First submission... my demo scene uses some Standard Assets?

I read in the submission guidelines that I’m not supposed to include anything in the Standard Assets folder with my submission.

But my demo scene uses the water from Standard Assets → Environment.

If I remove the water shaders / scripts from my package, and a user installs my package, it will flood their console with errors. I hate for my users to see any errors, ever. Even if I explain how to fix it in my documentation, any errors could get me a negative review.

I’m thinking the only solution is to remove the water from my scene, but this all seems a bit caveman. Isn’t this an issue that thousands of other developers have run into? Is there some solution already in place that I’m not seeing?

Bump ;p

We just work around it. I just use primitive shapes for all my demo scenes. They don’t really need to be flashy, just show the asset.

How about you turn your water into a semi-transparent plane with no waves?

I like the water because it has a reflection mainly, the reflection showcases the fact that my post-processing effect happens to also work in the water reflections.

I could just rename all the water scripts to something else, and move them into my example scene dependencies folder. Would Unity mind if I basically have exact copies of their water scripts, with no difference except I changed the class names? I’d be changing the names so that it won’t conflict with anything the user may already have, if the user already happened to have installed the Standard Assets water.

I’ve seen some asset publishers include some of the Standard Assets items under a different folder, under the root of their asset folder. Just be aware that Unity keeps track of files via a GUID stored in a .meta file, as opposed to the file name or folder. So to be safe, you can go into Windows Explorer and delete the .meta files for whichever files in the Standard Assets package you want to include. This will force Unity to re-import them. You’ll need to reassign any assets that you did this with, as Unity will treat them as different assets. But if you do it this way, the Standard Assets that you include won’t overwrite anything in the Standard Assets folder, nor will importing the Standard Assets overwrite the files that you included.

Devdog’s Inventory Pro is a good example of this. They include a “Standard Assets” folder under the “Inventory Pro” folder, and the scripts within have been moved into the namespace Devdog.InventoryPro.UnityStandardAssets.

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Unity doesn’t mind if you’ve created your own variation of their water, so long as it in no way conflicts with Unity’s assets. This is because Unity might upgrade their assets and people install your asset and everyone CRIES.

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what do you guys recommend in case of camera shaders? I have a lot of example scenes that uses camera image effects from the standard assets, the asset store already rejected my pack, so what do you recommend?

What was the reason Unity rejected the package? Did they give you one in the email?