The asset store

The in-app community marketplace: browsing, buying, submitting, getting paid, and the plugins tab.

Community assets for the aukimi suite: 2D, 3D, audio and project templates, browsable from inside the app and from aukimi.com/store. Everything in it was submitted by a member and reviewed before it appeared.

The asset store, on its Browse tab

Four tabs: Browse · Plugins · Submit · My assets.

Browsing#

Search, filter by category, restrict to All, Free or Paid, and sort by Recent, Popular or Downloads. Each listing shows a thumbnail, up to eight preview images, a description, tags and a download count.

Two ways to take an asset:

  • Open in {module}: it lands directly in the studio that understands it.
  • Download: for types no studio opens; you are told plainly when that is the case rather than being handed a failed import.

Buying a paid asset needs an account. Free downloads do not.

Submitting#

Submit on the store screen. An asset needs a title, a file, and, in practice: a thumbnail; a description, a type and comma-separated tags are optional but are what make it findable. Up to eight preview images.

Submissions are reviewed before publication. A rejected asset comes back with the reason attached.

A thumbnail or preview must be a raster image: PNG, JPEG, WebP. SVG is refused there and accepted only as the asset file itself, which is always delivered as a download rather than opened in the page.

Selling#

Paid assets require a connected payout account. The store's own panel walks you through it and reports the state: not connected, being verified by Stripe, or active. Once active it shows exactly what you keep per sale and what the platform fee is.

A price cannot be set before payouts are active: not at submission and not by editing a free asset later. Without that rule the platform would take money for a sale with no record of who is owed it.

My assets#

Everything you have submitted, with its review state, its download count, and a delete. Rejected items keep their reason so a resubmission can answer it.

Plugins#

A separate tab in the same surface. Plugins are activated and deactivated individually, with a count of how many are currently active; search works the same way as for assets.

Seventeen ship with the app, available to everyone with no server involved:

TacticalTactical Grid (deterministic grid authoring and preview) · Authoritative Turn Combat (server-authoritative AP/MP protocol) · Fog of War · Team Outline · Auto Minimap
ControllersFPS Controller · Third-Person Controller
Lighting and cameraStudio Lighting · Cinematic Lighting · Cinematic Camera
TerrainRocky Mountains · Desert Dunes · Ocean Island
VFXFire & Smoke · Rain & Puddles · Destruction Physics
UtilitiesRuler & Measure

Each declares metadata plus an activate(ctx) / deactivate(ctx) pair, so turning one off actually undoes what it did rather than leaving it behind.

They act on Engine for the most part: a plugin is how a whole subsystem: a tactical combat protocol, a controller, a terrain preset: arrives ready-made instead of being wired by hand.