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What 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

    24.6%
  2. Art Packages - Desktop

    34.7%
  3. Complete Projects - Mobile/Web

    19.2%
  4. Complete Projects - Desktop

    23.1%
  5. Scripts/Script Packages

    45.8%
  6. Extensions

    37.1%
  7. Shaders

    28.8%
Multiple votes are allowed.
  1. CGPitbull

    CGPitbull

    Joined:
    Jan 6, 2017
    Posts:
    4
    would like to see fastest asset reviews.. now you have to wait about 20 days!!!, when I started uploading stuffs on asset store I have to wait about 5 days... now 20... in 1 year... 6 months???
     
    Kamil1064 likes this.
  2. alexanderameye

    alexanderameye

    Joined:
    Nov 27, 2013
    Posts:
    370
    The asset store is currently handling a lot of assets they need to review. They are also looking for a new head of the Asset Store which might indicate they are doing some reforming, maybe that has something to do with it? Also, with an increasing number of assets on the store, they need to keep the quality of these assets high, so they are doing more in depth quality checks I think.
     
  3. CGPitbull

    CGPitbull

    Joined:
    Jan 6, 2017
    Posts:
    4
    Yes I understand.. but there is something simple.. more assets, more sales, more staff!!... in my country is how things work ;)
     
  4. IvyKun

    IvyKun

    Joined:
    Sep 28, 2013
    Posts:
    27
    I would love to see a mandatory field for 3D model sellers to put the asset polycount.

    As a usual buyer and mobile developer, I see myself always contacting them by email or facebook just to ask that. I know there are sellers who put the polycount in the description but a lot of them don't and they just put "low poly" or "high quality" or "ready for mobile", which is not helpful because "low poly" for some mean 1k or below and for others mean like 10k.
     
    Taalja likes this.
  5. MobilityArts

    MobilityArts

    Joined:
    Feb 13, 2014
    Posts:
    18
    I am completely surprised to see scripts are the most popular assets in the survey result. Always thought modeling is the hard part of game development.
     
  6. bens0n

    bens0n

    Joined:
    Feb 14, 2014
    Posts:
    33
    @CGPitbull I would like to see faster asset review too, have some assets in review since may and still not reviewed
     
    Kamil1064 likes this.
  7. alexanderameye

    alexanderameye

    Joined:
    Nov 27, 2013
    Posts:
    370
    Sadly, same here (19th of May), when did you submit it?
     
  8. MaximilianPs

    MaximilianPs

    Joined:
    Nov 7, 2011
    Posts:
    35
    I'm looking for a Kit just like this one, which is for UE.


    I mean e real melee/block attack, inventory-equipment system.
    I've tested many product on AssetStore but nothing is comparable with this one!
     
    Tigersong likes this.
  9. woeski

    woeski

    Joined:
    Dec 6, 2016
    Posts:
    7
    an historical viking character
     
  10. MaximilianPs

    MaximilianPs

    Joined:
    Nov 7, 2011
    Posts:
    35
    not exactly :D:rolleyes:
     
  11. woeski

    woeski

    Joined:
    Dec 6, 2016
    Posts:
    7
    what do you mean?
    sorry i tought that you could post what you
    wanna see on the Asset Store
     
  12. alexanderameye

    alexanderameye

    Joined:
    Nov 27, 2013
    Posts:
    370
    You certainly can, I don't know what @MaximilianPs means exactly.
     
  13. MaximilianPs

    MaximilianPs

    Joined:
    Nov 7, 2011
    Posts:
    35
    I though your comment was sarcastic about the video that I've posted where 'cause the player character have a viking helm :D:D:D
     
  14. woeski

    woeski

    Joined:
    Dec 6, 2016
    Posts:
    7
    ooh no xD sorry to not understand you
     
  15. AntFitch

    AntFitch

    Joined:
    Jan 31, 2012
    Posts:
    187
    HeroKit is coming out soon. You'll be able to set up these sorts of things in the HeroKit Editor. You can create your own attack / animation sequences, and it has a bunch of built in menus (start, options, inventory, journal), dialog system, save system. The code will be "communityware" on GitHub for those who buy the tool. https://forum.unity3d.com/threads/herokit-easy-game-maker.440703/

    [​IMG]
     
    MaximilianPs and alexanderameye like this.
  16. MaximilianPs

    MaximilianPs

    Joined:
    Nov 7, 2011
    Posts:
    35
    [​IMG]
    Looks interesting, really :)
     
  17. bens0n

    bens0n

    Joined:
    Feb 14, 2014
    Posts:
    33
    I would like to see not such a limited and simple response from the asset store itself if the package gets declined. I mean they take between 10 and 30 days to review the asset package and at the end you get a response "...it is too simple and limited...". I mean as the asset store takes 10 to 30 days to review it, at least a bit more precise description what is lacking, explained in the response would be appreciated. This would also increase the quality of future submissions which reduces the time of reviewing them as the developers know on what he or she have to work at .... thanks
     
  18. Tigersong

    Tigersong

    Joined:
    Aug 11, 2014
    Posts:
    5
    Since I'm making a horse-themed game, I'd like to see some foal models. (If there are any in, say, a farm-animals package, you can disregard this message.)
     
  19. DerDicke

    DerDicke

    Joined:
    Jun 30, 2015
    Posts:
    41
    As a coder who played around with animations the last days, I would like to see some form of standard for humanoid characters. What I mean is a standardized Animation controller + 'basic' animations anyone needs. A plug&play package directly usable for most use cases.
    This could include:

    - idle
    - walking, running with leaning left/right
    - sit down, get up
    - sleeping
    - wave
    - talk/argue
    - pick up heavy box
    - pick up light box
    - several working
    - jump

    -- combat:
    - dying
    - take hit
    - melee attack (kick, punch)
    - bow attack
    - gun attack

    This would be a good package to work from. Prefab should be ready to go, just drag into your scene and change variables for the Animation Controller via script. Perhaps two packages if necessary... one for third person controller, one for NPC's (Navmesh ready).
    Right now it's a mess... everyone is doing the exact same thing only differ in a few animations. Reminds me about the time anyone was writing their own containers in C++...
     
    Code_games likes this.
  20. Nyarlathothep

    Nyarlathothep

    Joined:
    Jun 13, 2013
    Posts:
    43
    Have you seen mixamo? Back when I was working on a game project (as a coder with zero animation skills) it came in very handy!
     
  21. DerDicke

    DerDicke

    Joined:
    Jun 30, 2015
    Posts:
    41
    yeah... I had a short look. From what I saw it is possible to buy animations there for your own characters and it seems to help with the retargeting and stuff. But there doesn't seem to be anything besides that.

    What I mean is a solution that is like buying a car. You say what you expect (kind of car, color...) and buy it without having to know if the tires are made by Continental or Hankook or whatever.

    So for Mixamo, that would mean you open their Asset in Unity, go to their website, choose a character, tell them the intended usage, choose some animations and depending on that, it downloads a Unity game ready character that has a premade Animator.
    You place their prefab in your scene and it idles. To let it walk/run you change a speed variable in Animator. To let it execute an animation you set a predefined animation state.
    If you need more animations, just download them for a specific character which automatically changes the Animator allowing you to set new predefined animation states by code.

    You could easily have different prototypes of animation behavior, chooseable on their website which each gives you a ready to go Animator state machine depending on your settings and available animations.

    So in the end what you buy is a ready to go character without having to mess with retargeting, non looping animations, odd animations or mecanim, all based on a common usage pattern (which could be e.g. NPC using pathfinding or Player character).

    You could sell different quality levels, e.g only walk/run or walk/run/sprint while leaning left or right or allow it to execute several animations while moving (different attacks, melee and several common ranged like gun, bow, crossbow, pistol, whatever) .

    Allow the user to upload her own characters and download a complete Unity game ready package using Mixamo animations and controller.

    In short, create an easy to use, well documented interface and provide the engine doing all the heavy lifting behind the scenes.
     
    Taalja and Nyarlathothep like this.
  22. Supergeek

    Supergeek

    Joined:
    Aug 13, 2010
    Posts:
    65
    Folders for asset Favorites. I have multiple projects in mind and dozens of favorites that are related to them. It would be nice to be able to go to a folder for Project X and see all the assets related to that, instead of combing through dozens of favorites to find them.
     
    Taalja likes this.
  23. Code_games

    Code_games

    Joined:
    Jul 14, 2017
    Posts:
    3

    Hey I just spend some time on a project similar to what you are talking about able to pick stuff real time and drop them with physics and every thing . but i build those on machine like forklift and powerjacks.

    Here is the assets : https://www.assetstore.unity3d.com/en/#!/content/80840

    the assets have character editor which is editor extension able to create unlimited character uniforms.
    they have animations but i have not build them to pick heavy boxes only the forklift and power jack.
    so if you think that kind of picking then i can include that picking stuff in the next version on the characters too.

    I can build similar and this time on characters able to pick heavy stuff and drop them all scripted so the animation can happen any where in your scene and time physics ready and drag and drop .
    so check the machine one out and let me know if is that type of picking stuff then i can start that project soon.
    thanks.
    screen shots.

    [​IMG]

    [​IMG]

    [​IMG]

    thanks
     
  24. MaximilianPs

    MaximilianPs

    Joined:
    Nov 7, 2011
    Posts:
    35
    I would like to see some generic humans medieval style, hand-made something like this :)
    and both Male and Female :)
    [​IMG]
     
  25. Zymes

    Zymes

    Joined:
    Feb 8, 2017
    Posts:
    50
    Procedural city generator.

    I am surprised no such asset exists yet...

    Features:

    - Runtime generation of a city, either on flat terrain or not
    - Generate natural roads with city blocks. Like city skylines the roads have squares/lots. Depending on the size you can use prefab assets to plop random buildings on these lots.
    - Divide the city into residential, industrial and commercial areas, so you know what type of building can spawn on that lot (creates more diversity)
    - Grow the city over time, automatically expand outwards with new roads, lots and spawn new buildings using a timescale system


    Look at OpenTTD and Cities Skylines for inspiration.
     
  26. coverpage

    coverpage

    Joined:
    Mar 3, 2016
    Posts:
    87
    More mid 1800s and early 1900s environments with architecture. To create historical storylines. A time just before electricity or just after.
     
  27. ifurkend

    ifurkend

    Joined:
    Sep 4, 2012
    Posts:
    172
    After the update of Asset Store layout, shortcut link of asset provider page no longer works like mine (http://u3d.as/cxf), precisely it redirected to the AS main page. Fortunately asset page shortcut isn't affected.
     
  28. lod3

    lod3

    Joined:
    Mar 21, 2012
    Posts:
    456
    #BIN for the Asset Store. Toggled just like in Download Manager. Would turn the store into a giant Wishlist, should the user take the time to prune content they know they will never need. I would seriously pay for this.

    Navigating content was fine back in 2012, but now it can often feel like searching for a needle in a hay stack. And if the need arises for something you may have hidden with #BIN, it can be toggled off to do a wide search, then toggled back on to remove undesired content again.
     
  29. Keitaro3660

    Keitaro3660

    Joined:
    May 20, 2014
    Posts:
    82
    hello, is there a way to "filter and sort" mobile-only asset? (or atleast optimized for mobile)
    i need environment for mobile game 'only'. but it seems there's no filter like that, so i get overwhelming result and must check 1 by 1 (or atleast read the title and description if that asset optimized for mobile or not). so it's a bit a waste of time looking manually like this

    any tips how to find mobile only asset on asset store for now?
     
  30. quizcanners

    quizcanners

    Joined:
    Feb 6, 2015
    Posts:
    73
    I usually put tags like "Mobile-friendly". I think most of developers do too, if they put time into making sure it is.
     
  31. Dave-3d

    Dave-3d

    Joined:
    Mar 13, 2015
    Posts:
    18
    A small thing - but it would be great to have the option to see the price of assets in £.
    (as I'm from the UK). :)