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Official What assets would you like to see on the Unity Asset Store?

Discussion in 'Assets and Asset Store' started by caitlyn, Mar 18, 2011.

?

Which assets would you like to see on the Unity Asset Store?

  1. Art Packages - Mobile/Web

    24.0%
  2. Art Packages - Desktop

    35.2%
  3. Complete Projects - Mobile/Web

    18.0%
  4. Complete Projects - Desktop

    23.5%
  5. Scripts/Script Packages

    44.6%
  6. Extensions

    36.8%
  7. Shaders

    28.4%
Multiple votes are allowed.
  1. ianlotinsky

    ianlotinsky

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    Conventions—first articulated as guidance to authors and down-the-road enforced or badged as "certified!" by the Asset Store. Our group wastes so much time trying to make sense of each author's decisions when bringing an asset into our game. The software design principal of convention over configuration would save the community countless hours that could be spent on actually building games. Use and enforcement of conventions is something the entire Unity suite could benefit from, but it should start in the Asset Store since it has the biggest impact, seeing as the job to be done is coordinating thousands of autonomous people. Articulating and enforcing conventions within our own projects is something we all have more control over already since we own our projects—not so other people's assets.

    As for additional quality content, how about you strike a partnership deal with Sketchfab? They seem to have a large and talented authoring community.
     
    transat likes this.
  2. SympaK

    SympaK

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    Hair models: it is very poor of hair models here (and generally aywhere around on the web), and the "realtime hair scripts" look either clumsy, or deprecated or too much costy...
     
  3. Rowlan

    Rowlan

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    The asset store has a major flaw in the review system: It's misleading because the reviews also involve the price of an asset.

    I noticed that there's an asset on the store which costs 3 times the money compared to what it cost yesterday. I guess that's because it'll be -50% tomorrow during the sale and still give profit. Nontheless the reviews of the reviewers are based also on the price of the asset compared to what it gives.

    No idea how to solve that other than adding the price to a review, similar to when a reviewer was gifted the asset. Maybe someone else has a better idea. An increase in price is considered normal over the years, but 3 times that much over night is misleading and the reviews should be capped or deleted imo, at least when there are such drastic changes.

    It might also be nice to not allow assets for the sale which price increased let's say in the last 3 months. Otherwise it's just too obvious what's happening.

    @AndrewAssetStore No idea which other assets are involved, but in that case the whole Spring sale is just a bad joke. Is the Unity Asset Store team seriously increasing prices right before a sale, so that your loyal customers pay more in the end, even though you advertise -50%?
     
    Last edited: Apr 14, 2020
    NWHCoding, knxrb and StevenPicard like this.
  4. TonyLi

    TonyLi

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    @Rowlan - Prior to official sales, asset prices are locked for assets in those sales. Publishers can't increase them for the very reason you cited. Are you looking at a review of a multi-site license? Multi-site licenses are exactly 3 times the amount of a regular site license.
     
    FerdowsurAsif likes this.
  5. Rowlan

    Rowlan

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    Sorry, but that's what you and every other publisher would like to think. Said publisher posted on discord that it is part of the Spring sale. I seriously hope Unity reconsiders and removes the asset from the sale tomorrow. For everyone's sake.

    Either way, making the price a triple of the review based price, invalidates the reviews imo.
     
    Last edited: Apr 14, 2020
  6. TonyLi

    TonyLi

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    Prices are locked at the system level. That asset might not be an official part of the sale. But you're right; @AndrewAssetStore may need to address your question.
     
    Rowlan likes this.
  7. Rowlan

    Rowlan

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    The asset is now on sale. To stay on thread topic what I'd like to see on the Unity Asset Store:
    • no publisher favoring, it's obvious and undeniably proven that this is happening. Every publisher should be given the same chance

    • no fooling of customers by tripling of prices 1 day right before a sale, only to reduce the asset price by 50% the next day for so-called "sale"
     
    Mark_01, StevenPicard and transat like this.
  8. Eric5h5

    Eric5h5

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    That's already disallowed and has been for years. To quote from a Unity Asset Store email:

    This was sent 1 month before the sale.

    It is? You have undeniable proof?

    --Eric
     
  9. Rowlan

    Rowlan

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    Sent you PM with WebArchive links from 3 days ago, yesterday and today.
     
