To share scenesA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary, samples, tools, or other assets, you can export them as an asset packageA collection of files and data from Unity projects, or elements of projects, which are compressed and stored in one file, similar to Zip files, with the .unitypackage
extension. Asset packages are a handy way of sharing and re-using Unity projects and collections of assets. More info
See in Glossary in the .unitypackage
format. Asset packages are a convenient way to copy several assets or an entire scene from one project to another quickly, with little additional overhead.
If you want to distribute assets in a more formal way with long-term support, a defined structure, and semantic versioning, an alternative option is to create your own Unity package.
Note: If the assets in your asset package are high quality and other users might find them useful, refer to Publishing to the Asset Store for information on how to create a package draft and upload it to the Asset StoreA growing library of free and commercial assets created by Unity and members of the community. Offers a wide variety of assets, from textures, models and animations to whole project examples, tutorials and Editor extensions. More info
See in Glossary.
To create and export an asset package:
Open the project you want to export assets from.
Go to the ProjectIn Unity, you use a project to design and develop a game. A project stores all of the files that are related to a game, such as the asset and Scene files. More info
See in Glossary window and select one or more items or folders. These items become the starting list for your export. You can also select the Assets
folder to include all assets as your starting point.
Choose AssetsAny media or data that can be used in your game or project. An asset may come from a file created outside of Unity, such as a 3D Model, an audio file or an image. You can also create some asset types in Unity, such as an Animator Controller, an Audio Mixer or a Render Texture. More info
See in Glossary > Export Package from the menu to open the Exporting package dialog.
In the dialog, select the checkboxes for the assets you want to include in the package.
Enable the Include dependencies checkbox to automatically select any assets (including scripts) used by the assets you select.
Enable the Include all scriptsA piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More info
See in Glossary checkbox to export all scripts from your project.
If you disable Include all scripts but enable Include dependencies, Unity only exports scripts that your selected items directly depend on. Unity can’t trace the full chain of dependencies for your scripts, so enabling Include all scripts reduces the likelihood of compilation errors when using the exported package in another project.
Click Export to bring up the file explorer and choose where you want to store your package file.
Name and save the package.
To create a new version of your asset package with updated contents, perform the export procedure again and select the changed and unchanged files to include in the new version.
Name your updated package using incremental names suffixed with a version identifier, for example MyAssetPackageVer1
, MyAssetPackageVer2
, and so on. Unity recognizes these as updates of the same package. Use a naming convention that’s clear for you and anyone you share it with.
Warning: Don’t remove files from asset packages and then add different files with the same name. If you remove a file and later replace it, use a unique name for the replacement file. Attempting to reuse previously used file names can confuse Unity’s system for tracking assets and produce warnings on import. For more information, refer to Asset metadata.