Last updated: Feb 5, 2015
We're glad you've decided to submit your work to the Unity Asset Store! This document describes current best practices and guidelines for providing the required content and images used when promoting products on the Unity Asset Store. You will find it worthwhile to read these guidelines through since it will save you time and in the end, possibly lead to a more successful asset.
1. Quality Standards
We look for craftsmanship in assets that would otherwise require a developer an investment of time or money to create. We look for well-made textures, clean geometry and UV mapping, code quality and overall good design. Do not submit a very simple asset, such as a single crate, unless there is something extremely special about it. If you have simple assets, consider making a multi-pack instead. Do not send us default Bryce skyboxes or other assets that require just a few clicks to create, or free Turbo- Squid models you didn't make yourself. Your submissions should be a reflection of your talent and skill.
Things should work as much as possible out of the box. If there are unavoidable setup steps to be performed by the user, such as defining Input Manager or Tag Manager settings, these should be clearly documented to support user experience and ensure overall satisfaction. Code packages should contain documentation that notify the user what he or she needs to set up instead of failing in random ways when running an un-configured project.
1.2 Presentation is everything
We encourage you to support your quality content with great presentation material. You want to make a good impression and you want your asset to stand out from the crowd. The most successful publishers on the asset store have obtained their success by submitting complementary texts and preview images that justify the quality and usefulness of their assets. You can also entice your viewers by linking to website material, Unity webplayer demos and YouTube or Vimeo videos to create an interest among your audience. A short demonstration video usually makes a good first impression and shows what your asset is all about. This is especially helpful for demonstrating tools or editor extensions.
2. Restricted Content
2.1 Content you do not hold the license to resell
You may not upload content that you did not create or are legally licensed to resell. This includes assets ripped from other games or mods, assets downloaded from Turbosquid or Google Warehouse or any other repository, You may not upload or sell assets freely available from locations like CGTextures or Mayang, for example.
NEVER UPLOAD ANYTHING YOU DID NOT CREATE OR ARE NOT LEGALLY ALLOWED TO RESELL. YOU ARE LEGALLY LIABLE AND CAN BE SUED BY UNITY TECHNOLOGIES, BY THE OWNER OF THE CONTENT, AND BY ANYONE WHO PURCHASES AND USES THE ASSET.
2.2 Trademarked and branded content
Your submission cannot contain trademarks, logos or branding which you do not own. For example, you cannot have a Ferrari emblem on a sports car. This is also very common for weapons (e.g. Beretta, Corvette), furniture (e.g. Herman Miller), cars (e.g. Hummer) and aircrafts; items you might not think would be trademarked, therefore you may want to check your asset on the US Patent and Trademark Office website. Do not submit models directly created using Photo-to-model technology such as Photofly, PhotoModeller, Insight3d or similar tools. The meshes they generate are not suited for real time games, they have inconsistent and unusual topology, and other problems. Finally, we will not accept submissions that we deem (at our discretion) to be defamatory, libelous, pornographic, obscene or evocative of racial hatred of any kind.
2.3 Online Services
If you are an Online Service, such as a monetization service, ad-network, back-end hosting service, analytics system or other service where a variable amount of money changes hands after the user downloads your SDK or plugin, you may not upload your SDK or plugin to the store unless you are an approved Online Services Strategic Partner (OSSP). Contact us to learn more.
3. Naming your Asset
Choose a descriptive name for your asset. Instead of just 'Spaceship' or 'Airplane' consider something like 'Deep Space Cargo Spaceship' or 'Classic Italian Biplane'. Use spaces instead of underscores in your package names, and please spell check them if you are unsure of their spelling.
For legal and branding purposes, we cannot accept packages whose names begin with ‘Unity’... so UnityNodes, for instance, will not be permitted. However, Nodes for Unity would be fine. Do not name your asset with arbitrary numbers like Zombie 1.. however it’s OK if you name multiple-asset packages with Volume, for example, Zombie Collection, Volume 1. You absolutely cannot include brand names like Volkswagen. Be aware that most guns and weapons have trademarked brand names as well, and we will not accept a model called Uzi, for example.
4. Documentation & Example Scenes
You must include documentation or at least a readme.txt file in your project. Please document what your asset does, setup or installation instructions, and how to use it. The documentation should be placed in the main folder of your package. It also helps to include a scene file that demonstrates your asset at work. If you are submitting updates frequently, we ask you to include a version history in your documentation and mention the changes in your notes to the submitter. This will help you to keep your customers interested and on track with your latest achievements.
