Please tell me how to submit 2D assets in Unity Asset Store?

My 2D assets been rejected twice now. Is unity asset store only for those artists who know about the engine? For me its very difficult to set up a demo scene. Because i dont know much about unity. I dont know how to make a box move. But I want my assets to be in the store so I spent sometime to learn the basic. After watched some tutorials, i know how to import 2D images into the scene. I export the scene as “Unity Package File” Now heres another problem

“We ask that you remove the .unitypackage from the submission as these files obscure the content of the package. If the content is essential to the submission then extract it into the file structure.”

What the heck is that suppose to mean? Why submissions are so complicated?!?? Should I put the entire folder instead of unity package file? My asset is 2D, so when you see the demo scene there is only an image that already set up with the tiles. Can an image be a demo scene?

Please Help with this absurd rule

That sucks that you are having trouble, but all asset store submissions have to follow the asset store submission guidelines.

As to your specific issue, why are you exporting the scene as a unity package before uploading? Just include the scene outside of the package. You’re running into problems with guideline 3.4.a. The Unity Asset Store lets potential buyers see all the files (not contents, just what files are in there) for the entire asset. When you put a lot of your stuff inside a unity package you prevent people from inspecting your asset.

As far as where you should put all your assets outside of the package, see guideline 3.1.

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I still dont know what demo scene looks like. Heres what i would do again. Make a new project, import an image that built with 2D tiles. Save the project, Zip it and put it into my submission folder.

How’s this? Would I get rejected if I do this? If i do it wrong, p[lease tell me how to do it!!! Please!!!

The eula doesn’t state this - but you are running into problems specifically because you do not have much experience with the engine. So this seems like a really easy thing to solve - get more experience with the engine. :eyes:

To be totally honest - Until you gain more experience you should not submit assets to the store.
Here are a couple reasons why.

  • You will have problems making it past the submission process.
  • If you get past the submission process and customers have problems with your package, who is going to help them solve the issues? You? You can’t even set up a simple demo scene, how can you aid any of your customers with issues they might run into?
  • Your customers are going to have issues because you do not know much about Unity, so you are probably submitting content that will need to be updated/fixed/edited to provide a better solution for the customers.

If you take some time to learn about the engine nearly all your issues with asset creation will evaporate, along with the reasons the submissions keep getting declined.
Side effect of learning more about the engine - you will have more knowledge on how developers use the engine with assets like you are creating, and you will have a better knowledge base to assist developers who purchase your pack.

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I totally disagree. Selling 2D asset is not necessary involving codes. I sold many 2D assets in unity before. My clients never ask me a single question. Its 2D graphics for your game graphics not for codes. The people who purchasing the asset they know what they are getting. They are only getting the 2D graphics. Maybe a video or an image is necessary for demonstrate the contents but not the demo scene. Only unity practice this rule for 2D asset.

To answer your question
If you get past the submission process and customers have problems with your package, who is going to help them solve the issues? You?

I can help them on the graphic side Not the programming side. You don’t expect me to teach you how to program your game when you purchase art from me. This is not right.

If you have already sold assets on the store - why did you ask the question is the asset store only for those artists who know about the engine? Obviously it isn’t if you already have art on the store.

Nobody ever asked anything about fixing code or programming.
Sometimes people need help setting up the ART asset in there game. With knowledge of the engine an asset developer could help a noob with little effort, except you don’t know the engine - so you just say - I don’t know I’m only a 2D artist. That isn’t good customer service.

There is obviously a disconnect in your art and how it should be set up in the scene for people to use.
Good luck figuring it out.

Greetings, I believe that you have perhaps added your .unitypackage file accidentally to the “preview” area which is near the end of the asset submission process. This area is where you select what files (texture, models, etc) which you want people to see when they browse your asset and click on the preview area which looks like a file path structure and show you a preview of the file…
So, perhaps you are choosing to put all your files in the preview area, which is not needed and only some textures (in your case) should be selected for preview. Remember don’t preview all, so there is some surprised to your package.

After re-reading your post and the assetstore note, I would also note that you don’t need to manually export a package at all, since the asset store tools automatically submits Everything in your project to the asset store publishing server when you click that upload button.
So, in essence what you have done is to manually export and save the project file, which is then stored in Your project and then automatically uploaded to the assetstore server with the same contents of your project, doubling the file size… Maybe, simply find your .unitypackag file in the project area of Unity and remove it. Then resubmit you project.

P.S. please don’t change or do anything to your project without backing it up and confirming that the backup works and is restorable.

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