Onevery computer I've ever tried to use Unity, the Asset Store seems incapable of showing the YouTube video previews of assets. It always claims my "browser" does not currently recognize any of the video formats available and recommends I click for a visit to a FAQ about HTML5 video. I would expect this to be built into Unity, yet it seems not to be. I can't find anything online about what the deal is. So how do I get the videos to work within the Asset Store within Unity??
I don't believe there is a fix for it. The best you can do is hope that Unity Dev's eventually add the supported codec. Until then just right-click the video and select copy video url, then paste it in a browser to watch the Demo
Unfortunately, Plastic SCM Plugin for Unity (beta) is no longer available.This package has been deprecated from the Asset Store. This means that new purchases of the package are not allowed and that only users who already purchased or downloaded the package before it was deprecated, are allowed to download it.In most cases, package deprecation happens because the publisher is unable or unwilling to support the package anymore. We suggest looking for alternative packages or contacting the publisher directly.
The Unity plugin is now included as part of another package. The plugin has been removed from the store, and Plastic SCM is now available through the Version Control package.You can just install the Version Control package via the Package Manager to get the PlasticSCM plugin.Regards,Rafael.
I'm new to Unity and I'm uncertain how to properly manage Asset Store packages. What I've been doing so far is downloading them through Package Manager and importing them into the project and simply commiting them to my git repo.I feel like this is not an optimal way to do things and just makes my repo bloated.
I imagined the solution to be like a classic package manager (pip, npm, nuget etc.) and stumbled upon this thread from 2018. The respones suggest that commiting everything to your version control is the way to go.
My Solution for version control right now is to put my entire asset folder into .gitignore, and simply unignore my game folders along with anything I need to include in version control. This has worked quite well so far. You just have to make sure to put everything you want to include into the correct unignored folders (I usually create my own prefabs anyway, so this isn't a problem for me).
If I make changes to imported assets, I move the specific files over to my own project folder that is not ignored. It's easy to forget things like terrain data that usually lands in the asset root folder, but you get used to it.
In the new custom package I put the downloaded content in and add Assembly definition files if needed due to most assets have no namespacing or even use ASMDEF files at all. I setup the required references if needed. ASMDEF info here: -asmdef.html
first of all let me introduce my self, i am Sherry Saini am a gamedesigner i have been using sketchup 8 (free version) and the new versions of sketchup make for quite some time now(not for games yet though).
1.Can i Sell a skectchup model in The unity Asset Store For Free?
i have a doubt because in the Warehouse FAQ says i can 3D Warehouse Terms of Use FAQ SketchUp Help
Skip to Number 14.
Since you would be selling your SketchUp models, you have to upgrade to SketchUp Pro. Otherwise, you are violating the EULA that you agreed to when you installed the free version of SketchUp. Buy the license and you can sell your models.
Read what I wrote: Since you would be selling your SketchUp models, you have to upgrade to SketchUp Pro. Otherwise, you are violating the EULA that you agreed to when you installed the free version of SketchUp. Buy the license and you can sell your models.
or maybe if i do it the other way, like giving my model to the warehouse first so the agreement i made with trimble doesnt come, and then i download the model from the warehouse and sell it on the asset store?
Basically, that is his/her problem, and depends on the kind of restrictions that the site where you post the model places on their use. For instance, AFAIK, the models posted in the 3D Warehouse are free even for commercial use.
SOFTWARE END USER LICENSE AGREEMENT (Trimble SketchUp) IMPORTANT, READ THIS AGREEMENT CAREFULLY. BY DOWNLOADING, INSTALLING OR USING ALL OR ANY PORTION OF THE SOFTWARE, YOU ARE ACCEPTING ALL OF THE TERMS AND CONDITIONS OF THIS AGREEMENT. YOU AGREE...
The Unity Asset Store contains a library of free and commercial assets that Unity Technologies and members of the community create. A wide variety of assets are available, including textures, models, animations, entire project examples, tutorials, and extensions for the Unity Editor.
Starting with Unity 2020.1, the dedicated Asset Store window is no longer hosted inside the Unity Editor. However, you can still access the Asset Store website at Also, you can still search for your purchased and downloaded Asset Store packages, and download and import them in the Package Manager window.
Please respect the license terms for the store items you use in your projects. For example, the Oldsmobile Cutlass Supreme Sedan '71 in the screenshot above was authored by Barbo and has CC BY 4.0 license. This means that you must give the author appropriate credit for using their works.
Ahead of the upcoming Blender 4.1 release, the Blender Foundation has officially introduced Blender Extensions, the studio's new official asset store featuring free and open-source add-ons and themes compatible with Blender 4.2, currently in Alpha.
According to the announcement, the platform itself is in its Alpha phase as well, with the studio emphasizing that it's been unveiled for initial public testing to gather feedback and address bugs before the official launch of Blender Extensions. Users are encouraged to interact with the site, upload themes and add-ons, leave reviews, report issues, and thoroughly test it to ensure minimal issues in the release version.
Later this week, the studio also plans to launch Blender 4.1, featuring updates to the software's animation pipeline, new nodes to Compositor, enhancements to the Cycles rendering engine and the Geometry Nodes toolset, upgrades to the modeling, sculpting, and lighting workflows, UI improvements, and more.
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Harnessing the power of industrialized AI, the Asset Store enables data scientists to reuse proven analytics frameworks and data assets and scale these insights across brands and markets to drive business adoption. This evolving advantage is made possible with a library of pre-engineered feature sets and parameterized analyses templates, including:
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SideFX is pleased to announce THE HOUDINI HIVE SERIES at FMX 2022. These sessions bring together top artists from the Houdini community to take behind-the-scenes looks at recent projects. In each case, you will learn how procedural techniques in Houdini help artists consistently create high quality work.
Read more about it here.
Mardini Artwork by Joakim Ekstroem
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He Sun, Head of VFX at Rebellion Film Studios gives us the rundown on the Houdini VFX behind their recent cinematic trailer for Sniper Elite 5 - repurposing existing game assets for use in their USD workflow, including terrain, vegetation, lighting, and more.
Read more about it here.
Image courtesy of Rebellion Film Studios
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Project Titan is an in-house tech demo designed to production test Houdini's procedural workflows while creating a 3D environment that leverages the latest technologies in Unreal Engine 5. The tools and techniques created for this demo will be shared with the community as learning materials and downloadable content.
To support the procedural tools, geometry from KitBash3D played a big role in providing textured models that could be reconfigured using the Houdini tools.
There are at least two kinds of publishers on the Asset Store. The ones that belong to the first type are people who are creating their content solely for the purpose of selling it. Those people are mostly focused on quality, documentation and support. The second group are game companies that are building assets for internal use but then eventually they are publishing them to the wider audience. Their assets are made for specific games but sometimes they can be reused if the quality is good enough.
Make sure that your asset has a decent documentation. For the first version you can do a PDF file generated out of Libre Office document, but as your asset will grow the documentation may become bigger and less coherent. Consider building a HTML documentation with Jekyll. Jekyll is like wiki, but it generates static html files that can be sent to any http server or zipped into a file and distributed along with your asset.
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