1. Submit bugs to enter our 5.4 Beta Sweepstakes. Read more about it here.
  2. Unity 5.4 public beta is now available for all users. Grab the build and visit the 5.4 beta forum.
  3. Missing a module? More about the new installer in 5.3 here.
  4. 4.7.1 released for Xcode 7.3 support. Thread here.

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. Snupiman

    Snupiman

    Joined:
    Sep 7, 2012
    Messages:
    25
    Hey caitlyn,

    I was wondering if it;s possible to publish assets to asset store as community. We are currently working on 14 day Unity Slovakia Challenge project from which we will have an asset that we would like to publish to Asset Store.

    Is it possible for a community to be a publisher?
     
  2. squared55

    squared55

    Joined:
    Aug 28, 2012
    Messages:
    1,499
    After releasing a product on the store, what would be the fastest way to get in touch with the asset store team?
     
  3. nasos_333

    nasos_333

    Joined:
    Feb 13, 2013
    Messages:
    5,017
    Is there a way for publishers to see the distribution of scores on an asset ? This is extremely useful to gauge the current state of the system, possible issues that can cause downvoting that may have mot been grabbed during testing etc

    A simple reference of how many 1-2-3-4 and 5 stars are in the hidden scores would be great to have as preview option.
     
  4. Killbix

    Killbix

    Joined:
    Aug 31, 2015
    Messages:
    21
  5. Eric5h5

    Eric5h5

    Volunteer Moderator Moderator

    Joined:
    Jul 19, 2006
    Messages:
    29,655
    You can't; it's up to Unity to pick them. Keep in mind there are thousands of assets on the store.

    --Eric
     
  6. Killbix

    Killbix

    Joined:
    Aug 31, 2015
    Messages:
    21
    thx
    thx for the answer
     
  7. QFSW

    QFSW

    Joined:
    Mar 24, 2015
    Messages:
    531
    Is VAT taken before or after we get our 70% cut? I'm assuming the latter, but official word would be nice
    Do we need to deal with VAT manually or is it done before we are paid?
     
  8. Eric5h5

    Eric5h5

    Volunteer Moderator Moderator

    Joined:
    Jul 19, 2006
    Messages:
    29,655
    If you want to promote your asset, start a topic about it; don't post in this topic. This topic is a discussion about selling on the asset store.

    --Eric
     
  9. Xamur

    Xamur

    Joined:
    Mar 27, 2014
    Messages:
    11
    Ok, I'm sorry! :)
     
  10. Executioneer

    Executioneer

    Joined:
    Aug 18, 2012
    Messages:
    12
    I was planning to release an plugin on the AssetStore. It is my first one so far, so I hope this is the right place to ask some questions.

    I wanted to inquire if Unity helps you out with anything in the process of selling the asset, whether it be marketing or community building or any other help for that matter. I know they can discount it, which probably gives you visibility and what have you, but that's as far as I know.
     
  11. TonyLi

    TonyLi

    Joined:
    Apr 10, 2012
    Messages:
    4,915
    A bunch of developers have put together a list of tips here: http://forum.unity3d.com/threads/how-to-make-better-code-assets-for-the-asset-store.366355

    For discounts, make sure to fill out the Asset Store Sales Sign-up Form on the Info tab of your Asset Store Publishers administration page. The waiting list is quite long. It might take more than a year to get on a sale.

    The rotating carousel on the Asset Store's front page is curated. If a new product catches their eye, or if a product fits a certain theme, it might make it on.

    Once you're selling on the store, contact the Asset Store folks to request an invitation to the asset publishers Google group where you can communicate with other publishers and the Asset Store devs. One of the tips shared there recently is that YouTube is a major avenue into the Asset Store. Make sure to include links to your product(s) and your publisher page in each video's description.

    And good luck!
     
  12. Executioneer

    Executioneer

    Joined:
    Aug 18, 2012
    Messages:
    12
    That's a really good thread going on and thanks for the tips.
     
  13. Martin_H

    Martin_H

    Joined:
    Jul 11, 2015
    Messages:
    1,064
    I would like to know if there currently is support for "joint effort" assets. Let's say I want to team up with 2 other people and we each did varying amounts of work on the asset and agree to split the 70% of the retail price e.g. as 20%, 30%, 50% between the 3 of us with one person being responsible for the asset upload under his account and providing support. Is something like this possible in a way where the revenue automatically gets distributed to the contributing people with the previously agreed upon split?
    If not, please consider it as a suggestion. I think teams of several artists, or coders and artists, could bring great value to the assetstore and it would make collaborations a lot easier and safer for the contributing parties.
     
  14. tapticc

    tapticc

    Joined:
    Jan 16, 2014
    Messages:
    334
    Hi, I'm looking at starting to sell add-on models for existing assets. To make things easier for the end-user, I was thinking of creating scripts which inherit from an existing asset, and attach the inherited scripts to the prefabs in my asset pack. If my asset store listing clearly states "requires product XYZ" and tells you to import product XYZ before importing my asset, is this likely to get rejected due to not compiling just my asset in a clean project?

    thanks :)
     
  15. Martin_H

    Martin_H

    Joined:
    Jul 11, 2015
    Messages:
    1,064
    I guess you'd need to be able to provide your asset isolated in a clean project. There is a zone manager for scion, check out how he structured it. Based on this it seems to be allowed to make complimentary assets. Of course you can't bundle that asset with yours. Might make setting up prefabs tricky.
     
  16. 600

    600

    Joined:
    Dec 18, 2013
    Messages:
    129
    Yes you can, I have prefabs for SIMPLE and 1Poly assets in my products that are NOT included by default, like the Playmaker needed for scripts to function. Before putting them, I have contacted the publishers if they are ok with it. I suggest you contact asset creators you want to work with.
     
  17. tapticc

    tapticc

    Joined:
    Jan 16, 2014
    Messages:
    334
    Thanks for the responses, I'm in touch with the original asset developer. I've emailed Unity for official clarification but would assume I would be OK, on the basis that existing assets are being published in the same way.
     
  18. nickyoso1

    nickyoso1

    Joined:
    May 2, 2011
    Messages:
    42
    I have some questions about the asset store provider agreement, refunds in particular.

    What does this exactly mean?
    To me it sounds like something like this:
    Let's say I'm selling an asset for 10 dollars. Unity takes 3(30%) dollars and I receive 7(70%). When I fail to provide adequate support does this mean that I have to refund the customer the full 10 dollars?
    Not that I'm planning on providing bad support, but a possibility like this where I can lose money on my product just makes me a little scared to be using the asset store.
     
    Martin_H likes this.
  19. K2 Games

    K2 Games

    Joined:
    Nov 16, 2013
    Messages:
    115
    No it doesn't work like that. The $10 would be taken from your net, before Unity takes the cut. Basically the refun is also split 70/30 so its as though the sale never happened in the first place
     
  20. Bitboys

    Bitboys

    Joined:
    Apr 22, 2015
    Messages:
    8
    Personally i don´t know if my work is "Amazing" but i hope that the love and dedication they have put in over the last 4 mounths in my first asset pack, are sufficient for Unity accept it in the Asset Store. Fingers crossed! :) Sorry for my poor english :(

     
  21. QFSW

    QFSW

    Joined:
    Mar 24, 2015
    Messages:
    531
    thats some solid coherent low poly art right there
     
  22. Thrawn75

    Thrawn75

    Joined:
    Nov 16, 2014
    Messages:
    646
    VAT is collected by Unity and paid to the corresponding authority (I guess in Denmark).
    You don't get VAT.
    You get 70% of the asset price you specified in $ (VAT is not present here since it's only applied in Europe).

    You can justify this income issuing an invoice to Unity with 0 VAT if you are a registered economic operator in EU.
     
  23. orb

    orb

    Joined:
    Nov 24, 2010
    Messages:
    1,576
    More specifically only in the EU. Non-EU European countries don't pay VAT either. Or at least they shouldn't.
     
  24. OPtimus_Maximus

    OPtimus_Maximus

    Joined:
    Jun 20, 2014
    Messages:
    97
    If I have the right to use someone asset, one of Unity's project for example, can I use their art for demonstration purpose in my scripting package?
     
  25. Thrawn75

    Thrawn75

    Joined:
    Nov 16, 2014
    Messages:
    646
    You can use Unity free assets but I know of some cases of asst rejection when using other publishers free assets even with permission. Maybe those cases have been solved after clarification by the publishers during the vetting process but have caused some trouble accidentally.
    Perhaps Unity should clarify this extent (can free assets from other publishers be used in other asset packages with proper permission? How to prove that permission if proof is requiered?).
     
  26. syscrusher

    syscrusher

    Joined:
    Jul 4, 2015
    Messages:
    116
    Is this the right thread to ask for advice on priced vs. free assets?

    I have some code I created for my own use (still a WIP, but done as soon as I do some refactoring hygiene and method commenting) that is pretty broadly useful, and I don't see anything like it already out there -- which is why I had to build it. On the one hand, I spent about a weekend and several evenings making this (partly because I had to figure out how to do something unusual with procedural meshes). On the other hand, the final result isn't a big library -- by design, my intent was to keep it really small and non-intrusive to the project.

    I'm certain that someone besides me will find my library useful, but I'm not sure I want to be in the asset selling game, so I'm considering just offering it free to the community. Having a small income would help fund me acquiring some other tools I want, but it would also obligate me to provide support.

    One basic question I'd like to ask, from others who have sold low-priced niche utilities, is "What seems to be the community's expectation for level of support on low-cost items?" If I sell a small code asset for $5 or $10, will I be plagued with people who expect me to create their whole game for them or else face a one-star review? Or do customers seem to understand that it's not feasible for me to support a low-cost asset at the same level as one for which I charged $100? Is there such a thing as charging a very low price (like $5) and stating up front that at this price support will be limited to "within reason"?

    If I decide to offer it free, in your experience do most people behave politely, and if they don't like the asset at least have the good grace to consider that they got it for free?

    Finally, do most publishers use value-based or cost-based pricing?

    Thanks for any advice, and if I've posted on the wrong thread please let me know that and I'll move to the right place. :)
     
  27. TonyLi

    TonyLi

    Joined:
    Apr 10, 2012
    Messages:
    4,915
    If your Asset Store page is very clear about what the asset does, then when customers ask for support that's out of scope you can tell them and they should understand. But I suspect lower-priced assets may get more support requests than higher-priced assets simply because more people will be able to buy them. Whatever you base your pricing on, remember to factor in the cost of support. Anomalous Underdog did a presentation at his Unity Users Group a couple years ago on his experience with Build Report Tool, another low-cost code asset. I didn't find the presentation with a quick google search, but I found the blog post that preceded it: http://anomalousunderdog.blogspot.com/2013/05/my-first-time-selling-on-unity-asset.html
     
    syscrusher and Martin_H like this.
  28. syscrusher

    syscrusher

    Joined:
    Jul 4, 2015
    Messages:
    116
    Very good point -- I had not considered this factor. (Of course, this doesn't mean I can get away with charging $500 for my little utility! :-D

    Many thanks for the link!