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Asset Store Licensing Model for code objects?

Discussion in 'Assets and Asset Store' started by Kiln, Sep 30, 2015.

  1. Kiln

    Kiln

    Joined:
    Sep 30, 2015
    Posts:
    2
    Is it possible to sell something on the asset store at a percentage of revenue generated by a larger product that utilizes it?

    I ask because I see some technical holes I could fill in a fairly universal way, but selling them for 10USD a pop wouldn't come close to the necessary time investment to properly maintain and support them unless I could sell 400-500 a month.
     
  2. codebeans

    codebeans

    Joined:
    Apr 7, 2014
    Posts:
    79
    I don't think there is such a licensing model in the asset store.
    If your product is good an solves a problem it will sell. Just pick a reasonable price.

    If you solution addresses a small audience but has some key features you can pick a higher price, if it is a "must have" pick to make buying an easier decision.

    Rather than getting the investment back with a couple of sales take a bigger scale. What price would you have to pick given 10-15 sales per month with a 6-9 month time span. This is what I took for my asset.
    Please consider the 30% Unity takes and currency conversions. 1$ suddenly becomes 0.6€

    Again, if you solve a problem at a lower price than what it would it take for sb. to do it themselves any reasonable developer will be picking your asset(s).
     
    BackwoodsGaming and theANMATOR2b like this.
  3. Kiln

    Kiln

    Joined:
    Sep 30, 2015
    Posts:
    2
    Thanks for the response, I'll probably try some small stuff first then and see how it does.
    What level of maintenance and support is expected without any kind of perpetual licensing?

    I'm coming from the enterprise database world, and we spend a lot of time helping people integrate and maintain components in their products. It would be impossible to provide that level of support without a perpetual fixed cost to our clients. So that's what I'm worried about.
     
  4. codebeans

    codebeans

    Joined:
    Apr 7, 2014
    Posts:
    79
    Support is key. Your product will get pirated no matter what.
    So try to reduce that by giving good support and updates of your product.
    1. Have a website with a contact form and require the individual purchase code before replying.
    2. Offer code access, so people actually learn smth. or can figure out minor problems themselves.
    3. Have a good documentation either online or as a pdf in the asset or both
    4. Show some use cases or a show reel in a youtube video

    Once you have set that up it is just updates and email support fixing minor bugs in your clients scene setups or code snippets. The better you work on 2.-4. the less time you will spend on email support!

    Having your asset in the store for a couple of months will get you a decent "feeling" for your asset.
    Where do people get stuck? Is the price okay? Is documentation good enough? etc.

    You asset just must not be so complicated to work with that they have to contact support all the time or worse would have to spend extra to get things running properly. Again, you have to solve a problem not create one.