I want to know what is your top 5 asset from Unity Asset store? Can divide from top 5 free and paid version also
I’ve only bought one asset, Rewired.
Not cheap but highly worth the price, don’t bother trying to do it yourself
Why don’t you pick your 5 since you started the thread?
Ok. Let me start. I’m no expert but this asset i always used.
My top 5 asset
- UMotion
- Dotween
- Textmesh pro
- Unity particle pack
- Easy combine
Glad to see UMotion as number 1. Been eyeing that one for a while now.
- Rewired
- Dotween
- Bolt
- Odin Serializer & Inspector
- Rotorz Reorderable List / Dictionary
Here are the assets I use for our game from Asset Store:
- nothing
- nothing
- nothing
- nothing
- nothing
Not being funny. I really don’t use a single asset. Unity’s got to the point now where it does not make sense to use assets vs just quickly building it with the native features.
Part of Unity via package manager now.
1 whole less than me
I dumped rewired a while ago in favour of the new up coming input. I don’t have exotic needs anyway and can afford to wait a bit. I dumped it because it blew out my recompilation / reload times and that was enough to tick me off. I can’t imagine how long it takes for people to make a simple change for a big game with a ton of assets.
I wanted to wait for the new input system, but I guess the fact of life is I’ve got a game to release and that won’t wait for the new input system to come out properly. Will I use it for future projects? Perhaps, I’ll give it a shot. But it’s not out now and now is what matters
Slightly different than hippo’s:
- DOTween.
- n/a
- n/a
- n/a
- n/a
Actually… I had DOTween for a while as it’s so good but I got rid of that too because I wanted something a bit custom and I’ll be messing about in ECS land before long
Yeah it slows everything down like crazy and ruins my workflow to an extent that I think is unacceptable. If I use it I would only put it in at the end.
My space game has been on ice for a while, but I don’t use any assets from the store (except for my own space combat kit). I find it too easy to make something that does 90% of the job, and only if I get near the end I will bother to make that last 10% if a really good asset can do it for me easily.
If I was keen to get a project finished in a short space of time, I’d probably consider using some of Opsive’s assets. But mostly I see the store as a way to learn something quickly. There are a bunch of things I’ve bought from the store that have taught me a lot, but I’m not sure what I would use as-is.
I use it primarily for ui animation currently, I built an anim library around it that extends ui components. The impetus was to scrap all use of the animator in ui. It was a fairly noticeable increase in performance. I could have spun my own, but damn, he has so much goodness already in it.
This is explained in the docs here:
http://guavaman.com/projects/rewired/docs/KnownIssues.html#increased-compile-play-time-editor
You can remove the controller definitions you don’t need from the ControllerDataFiles and it will dramatically reduce the deserialization time. I hope to eventually replace Rewired’s reliance on Unity’s serialization system to get around this editor issue. It is really not pleasant to build something of this scale on top of a dependency that ultimately ends up having a major flaw like this.
Aha! thanks for explaining. Well, it is the best input manager if anyone’s looking
For the record, other than that problem it seems to be a great asset.
hmm, hard to make a SteamVR game without downloading SteamVR SDK from the store
I don’t need to make a SteamVR SDK game, thankfully!
But you must use something else than core Unity functions? How about audio engines like Steam Audio or Google Resonance? or platform SDKs like Steamworks?
I use a lot of asset, a lot of the time I end up removing them later on when I don’t need them anymore. There is a lot of time saving when your just testing stuff.
If I could only have 5 assets ever again (within the current version of Unity),
regardless of current project, this would probably be my list.
-
Final IK
-
DotTween
-
Amplify Shader Editor / Shader Forge
-
Rewired
-
Energy Bar Toolkit
-
Playmaker
-
Build Report Tool
-
Apex Path
-
Behavior Designer
-
Master Audio
Personally, I love Rewired and it is currently a must have for projects. We don’t know when Unity will release their new input system. Rewired is currently the best solution for input systems.
The compile time in editor with Rewired does not bother me. I am currently more concerned with the lack of full support when using IL2CPP in a standalone Windows builds with Unity 2018.1:
http://guavaman.com/projects/rewired/docs/KnownIssues.html#windows-standalone-il2cpp