    JBR-games likes this.
  10. transat

    transat

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    I'm pretty sure some asset developers are allowed to publish their assets without waiting in line with other assets? Is that not favouring?

    I'm totally with Rowlan here. He doesn't even need to name the developers in question. They are 95% about marketing, and the remaining 5% goes to putting out a suite of fairly crappy assets. Most of us have been burned by them - it's almost a rite of passage for people new to Unity. And no one dares leave bad reviews or criticise these guys because they turn quite aggressive and defensive and organise their users to spam the review system to hide bad reviews. I've seen them organise this via Discord. Then the asset store mods turn a blind eye and overall user trust in the review system goes downhill. 'Tis true.
     
    Last edited: Apr 15, 2020
    knxrb and JBR-games like this.
  11. jbooth

    jbooth

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    Yes, there's long been favoritism in the asset store. Some publishers can bypass the review process, push updates themselves, are on constant featuring, and get to bypass the rules about changing prices the day before the sale. The rest of us have to play by the rules. What Roland said definitely happened on this sale, and word I got through the grape vine is that an exception was made because "they thought it was in the best interest of everyone". Unity will justify these exception for top level sellers, but part of the reason they remain top level sellers is because they get this special treatment.

    Unity doesn't even play by their own rules. We are, for instanced:

    - Required to work with the latest unity versions or be pulled from the store
    - Required to have a 4/5 star rating to be in a sale

    Yet the 2 star snaps assets are not only in the sales, but featured as well. They only work on Unity 2018.3's SRP, as Unity itself cannot keep up with its broken pipeline.

    Of course, nothing says Unity has to play fair and can't do these things, it's their marketplace, after all. They are allowed to pick winners, tip the scales, etc.
     
  12. Eric5h5

    Eric5h5

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    OK, so, that would be a violation of the policy. As shown in the quote from the email I posted, it's not allowed, and it seems unlikely that anyone at the Unity Asset Store is doing it. If they have any blame, it's for not enforcing the policy.

    --Eric
     
  13. jbooth

    jbooth

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    No, an exception was made. That's different than not enforcing a policy. Several publishers forgot about sales and were posting bugs on the publisher forum because their asset prices weren't changing when they changed them- this was because asset prices were locked for those assets due to the sale. So for this to happen, an explicit exception to the rules was made - it didn't just slip through un noticed, or unenforced.
     
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  14. Rowlan

    Rowlan

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    Actually the publisher knew beforehand that the price tripling 1 day before the sale would be the case, just follow the publisher's discord. I didn't want to believe that Unity would break their own rules, but it's Unity's turf. So be it. However to come back to the favoring: If you read my pm you already know which publisher I mean. All of the publishers assets are on sale. As usual, as always at every sale. All except for 1. The publisher departed with that developer few weeks ago. Why is that developers asset now not on sale when it otherwise always was? Nothing changed with the asset, except for the publisher.

    Unity can very well move this topic to the publisher discord, here's on topic: As a loyal Unity Asset Store customer I personally don't like that the $300 asset is now benefiting from reviews that people made when the asset cost $60. This is absolutely misleading. Something should change in that regard imo. But as I said, I have no idea either what a solution might be. It's just about the fact that I highly doubt that anyone would rate that asset 5 stars if they had to pay $300 for it. Unless someone bought it yesterday, nobody ever paid $300 for it. So all the reviews of that asset are just misleading. They could be believable with 20% increase per year, but not with 300% over night.
     
  15. StevenPicard

    StevenPicard

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    That's a shame. I wouldn't want to support a publisher that did this.

    Also, there are so many other worthy publishers that shouldn't continuously be overlooked. For example, Landscape Builder is amazing with amazing support. I could list several others that just keep getting overlooked.
     
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  16. Rowlan

    Rowlan

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    Feature request regarding Unity Technologies: I'm not sure if it is a mistake or not, but the license on Unity's own assets on the Asset Store is very strict. From what I understand the license is not the Unity Companion License, it is the Extension Asset license. So not useable freely.

    Example problem: I created a tank attack demo within an hour. Rather trivial now, but I was a beginner as well and beginners might have a problem.



    Or as still image

    meadow 4.jpg

    It was just a matter of downloading the great Unity Particle Pack and tweaking the particles and combining the Rocket Trail with the Big Explosion particle systems via 2 simple scripts.

    The issue is: People keep asking me how I created that firing mechanism. I could share screenshots of the particle systems including the particle children and what not. But it would be easier to just put those on GitHub with the Unity Companion License.

    Whenever I ask if something is usable on the forum, the Unity devs say use it wherever you want. Hence the confusion. But what e. g. about the particle pack? After all it's benefitial for Unity if people use their free assets and others extend from it. I understand that commercial use is forbidden, as well as putting those into other assets. But a tutorial license or something similar would benefit everyone.

    So please reconsider the license.

    Thank you very much!
     
    Last edited: Apr 16, 2020
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  17. Rowlan

    Rowlan

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    I'd like to see a stricter upgrade price regulation or upgrade policy or store rules about compatibility.

    Example: Let's say a publisher has this policy in public, in the store description: "upgrade fee which is usually around 20-50% of the full purchase price".

    And let's assume the price was $ 100 (excl tax) when people purchased it, assuming, they'd pay around $ 20 the next year (let's be naive and use 20%). Now the publisher changes the price to $ 300 (excl tax) over night. Those custumers who think they made a bargain because they got the asset for cheap with $ 100 (excl tax) are probably not aware that with the announced 20-50% increase instead of $20 (excl tax) they'd have to pay $ 60 to $ 150 (excl tax) the next year in order to have the very same asset working with next year's Unity version. Because the publisher announced that premium beforehand.

    It would hit even the ones who got the asset gifted. Purchasing an asset for $100 assuming a reasonable upgrade price compared to an upgrade price of $150 (20-50%) which is way more than what the asset cost, is quite the difference. Initially positive reviews might turn into quite the opposite the next year.

    If a publisher encapsulates everything inside a dll, this would be even worse, there'd be no way patching yourself. You are stuck with an asset and forced to pay a premium for the upgrade. And I think it's common knowledge that Unity isn't very backwards compatible during version changes.

    But in the end Unity gets all the money and none of the problems. So I also understand that Unity keeps up this policy at the disadvantage of their customers. Might also explain the hardly functioning backwards compatibility (starting with LWRP, URP, HDRP), now that I think of it.
     
    Last edited: Apr 17, 2020
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  18. StevenPicard

    StevenPicard

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    I think ultimately people's wallet should do the talking. If the asset isn't worth the upgrade price then consumers shouldn't pay for it. The publishers will\should learn not to burn their base users.
     
    Leniaal likes this.
  19. Rowlan

    Rowlan

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    Problem is the baiting. When you are in the middle of a project and there's a single bug you can't fix because a minor change in Unity, you are stuck. Either pay up (who's to say next time it won't be again 300% or more?) or throw the asset away and restart with another asset. A lot of development time lost.

    You can see it the other way: A bugfix release that has been promised for months and people waited for got the price changed over night to 300% the original price, implicitly increasing the upgrade fee by that same percentage. All camouflaged because there were "massive" changes. If the changes were so massive justifying a 300% price change, then the asset isn't the same anymore. And you can't just get a bugfix that was announced, the original asset doesn't exist anymore. But the reviews for it exist, even going back for years to the first version of the asset.

    It even ridicules this latest segment on the asset store page which you see with every asset now:

    refund.png

    I've been there. You don't get a refund for an asset if the purchase is older than 6 months. If the publisher keeps on promising a fix for months (yes, it's happening even for years) and then he camouflages a price increase with massive changes that nobody asked for, then you won't get a refund. Neither will you get a bugfix.

    I'd really like to see stricter upgrade and bugfix regulations on the Unity Asset Store for the protection of their paying customers.
     
    Last edited: Apr 17, 2020
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  20. StevenPicard

    StevenPicard

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    You bring up some good points.
     
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  21. Rastapastor

    Rastapastor

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    Improve Your licesnsing for asset publishers, incorporate 'seat license' check into Your system, for assets licence check so ppl who create tools don't suffer from cases where teams buy only single license of the tool where it should be 'per seat license'. I am not an asset creator, but if the asset dev cant make revenue because teams that should buy XX licenses buy only one, make that asset creator abandon his asset which can cause a lot of troubles.

    Add option for distinctive pricing hobby / indie / pro / enterprise.
     
  22. transat

    transat

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    "Some people have queried the XXX price change that happened just before the sale. The X.X release was so massive that it took us three months longer to develop than planned. Our choice was to either not include it, or to get permission for the change in price. We approached Unity, showed the magnitude of the change, and committed to not changing the price afterwards. With this information and our commitment they approved of the price change."

    This "massive" change saw the version number bumped up by a whole 0.05 !
     
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  23. Eric5h5

    Eric5h5

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    OK, this topic is about "what assets do you want to see on the store", not about various asset store issues. Start a new topic or use existing topics that already discuss these things. No more off-topic discussions please.

    --Eric
     
    FerdowsurAsif likes this.
  24. Rowlan

    Rowlan

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    Apologies, I and others obviously didn't read the first post of 21 pages. Suggestion: Could you rename the title then to "Which assets would you like to see on the Unity Asset Store?", it would give it instant meaning. And should I delete mine?

    Thank you!
     
  25. Eric5h5

    Eric5h5

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    Yes, I changed the topic title.

    --Eric
     
  26. transat

    transat

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    I'd like to see pure DOTS packages, in their own special section. Could start off with Unity provided packages. Maybe a "Standard DOTS Assets" ?
     
    Last edited: Apr 21, 2020
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  27. Rowlan

    Rowlan

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    I'd like to see more physics examples from Unity. If possible with a showcase of the different physics engines. Combined with HDRP/DXR. A pinball machine comes to mind, it has all the shiny objects and lights and requires super fast physics.
     
    Willbkool_FPCS likes this.
  28. Alvarezmd90

    Alvarezmd90

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    I'd like to see any asset that supports us with programming. Some sort of reminder or helper class to get one of these right: Inheritance, Abstraction, Encapsulation and Polymorphism.

    Graphics are worthless if you don't got any functionality behind them imo. You're just bloating your project size without anything exciting.
     
  29. unitedone3D

    unitedone3D

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    Hi there! Just a 2 cents.

    I know this is probably a very big )if impossible) ask but it would be great if someone could come up/invent a system/framework that is capable of doing:

    - automatic rigging of mmany-ped animals (quadruped, hexaped, octoped. decaped,.. anything beyond regular biped/human/2-3 legged, etc)

    - if possible use the 'heat expansion' method to rig animal/creature, whereby the engine expands the heat map until it fills the whole body, this map allows to determine All extra members/limbs in mutlped, it even picks up 'farther vertoces. tp make sure All vertices are 'caught' in the mesh cage. This technique should get 80-90% of the rigging done, then it would be (if needed) to refine the limb movement. But there should be the Least need of touch-up of 'weight maps' for vertices when moving limbs. In other words, it should work 1st time and not need you (everytime) to tweak 'enveloppes/heat/weight maps' to get the limbs moving right.

    - currently, there is nothing for multi-ped (above 2 legs) in terms of autorigging. The only other autorigg is mixamo, but it does not do animal rigging, only biped/human rigs...it's great if you have only human/bupeds, but if your game has many animals with tons of legs...you are forced to do manually/tedious riggin
    (One animal rigging is no problem, when you have 50s of them, it is )because you have other things to do besides that if making a game)).

    - auto-retargetting of multiped animations - for animals with more than 2 ground legs.. It is only possible with Mecanim/humanoid avatar biped...not with over 2 legs animal (many animals are Quadrupeds) . For example, a spider animation retargetted to another spider model (That has a multiped skeleton).

    - make Mecanim work - for animals multipeds

    - auto-conversion of anial animations of legacy or general - to a multiped skeleton, ex: a spider with legacy animation is translated to a multiped mecanim spider.

    - auto-tweaking, if you are trying to 'get the animation' of a spider...and you want to put it on a dog...there is incompaticbility; the dog has 4 legs while the spider has 6 or 8 legs...thus, the script must autotweak it to get the 'semblant' of the animation. Obviously it will not look right but the script should be capable to 'reducing or adding legs' and 'spreading"weighting/extrapolating the animation over the legs/limbs'...whatever the number of legs/limbs...there would be so guestimation and pseudo feel of it...and you could tell the script what is an arm or what is a leg...etc.. This may involve 'mimicry'.

