... so_lockSize.boolValue = false; return; ....... so.ApplyModifiedProperties(); #endif ......................................................... -- Are you really serialize object for change property? Really? Maybe use : lockSize = false; ....... and other ...... 2. Not working in runtime. Just in code : if(Application.isPlaying) return; (But if you remove this, it work, but not in build because - see previous) 3. You can`t control bezier curvature, in this case you must use "Manual points control" for change "Scale" of each point, you can't setting up curvature for all road or from editor dialog, you must select EACH point and then scale and rorate it in right direction. </p><p>Rated by user: &#9733;</p> 3911909 Wed, 03 Apr 2019 10:42:34 -0000 New review of package "Easy Roads Mesh Gen" by DAh-Right http://u3d.as/iB1 <h1>Not optimized! Not working in runtime. No bezier control!</h1><p>1. Not optimized: just see this code : .........................................................int -> String -> int converions in code =(( for (int bord = 0; bord < subdivision; bord++) { //the beta points loop inside each segment float xCofb = float.Parse("" + bord) / float.Parse("" + subdivision); ......................................................... for (int b = 1; b < subdivision; b++) { //in-between points xCof = float.Parse("" + float.Parse("" + b) / float.Parse("" + subdivision)); ......................................................... -- Are you really convert int into string and then parse it back? Really? .........................................................Serialization for accessing properties in class implementation (not in editor!!!!) [HideInInspector] public bool lockSize = false; public void LockSize (bool state) { ....... SerializedObject so = new SerializedObject(this); SerializedProperty so_lockSize = so.FindProperty("lockSize"); ....... so_lockSize.boolValue = false; return; ....... so.ApplyModifiedProperties(); #endif ......................................................... -- Are you really serialize object for change property? Really? Maybe use : lockSize = false; ....... and other ...... 2. Not working in runtime. Just in code : if(Application.isPlaying) return; (But if you remove this, it work, but not in build because - see previous) 3. You can`t control bezier curvature, in this case you must use "Manual points control" for change "Scale" of each point, you can't setting up curvature for all road or from editor dialog, you must select EACH point and then scale and rorate it in right direction. </p><p>Rated by user: &#9733;</p> 3911908 Wed, 03 Apr 2019 10:41:37 -0000 New review of package "Weapons Pack - Medieval Fantasy" by dreb4o http://u3d.as/1jXX <h1>unique design </h1><p>very good models the price is ridiculously low 100% 5 stars</p><p>Rated by user: &#9733;&#9733;&#9733;&#9733;&#9733;</p> 3903382 Thu, 14 Mar 2019 12:15:10 -0000 New review of package "IK Plus" by Daftolddad http://u3d.as/VfH <h1>Intuative, Feature rich, and Impressive</h1><p>Disclamer* Asset was won on "TheMessyCoder" 1st year aniversary Livestream. Now the review. Perfect asset for those looking for a well designed system for animating characters, has most of the bases covered already and the Developer has more updates in the pipeline. This is really up there with the best IK soloutions on the store, if you're looking for an IK soloution you should at least give this one some serious consideration. 5 stars from me</p><p>Rated by user: &#9733;&#9733;&#9733;&#9733;&#9733;</p> 3884530 Wed, 06 Feb 2019 10:09:29 -0000 New review of package "Easy Roads Mesh Gen" by Daftolddad http://u3d.as/iB1 <h1>Great Asset Low price</h1><p>I can't really add to whats already been said. other than if you're looking for a road asset that's easy and fast to use, that can be easily modified with your own materials, This is it. Theres even a river script and material to use if you want a river in your scene. The included Documentation is easy to follow, and to the point, so for anyone worried about a lack of tutorial video, you really don't need to be. If i can manage to set up a road and river in my own test scene within 10 minuets im pretty sure ANYONE can. This asset is a steal at this price, if you want a road creator that won't break the bank, give this one a look. I'm glad i did. </p><p>Rated by user: &#9733;&#9733;&#9733;&#9733;&#9733;</p> 3882013 Fri, 01 Feb 2019 19:23:20 -0000 New review of package "Easy Roads Mesh Gen" by beamybasher http://u3d.as/iB1 <h1>Very Impressed! </h1><p>I needed to run a contiuous road around a hillside in my scene, and when I saw the price of Easy Roads I though I'd give it a shot, and glad I did. I have used another road systems in the past but they were messy and a pain to set up. I had Easy Roads open and in my scene right away. Dropped my own texture on and it was perfect. 5 stars!</p><p>Rated by user: &#9733;&#9733;&#9733;&#9733;&#9733;</p> 3877372 Wed, 23 Jan 2019 19:27:54 -0000 Updated review of package "IK Plus (Alpha)" by CTPEJIOK22 http://u3d.as/VfH <h1>Simple and easy to use</h1><p>This pack looks very promising - example scene works as i expected and all looks simplier, than at another ik-systems. Publisher added new features by my request, so, i can reccomend this system.</p><p>Rated by user: &#9733;&#9733;&#9733;&#9733;&#9733;</p> 3343411 Sat, 01 Sep 2018 13:09:43 -0000 New review of package "IK Plus (Alpha)" by CTPEJIOK22 http://u3d.as/VfH <h1>Simple and easy to use</h1><p>This pack looks very promising - example scene works as i expected and all looks simplier, than at another ik-systems. Publisher added new features by my request, so, i an reccomend this system.</p><p>Rated by user: &#9733;&#9733;&#9733;&#9733;&#9733;</p> 3343410 Sat, 01 Sep 2018 13:09:18 -0000 Updated review of package "IK Plus (Alpha)" by MostHated http://u3d.as/VfH <h1>A lot of potential. Very solid and feature filled for an Alpha</h1><p>I was really quite impressed with this asset. It is very easy to set up, performs great, very easy to customize, is quite accurate, and didn't really have any unexpected actions or surprises. The demos are straight and to the point in showing off how to set up your character and letting you test out the functionality such as one of the demos below to check out the grounding ability. https://i.imgur.com/HdUU0Cb.gifv I tried to purposely move things around to see what the limits were and to see what kind of movements it could handle and it did much better than expected. A few other lower end IK solutions would get all jittery, limbs would not keep their constraints well, and you would have weird unexpected results. I barely received any such thing with IK Plus as seen in this second gif. https://i.imgur.com/j8dAGZz.gifv One aspect that I can see being extremely useful is the included "Animation Blender", which allows you to set up easily triggered and controlled mixes of specific animations. One example I could see making great use of this would be damage events, such as having different types of limping at different limb locations depending on damage amount or type. I am very much looking forward to seeing what kinds of things I can come up with using that. The documentation is extremely thorough, well laid out, easy to follow, and explains everything very well. The developer is also very easy to get a hold of, responsive, and an all-around pleasant fella to deal with and is eager to help you out. All around I would say that this is a fantastic choice if you are looking for something easy to set up and use, that will not only give you all the configuration options you need but also provide several that you didn't even know you needed and explains them all in a very understandable way without breaking the bank. Thanks, -MH</p><p>Rated by user: &#9733;&#9733;&#9733;&#9733;&#9733;</p> 3335419 Wed, 22 Aug 2018 06:15:42 -0000 Updated review of package "IK Plus (Alpha)" by MostHated http://u3d.as/VfH <h1>A lot of potential. Very solid and feature filled for an Alpha</h1><p>I was really quite impressed with this asset. It is very easy to set up, performs great, very easy to customize, is quite accurate, and didn't really have any unexpected actions or surprises. The demos are straight and to the point in showing off how to set up your character and letting you test out the functionality such as one of the demos below to check out the grounding ability. https://i.imgur.com/HdUU0Cb.gifv I tried to purposely move things around to see what the limits were and to see what kind of movements it could handle and it did much better then expected. A few other lower end IK solutions would get all jittery, limbs would not keep their constraints well, and you would have weird unexpected results. I barely received any such thing with IK Plus as seen in this second gif. https://i.imgur.com/j8dAGZz.gifv One aspect that I can see being extremely useful is the included "Animation Blender", which allows you to set up easily triggered and controlled mixes of specific animations. One example I could see making great use of this would be damage events, such as having different types of limping at different limb locations depending on damage amount or type. I am very much looking forward to seeing what kinds of things I can come up with using that. The documentation is extremely thorough, well laid out, easy to follow, and explains everything very well. The developer is also very easy to get a