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Asset Store / Package Manager

Discussion in 'Package Manager' started by Foriero, Sep 19, 2018.

  1. Foriero

    Foriero

    Joined:
    Jan 24, 2012
    Posts:
    466
    Hello,

    can please be bought or downloaded asset store packages be included in Package Manager "In Project" so that we see what version we have in each unity project installed and if we need to update it? Would be really really handy. PLEASE.

    Right now it is just by guessing and remembering what asset store version we have installed. And package manager could solve this issue.

    Thank you, Marek.
     
    Mikael-H and CrystalConflux like this.
  2. DanielTG

    DanielTG

    Unity Technologies

    Joined:
    Feb 15, 2018
    Posts:
    91
    Elecman likes this.
  3. CrystalConflux

    CrystalConflux

    Joined:
    May 25, 2017
    Posts:
    100
    Looking forward to this.
     
  4. jason_yak

    jason_yak

    Joined:
    Aug 25, 2016
    Posts:
    269
    Yea me too, like for the longest time since even before the asset store existed. It's going to be great that the Assets folder is entirely the developers bucket to play in, and plugin developers can also have an easier time managing their plugin installations/updates in their own sandbox knowing they can replace entire folders without risk of wiping some files the dev might have introduced. So many plugins are like a weed to try and uninstall with their files spread out all over the Assets folder.
     
  5. transat

    transat

    Joined:
    May 5, 2018
    Posts:
    254
    I also strongly believe the Package Manager should be the only way to import Unity Store assets in a project. The store should be just that - somewhere to buy/sell assets. The current method of using "in-editor" store simply does not work for anyone who has purchase a high number of assets. It is a major headache as can be seen in this thread... https://forum.unity.com/threads/asset-store-site-upgrade.669670 and Unity is probably losing a fair amount of income because of this.

    If I could access a Unity-Asset-Store repository in the Package Manager, my project would be so much easier to maintain! I'm sure it wouldn't be too difficult to have the repository only give me access to assets I've purchased.

    To make this work best, the Package Manager would ideally let me see inside packages to cherry pick which specific assets I want to import. But that can come a bit later. The priority is too remove the in-editor asset store from the whole importing assets equation.
     
    Thaina, Mikael-H and mobuni5 like this.
  6. Thaina

    Thaina

    Joined:
    Jul 13, 2012
    Posts:
    258
    One thing I wish it should be possible

    I wish that. We should have a way to reference another person's asset in our packages. And sell our upgraded version with the sum cost

    Suppose there are an artist that sell raw model and texture of character for 10$. And another programmer thinking that there should be PBR material for color tinting and some scripted animation for this character. The programmer did so and want to sell the work for 1$

    And so people that have been bought the original character asset will see the new asset as 1$ but the people who don't will see that this new package is 11$ include the character asset. And when they press buy they would buy both
     
  7. transat

    transat

    Joined:
    May 5, 2018
    Posts:
    254
    @Thaina Sounds like a good idea. But... For it to work you'd probably need for both developers to choose a distribution license that sets a few rules down. Can you modify the other developer's asset in your combined asset? Dangerous territory! Or is it just a dependency? If it's just a dependency then what if one developer updates their asset for it to work with the latest Unity and not the other? A manifest file would stop things suddenly breaking but you wouldn't be able to use the combined asset in the latest Unity. And what if someone essentially sells the asset of one developer by adding a $1 texture to it and then does a terrible job with customer service or messes with that developer's asset in ways that affects their reputation or adds needlessly to their workload? This all seems very complicated and dangerous, the more I think about it! Maybe the current 'integrations' approach is better at leaving the onus on each developer.
     
  8. Akshara

    Akshara

    Joined:
    Apr 9, 2014
    Posts:
    91
    Honestly and sincerely, whatever state this is in right now is likely better than the current built-in Asset Store browser experience. So please, go with what you have as soon as you can.
     
  9. Thaina

    Thaina

    Joined:
    Jul 13, 2012
    Posts:
    258
    It should be just a dependencies and should use semver to control compatibility, like a normal dll packages. Unity should always keep all versions for anyone need to fallback

    It could be some chaos at first but soon artists would learn a semver standard somehow. And we could define package semver safely

    Other things you concern is how to design asset store UI to clarify that you are currently buying multiple package and each aspect need to contact difference owner
    Actually it should just force you to buy multiple packages at the same time. In the cart it would show all packages dependency hierarchy. And if you remove any root dependency it will also remove all of its dependent (should be a checkbox of enable/disable and when you check one out it would grayed out all dependency)

    And if we do this system, it would pull those packages into your project equally. And each one should not do anything to other. If any tail package try to make any messy things you can just remove that package but still keep the root
     
    Last edited: May 27, 2019
  10. Thaina

    Thaina

    Joined:
    Jul 13, 2012
    Posts:
    258
    Actually, I realize that it opposite

    I think we could expect that the next version of assetstore and packagemanager would be exactly the same thing. When we try to import asset it will just add the asset key to package manifest and download it into packages folder

    What I try to say is I wish that assetstore would read package manifest of the asset. And manage the hierarchy of dependency in the store, check the availability of dependency and reflect that on the store UI, showing the sum cost and how many package user need to buy along with each package and automatically add all of those into the cart