How to Upload to Unity Asset Store

My goal is to brand reusable components that I would reuse throughout virtually of my games.

Sign up as a Publisher

I went to the Publisher sign up page, and filled out the required info. As usual, I used the tools at http://weblog.wafrat.com/beginning-android-day-i/#publishinganapp to make an icon and graphic apace. I tin always refine them after.

Unity ID

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Setting up Google Analytics

Unity requires a Tracking ID, but by default, Google Analytics won't create one for you. Instead they create what they call a Google Analytics 4 property, with a Tag ID.

To create a Tracking ID, you have to specifically create a special holding.

What happened to my Tracking ID? - Analytics Assist

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Ready Analytics for a website (Universal Analytics) - Analytics Help

This article is for anyone who wants to prepare up Analytics (using a Universal Analytics holding) on a new website.  Universal Analytics is the earlier version of Analytics and only su

Setting upwards a package

To brand a new parcel, go over https://publisher.assetstore.unity3d.com/bundle.html. I filled up basic info.

Then I went over to my Unity project, reorganized what I wanted to package upwardly, and exported it, and ensured that "Include dependencies" was checked.

To check that it worked, I created a brand new project, and imported that parcel dorsum. It's nice that information technology kept the hierarchy I had fabricated for it.

The dialog upon import.

Preserving Dependencies

Upon import, I realized that it did not import Unity.InputSystem automatically.

Originally the assembly depends on Unity.InputSystem
The GUID is preserved but information technology doesn't know it'south Unity.InputSystem

I checked https://docs.unity3d.com/Manual/AssetPackagesCreate.html, and it turns out "Include dependencies" will include the assets that the ones yous are exporting depend on. In my case, I'yard depending on a Unity Registry package, non an asset bundle...

I haven't found a manner to make Unity propose to install Input System at the same time, but I've experienced the aforementioned effect with tutorials, where upon importing an Nugget, I had to update a certain Unity Registry asset earlier information technology would compile again.

The GUID resolves correctly after installing InputSystem

So the solution will be to certificate this in a README. As well the user volition accept to agree for Unity to re-setup the project.

Then the unit tests also failed with this error:

Assets/wafrat/Gesture/Tests/GestureManagerTests.cs(12,xl): error CS0246: The type or namespace name 'InputTestFixture' could not exist found (are you missing a using directive or an assembly reference?)

This is considering in club to include those test files, the user should tweak their Package/manifest.json, as I had experienced at http://blog.wafrat.com/unit of measurement-testing-in-unity/#creating-the-test-associates.

So I'd rather not publish unit of measurement tests, then as non to add together an extra step for the user.

I made a sample Scene to demonstrate how to apply the bundle. Notwithstanding, the Debug Touchscreen setting is not embedded in the scene. And so instead I added a TouchSimulation component to an object in the scene. It does the same thing.

Uploading the parcel

I idea I could just export the file, so upload the .unitypackage file from my browser. It turns out it has to exist washed from the Asset Store Tools package from Unity.

This menu appears upon import.
I wrote a README.md and ready a sample scene instead of a pdf.

When uploading, it shows this warning:

Some assets listed have dependencies that are part of Package Director packages and these cannot be exported, then those references will be lost if those packages are not present in the importing project.

Which is what I had figured out earlier.

Subsequently upload, I went back to the publishing page.

Finishing upwardly publishing

When I refreshed the page, my uploaded packet showed up and they asked me to reply a form. The answers don't seem to brand sense but ok.

Strange answers.

Then I wrote the meta description and previewed it. Information technology turns out, they don't use Md format. My itemized lists were cleaved. In https://unity3d.com/asset-store/sell-assets/onboarding#submitting-via-portal, they say that it should exist HTML tags. Information technology'd have been easier with MD format.

vii. Use HTML tagging for description text (come across Submission Guidelines for tags).

Then I tried to employ <ul><li> tags for my list. The editor complained. I should be using BR. Ugh!!!!!!

Brand your own listing with BR tags.
Really?? Yah really.

Once I was done, I clicked Upload, only it said I was missing a Cover prototype. In the Submission guidelines, they list the following requirements for "key images":

two.iv.b Cardinal images that are not a clear representation of your content may be rejected.
two.4.c Key images should not be an unedited screen capture of your content inside the Unity editor or a digital photograph of your computer monitor.
ii.4.d Key images that simply have plain text volition be rejected.

Well, my bundle is a bare basic API, and so the demo is mostly text. I uploaded a screenshot. We'll encounter how information technology goes.

I recall I become it. This is the prototype used in the search results folio. Alright. Allow's brand a real image then.

Unlike the Publisher sign upwards page, where you could upload whatever paradigm, and so apply their tool to rescale and crop, this one but directly refuses to permit you upload whatsoever image that's not the correct size.

It really required me to upload all the other images besides. Why practise they too demand an icon for information technology? Permit's see if my generic publisher icon passes review.

shatzerbres1944.blogspot.com

Source: http://blog.wafrat.com/publishing-an-asset-on-the-unity-asset-store/

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