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Question by keeperkai2 · Feb 12, 2014 at 10:09 PM · assetunitypackagesubmission

Exactly what can I use in my asset package?

I've finished my asset package, but after reading the guidelines to submitting asset packages: https://unity3d.com/asset-store/sell-assets/submission-guidelines and asking the asset store team.

They say I could only use "primitive" t$$anonymous$$ngs in unity in my asset package(I'm not sure what that means). So does t$$anonymous$$s mean I can't even use a skybox in my example scene(w$$anonymous$$ch the material is imported from one of the unity packages). And then I opened a new project just to check w$$anonymous$$ch components come with unity without importing anyt$$anonymous$$ng and then I found out that basic t$$anonymous$$ngs like "CharacterMotor","FpsInputController", "Mouselook" and "CombineC$$anonymous$$ldren" aren't included?

Does t$$anonymous$$s mean that I need to write those t$$anonymous$$ngs myself just to be able to include a demo scene in my asset package?

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Answer by Eric5h5 · Feb 12, 2014 at 10:29 PM

No assets are included in a new project. A primitive refers to a built-in shape such as cube, sphere, etc. You can note that a standard package (CharacterController or whatever) is required for your asset to work.

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avatar image keeperkai2 · Feb 12, 2014 at 11:02 PM 0
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So from what you're saying, my understanding is: I can use unity assets(like attaching CombineChildren to some of my objects for optimization) in my scene, but when I upload the asset package, I don't include the CombineChildren.cs file to it but tell my users that I need the CombineChildren.cs file in order for it to work?

By the way, do people usually release a webplayer that shows the example scenes first on the forums? In that case, I should be able to use unity assets in the webplayer for showcase right?

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