Selling on the Unity Asset Store - Earn 70% each sale, non-exclusive!

Have you made something amazing? Want to share it with the community, make some money and get your work out there? Consider selling it through the Unity Asset Store!

Asset Store offerings are purchased right inside the Unity editor-- after a few clicks the content is in your project, ready to use! We have a 70/30 non-exclusive profit share (you get 70%) and we bring your work to developers’ fingertips. Models, textures, animated characters, audio, scripts, complete projects, editor extensions and more are all welcome. (Editor extensions are extremely hot at the moment.)

Some of our top-selling items have grossed over $4000/mo! You’ve worked hard and invested your time and talent to create content-- now let us sell it for you! Here’s how:

http://unity3d.com/unity/editor/asset-store-submit

Cheers!

5 Likes

Is it possible to sell the same assets in different market place ??? another market place teased me to submitt ont their store too …

That’s what “non-exclusive” means.

antother big question : is it possible to sell by auctions an asset ??? i mean try to promote it for example on the asset section. if the minimum price expected is reached i submit it for only one customer. This client would have let me know who he is on the asset store ( client account), so that i can leave a message specifying that it is a single license user at the price specified. when appearing on the asset store,the asset would have its key images with the word " reserved" on them. It 'll just have to wait for the client to purchase it the same as usual.
thanks in advance for answering back
Regards

thanks melonsoda ( i’m dumb)

Hello!

Right, Rosor, because we have a non-exclusive contract, you can sell your content anywhere you want… Asset Store, Turbo Squid, wherever you please. And you are guaranteed a 70/30% split.

Auctioning-- definitely a great idea. We’ve been talking about this so that you can sell exclusive-rights to a purchaser, so that they are the only ones who can use it. Very good if you want to buy, for example, a musical soundtrack or character, and want to be certain that only your game can have it (and nobody else!). Not sure if/when that will happen, but hopefully we will. :slight_smile:

Melonsoda, I love your profile pic. :slight_smile:

Pleased to hear about that ! i think it could be better for unity to have their engine used in a good way, purchasing an " original" asset in a game is a good thing.here you can be sure that a purchaser would think twice before doing a mistake that’ll prevent unity 3D software to happear the way it should never be presented. This is a damned good software that has unleashed my creativity and can truly pretend to display AAA like content if used the right way … Hope the best for this sofware !!!

I have a package ready to go, then found out you cant have .3ds files, a better guide thats easier to find and tells you what you need to know on the first page rather than 3 pages in would be nice… or separate it for mesh and scripting, im no programmer and the parts about scripting in the guide make it seem like an impossible process to even get something on the asset store, making a package with all the mats and stuff working is easy, getting it on there not so much…

Also that submission tool makes no sense at all… totally designed for programmers and thats a shame most people who use unity are programmers or at least have that background but for guys like me who do very little scripting its a nightmare to even look at it let alone use it.

Hey Caitlyn,

can you tell us more about how to track one’s sales? Is there a roadmap when this will be possible?

Thanks
e

1 Like

Howdy all… thanks for the comments and questions!

To Mr Smive: The submission tool is pretty “1.0” and I’m sure we will smooth out the kinks for an easier and more intuitive experience. Also, it’s okay to zip up your .3ds files in the project… otherwise users who do not have 3D Studio Max on their machine will hit a bit of a roadbump when opening the project. I’ll look into condensing the guide-- thanks for the useful feedback.

To Ethan: We are working on a seller dashboard (not just on the roadmap, it’s underway), which will make the process of tracking your sales a heck of a lot easier. In the meantime, feel free to email assetstore@unity3d.com to request your sales info and I’ll do my best to get back to you with a manual look-up.

Hope to see all your great submissions!

Is there an option to sell both commercial and indie license? Similar to how GG does it?

Hi guys, I appologize in advance if these things have already been brought up. I’ve been reading through things here and may have missed something. I just have a few questions.

  1. I understand that payments are made quarterly. Is it possible that this will change? That is an awfully long time to go without payment.

  2. Are sales completely non-trackable? As an artist and a vendor, I need feedback as to what is selling and what isn’t, as well as how frequently items sell and if there is demand for accessory packs or more options. I am planning on investing all of my savings and all of my time into a full time endeavor here…I really need to know if anything is selling prior to a three month mark because if it’s a bust, I dont want to waste time and money.

