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86
community/asset_store/faq.rst
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.. _doc_submitting_to_assetstore_faq:
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Frequently asked questions
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==========================
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General store questions
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-----------------------
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I found a bug in the store website, where do I report it?
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Please report it in the `asset store tracker repository <https://github.com/godotengine/godot-asset-store-tracker>`_.
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Is there anywhere I can suggest new features or improvements to the store itself?
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Yes! Please open an issue in the `asset store tracker repository <https://github.com/godotengine/godot-asset-store-tracker>`_.
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How do I report an asset for theft/copyright infringement/malicious code?
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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At the bottom of the assets page, below the panel on the right, there is a
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"Flag This Asset" button. You **must** be logged in to use it.
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I can't find an addon I download before when this was the Asset Library, was everything old removed?
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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While the Asset Store is the successor to the Asset Library, assets from there were
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not moved over automatically. If you don't see it, the author didn't re-upload it.
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For now, the `Asset Library website <https://godotengine.org/asset-library/asset>`_
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is still online, and you can download it there.
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Asset submission questions
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--------------------------
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Can I charge money for my assets?
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Not currently, however that is planned and on the `roadmap <https://store.godotengine.org/roadmap/>`_.
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I consider my addon in the early alpha or beta stage of development, can I upload it?
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Yes. You are allowed to upload your addon even if you feel it hasn't reached 1.0
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functionality. However we do ask that whatever releases you put on the store are
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functional. For example, say you've only implemented 4 of your 10 features but those
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4 do work (doesn't have to be bug free), that is functional. In comparison, an addon
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that adds numerous buttons to the editor that don't do anything if you click on them
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is non-functional.
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Can I link to a Patreon, Ko-Fi, or other 3rd party site to support development?
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Yes. During the submission process you can set up a donate button to link to a
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donation site. If you have multiple then you can link the others in the description.
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Can I submit an addon that only works in Godot 3?
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Yes.
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I have an addon with a Godot 3 and Godot 4 version, do I submit it twice?
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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That is what we recommend. Alternatively, you can submit it as a second version for
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a single asset, however be aware that may cause confusion among users.
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Is there a size limit?
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~~~~~~~~~~~~~~~~~~~~~~
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Yes, a single version of an asset has a maximum size of 1GB.
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Can I upload AI generated assets or code?
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Yes, however you must disclose what is AI generated, and how AI was used during the
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creation process when submitting the asset.
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"AI" refers to any LLM/generative AI model like ChatGPT, Claude, Grok, etc., or any
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other models that fulfill the same role.
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If you're altering something AI generated, or using something AI generated inside of
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something created manually, that still counts and you must disclose it. For example,
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if you AI generate an image, and then tweak it manually afterwards. Or if you AI
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generate an image and put it inside a human created image, for example an AI
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painting in a drawing of a room.
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BIN
community/asset_store/img/asset_store_asset.webp
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community/asset_store/img/asset_store_editor.webp
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community/asset_store/img/asset_store_editor_asset.webp
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community/asset_store/img/asset_store_editor_configure.webp
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community/asset_store/img/asset_store_editor_projects.webp
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community/asset_store/img/asset_store_editor_workspace.webp
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community/asset_store/img/asset_store_management.webp
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community/asset_store/img/asset_store_search.webp
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community/asset_store/img/asset_store_submit.webp
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community/asset_store/img/asset_store_website.webp
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After Width: | Height: | Size: 801 KiB |
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community/asset_store/img/go_online.webp
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After Width: | Height: | Size: 2.6 KiB |
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community/asset_store/img/login_button.webp
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After Width: | Height: | Size: 2.5 KiB |
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community/asset_store/img/login_options.webp
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14
community/asset_store/index.rst
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:allow_comments: False
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Asset Store
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===========
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.. toctree::
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:maxdepth: 1
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:name: toc-learn-features-assetstore
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what_is_asset_store
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using_asset_store_website
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using_in_editor
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submitting_to_asset_store
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faq
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212
community/asset_store/submitting_to_asset_store.rst
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.. _doc_submitting_to_asset_store:
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Submitting to the Asset Store
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=============================
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Introduction
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------------
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This tutorial aims to serve as a guide on how you can submit your own assets
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to the `Godot Asset Store <https://store.godotengine.org/>`_
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and share them with the Godot community.
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As mentioned in the :ref:`doc_using_asset_store_website` page, in order to be able to
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submit assets to the Asset Store, you need to have a registered account, and be
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logged in.
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Submission guidelines
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---------------------
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Before submitting your asset, please ensure it follows all of the
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requirements, and also consider following the recommendations.
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Requirements
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~~~~~~~~~~~~
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Generally speaking, most assets people submit to the Asset Store
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are accepted. However, in order for your asset to be accepted, there
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are a few requirements it needs to meet to be approved.
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* The asset must **work**. If the asset doesn't run or otherwise doesn't
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work in the specified Godot version, then it will be rejected.
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* The asset must have a proper **.gitignore** file. It's important to
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keep redundant data out of the repository.
