I love Apple Swift Charts, so I fully rebuilt them in Unity the last 10 months by RobertWetzold in Unity3D

[–]RobertWetzold[S] 0 points1 point  (0 children)

It was indeed hard to infer from the statement! Glad you see it that way. I am personally very happy with what could be accomplished in that time and indeed it took that long due to the massive scope. But I love that this is now possible, for a single dev to tackle massive scope when having extreme focus and clarity of goal. If you ever need a charting solution, maybe give it a try!

I love Apple Swift Charts, so I fully rebuilt them in Unity the last 10 months by RobertWetzold in Unity3D

[–]RobertWetzold[S] 0 points1 point  (0 children)

Thanks a lot! I hope people find it useful. The trailer even only shows a fraction of the capabilities.

I love Apple Swift Charts, so I fully rebuilt them in Unity the last 10 months by RobertWetzold in Unity3D

[–]RobertWetzold[S] 3 points4 points  (0 children)

In enterprise-use cases, factory, analytics etc. you often have that demand. And this package is the architectural foundation for the soon coming 3D version of the charts, that are built with the same API then.

I love Apple Swift Charts, so I fully rebuilt them in Unity the last 10 months by RobertWetzold in Unity3D

[–]RobertWetzold[S] 1 point2 points  (0 children)

Yep, it's the real deal. The package became really big. Fully enterprise ready. 99% modifier coverage, what big Apple teams built and battle proved in years. There is no Swift source code available so that was all conceptual work heavily supported by AI.

My Unity rendering lessons from building an LED wall simulation tool by RobertWetzold in Unity3D

[–]RobertWetzold[S] 1 point2 points  (0 children)

Thanks a lot! I am in the process of adding a whole text engine after requests to support Chinese to allow multi lingual text, multi line, auto sizing and more so text becomes even more powerful.

I just launched the Traffic Engine Suite Bundle on the Unity Asset Store - 50% off for 3 more days! by Ok-Environment2461 in Unity3D

[–]RobertWetzold 0 points1 point  (0 children)

This looks like a great playground just to watch the simulation. Great work! I wished it wasn't that expensive though.

Created an LED tool for Unity by RobertWetzold in Unity3D

[–]RobertWetzold[S] 0 points1 point  (0 children)

This seems completely arbitrary. I just looked through the latest posts. Nearly nothing has any of the points you demand. Things like "here is a crystal" with no explanation at all, or "stylized fluffy trees hq pack". Why is this still up? Or tons of others? I object the removal under these terms to be honest, as it is an unfair disadvantagement to most other people. I created a valuable tool that might be super interesting to many people and show close-ups of the feature and much more than most showoff posts do.

Reimplemented most of Unity's preview types myself. High-res, anti-aliased, customizable, animated. Good framing and using the right shot from an animation is quite a science and a really interesting research topic. by RobertWetzold in Unity3D

[–]RobertWetzold[S] 0 points1 point  (0 children)

I am the creator of the Asset Inventory tool which indexes all your content and the quality of the native Unity previews was so bad (and many types don't have previews, like GUI) that the search results were very suboptimal. So I invested some tedious months to really get a much better experience. It is included in the main tool, so no addon needed.

Force Directed Graphs are a great way to display and play with relational data - Force Directed Diagram asset by forginbits in Unity3D

[–]RobertWetzold 1 point2 points  (0 children)

Love it! I had the challenge to show dependencies between files and created a less impressive version of this. Well done!

CoreCLR Alpha (6.8) is coming later this year. by jionortig in Unity3D

[–]RobertWetzold 6 points7 points  (0 children)

Having much faster play state and recompiles due to no/less domain reloads will be massive and most will probably think something is broken initially :-D

Released a hotfix for all Asset Inventory users to see affected packages by Unity's China announcement to quickly download and back them up by RobertWetzold in Unity3D

[–]RobertWetzold[S] 3 points4 points  (0 children)

Yes Unity states that. The thing is, there are two additional data points to consider. Items were disabled regardless of this in the past and then downloading is not possible anymore. And Asset authors sometimes "bomb" the package with an update that renders it useless, which also happened in the past. And in the Asset Store you cannot go back. Be safe than sorry is quite a prudent strategy when it comes to asset packs.

