How "Unity Chat" sells well-written plugins to Assetstore

Source: Internet
Author: User


A moment ago I wrote a plugin called Magicvoxel qubicle to Unity, address: U3d.as/tws has been on shelves for half a month. For today, let's take a look at what you need to be aware of when you publish a plugin to Unity Assetstore.




before publishingMake sure your plugin is original, never steal the results of others, even if the release of free plug-ins should be original.


Your plugin does not appear in the logo, sports cars can have, but not Ferrari car, mobile phone can but not Apple phone.


Open a new project to test the plug-in and make sure that your plug-in will work without hindrance when you import the package with a new project.


The art class plug-in also must do the test, ensures the material ball all can the normal connection, the model must do well the surface number optimization;


Sound-like materials are best provided with a variety of file formats and sound quality;


The code class plug-in does not report error, needs the API must write the super detailed API;


any code class plug-ins need to write a readme, no matter need to write, do not write not audit;


If your plugin needs to open its own editor window, you must put the open window option on the Tools tab (), and if you put your own tag in the root directory, you will not be able to review it. Note that the tools,t must be capitalized, and the last s of the word cannot be lost.




Your package needs to have a demo, can be a scene, it can be a drag-and-drop prefab, in short, to allow users to test your plugin without development cost, to prove that your plug-in is genuine.


Code class plug-in must use their own namespace, script files can not be used commonly used file names, such as AudioManager.cs, Utility.cs, etc. are not available, to change to Xxx_audiomanager.cs (XXX is the abbreviation of plug-in name).


Make sure your plugin is available anywhere under the assets folder, and some users prefer to put the external plugin in the same folder (not the assets root directory), so you can't write the path dead, to re-cache the resource path when the user changes the plugin location.


Plug-in UI must conform to the normal way of thinking, can do things with code will not pop up a window to call the user to do. Need to wait (such as converting file format, build model, etc.) must have a progress bar, when finished to pop-up window prompt, to let users know clearly what happened, the user engaged in a face of the people will give bad comments ...


●Ready to publish
···· For the first time, you need to convert your Unity account to a developer account (free of charge). First Open this URL: publisher.assetstore.unity3d.com/login.html, login to your common unity account, a routine can be converted into a developer account, this step does not require complex information, anyone can be free to transform. After the completion of the Web site and then open the same account can be, after the management plug-in here, so it is best to collect a bit.




···· After logging in to the developer account, we will create a draft. Before the plugin is formally submitted, you can modify the contents of the content at will, then the plugin is defined as a draft (draft). Follow the prompts, click Packages, and then click Create New Package.




you will see the interface, your title will be utitled, click the location of the prompt to write a title it.



write the title here. Write the point save to save the information.
The description corresponds to the product description you see in the Assetstore, keywords is the keyword used in search, product description must be well written to ensure that users can see what your plugin is for, how to use.






after writing the above metadata, point GoBack back here.
write the version first, this individual confusion on the line, to ensure that the version number will not go backwards, unity will not be the official to help you check;
then the type of plug-ins, do not forget to choose, the choice will be returned to the wrong;
Price, default free, according to the size and quality of the plug-in reasonable customization, do not underestimate or overestimate, the specific price reference Assetstore in the other plug-in can.
Finally, don't forget to save the button.




···· Once you've written your message, you're ready to upload the plugin.
···· First download Unity official Assetstoretools Plugin (free), need to use this transfer plugin.
Address:http://www.assetstore.unity3d.com/cn/#!content/115, its essence is the ordinary plug-in, and the other plugins in Assetstore are a kind of things. The purpose of this plugin is to "automatically package a specified file in the assets folder into the packages and upload it to the website just now".
···· After downloading, create a new empty project (must), import your plugin and the above assetstoretools. Your navigation bar will have one more option (), (their own plugins are not putting the option in ToolsHow did the trial come about? )


···· Click Packageupload, Pop-up window, startup may be a bit slow. Then select a draft, select the folder where your plugin is located, select the file to display in Assetstore Preview, and upload the last point.




···· When you're done, you'll see that the upload time is displayed here.





···· Upload plugins.
···· Click on the screenshots at the place, you can upload assetstore see those. The video is uploaded in Audio/video, and the video is always in front. By the way video to upload to YouTube, and then to connect, turn over the wall and other self-solve.
···· The most important thing is keyimage, here unity3d.com/files/asset-store/asset-store-key-image-templates.zip download the official template, and then follow the template prompts to design the plug-in cover, Small cover and Icon of these three pictures, take care not to exceed the boundaries in the template. These three pictures must be carefully designed, because it will be related to the subsequent sales, it is best to spend more time.


···· Make sure that all the information is filled in right, you can formally submit it ~ ~
···· Note that once the submission is reviewed, it will take 7-10 days for the results to appear. Before the results can not be modified, although you may submit a copy, but this will make your package management interface is very messy, so be sure to check the information carefully, then determine the release.


···· Unity official will send you an e-mail after the start and end of the audit, pay attention to check. If the audit does not pass, the reason for the refusal is written in the message.
···· Once you have passed the review, you can see the package in the published.




















How "Unity Chat" sells well-written plugins to Assetstore

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