5. File Formats and Source Assets
Zip files are not recommended, and if they are included, they should generate valid paths after decompression. The exception to this is supplemental zipped files containing non-Unity-native assets, like the source .mb Maya file for an asset which is already provided as an .fbx in the project. Also demos may not be in separate packages. Do not include .unitypackage files in your package.
5.2 Requirements for graphic assets
- All models that you submit must be in FBX or OBJ format.
- You can include a source Maya, Max, Blender or other file if you include it as a zip file in the project.
- These file types are not allowed in the project and must be zipped: .mb, .ma, .max, .c4d, .blend, .3ds, .jas, .fbm, .dds, and .pvr.
- Textures must be linked to materials. Please test your asset in a fresh project to be certain. Please, be extra sure that they are linked, as this is the most common reason we request resubmissions.
- Textures should use a lossless compression format such as PSD, PNG or TIFF.
The PSD format is optimal since it allows customers to customize premade graphics and use layers. Lossy image formats such as JPEG will be rejected.
5.3 Requirements for code assets
Graceful handling of errors: Your asset must provide useful warnings to the user if he or she does something wrong. Under no circumstances should your extension throw null reference exceptions, unclear error messages or warnings. Remember that your code will be included in other people's project and too many warnings from 3rd party contributors may clutter up important errors or warnings in their own code. Error messages must be in the form of a message / dialog or inline warning and explain how to fix the problem.
5.3.1 Requirements for code assets - editor extensions
Take advantage of that fact by making sure your extension is clean and tight. If you are submitting an editor extension, there are certain technical criteria to which you must adhere:
Optimized workflow: Your extension must be optimized with as intuitive and minimal set of steps possible. Adhere to conventional UI standards and avoid counterintuitive or unusual interface design. Your user should not have to consult documentation to figure out the interface.
Undo for all editor steps is mandatory. You can learn more about using Undo in editor scripts at http://unity3d.com/support/documentation/ScriptReference/Undo.html
Prefab Overrides & Serialized Property: Tools that edit or change components must support prefab overrides and use the SerializedProperty class.
Orderly implementation in Unity UI: Do not put your company name as an item on the top menu bar with the extension inside it. Editor extensions that use the Unity menu bar must be put tidily in the menu system, and should not add unnecessarily items at the top. Instead, put it under the Edit, Window, Component, Gameobject or the most relevant category. See the attached screenshot to see why.
Avoid chaos and keep professional looking. Keep your extensions under the Window menu (like Transform Utilities) or appropriate category. Do not put them under your company name.
5.3.2 Requirements for code assets - complete projects
For complete projects we request either a YouTube™ video or Unity web-player version for a quick preview of the asset and a demonstration of your code.
5.4 Requirements for audio assets
In order to ensure that your audio's volume distribution is even, we recommend you to normalize your content before submitting. You also need to make sure that your audio plays properly inside the unity inspector. When you're finally submitting your audio asset, you must link to preview audio on a webserver, or a service like SoundCloud™.
6. Pricing Guidelines
Please price your assets using the suggested pricing table below. We will consider whether or not your desired price is appropriate relative to the complexity of the asset.
|Art Packages||$2, $5 - $20 Increments of $5||$25 - $95 Increments of $5||$100 - $500 Increments of $25|
|Complete Projects||$10 - $55 Increments of $5||$60 - $95 Increments of $5||$100 - $1000 Increments of $50|
|Scripting Packages||$5 - $45 Increments of $5||$50 - $95 Increments of $5||$100 - $1000 Increments of $50|
|Extensions||$5 - $45 Increments of $5||$50 - $95 Increments of $5||$100 - $1000 Increments of $50|
If we feel your content may be better priced in a different range, we will let you know. We suggest examining the pricing of similar assets on the store and following their example. Items on the Asset Store may not be sold for a lower price on other sites. Attempting to grossly undercut pricing of similar products is actively discouraged.
Do not be afraid to ask for a high price for your package. It represents your hard work! Interestingly, the top-selling packages, in terms of quantity sold, are all over $50!
6.1 Getting Showcased
Often developers ask how they can be featured on the front page. We showcase items that are great products which feature attractive looking key images. If you have a great asset but the art is not visually appealing, we would be reluctant to showcase it. Please take care that it looks pro! We do not showcase anything that says "Price reduced!" or "Reduced 50%!" or "Special Introductory Offer".
