using_assetlib.rst 7.0 KB

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  1. .. _doc_using_assetlib:
  2. Using the AssetLib
  3. ==================
  4. On the website
  5. --------------
  6. Overview
  7. ~~~~~~~~
  8. As mentioned before, you can access the web frontend of the AssetLib
  9. on `Godot's official website <https://godotengine.org/asset-library/asset>`_, and this
  10. is what it looks like when you first visit it:
  11. |image0|
  12. At the top, you see the **header**, which takes you to various other parts of the
  13. AssetLib - at the moment, it's empty, as we are not logged in.
  14. Searching
  15. ~~~~~~~~~
  16. In the center is the **search bar + settings** section, and the **assets** section
  17. below it - this lets you filter out certain kinds of assets based on a host
  18. of criteria. These include the asset **category** (such as 2D tools, scripts
  19. and demos), **engine version** they are intended for, **sorting order** (by
  20. update date, by name, etc.) and **support level**.
  21. While most other filter settings should be fairly self-explanatory, it's worth
  22. going over what "support level" means in the Asset Library.
  23. Currently there are three support levels, and each asset can belong to only one.
  24. **Official** assets are created and maintained by the official Godot Engine
  25. developers. Currently, these include the official engine demos, which showcase
  26. how various areas of the engine work.
  27. **Community** assets are submitted and maintained by the members of the
  28. Godot community.
  29. **Testing** assets are works-in-progress, and may contain bugs and usability
  30. issues. They are not recommended for use in serious projects, but you are
  31. encouraged to download, test them, and submit issues to the original authors.
  32. You can mix and match any of the search filters and criteria, and upon clicking
  33. the Search button, receive the list of all assets in the Library that match them.
  34. |image1|
  35. Note that the search results are not updated in real-time, so you will have to
  36. re-submit the search query each time you change the query settings.
  37. Breakdown of an asset
  38. ~~~~~~~~~~~~~~~~~~~~~
  39. Now let's take a look at what an asset's page looks like and what it contains.
  40. |image2|
  41. 1. Asset's thumbnail/icon.
  42. 2. Asset's name.
  43. 3. Current version number of the asset.
  44. 4. Asset's category, Godot version, and support status.
  45. 5. Asset's original author/submitter.
  46. 6. The license the asset is distributed under.
  47. 7. The date of the asset's latest edit/update.
  48. 8. A textual description of the asset.
  49. 9. Links related to the asset (download link, file list, issue tracker).
  50. 10. Images and videos showcasing the asset.
  51. Registering and logging in
  52. ~~~~~~~~~~~~~~~~~~~~~~~~~~
  53. In order to upload assets to the AssetLib, you need to be logged in, and to do
  54. that, you need a registered user account. In the future, this may also give you
  55. access to other features, such as commenting on or rating the existing assets.
  56. You do *not* need to be logged in to browse and download the assets.
  57. The login/registration page can be accessed from the AssetLib header.
  58. |image3|
  59. From here, you can register your account, which requires a valid email address,
  60. a username, and a (preferably strong) password.
  61. |image4|
  62. Then, you can use your username and password to log in.
  63. |image5|
  64. This will change the look of the AssetLib header. Now you get access to a handful of
  65. new functions:
  66. - The feed, which shows a list of status updates on your submitted assets (and possibly more in the future).
  67. - A list of your uploaded assets.
  68. - The ability to submit new assets.
  69. |image6|
  70. You can learn how to submit assets to the Library, and what the asset submission
  71. guidelines are, in the next part of this tutorial, :ref:`doc_uploading_to_assetlib`.
  72. In the editor
  73. -------------
  74. You can also access the AssetLib directly from Godot. It is available from two
  75. places - in the Project Manager's Templates tab, and inside of a project, from
  76. the workspaces list.
  77. |image7|
  78. |image14|
  79. Click on it, and Godot will fetch info about the assets from the AssetLib. Once
  80. it's finished, you will see a window similar to what the AssetLib website looks
  81. like, with some differences:
  82. |image8|
  83. Similarly to the web version of the AssetLib, here you can search
  84. for assets by category, name, and sort them by factors such as name or edit date.
  85. Notably, you can only fetch assets for the current version of Godot you are running.
  86. Projects, Demos and Templates can be downloaded from from the Project Manager
  87. view of the AssetLib. Addons (tools, scripts, materials etc.) can be downloaded from
  88. the in-project AssetLib and added to the current project.
  89. In addition, unlike when using the web frontend, the search results are updated
  90. in real-time (you do not have to press Search after every change to your search
  91. query for the changes to take place).
  92. In the future, you will be able to choose a different AssetLib provider to fetch
  93. assets from (using the Site dropdown menu), however currently only the official
  94. `Godot website <https://godotengine.org>`_ version of the AssetLib is supported,
  95. as well as the version that may be running on your local machine's web server
  96. (the localhost option).
  97. When you click on an asset, you will see more information about it.
  98. |image9|
  99. If you click on the Install button, Godot will fetch an archive of the asset,
  100. and will track download progress of it at the bottom of the editor window. If
  101. the download fails, you can retry it using the Retry button.
  102. |image10|
  103. When it finishes, you can proceed to install it using the Install button.
  104. This will bring up the Package Installer window.
  105. |image11|
  106. Here you can see a list of all the files that will be installed. You can tick off
  107. any of the files that you do not wish to install, and Godot will also inform you
  108. about any problems with files that it cannot install. These files will be shown
  109. in red, and hovering over them will show you a message stating why it cannot be
  110. installed.
  111. |image12|
  112. Once you are done, you can press the Install button, which will unzip all the
  113. files in the archive, and import any assets contained therein, such as images or
  114. 3D models. Once this is done, you should see a message stating that the Package
  115. installation is complete.
  116. |image13|
  117. You may also use the Import button to import asset archives obtained
  118. elsewhere (such as downloading them directly from the AssetLib web frontend),
  119. which will take you through the same package installation procedure as with the
  120. assets downloaded directly via Godot that we just covered.
  121. .. |image0| image:: img/assetlib_website.png
  122. .. |image1| image:: img/assetlib_search.png
  123. .. |image2| image:: img/assetlib_asset.png
  124. .. |image3| image:: img/assetlib_register-login.png
  125. .. |image4| image:: img/assetlib_register.png
  126. .. |image5| image:: img/assetlib_login.png
  127. .. |image6| image:: img/assetlib_login_header.png
  128. .. |image7| image:: img/assetlib_editor_workspace.png
  129. .. |image8| image:: img/assetlib_editor.png
  130. .. |image9| image:: img/assetlib_editor_asset.png
  131. .. |image10| image:: img/assetlib_editor_download.png
  132. .. |image11| image:: img/assetlib_editor_installer.png
  133. .. |image12| image:: img/assetlib_editor_installer_error.png
  134. .. |image13| image:: img/assetlib_editor_installer_success.png
  135. .. |image14| image:: img/assetlib_editor_projects.png