Asset Store Guidelines Vs Package Manger Documentation

Hello,

I am preparing my Asset for release onto the Unity Asset Store. Maybe I am mistaken, but I thought the Unity Asset Store and Package Manager where intertwined system now, i.e. Any any users which download my asset will do so via the Package Manager.
If this is untrue then please let me know as I have mis-understood and done everything wrong :slight_smile:

As such I have been following the Package Manager Documentation on how to layout Packages. However some of this information does not correlate with Unity Asset Store Submission guidelines

For instance:

however The package manger documentation suggests you should use .md files.

Another area of discrepancy is the Project layout:

This does not match the Package Layout

Additionally what is an Content Creator to do about Licenses? Do I need to put a License.md file in my package or does it get inherited by the Asset Store. My package uses open source licensed code, which I have declared in Third Party Notices.md I hope that will be the acceptable place for those licenses, as the submission guidelines do not indicate a place?

Again maybe I miss understood and when I submit my Package to the store, it should not be… well… umm a package.

Thank you in advance

The Unity Asset Store doesn’t support the UPM package format yet. But it will, at some time in the future.

Thank you for your reply.

I guess its very confusing (to me) that there are threads about Asset Store Assets and UPM on the front page:
( Automating the download and import of assets bought on assetstore - Unity Forum
[Package Manager for Store Assets doesn’t remove obsolete files on Update (unity.com)Bug - The Package Manager as Asset Store replacement is one big unusable mess - Unity Forum ]( https://discussions.unity.com/t/816125 ))

but whats most confusing is the fact when you come to upload your Asset to the store you have to declare if you use UPM
6616486--753472--upload_2020-12-13_9-19-45.png

when you say “UPM package format” do you mean the package layout or the whole "downloading to the packages folder which lives outside the project?

This asked for API to download Assets Store purchases. No such API is available AFAIK.

This one asked why updating an Assets Store purchase has different behavior comparing with updating a UPM package. The thread has been answered itself.

This discussed a feature of Package Manager that it has a shortcut window to download your Assets Store purchases. It may be confusing a bit but assets downloaded from this window are still assets, not packages.

I don’t know what’s that, it’s not well documented. It seems to claim that the Asset Stores content depends on some Package Manager packages. If you tick the “Include dependencies” maybe it will prompt to let you enter these dependencies manually.

I mean “downloading to the packages folder which lives outside the project”. Anyway if you’re preparing an asset store content, you should follow “Unity Asset Store Submission guidelines”, not the “UPM Package Layout”.

I understand it can be confusing because the Asset Store Tools itself is using the word “package”, what it really means is “content”.

6617176--753607--upload_2020-12-13_23-31-43.png

Once again thank you for my reply.

My point being, with the URL links, is that the asset store is already using the “the package manager” (which led to my confusion); albeit with ‘in-project packages’ (is there a term for these packages?).

Both of these statements are true:

  • The UPM supports Unity Asset Store Assets
  • The Asset store does not support Unity Packages

The latter is what is apparently being worked on

FYI that checking that checkbox does nothing (on the frontend), the form submits the same as it if it was unchecked

–edit–
I looked into the dll, including that checkbox seems to export the package manifest file calling
ExportPackageAndPackageManagerManifest when preparing to upload

That makes sense then, it may be assumed that the project manifest.json dependencies as the Assets Store content’s package dependencies.

I got my asset got rejected due to the first party licenses.md not being .txt

I totally expected it to get rejected, I just wish to highlight that unity has two very similar, and yet different, standards.

Packages first party licenses.md should be a .md file, where asset store assets need to be a .txt/pdf/rtf