Stores & marketplaces

Unity Asset Store

Sell tools and assets to game developers.

Cost
Revenue share

Unity takes a share of sales. Check current terms.

Verdict
slow burn

Slow burn: sells tools and assets to game developers.

Difficulty
Hard

Gatekept or reviewed, or needs an existing audience or reviews first.

Effort
Medium

About 5 to 10 hours a month.

First result
1 to 3 months

A rough range for one person working on it part-time.

Payoff
Compounds

keeps growing while you keep at it.

Best for

Tools for Unity developers.

Not for

Non-Unity products.

Pros

  • Game developers buy tools here
  • Clear audience

Cons

  • Revenue share
  • Review and crowding

The full guide

Last verified 2026-10-30

01What it is and who is there

The Unity Asset Store sells tools, scripts, 3D models, effects and templates to developers who build with Unity. Buyers search by category and read reviews. Assets go through a submission review. The audience is game developers, from hobbyists to studios.

02Cost and what you actually pay for

Unity takes a share of sales under its current publisher terms; check the current rate before pricing.

03Is it right for you?

It fits tools and assets for Unity developers. It fits poorly for products outside the Unity ecosystem. Review and crowding make it a slow channel.

04Before you start

  • A Unity publisher account.
  • Read the Asset Store submission guidelines.
  • Screenshots, a video and documentation for the asset.

05Step-by-step: how to distribute here

  1. Build and test the asset on current Unity versions.
  2. Prepare documentation and a demo scene.
  3. Submit for review and fix issues.
  4. Write a listing that shows the result in screenshots and video.
  5. Answer reviews and support questions.
  6. Update for new Unity versions.

06What to post or submit

Short description:

[Asset] lets you [result] in Unity. Includes [contents]. Supports [render pipelines/versions].

07Common mistakes and do-nots

  • Do not submit without documentation.
  • Do not use third-party content you do not have rights to.
  • Do not ignore compatibility updates.

08How to measure it

  • Track sales and reviews in the publisher portal.
  • A realistic test: three months after approval.

09Time budget

  • Before: 10 to 40 hours.
  • Ongoing: 2 to 4 hours a month.

10Pair it with

11Sources

Sources