Splitting asset store cost between voucher and credit

Hey guys,

I’m a student and I’m trying to download this GUI widget pack, but my school has only given me a 20 dollar voucher, and the pack is 40. I was gonna try to put the rest on my card, but it doesn’t seem to be able to consume the voucher account balance and pay the rest on the card. Is there any way to buy additional vouchers for my account balance?

Thanks guys,

David

Hi Davey,

I’ve had a good look into this for you and unfortunately there is not really a solution that Unity can provide.

Additional vouchers can be purchased,however, they cannot be merged :frowning:

Regards,
Ben

Wait for a sale. Shame that we can’t get an email when stuff on our wish list stuff goes on sale :frowning:

As someone said in another thread, that seems like Unity leaving money on the table.

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@Ben-Stoneman Unity should make Unity Wallet (think Steam Wallet) to which vouchers can be redeemed and then stuff bought with Unity Wallet balance.

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So voucher value isn’t just subtracted at the checkout, then? That quite an unfortunate limitation.

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No it isn’t, I originally had a $100 assetstore credit from Microsoft’s “bring your game to windows phone” promotion and over time I have spent most of it but currently have $3 just sitting there unable to get rid of it until I can find something $3 or under to buy. Needless to say, it’s been like that for quite awhile.

And counter intuitive. Doesn’t pretty much every voucher/gift system allow for this? Isn’t that the point, to dive sales by locking in some of the users capital? My first job was at a comic store, we had gift vouchers, you could consume them and pay the rest. That was in the 80s. The voucher/credit totals were stored in a notebook, database transactions used a pen.

I am guessing the asset store is driven by some sort of computer like thing. It’s hard to tell though.

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