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Add Asset Library Submission Guidelines (#3240)
Update tutorials/assetlib/uploading_to_assetlib.rst Co-authored-by: Andrii Doroshenko <xrayez@gmail.com>
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@@ -13,6 +13,67 @@ As mentioned in the :ref:`doc_using_assetlib` document, in order to be able to
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submit assets to the AssetLib, 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 library
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are accepted. However, in order for your asset to be accepted, there
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are a few requirements your asset 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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* 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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library must match the license in the repository.
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* Do not set the download commit to "master". The asset library validates
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all assets with a SHA256 hash, so the version hosted on GitHub needs
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to be *exactly* the same. Instead of "master", either specify a commit
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hash, or tag versions and specify a version number.
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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.
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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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library a better place for all users.
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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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* 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 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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* The icon should be a square, its aspect ratio should be 1:1. It should
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also ideally have a minimum resolution of 64x64 pixels.
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* While the asset library 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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@@ -102,9 +163,4 @@ You may have some luck accelerating the approval process by messaging the
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moderators/assetlib reviewers on IRC (the #godotengine-atelier channel on Freenode),
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or the official Discord server.
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Submission guidelines
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---------------------
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[TODO]
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.. |image0| image:: ./img/assetlib_submit.png
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@@ -25,6 +25,19 @@ Please note that the AssetLib is relatively young - it may have various pain poi
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and usability issues. As with all Godot projects, the code repository is available on `GitHub <https://github.com/godotengine/godot-asset-library>`_,
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where you can submit pull requests and issues, so please do not hesitate to visit it!
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Types of assets
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---------------
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Be aware that there are, broadly, two different types of assets you can post.
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* Assets labeled as "Templates", "Projects", or "Demos" appear under
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the "Templates" tab in the Godot project manager. These assets are
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standalone Godot projects that can run by themselves.
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* Other assets show up inside of the Godot editor under the "AssetLib"
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main screen tab, next to "2D", "3D", and "Script". These assets are
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meant to be downloaded and placed into an existing Godot project.
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Frequently asked questions
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--------------------------
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