Sell What You Make
You've probably built things along the way that other creators would happily pay for: a prop set, an environment kit, a texture pack, a library of sounds. The U3D Market is where those go. You bundle them in Unity with the Market Packager, upload, set a price, and other creators can buy and import them into their own projects. The same voluntary 95/5 split applies here as everywhere else on the platform, with payments going directly to your PayPal account.
🎯 Where to find it
Open the Creator Dashboard from the U3D menu → Creator Dashboard, click the Publish tab, then switch to Package for Market. The Monetization category also has an Open U3D Market Packager button that takes you straight there.
Before You Start
Two things need to be in place on the Setup tab before you can upload, and the packager tells you plainly if either is missing:
- You're logged in. The upload is tied to your account.
- Your PayPal email is added. Buyers' payments go directly to your PayPal account, so a payout address has to exist before anything can be listed.
You can browse, select, and export a package without either of these. It's only the upload step that needs them.
What Can Be Sold
Art and media, in this version
Market packages currently carry art and media: models, textures, materials, audio, prefabs built from those pieces, and similar content. Custom code is not included, and packages that would need Unity packages the buyer doesn't have aren't accepted either. The reason is simple and worth understanding, because it shapes how you prepare your assets.
When someone buys your package, they import it into their own Unity project with a couple of clicks. That import has to work every time, without them chasing missing dependencies or wiring things up. Code and outside package requirements are exactly what break that promise, so the packager checks for them up front instead of letting a buyer discover the problem after paying.
The practical upshot: if a prop of yours relies on a custom script, either strip the script and sell the art, or rebuild the behavior using the Creator Dashboard tools so buyers can reapply it in one click on their end.
Step 1: Choose Assets
Select what you want to sell in Unity's Project window. You can pick individual files or whole folders, and the packager shows a running count of what you've selected. When you're happy with the selection, click Check Selected Assets.
You don't need to hunt down everything an asset depends on. If you select a prefab, the packager follows its references and pulls in the materials, textures, and meshes it needs. Select the folder that holds your kit and let the check sort out the rest.
Clear resets the analysis whenever you want to start over with a different selection.
Step 2: Compatibility Report
This is the packager's most useful screen. It sorts everything your selection touches into three groups and tells you exactly where you stand.
If anything is blocked, the packager stops there. The reason on each blocked item tells you what to do: custom code files say so directly, and assets that need an outside Unity package name the package that buyers wouldn't have. Remove the blocked items from your selection, or from the asset that pulls them in, and check again. When nothing is blocked, the packager confirms no compatibility problems were found and opens the next steps.
Step 3: Confirm and Export
Give your package a name. It's used as the default filename when you export, and you can still change it in the save dialog.
Then there's one checkbox: "I have the rights to distribute every asset in this package." Nothing exports until it's ticked. This isn't a formality. If your kit includes a texture from a pack you licensed, a model you commissioned, or anything you didn't make yourself, check its license before you tick that box. Some licenses allow use in your own projects but not redistribution, and redistribution is exactly what selling a package is.
Click Export Package and choose where to save. The packager confirms the export and offers a Show in Explorer button so you can find the file. What you get is a standard Unity package file, which means you can also test it yourself by importing it into a fresh project. That's a good habit before selling anything.
💡 A quick self-check
Import your exported package into an empty Unity 6 URP project and see what a buyer sees. Do the materials look right? Do the prefabs work? Ten minutes here saves you a refund conversation later.
Step 4: Upload to the Market
Click Upload to Market and your package is sent to the platform as a draft listing. The platform re-checks the package on its end before it can be listed, and you can keep working in Unity while that happens. The packager shows you where things stand: uploaded as draft, checking, then validated. If the platform's check finds problems, it lists them so you know what to fix, and the button becomes Retry Upload once you've made changes.
Size limits: 500 MB is the recommended maximum and 1 GB is the hard limit. Staying well under the recommendation is worth doing. Big packages upload slowly for you and download slowly for buyers, and a buyer waiting on a download is a buyer having a worse first experience with your work. Running your textures and audio through the Optimize tab before packaging is an easy win here.
Your Listing
Your uploaded package arrives as a draft, which means nothing is for sale until you finish setting it up. From your Market listings on the website you add the things buyers see and decide about:
- Title, the name shoppers browse by.
- Listing image, the picture that represents your asset in the Market. This is separate from the thumbnail on a published experience: it's uploaded straight to the Market rather than living in a GitHub repository.
- Price, which you set and can change later.
When you're satisfied, publish the listing and it goes live for buyers. You can update the details afterward, and you can unpublish a listing if you want to pull it from sale, whether that's temporary while you fix something or permanent.
💡 The listing does the selling
Buyers can't open your package before purchasing, so the image and title carry the whole decision. Show the actual contents rather than a stylized render of one hero piece, and say plainly what's in the kit and how many pieces.
What Buyers Get
A purchase gives the buyer your package file and three downloads. Three covers the ordinary cases comfortably: download it, lose it in a drive cleanup, download it again, move machines, download once more. If a buyer needs more, purchasing again adds downloads to what they already have, so nobody is ever locked out of an asset they paid for.
Buyers acknowledge the Market license at download, so the terms of use are attached to the moment they receive the file rather than buried somewhere they'll never look. The downloaded file arrives named after your asset, which means buyers end up with a tidy folder of clearly labeled packages instead of a pile of generic filenames.
Getting Paid
Market sales use the same arrangement as every other payment on the platform: 95% goes directly to your PayPal account at the moment of sale, and 5% covers hosting and delivery costs. There's no payout schedule, no minimum threshold, and no balance held by anyone. You receive PayPal's own notification for each sale, the same as any other payment to your account.
For the payment tools you can place inside an experience, like tip jars and paid access, see Monetization Tools.