    Currently, rigging is a part that greatly slows the creation of things, it should be automatized as best as possible (it's kind of like UVs for textures..that should not be...the answer was Triplanar Textures as it removed the tedium iof Having to 'unwrap' the model to find its vertice cooordinates for texture positioning on it). I'm amazed that this stuff has still not been automatized after all these years (there is very little development on auto-UV or auto-rigging, etc). But I can imagine it is extremely hard to make hence nonexistent.

    - We need more multiped autotools, like for animation animals etc...to make it easier because animating animals with 15 limbs is lot harder than bipeds...best example: a Centipede...(100 legs...)...

    Thanks for Reading/just a suggestion.

    PS: I could understand that 'no one needs this'...since most people might make games with Only bipeds/human majorly..so only few devs actually make 'animals' etc...so 'is this relevant'..I think it is because animals/multiped creatures are present in Many games, yet not a peep or much development about it...this would help.

    PPS: One more (for the road), I see this new Artomatix thing/Unity Artengine that automatizes tedious teaks by giving you the 'basic' art and you refine it - faster instead of making 'from scratch' (Slowmo), I don't undertand why this technology could not be made in an asset or Something that is able to 'fix bugs'...like is there not a 'console bug fixer' - we meeds it badly. Only you can fix console errors..but is that true? What if I can't solve the console error...that is where a Huge AI driven COnsole Fixer...would help immensely game development...AUTO FIXER of bugs...I know I,m dreaming since Unity fixes bugs in engine..so how could it make a autofixer of bugs....unfeasable, or maybe not. Also, I hope that Unity or asset maker could create Something like the 'Dream Engine on PS4'...this engine you can create games with it and its Very intuitive for people with less coding knowledeg (kind of like Minecraft engine); the least coding possible and the most automatisation possible to speed it up, and using this UI interface that is intuitive to make a game (instead of 'coding' or 'visual coding'...no coding).
     
    Last edited: Apr 28, 2020
  30. Rowlan

    Rowlan

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    Art packages and complete projects in the poll above reminds me of how to import them properly with a modern file format instead of that outdated fbx format. So glTF importers/exporters please :)
     
  31. vertexx

    vertexx

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    I would like to see a material, transparent that would allow shadow casting on it.
    This material to be applied, say, to a prim. plane.
    The prim. plane would then be positioned to show the photo/video "underneath it: but allow game object shadows (and of course the game objects) to be rendered as if actually on the photo/video.
    This plane would be aligned to the photo as necessary to look correct !!

    This would allow some wonderful compositing features.
    https://www.youtube.com/channel/UCXArOY8Lfl4TrK8y4vxpUAw
    If you have time then I have some examples on my youtube site using this material.
    I've tried a material I found somewhere(?) and have some animations using it with photos and videos.
    But it will not work on 2018 upwards.
    Any clues?
     
  32. Rowlan

    Rowlan

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    I'd like to see less pirated assets on the store and also that Unity actually tries to limit piracy, not benefit from it. After a complaint to the support just replying with you have to file a DMCA report doesn't cut it. I noticed several assets which look suspicious, see this thread:

    https://forum.unity.com/threads/is-that-legit-or-not.900329/

    While I don't have proof that those assets are pirated, I do have contacted the artists on artstation which those assets link as "website". Neither of them said it's them. And that's rather easy to find out.

    I also put some of the publishers on webarchive in case they try to change something:

    https://web.archive.org/web/20200528200657/https://assetstore.unity.com/publishers/40199
    https://web.archive.org/web/20200528200800/https://assetstore.unity.com/publishers/40128
    https://web.archive.org/web/20200528200903/https://assetstore.unity.com/publishers/32399
    https://web.archive.org/web/20200528203745/https://assetstore.unity.com/publishers/39437
    https://web.archive.org/web/20200529045845/https://assetstore.unity.com/publishers/40980
    https://web.archive.org/web/20200529045713/https://assetstore.unity.com/publishers/41703

    As a customer on this store I don't see a point in purchasing something, wasting my time on an asset which might turn out to have been pirated and in the end all I get is my money back, but not my time.

    I rather prefer Unity creates "trusted" publishers and "trusted" assets. Because those linked above are definitely not trustworthy and speaking of trust, also definitely not truthful and violate the Asset Store Provider Agreement. That's easy to find out and the violation is obvious. I've heard the stories from other customers who say that there are publishers who rip out assets of games and sell them on this store. And the way this looks, i rather believe them now.

    And before someone claims that all those publishers did is violate the website, I beg to differ, it doesn't look like it. It looks like a pattern the way those assets came to the store.

    The thing I don't get yet is the "joined since 2018" of e. g. the MotorcycleMarket publisher.
     
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  33. recon0303

    recon0303

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    I agree with what your saying....but, I also don't like calling out an artist with out 100% proof.... because many artist, use kit bash kits, (which we buy, sell, on other sites. I sell many, and I see people using them...on UE and a hand full actually in Unity... ( which is allowed, so it could look like someone elses work... Textures are sold I mean a lot is... ( So, yes if someone took 100% someones work and resold, I would agree and yes I have seen some of that crap before, and don't condone it, but, lets make sure we have 100% proof.....as its not fair to that artist, or who ever. it may be...

    Believe me I can't stand someone selling my work, as its been done by a major company before and I had proof( nothing was done) ( I'm not rich to go after them)...SO my point while I agree with your comments... I recommend to have 100% proof, art station is not enough... ( I can spot my work a mile away, as other artist can... ( but remember what I said about kit bash kits, and textures being sold and some licenses allow you to resell, models done by artist, some you can't....Now, you cant resell those kits typically.....but I see a lot of kit bashes kits being used on alot of models, in UE and Unity store......on there own models, which is a lot and very typically now a days to sell and use, all over the place.....I sold thousands of kit bash kits over the years to artist......and sold a lot of textures to and see them.. in games, stores you name it.. ( Some people pay extra to get the license rights to do so to.....

    So, I'm just saying get proof and ask those artist is the best way to go about it...( be sure to have wireframes, and so forth...before you claim someone is doing this... Not saying this does not happen, I see it....but I don't like someone being called out with out proof, its easy to ruins someone rep and unfair... in my opinion. SO if you can get the proof, by all means.


    `I rather prefer Unity creates "trusted" publishers and "trusted" assets. Because those linked above are definitely not` I would agree here.....

    Unity should review this better, I agree, but it still can't always help them even if someone reports it...Now if the artist who made it came forward, or someone found them with proof...( that is another story.,..( but people copy each other art/models, textures all the time........even game designs, mechanic, you name it are copied....So lets be careful is all i'm saying....and yes there are some shady people pirating.....for sure.... Unity should look into that stuff.
     
    Last edited: May 29, 2020
  34. recon0303

    recon0303

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    1,634
    To keep this on topic...One asset I think, that needs some attention
    is one that handles streaming like World Streamer and Sector does...but one that also works server side for floating point issues, it seems a lot of the net libs, have no interest in dealing with it.....but Its a very common question as an experience developer myself, I get asked a lot.........Even Atavism, is broke for that issue..... ( Yet to see anyone fix this issue, and make it an asset, I recommend to make an asset for Sector, World Streamer to work with Photon, Unity networking or any of them...to give new users a starting point.


    For floating point issues, for multi player games.... (PHOTON, I'm watching you and mention this for years, since its something I get asked every single month, and more.....
     
    Lars-Steenhoff likes this.
  35. Rowlan

    Rowlan

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    I wouldn't have made the post without. It's not even only about the models, for one the credit of the artists is stolen, impersonating to be someone else is a crime itself and a clear violation of the Asset Store Provider Agreement:

    Problem is that those artists have to waste their time and contact Unity now, neither of them is selling here on the store.
     
  36. recon0303

    recon0303

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    ya, I don't condone that but you missed my point.. ( get proof) if it was my work...I would be getting the proof... ( Then go to Unity and the community

    (Telling you this to help. (Not hurt) So, I recommend to take my advice if this is important to you. ( I know you normally make fun of my advice...( so. doubt you will listen anyways....;but I'm not saying this because I like people who do this/...but I say it, so that, people get a fair shake...to many people today shame others, and it ruins them..... both sides, needs to have there day in court sort of speak...( just saying)....

    PS: I can't stand thieves, and people who pirate.


    `I wouldn't have made the post without. It's not even only about the models, for one the credit of the artists is stolen, impersonating to be someone else is a crime itself and a clear violation of the Asset Store Provider Agreement:` share this proof, with the community and Unity..
     