6.2 Licensing your Content
For the sake of consistency, all Asset Store offerings are covered by a license we have created. Please have a look at the End User License Agreement to be sure you are comfortable with it. If you are offering your content for free, you have the further option of selecting one of three free-licenses, which override the basics of our commercial license. Please do not include your own license terms in your offering.
7. Images for The Asset Store UI and Specifications/Requirements
To put your asset up for display, we need certain images. Images are layered on top of an existing GUI and, in turn, have text layered on top of them. The total image area shouldn't be filled with your primary graphics. Outside of this live area (see below), you can choose to include shadows or other mostly transparent, clean and simple visual details. It is very important that the following specifications are followed carefully. Avoid garish colors or busy layout. If your submission clashes visually with the Asset Store, we may ask for a correction and re-submission. Minimize use of text on the image, and instead try to graphically depict what your asset does. We have prepared some very convenient key image template files with guides and exact dimensions, please make good use of them.
Your asset requires three 32-bit .png key images:
- big - used to promote a package when the package is the primary item onscreen
- small - used to promote images in smaller box views
- icon - used for downloads and list views
Total image dimensions are:
- big - 860 x 389 (live area 550 x 330)
- small - 200 x 258 (live area 175 x 100)
- icon - 128 x 128
Incorrect – See how the small key images extends beyond the live area?
Incorrect – See how the text went out of the live area and gets cut off? Images which go on the showcase, top page, are partially cut off on the right side, so do not put text or anything important outside of the live area!
8. Submitting your assets
8.1 Registering as a publisher
Visit the Publisher Administration page and log in with your Unity Account. If you are not already a Publisher, you will be prompted to create an Asset Store Publisher Account. Fill out the form and save the data to create your account. Unless otherwise noted, the information you provide will be displayed on the Asset Store on your customer-facing Publisher Page.
8.2 Creating a package
The Packages Tab on the Publisher Administration page is where you create and maintain your packages.
To create a new package click the “Create New Package” button. This will create a fresh untitled package in Draft status. While the package is in Draft status all changes are only visible to you. Remember to save your changes as you edit – saving does not change the status of the package. You will need to supply the following information before submitting your package.
Change the title. In the “Metadata & Artwork” section, enter your package’s name as the Title for the English metadata and Save. When you go back you will see the title for the package has been changed.
Change the package version number. By default the package version is set to “draft”. Change the package number to reflect the version number of the package you are uploading e.g. “1.0”.
Enter release notes in the “Version Changes” field. If you are releasing the first version of your package, simply use “Initial Release” in this field.
Choose a category. To ensure that users can find your asset, make sure that you select the relevant Asset Store category.
Set the price, or select “free”.
Write a package description. By writing a compelling description in clear English you increase the chances of your asset being downloaded or purchased. Remember that your customers aren’t familiar with your package, so you need to describe it thoroughly and accurately. For example, it’s a good idea to include polygon counts for models, and indicate whether or not your content is rigged, animated, etc.
We often decline submissions due to incorrect spelling or awkward English, so consider using a spell-checker. If necessary, we can help with language corrections, but kindly request that you do your best and check your text thoroughly before submitting it for review.
Ensure that your URLs use the following syntax:
<a href="http://www.mysite.com">My Site</a>
Enter your description in the “Description” field on the Metadata page.
Upload key images for the package. Click “Edit” under the “Key Images” header. To make it easier for you to create images to the required specifications, we’ve created templates for your use. Download them here.
Add video or audio presentations of your package in the “Audio/Video” field. If you add links to hosted content such as YouTube, Vimeo, Soundcloud, Sketchfab, and more, these presentations will be embedded in your package’s Asset Store page!
Add screenshots of your package content.
You can localize the package title and description by adding additional languages. Please note that currently it’s not possible to localize key images, audio/video or screenshots. Only localize the title and description if you are fluent in the languages in question or have received the help of someone who is. Do not use Google Translate or similar to localize your metadata.
When you’ve finished editing the draft, it’s time to check your page for errors. Click “Preview in Asset Store” to display your package’s preview page.
8.3 Uploading your package
Next, it’s time to upload your package. First, open the Asset Store within the Unity editor. At the bottom of the front page there’s a “Publish your stuff!” link. Click this to download and import the Asset Store Tools you’ll use to upload your package.
Once you imported the tools an additional menu item is added to Unity’s top menu: “Asset Store Tools”. Select the “Package Upload” tool from this menu. If you’re not already logged in to the Asset Store you will be required to log in. Make sure you use the same Unity Account as you used in the Publisher Administration interface.
Uploading your package using the Package Upload Tool is a 4-step process.
- Select the Draft package that you want to upload to. All your packages are listed, but you can only upload packages whose status is set to Draft.
- Select the assets folder in your project which contains the package content. All content in the selected folder and below will be included in the uploaded package. Do not put any content in the “AssetStoreTools” folder. If your package content is located at the root of your project, the “AssetStoreTools” folder will be included in the upload, but automatically removed before going live on the Asset Store.
- Select the main assets for preview. You should ONLY select main models or animations here. This information is used for Asset Store Previews in the Inspector inside Unity when users search Asset Store assets. This DOES NOT affect the Package Contents preview in the Asset Store.
- Upload the package. The Package Upload tool will build the unitypackage and upload it to the Asset Store.
Please note that your package is still set to Draft status. Your package has NOT been submitted for review yet.
8.3.1 Supporting multiple version of Unity
The version of Unity used to upload your package determines the version of Unity needed by customers to download or buy your package. If the package is uploaded using Unity 5.0 only customers using Unity 5.0 or newer will be able to download or buy your package. We recommend that you upload your package from the earliest version of Unity that you know works with your package. You can download and install an earlier version of Unity from the Unity Download Archive to facilitate this.
If you are unable to make your package compatible across Unity versions, but prefer to maintain your package in multiple editions for different versions of Unity, you can choose to upload your package using multiple versions of Unity. Always choose the same package in the Package Upload tool to upload to. In the Publisher Administration interface multiple unitypackages will be automatically uploaded for your package assigned to different versions of Unity.
8.3.2 Testing your assets
Before submitting your assets and creating your package, be sure to test it! Create a new project and import your package into it. Check that everything works properly, and take care that textures are linked to their respective materials. We often receive packages which do not work, throw exceptions, have unlinked textures and problems with surface normals. Please take extra care. This will save time in the long run. While we test everything that goes on the store, we are not your QA department :)
8.3.3 Labeling your Assets
The Asset Store uses labels as keywords. If you’d like your asset(s) to show up during a keyword search, be sure to label them appropriately. You’ll notice that the Asset Store Tools package includes a Mass Labeler feature. If you have several assets that you wish to label at the same time, this is a great timesaver.
8.4 Submitting your package for review
Once all the required metadata has been saved for your package and at least one unitypackage has been uploaded to your package, you can submit the package for review. If you can attest to owning the rights to selling (or giving away for free) these assets, just click “Submit package for approval”.
Your package will now enter Pending Review status and the vetting process will begin.
When your package has been approved, its status will change to Published and it will be live in the Asset Store! If your package is not approved, the status of the package will change to Declined. If this is the case, update your package based on the comments sent to you and resubmit it.
8.5 Updating and making changes to a package
If you want to update a package you have to create a Draft version of your package. Find your package in the Publisher Administration Package Manager and click the “Create New Draft” button at the bottom of the page. If a Draft version already exists, the button is labelled “Go to Draft”.
You can now update metadata as necessary and use the Asset Store Tools Package Upload tool to upload a new unitypackage version of your package. When you’ve finished updating your package, please submit the package again for the changes to be reviewed by our vetting team.
If you upload a new unitypackage to your package, please change the Version of your package. This will alert existing customers in their Download Manager that an update is available. If you only make metadata changes DO NOT update the Version.
9. After the submission
9.1 The vetting process
After the submission, Unity’s Asset Store Team will review your package. We will make sure that you have complied with the basic requirements: is the preview data ok, is there any documentation included and does the demo scenes play as intended and so on. We will also assess the quality of your asset, and if necessary, give you feedback about possible bugs in your code or quality issues in your 3Dmodels.
Subsequently you will receive an acceptance letter or general feedback, depending on whether your asset has been approved or not. Most assets don’t make it in the first review session, so don’t lose your hope and look at the feedback as a great opportunity to improve your asset.
9.2 Useful sources
If you want to see your revenue, check your balance or change your payout preferences, logon the Publisher Administration.
10. Other Questions?
Please feel free to email us via email@example.com if you need further assistance. We look forward to seeing your submission!