How to Sell Unity Assets Online in 2026
A complete guide for Unity 6 creators — meshes, environments, characters, shaders, and VFX with 0% commission.
Unity powers roughly half of all mobile games and a large share of indie PC and VR titles worldwide. With 3 million+ registered developers, the demand for high-quality 3D assets — environments, characters, props, shaders, and VFX — is enormous and continuous.
The Unity Asset Store is the obvious marketplace, but its 50% commission is among the highest in the industry. On a $30 environment pack, you receive $15. That math changes significantly on independent 3D marketplaces: the same pack earns you $29 (minus the $1 buyer service fee that Proofly charges buyers directly, not sellers).
This guide covers which Unity asset categories actually sell, how to export from your DCC tool for Unity compatibility, how to price competitively, and how to protect your work from redistribution.
Who buys Unity assets?
Indie game developers
Solo devs and small teams building Unity games need ready-made environments, characters, and props to reach production quality without a full-time art department.
Mobile game studios
Hypercasual and casual mobile studios buy optimized low-poly packs, atlased texture sets, and modular kits in volume for rapid prototyping and shipping.
VR / AR developers
XR creators building for Quest, Vision Pro, and HoloLens source optimized environments and interactive prop assets — often needing sub-5k polygon budgets per piece.
Archviz studios
Architectural visualization firms use Unity for real-time walkthroughs. They buy furniture, fixture, and vegetation assets in bulk for project libraries.
Educators and students
Game design courses use Unity as the standard engine. Students and instructors buy level kits, character packs, and prop libraries for assignments and demos.
Serious games & simulation
Training simulators, digital twins, and e-learning applications built in Unity need realistic industrial equipment, medical props, and interior environment assets.
What Unity assets sell best in 2026
Unity's diverse developer base creates demand across many categories. These consistently outperform:
Modular environment kits
Interior rooms, sci-fi corridors, dungeon tiles, outdoor terrain pieces. Buyers assemble them without a dedicated environment artist. Pieces must snap to a consistent grid (100cm is standard in Unity meters) and work cleanly under URP.
Low-poly mobile asset packs
Hypercasual and casual games are a massive market. Low-poly props, characters, and environments (sub-500 polygons per mesh, single UV, 512×512 or 1024×1024 atlas) sell steadily to studios optimizing for mobile GPU budgets.
Humanoid characters with rig
Unity's Humanoid rig auto-mapping means your rigged character FBX can retarget any animation from the Animator. Name bones correctly (Hips, Spine, Chest, Head, LeftArm…) and Unity maps them automatically — a major selling point to mention in your listing.
Vehicle models with LODs
Cars, trucks, aircraft, and sci-fi vehicles with LOD0 (high), LOD1 (mid), LOD2 (low), and a collision mesh. Unity's LOD Group component is standard — bundle a prefab setup guide or README with LOD distance recommendations.
URP-compatible PBR material sets
Tileable materials (stone, concrete, metal, fabric, asphalt) in URP channel format: Albedo (RGB), Metallic+Smoothness (R+A or separate), Normal (DX or GL — note the difference), and AO. Libraries of 20–50 materials sell well as time-savers.
Stylized fantasy and cartoon props
Most Unity games lean stylized — fantasy RPG, cartoon town, anime aesthetic. Stylized environment props and characters consistently outperform photorealistic equivalents because Unity's target audience skews indie and mobile, not AAA.
Exporting for Unity from your DCC tool
Unity imports FBX, GLB, OBJ, and a handful of native DCC formats (Blender .blend via background conversion). For marketplace sales, export to universal formats — not .unitypackage (which is only usable if you set up prefabs and metadata in Unity first).
| Format | Best for | Unity import | Include in bundle? |
|---|---|---|---|
| FBX | All mesh types, rigged characters, animations | Native support, excellent | Yes — primary |
| GLB / GLTF | In-browser preview, Proofly viewer | Unity 2021+ via glTFast package | Yes — viewer copy |
| OBJ + MTL | Static geometry, archviz props | Built-in importer | Optional fallback |
| PNG textures | All meshes — always include | Drag into Project, set type | Yes — always |
| .unitypackage | Full Unity project bundles (Asset Store) | Double-click import | Optional premium tier |
Unity scale and axis — critical export settings
- Blender FBX: Set scale to 0.01 in FBX export dialog, or tick "Apply Unit" — Blender defaults to centimeters but Unity expects meters (1 unit = 1 meter).