  37. Rowlan

    Rowlan

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    Thank you very much for your concern, I'm very well aware of that. It's not even my work and I'm not involved with the publishers. It's just something with the thread topic, seen from a customer point of view:

    Topic: What assets would you like to see on the Unity Asset Store?
    Answer: Why would I want any more assets when I can't trust they are legal?

    Take e. g. the Unlock Game Assets publisher. At the time he joined I thought awesome, finally some cars which are affordable enough just for prototyping. So I bought some cars. In retrospect that thought now turns out to possibly have been wrong. After making my first post on this page I got contacted by several publishers. One of them sent me a comparison of the Unlock muscle car 2018 #01 vs the Chevrolet Camaro ZL1 1LE of the game CSR Racing 2. A wireframe comparison. No idea how to do that, but frankly I don't care, the wireframes matched. And I was told that what I post here is futile because Unity was sent that as well - twice! - and Unity didn't act.

    One thing's for sure from the experience I've had so far on this store: If the asset was pirated, I won't get my money back from Unity. So I don't even bother to try and demand a refund, it's a waste of my personal time. And for the other from what I learned and was told by publishers that it's futile, Unity demands a DMCA takedown notice. I know that as well, because that's what I was told by Unity Support when I complained about someone selling literally Lightsabers and the Batmobile - I guess it's common knowledge that those are trademarked.

    Well, I'm not the creator of those cars of the Unlock Game Assets publisher store page, so I can't file a DMCA takedown. But I'm a customer. And I don't like spending money on possibly pirated assets. By the way, I already reported this to Natural Motion, the procuder of CSR2. Reporting to Unity is obviously the wrong choice. To be fair Natural Motion might as well reply with that they indeed use that publisher's cars. But how can I be sure as a customer here on this store?

    So while I agree it's totally possible that the game itself uses that publisher's assets, I rather think what's more likely which is that I don't assume that a game which uses official Car Manufacturer licenses uses a $5 asset from the Unity asset store. My head isn't that deep in the sand. Everyone can feel free to compare the car in this video:



    With the model on sketchfab:



    You don't even need wireframe to see it's the same:

    comparison muscle car.jpg
    comparison muscle car 2.jpg
    comparison muscle car 3.jpg
    comparison muscle car 4.jpg
    Even the interior looks the same. While I'm not involved with the publishers who contacted me, I'm rather indirectly affected as a customer because the good publishers for one have to reduce their prices in order to stay competitive and for the other stop support or leave the store while possibly pirated trash remains here. I'm not accusing anyone of piracy, instead I return to what I initially said: How can I know for sure that what I purchase on this store isn't pirated? Otherwise you can skip the quesition of what assets i'd like to see. I'm well aware that there are difficulties to this on an Internet platform. But something must happen. It can't be that Unity takes money while at the same time refuses to take responsibility. Otherwise the question "What assets would you like to see on the Unity Asset Store?" can be answered with "None anymore, I'm done".

    One suggestion could be that Unity creates a "Trusted Asset Store Publisher" tag or something. I'd like to be sure that my money is in the hands of the excellent publishers who make this store great.
     
    Meceka and StevenPicard like this.
  38. Meceka

    Meceka

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    Asset store lost its credibility for me after I contacted them about stolen assets. Please see the thread below;

    https://forum.unity.com/threads/exported-stolen-assets-being-sold-in-the-asset-store.892990/

    After this response, I stopped reporting such stolen assets that are being sold. Asset store doesn't yet understand how big of an issue this is.

    Those guys just found out they can export models from some games, especially games with mod support. And they sell it everywhere. And these will eventually grow as asset store doesn't care even if it's reported with clear evidence as I've shown in that forum post.
     
  39. recon0303

    recon0303

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    I won't defend the asset store, for my own reasons..... which is why I don't buy much anymore.....other than from people I know.......but, from the pics you showed me on Discord, both are fakes......one is actually an extraction of the same damn model......using a program.....but, if someone where to steal....why in the hell would they steal something with horrible Geo.....it has some many mistakes.....

    Stealing is stealing but looking at what you showed me on Discord ( different from here) is an extraction......they stealour art using a method( I wont share to give people ideas);

    but Unity should ask for more proof........this is not enough, I wont share how I cant easily make this look like the same model....if I was that person people do this nonsense all the time...so, i'm still not 100% convinced...... anyone with 3d experience with knows what I mean.....

