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@ -1,10 +0,0 @@
|
||||
Asset Library
|
||||
=============
|
||||
|
||||
.. toctree::
|
||||
:maxdepth: 1
|
||||
:name: toc-learn-features-assetlib
|
||||
|
||||
what_is_assetlib
|
||||
using_assetlib
|
||||
submitting_to_assetlib
|
@ -1,214 +0,0 @@
|
||||
.. _doc_submitting_to_assetlib:
|
||||
|
||||
Submitting to the Asset Library
|
||||
===============================
|
||||
|
||||
Introduction
|
||||
------------
|
||||
|
||||
This tutorial aims to serve as a guide on how you can submit your own assets
|
||||
to the `Godot Asset Library <https://godotengine.org/asset-library/asset>`_
|
||||
and share them with the Godot community.
|
||||
|
||||
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.
|
||||
|
||||
* The asset must have a proper **.gitignore** file. It's important to
|
||||
keep redundant data out of the repository.
|
||||
`Here's a template. <https://raw.githubusercontent.com/aaronfranke/gitignore/godot/Godot.gitignore>`_
|
||||
|
||||
* 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. The repo MUST
|
||||
have a license file, called either "LICENSE" or "LICENSE.md".
|
||||
This file must contain the license text itself and a copyright
|
||||
statement that includes the year(s) and copyright holder.
|
||||
|
||||
* Use proper **English** for the name and description of your asset.
|
||||
This includes using correct capitalization, and using full
|
||||
sentences in the description. You can also include other languages,
|
||||
but there should at least be an English version.
|
||||
|
||||
* 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 you have screenshots in your repo, place them in their own subfolder
|
||||
and add an empty **.gdignore** file in the same folder (note: **gd**, not **git**).
|
||||
This prevents Godot from importing your screenshots.
|
||||
On Windows, open a command prompt in the project folder and run
|
||||
``type nul > .gdignore`` to create a file whose name starts with a period.
|
||||
|
||||
* If your asset is a library for working with other files,
|
||||
consider including **example files** in the asset.
|
||||
|
||||
* Consider adding a **.gitattributes** file to your repo. This file allows
|
||||
giving extra instructions to Git, such as specifying line endings and listing
|
||||
files not required for your asset to function with the ``export-ignore``
|
||||
directive. This directive removes such files from the resulting ZIP file,
|
||||
preventing them from being downloaded by the asset library users.
|
||||
These are common examples of **.gitattributes**:
|
||||
|
||||
.. tabs::
|
||||
|
||||
.. tab:: Projects / Templates
|
||||
|
||||
.. code-block:: shell
|
||||
|
||||
# Normalize line endings for all files that Git considers text files.
|
||||
* text=auto eol=lf
|
||||
|
||||
.. tab:: Addons / Asset Packs
|
||||
|
||||
.. code-block:: shell
|
||||
|
||||
# Normalize line endings for all files that Git considers text files.
|
||||
* text=auto eol=lf
|
||||
|
||||
# Only include the addons folder when downloading from the Asset Library.
|
||||
/** export-ignore
|
||||
/addons !export-ignore
|
||||
/addons/** !export-ignore
|
||||
|
||||
* If you are submitting a plugin, add a **copy** of your license and readme
|
||||
to the plugin folder itself. This is the folder that users are guaranteed to
|
||||
keep with their project, so a copy ensures they always have those files handy
|
||||
(and helps them fulfill your licensing terms).
|
||||
|
||||
* 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
|
||||
----------
|
||||
|
||||
Once you are logged in, you will be able to head over to the "Submit Assets" page
|
||||
of the AssetLib, which will look like this:
|
||||
|
||||
|image0|
|
||||
|
||||
While it may look like a lot (and there is more as you scroll down), each field is
|
||||
described in terms of what you should put in. We will nonetheless go over what
|
||||
is required in the submission form here as well.
|
||||
|
||||
* **Asset Name**:
|
||||
The name of your asset. Should be a unique, descriptive title of
|
||||
what your asset is.
|
||||
* **Category**:
|
||||
The category that your asset belongs to, and will be shown in
|
||||
search results. The category is split into **Addons** and **Projects**.
