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

Discussion in 'Assets and Asset Store' started by caitlyn, Feb 15, 2011.

  1. GernotW

    GernotW

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    Thanks for all the information guavaman!
    I had a look at the animations and 3 of them are from free packages- 1 from the asset store mocap library and two from two other sources - the rest is mixamo. So the easiest and fastest way to go is to replace the asset store animation with a mixamo animation. I'll check the licenses for the other two and replace them with mixamo stuff as well, if need be.

    Yea and I will leave out the camera script and put it into a little demo scene instead, where people can move around with the character and play a bit with the flamethrower and see if they like it. In my opinion this is a far better way to showcase a character than showing just animations without giving people the possibility to test play the character.
    So if this is fine for Unity I will do it that way.
    Last edited: Sep 11, 2014
  2. GernotW

    GernotW

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    And while I am at it and to complicate things even more:
    I've been using unity free for about two years now and recently obtained a one year student license for Unity pro. I did this to get Unity 5 as soon as possible to check if my textures are working with the new PB shading system. They should, because they were created that way - but I will not know till I can try and see what I have to adjust. That's the reason for my one year pro student license.
    All the scripts and the animator state machine that I want to include in the package were made in Unity free and do not utilize any pro features. So when I am going to make the fire effect do I have to switch my license back to Unity free to do that, because my student license doesn't allow me to use Unity pro for commercial purpose? Or am I fine if I use Unity pro as long as I do not include Unity pro features? I don't know how Unity checks for that, but I want to avoid undisirable surprises now.

    Here is the link to the model in case anybody is interested:
    http://gernotwechselberger.com/josephDrustModel.html
    Last edited: Sep 11, 2014
  3. guavaman

    guavaman

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    @GernotW I updated my previous post with another clarification about Unity's policies on using their content in packages. It seems they're also okay with moderate use of their materials even integrated into a commercial product to be sold on the store. See the post for the quote.

    Do you want to know whether if will affect your model or just from a legal perspective? Technically, using the Pro version for making your model is going against the EULA. That said, it's not going to make any difference to the output files. It's possible the editor may send some version information to Unity when you submit the asset to the store (not sure), but that doesn't affect the final package. But if you're not using the pro features anyway, why not just use the free version? The only other benefit you get is the dark skin. Switching between free and pro is super easy. I do it all the time to test during development of my extensions. Just go to Manage License - > Return License to go back to free.

    Cool model!
    Last edited: Sep 11, 2014
  4. GernotW

    GernotW

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    Thanks! It was a lot of fun and a lot of pain; but also the amount of time and work I had to put in is astronomical.

    The new quote clarifies things really well. So it is not as strict as it looked to me at first glance.
    And I'll say good bye to Unity pro for the fire effect then...
  5. guavaman

    guavaman

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    I can imagine... It's been many years since I did high resolution 3D modeling and it was grueling enough back then before Z-brush and the like took it to the next level. I'd love to get back into it again at some point.

    This only pertains to assets made by Unity Technologies. All other assets on the store follow the EULA as written.