- Maya FBX: Freeze transformations first. Export with "Convert to centimeters" OFF if scene is in centimeters — Unity's importer will scale automatically.
- 3ds Max FBX: Use "Reset XForm" utility before export. Scale: 1 unit = 1 cm in Max → Unity reads it as 0.01 meters (correct).
- Axis: Y-up is Unity's native. FBX exporter in Blender/Maya defaults to Y-up correctly. Always check with a ruler object after import.
Recommended ZIP bundle structure:
YourAssetName/ ├── Meshes/ │ ├── AssetName_LOD0.fbx # High-detail mesh │ ├── AssetName_LOD1.fbx # Mid-detail │ └── AssetName_LOD2.fbx # Low-detail / mobile ├── Textures/ │ ├── AssetName_Albedo.png # Base color (sRGB) │ ├── AssetName_Normal.png # Normal map (linear) │ ├── AssetName_MetallicSmooth.png # R=Metallic, A=Smoothness │ └── AssetName_AO.png # Ambient occlusion ├── Preview/ │ └── AssetName.glb # For Proofly 3D viewer └── README.txt # Import instructions, license
Unity asset pricing guide 2026
| Asset type | Entry | Standard | Premium |
|---|---|---|---|
| Single static prop (furniture, weapon, container) | $4 | $12 | $25 |
| Prop pack (10–20 themed items) | $15 | $35 | $60 |
| Modular environment kit (20–50 pieces) | $25 | $55 | $90 |
| Humanoid character (no animations) | $15 | $40 | $80 |
| Humanoid character + animation clips | $35 | $80 | $150 |
| Vehicle (LOD0–LOD2 + collision) | $10 | $35 | $70 |
| PBR material library (20–50 tileable) | $15 | $40 | $80 |
| Full game kit (character + env + props) | $60 | $120 | $250 |
Entry = minimal setup, Standard = clean PBR + LODs, Premium = animations + source files + documentation.
URP-ready badge
+20–35%
Confirm compatibility with Unity 6 URP in your listing title — HDRP buyers will import as-is anyway.
LOD chain included
+25–40%
LOD0–LOD2 + collision mesh adds real production value for mobile-first studios who need performance control.
Animation clips
+60–120%
A humanoid character with 8–12 basic locomotion clips (idle, walk, run, jump, attack) earns significantly more than a static mesh.
Platform comparison for Unity asset sellers
| Platform | Commission | Audience | Notes |
|---|---|---|---|
| Proofly | 0% | Game devs, archviz, XR | Buyer pays $1 service fee. In-browser 3D viewer. Instant publish. HiddenMark protection. |
| Unity Asset Store | 50% | Unity-only developers | Largest Unity-specific audience. Weeks-long review. .unitypackage format required. |
| Fab (Epic) | 12–30% | UE + Unity developers | Multi-engine buyers. Review process. Strong for environment packs. |
| itch.io | 0–10% (configurable) | Indie developers | Lower average price point. Good community but lower revenue ceiling. |
| Gumroad | 10% + payment fees | General creative buyers | No engine-specific discovery. Works best with existing social following. |
| CGTrader | 30–40% | General 3D buyers | Large catalog. Strong for archviz assets. High commission tier. |
| TurboSquid | 40–60% | Professional 3D buyers | Established marketplace. Elite tier lowers commission to 40%. High-volume catalog. |
Commission math on 60 sales/month at $40 average
Proofly
$2,400
/month
$28,800/year
Unity Asset Store
$1,200
/month
$14,400/year
FAB
$1,680–$2,112
/month
$20k–$25k/year
Unity-specific workflow tips
Name bones for Humanoid rig auto-mapping
Unity's Humanoid configuration maps bone names automatically. Use standard names: Hips, Spine, Chest, UpperChest, Neck, Head, LeftUpperArm, LeftLowerArm, LeftHand, and so on. Deviating means buyers must remap manually — a support ticket waiting to happen.
