#Asset Rejected Emrah
1 messages · Page 1 of 1 (latest)
I appricate for your time
np
ok which RP's did you say it is compatible with?
sure
I made a demo shader with shader graph. I created with a URP project
URP core
I then made the shader with graph and also added HDRP package to that project
But they say its not compitable
one sec
In the right side as you can see it has ''active target '' as 3 pipeline
can you screen shot the Packages tab from your publishers portal please
this is how it looks in scene, no problem for sure
ok, you can delete that screenshot
so show me a screen shot of the asset in Built-in and HDRP
how so?
like I have one single project
well, you submitted the asset for Built-in, URP and HDRP pipelines so you must include all of your textures for those pipelines as well not just for URP
not my problem, other option is just to submit it for URP
If you read the mail you were sent, you specify the asset is compatible with Built=in, URP and HDRP pipelines but you only submit URP textures, that is why your asset was rejected
if they won't all fit into one asset, yes that is a good option
I see, thank you very much for your time, I really appreciate for this conversation.
no problem, best of luck, luckily if you re-submit what you have now with only URP compatibility it should be accepted in a very short time
Thank you, hoping best luck for you too, but I guess It's best not even publish there. Otherwise, I will have to crack the price for someone else weird setup (Unity)😀
not sure what you mean, if you publish the URP version as is and for the price you have set, you can give a free upgrade to the Built-In and HDRP versions to those who have bought it
when they become available
I mean, preparing 3 project is too much labor work. So It's better not even publish. I was expecting my project support all pipelines. Since they are just texture packs. But It seems unity have a different setup. Once again thank you for your time, It really helped a lot.
do you use git or another type of version control?
I used before for companies I worked, but didn't used for personal usage.
albedo maps are consistent from pipeline to pipeline
well what I do, for instance when I need to make Unity 2022 compatible version of my projects is just make a new branch of the project and then publish from that branch
but any other maps are not
the built-in RP's Standard shader has many separate maps for things like smoothness; HDRP's Lit shader packs several of them into one map
so you can submit multiple packages in one asset