Add Asset Library Submission Guidelines (#3240)

Update tutorials/assetlib/uploading_to_assetlib.rst

Co-authored-by: Andrii Doroshenko <xrayez@gmail.com>
This commit is contained in:
Aaron Franke
2020-03-10 23:28:21 -04:00
committed by GitHub
parent 5b39f781ae
commit a1fc2a4b10
2 changed files with 74 additions and 5 deletions

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@@ -13,6 +13,67 @@ 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.
* 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.
* Do not set the download commit to "master". The asset library validates
all assets with a SHA256 hash, so the version hosted on GitHub needs
to be *exactly* the same. Instead of "master", either specify a commit
hash, or tag versions and specify a version number.
* Use proper English for the name and description of your asset.
This includes using correct capitalization, and using full
sentences in the description.
* 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.
* 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 your asset is a library for working with other files,
consider including example files in the asset.
* The icon should be a square, its aspect ratio should be 1:1. It should
also ideally have a minimum resolution of 64x64 pixels.
* 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
----------
@@ -102,9 +163,4 @@ You may have some luck accelerating the approval process by messaging the
moderators/assetlib reviewers on IRC (the #godotengine-atelier channel on Freenode),
or the official Discord server.
Submission guidelines
---------------------
[TODO]
.. |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
and usability issues. As with all Godot projects, the code repository is available on `GitHub <https://github.com/godotengine/godot-asset-library>`_,
where you can submit pull requests and issues, so please do not hesitate to visit it!
Types of assets
---------------
Be aware that there are, broadly, two different types of assets you can post.
* Assets labeled as "Templates", "Projects", or "Demos" appear under
the "Templates" tab in the Godot project manager. These assets are
standalone Godot projects that can run by themselves.
* Other assets show up inside of the Godot editor under the "AssetLib"
main screen tab, next to "2D", "3D", and "Script". These assets are
meant to be downloaded and placed into an existing Godot project.
Frequently asked questions
--------------------------