|
||||
In-editor, assets of the Project type (Templates, Demos, Projects) only show
|
||||
up when viewing the AssetLib from the Project Manager, while assets of the
|
||||
Addon type will only be visible from inside a project.
|
||||
* **Godot version**:
|
||||
The version of the engine that the asset works with.
|
||||
Currently, it's not possible to have a single asset entry contain downloads for
|
||||
multiple engine versions, so you may need to re-submit the asset multiple times,
|
||||
with an entry for each Godot version it supports. This is particularly important
|
||||
when dealing with major versions of the engine, such as Godot 2.x and Godot 3.x.
|
||||
* **Version**:
|
||||
The version number of the asset. While you are free to choose
|
||||
and use any versioning scheme that you like, you may want to look into
|
||||
something such as `SemVer <https://semver.org>`_ if you want your asset's
|
||||
versioning scheme to be clear and consistent. Note that there is also an
|
||||
internal version number, incremented every time the asset download URL is
|
||||
changed or updated.
|
||||
* **Repository host**:
|
||||
Assets uploaded to the AssetLib are not hosted on it
|
||||
directly. Instead, they point to repositories hosted on third-party Git providers,
|
||||
such as GitHub, GitLab or Bitbucket. This is where you choose which provider
|
||||
your asset uses, so the site can compute the final download link.
|
||||
* **Repository URL**:
|
||||
The URL to your asset's files/webpage. This will vary
|
||||
based on your choice of provider, but it should look similar to `https://github.com/<user>/<project>`.
|
||||
* **Issues URL**:
|
||||
The URL to your asset's issue tracker. Again, this will differ
|
||||
from repository host to repository host, but will likely look similar to
|
||||
`https://github.com/<user>/<project>/issues`. You may leave this field empty
|
||||
if you use your provider's issue tracker, and it's part of the same repository.
|
||||
* **Download Commit**:
|
||||
The commit of the asset. For example,
|
||||
`b1d3172f89b86e52465a74f63a74ac84c491d3e1`. The site computes
|
||||
the actual download URL from this.
|
||||
* **Icon URL**:
|
||||
The URL to your asset's icon (which will be used as a thumbnail
|
||||
in the AssetLib search results and on the asset's page). Should be an image
|
||||
in either the PNG or JPG format.
|
||||
* **License**:
|
||||
The license under which you are distributing the asset. The list
|
||||
includes a variety of free and open-source software licenses, such as GPL
|
||||
(v2 and v3), MIT, BSD and Boost Software License. You can visit `OpenSource.org <https://opensource.org>`_
|
||||
for a detailed description of each of the listed licenses.
|
||||
* **Description**:
|
||||
Finally, you can use the Description field for a textual
|
||||
overview of your asset, its features and behavior, a changelog, et cetera. In the
|
||||
future, formatting with Markdown will be supported, but currently, your only
|
||||
option is plain text.
|
||||
|
||||
You may also include up to three video and/or image previews, which will be shown
|
||||
at the bottom of the asset page. Use the "Enable" checkbox on each of the preview
|
||||
submission boxes to enable them.
|
||||
|
||||
* **Type**:
|
||||
Either an image, or a video.
|
||||
* **Image/YouTube URL**:
|
||||
Either a link to the image, or to a video, hosted on YouTube.
|
||||
* **Thumbnail URL**:
|
||||
A URL to an image that will be used as a thumbnail for the
|
||||
preview. This option will be removed eventually, and thumbnails will be automatically
|
||||
computed instead.
|
||||
|
||||
Once you are done, press "Submit". Your asset will be entered into the review queue.
|
||||
You can check all assets currently pending a review `here <https://godotengine.org/asset-library/asset/edit?&asset=-1>`_ .
|
||||
The approval process is manual and may take up to a few days for your asset to be accepted (or rejected), so please
|
||||
be patient!
|
||||
|
||||
.. note::
|
||||
|
||||
You may have some luck accelerating the approval process by messaging the
|
||||
moderators and AssetLib reviewers on the `Godot Contributors Chat <https://chat.godotengine.org/>`_,
|
||||
or the official Discord server.
|
||||
|
||||
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.
|
||||
|
||||
.. |image0| image:: img/assetlib_submit.png
|
@ -1,201 +0,0 @@
|
||||
.. _doc_using_assetlib:
|
||||
|
||||
Using the Asset Library
|
||||
=======================
|
||||
|
||||
On the website
|
||||
--------------
|
||||
|
||||
Overview
|
||||
~~~~~~~~
|
||||
|
||||
As mentioned before, you can access the web frontend of the Asset Library on
|
||||
`Godot's official website <https://godotengine.org/asset-library/asset>`_.
|
||||
This is what it looks like when you first visit it:
|
||||
|
||||
|image0|
|
||||
|
||||
At the top, you see the **header**, which takes you to various other parts of the
|
||||
AssetLib - at the moment, it's empty, as we are not logged in.
|
||||
|
||||
Searching
|
||||
~~~~~~~~~
|
||||
|
||||
In the center is the **search bar + settings** section, and the **assets** section
|
||||
below it - this lets you filter out certain kinds of assets based on a host
|
||||
of criteria. These include the asset **category** (such as 2D tools, scripts
|
||||
and demos), **engine version** they are intended for, **sorting order** (by
|
||||
update date, by name, etc.) and **support level**.
|
||||
|
||||
While most other filter settings should be fairly self-explanatory, it's worth
|
||||
going over what "support level" means in the Asset Library.
|
||||
Currently there are three support levels, and each asset can belong to only one.
|
||||
|
||||
**Official** assets are created and maintained by the official Godot Engine
|
||||
developers. Currently, these include the official engine demos, which showcase
|
||||
how various areas of the engine work.
|
||||
|
||||
**Community** assets are submitted and maintained by the members of the
|
||||
Godot community.
|
||||
|
||||
**Testing** assets are works-in-progress, and may contain bugs and usability
|
||||
issues. They are not recommended for use in serious projects, but you are
|
||||
encouraged to download, test them, and submit issues to the original authors.
|
||||
|
||||
You can mix and match any of the search filters and criteria, and upon clicking
|
||||
the Search button, receive the list of all assets in the Library that match them.
|
||||
|
||||
|image1|
|
||||
|
||||
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.
|
||||
|
||||
Breakdown of an asset
|
||||
~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
Now let's take a look at what an asset's page looks like and what it contains.
|
||||
|
||||
|image2|
|
||||
|
||||
1. Asset's thumbnail/icon.
|
||||
2. Asset's name.
|
||||
3. Current version number of the asset.
|
||||
4. Asset's category, Godot version, and support status.
|
||||
5. Asset's original author/submitter.
|
||||
6. The license the asset is distributed under.
|
||||
7. The date of the asset's latest edit/update.
|
||||
8. A textual description of the asset.
|
||||
9. Links related to the asset (download link, file list, issue tracker).
|
||||
10. Images and videos showcasing the asset.
|
||||
|
||||
Registering and logging in
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
In order to upload assets to the AssetLib, you need to be logged in, and to do
|
||||
that, you need a registered user account. In the future, this may also give you
|
||||
access to other features, such as commenting on or rating the existing assets.
|
||||
You do *not* need to be logged in to browse and download the assets.
|
||||
|
||||
The login/registration page can be accessed from the AssetLib header.
|
||||
|
||||
|image3|
|
||||
|
||||
From here, you can register your account, which requires a valid email address,
|
||||
a username, and a (preferably strong) password.
|
||||
|
||||
|image4|
|
||||
|
||||
Then, you can use your username and password to log in.
|
||||
|
||||
|image5|
|
||||
|
||||
This will change the look of the AssetLib header. Now you get access to a handful of
|
||||
new functions:
|
||||
|
||||
- The feed, which shows a list of status updates on your submitted assets (and possibly more in the future).
|
||||
- A list of your uploaded assets.
|
||||
- The ability to submit new assets.
|
||||
|
||||
|image6|
|
||||
|
||||
You can learn how to submit assets to the Library, and what the asset submission
|
||||
guidelines are, in the next part of this tutorial, :ref:`doc_submitting_to_assetlib`.
