Update documentation for the Asset Store (#12033)

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.. _doc_submitting_to_assetstore_faq:
Frequently asked questions
==========================
General store questions
-----------------------
I found a bug in the store website, where do I report it?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Please report it in the `asset store tracker repository <https://github.com/godotengine/godot-asset-store-tracker>`_.
Is there anywhere I can suggest new features or improvements to the store itself?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Yes! Please open an issue in the `asset store tracker repository <https://github.com/godotengine/godot-asset-store-tracker>`_.
How do I report an asset for theft/copyright infringement/malicious code?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
At the bottom of the assets page, below the panel on the right, there is a
"Flag This Asset" button. You **must** be logged in to use it.
I can't find an addon I download before when this was the Asset Library, was everything old removed?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
While the Asset Store is the successor to the Asset Library, assets from there were
not moved over automatically. If you don't see it, the author didn't re-upload it.
For now, the `Asset Library website <https://godotengine.org/asset-library/asset>`_
is still online, and you can download it there.
Asset submission questions
--------------------------
Can I charge money for my assets?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Not currently, however that is planned and on the `roadmap <https://store.godotengine.org/roadmap/>`_.
I consider my addon in the early alpha or beta stage of development, can I upload it?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Yes. You are allowed to upload your addon even if you feel it hasn't reached 1.0
functionality. However we do ask that whatever releases you put on the store are
functional. For example, say you've only implemented 4 of your 10 features but those
4 do work (doesn't have to be bug free), that is functional. In comparison, an addon
that adds numerous buttons to the editor that don't do anything if you click on them
is non-functional.
Can I link to a Patreon, Ko-Fi, or other 3rd party site to support development?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Yes. During the submission process you can set up a donate button to link to a
donation site. If you have multiple then you can link the others in the description.
Can I submit an addon that only works in Godot 3?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Yes.
I have an addon with a Godot 3 and Godot 4 version, do I submit it twice?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
That is what we recommend. Alternatively, you can submit it as a second version for
a single asset, however be aware that may cause confusion among users.
Is there a size limit?
~~~~~~~~~~~~~~~~~~~~~~
Yes, a single version of an asset has a maximum size of 1GB.
Can I upload AI generated assets or code?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Yes, however you must disclose what is AI generated, and how AI was used during the
creation process when submitting the asset.
"AI" refers to any LLM/generative AI model like ChatGPT, Claude, Grok, etc., or any
other models that fulfill the same role.
If you're altering something AI generated, or using something AI generated inside of
something created manually, that still counts and you must disclose it. For example,
if you AI generate an image, and then tweak it manually afterwards. Or if you AI
generate an image and put it inside a human created image, for example an AI
painting in a drawing of a room.

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:allow_comments: False
Asset Store
===========
.. toctree::
:maxdepth: 1
:name: toc-learn-features-assetstore
what_is_asset_store
using_asset_store_website
using_in_editor
submitting_to_asset_store
faq

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.. _doc_submitting_to_asset_store:
Submitting to the Asset Store
=============================
Introduction
------------
This tutorial aims to serve as a guide on how you can submit your own assets
to the `Godot Asset Store <https://store.godotengine.org/>`_
and share them with the Godot community.
As mentioned in the :ref:`doc_using_asset_store_website` page, in order to be able to
submit assets to the Asset Store, 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 Store
are accepted. However, in order for your asset to be accepted, there
are a few requirements it 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
Store 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
store 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 Asset Store 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 Store.
/** 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 Store 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, click on **Upload Asset** on the top right of the website.
It will take you to the following page:
.. image:: img/asset_store_submit.webp
Here is a breakdown of each field:
* **Publisher**: This is the public name associated with the asset. For example, the
XR Tools asset has the publisher "Godot XR".
* **Publisher Name**: The name of the new publisher you are creating.
* **Publisher URL Slug**: how the publisher will appear in its link. For example,
the XR Tools asset has the following URL: ``https://store.godotengine.org/asset/godot-xr/godot-xr-tools/``
The publisher URL Slug in that is "godot-xr".
* **Asset Name**: The name of your asset. Should be a unique, descriptive title of
what your asset is.
* **Asset URL**: How the asset will be named in its link. For example,
the XR Tools asset has the following URL: ``https://store.godotengine.org/asset/godot-xr/godot-xr-tools/``
The asset URL for that link is "godot-xr-tools".
After filling out those fields, agree to the terms of service after reading them,
and click "Continue". You will be brought to the asset's management page, where
you can edit almost everything about how it will appear on the store, as well as
upload different versions.
.. image:: img/asset_store_management.webp
Management pages
----------------
Overview
~~~~~~~~
The overview tab lets you submit your asset for review. You can also view
analytics including how many times it's been downloaded, page visits, and the number
of people who have added it to their library.
You can also delete the asset at the bottom of the page from this tab.
Settings
~~~~~~~~
This tab is where you set up the following general information about your asset:
* Asset Summary
* Detailed description
* Tags
* Asset type (Full Project or Addon)
* License
* Link to source code
* AI usage disclosure (This is **mandatory** if you use AI)
Media
~~~~~
The media tab is where you upload your thumbnail, screenshots, an image for
the featured page if you want, and link to a YouTube video if you have one.
Versions
~~~~~~~~
This is where you upload the actual asset files. For each version you upload you can
give it a name, write a changelog, and specify the minimum Godot version (and
maximum if applicable). There is also an additional information field for anything
miscellaneous.
Each individual version has a maximum file size of 1GB.
Pricing
~~~~~~~
While paid assets can't be uploaded yet, there are some settings relevant to free
assets. You can link to another website where you accept donations, such as Patreon
or Ko-Fi. You can also disable reviews if you want (in the future paid assets will
**not** have this option).
Submitting for review
---------------------
Once you are done, press "Submit". Your asset will be entered into the review queue.
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.

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.. _doc_using_asset_store_website:
Using the Asset Store Website
=============================
Overview
~~~~~~~~
As mentioned before, you can access the web frontend of the Asset Store on
`Godot's official website <https://store.godotengine.org>`_.
This is what it looks like when you first visit it:
.. image:: img/asset_store_website.webp
Searching
~~~~~~~~~
The search bar at the top of the page can be used to find assets. You can either
type in the name of something specific you're looking for, or a tag such as ``2D``.
.. image:: img/asset_store_search.webp
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.
You can also click on any tag a project has to pull up a search of other assets with
that tag.
Breakdown of an asset
~~~~~~~~~~~~~~~~~~~~~
Now let's take a look at what an asset's page looks like and what it contains.
.. image:: img/asset_store_asset.webp
You'll immediately notice media showing off the asset in the center of the screen.
Below that are 3 tabs, the description, changelog, and reviews.
The panel on the left is where you'll find the asset author, tags, license, source
code link if applicable, download button, and the option to add it to your library
if you're logged in.
If you are logged in, there will be a "Flag this Asset" button below this panel. Use
this to report the asset if there's an issue that may warrant removal, such as
copyright infringement, theft, or impersonation. This is **not** for bug reports
for the asset itself.
Registering and logging in
~~~~~~~~~~~~~~~~~~~~~~~~~~
In order to upload assets to the Asset Store, leave reviews on assets, and report
assets, you need to login. You do **not** need to be logged in to browse and
download the assets.
The login/registration page can be accessed from any page, just click the button on
the top right of the website, next to the "upload asset" button.
.. image:: img/login_button.webp
There are several options for logging in using other accounts you may already have,
such as GitHub and GitLab, or you can create a new account specifically for the
Asset Store.
.. image:: img/login_options.webp

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.. _doc_using_asset_store_editor:
Using the Asset Store in the Engine
===================================
Accessing it
------------
The Asset Store can be accessed from within Godot from the project manager.
.. image:: img/asset_store_editor_projects.webp
As well as within the editor.
.. image:: img/asset_store_editor_workspace.webp
The Project Manager's :button:`Asset Store` tab will only display assets that are
standalone projects. This is denoted on the Asset Store with the *Template* tag.
The editor's :button:`Asset Store` tab will only display assets that are *not* standalone
projects. In other words, it will display assets from all categories except *Templates*.
If this is the first time you've ever needed the engine to access the internet,
you'll need to click the :button:`Go Online` button.
.. image:: img/go_online.webp
Downloading and installing assets
---------------------------------
Click on an asset, and Godot will fetch info about it from the Asset Store. Once
it's finished, you will see a window similar to what the Asset Store website looks
like, with some differences:
.. image:: img/asset_store_editor.webp
Similarly to the web version of the Asset Store, here you can search for assets by
category or name, and sort them by things such as name or edit date. Unlike when
using the web frontend, the search results are updated in real-time (you do not have
to press :button:`Search` after every change to your search query for the changes to
take effect).
When you click on an asset, you will see more information about it.
.. image:: img/asset_store_editor_asset.webp
If you click on the :button:`Download` 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 :button:`Retry` button.
When it finishes downloading, the Configure Asset window will open automatically.
.. image:: img/asset_store_editor_configure.webp
Here you can see a list of all the files that will be installed. If you click on the
arrow on the top left, it will open a window where you can tick off any of the files
that you do not wish to install. Any files that can't be installed will be shown in
red, and hovering over them will show you a message stating why it cannot be
installed.
.. image:: img/asset_store_editor_installer_error.webp
Once you are done, you can press the :button:`Install` button, which will unzip all the
files in the archive, and import any assets contained in it, such as images or
3D models. Once this is done, you should see a message stating that the package
installation is complete.
.. image:: img/asset_store_editor_installer_success.webp
You may also use the :button:`Import` button to import asset archives obtained
elsewhere (such as downloading them directly from the Asset Store web frontend),
which will take you through the same package installation procedure as with the
assets downloaded directly via Godot that we just covered.

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.. _doc_what_is_asset_store:
About the Asset Store
=======================
Overview
--------
The Godot Asset Store is a repository of user-submitted Godot addons, scripts,
tools, and other resources, collectively referred to as assets. They're available
for download to all Godot users directly from within the engine, but can also be
accessed at Godot's `official website <https://store.godotengine.org>`_.
This set of pages will cover how to use the Asset Store (both from inside Godot, and
on the website), how you can submit your own assets, and what the guidelines for
submission are.
Please note that the Asset Store is currently in beta. It may have various pain
points, bugs, and usability issues. The code for the store itself is currently
private, you can however submit bug reports and discuss new features `here <https://github.com/godotengine/godot-asset-store-tracker>`_.
Types of assets
---------------
There are, broadly, two different types of assets you can post.
* Assets labeled as "Templates" appear under the "Asset Store" tab in the Godot
Project Manager. These assets are standalone Godot projects that can run by
themselves.
* Other assets show up inside the Godot editor under the "Asset Store"
main screen tab, next to "2D", "3D", and "Script". These assets are
meant to be downloaded and placed into an existing Godot project.
The old Asset library
---------------------
The Asset Store is the successor to the Asset Library. For now the library remains
online and accessible. Assets have **not** been moved over to the new Asset Store
automatically. All authors must re-upload their assets to the new store.

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:name: sec-community
community/asset_library/index
community/asset_store/index
community/channels
community/tutorials