Some months ago I developed a neat asset for some cool FPS movement in Unity, featuring wallrunning, sliding, stamina, all with a focus on feeling smooth and reliable. It was made with the intention of selling on the asset store, however was rejected because I showed the default Unity skybox on the branding images.
That's totally my fault, I deserved that.
Since its rejection (around February) I always intended to go back and polish all the branding, however got busy with freelance work, college, and my own personal projects. More recently, however, I've finished college for the summer and stepped away from freelance work in order to pursue more personally fulfilling development of my own projects (stay tuned for more info on that). This presented the perfect opportunity to revisit the FPS controller, so yesterday I had a look over the project and made some improvements. First, I decoupled the script from the effects system I created for the demo, instead calling events from the movement script which you can subscribe to from a seperate FX script, removing the script's dependency on a placeholder asset. Furthermore, the original script was built on Unity's old input system. I wanted to give devs more freedom with the asset, so I made generic methods for supplying input to the component which could be handled from a seperate input management component, allowing for developers to use whatever system best suited their needs. Finally, I created some proper documentation by adding comments to the code as well as creating markdown documentation overviewing the architecture of the asset, as well as guiding developers through the process of creating new movement states and using the effects system.
With the asset propperly adjusted, I then had to revamp the branding. This was perhaps the most important step, since that's what got it rejected in the first place. Of course the first step was to update the skybox. For this I used Unity's procedural skybox component to make a nice blue sky which was distinctly not the default skybox.
From there, I created all the necessary branding images. For the cover images which appear when browsing the asset store, I used a mixamo rig performming cool active poses along with some motion blur to emphasise movement. This was similar to the approach I used for the original branding, but I think in the end the revamped images look much better and more professional.
I then had to create images for use within the asset store page to showcase the features.
How the *$^£ am I supposed to showcase first person movement in an image?
For some movements like wallrunning and sliding, just showing screenshots with text was enough, however, for more complex movements like mantling and walljumping screenshots wouldn't have sufficed. Therefore, for these I created images using capsules to showcase the movement arc of the abilities, which I think turned out to look very nice.
With all that complete, I finished up by re-making the promotional video, which I think worked a lot better this time, and finally hitting publish.
Luckily the wait this time is a little less than 30 days. Since it's an update rather than a new submission the wait is estimated at just a few working days, so hopefully in a few days you'll be able to buy this awesome asset.
peterkirkcaldy@gmail.com