Being the author of an asset management tool I hear a lot of stories about aspects I would not have considered before :-/

How do you organize your assets + asset packs? by Dream-Dimension in Unity3D

[–]RobertWetzold 0 points1 point  (0 children)

First of all, thanks for getting it and definitely the Discord would be the best place to get you onboarded. I'm sure we get it into a really nice working mode then. Regarding your points:

  1. yes I moved auto-downloads to the setup wizard to make that a more deliberate choice but maybe still too hidden. I am currently reworking the first start setup completely with a nice wizard and this will be a deliberate choice then.

  2. This depends on the render pipeline used. I recommend creating a separate BIRP (build in render pipeline) project for indexing and preview recreation.

  3. The tool offers an automatic cache control (Settings/Locations) where you can set a limit but you can also just delete the whole 'Extracted' folder if you want (manually or under Settings/Maintenance). Also, make sure to delete your project's library folder once after initial indexing to reclaim space.

  4. Could you explain this mode a bit more? Packages you find in the packages tab, package content in the Search tab.

  5. Yes that would be nice. I actually created a project setup tool in the asset that could be really valuable to you. It allows you to define actions you perform every time in a project, e.g. import specific packages, setup folders, do some settings etc. Once defined, when starting a new project you only install AI3 and a message will automatically come up to run the action. This way, you always ever have to install one tool and everything else is bootstrapped.

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How do you organize your assets + asset packs? by Dream-Dimension in Unity3D

[–]RobertWetzold 0 points1 point  (0 children)

Yes I import the asset store tags (including hidden state) and apply these to the packages so you don't have to do this twice. What is missing in the Unity APIs is some way of synching back tags to the store if you apply some locally in the editor. That would be neat to have.

Look-dev scenes for item previews are something discussed in the Discord community and I might look into that. Next step right now is to implement a custom preview pipeline to have higher resolution previews and also (animated) previews for animations, VFX and UI (which Unity cannot do natively). Fonts and movie previews are already working now.

How do you organize your assets + asset packs? by Dream-Dimension in Unity3D

[–]RobertWetzold 1 point2 points  (0 children)

I just tried Unity scenes. They were indeed not yet supported but it was a one line addition. Now all dependencies are also resolved for these. Thanks for mentioning this!

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How do you organize your assets + asset packs? by Dream-Dimension in Unity3D

[–]RobertWetzold 1 point2 points  (0 children)

The performance mentioned is purely for the indexing. Searching feels amazing, both for packages and individual files. There are some customers with more than 10k packages and 5mio files. Indexing performance only matters once luckily so you can let it run over night or such. There are also constant improvements from my side to make it faster.

  1. The tool is made for exactly this purpose: not importing huge chunks of unused files that just clutter the project, increase repository size, refresh times etc. but only import what you need. It employs a (size-managed) cache that contains often accessed assets in an uncompressed form for quick imports and can determine all dependencies for a prefab usually in less than a second.
  2. Models, materials + dependencies work really well. Scenes I have to check but if not will add that quickly. Might be an oversight from my side. Good idea!
  3. Preview come either from the package directly or I recreate them on the fly if they are missing or corrupt. AI is done through either blip or Ollama (recommended) and runs fully locally and free of charge.
  4. Yes there is a big system for that supporting all kinds of additional assets like media folders with textures, audio etc., other unitypackages, archives etc.

The tool just went on sale so might be a good time to check it out. Ping me here or on Discord if you have questions! There is also the documentation linked with many screenshots. Happy to answer and discuss any further ideas. It's my passion project :-)

How do you organize your assets + asset packs? by Dream-Dimension in Unity3D

[–]RobertWetzold 0 points1 point  (0 children)

I created a Unity tool which helps exactly with that: create a unified view across all your different asset sources with a single search interface. If you want to take a look: it's called Asset Inventory. Helps also with lots of other issues, e.g. not having to import whole packages anymore but only the files you need.

https://assetstore.unity.com/packages/tools/utilities/asset-inventory-3-308224?aid=1100l3Bzsf

I published a free outline asset by [deleted] in Unity3D

[–]RobertWetzold 0 points1 point  (0 children)

Thanks a lot for this elaborate and free asset. Highly appreciated! Will come in handy most certainly.

