You can create samples to include in a Unity Package Manager (UPM) package you develop.
Although optional, including samples helps users learn how to use your package. A sample might be a piece of example code, some shadersA program that runs on the GPU. More info
See in Glossary and textures, some animation, or any other files that you typically find under the project’s Assets folder.
When you open the Package Manager window and select a package containing samples, an Import button appears in the package’s details panel for each sample in the package. When you select Import, the Package Manager copies the whole subfolder structure for that sample under the project’s Assets folder.
To add samples to your package:
Put the asset files or C# code files under the Samples folder. You can have more than one sample in a package. Each subfolder of the Samples folder has one sample.
Open the package manifestEach package has a manifest, which provides information about the package to the Package Manager. The manifest contains information such as the name of the package, its version, a description for users, dependencies on other packages (if any), and other details. More info
See in Glossary file (package.json) for editing. To locate the file, refer to Locate the manifest file.
If the file doesn’t contain a JSON array called samples, add it.
For each sample you want to include, add a JSON object in the samples array.
Include the following keys and values for each JSON object in the samples array:
| Key | Description |
|---|---|
displayName |
The name of the sample as it appears in the package details panel of the Package Manager window. |
description(optional) |
A brief description of what the sample demonstrates or contains. This description displays in the Samples tab of the Package Manager window’s package details panel. |
path |
The path to the sample’s folder, starting with Samples. |
Make sure that package.json contains valid JSON. You can check its validity using an online JSON validator or directly in your code editor, if it supports JSON syntax checking.
Save the file.
You can add your sample assets under subfolders of the Samples folder of your package. For example, a package with shader samples might look something like this:
MyPackage
├── package.json
└── Samples
├── SamplesHDRP
│ ├── Textures
│ | ├── MossyRock.bmp
│ | └── SandyRock.bmp
│ └── Shader
│ ├── Lit Texture Blend HDRP.ShaderGraph
│ └── Lit Vertex Color HDRP.ShaderGraph
└── SamplesStandard
│ ├── Textures
│ | ├── MossyRock.bmp
│ | └── SandyRock.bmp
│ └── Shader
│ ├── StandardTextureBlend.shader
│ └── StandardVertexColor.shader
└── SamplesUniversalRP
├── Textures
| ├── MossyRock.bmp
| └── SandyRock.bmp
└── Shader
├── Lit Texture Blend URP.ShaderGraph
└── Lit Vertex Color URP.ShaderGraph
Using the same structure as the example for Location of sample files, the samples array in package.json looks similar to this:
{
"samples": [
{
"displayName": "HDRP Shaders",
"description": "Contains sample shaders for the High Definition render pipeline",
"path": "Samples/SamplesHDRP"
},
{
"displayName": "Standard RP Shaders",
"description": "Contains sample shaders for the Standard render pipeline",
"path": "Samples/SamplesStandard"
},
{
"displayName": "URP Shaders",
"description": "Contains sample shaders for the Universal render pipeline",
"path": "Samples/SamplesUniversalRP"
}
]
}
When creating your package with the Create package function, keep the samples path in your package.json pointing to Samples. Don’t append a trailing tilde (~). During the export process, Unity will rename the Samples folder to Samples~ automatically so that it’s hidden in the Packages folder of the Project window. You don’t need to adjust the path values for samples in your manifest file. The Package Manager will resolve the sample path correctly. After developers import your sample, they can find it in the Assets folder of the Project window.