[Unity Asset] In-game annotation tool for playtesters
a little bit of self serving promotion, please forgive me :D
I have released a unity asset on the asset store, for in-game annotation
https://assetstore.unity3d.com/en/#!/content/23004
The idea behind it was I wanted an easy way for play testers to capture screenshots and annotate on them, without breaking the flow of the game.
Version 1.1 released:
new features:
Single click setup / integration
Game will automatically pause while annotating, with support for custom pause events should it be required.
Brush & eraser
Text tool
Automatic slack upload
Extendable class for custom uploads
Metadata (time-stamping, Author)
Brush size preview.
Custom save path
I have released a unity asset on the asset store, for in-game annotation
https://assetstore.unity3d.com/en/#!/content/23004
The idea behind it was I wanted an easy way for play testers to capture screenshots and annotate on them, without breaking the flow of the game.
Version 1.1 released:
new features:
Single click setup / integration
Game will automatically pause while annotating, with support for custom pause events should it be required.
Brush & eraser
Text tool
Automatic slack upload
Extendable class for custom uploads
Metadata (time-stamping, Author)
Brush size preview.
Custom save path
Comments
To date, I have expanded this tool a lot with a bunch more features. We use it on a daily basis in-house and with client - in that sense it has been a great success as it enables QA to get feedback direct to us.
As store sales go, they have been poor as compared to our other products. I think in the case of a tool like this, it is probably too niche to acquire a big following. I am not quite ready to write this off as a unity asset, as it is has only been around for a few months, and traction can take quite a bit longer than that.
I have also come to realise that a lot more goes into making an asset than just coding it. A lot of time gets spent making sure it works correctly across all the different version of unity, and then you have to worry about keeping the documentation and promotional material up to date. if anyone is thinking of creating unity assets, be warned that this process takes just as long as writing a tool for your own personal use.
In terms of future development, I will probably be lead by our in-house usage. Part of me wants to throw in a bunch of other features to widen its market base, but then I will probably risk watering down its key use. I will likely just stick to making the workflow of the tool better and better.