111 lines
5.2 KiB
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111 lines
5.2 KiB
ReStructuredText
.. _doc_uploading_to_assetlib:
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Submitting to the Asset Library
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===============================
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Introduction
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------------
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This tutorial aims to serve as both a guide on how you can submit your own assets
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to the Godot Asset Library and share them with the Godot community.
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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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Submitting
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----------
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Once you are logged in, you will be able to head over to the "Submit Assets" page
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of the AssetLib, which will look like this:
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|image0|
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While it may look like a lot (and there is more as you scroll down), each field is
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described in terms of what you should put in. We will nonetheless go over what
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is required in the submission form here as well.
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* **Asset Name**:
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The name of your asset. Should be a unique, descriptive title of
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what your asset is.
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* **Category**:
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The category that your asset belongs to, and will be shown in
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search results. The category is split into **Addons** and **Projects**.
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In-editor, assets of the Project type (Templates, Demos, Projects) only show
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up when viewing the AssetLib from the Project Manager, while assets of the
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Addon type will only be visible from inside a project.
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* **Godot version**:
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The version of the engine that the asset works with.
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Currently it's not possible to have a single asset entry contain downloads for
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multiple engine versions, so you may need to re-submit the asset multiple times,
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with an entry for each Godot version it supports. This is particularly important
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when dealing with major versions of the engine, such as Godot 2.x and Godot 3.x.
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* **Version**:
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The version number of the asset. While you are free to choose
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and use any versioning scheme that you like, you may want to look into
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something such as `SemVer <https://semver.org>`_ if you want your asset's
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versioning scheme to be clear and consistent. Note that there is also an
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internal version number, incremented every time the asset download URL is
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changed/updated.
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* **Repository host**:
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Assets uploaded to the AssetLib are not hosted on it
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directly, and instead point to repositories hosted on third-party Git providers,
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such as GitHub, GitLab or Bitbucket. This is where you choose which provider
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your asset uses, so the final download link can be computed.
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* **Repository URL**:
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The URL to your asset's files/webpage. This will vary
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based on your choice of provider, but it should look similar to `https://github.com/<user>/<project>`.
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* **Issues URL**:
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The URL to your asset's issue tracker. Again, this will differ
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from repository host to repository host, but will likely look similar to
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`https://github.cmo/<user>/<project>/issues`. You may leave this field empty
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if you use your provider's issue tracker, and it's part of the same repository.
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* **Download Commit/Tag**:
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The commit or tag of the asset. For example,
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`b1d3172f89b86e52465a74f63a74ac84c491d3e1` or `v1.0`. From this, the actual
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download URL will be computed.
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* **Icon URL**:
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The URL to your asset's icon (which will be used as a thumbnail
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in the AssetLib search results, and on the asset's page). Should be an image
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in either the PNG or JPG format.
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* **License**:
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The license under which you are distributing the asset. The list
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includes a variety of free and open-source software liceses, such as GPL
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(v2 and v3), MIT, BSD and Boost Software License. You can visit `OpenSource.org <https://opensource.org>`_
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for a detailed description of each of the listed licenses.
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* **Description**:
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Finally, you can use the Description field for a textual
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overview of your asset, its features and behavior, a changelog, et cetera. In the
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future, formatting with Markdown will be supported, but currently, your only
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option is plain text.
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You may also include up to three video and/or image previews, which will be shown
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at the bottom of the asset page. Use the "Enable" checkbox on each of the preview
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submission boxes to enable them.
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* **Type**:
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Either an image, or a video.
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* **Image/YouTube URL**:
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Either a link to the image, or to a video, hosted on YouTube.
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* **Thumbnail URL**:
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An URL to a image that will be used as a thumbnail for the
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preview. This option will be removed eventually, and thumbnails will be automatically
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computed instead.
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Once you are done, hit Submit. Your asset will be entered into the pending queue,
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which you can visit on the AssetLib `here <https://godotengine.org/asset-library/asset/edit?&asset=-1>`_ . The approval process is manual and may
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take up to a few days for your addon to be accepted (or rejected), so please
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be patient! You will be informed when your asset is reviewed. If it was rejected,
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you will be told why that may have been, and you will be able to submit it again
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with the appropriate changes.
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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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