  3. As I said, I am planning on a full force push into this project as a career. I am a professional 3D artist and provide meticulously professional work. With that said, I realize that most of the $4000 per month sellers are probably selling scripts and such. Is there any way at all or anybody at all who can share with me any realistic figures or expectations for selling art assets only. I understand if you do not want to reveal personal information or numbers…that is fine. I really want to know if art, not scripting, sells. From the minimal reviews and ratings, it looks like no models are selling…there are hardly any showing and of the ones that are, it looks like one rating. Before I jump into this, I need to know that customers are buying MODELS and art assets more than once. I would greatly appreciate this input as I am sinking the last of my savings into this project and hoping to support my family. Any information would be so helpful.

  4. Lastly, do payments come through paypal or via check? Do we need to file tax information or do you collect social security numbers and do the filing, as well?

Thank you so much, I am not trying to overwhelm you but I am very excited to contribute and want to get a good look at what’s going on as far as sales and outlooks before jumping blindly in.

Have a wonderful day and thank you again…It’s very nice to be here!

What would be nice is if someone put some youtube video tutorials of “How to submit Unity content to the Unity Asset Store”
Just a suggestion, would be helpful, get some decent hits and be good for advertising to potential buys and content creators.

I finally got through the Asset Store provider agreement and noticed some glitches. The first and last sentences of Section 4.5 make sense but everything in between looks like it was accidentally cut-and-pasted there. And several clauses have “Error: Reference source not found” so it’s not clear what they’re saying.

http://unity3d.com/assetstore/asset-store-provider-distribution-agreement.pdf

to my side i’ve done 2 submissions. You’ve got to take care that they need key images in .png at 32 bit ( with the dimensions specified ( here you’ve got to take care to leave places in your images so that they can integrate the asset description ). When you enter your product description you can’t exceed 250 or 500 letters. if you want to provide some links to view your animations or model they need to be formated in html language. you can’t export .3ds file as i saw ( for the moment use .obj instead, this should be fixed maybe later, or you can still use .zip so that it can be exported correctly)
About payment, at the end of each quarter, if you sold for more than 250 dollars, you’ll receive an email prompted you to send you bank count / ID informations so that they can pay you. For the moment i’ve bnot heard about being paid mounthly. But you can sell your product in other market place , you’ll still get your 70 /30 split on your sales ( turbosquid / gameprefab etc … )
For the moment i’ve not sold many of my assets ( not enough to live correctly according to the time i spent on it )
Hope that helps a little bit

You should never use Max files, because then only people with Max installed can use them. Use FBX.

–Eric

well, indeed, max files can be reopened and then modified !!! so don’t include them. Only if you want customer to retouch them ( the same for .PSD i think ).

No, all files can be reopened and modified. The issue is that Unity does not read files from 3D apps such as Max, Maya, Blender, etc., but rather it opens the app in the background and makes it export to FBX (or Collada). So if you don’t have the 3D app, you can’t use the file at all, and you get an error message in Unity. That’s why, if you intend to include 3D objects, you have to use a format that Unity imports natively, not tied specifically to any 3D app, such as FBX.

–Eric

i would like to know why COLLADA files were left out of the asset store accepted files, why only fbx and obj if unity can load collada perfectly fine, for example collada its the only format that cinema 4d can export without issues to unity, id love collada to be inside the accepted files in the asset store and i would be able to submit many more assets to the store, as that is the main format that i use for my projects

Hey all.

Spend several hours today trying to to upload my first package to the story… Hm… Just wasted time. Of course I am not advanced Unity user, but…

To submit your asset to the Asset Store, you???ll need to use our Package Manager. To
do this, import AssetStoreTools.unitypackage into your project and follow the step-bystep
instructions it provides carefully. The Package Manager will verify that your
images conform to Asset Store standards, as well as generate the relevant metadata.

I downloaded AssetStoreTools but Where I get this file “AssetStoreTools.unitypackage”? In what project I need to import it. In main Unity project or in My package project?

Can someone help me with this Cabala? :slight_smile: