uploading_to_assetlib.rst 5.2 KB

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  1. .. _doc_uploading_to_assetlib:
  2. Submitting to the Asset Library
  3. ===============================
  4. Introduction
  5. ------------
  6. This tutorial aims to serve as a guide on how you can submit your own assets
  7. to the Godot Asset Library and share them with the Godot community.
  8. As mentioned in the :ref:`doc_using_assetlib` document, in order to be able to
  9. submit assets to the AssetLib, you need to have a registered account, and be
  10. logged in.
  11. Submitting
  12. ----------
  13. Once you are logged in, you will be able to head over to the "Submit Assets" page
  14. of the AssetLib, which will look like this:
  15. |image0|
  16. While it may look like a lot (and there is more as you scroll down), each field is
  17. described in terms of what you should put in. We will nonetheless go over what
  18. is required in the submission form here as well.
  19. * **Asset Name**:
  20. The name of your asset. Should be a unique, descriptive title of
  21. what your asset is.
  22. * **Category**:
  23. The category that your asset belongs to, and will be shown in
  24. search results. The category is split into **Addons** and **Projects**.
  25. In-editor, assets of the Project type (Templates, Demos, Projects) only show
  26. up when viewing the AssetLib from the Project Manager, while assets of the
  27. Addon type will only be visible from inside a project.
  28. * **Godot version**:
  29. The version of the engine that the asset works with.
  30. Currently, it's not possible to have a single asset entry contain downloads for
  31. multiple engine versions, so you may need to re-submit the asset multiple times,
  32. with an entry for each Godot version it supports. This is particularly important
  33. when dealing with major versions of the engine, such as Godot 2.x and Godot 3.x.
  34. * **Version**:
  35. The version number of the asset. While you are free to choose
  36. and use any versioning scheme that you like, you may want to look into
  37. something such as `SemVer <https://semver.org>`_ if you want your asset's
  38. versioning scheme to be clear and consistent. Note that there is also an
  39. internal version number, incremented every time the asset download URL is
  40. changed or updated.
  41. * **Repository host**:
  42. Assets uploaded to the AssetLib are not hosted on it
  43. directly. Instead, they point to repositories hosted on third-party Git providers,
  44. such as GitHub, GitLab or Bitbucket. This is where you choose which provider
  45. your asset uses, so the site can compute the final download link.
  46. * **Repository URL**:
  47. The URL to your asset's files/webpage. This will vary
  48. based on your choice of provider, but it should look similar to `https://github.com/<user>/<project>`.
  49. * **Issues URL**:
  50. The URL to your asset's issue tracker. Again, this will differ
  51. from repository host to repository host, but will likely look similar to
  52. `https://github.com/<user>/<project>/issues`. You may leave this field empty
  53. if you use your provider's issue tracker, and it's part of the same repository.
  54. * **Download Commit/Tag**:
  55. The commit or tag of the asset. For example,
  56. `b1d3172f89b86e52465a74f63a74ac84c491d3e1` or `v1.0`. The site computes
  57. the actual download URL from this.
  58. * **Icon URL**:
  59. The URL to your asset's icon (which will be used as a thumbnail
  60. in the AssetLib search results and on the asset's page). Should be an image
  61. in either the PNG or JPG format.
  62. * **License**:
  63. The license under which you are distributing the asset. The list
  64. includes a variety of free and open-source software licenses, such as GPL
  65. (v2 and v3), MIT, BSD and Boost Software License. You can visit `OpenSource.org <https://opensource.org>`_
  66. for a detailed description of each of the listed licenses.
  67. * **Description**:
  68. Finally, you can use the Description field for a textual
  69. overview of your asset, its features and behavior, a changelog, et cetera. In the
  70. future, formatting with Markdown will be supported, but currently, your only
  71. option is plain text.
  72. You may also include up to three video and/or image previews, which will be shown
  73. at the bottom of the asset page. Use the "Enable" checkbox on each of the preview
  74. submission boxes to enable them.
  75. * **Type**:
  76. Either an image, or a video.
  77. * **Image/YouTube URL**:
  78. Either a link to the image, or to a video, hosted on YouTube.
  79. * **Thumbnail URL**:
  80. A URL to an image that will be used as a thumbnail for the
  81. preview. This option will be removed eventually, and thumbnails will be automatically
  82. computed instead.
  83. Once you are done, hit Submit. Your asset will be entered into the pending queue,
  84. which you can visit on the AssetLib `here <https://godotengine.org/asset-library/asset/edit?&asset=-1>`_ . The approval process is manual and may
  85. take up to a few days for your addon to be accepted (or rejected), so please
  86. be patient! You will be informed when your asset is reviewed. If it was rejected,
  87. you will be told why that may have been, and you will be able to submit it again
  88. with the appropriate changes.
  89. You may have some luck accelerating the approval process by messaging the
  90. moderators/assetlib reviewers on IRC (the #godotengine-atelier channel on Freenode),
  91. or the official Discord server.
  92. Submission guidelines
  93. ---------------------
  94. [TODO]
  95. .. |image0| image:: ./img/assetlib_submit.png