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`Here's a template. <https://raw.githubusercontent.com/aaronfranke/gitignore/godot/Godot.gitignore>`_
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* No **submodules**, or any submodules must be non-essential. GitHub
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does not include submodules in the downloaded ZIP file, so if the
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asset needs the contents of the submodule, your asset won't work.
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* The **license** needs to be correct. The license listed on the Asset
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Store must match the license in the repository. The repo **must**
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have a license file, called either "LICENSE" or "LICENSE.md".
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This file must contain the license text itself and a copyright
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statement that includes the year(s) and copyright holder.
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* Use proper **English** for the name and description of your asset.
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This includes using correct capitalization, and using full
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sentences in the description. You can also include other languages,
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but there should at least be an English version.
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* The icon link must be a **direct link**. For icons hosted on GitHub, the
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link must start with "raw.githubusercontent.com", not "github.com".
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Recommendations
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~~~~~~~~~~~~~~~
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These things are not required for your asset to be approved, but
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if you follow these recommendations, you can help make the asset
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store a better place for all users.
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* When creating non-project assets, it is common practice to place your files
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inside of an **addons/asset_name/** folder. Do this to avoid having your files
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clash with other assets, or with the files of users installing your asset.
|
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This folder will **not** be automatically generated when a user installs your asset.
|
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* Fix or suppress all script **warnings**. The warning system is there to
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help identify issues with your code, but people using your asset
|
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don't need to see them.
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|
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* Make your code conform to the official **style guides**. Having a
|
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consistent style helps other people read your code, and it also helps
|
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if other people wish to contribute to your asset. See the
|
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:ref:`doc_gdscript_styleguide` or the :ref:`doc_c_sharp_styleguide`.
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* If you have screenshots in your repo, place them in their own subfolder
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and add an empty **.gdignore** file in the same folder (note: **gd**, not **git**).
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This prevents Godot from importing your screenshots.
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On Windows, open a command prompt in the project folder and run
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``type nul > .gdignore`` to create a file whose name starts with a period.
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* If your asset is a library for working with other files,
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consider including **example files** in the asset.
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* Consider adding a **.gitattributes** file to your repo. This file allows
|
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giving extra instructions to Git, such as specifying line endings and listing
|
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files not required for your asset to function with the ``export-ignore``
|
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directive. This directive removes such files from the resulting ZIP file,
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preventing them from being downloaded by Asset Store users.
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These are common examples of **.gitattributes**:
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.. tabs::
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.. tab:: Projects / Templates
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.. code-block:: shell
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# Normalize line endings for all files that Git considers text files.
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* text=auto eol=lf
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.. tab:: Addons / Asset Packs
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.. code-block:: shell
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# Normalize line endings for all files that Git considers text files.
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* text=auto eol=lf
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# Only include the addons folder when downloading from the Asset Store.
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/** export-ignore
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/addons !export-ignore
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/addons/** !export-ignore
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* If you are submitting a plugin, add a **copy** of your license and readme
|
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to the plugin folder itself. This is the folder that users are guaranteed to
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keep with their project, so a copy ensures they always have those files handy
|
||||
(and helps them fulfill your licensing terms).
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|
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* While the Asset Store allows more than just GitHub, consider
|
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hosting your asset's source code on **GitHub**. Other services may not
|
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work reliably, and a lack of familiarity can be a barrier to contributors.
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Submitting
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----------
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Once you are logged in, click on **Upload Asset** on the top right of the website.
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It will take you to the following page:
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.. image:: img/asset_store_submit.webp
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Here is a breakdown of each field:
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* **Publisher**: This is the public name associated with the asset. For example, the
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XR Tools asset has the publisher "Godot XR".
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|
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* **Publisher Name**: The name of the new publisher you are creating.
|
||||
|
||||
* **Publisher URL Slug**: how the publisher will appear in its link. For example,
|
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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
|
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what your asset is.
|
||||
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||||
* **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/``
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The asset URL for that link is "godot-xr-tools".
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After filling out those fields, agree to the terms of service after reading them,
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and click "Continue". You will be brought to the asset's management page, where
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you can edit almost everything about how it will appear on the store, as well as
|
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upload different versions.
|
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.. image:: img/asset_store_management.webp
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Management pages
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----------------
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Overview
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||||
~~~~~~~~
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The overview tab lets you submit your asset for review. You can also view
|
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analytics including how many times it's been downloaded, page visits, and the number
|
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of people who have added it to their library.
|
||||
|
||||
You can also delete the asset at the bottom of the page from this tab.
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||||
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||||
Settings
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||||
~~~~~~~~
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||||
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This tab is where you set up the following general information about your asset:
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||||
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||||
* Asset Summary
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||||
* Detailed description
|
||||
* Tags
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* 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
|
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the featured page if you want, and link to a YouTube video if you have one.
|
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|
||||
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.
|
||||
64
community/asset_store/using_asset_store_website.rst
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.. _doc_using_asset_store_website:
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||||
|
||||
Using the Asset Store Website
|
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=============================
|
||||
|
||||
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
|
||||
73
community/asset_store/using_in_editor.rst
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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.
|
||||
40
community/asset_store/what_is_asset_store.rst
Normal file
@@ -0,0 +1,40 @@
|
||||
.. _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.
|
||||