Provide a LOD chain when possible
Unity's LOD Group component accepts LOD0–LOD3 levels. Even two LODs (LOD0 high + LOD1 low) dramatically increases your asset's value for mobile studios. Document recommended transition distances in your README (e.g. LOD0: 0–15m, LOD1: 15–50m, Culled: 50m+).
Use linear color space for PBR textures
Normal maps and roughness/metallic maps should be exported as linear (non-sRGB) PNGs. Only Albedo/Base Color uses sRGB. Getting this wrong causes washed-out or blown-out materials in URP. Mention in your README which textures are linear.
Test in URP before publishing
Unity 6 defaults to URP. Built-in pipeline and HDRP are separate setups. If your material uses any special shader features, test in URP and note any limitations. URP-tested assets fetch a premium and generate fewer support questions.
Include a collision mesh for props
Name it `<AssetName>_UCX_00` (the Unreal/Unity convention for convex collision hulls imported via FBX). Even a simplified box or capsule is better than buyers needing to create it manually. Low-poly collision saves GPU on physics calculations.
Screenshot in both URP and your DCC render
Show your asset in both Unity (screenshot from editor or runtime) and your DCC software's viewport or renderer. The DCC render shows material quality; the Unity screenshot confirms real-world appearance. Both together eliminate the most common pre-purchase doubts.
Protecting your Unity assets from piracy
FBX and GLB files are trivially shareable. A paid buyer can forward your download to a Discord server and reach thousands of developers without buying a commercial license. Prevention and traceability are your best tools:
- 1.HiddenMark (Proofly): Embeds a unique buyer code into the 3D mesh geometry — invisible to buyers but recoverable by you. If your asset appears on a file-sharing site, download it, verify the HiddenMark, and identify the original purchaser for a DMCA takedown with documented proof.
- 2.One-time download tokens: Proofly issues each buyer a single-use download link that expires. File can't be re-downloaded by forwarding the link to others.
- 3.Tiered source access: Sell FBX/GLB as the standard tier. Offer
.blend,.max, or.masource files as a premium tier at 2–3× the price. Buyers who need to modify the asset at source level pay for the privilege. - 4.Texture watermark on preview images: Your cover images (not the 3D mesh) should have a subtle branding watermark. Cover images are freely shareable as thumbnails — make sure they credit your brand.
- 5.License tiers: Personal license covers one project by one person. Studio license covers a team of up to 10. Enterprise covers unlimited use. Price each tier differently — commercial buyers will pay the correct tier when it's clearly priced.
How to publish your first Unity asset on Proofly
- 01
Export FBX + GLB from your DCC tool
Apply transforms, check scale (Y-up, meters), name bones for Humanoid if rigged, export textures as PNG.
- 02
Bundle into a ZIP archive
Use the folder structure above: Meshes/, Textures/, Preview/, README.txt. Zip everything into a single download.
- 03
Upload the GLB as your viewer file
Proofly's in-browser 3D viewer shows buyers a live interactive preview before purchase — upload the GLB as the primary viewer model. Add FBX + texture ZIP as additional download files.
- 04
Write a conversion-focused description
Lead with: engine compatibility (Unity 6, URP), LOD count, polygon budget (e.g. 4,200 tris LOD0), texture resolution, bone count. Then add a brief paragraph about what makes this asset useful.
- 05
Enable HiddenMark
In the upload settings, toggle HiddenMark on. Each buyer's download gets a unique mesh watermark — invisible to the buyer, traceable if redistributed.
No monthly fee. Buyers pay the $1 service fee. You keep 100%.