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- .. _doc_submitting_to_assetlib:
- Submitting to the Asset Library
- ===============================
- Introduction
- ------------
- This tutorial aims to serve as a guide on how you can submit your own assets
- to the `Godot Asset Library <https://godotengine.org/asset-library/asset>`_
- and share them with the Godot community.
- As mentioned in the :ref:`doc_using_assetlib` document, in order to be able to
- submit assets to the AssetLib, you need to have a registered account, and be
- logged in.
- Submission guidelines
- ---------------------
- Before submitting your asset, please ensure it follows all of the
- requirements, and also consider following the recommendations.
- Requirements
- ~~~~~~~~~~~~
- Generally speaking, most assets people submit to the asset library
- are accepted. However, in order for your asset to be accepted, there
- are a few requirements your asset needs to meet to be approved.
- * The asset must **work**. If the asset doesn't run or otherwise doesn't
- work in the specified Godot version, then it will be rejected.
- * The asset must have a proper **.gitignore** file. It's important to
- keep redundant data out of the repository.
- `Here's a template. <https://raw.githubusercontent.com/aaronfranke/gitignore/godot/Godot.gitignore>`_
- * No **submodules**, or any submodules must be non-essential. GitHub
- does not include submodules in the downloaded ZIP file, so if the
- asset needs the contents of the submodule, your asset won't work.
- * The **license** needs to be correct. The license listed on the asset
- library must match the license in the repository. The repo MUST
- have a license file, called either "LICENSE" or "LICENSE.md".
- This file must contain the license text itself and a copyright
- statement that includes the year(s) and copyright holder.
- * Use proper **English** for the name and description of your asset.
- This includes using correct capitalization, and using full
- sentences in the description. You can also include other languages,
- but there should at least be an English version.
- * The icon link must be a **direct link**. For icons hosted on GitHub, the
- link must start with "raw.githubusercontent.com", not "github.com".
- Recommendations
- ~~~~~~~~~~~~~~~
- These things are not required for your asset to be approved, but
- if you follow these recommendations, you can help make the asset
- library a better place for all users.
- * When creating non-project assets, it is common practice to place your files
- inside of an **addons/asset_name/** folder. Do this to avoid having your files
- clash with other assets, or with the files of users installing your asset.
- This folder will **not** be automatically generated when a user installs your asset.
- * Fix or suppress all script **warnings**. The warning system is there to
- help identify issues with your code, but people using your asset
- don't need to see them.
- * Make your code conform to the official **style guides**. Having a
- consistent style helps other people read your code, and it also helps
- if other people wish to contribute to your asset. See: the
- :ref:`doc_gdscript_styleguide` or the :ref:`doc_c_sharp_styleguide`.
- * If you have screenshots in your repo, place them in their own subfolder
- and add an empty **.gdignore** file in the same folder (note: **gd**, not **git**).
- This prevents Godot from importing your screenshots.
- On Windows, open a command prompt in the project folder and run
- ``type nul > .gdignore`` to create a file whose name starts with a period.
- * If your asset is a library for working with other files,
- consider including **example files** in the asset.
- * Consider adding a **.gitattributes** file to your repo. This file allows
- giving extra instructions to Git, such as specifying line endings and listing
- files not required for your asset to function with the ``export-ignore``
- directive. This directive removes such files from the resulting ZIP file,
- preventing them from being downloaded by the asset library users.
- These are common examples of **.gitattributes**:
- .. tabs::
- .. tab:: Projects / Templates
- .. code-block:: shell
- # Normalize line endings for all files that Git considers text files.
- * text=auto eol=lf
- .. tab:: Addons / Asset Packs
- .. code-block:: shell
- # Normalize line endings for all files that Git considers text files.
- * text=auto eol=lf
- # Only include the addons folder when downloading from the Asset Library.
- /** export-ignore
- /addons !export-ignore
- /addons/** !export-ignore
- * If you are submitting a plugin, add a **copy** of your license and readme
- to the plugin folder itself. This is the folder that users are guaranteed to
- keep with their project, so a copy ensures they always have those files handy
- (and helps them fulfill your licensing terms).
- * While the asset library allows more than just GitHub, consider
- hosting your asset's source code on **GitHub**. Other services may not
- work reliably, and a lack of familiarity can be a barrier to contributors.