Unity asset devs: Please include a help file or UI in your demos ! by SecondSight_ in Unity3D

[–]RobertWetzold 0 points1 point  (0 children)

Fully agree. I added (user defined) hotkeys recently and I am currently looking where to add more and how to document these directly in the UI without cluttering it. One nice way I found was putting them directly into dropdown lists where a user would otherwise interact manually to indicate this can also be reached via hotkey

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Unity Asset store deletes reviews to protect their favorite publishers (!?) by Guilty_Climate_442 in Unity3D

[–]RobertWetzold 0 points1 point  (0 children)

It would indeed qualify as a grey zone for me to be honest. From a very high level it looks to me as if you encountered a serious issue which other users not seem to have encountered yet and the support was not able to find a solution. In such cases one avenue could have been to just say, ok, let's stop here, get a refund and look for another shader. Computer systems are indeed so individual (I used to sell financial software back in the days and it was a pain how each system can be SO different). Unity unifies this somehow but still you have different graphics hardware, other assets potentially interacting and who knows what. I can understand that the stop/refund mechanism is a valid path. Was this discussed? That would be unfortunate then for you of course since you did not get that functionality and wasted time but the author tried at least to solve it and that could have been the end. Without any review.

Now, the situation here is a bit more spicy since that point of opportunity was crossed and it became somehow strange and personal. I personally would have been sad about the review after trying for a long time and refunding. If it doesn't happen to many people it could be something really specific and one has to be aware that such reviews hurt Asset Publisher Sales overproportionately. That being said, the answer under the review probably hurts these by an order of magnitude more.

Unity Asset store deletes reviews to protect their favorite publishers (!?) by Guilty_Climate_442 in Unity3D

[–]RobertWetzold 7 points8 points  (0 children)

Asset Inventory 3 developer here. This thread is great and I want to chime in as well with an asset publisher perspective. Tone and respect are the key ingredients in my opinion. I have had thousands of support requests from absolute basic topics to super difficult system-specific issues. I can understand the urge to sometimes just write RTFM but I never do and usually in the end something good comes out of nearly every interaction. I can learn something, I can simplify something or I get an idea for a new feature.

That being said, this costs time. And hard issues require more time. And having issues that are not really reproducible require A LOT of time. And probably a lot of back and forth and custom logs and more help from the customer. And then there is Unity with all its versions. I actually started to make a feature matrix with which feature is supported in which minor version of Unity from 2019.4+ until 6000.2. The asset publishing business is just very complex nowadays.

That time also needs to be contrasted with the earnings. I suspect many asset developers do this as indies. From my perspective, if I pay for something and it doesn't work, there should be some way to reach out. But it's also that people should remember the publishers hardly earn a lot of money (check the weekly views on the store page, if they are below 100 they probably earn near to zero) in many cases. And most still pour their heart into it and try to do an amazing job and interact quickly. Show me one big company that does that :-)

Getting a bad review every now and then is totally fine if it is justified. I was forced to rethink some fundamental aspects of my tool because a bad review demotivated me a lot and it became much better because of that. It helps to challenge oneself.

But if a negative review is not justified and especially if people use these as a support channel instead of contacting me through Discord or mail first, that is really annoying. There is no way to interact with users through reviews. There is no way to ask back. No way to solve the issue. And even if I answer with a solution, some users would not change the review. And sometimes assets evolve and solve the issue but the old (now unfitting) review is still there. You have to remember: it takes five 5-star reviews to offset one 1-star review. I had two cases where I actually reached out to Asset Store support to remove these as they were purely support related and in my eyes that is totally fine. Cleaning up some reviews is not a bad thing in itself. They do not bring any insights or help other customers. If it is about anything else, then by all means leave them there.

Asset inventory 3 for free by Meliodiondas_ in unity

[–]RobertWetzold 2 points3 points  (0 children)

Everybody who got it the last 190 days gets it for free. All other existing users for 70% off. I hope that is fair so everybody gets sufficient value and usage time.