How to Sell Assets on the Unity Asset Store (2026)
Publishing on the Unity Asset Store is free and you keep 70% of each sale. Set up a publisher profile, build a package that passes the submission guidelines, upload it with Asset Store Publishing Tools, and wait at least five business days for review. Here is the full process, plus how to pick, price and market an asset so it can help fund your own game.

Key takeaways
- Unity says there are no fees to publish on the Asset Store and publishers keep 70% of all revenue earned; the minimum price for a paid asset is $4.99.
- You register in the Publisher Portal with your Unity ID, upload from the Editor with Asset Store Publishing Tools, and Unity says review takes at least five business days.
- Payouts are monthly through PayPal or quarterly by bank transfer, in USD only, and two-factor authentication is mandatory to set up a payout profile.
- New assets and updates must use Unity 2022.3 or newer, include demo scenes for art and template packs, and disclose any AI-generated content.
- Fab (88% revenue share) and itch.io (open revenue share, 10% default) also take Unity assets, so you can sell the same pack in more than one place.
On this page 24
- TL;DR
- Why sell Unity assets as a bootstrapped developer
- What Unity takes and what you keep
- Step by step: from Unity ID to live listing
- 1. Create your publisher profile
- 2. Turn on two-factor authentication and set up payouts
- 3. Build a package that passes the guidelines
- 4. Validate and upload from the Editor
- 5. Submit and wait for review
- What to build: tools vs art
- Pricing your asset
- Worked example (ours, illustrative)
- Store page, support and updates
- Marketing your asset
- Selling in more than one place
- A 30-day plan (ours)
- Frequently asked questions
- How much does Unity take from Asset Store sales?
- What is the minimum price on the Unity Asset Store?
- How long does Unity Asset Store review take?
- How do Unity Asset Store payouts work?
- Can I sell the same asset on Fab and itch.io too?
- Fund the game, then launch it
- Sources
Short answer: To sell assets on the Unity Asset Store, create a publisher profile in the Unity Publisher Portal, build a package that meets the submission guidelines, upload it from the Unity Editor with Asset Store Publishing Tools, and submit it for review. Publishing is free, you keep 70% of each sale, and the minimum price is $4.99 (Unity Asset Store publishing).
Every fee, rule and limit below comes from Unity's, Epic's, itch.io's or Godot's own pages, checked on 11 Nov 2026. The advice in between is ours and is marked as such.
TL;DR#
- Money: "There are no fees to publish on the Asset Store. You retain 70% of all revenue earned." Minimum price: $4.99 (Unity).
- Process: Unity ID, Publisher Portal profile, package draft, validate and upload with Asset Store Publishing Tools, submit, then wait "at least five business days" for review (Unity docs).
- Rules that trip people up: Unity 2022.3 or newer, demo scenes for art and templates, documentation for anything with code or setup, AI content disclosure, and a cap of 5 submissions per month in your first six months (submission guidelines).
- Getting paid: monthly via PayPal or quarterly by bank transfer, USD only, two-factor authentication mandatory, tax interview required.
- Our read: editor tools and focused art packs that save a developer a week are the best bets for a solo publisher. Treat the store as a revenue stream that can fund your own game, not a lottery ticket.
Disclosure: ZeroRaised is a launch site for bootstrapped products. We have no commercial relationship with Unity, Epic, itch.io or any publisher named here and earn nothing if you sell or buy on these stores. Facts come from the linked sources as checked on 11 Nov 2026.
Why sell Unity assets as a bootstrapped developer#
If you make games, you already build things other developers want: a dialogue system, a stylised shader, a pack of low-poly props. Selling those pieces turns work you did once into income while you build your actual game. It is one of the routes in our guide on how to fund an indie game without a publisher; this post covers only the Asset Store itself.
Our read: asset income is rarely fast, but it compounds. A catalogue with a few steady sellers buys development time more predictably than a single crowdfunding campaign.
What Unity takes and what you keep#
| Item | What Unity says |
|---|---|
| Fee to publish | "There are no fees to publish on the Asset Store." |
| Revenue share | "You retain 70% of all revenue earned." |
| Minimum paid price | "The minimum price for an asset is $4.99." |
| How the 70% is calculated | 70% of the sales price "less any refunds, bank fees related to the transfer to you, and any applicable taxes" |
| Can the share change? | Yes: it "may be varied from time to time in Unity's discretion." |
| Buyer refunds | Unity may refund requests made within 14 days of purchase on a publisher's behalf for qualifying transactions |
Sources: Unity publishing page, Asset Store Provider Agreement (sections 4.3 and 4.6).
