Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by LRG · Jun 09, 2016 at 11:01 AM · assetasset storepackagestandard assets

How to include Standard Assets in a custom asset? (best practices?)

I have included a small subset of the Standard Assets in a Custom Asset that I have written.

According to the Standard Assets license, related documentation, and to the answers in other questions of this website, this is allowed and permissible.

However, what are the "best practices" for doing so? I can think of some options:

Option A

Copying the specific files into one of the custom asset's folders, respecting the original folder structure of the Standard Assets, and not changing the namespace or names.

Advantages: When imported, the package will, in principle, work as-is, and the standard assets are not modified. Disadvantages: It will break due to namespace clashes if someone were to include the actual Standard Assets.

Option B

Copying the specific files into one of the custom asset's folders, respecting the original folder structure of the Standard Assets, BUT modifying the namespace of each script in the Standard Assets so that no collisions occur.

Advantages: It will work as-is, and won't break that easily. Disadvantages: Requires modifying every script that you include from the Standard Assets.

Option C

Not including the Standard Assets but simply expecting the user to include them. Probably a bad option because the package won't work as-is when imported.

Advantages: Not including the Standard Assets yourself. Disadvantages: Package won't work as is. It might break with Standard Assets new versions.

Comment
Add comment · Show 2
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image tanoshimi · Jun 09, 2016 at 01:48 PM 0
Share

What standard assets are you including, and why do you need them? Do they extend the functionality of the First Person Controller, say? Or are you selling a shader and just need a model on which to demonstrate its use in a demo scene?

avatar image LRG tanoshimi · Jun 29, 2016 at 01:30 PM 0
Share

I am including only some simple scripts (character and camera controllers), a player model, and some materials and textures. What I have done (which is working for me and for this particular case) is to copy them, include them in my asset's sample scene folder, and change their namespaces (my option B). Strictly speaking, that solves the issue in my specific case, but I was mostly wondering if there were any general "best practise" or "de-facto standard" at that respect.

The specific "sample scene" of my asset is this one: http://uas.duthersoft.com/chatsys/webgl/

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

43 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Why is importing from the Asset store so slow? 0 Answers

Empty package accepted to the asset store, 0 Answers

i cant down load any new assets I have purchased from untiy asset store 0 Answers

Aset store download issue 0 Answers

If I will buy asset is this one time purchase or monthly subscribe? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges