![]() After that, their creators stick to that particular version until the next game. It’s not as important as you may think.ĭo not upload your assets using the latest Unity version available – users of older Unity versions won’t be able to use them. Usually only a newly created games use the newest Unity version. Don’t worry too much about the icon and product page background. Prepare a decent presentation, but do not spend too much time on it – you can easily append it later! YouTube video is a must-have, having a WebGL demo will help too. Jekyll is like wiki, but it generates static html files that can be sent to any http server or zipped into a file and distributed along with your asset. Consider building a HTML documentation with Jekyll. For the first version you can do a PDF file generated out of Libre Office document, but as your asset will grow the documentation may become bigger and less coherent. Make sure that your asset has a decent documentation. Read and remember the Submission Guidelines – making it right will surely increase your chance of getting approved. Please make sure to read all the listed documents. The best resource is an official guide to how sell assets. Brace yourself, there’s a lot to read if you want to handle it all. At least for starters, because it’s easier to become a publisher if you can release more than one product in a short period of time. Generally speaking, think of creating assets that have a clear definition of finished. Also, my clients didn’t understand the limitations and many of them were blaming me after purchasing the asset instead of reading through the instructions first. ![]() Unfortunately, I did not predict how much time it would require to make it work properly in most cases. The idea was quite good, because many Unity developers were struggling with the frame rates on mobile devices due to the big number of draw calls. An example of an asset that is not very successful is Mad Mesh Combiner. The good thing about EBT is that for most of my clients this asset offers more than enough. It does what it is meant to do and it does it well. One example of a successful product is Energy Bar Toolkit – a script for health bars set up of different kind. Some of the best unity assets are those that act as features that the Unity editor itself should include natively. For me a successful product is something that I did in relatively small amount of time, it does what it is meant to do, it sells and does not require too much maintenance or support. Success is something that may be difficult to measure. Some products will be more successful than others. It really depends on the products that you’ll be releasing. Many people were asking me if working solely as Asset Store publisher is profitable. Scripts can be very flexible and it only depends on good design and amount of time spent on working on it. This issue does not affect scripts and editor extensions that much. Mixing multiple models and textures together rarely looks good enough, so many developers decides to hire 3D modelers and graphics designers on their own. Sure, there are environment packs and character packs, but most of the times there will be something missing, something that you’d like to see in your game as a game creator. ![]() The reason why is that artistic assets, no matter how good they are, are difficult to re-use. I don’t know the exact numbers but this topic was frequently discussed on the publishers’ groups. It’s more difficult to make money out of artistic assets (models, music, textures) than of script and editor extensions. Their assets are made for specific games but sometimes they can be reused if the quality is good enough. The second group are game companies that are building assets for internal use but then eventually they are publishing them to the wider audience. Those people are mostly focused on quality, documentation and support. The ones that belong to the first type are people who are creating their content solely for the purpose of selling it. There are at least two kinds of publishers on the Asset Store. Did you make something that could be used again? Is it something that is not easy to build and can be useful for others? That’s great! Sell it on the Unity Asset Store! Before we start You’re now in process of creating your game.
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