The refund clause matters: reasons include an asset being "not as advertised" or incompatible with the latest Unity release, and Unity can deduct your share of refunds from future balances.
Step by step: from Unity ID to live listing#
1. Create your publisher profile#
Unity's setup docs walk through it:
- Create a Unity ID if you do not have one.
- Open the Asset Store Publisher Portal at publisher.unity.com.
- Select the Profile tab and fill in each section: basic info, contact and payout.
- Select View on Asset Store to preview your public profile.
Unity's publishing page summarises it as: "Go to the Publisher Portal, log in with your Unity ID, and provide your portfolio and business information." Read the Provider Agreement and the submission guidelines before you build anything, not after.
2. Turn on two-factor authentication and set up payouts#
Do this early so a finished package is not stuck waiting on paperwork. Unity's payouts docs state: "Using TFA on your Publisher Account is mandatory for creating a payout profile and receiving payment."
- Methods: "either monthly (through PayPal) or quarterly (through a bank transfer)."
- Currency: "The Unity Asset Store currently only supports payouts in USD currency."
- Wire threshold: the Provider Agreement says Unity pays "balances of Net Revenue above USD 250" quarterly by wire; smaller balances roll forward.
- Tax: "To be paid, you will need to submit a 'tax interview' through our online questionnaire" (Unity).
- Organisation owner: the payout profile belongs to an Organization, and only its owner can create or update it.
Our read: if you expect small early sales, PayPal's monthly schedule gets money to you sooner than waiting for a quarterly wire to clear USD 250.
3. Build a package that passes the guidelines#
The submission guidelines (last updated 23 Oct 2026) are long. These are the rules we would pin above the desk:
- Version: "New assets and updates to already published assets use Unity version 2022.3 or newer versions."
- No errors: packages must not "throw any errors or warnings that originate from package content after setup is complete."
- Demo scenes: 3D, 2D, VFX, animation and template submissions must "include demo scenes that showcase the package's content."
- Documentation: "Documentation is required if your package includes code or shaders, has configuration options, or requires setup."
- AI content: "Content generated with the aid of AI, completely or in part, must transparently disclose this information."
- Size and paths: submissions are "not more than 6GB in size" and file paths stay "under 150 characters."
- Render pipelines: for Unity 6.5 and later, content "must support Universal Render Pipeline (URP) or High-Definition Render Pipeline (HDRP)."
- Submission caps: "Less than 6 months on the store: 5 submissions per month", rising to 20 after six months, and "Packages above the cap will be automatically rejected."
Our read: the cap means a new publisher cannot spray dozens of small packs on day one. Plan your first six months as a short list of well-made packages and their updates.
4. Validate and upload from the Editor#
Install the Asset Store Publishing Tools package, then follow Unity's upload docs:
- Create a package draft in the Publisher Portal.
- In the Editor, select Tools > Asset Store > Validator, add your package folder and select Validate. Unity says the validator "checks your assets to make sure they follow the Submission Guidelines."
- Select Tools > Asset Store > Uploader, sign in, choose your draft and select Export and Upload.
- Back in the portal, check the Package upload section (select Refresh Package if it does not appear).
- If your package contains audio or video, Unity says you "must upload samples of your media assets in the Media section" of the draft.
5. Submit and wait for review#
Select Submit in the portal, optionally with Auto publish ticked. Unity's submit docs say: "The Asset Store team takes at least five business days to analyze your submission," and "If you don't receive a response after two weeks, contact the Unity support team." Rejections come with feedback and you can resubmit.
What to build: tools vs art#
The store's top-level categories on assetstore.unity.com are 3D, 2D, Audio, Tools, VFX, Templates, SDKs and Verified Solutions.
On 11 Nov 2026 the top paid list included both kinds of product. Prices below are the USD list prices in each page's product data that day, before any sales tax or VAT the store adds at checkout, and they change with sales:
| Asset | Publisher | Category | List price (USD) |
|---|---|---|---|
| POLYGON - Military Pack | Synty Studios | 3D environments | $299.99 |
| Behavior Designer | Opsive | Tools: behavior AI | $95.00 |
| The Visual Engine | BOXOPHOBIC | VFX: shaders | $90.00 |
| Mesh Baker | Ian Deane | Tools: modeling | $79.00 |
| Toony Colors Pro 2 | Jean Moreno | VFX: shaders | $75.00 |
| Rewired | Guavaman Enterprises | Tools: input | $45.00 |
Our read on what that tells a solo publisher:
- Tools and shaders sell to a problem. Input handling, mesh optimisation, behaviour trees and stylised shading are things developers search for by name when they are stuck. If you have solved a painful problem in your own project, that is your first candidate.