- Submitting
- ----------
- Once you are logged in, you will be able to head over to the "Submit Assets" page
- of the AssetLib, which will look like this:
- |image0|
- While it may look like a lot (and there is more as you scroll down), each field is
- described in terms of what you should put in. We will nonetheless go over what
- is required in the submission form here as well.
- * **Asset Name**:
- The name of your asset. Should be a unique, descriptive title of
- what your asset is.
- * **Category**:
- The category that your asset belongs to, and will be shown in
- search results. The category is split into **Addons** and **Projects**.
- In-editor, assets of the Project type (Templates, Demos, Projects) only show
- up when viewing the AssetLib from the Project Manager, while assets of the
- Addon type will only be visible from inside a project.
- * **Godot version**:
- The version of the engine that the asset works with.
- Currently, it's not possible to have a single asset entry contain downloads for
- multiple engine versions, so you may need to re-submit the asset multiple times,
- with an entry for each Godot version it supports. This is particularly important
- when dealing with major versions of the engine, such as Godot 2.x and Godot 3.x.
- * **Version**:
- The version number of the asset. While you are free to choose
- and use any versioning scheme that you like, you may want to look into
- something such as `SemVer <https://semver.org>`_ if you want your asset's
- versioning scheme to be clear and consistent. Note that there is also an
- internal version number, incremented every time the asset download URL is
- changed or updated.
- * **Repository host**:
- Assets uploaded to the AssetLib are not hosted on it
- directly. Instead, they point to repositories hosted on third-party Git providers,
- such as GitHub, GitLab or Bitbucket. This is where you choose which provider
- your asset uses, so the site can compute the final download link.
- * **Repository URL**:
- The URL to your asset's files/webpage. This will vary
- based on your choice of provider, but it should look similar to `https://github.com/<user>/<project>`.
- * **Issues URL**:
- The URL to your asset's issue tracker. Again, this will differ
- from repository host to repository host, but will likely look similar to
- `https://github.com/<user>/<project>/issues`. You may leave this field empty
- if you use your provider's issue tracker, and it's part of the same repository.
- * **Download Commit**:
- The commit of the asset. For example,
- `b1d3172f89b86e52465a74f63a74ac84c491d3e1`. The site computes
- the actual download URL from this.
- * **Icon URL**:
- The URL to your asset's icon (which will be used as a thumbnail
- in the AssetLib search results and on the asset's page). Should be an image
- in either the PNG or JPG format.
- The **icon** must be square (1:1 aspect ratio). It should have a minimum
- resolution of 128×128 pixels.
- * **License**:
- The license under which you are distributing the asset. The list
- includes a variety of free and open source software licenses, such as GPL
- (v2 and v3), MIT, BSD and Boost Software License. You can visit `OpenSource.org <https://opensource.org>`_
- for a detailed description of each of the listed licenses.
- * **Description**:
- Finally, you can use the Description field for a textual
- overview of your asset, its features and behavior, a changelog, et cetera. In the
- future, formatting with Markdown will be supported, but currently, your only
- option is plain text.
- You may also include up to three video and/or image previews, which will be shown
- at the bottom of the asset page. Use the "Enable" checkbox on each of the preview
- submission boxes to enable them.
- * **Type**:
- Either an image, or a video.
- * **Image/YouTube URL**:
- Either a link to the image, or to a video, hosted on YouTube.
- * **Thumbnail URL**:
- A URL to an image that will be used as a thumbnail for the
- preview. This option will be removed eventually, and thumbnails will be automatically
- computed instead.
- Once you are done, press "Submit". Your asset will be entered into the review queue.
- You can check all assets currently pending a review `here <https://godotengine.org/asset-library/asset/edit?&asset=-1>`_ .
- The approval process is manual and may take up to a few days for your asset to be accepted (or rejected), so please
- be patient!
- .. note::
- You may have some luck accelerating the approval process by messaging the
- moderators and AssetLib reviewers on the `Godot Contributors Chat <https://chat.godotengine.org/>`_,
- or the official Discord server.
- You will be informed when your asset is reviewed. If it was rejected,
- you will be told why that may have been, and you will be able to submit it again
- with the appropriate changes.
- .. |image0| image:: img/assetlib_submit.png
|