Important - read this first!

The community is by far Unity’s greatest asset and beautifully animated at that. But sometimes your game needs a little… je ne sais quoi.

Use this section to promote free and commercial assets for use with Unity. These can be anything from scripts to plugins to complete projects. The specific requirement is that the asset itself be available and usable in a project, so please keep tutorials and references in the Teaching section and incomplete items in the Works in Progress section. Promotions and feedback requests for assets available from the Unity asset store are welcome. Please note that this section will be moderated more heavily than most of the others and inappropriate posts will be moved where they belong. Please help us to keep things tidy by observing this requirement and reporting lost posts if you find them.

7 Likes

Great idea. This will be a great resource for the community.

Yeah, thanks for adding this section!

Awesome! Can’t wait to post some cool stuff :slight_smile:

useful very useful

Love the idea! :slight_smile:

cool!

Can we post links to outside websites like turbosquid and 3Docean to buy our products?

@thegreyman1 - As long as it is your product i should think it’d be ok :slight_smile:

After reading many user issues in these forums (and even posting a version of this in one of them), I thought it might be time to layout a
Unity Asset-Developer Quality-Assurance Checklist

Here are a couple I adhere to:

1) Test your output. For example, we keep two separate projects outside of our actual game project. When we want to release something, we copy the files in to the clean product project, run some final tests, then export the asset package. We then import that in to a completely empty project just to be sure there isn’t anything unexpected going on for a end-user.

2) Organize everything in to root folders. Our product is code based so our root folder has to include the standard plug-ins folder. (This is true if you are creating custom editors as well.) Otherwise the import process breaks things. E.g. PoolManager imports in to Assets/Plugins/Pathological/PoolManager/…

3) Have docs which include a “quick start” guide which shows step-by-step, starting from import, how to get going. A video is great as well, but should not be in lieu of a written version.

4) Don’t release code with errors or warnings (unless it is planned protection against misuse). An end-user wants a clean work environment.

5) Don’t include sample files. [Update] I lied. Do include sample files! It just makes it easier to combine examples and unit tests all in one and it is easy to choose not to import them.

5b) Sample files should have a root folder too, so users can import these in to a busy project for easy reference yet still remove them easily.

Did I miss any? I’m happy to edit this with more suggestions.

1 Like

Rafes,

In a package I purchased the author used a really timesaving notation system for any “user modification”:

//Edit Here - B
{
Code Here
}
//Edit Here - E

This made it easy to find where the beginning (B) and end (E) was…unfortunately, I can’t remember which package as I been using A LOT of different ones lately:face_with_spiral_eyes::wink:

So, if the author reads this, please take credit!

George

@g2mediagroup: That was me, thanks :smile: I use this marks during my daily work and they help a lot.

Why would a user ever need to modify a released plugin (except for a temporary hack perhaps)? There should always be a way to provide hooks for a user (e.g. functions, references, delegates, inheritance, a component, etc.). Support would be almost impossible otherwise, as would updates (they would override your work.)

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Because plugins are rarely if ever correctly written to permit that. It takes a lot of work to make something truly generic and extensible.

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Yes it does, but in the context of this thread, it is a relevant point. If you are selling something (not free) it should be a good complete, solid, solution. It should plug in to someone’s project with minimal effort or, if it is a deeper solution, it should be organized, well documented, offer good support and free updates (should problems be found - nothing is ever perfect when released after all).

If someone is going to pay $30+ for a tool, we want to give them something as professional as we would expect ourselves. I would not be happy if I paid for code and was left wondering if I am shooting myself in the foot. I guess the best we can do is lead by example and build a trustworthy brand.

Sounds good to me. Glad to see someone is actually paying attention to those details. Details matter.

If any of these guys make a really successful game, it will cost them a lot more than if they bought it honestly. For example, if a plug in costs $30 and you pirate it, and your game makes a million dollars, I’m suing for ownership of a large part of your game. Just look at what those twins got from Facebook :wink:

I like… le “je ne sais quoi” :wink:

awesome and cool post man!!!
:slight_smile: :wink:

“je ne sais quoi” !!!

Yes it will be a RANT!

Why my asset is rejected for:

Your key images are not to the quality that we would like to see on the Asset Store. Quite often this takes the form of an image being too busy, clashing colors or plain text or just not enough time spend developing the graphics.
Please redesign your images to be more aesthetically pleasing and attractive. Having high-quality key images improves your packages marketing presence and is quite a substantial portion of being successful on the Asset Store.

And WHY THIS ONE ARE IN THE STORE???
1501816--84568--$1.jpg1501816--84569--$2.jpg1501816--84570--$3.jpg

My rejected images:
1501816--84571--$big_precise.png

Yes its not the top of the tops but it is not worst then already submitted assets there. Did we have to submit and pray someone of you to be in good mood to actually accept the submission. If you want: “quality that we would like to see on the Asset Store” make a CLEAR AESTHETIC GUIDELINES for that, CLEAR THE REPULSIVE ASSETS and FORCE the authors to make new images.

Making an asset with this quality is not an easy task. Many of us strive to do good stuff for the store and you are not helping with the rejections of it and meantime allowing some really broken and ugly stuff there.

And I will wait ANOTHER TWO WEEKS just someone to see my KEY IMAGES and… “nah not my type” REJECTED!