TheAsset Store Publisher portal lets you manage your profile as an Asset StoreA growing library of free and commercial assets created by Unity and members of the community. Offers a wide variety of assets, from textures, models and animations to whole project examples, tutorials and Editor extensions. More info
See in Glossary provider.
Use the Packages tab to manage your Asset Store packages and create new packages for submission. The contents of this tab change depending on the status you select from the Package Status drop-down menu.
A package can go through many states during its lifecycle. When you open the Asset Store Publisher portal and navigate to the Packages tab, you can choose a status from the Package Status drop-down menu to see all packages that are in that state:
The Sales tab displays the sales data on each of your paid packages (one row for each package). It also displays the Gross and Net amounts for the selected month. You can view the sales figures for different months by changing the month from the drop down box.
The Downloads tab displays the number of times a specific Asset has been downloaded by a user. This includes only paid Assets, but might not match the sales of an Asset in any particular month, because users might not download the data right away, and can download the data multiple times over the lifetime of use.
The Vouchers tab lets you generate a voucher code which you can give to a customer. Vouchers allow customers to download a paid package for free. This tab also displays any vouchers you have already issued.
The Info tab lets you edit the profile of your Publisher Account. This tab appears when you first create your Publisher Account, but you can come back at any time to update the information.
Use the Google AnalyticsAbbreviation of Unity Analytics
See in Glossary section to connect your product and publisher pages to your Google Analytics account for tracking page views and purchases. Unity does not support the configuration or use of Google Analytics. For more information, see the Google Analytics website.
This is the basic workflow for publishing your assets to the Asset StoreA growing library of free and commercial assets created by Unity and members of the community. Offers a wide variety of assets, from textures, models and animations to whole project examples, tutorials and Editor extensions. More info
See in Glossary:
Publishing to the Unity Asset Store for the first time can be challenging - especially because there is very little information about best practices available. Since we've faced identical issues, we thought it was time to publicly document our experiences since November 2021 - when we first published to the Unity Asset Store. We hope our findings will help you become successful on the Unity Asset Store faster. Good luck!
Before you begin, it's important to get into the right mindset: When people use the Asset Store, they are looking for a concrete solution to a concrete problem. After all, they want to save time (to solve their problem).
Plus, most people who visit your product page on the Asset Store have never heard of you or your product. Therefore, think about how you can make the onboarding process as smooth as possible for them.
Lesson learned: You only have a split second to grab their attention. That's why you need an eye-catcher in both your images and your description. An eye-catcher should be a specific piece of information that (visually) stands out from the crowd.
When writing the description, remember two things: people are lazy readers - keep the text to a minimum. And: visitors want to know how you can help them solve their problem. Double down on this opportunity!
For more inspiration in creating your product page for the Unity Asset Store, you can visit our Publisher page on the Asset Store. There you will find our assets, which we are constantly trying to improve with new insights and the best practices mentioned in this article.
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.
Subscribe to Unity Blog. Stay up to date with the latest features. Test your assets on beta versions before releasing them. You can sometimes find yourself in a situation that new Unity version will break your code. This is your best chance to submit a bug report and get it fixed before it goes public. Trust me, it can save you from a lot of trouble.
From August 2018 to present (Nov 2018), it is was a bold attempt and interesting journey for me to become a Unity Asset Store publisher. Within three months, I have learned so much such as promoting a product, dealing with customers, and also asking for reviews from customers.
The 2nd asset
In September, I planned to publish another asset. It took me 3 weeks and around 5 hours/day to make an advanced VR UI framework. The inspiration comes from different projects I have been working on for the past two years. I published my VR UIKit with $29.99.
The bigger picture
I was very bad at marketing at the start of my journey. The promotion pictures were just some screenshots and the product descriptions were basically technical README. In order to attract more customers and increase the sales, I did the following things:
Though it took me around 1 hour/day to reply emails, I have got in touch with a bigger VR group. Those who are working on great projects and who are fighting for their dreams. I would love to see their products and maybe one day I will see my asset in one of the VR apps.
As a package publisher, supporting lowest possible version is ideal for covering your user bases and therefore increase revenue. But in exchange, using version too low will results in many difficult problems.
This article will highlight them all from personal experience, having maintained Introloop, Native Audio, and Tiny Ambience. Introloop especially, published its first version in Unity 5. (Now that takes me back! It really begins in Unity 4 or something while I was working on a game called So Many Me with an another company.)
When you say your package works with Unity 5, you must actually go there and check that it works. If you develop in a single project, this may mean you "lives" in Unity 5 forever while developing it to ensure support.
Upgrade is usually a success, not so with downgrades. After sequentially checking all future versions, you don't commit the change to version control and come back to Unity 5 to develop new features. You will cry having seen better Unity in the future and then having to come back to jurassic period to work on your stuff.
Back then Unity doesn't have the LTS version that guarantee bug fixes for several years. Now that Unity has it, game developers (especially big companies) are very likely to choose these LTS versions for their game instead of any mid-year versions.
Now it is obvious the lowest support should be one of these LTS versions to support as many big company customers as possible. It will make our lives easier too when these versions would stay for a long time.
Also, Unity Hub is a thing now. The hub serve as an another filter that prevents average users from seeing any other obscure versions. As a package publisher, we can play along and pretend that only these versions exists to simplify development.
2017 does not even have Assembly Definition asset .asmdef. That has a lot of features that paved way to UPM support. This also affects all your code, since internal doesn't work anymore when it is one big assembly. [InternalsVisibleTo] is unusable to create good test assembly. And you require a magic Editor folder! All these will make users working on 2020 LTS vomit when upgraded to that version.
This decision sounds familiar to dealing with texture format. You are worrying about users with old phones that couldn't download your game anymore if you decided to go modern. I abandoned those users and getting much nicer sleep by the way. So it is up to you!
User now install Asset Store stuff via UPM. While that Package Manager panel will import (pour in) the asset into your Assets folder anyway if those packages aren't actually UPM, if your package are UPM-supported, your users will be delighted that your package stays neatly in Packages section instead if actually in the game.
For example if my package needs Addressables, but my user's game didn't need it, my user's game will ended up having Addressables as a result of installing my package, but Addressables aren't listed on the game.
Even asmdef features are affected. The most impactful would be version defines. This make a define appear or disappear based on other resources. It can turn your package into a flex god, offering more extra features as user installed other Unity packages!
Another one is private static method. (No private keyword, just static but defined inside a method.) It completely disables variable encapsulation, making your function 100% pure. You can even use the same argument name as some variable names from an outer scope. I found that 90% of my nested functions in the method actually wants to be static.
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