Tuesday, October 15, 2013

A few experiences gained from selling stuffs in Unity Asset Stores

Here is a few experiences I gained from Selling Stuffs in Asset Store for over a year now.

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1. Do not attempt to make Asset purely for the purpose of selling them.

Because most of the time, Assets don't sell. You cannot rely on it as your main source of income.

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2. Create Assets as part of your project, then sell it as extra income

Doing thing this way, you will gain money 2 ways

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3. Do not include Stuffs provided by Unity Tech unless your Asset is being provided for free.

A letter I sent to Asset Store for Confirmation
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Message from User
Hi, I am the owner of this asset here,
https://www.assetstore.unity3d.com/#/content/11049

I am currently planning to release a new update at the moment.

I am wondering whether it would be alright to include parts of Assets that were made available for free by Unity Tech, such as this one here
https://www.assetstore.unity3d.com/#/content/7677
To be more specific, Motions used in Animation

Could you clarify me on this?

Regards,
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Reply
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Hi there,

No, you are not permitted to include Unity assets in your commercial product.

If you product is free then you can include them, provided you make it clear to users that you are making use of assets provided by Unity.  Since your asset is $50 you should not include Unity assets.

Thanks,

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4. Create a community

Get opinions to improve your product as well as ideas on what others want to create new Asset.

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5. If the Asset is really large, make 2 versions

5.1 Bundle Package
5.2 Divided Smaller Packages

Bundle Package will sell well with User who have more funding, while divided will be more expensive per piece, but generally more affordable.

Once the Asset is up, even if you updated and add something to it, the staying Customer will get its for free as parts of EULA.
Divide it to smaller Packages will add extra income outlet.

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