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Asset Store Quality Control?

Discussion in 'General Discussion' started by Deleted User, May 6, 2014.

  1. angrypenguin

    angrypenguin

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    Or, namespaces. If you're including examples for the GeeWhiz asset and they need a MouseOrbit script, whack it in a GeeWhizExample namespace and everyone's happy.
     
  2. goat

    goat

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    Except the person that doesn't even know what a namespace is: they were already happy and remain blissfully ignorant while we discuss their lack of quality control.
     
  3. angrypenguin

    angrypenguin

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    If we're talking about quality requirements here then it's not hard to tell people they need to use them, and 10 minutes on Google should show you all you need to know about using them.

    Yes, it means modifying your code a little if you're doing it after the the fact, but that shouldn't be a colossal job.

    My honest guess as to why they weren't a requirement in the first place is that Unity didn't support them when the Asset Store was started.
     
  4. lmbarns

    lmbarns

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    One thing that ticks me off is I have assets that were removed from the store after I bought them, and I don't know why they were removed, and the author still has other assets for sale....? Shouldn't you flag someone when they get an infraction? So buyers could know there's an issue with the seller, rather than finding out when you go to download it and notice it's gone.
     
  5. Dantus

    Dantus

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    As customer, I would hate it to get a Standard Assets folder just because I am downloading something from the Asset Store.
    You also miss cases like updating an asset from the Asset Store. Many publishers tell you to delete certain folders and then import the newer version. In the case that some Standard Assets are not anymore needed, you can't delete them, because you don't know whether another package from the Asset Store needs them.
    Another case where this leads to trouble is when the customer has made modifications to the Standard Assets. This will mean that the demos may not anymore work.

    I still don't understand what's so bad about having a demo folder for each package from the Asset Store. Demos are not meant to be used in a production environment and they should be removed in that case. By having a single folder with all the files, it is pretty easy to get rid of them already when importing or also later on.
     
  6. Dabeh

    Dabeh

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    I heard they send refunds when an asset is removed for legal reasons, otherwise they don't if it's requested by the asset maker.

    The problem is, it could have been removed by the asset maker for legal reasons because they didn't have the legal right to distribute it(I have suspicions this happened to a previous asset I owned) by request and thus don't have to provide refunds. I have this issue and I can't get hold of the asset maker(they're also selling a bunch of other assets and won't tell me why the asset was removed, didn't even bother to reply) and Unity won't give me a reason. I can't use the asset, I have to remove it even though it's very fine-grained into my game.

    I wish they had to provide a valid reason that Unity could provide everyone with that purchased it when it's taken off.
     
    Last edited: May 9, 2014
  7. angrypenguin

    angrypenguin

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    That's a great point. There could be reasons for removing something from sale that don't indicate anything was wrong with it - eg: they just didn't want to support it any more - but given the nature of random sales on the Internet it's a pretty big risk to take if you don't know the reason.

    And I agree with Dantus. Messing with the Standard Assets folder is a bad idea for a bunch of reasons.
     
  8. Dantus

    Dantus

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    The answer is pretty simple. It was not possible to have any class inheriting MonoBehaviour in a namespace. Of course, it works now. The Standard Assets are also not using namespaces. Unity also didn't use namespaces in the first versions of their Sample Assets, they just introduced them.
     
  9. Aiursrage2k

    Aiursrage2k

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    You can remove something from the asset store if you want to, you just have to ask them to remove it and they will. Quite frankly if something isnt selling or no longer up to snuff then why not.
     
  10. ZJP

    ZJP

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    For visual arts, there should be at least a video presentation. A webplayer would be ideal.
    For example, I have NO idea of the quality of this product . No additional information on the store or from the publisher. UT, have you checked this? :(
     
  11. lmbarns

    lmbarns

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    Webplayer is terrible if you're selling models/textures/shaders as it can be ripped in a few seconds unfortunately, there's even an automated command line tool that extracts and puts everything back together...

    Video would be ideal.