123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202 |
- .. _doc_using_assetlib:
- Using the Asset Library
- =======================
- On the website
- --------------
- Overview
- ~~~~~~~~
- As mentioned before, you can access the web frontend of the Asset Library on
- `Godot's official website <https://godotengine.org/asset-library/asset>`_.
- This is what it looks like when you first visit it:
- |image0|
- At the top, you see the **header**, which takes you to various other parts of the
- AssetLib - at the moment, it's empty, as we are not logged in.
- Searching
- ~~~~~~~~~
- In the center is the **search bar + settings** section, and the **assets** section
- below it - this lets you filter out certain kinds of assets based on a host
- of criteria. These include the asset **category** (such as 2D tools, scripts
- and demos), **engine version** they are intended for, **sorting order** (by
- update date, by name, etc.) and **support level**.
- While most other filter settings should be fairly self-explanatory, it's worth
- going over what "support level" means in the Asset Library.
- Currently there are three support levels, and each asset can belong to only one.
- **Official** assets are created and maintained by the official Godot Engine
- developers. Currently, these include the official engine demos, which showcase
- how various areas of the engine work.
- **Community** assets are submitted and maintained by the members of the
- Godot community.
- **Testing** assets are works-in-progress, and may contain bugs and usability
- issues. They are not recommended for use in serious projects, but you are
- encouraged to download, test them, and submit issues to the original authors.
- You can mix and match any of the search filters and criteria, and upon clicking
- the Search button, receive the list of all assets in the Library that match them.
- |image1|
- Note that the search results are not updated in real-time, so you will have to
- re-submit the search query each time you change the query settings.
- Breakdown of an asset
- ~~~~~~~~~~~~~~~~~~~~~
- Now let's take a look at what an asset's page looks like and what it contains.
- |image2|
- 1. Asset's thumbnail/icon.
- 2. Asset's name.
- 3. Current version number of the asset.
- 4. Asset's category, Godot version, and support status.
- 5. Asset's original author/submitter.
- 6. The license the asset is distributed under.
- 7. The date of the asset's latest edit/update.
- 8. A textual description of the asset.
- 9. Links related to the asset (download link, file list, issue tracker).
- 10. Images and videos showcasing the asset.
- Registering and logging in
- ~~~~~~~~~~~~~~~~~~~~~~~~~~
- In order to upload assets to the AssetLib, you need to be logged in, and to do
- that, you need a registered user account. In the future, this may also give you
- access to other features, such as commenting on or rating the existing assets.
- You do *not* need to be logged in to browse and download the assets.
- The login/registration page can be accessed from the AssetLib header.
- |image3|
- From here, you can register your account, which requires a valid email address,
- a username, and a (preferably strong) password.
- |image4|
- Then, you can use your username and password to log in.
- |image5|
- This will change the look of the AssetLib header. Now you get access to a handful of
- new functions:
- - The feed, which shows a list of status updates on your submitted assets (and possibly more in the future).
- - A list of your uploaded assets.
- - The ability to submit new assets.
- |image6|
- You can learn how to submit assets to the Library, and what the asset submission
- guidelines are, in the next part of this tutorial, :ref:`doc_submitting_to_assetlib`.
- .. _doc_using_assetlib_editor:
- In the editor
- -------------
- .. note::
- The editor will display different categories of assets depending on whether
- you're browsing the Project Manager's **Asset Library Projects** tab or the editor's
- **AssetLib** tab.
- The Project Manager's **Asset Library Projects** tab will only display assets that are
- standalone projects by themselves. This is denoted on the asset library with
- the *Templates*, *Demos* and *Projects* categories.
- The editor's **AssetLib** tab will only display assets that are *not* standalone
- projects by themselves. In other words, it will display assets from all
- categories except *Templates*, *Demos* and *Projects*.
- You can also access the AssetLib directly from Godot:
- |image7|
- |image14|
- Click on it, and Godot will fetch info about the assets from the AssetLib. Once
- it's finished, you will see a window similar to what the AssetLib website looks
- like, with some differences:
- |image8|
- Similarly to the web version of the AssetLib, here you can search
- for assets by category, name, and sort them by factors such as name or edit date.
- Notably, you can only fetch assets for the current version of Godot you are running.
- Projects, Demos and Templates can be downloaded from the Project Manager
- view of the AssetLib. Addons (tools, scripts, materials etc.) can be downloaded from
- the in-project AssetLib and added to the current project.
- In addition, unlike when using the web frontend, the search results are updated
- in real-time (you do not have to press Search after every change to your search
- query for the changes to take place).
- In the future, you will be able to choose a different AssetLib provider to fetch
- assets from (using the Site dropdown menu), however currently only the official
- `Godot website <https://godotengine.org>`_ version of the AssetLib is supported,
- as well as the version that may be running on your local machine's web server
- (the localhost option).
- When you click on an asset, you will see more information about it.
- |image9|
- If you click on the Install button, Godot will fetch an archive of the asset,
- and will track download progress of it at the bottom of the editor window. If
- the download fails, you can retry it using the Retry button.
- |image10|
- When it finishes, you can proceed to install it using the Install button.
- This will bring up the Package Installer window.
- |image11|
- Here you can see a list of all the files that will be installed. You can tick off
- any of the files that you do not wish to install, and Godot will also inform you
- about any problems with files that it cannot install. These files will be shown
- in red, and hovering over them will show you a message stating why it cannot be
- installed.
- |image12|
- Once you are done, you can press the Install button, which will unzip all the
- files in the archive, and import any assets contained therein, such as images or
- 3D models. Once this is done, you should see a message stating that the Package
- installation is complete.
- |image13|
- You may also use the Import button to import asset archives obtained
- elsewhere (such as downloading them directly from the AssetLib web frontend),
- which will take you through the same package installation procedure as with the
- assets downloaded directly via Godot that we just covered.
- .. |image0| image:: img/assetlib_website.png
- .. |image1| image:: img/assetlib_search.png
- .. |image2| image:: img/assetlib_asset.png
- .. |image3| image:: img/assetlib_register-login.png
- .. |image4| image:: img/assetlib_register.png
- .. |image5| image:: img/assetlib_login.png
- .. |image6| image:: img/assetlib_login_header.png
- .. |image7| image:: img/assetlib_editor_workspace.png
- .. |image8| image:: img/assetlib_editor.png
- .. |image9| image:: img/assetlib_editor_asset.png
- .. |image10| image:: img/assetlib_editor_download.png
- .. |image11| image:: img/assetlib_editor_installer.png
- .. |image12| image:: img/assetlib_editor_installer_error.png
- .. |image13| image:: img/assetlib_editor_installer_success.png
- .. |image14| image:: img/assetlib_editor_projects.webp
|