    ( I told you on Discord, how to do this) Send it to Unity....since you have that file..( If you actually do) in the Screenshot someone does..) ( it looks fake... You wont listen anyways.....you are set in your way..... so, I'm not sure why I actually bothered to post, you never listen...I only been in this industry for nearly 3 decades.... best of luck though.. on your mission.
     
  40. recon0303

    recon0303

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    alot of it is the same, but the interior right middle and right side is changed actually ( look again. this is why wireframes are important.. but also more..( which I wont share.) for obvisous reasons. it prolly was used, but changed....because some of the geo is the same, but from what was shared to me on Discord, they look like the model was in deed extracted, but they both look like the same model, I would love to drill the artist who made it, that is what I would do if I was Unity.....
     
  41. Rowlan

    Rowlan

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    Yeah, the pattern of that publisher matches exactly what I posted above (similar description, website is link to sketchfab page with assets that don't match the ones being sold, link to artstation who isn't the same name as the one on the asset store page). It's obvious. Normally Unity would have to take down that publisher and demand proof from him that it's his original creation.

    The reply you link also matches my experience with Unity:

    They just don't care, obviously.

    So to stay on topic: Why would I want any more assets when I can't trust they are legal?
     
    Last edited: Jun 1, 2020
    Meceka likes this.
  42. Rowlan

    Rowlan

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    I keep getting asked which assets I would recommend to buy. Yesterday I gave a different answer than usual and now realize this can't be it.

    My current answer to "What assets would you like to see on the Unity Asset Store?" is hence:

    None, Unity customers shouldn't buy anything because they might run into problems later once they've learned to develop on that platform because there's section 2.8 which Unity interprets as you aren't allowed to create something that someone already published and has licenses (multiple) on. Which ones those actually are he doesn't need to disclose.

    So can someone of the asset store team please attend to this thread and give a proper and professional answer:

    https://forum.unity.com/threads/asset-store-team-what-exactly-did-i-violate.915557/

    Should only take a minute now that "legal" already said the decision is "final". I'm sure "legal" is serious and already checked those licenses (multiple) and knows what those are and posting that info is just a matter of a minute. I hope the asset store team can spend a minute to post whatever "licenses" (multiple) were violated. I guess a minute of your time should be acceptable after I have been promoting your platform for years for free:

    https://www.youtube.com/channel/UCCctdzxv-CbXxvxsubbXM3A/videos

    Thank you!
     
  43. Rowlan

    Rowlan

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    Last edited: Jun 24, 2020
  44. Billy4184

    Billy4184

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    Any chance Unity could start a new stickied thread on this topic? The poll has been around for a decade, lot of things have changed. At this point votes are completely useless.
     
  45. Rowlan

    Rowlan

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    Asian Dragons. Simply because I have absolutely no idea how my very basic video got 13.000 views:



    Also proper ones, i. e. proper scenery, there is a story to be told with those dragons from the feedback I got.
     
  46. vertexx

    vertexx

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  47. vertexx

    vertexx

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    What is "proper scenery? Maybe you need some compositing instead? Have you tried that?
     
  48. Rowlan

    Rowlan

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    Asian terrain, houses and trees
     
  49. vertexx

    vertexx

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    Great animation ! The background as it is now looks ok to me.
    But compositing would allow for a "proper" photo of your choice to be used as a background.

    My site https://www.youtube.com/channel/UCXArOY8Lfl4TrK8y4vxpUAw
    might show you some examples of what can be easily achieved.

    This one shows a Unity horse and other things composited into a real video.


    This one shows a dragon in a picture of a church


    You may see other examples as well.

    Other than using compositing I would suggest something like
    https://assetstore.unity.com/packages/3d/environments/realistic-nature-environment-58429
    These folk seem to produce nice assets.

    My pet wish for the Store is a material that allows shadow casting.
    I have one already but it's only good for 2017!!
    All the best with your fine work!!
     
  50. zuanzike

    zuanzike

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    Sep 20, 2011
    Posts:
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    I want two tools,

    1: AAA game frramework

    2: All mobile advertising platforms one click integration, I am dizzy every day by those advertising SDKs, especially the integration of several advertising SDKs