I recently uploaded Methodical, our first submission to the Unity Asset Store. During this process I found that complete documentation was hard to find. Now that I have gone through the process and understand better how submitting an asset to the Asset Store works I thought I would attempt to put together a more complete guide covering from start to finish. I am by no means an expert in submitting to the Asset Store, so if I've missed something feel free to leave a comment below.
There are a few best practices you should follow when preparing your assets for the Asset Store. You should:
Rather than having a web interface, Unity has built an asset on the Asset Store that allows publishers to create, publish, and manage their Asset Store assets from the Unity editor itself. You'll have to download the "Asset Store Tools" package from the Asset Store in order to proceed.
The Asset Store window
First, open the Unity Asset Store by clicking Window->Asset Store. You can also access the Asset Store using the ctrl+9 keyboard shortcut.
If you haven't already, create a a user account by clicking the Create Account button at the top right of the Asset Store Pane and fill in the required information.
Creating your user account
After you create your account, you should receive a confirmation email from Unity at the email address you used to create your account. After you confirm, go ahead and click Log In to log in to the Asset Store window. Next, search the Asset Store for "Asset Store Tools" and open the result shown below:
The Asset Store Tools search result
Go ahead and download the Asset Store Tools package. by clicking Download. Once the download finishes Unity should open the import dialog. Make sure all of the package items are checked and then hit import. Once the package fully imports you will see a new menu option in Unity called "Asset Store Tools". If it doesn't appear immediately in the menu you can click on another menu item to force a refresh.
Asset Store Tools menu
The Asset Store Tools menu contains everything you need to submit to the Asset Store. Here's a rundown of each menu option:
Next, you'll need to set up your publisher account. First, you'll have to log in to your publisher account (the same account you created earlier). Click Asset Store Tools->Package Manager and then log in.
Logging in to the Asset Store
Once you are logged in, click the Publisher Account button in the Package Manager window:
The Publisher Account button
Here you can set up all of the info people will see when they click your name in the Asset Store. Here's what you can edit in this window:
Below is an example of some dummy publisher information in the Publisher Account window and the corresponding information in the store page.
Right: Publisher Information View with dummy data. Left: The store page with corresponding dummy data
Go ahead and click save.
Tagging your asset is very important because it allows your asset to be found in Asset Store searches. Rather than tagging your entire package you tag individual objects in your asset which can seem a bit counterintuitive. For example if your asset was a collection of car models you could label each car individually with tags like "sports car," "minivan," or "crappy". Once your asset is on the Asset Store these tags and your asset's name will be used as keywords for Asset Store searches. Note that you cannot label folders, only the assets inside.
Adding tags to objects is really easy. Select the object you want to tag in the Project Window and view it in the Inspector. In the preview window in the inspector you should see a blue "..." button. Click that button, type your tag into the search bar and hit enter. It's as easy as that! Your tag will appear to the left of that button.
Labeling objects in the inspector
The Asset Store Tools package has a tool called the "Mass Labeler" for adding tags in bulk. Using our previous example, if I wanted to tag each car prefab with the label "car" it would be much easier to use the Mass Labeler to set them all at once rather than label each one as a "car" individually.
Open the Mass Labeler by clicking Asset Store Tools->Mass Labeler. First things first, you'll want to add some labels. Simply type your new label up top and hit add. Note that you are not adding that tag to an object (not yet anyways,) you are adding it to a pool of labels that can then be applied to any object in your submission.
To tag an object with the Mass Labeler select it in the Project View, select the labels you want to add and click Apply to Selection in the Mass Labeler. You'll notice when you click labeled objects in the Project View the Labels belonging to that object will highlight in the Mass Labeler.
Mass labeler in action: Adding the REPL and Evaluate tags to a selection
As far as I can tell your asset will be searchable by tags immediately when your asset is admitted to the Asset Store but it may not be searchable by the asset name for a few days.
Finally! It's time to upload your asset! Go ahead and open the Package Manager by clicking Asset Store Tools->Package Manager. You might have to log in using the account you made earlier. Create your package by clicking the Package->[Create New] at the top of the Package Manager window. Here's the data you'll need to enter below:
You're done! go ahead and hit submit! The next screen will give you an opportunity to leave a message for the Asset Store team and set your version number.
Once your asset gets uploaded it will take several days for the Unity Asset Store team, so be patient! You should receive a confirmation when your submission is received, and another when your asset is accepted or rejected.
Your asset could get rejected if they don't follow the Unity Submission Guidelines, so make sure you read them thoroughly! Your asset can also be rejected if there are quality concerns or bugs. If your submission gets rejected the reviewers will email you feedback so you can make the appropriate changes.
Unity has a web-interface for managing your uploaded assets. Go here (or click Asset Store Tools->Publisher Administration in Unity) and log in. Here you can see your sales numbers for all of your assets, your revenue, invoices, and other important details about your submissions. Most important right now is is the Pending Tab. There you can verify if your submission was successful. if you see your asset there with the status as "Pending" you are good to go.
The Asset Store Publisher Web-Interface
Also, you'll want to fill in the data in the Info and Payout tabs before you get too far. The stuff in the info tab gets placed into your publisher page, and you'll definitely want to fill out the Payout tab (you want to get paid, right?!)
There are two kinds of updates you can do, updating the asset and updating the other content in your asset store page (like descriptions, titles, etc). Changes in your submission page content will update almost immediately. Asset updates have to be reviewed just like your original submission and will take several days.
When you upload an Asset that has already been submitted you'll be given the chance to choose what kind of update you want to make. Choose Content Updates if you want to update your asset and your submission content together. Choose Only update package information if you only want to upload your submission content. If you chose Content Updates make sure you increment your version number! Your asset wont upload if you don't do this.
Submitting a content update to the Asset Store
Hopefully this little (ha!) guide helps you submit your assets to the Asset Store. Thanks for reading! If you have any questions or want to suggest an addition to this guide please leave a message down below!
Mark Wahnish is an indie developer of games and Unity assets based in sunny Florida. Say hi!