Hi! I hope this is in the right section of the forum, I did some browsing of the forums to make sure my question was in the right place, but if I’m off, I apologize. I’m still sort of learning how these forums are organized Also, it turns out I asked more questions than I thought I had, so summed up, my basic question is “What are the standards for a good 2D art asset package for unity?” just in case you’re not interested in reading all of this.
Anyways, I’m interested in learning how to make 2D art assets for unity, in hopes of making a 2D art package for sale on the asset store. I wanted to make sure I had a good idea of what direction to take in order to make sure I made a good, serviceable, reputable pack to sell, but while I was looking through the files of a few different asset packages, I ran into a bunch of file types I’m not familiar with. I’ll list them for reference:
I had never heard of a “prefab” and I couldn’t understand how shaders could be applied to sprites(I’m new to unity), so I spent some time reviewing the unity 2D game tutorial series that mentioned how some of these worked, and I was hoping I could cross reference what I learned in that tutorial series with the contents of these packages? I was hoping the unity community could help me confirm what I learned so that I might be able to make an asset package?
It looks like in the Manufactura K4 2D Art Pack, the “art” folder is loaded with background images which consist of a handful of .psd’s for the background, likely still in psd form and not png so that whoever buys the package might have an easier time building the background themselves to better fit their needs. Then there’s all the modular .png files which make up the bulk of the asset package, which I am of course familiar with. All of this I can wrap my head around easily.
Then there’s the collision folder, which is filled with copies of the same .png’s found in the art folder, which I guess have had 2D colliders (likely polygonal) applied to them? I don’t think anything else was applied to these aside from colliders, but that’s what I got. Either way, that’s also simple enough for me to understand. I gather these, combined with the .png files, account for at least 80% of what any art asset package should be.
There’s a folder for “scenes,” and there’s three of them, which I’m guessing are for the three different “styles” in the package; snowy forest, regular forest, and night forest. Sample/Example Scenes like this I gather are imperative for anyone planning on selling their package.
But all of my confusion I think comes from the “standard assets” folder. There’s an image effects folder and it’s full of .js files, which I have no idea how to use in my art, and come in “basic” and “pro only” varieties. Should I even worry about including these in an art asset package?
There’s also a folder full of tons of shaders, in folders of “bloom and flares,” “depth of field,” “contrast stretch,” etc. How do these work in unity? There’s also a textures package, which I’m guessing is just supposed to be superimposed over the entire screen at the behest of the game designer.
Finally, there’s a folder called “Unity 2D Project Assets,” which is what looks like just the character from the sample game used in the 2D tutorial videos I studied, so that whoever buys the asset package has a character to use to play through it when they’ve made their platformer from the pieces of the 2D puzzle here.
So, assuming my assessment of the package’s contents are correct, here’s my more in depth questions about how to go about making these contents:
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What in the world are these javascript files in the js folder? Are they things I should make myself for the package? Are they even necessary for me to include? I didn’t see an official unity tutorial series surrounding these, is there anything anybody might recommend?
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What about the shaders? How can I learn more about them and how they might be applied to unity 2d assets? The 2D tutorial DOES go over them, but only very briefly. They certainly are interesting and I’d love to understand them better. It looks like these are necessary for a good art asset package, too. Once again, is there a tutorial series anybody might recommend?
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How about the textures files? What’s going on there? How do I work with these? Tutorials?
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Some of these assets are pro only. I currently only have a free copy of unity. Should I refrain from making art assets until I’m using a pro copy of unity?
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All in all, it looks like these are the necessary pieces of a good 2D art asset package:
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png files (possibly vector files instead?) for the art assets.
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Collider files for the parts the character is supposed to interact with.
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Javascript files.
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Shader files.
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Texture files.
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Probably a few example scenes, along with maybe the unity beanman for testing if I don’t want to bother with making my own player character.
Is there anything I’m missing? I’m very interested in filling the gaps in my knowledge here in order to make quality game art.
Thank you very much Unity Community for reading all of this and helping me answer these questions!
- Ben



