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Asset Library
=============
.. toctree::
:maxdepth: 1
:name: toc-learn-features-assetlib
what_is_assetlib
using_assetlib
submitting_to_assetlib

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.. _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

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.. _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

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.. _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.

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.. _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/>`_

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@ -128,8 +128,6 @@ The main documentation for the site is organized into the following sections:
:name: sec-community
community/contributing/index
community/asset_library/index
community/channels
community/tutorials
.. Indices and tables