uploading_to_assetlib.rst 8.0 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174
  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. Submission guidelines
  12. ---------------------
  13. Before submitting your asset, please ensure it follows all of the
  14. requirements, and also consider following the recommendations.
  15. Requirements
  16. ~~~~~~~~~~~~
  17. Generally speaking, most assets people submit to the asset library
  18. are accepted. However, in order for your asset to be accepted, there
  19. are a few requirements your asset needs to meet to be approved.
  20. * The asset must work. If the asset doesn't run or otherwise doesn't
  21. work in the specified Godot version, then it will be rejected.
  22. * The asset must have a proper **.gitignore** file. It's important to
  23. keep redundant data out of the repository.
  24. `Here's a template. <https://github.com/github/gitignore/blob/master/Godot.gitignore>`_
  25. * No submodules, or any submodules must be non-essential. GitHub
  26. does not include submodules in the downloaded ZIP file, so if the
  27. asset needs the contents of the submodule, your asset won't work.
  28. * The license needs to be correct. The license listed on the asset
  29. library must match the license in the repository. The repo MUST
  30. have a license file, called either "LICENSE" or "LICENSE.md".
  31. This file must contain the license text itself and a copyright
  32. statement that includes the year(s) and copyright holder.
  33. * Use proper English for the name and description of your asset.
  34. This includes using correct capitalization, and using full
  35. sentences in the description.
  36. * The icon link must be a direct link. For icons hosted on GitHub, the
  37. link must start with "raw.githubusercontent.com", not "github.com".
  38. Recommendations
  39. ~~~~~~~~~~~~~~~
  40. These things are not required for your asset to be approved, but
  41. if you follow these recommendations, you can help make the asset
  42. library a better place for all users.
  43. * Fix or suppress all script warnings. The warning system is there to
  44. help identify issues with your code, but people using your asset
  45. don't need to see them.
  46. * Make your code conform to the official style guides. Having a
  47. consistent style helps other people read your code, and it also helps
  48. if other people wish to contribute to your asset. See: the
  49. :ref:`doc_gdscript_styleguide` or the :ref:`doc_c_sharp_styleguide`.
  50. * If you have screenshots in your repo, place them in their own subfolder
  51. and add a **.gdignore** file in the same folder (note: **gd**, not **git**).
  52. This prevents Godot from importing your screenshots.
  53. On Windows, open a command prompt in the project folder and run
  54. ``type nul > .gdignore`` to create a file whose name starts with a period.
  55. * If your asset is a library for working with other files,
  56. consider including example files in the asset.
  57. * The icon should be a square, its aspect ratio should be 1:1. It should
  58. also ideally have a minimum resolution of 64x64 pixels.
  59. * While the asset library allows more than just GitHub, consider
  60. hosting your asset's source code on GitHub. Other services may not
  61. work reliably, and a lack of familiarity can be a barrier to contributors.
  62. Submitting
  63. ----------
  64. Once you are logged in, you will be able to head over to the "Submit Assets" page
  65. of the AssetLib, which will look like this:
  66. |image0|
  67. While it may look like a lot (and there is more as you scroll down), each field is
  68. described in terms of what you should put in. We will nonetheless go over what
  69. is required in the submission form here as well.
  70. * **Asset Name**:
  71. The name of your asset. Should be a unique, descriptive title of
  72. what your asset is.
  73. * **Category**:
  74. The category that your asset belongs to, and will be shown in
  75. search results. The category is split into **Addons** and **Projects**.
  76. In-editor, assets of the Project type (Templates, Demos, Projects) only show
  77. up when viewing the AssetLib from the Project Manager, while assets of the
  78. Addon type will only be visible from inside a project.
  79. * **Godot version**:
  80. The version of the engine that the asset works with.
  81. Currently, it's not possible to have a single asset entry contain downloads for
  82. multiple engine versions, so you may need to re-submit the asset multiple times,
  83. with an entry for each Godot version it supports. This is particularly important
  84. when dealing with major versions of the engine, such as Godot 2.x and Godot 3.x.
  85. * **Version**:
  86. The version number of the asset. While you are free to choose
  87. and use any versioning scheme that you like, you may want to look into
  88. something such as `SemVer <https://semver.org>`_ if you want your asset's
  89. versioning scheme to be clear and consistent. Note that there is also an
  90. internal version number, incremented every time the asset download URL is
  91. changed or updated.
  92. * **Repository host**:
  93. Assets uploaded to the AssetLib are not hosted on it
  94. directly. Instead, they point to repositories hosted on third-party Git providers,
  95. such as GitHub, GitLab or Bitbucket. This is where you choose which provider
  96. your asset uses, so the site can compute the final download link.
  97. * **Repository URL**:
  98. The URL to your asset's files/webpage. This will vary
  99. based on your choice of provider, but it should look similar to `https://github.com/<user>/<project>`.
  100. * **Issues URL**:
  101. The URL to your asset's issue tracker. Again, this will differ
  102. from repository host to repository host, but will likely look similar to
  103. `https://github.com/<user>/<project>/issues`. You may leave this field empty
  104. if you use your provider's issue tracker, and it's part of the same repository.
  105. * **Download Commit**:
  106. The commit of the asset. For example,
  107. `b1d3172f89b86e52465a74f63a74ac84c491d3e1`. The site computes
  108. the actual download URL from this.
  109. * **Icon URL**:
  110. The URL to your asset's icon (which will be used as a thumbnail
  111. in the AssetLib search results and on the asset's page). Should be an image
  112. in either the PNG or JPG format.
  113. * **License**:
  114. The license under which you are distributing the asset. The list
  115. includes a variety of free and open-source software licenses, such as GPL
  116. (v2 and v3), MIT, BSD and Boost Software License. You can visit `OpenSource.org <https://opensource.org>`_
  117. for a detailed description of each of the listed licenses.
  118. * **Description**:
  119. Finally, you can use the Description field for a textual
  120. overview of your asset, its features and behavior, a changelog, et cetera. In the
  121. future, formatting with Markdown will be supported, but currently, your only
  122. option is plain text.
  123. You may also include up to three video and/or image previews, which will be shown
  124. at the bottom of the asset page. Use the "Enable" checkbox on each of the preview
  125. submission boxes to enable them.
  126. * **Type**:
  127. Either an image, or a video.
  128. * **Image/YouTube URL**:
  129. Either a link to the image, or to a video, hosted on YouTube.
  130. * **Thumbnail URL**:
  131. A URL to an image that will be used as a thumbnail for the
  132. preview. This option will be removed eventually, and thumbnails will be automatically
  133. computed instead.
  134. Once you are done, hit Submit. Your asset will be entered into the pending queue,
  135. which you can visit on the AssetLib `here <https://godotengine.org/asset-library/asset/edit?&asset=-1>`_ . The approval process is manual and may
  136. take up to a few days for your addon to be accepted (or rejected), so please
  137. be patient! You will be informed when your asset is reviewed. If it was rejected,
  138. you will be told why that may have been, and you will be able to submit it again
  139. with the appropriate changes.
  140. You may have some luck accelerating the approval process by messaging the
  141. moderators/assetlib reviewers on IRC (the ``#godotengine-atelier`` channel on Freenode),
  142. or the official Discord server.
  143. .. |image0| image:: img/assetlib_submit.png