- Big art packs are a volume game. Large environment bundles come from studios with art pipelines. A solo artist does better with a tight, consistent pack in one style and one theme than a sprawling one.
- Code needs maintenance. Tools earn more per sale but every Unity release, render pipeline change and new guideline (such as the Unity 6.6 requirement to support Play mode with Domain Reload disabled) means work. Price for that.
- Search the category before building. If ten packs already do the same thing at $15, either do it clearly better or pick a narrower niche.
Pricing your asset#
There is no Unity formula beyond the $4.99 floor. Our method:
- Open the subcategory you plan to enter and sort by popularity.
- Write down the prices of the ten closest competitors and note which ones look discounted.
- Place yourself relative to scope: fewer features or assets than the median, price below it; better docs, more pipelines supported or faster support, price at or above it.
- Leave room for promotions. Unity's promotion docs say the Asset Store team picks packages for timed sales "a month or two before the discount period starts", discount periods are "a maximum of two weeks", and afterwards "you must leave the Asset Store package at its original price for at least two months."
Worked example (ours, illustrative)#
Say you price a stylised water shader at $24.99 and sell 40 copies in a month.
- Gross: $24.99 x 40 = $999.60
- Your 70%: $999.60 x 0.70 = $699.72, before refunds, bank fees and taxes
At that rate, a year of steady sales would be about $8,400 to you. These numbers are hypothetical; we are showing the arithmetic, not predicting sales. Half the volume halves the result, and a launch spike usually fades.
Store page, support and updates#
Our read on what matters:
- Show it working. Demo-scene screenshots, a short video, and supported Unity versions and render pipelines. "Not as advertised" is a refund reason, so never show a feature you do not ship.
- Be explicit about scope. Polygon counts, texture sizes, prefab counts, platforms tested.
- Answer reviews quickly and ship updates for each new Unity version.
- Offer a free lite version if your tool has a natural subset; it builds an audience for the paid one.
Marketing your asset#
The store brings search traffic, but launch spikes come from you:
- YouTube: a two-minute demo and a longer tutorial for the exact problem your tool solves.
- X and Bluesky: short GIFs of the asset in action.
- Unity Discussions and Discord servers: answer questions where it is welcome, not drive-by links.
- Your own game: a shipped game is the best proof a tool works.
- A mailing list: so your next paid release has an audience.
For the wider list of free channels and how to sequence a launch, see our guide on how to launch a bootstrapped app.
Selling in more than one place#
Unity is the default for Unity-format assets, but it is not the only store:
| Store | Seller share | Unity assets? |
|---|---|---|
| Unity Asset Store | 70% | Yes |
| Fab (Epic) | "an industry-leading 88% revenue share" | "Fab currently supports game engine formats (Unity and Unreal Engine)" |
| itch.io | You choose itch.io's share "from 0% to 100%"; the default is 10% | General store, not engine-specific (our read) |
| Godot Asset Library | Free only: "all assets are distributed free of charge" | No (Godot only) |
Our read: art packs travel well across Fab and itch.io. Editor tools are more Unity-specific, so the Asset Store will usually be their main home. Before listing the same package elsewhere, read the licence terms on each store and the Provider Agreement so you are not promising buyers incompatible things.
A note on the engine itself: Unity cancelled the Runtime Fee in September 2024, and Unity Personal is free "for individuals and small organizations with less than $200K USD of revenue and funds raised in the last 12 months." Above that, Unity Pro is listed at $2,310 a year per seat (Unity pricing). Asset income counts towards your revenue, so a very successful publisher should keep an eye on that line.
