Submission Guidelines

Last updated: Jan 22, 2014


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.

If you're just looking for a quick walk-through in submitting content to the asset store, visit this blog post to watch a quick tutorial demonstrating the submission process using the package manager in the asset store tools.

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.

1.1 Setup

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.


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

5.1 General

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.
  • 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

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. The description text should link to the video or web player.

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.

Simple Moderate Advanced
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. The Asset Store Tools and Package Manager

You’ll need to use the Asset Store Tools to submit your assets to the Asset Store. To do this, log on to the Asset Store and download the newest version of the tools by clicking on the link in the bottom of the front page. After importing the tools you should launch the Package Manager from the Unity editor menu and proceed with the below step-by-step instructions:

  1. Every publisher on the Unity Asset Store has their own publisher section, which features a company description, URL, company logo, and links to all of their packages on the Asset Store. If you have not submitted assets before you will need to create your Publisher page. In this case an "account setup" form will be displayed with the following fields: Publisher name, URL, description and key images. Please fill these out, save and proceed.
  2. Click on the ‘package’ list in the upper left corner of the Asset Store Tools window, followed by ‘[Create new]’. A package draft form will be displayed. Please follow the top to bottom steps while staying aware of the below side notes:
    • Please spend time writing a compelling description in clear English. One of the most common reasons we decline submissions is due to incorrect spelling or awkward English. It’s very important that your description text reads well. If you are unsure or you are not a native English speaker, use a spell checker! If necessary, we can help with language corrections, but kindly request that you do your best. Avoid having to re-submit your work and check thoroughly before you send it in!
    • URL’s must be formatted as proper hyperlinks with anchor tags. e.g. Visit my site for more info The URL must be a fully qualified URL including the protocol part Wrong: <a href="/">...</a> Correct: <a href="">...</a> Email links should be listed using a mailto link, such as: <a href="">Email me!</a>
    • Consider indicating polygon count for models, whether or not something is rigged, animated, etc. in the description.
    • if you are releasing version one of the package, simply use “Initial Release” in the changes field.
    • In order to promote findability and give exposure to your asset, make sure that you place your asset within a relevant category in the asset store.
    • For the key images, please use of our provided key image templates located in the Unity editor menu under ‘Asset Store Tools > Key Image Templates’.
    • You can view and edit drafts of any previous projects you have made in the package manager. Click on the ‘package’ list in the upper left corner and a list of these projects will be displayed. When you select a previous project, metadata (description, version changes and key images) will be downloaded and viewed for editing.
  3. When you are done editing the draft:
    • Click ‘preview’ to display your assets preview page. Please make sure that your key images looks fine and check your spelling and grammar!
    • Click ‘Submit’ to submit your asset for a review. Unity’s publisher agreement will be prompted when you’re submitting your first asset, if you approve the terms & conditions, please accept this. Following a message dialog will be displayed, allowing you to send a message to the vetting team if needed.



Before submitting your asset 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 :)

8.1 Labeling your Assets

Our 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 AssetStoreTools 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.

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.

More information about payout options and procedures can be found in the Asset Store Provider Agreement. You can also preview the default Customer EULA that covers enduser use of the assets you sell.

10. Other Questions?

Please feel free to email us via if you need further assistance. We look forward to seeing your submission!