“Can I create a game with scene that I have bought from the asset store?”. Namely, I’m not a modeller/artist so, I need some “GOOD” scenes for my game. I’ll write my own story but I’ll use scenes from asset store (free or bought). Is this regular way? I’m programmer (C#/C/C++) and I have a dream that’s my game story! Suggestions? Thanks!
Yes, that’s what asset store is for.
Any asset you buy from the Asset Store can be used for your own game production.
I’m happy now! Thanks…
But you sleep with the fact you used someone else’s asset while most people would think you created it yourself.
But for your own enjoyment, sure use it but give credit to the actual creator.
And make sure you include credits for Unity in your game, and credit the guys at Apple or Microsoft for the OS you used. Big props to the developers of C, C++ and C# for making the engine (and the OS) possible. Give credit to the guys who developed audio codecs you use. Don’t forget to credit the people who made the chair you sat on…
- rolls eyes *
You may decide to credit the authors if you want, there’s no harm in that, as an asset developer it would be much appreciated, but its certainly not required and to imply that doing so is wrong is just plain ridiculous.
What about the guys who purified your water so that you didn’t die of a waterborne disease? I think their hard work played an important role in making sure the game got released!
…
It’s certainly good practice to credit the people who made the asset. But there is absolutely no harm in using it in your game.
xD
So true!
Lol!
Yah, I always watch the movie credits at the end to watch for interesting names in movies. I don’t do that for games because I’m afraid it would be spend reading tough guy avatar names like IveTheVaporsClark and other such drool.
Why do people think this is even a thing?
Moreso, why do people who use Unity think that this is a thing since, you know, they’re using an off the shelf engine?
Rationally thinking there’s nothing wrong using assets. But sometimes it just feels wrong, like I’m slacking off by not doing it myself.
If you are in fact able to produce a game start to finsh on your own - design, prototyping, programming, art asset creation, sound design, music production and voicework - all that in a resonable timeframe and on a reasonable budget… then: yes. You should be ashamed of yourself, you slacker. ![]()
What’s a “thing”?
The first law of computer science is to always be lazy. A lot of the time engineers (or other technical non-CS people) who code usually didn’t learn this very important principle, and you’ll find them reinventing bubble sort the first time they need to sort something.
If you use a pre-existing library, it is not only faster but the algorithm is likely more efficient (because when they decide to code up a library they spend some time doing research). And they’ve tested it. And every person who has every used it has tested it in different scenarios and provided feedback. And then it’s been fixed, improved, and extended.
Meanwhile, your bubble sort is excruciating slow for large arrays and it’s going to break once you start mixing signed and unsigned integers on iOS because of Xcode’s default compiler optimization options and some careless comparison functions you wrote.
I called it being “lazy”, but it’s really the principle of making code modular and re-usable. And it’s kind of the foundation of how we are able to make complex and amazing things. It’s not wrong; it’s necessary. Be as lazy as possible (but no more) and create great things.