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With springtime comes hopping rabbits, flowers blossoming, and fresh green leaves on the trees.  You can pretty much say the same about the Unity Asset Store this April: business is hopping, the catalog is blossoming, and many sellers find fresh green in their bank accounts!  (*ducks*).  We are nearing the 20K registered Asset Store user mark, have multiple top sellers now making nearly $1000/day, and a steady stream of new content keeps rolling in.  Here’s a selection of new, popular and exciting additions to the store..


One of the most popular newcomers is NeoPax’s VIZIO, which has taken off like a rocket!  VIZIO is a node-based logic editor which will feel quite friendly to anyone who has ever used Virtools.  Their motto “Imagination + Create Art + Draw Blocks + Create the Game” pretty much sums up the workflow VIZIO brings to the Unity developer. VIZIO is the second node-based editor on the Asset Store, preceded by Hutong Games’ popular PlayMaker, another top-selling visual node-based-editor.

If the reactions on the forum and in-store reviews are any indicator, both editors appear to be quite successful already.  If you’re looking for an alternative to text-based scripting, check these two powerful new tools out!


One of my personal new favorites this month is iGui by Avam Studios, the first true WYSIWYG gui editor on the Asset Store. With iGui, you create user interfaces the visual way– dragging and placing GUI elements from the iGui toolbar directly into the game window.  It features nested containers, various alignment settings, draggable windows, drop-down menus, buttons, ready-to-go mobile slider panels and much more.  When a user interacts with these elements, it calls events which you specify right in the inspector window. Truly fantastic for UI artists, iGui allows you to create great interfaces without ever having to touch the OnGUI event in code– and if you don’t know what OnGUI means, this is UI tool for you! Once you have it, you’ll never imagine UI design in Unity without it.  It’s completely compatible with UnityGUI skins, so you can easily customize the UI style as you please–  and don’t forget, we have a growing assortment of UnityGUI Skins on the Asset Store too!

Screen shot 2011-04-06 at 6.19.43 PM

Edy's Vehicle Physics

Also on the incredibly-hot-asset-list is Edy’s Vehicle Physics, by the mysterious content provider known simply as Edy(tm).  Whoever he or she is, Edy has done a fine job creating a vehicle editing system with results which (according to some reviewers) surpass the driving experience in the GTA(tm) series. Quite a claim!  Personally I find it quite a lot of fun and relatively straightforward to create realistically behaved vehicles– from slow, lumbering, heavy school buses to slick, high performance sports cars.  Not only does it provide a great framework and editor for designing your vehicles, it also comes with four well-made prefab vehicles which you can adapt to your needs. Definitely one of the best vehicle editors on the Asset Store.  If you’re making a game with any kind of land vehicle, Edy’s Vehicle Physics is going to be a huge timesaver.

Mixamo’s in-editor plugin continues to be a popular way for animating characters right inside Unity.  Simply drag your rigged character from the Hierarchy View right into the Mixamo plugin window, you might have to do a bit of bone retargeting with a few clicks (easy), and suddenly your character is tapped into terabytes of animation data on the Mixamo database!  With some adjustment to sliders, you can procedurally adapt the animation’s movement and cadence to suit your character, right in the Unity editor, whether it’s a lumbering, slow moving giant or a little mouse!

Don’t forget– if you’re a modeler, artist, sound designer, scripter, or hardcore programmer, you can sell your content to nearly 20K registered Asset Store users.  Submit your masterpiece to the Unity Asset Store!

15 replies on “Springtime newcomers to the Unity Asset Store”

@caitlyn bottom line, is that art assets providers are 100% safe and the component providers are taking their chance at having a longer or shorter life span ;) I don’t see that as unexpected for devs (they’re aware of that possibility) or necessarily bad, after all at the speed that technology changes it’s hard for a product to be on the edge for too long.

@Shnfara not so sure about releasing public stats for single product sales, that would be disclosing private data imo, maybe having a total monthly sales report or a “per type” (models, code, etc) backlog (3-4 months) sales report would be encouraging for on-the-fence content providers.

Will the you guys be releasing a public statistics database of product sales?
Its awesome that some of the developers on the Asset Store are grossing $1000 or more a day!

Thanks for the answer Caitlyn, appreciated. I’m not willing to start a witch hunt by the way, was just trying to understand if that’s fair practice or not.

@Jeanet, I think it depends on how Unity will approach those “gap-filler” tools. I’ve seen other companies, like Newtek, simply buy the most successful plugins and incorporate it in a subsequent release. That obviously has many advantages – it has a pre-made, proven public filter for the best components and adds value and integration to the main package. I’ve also seen companies simply develop competing technology and add it to the main package, in fact “killing” those 3rd party developers.

The thing is, Unity is also making money and gathering “splash advertisement” from the success of these 3rd parties, no matter what strategy is employed to expand the base product, it makes no sense at all to kill the Asset Store devs after so much publicity and effort to get it up and running, right? In the other hand, I can’t imagine base Unity keeping without a visual shader or code editor forever, maybe it could resist the user base pressure but the competition will start catching up and they’ll be pushed to add those features to the base product in some form or another.

Bottom line is that that’s a touchy subject but, if addressed sensibly, can be beneficial to both 1st and 3rd parties.

@Jeanet Mispelaar

I know exactly what you are talking about.
Remember what happened to the Jupiter EX game engine ?

Third party tool makers for Unity 3D will cause problems for Unity Technologies on the longer run,you’ll see.
Unity Technologies should make their own visual shader editor and visual scripting language and artificial intelligence solution etc,etc,….
Then they know exactly what they are doing.


If an item is available in more than one place, I still normally buy it through the asset store just due to ease of import and management.

I’m developing a new character+animation pack for Unity, the only drawback imo is the three-months delay to get the income (according to what I’ve read). It really makes you think twice about other options.

I know some items present in the Unity Store are being sold sensibly discounted through other channels (directly through a website + paypal), what’s Unity policy about that? Does it discourage having the same item elsewhere, or forbids any advertisement to external liks etc?

I think the asset store if a great idea, and in fact needs some expansion. I think it would help to be able to implement automatic updates somehow, and also upgrades where you can say if a user bought xyz product before they get xyz pricing on the pro version or whatever, and have it be managed automatically. I think it’s early days for it and I’m sure Unity will be working on something like asset store v2 at some point.

The posts about updates in the Unity store are great, it’s nice to see interesting things handpicked and highlighted. Keep it up!

It’s cool to hear things are going so well on the store and it’s definitely encouraging that some people are already making towards $1000 a day – very exciting! I’m looking towards getting my first product up there in the next few weeks :-)

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