Getting Ready for my first upload to the store, have a question(s).

Just about to upload my new asset up to the store; but I have just a few questions about structure and the like.

I have 2 models (low poly and a high poly model of the same thing) Each model has 30 different skins. These skins include a specular map set in the alpha channel.

Question 1: Should I make a different prefab for every one of the 30 materials? Or just one asset and let the user assign the material that they want?

Question 2: The only two types of files I found that support the alpha channel (For the specular maps) are .psd and .tga Which do you as a user prefer? .psd seems to save more space than the .tga; and that is what I saved my color maps as, but just need to make sure this is appropriate.

Question 3: I read all of the documentation on uploaded assets, but there was a section that said include a .txt file with an explanation of how to use the asset; then it said delete everything from the folder that isn’t part of the asset including any text files. So I am confused, if I want to give a .txt or blender file with the assets how do I do this?

Thanks all.

1: I would suggest you make a demo scene that allows the user to try out all of your 30 skins, but I don’t see any reason to create 30 prefabs. You don’t even need 30 materials, just have an array of textures on a script.
2: TGA is generally better as it’s a very simple, universal format.
3: This would be a “readme” file. It generally contains information about who created the pack, any instructions on how to use it, additional credits, stuff like that. Here is an example.

Okay, so I upload the package. Went to check on its progress and it says “error” under the approval process. So besides waiting to hear back from Unity, is there anyway to figure out what the error was?

I double checked all the documents to make sure I was in compliance to all the requirements, including 24 bit preview images, file structure and the like. I exported the package before submitting and loaded it in a new project to make sure everything exported correctly; and am just wondering if the “error” status is fixable.