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Asset that requires another asset?

Discussion in 'Assets and Asset Store' started by LightStriker, Jun 9, 2014.

  1. LightStriker

    LightStriker

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    I was wondering if it was possible to have asset dependency?

    I saw no option for that, so I guess there is no built-in feature to support this kind of thing. Does Unity allows publishing of asset that are dependent on another asset?

    I noticed some paying assets requiring a free one, but haven't see any paying (or free) that requires a paying one, is it possible?
     
    IvanAuda likes this.
  2. cg_destro

    cg_destro

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    yes :) for example Jewel Framework uses 2d toolkit, it also have unity 2d for some time now and as a option it uses pooling manager but you don't have to use it, so yes it is possible :)
    or acParkour extension for UFPS and I believe there are much more :)
     
  3. LightStriker

    LightStriker

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    The part here is "don't have to use it"... How about an asset that simply won't compile without another?
     
    IvanAuda likes this.
  4. crafTDev

    crafTDev

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    This needs to happen, since right now you have to code a specific third party script and put in asset package. I was really hoping to see script compile dependency just like unity version dependency etc for Unity 5 :-/

    I'm pretty sure there are assets on the store that state they require a 3rd party asset to work.

    jrDev
     
  5. JohnnyA

    JohnnyA

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    They certainly allow you to do it with popular assets (for example NGUI and 2D ToolKit), it shouldn't be different for dependencies on less popular assets. You just need to clearly state the requirement in the asset description. There are multiple examples of this including my own City Builder Kit which requires NGUI.

    That said they will reject assets that have multiple dependencies (for example I remember a post about a complete game being rejected because it needed one of the Prime31 plugins, plus NGUI, plus 1-2 others).
     
  6. LightStriker

    LightStriker

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    Interesting. Maybe they should list this kind of limitation or requirement in their documentation.How many dependencies is ok? What is the limit?

    Would also be useful if we could "link" one asset to another, have a clear way of showing dependency.
     
    Last edited: Jun 10, 2014
  7. shaderop

    shaderop

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    Since we're on the topic, it would be great to have some sort of asset package management system with built-in dependencies and versioning. Think NuGet but without the N.
     
  8. DarkArts-Studios

    DarkArts-Studios

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    Without the hard-dependency enforcement, although it's allowed, please take care to ensure that you bold, highlight, clearly indicate the dependency. I've heard of far too many customers that bought without reading the full text and then complained in reviews because it needed something they don't have.

    What I'm getting at here is just be sure that the dependency stands out, visually, within your own product description or better yet the banner or else you will get lash-back - it's just the nature of people.
     
  9. LightStriker

    LightStriker

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    Kinda why I was wondering the absence of a system to link asset, to make their dependencies very clear. Maybe even a warning popup before buying one, reminding of the assets you needs.
     
    Eluem likes this.