Get started with your Asset Manager integration

Read time 3 minutes
Last updated 6 months ago

Supported environments

EnvironmentUnity Cloud SDK
Unity Editor and runtime
Python runtime

Before you start

You will need to make sure you have the right permissions to use Asset Manager. See Get Started with Asset Manager for more details.

Basic concepts and flows

Refer to this section to understand the high-level concepts that are shared across Unity Cloud SDKs.

Add-on requirements

An Asset Management integration typically follows the add-on format requested by the modeling tool. All tools do not provide the same amount of freedom and features, but here's the minimum set of requirements your add-on format needs to allow:

  • Getting access to the source file of the current 3D view, or being able to generate a file representing the current 3D view.
  • Integrating features within the modeling tool's workflow. This is likely to change a lot across integrations, depending on the usual workflows of the modeling tool (UI, command lines, etc...).

User login

Unity Cloud services require the caller to be properly authorized before they can perform any successful operation. Currently, Unity Cloud supports two ways to get authorized, only one of which is meant for integration end-users.

The user login requires end-user interaction: they need to manually request a sign-in (or a sign-out) from the integration, whereafter they will need to enter their Unity account credentials to authenticate.

The user login implements the OAuth 2.0 PKCE standard flow to retrieve an access token, and involves using the default OS browser as the middle man to authenticate the user.

Publishing 3D view as an asset

The most simple and straightforward integration flow would be the ability to export the 3D view and publish it as an asset in Unity Asset Manager. Follow these steps to easily achieve this:

  1. Ensure your integration knows which organization and project to create the new asset into (either by exposing an organization and project picker in your UI, or by selecting them programmatically).
  2. Find the source file path of the 3D view ; if it doesn't exist, you can require the modeling tool to export the 3D view in the OS' temp folder, with a supported format (eg Fbx).
  3. Create an asset in the target project.
  4. Upload your file in the asset's default dataset.
  5. (Optional) If you want to override the thumbnail, you can upload an image file to the asset's default dataset too.
  6. Either:
    1. Publish the asset from Unity Cloud SDK, for a UI-less approach
    2. Open browser to the asset details page, for a better transition to Asset Manager dashboard.