hold of, responsive, and an all around pleasant fella to deal with and is eager to help you out. All around I would say that this is a fantastic choice if you are looking for something easy to set up and use, that will not only give you all the configuration options you need but also provide several that you didn't even know you needed and explains them all in a very understandable way without breaking the bank. Thanks, -MH</p><p>Rated by user: &#9733;&#9733;&#9733;&#9733;&#9733;</p> 3335418 Wed, 22 Aug 2018 06:15:22 -0000 Updated review of package "IK Plus (Alpha)" by MostHated http://u3d.as/VfH <h1>A lot of potential. Very solid and feature filled for an Alpha</h1><p>I was really quite impressed with this asset. It is very easy to set up, performs great, very easy to customize, is quite accurate, and didn't really have any unexpected actions or surprises. The demos are straight and to the point in showing off how to set up your character and letting you test out the functionality as seen below. https://i.imgur.com/HdUU0Cb.gifv I tried to purposely move things around to see what the limits were and to see what kind of movements it could handle and it did much better then expected. A few other lower end IK solutions would get all jittery, limbs would not keep their constraints well, and you would have weird unexpected results. I barely received any such thing with IK Plus as seen in this second gif. https://i.imgur.com/j8dAGZz.gifv One aspect that I can see being extremely useful is the included "Animation Blender", which allows you to set up easily triggered and controlled mixes of specific animations. One example I could see making great use of this would be damage events, such as having different types of limping at different limb locations depending on damage amount or type. I am very much looking forward to seeing what kinds of things I can come up with using that. The documentation is extremely thorough, well laid out, easy to follow, and explains everything very well. The developer is also very easy to get a hold of, responsive, and an all around pleasant fella to deal with and is eager to help you out. All around I would say that this is a fantastic choice if you are looking for something easy to set up and use, that will not only give you all the configuration options you need but also provide several that you didn't even know you needed and explains them all in a very understandable way without breaking the bank. Thanks, -MH</p><p>Rated by user: &#9733;&#9733;&#9733;&#9733;&#9733;</p> 3335417 Wed, 22 Aug 2018 06:12:12 -0000 New review of package "IK Plus (Alpha)" by MostHated http://u3d.as/VfH <h1>A lot of potential</h1><p>I was really quite impressed with this asset. It is very easy to set up, performs great, very easy to customize, is quite accurate, and didn't really have any unexpected actions or surprises. The demos are straight and to the point in showing off how to set up your character and letting you test out the functionality as seen below. https://i.imgur.com/HdUU0Cb.gifv I tried to purposely move things around to see what the limits were and to see what kind of movements it could handle and it did much better then expected. A few other lower end IK solutions would get all jittery, limbs would not keep their constraints well, and you would have weird unexpected results. I barely received any such thing with IK Plus as seen in this second gif. https://i.imgur.com/j8dAGZz.gifv One aspect that I can see being extremely useful is the included "Animation Blender", which allows you to set up easily triggered and controlled mixes of specific animations. One example I could see making great use of this would be damage events, such as having different types of limping at different limb locations depending on damage amount or type. I am very much looking forward to seeing what kinds of things I can come up with using that. The documentation is extremely thorough, well laid out, easy to follow, and explains everything very well. The developer is also very easy to get a hold of, responsive, and an all around pleasant fella to deal with and is eager to help you out. All around I would say that this is a fantastic choice if you are looking for something easy to set up and use, that will not only give you all the configuration options you need but also provide several that you didn't even know you needed and explains them all in a very understandable way without breaking the bank. Thanks, -MH</p><p>Rated by user: &#9733;&#9733;&#9733;&#9733;&#9733;</p> 3335416 Wed, 22 Aug 2018 06:11:40 -0000 New review of package "Easy Movie Plus" by disya75 http://u3d.as/kug <h1>Good work!</h1><p>Nice asset with excellent support! Thanx!