A 30-day plan (ours)#
| Days | Focus |
|---|---|
| 1-3 | Set up Unity ID, Publisher Portal profile, two-factor authentication, payout profile and tax interview. Read the guidelines end to end. |
| 4-7 | Pick one asset from your own project. Research ten competitors and set a price. |
| 8-18 | Clean it up: demo scene, documentation, Unity 2022.3+ testing, URP/HDRP support where relevant, no console errors. |
| 19-21 | Screenshots, video, store description. Run the Validator and fix everything it flags. |
| 22 | Upload and submit. |
| 23-30 | While in review (five business days or more): record a YouTube tutorial, post build GIFs, draft a launch post and plan your second package. |
Frequently asked questions#
How much does Unity take from Asset Store sales?#
Unity's publishing page says there are no fees to publish and you retain 70% of all revenue earned, so Unity keeps 30%. The Asset Store Provider Agreement says the 70% is calculated on the sales price less refunds, bank fees for the transfer to you and applicable taxes, and that the share can be varied at Unity's discretion.
What is the minimum price on the Unity Asset Store?#
Unity's publishing FAQ says the minimum price for an asset is $4.99. Our read: a free asset can be a useful way to build a following before you sell paid packs.
How long does Unity Asset Store review take?#
Unity's docs say the Asset Store team takes at least five business days to analyze a submission, and that you should contact Unity support if you have no response after two weeks. Plan your launch date around that window.
How do Unity Asset Store payouts work?#
Unity's docs say payouts are automatic, either monthly through PayPal or quarterly by bank transfer, and only in USD. The Provider Agreement says wire payouts are made for balances above USD 250, with smaller balances carried forward. You need two-factor authentication on your account and must complete a tax interview to be paid.
Can I sell the same asset on Fab and itch.io too?#
Fab says it supports Unity and Unreal Engine formats and pays an 88% revenue share. itch.io lets sellers choose what share goes to itch.io, with 10% as the default. Check each store's licence terms and your Unity Provider Agreement before listing the same pack in several places.
Fund the game, then launch it#
Asset sales are one of several ways to pay for development without investors; our roundup of ways to fund a product without venture capital covers the rest. When your game or tool is ready, launch it on ZeroRaised, the launch directory for products built without institutional VC. For more guides like this, join the ZeroRaised newsletter.
Sources#
- Unity Asset Store: Publish and sell assets, last checked 11 Nov 2026
- Unity Asset Store submission guidelines, last checked 11 Nov 2026
- Unity Asset Store Provider Agreement, last checked 11 Nov 2026
- Unity docs: Set up a publisher profile, last checked 11 Nov 2026
- Unity docs: Upload a package, last checked 11 Nov 2026
- Unity docs: Submit a package, last checked 11 Nov 2026
- Unity docs: Payouts, last checked 11 Nov 2026
- Unity docs: Promotions, last checked 11 Nov 2026
- Asset Store Publishing Tools, last checked 11 Nov 2026
- Unity Asset Store top paid assets, last checked 11 Nov 2026
- Unity pricing, last checked 11 Nov 2026
- Unity Personal, last checked 11 Nov 2026
- Unity is canceling the Runtime Fee, last checked 11 Nov 2026
- Fab: Become a publisher, last checked 11 Nov 2026
- Fab documentation, last checked 11 Nov 2026
- itch.io payments documentation, last checked 11 Nov 2026
- Godot Asset Library documentation, last checked 11 Nov 2026
Frequently asked questions
How much does Unity take from Asset Store sales?
Unity's publishing page says there are no fees to publish and you retain 70% of all revenue earned, so Unity keeps 30%. The Asset Store Provider Agreement says the 70% is calculated on the sales price less refunds, bank fees for the transfer to you and applicable taxes, and that the share can be varied at Unity's discretion.
What is the minimum price on the Unity Asset Store?
Unity's publishing FAQ says the minimum price for an asset is $4.99. Our read: a free asset can be a useful way to build a following before you sell paid packs.
How long does Unity Asset Store review take?
Unity's docs say the Asset Store team takes at least five business days to analyze a submission, and that you should contact Unity support if you have no response after two weeks. Plan your launch date around that window.
How do Unity Asset Store payouts work?
Unity's docs say payouts are automatic, either monthly through PayPal or quarterly by bank transfer, and only in USD. The Provider Agreement says wire payouts are made for balances above USD 250, with smaller balances carried forward. You need two-factor authentication on your account and must complete a tax interview to be paid.
Can I sell the same asset on Fab and itch.io too?
Fab says it supports Unity and Unreal Engine formats and pays an 88% revenue share. itch.io lets sellers choose what share goes to itch.io, with 10% as the default. Check each store's licence terms and your Unity Provider Agreement before listing the same pack in several places.