|
||||
|
||||
.. _doc_using_assetlib_editor:
|
||||
|
||||
In the editor
|
||||
-------------
|
||||
|
||||
.. note::
|
||||
|
||||
The editor will display different categories of assets depending on whether
|
||||
you're browsing the project manager's **Templates** tab or the editor's
|
||||
**AssetLib** tab.
|
||||
|
||||
The project manager's **Templates** tab will only display assets that are
|
||||
standalone projects by themselves. This is denoted on the asset library with
|
||||
the *Templates*, *Demos* and *Projects* categories.
|
||||
|
||||
The editor's **AssetLib** tab will only display assets that are *not* standalone
|
||||
projects by themselves. In other words, it will display assets from all
|
||||
categories except *Templates*, *Demos* and *Projects*.
|
||||
|
||||
You can also access the AssetLib directly from Godot:
|
||||
|
||||
|image7|
|
||||
|
||||
|image14|
|
||||
|
||||
Click on it, and Godot will fetch info about the assets from the AssetLib. Once
|
||||
it's finished, you will see a window similar to what the AssetLib website looks
|
||||
like, with some differences:
|
||||
|
||||
|image8|
|
||||
|
||||
Similarly to the web version of the AssetLib, here you can search
|
||||
for assets by category, name, and sort them by factors such as name or edit date.
|
||||
|
||||
Notably, you can only fetch assets for the current version of Godot you are running.
|
||||
Projects, Demos and Templates can be downloaded from the Project Manager
|
||||
view of the AssetLib. Addons (tools, scripts, materials etc.) can be downloaded from
|
||||
the in-project AssetLib and added to the current project.
|
||||
In addition, unlike when using the web frontend, the search results are updated
|
||||
in real-time (you do not have to press Search after every change to your search
|
||||
query for the changes to take place).
|
||||
|
||||
In the future, you will be able to choose a different AssetLib provider to fetch
|
||||
assets from (using the Site dropdown menu), however currently only the official
|
||||
`Godot website <https://godotengine.org>`_ version of the AssetLib is supported,
|
||||
as well as the version that may be running on your local machine's web server
|
||||
(the localhost option).
|
||||
|
||||
When you click on an asset, you will see more information about it.
|
||||
|
||||
|image9|
|
||||
|
||||
If you click on the Install 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 Retry button.
|
||||
|
||||
|image10|
|
||||
|
||||
When it finishes, you can proceed to install it using the Install button.
|
||||
This will bring up the Package Installer window.
|
||||
|
||||
|image11|
|
||||
|
||||
Here you can see a list of all the files that will be installed. You can tick off
|
||||
any of the files that you do not wish to install, and Godot will also inform you
|
||||
about any problems with files that it cannot install. These files will be shown
|
||||
in red, and hovering over them will show you a message stating why it cannot be
|
||||
installed.
|
||||
|
||||
|image12|
|
||||
|
||||
Once you are done, you can press the Install button, which will unzip all the
|
||||
files in the archive, and import any assets contained therein, such as images or
|
||||
3D models. Once this is done, you should see a message stating that the Package
|
||||
installation is complete.
|
||||
|
||||
|image13|
|
||||
|
||||
You may also use the Import button to import asset archives obtained
|
||||
elsewhere (such as downloading them directly from the AssetLib web frontend),
|
||||
which will take you through the same package installation procedure as with the
|
||||
assets downloaded directly via Godot that we just covered.
|
||||
|
||||
.. |image0| image:: img/assetlib_website.png
|
||||
.. |image1| image:: img/assetlib_search.png
|
||||
.. |image2| image:: img/assetlib_asset.png
|
||||
.. |image3| image:: img/assetlib_register-login.png
|
||||
.. |image4| image:: img/assetlib_register.png
|
||||
.. |image5| image:: img/assetlib_login.png
|
||||
.. |image6| image:: img/assetlib_login_header.png
|
||||
.. |image7| image:: img/assetlib_editor_workspace.png
|
||||
.. |image8| image:: img/assetlib_editor.png
|
||||
.. |image9| image:: img/assetlib_editor_asset.png
|
||||
.. |image10| image:: img/assetlib_editor_download.png
|
||||
.. |image11| image:: img/assetlib_editor_installer.png
|
||||
.. |image12| image:: img/assetlib_editor_installer_error.png
|
||||
.. |image13| image:: img/assetlib_editor_installer_success.png
|
||||
.. |image14| image:: img/assetlib_editor_projects.png
|
@ -1,50 +0,0 @@
|
||||
.. _doc_what_is_assetlib:
|
||||
|
||||
About the Asset Library
|
||||
=======================
|
||||
|
||||
The Godot Asset Library, otherwise known as the AssetLib, is a repository of
|
||||
user-submitted Godot addons, scripts, tools, and other resources, collectively referred
|
||||
to as assets. They're available to all Godot users for download directly from within the
|
||||
engine, but it can also be accessed at Godot's `official website <https://godotengine.org/asset-library/asset>`_.