</p><p>Rated by user: &#9733;&#9733;&#9733;&#9733;&#9733;</p> 3322089 Sun, 05 Aug 2018 08:21:21 -0000 Updated reply to review of package "Advanced Vegetation Shader PBR" by belkovandrew http://u3d.as/JP8 <h1>Reply from publisher</h1><p>First of all, I never received anything "asking me to rework the shader". Second of all, I never used Shader Forge and I will never use it. And last but not least, the shader supports GPU instancing, look at the update notes. I would ask you to review your comment, because it's very misleading. Ragards, The developer.</p> 3270120 Tue, 29 May 2018 23:08:22 -0000 New reply to review of package "Advanced Vegetation Shader PBR" by belkovandrew http://u3d.as/JP8 <h1>Reply from publisher</h1><p>First of all, I never received anything "asking me to rework the shader". Second of all, this I never used Shader Forge and I will never use it. And last but not least, the shader supports GPU instancing, look at the update notes. I would ask you to review your comment, because it's very misleading. Ragards, The developer.</p> 3270118 Tue, 29 May 2018 23:06:38 -0000 New review of package "Easy Roads Mesh Gen" by Kalle801 http://u3d.as/iB1 <h1>Simple and fast!</h1><p>I love it. I tryd a lot of so called Easy road asets but this one is really easy. Its easy, its simply & it works. For me, its BEST on the store!</p><p>Rated by user: &#9733;&#9733;&#9733;&#9733;&#9733;</p> 3263185 Fri, 18 May 2018 13:19:14 -0000 New review of package "Enviro Spawn" by RoyS http://u3d.as/odN <h1>Excellent</h1><p>Very good tool. Did some nice random tree generations. Easy to set up, just make sure your spawn area is large enough as I had a large terrain and didn't initially see the spawn area box. </p><p>Rated by user: &#9733;&#9733;&#9733;&#9733;&#9733;</p> 3238486 Wed, 25 Apr 2018 19:31:20 -0000 New review of package "Easy Roads Mesh Gen" by RabidBat http://u3d.as/iB1 <h1>Good bang for buck.</h1><p>If you're working on a budget and need roads in your game and quickly, then definitely recommend giving this a try. For $5.50usd it's a pretty good deal for the results it gives and is easy enough for even the biggest noob to be up and running in no time.</p><p>Rated by user: &#9733;&#9733;&#9733;&#9733;&#9733;</p> 3175248 Fri, 23 Feb 2018 06:51:46 -0000 Updated reply to review of package "Easy Roads Mesh Gen" by Salman911 http://u3d.as/iB1 <h1>Reply from publisher</h1><p>Issue will be fixed with this week's patch. Thank you for sharing it. PS: Check out EasyRoads' FAQ to help you if you're porting from an older version. (This issue might be because of the CS port)</p> 3149494 Fri, 02 Feb 2018 03:20:35 -0000 Updated review of package "Easy Roads Mesh Gen" by Salman911 http://u3d.as/iB1 <h1>error</h1><p>Assets/EasyRoadsMeshGen/NavPoint.js(38,9): BCE0005: Unknown identifier: 'showAxis'. Assets/EasyRoadsMeshGen/NavPoint.js(42,9): BCE0005: Unknown identifier: 'showSPLinePoints'. unity 5.5.2 fix it plesae</p><p>Rated by user: &#9733;&#9733;&#9733;&#9733;&#9733;</p> 3149072 Thu, 01 Feb 2018 19:32:24 -0000 New reply to review of package "Easy Roads Mesh Gen" by Salman911 http://u3d.as/iB1 <h1>Reply from publisher</h1><p>Issue will be fixed with this week's patch. Thank you for sharing it.</p> 3148688 Thu, 01 Feb 2018 13:57:09 -0000 New review of package "Easy Roads Mesh Gen" by Salman911 http://u3d.as/iB1 <h1>error</h1><p>Assets/EasyRoadsMeshGen/NavPoint.js(38,9): BCE0005: Unknown identifier: 'showAxis'. Assets/EasyRoadsMeshGen/NavPoint.js(42,9): BCE0005: Unknown identifier: 'showSPLinePoints'. unity 5.5.2 fix it plesae</p><p>Rated by user: &#9733;&#9733;&#9733;</p> 3143335 Sun, 28 Jan 2018 12:59:28 -0000 New review of package "Advanced Vegetation Shader PBR" by belkovandrew http://u3d.as/JP8 <h1>Just ok</h1><p>This shader was made in Shader Forge, has a lot of feauters but does not support Unity Instancing which is affecting the performance. I was asking the dev to rework the shader but he said he is not interested in this.</p><p>Rated by user: &#9733;</p> 3108698 Tue, 09 Jan 2018 14:22:29 -0000 New reply to review of package "Advanced Vegetation Shader PBR" by Xakep0161 http://u3d.as/JP8 <h1>Reply from publisher</h1><p>I wouldn't imagine you would want to bake anything on a dynamic, animated, constantly moving object? Also the whole point of the shader is that it's PBR, it says it in the title so how can you hold it against it?</p> 3069625 Wed, 20 Dec 2017 03:06:30 -0000 New review of package "Advanced Vegetation Shader PBR" by Xakep0161 http://u3d.as/JP8 <h1>Few features</h1><p>Because of the PBR lighting, it is difficult to create a billboard so that the transition was not noticeable. No LightMap.</p><p>Rated by user: &#9733;&#9733;&#9733;</p> 3059355 Thu, 14 Dec 2017 17:54:45 -0000