How To Download Unity Paid Assets For Free

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Najla Ondik

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Aug 4, 2024, 7:13:35 PM8/4/24
to toetiserrau
Fromwhat I gathered (like in this thread or here) I am allowed to push my own game code on github and choose a license, as long as I avoid putting assets I do not own. I want to make it public to be able to show it (to potential employers for instance) but I cannot make it open source as I plan to use paid assets (like DoozyUI).

I can avoid pushing the asset itself on the repo (with .gitignore for instance). Should I prevent gameobjects created with this package to be pushed as well ? That would make the game unusable, even with the rights to use the package...


You can upload your project, without the Doozy folder. Thus excluding our source code from being shared. Also, unsert a disclaimer letting anyone know that DoozyUI is required to be installed (before getting your files) for the project to work.

You can share any GameObject (or prefabs) you create, but they will not work if DoozyUI is not installed due to missing references (scripts). Once Doozy is installed, they will work as expected. Thus anyone who has the system will be able to see/use your project.


Major: This is a new version of an existing package that has significant differences. This might be many more Assets, or it might include breaking changes to an API. In this case, the original package has to have been available on 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 for more than a year.


Once you create the new upgrade package, you should deprecate the previous version from the Asset Store, because you want your users to find the new package. Deprecated packages are only available to customers who have previously purchased or downloaded them.


If you are creating a Major upgrade, enter the number of Grace Days that represents a period of time before the new package is published when customers can purchase the old package and upgrade for free. For example, if you set a period of 10 grace days and version 2 of your package appears on the store on March 20, anyone who purchased version 1 between March 10 and March 19 can upgrade to version 2 for free.


The engine provides a significantly better development experience (via text-based resources) and a snappy, responsive user interface. We'll spend the rest of the blog defending that statement and addressing common concerns about Godot.


Over the last few months, I've heard dozens of questions from interested users about Godot, the C# support it provides, and the future of the engine. It's important to note that I am in no way officially affiliated with the Godot Engine organization. I have, however, spoken with some of the core engine developers and contributors and I'd like to put the arguments against Godot and C# to rest, once and for all.


Most of us would normally be thrilled about free assets, but when you're an artist or developer who relies on selling your assets to support yourself, giving away your products is a no-go. It's only fair that you should be able to make a living doing what you're good at.


Examples of this are crowdfunding campaigns (like Blender or Krita do), the highly requested ability for users to sell assets on an asset library (and have a share going to the Godot Foundation), selling merchandise, and other types of funding.


For some users, having access to a multitude of assets is non-negotiable. Those users will not use Godot until its asset library is a thriving, paid marketplace. For most developers, however, I believe the boost in developer productivity Godot provides over Unity et al. more than makes up for any reduction in assets.


For example: if you're creating your own art, or purchasing art and models from artists, you're probably writing all your own custom code anyways. Why not do it in Godot? The editor won't hang for 2 minutes straight whenever it decides to scan your assets, unlike in other engines, cough cough.


People often ask "is C# a first class citizen?" when looking into Godot and C#. I believe the question became popular when Godot first introduced C#. Like all new features, C# support was initially incomplete and poorly documented, but solidified over time. These days, the Godot Docs provide almost every code example in both C# and GDScript, and C# support in Godot 3 (LTS) is incredibly robust.


When asked if the new GDExtension support in Godot would replace the need for first-party C# support, neikeq (one of the core Godot C# contributors), explained that C# support would continue to be built-in because it would be difficult (if even possible) to load more than one .NET assembly through a native extension.


me: A lot of people are on the fence about Godot because they're not sure C# support is planned long term, or maybe they've been burned by the lack of documentation in the past. What do you want them to know?


neikeq:They shouldn't worry about C# support in the long term. There was a lot of concern about that this year because initially C# wasn't included with the Godot 4 alpha releases, but now it's already there and soon it will be unified as a single version of Godot.


One of the most important factors for the future of C# support is that starting with Godot 4, it's much easier to maintain. There is still room for improvement (for example, changing/adding a type for marshalling takes a bit more work right now). But the amount of work we took off our shoulders is huge. That's time that can be spent on other parts like addressing issues.


neikeq: We no longer build the Mono runtime ourselves, which was especially painful on platforms like wasm, iOS and even Android sometimes. As well as having to maintain build code for some of those platforms and ensuring that it works (like AOT for iOS). That's all offloaded to MSBuild with the official .NET releases. Granted we don't have mobile and wasm support yet but when the time comes, it will be easier to implement. The new hosting + pure C# + source generators is also easier to maintain than our previous approach with the Mono embedding APIs (although marshalling needs to be improved in this regard as I mentioned).


Our feature image for this article is from SatiRogue, a "turn-based dungeon-crawler rogue-like RPG, made with Godot 3.x C# + RelEcs" by TetrisMcKenna. The source code is freely available on GitHub under the MIT license.


Chickensoft had a good first year: what originally started as a C#-focused fan club for Godot has blossomed into a small community of enthusiastic package authors and game developers. Our community members have helped answer technical questions about Godot and C#, shared a number of open source packages, and filed multiple bug reports on the Godot engine (some of which have already been fixed!).


All of the Chickensoft packages were dogfooded, meaning I built them because I was trying to solve the same problems every time I created a new game project. I never did finish a game, but at least I have some tools. Maybe next time...


While learning Godot, I kept running into the same few headaches over and over. When trying to make my code reusable across game projects, I realized there was no easy way to keep my addons up to date while I was still developing them. Likewise, whenever I created a new sandbox project, I had to copy a dozen or so files into the new project every time.


GodotEnv's addon management system allows you to declare dependencies in their own file (to prevent versioning headaches with git submodules), while template generation enables you to quickly create new projects without having to copy over all the files you need each time.


Godot addons are simply git repositories with an addons/your_addon_name folder inside them. The contents of that folder (scenes, scripts, art assets, etc) will be copied to a project folder's addons/your_addon_name when a user installs your addon. Because addons are a flat folder structure, people often think to use git submodules for addons in their project repositories. I initially tried git submodules and found it was too difficult to keep everything up-to-date across all of my projects that were using the addons.


Importing nuget packages is as simple as adding them to your Godot project's .csproj file. Unfortunately, you can't really import scenes or other assets from nuget packages. They're only good for reusing code.


The Godot ecosystem provides an asset library, monthly game jams, and numerous developer communities. If you're using C# with Godot, you can use just about anything on nuget in your project, unlocking the entire C# ecosystem in addition to everything Godot has to offer. Whether you're still planning your project or putting the finishing touches on it, there's an entire ecosystem in place to support you. Godot apps can be released on every major platform, and multiple companies can provide support for developers who wish to publish their games on consoles.


Making Godot games with C# is an incredible experience, and it's only getting better. If you're looking to start (or continue) your game development journey, you are more than welcome to be a part of our open source community here at Chickensoft.


When the war in Ukraine began on February 24, many local developers started having trouble getting money from the Unity Asset Store. We contacted several Ukrainian asset creators to see what they think about this issue and how it affects their lives.


Developers who were due to get paid in April have seen their quarterly wire payouts disapproved or reversed. The latter means that the transfer is returned to Unity, with the company then trying to automatically repeat it next month. If the payout is disapproved, it will be delayed until the next quarter.


At the time of writing, the situation remains the same, so the problem with the Asset Store payouts has persisted for more than six months now. According to Frostweep Games, Unity says it is working on a solution, but there is still no estimated timeline for when the issue might be resolved.

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