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213 lines
7.9 KiB
ReStructuredText
.. _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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* 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
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(and helps them fulfill your licensing terms).
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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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* **Publisher Name**: The name of the new publisher you are creating.
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* **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/``
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The publisher URL Slug in that is "godot-xr".
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* **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,
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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.
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You can also delete the asset at the bottom of the page from this tab.
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Settings
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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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* Asset Summary
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* Detailed description
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* Tags
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* Asset type (Full Project or Addon)
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* License
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* Link to source code
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* AI usage disclosure (This is **mandatory** if you use AI)
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Media
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~~~~~
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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
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~~~~~~~~
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This is where you upload the actual asset files. For each version you upload you can
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give it a name, write a changelog, and specify the minimum Godot version (and
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maximum if applicable). There is also an additional information field for anything
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miscellaneous.
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Each individual version has a maximum file size of 1GB.
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Pricing
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~~~~~~~
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While paid assets can't be uploaded yet, there are some settings relevant to free
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assets. You can link to another website where you accept donations, such as Patreon
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or Ko-Fi. You can also disable reviews if you want (in the future paid assets will
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**not** have this option).
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Submitting for review
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---------------------
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Once you are done, press "Submit". Your asset will be entered into the review queue.
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You will be informed when your asset is reviewed. If it was rejected, you will be
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told why that may have been, and you will be able to submit it again with the
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appropriate changes.
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