|
||||
|
||||
On the surface, the Asset Library might look and function similar to asset
|
||||
stores available for other engines, such as Unity's Asset Store, or Unreal
|
||||
Engine's Marketplace, where you can submit both freely-available assets, as well
|
||||
as paid, commercial ones. In addition, often times such assets are distributed
|
||||
under non-free, proprietary licenses, limiting what you can do with them.
|
||||
|
||||
The Asset Library is different - all assets are distributed free of charge, and under
|
||||
a host of open-source licenses (such as the MIT license, the GPL, and the Boost Software License).
|
||||
This makes the AssetLib more similar to the software repositories of a Linux distribution.
|
||||
|
||||
This set of pages will cover how to use the AssetLib (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 AssetLib is relatively young - it may have various pain points, bugs,
|
||||
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
|
||||
--------------------------
|
||||
|
||||
Can paid assets be uploaded to the asset library?
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
Not to the official one, though in the future, there might be other asset
|
||||
libraries which allow it.
|
||||
That said, you are allowed to monetize and sell Godot assets outside the
|
||||
Asset Library.
|
@ -1,60 +0,0 @@
|
||||
.. _doc_community_channels:
|
||||
|
||||
Community channels
|
||||
==================
|
||||
|
||||
So, where is the Godot community and where can you ask questions and get help?
|
||||
|
||||
Note that some of these channels are run and moderated by members of the Godot community or third parties.
|
||||
|
||||
A brief overview over these and other channels is also available on the `Godot website <https://godotengine.org/community>`_.
|
||||
|
||||
Q&A
|
||||
---
|
||||
|
||||
- `Official Godot Questions & Answers <https://godotengine.org/qa/>`_
|
||||
|
||||
Rocket.Chat
|
||||
-----------
|
||||
|
||||
- `Godot Contributors Chat <https://chat.godotengine.org/>`_
|
||||
|
||||
IRC on Libera.Chat
|
||||
------------------
|
||||
|
||||
.. note::
|
||||
|
||||
As of January 2021, core developer chat has moved to the Godot Contributors Chat platform listed above.
|
||||
|
||||
- `General: #godotengine <https://web.libera.chat/?channels=#godotengine>`_
|
||||
|
||||
IRC is less active than Discord. Please stick around to get an answer, as
|
||||
it may take several hours for someone to see and answer your questions.
|
||||
|
||||
Other chats
|
||||
-----------
|
||||
|
||||
- `Discord <https://discord.gg/4JBkykG>`_
|
||||
- `Matrix (IRC compatible) <https://matrix.to/#/#godotengine:matrix.org>`_
|
||||
|
||||
Language-based communities
|
||||
--------------------------
|
||||
|
||||
See the `User groups <https://godotengine.org/community/user-groups>`_ page of
|
||||
the website for a list of local communities.
|
||||
|
||||
Social networks
|
||||
---------------
|
||||
|
||||
- `GitHub <https://github.com/godotengine/>`_
|
||||
- `Facebook group <https://www.facebook.com/groups/godotengine/>`_
|
||||
- `Twitter <https://twitter.com/godotengine>`_
|
||||
(see also the `#GodotEngine <https://twitter.com/hashtag/GodotEngine>`_ hashtag)
|
||||
- `Reddit <https://www.reddit.com/r/godot>`_
|
||||
- `YouTube <https://www.youtube.com/c/GodotEngineOfficial>`_
|
||||
- `Steam <https://steamcommunity.com/app/404790>`_
|
||||
|
||||
Forum
|
||||
-----
|
||||
|
||||
- `Godot Forums <https://godotforums.org/>`_
|