Attention: Here be dragons

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Godot.

Submitting to the Asset Store

Introduzione

This tutorial aims to serve as a guide on how you can submit your own assets to the Godot Asset Store and share them with the Godot community.

As mentioned in the Using the Asset Store Website page, in order to be able to submit assets to the Asset Store, you need to have a registered account, and be logged in.

Linee guida per l'invio

Prima di inviare il tuo contenuto, per favore assicurati che soddisfi tutti i requisiti e considera anche di seguire i consigli.

Requisiti

Generally speaking, most assets people submit to the Asset Store are accepted. However, in order for your asset to be accepted, there are a few requirements it needs to meet to be approved.

  • Il contenuto deve funzionare. Se il contenuto non funziona o non funziona nella versione di Godot specificata, verrà rifiutato.

  • Il contenuto deve avere un file .gitignore appropriato. È importante evitare che i dati ridondanti finiscano nel repository. Ecco un modello.

  • Nessun sotto-modulo, o qualsiasi sotto-modulo non deve essere essenziale. GitHub non include sotto-moduli nel file ZIP scaricato, quindi se il contenuto necessita del contenuto del sotto-modulo, il contenuto non funzionerà.

  • The license needs to be correct. The license listed on the Asset Store must match the license in the repository. The repository 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.

  • Utilizza un inglese corretto per il nome e la descrizione del tuo contenuto. Ciò include l'uso corretto delle maiuscole e l'uso di frasi complete nella descrizione. Puoi anche includere altre lingue, ma dovrebbe esserci almeno una versione in inglese.

  • Il link all'icona deve essere un link diretto. Per le icone ospitate su GitHub, il link deve iniziare con "raw.githubusercontent.com", non con "github.com".

Raccomandazioni

These things are not required for your asset to be approved, but if you follow these recommendations, you can help make the asset store a better place for all users.

  • Quando si creano contenuti che non sono progetti, è prassi comune inserire i file nella cartella addons/nome_risorsa/. In questo modo si evita che i file si scontrino con altri contenuti o con i file degli utenti che installano la risorsa. Questa cartella non verrà generata automaticamente quando un utente installa la risorsa.

  • Correggere o sopprimere tutti gli avvisi degli script. Il sistema di avvisi serve a identificare i problemi con il codice, ma chi usa il contenuto non ha bisogno di vederli.

  • 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 Guida di stile di GDScript or the Guida di stile C#.

  • If you have screenshots in your repository, 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.

  • Se il tuo contenuto è una libreria per lavorare con altri file, considera l'inclusione di un file di esempio nel contenuto.

  • Consider adding a .gitattributes file to your repository. 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 Asset Store users. These are common examples of .gitattributes:

    # Normalize line endings for all files that Git considers text files.
    * text=auto eol=lf
    
  • Se stai inviando un'estensione, aggiungi una copia della licenza e del file readme nella cartella dell'estensione stessa. Questa è la cartella che gli utenti sono tenuti a conservare con il loro progetto, quindi una copia garantisce che abbiano sempre quei file a portata di mano (e li aiuta a rispettare i termini della licenza).

  • While the Asset Store 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.

Invio

Once you are logged in, click on Upload Asset on the top right of the website. It will take you to the following page:

../../_images/asset_store_submit.webp

Here is a breakdown of each field:

  • Publisher: This is the public name associated with the asset. For example, the XR Tools asset has the publisher "Godot XR".

  • Publisher Name: The name of the new publisher you are creating.

  • Publisher URL Slug: how the publisher will appear in its link. For example, the XR Tools asset has the following URL: https://store.godotengine.org/asset/godot-xr/godot-xr-tools/

    The publisher URL Slug in that is "godot-xr".

  • Asset Name: The name of your asset. Should be a unique, descriptive title of what your asset is.

  • Asset URL: How the asset will be named in its link. For example, the XR Tools asset has the following URL: https://store.godotengine.org/asset/godot-xr/godot-xr-tools/

    The asset URL for that link is "godot-xr-tools".

After filling out those fields, agree to the terms of service after reading them, and click "Continue". You will be brought to the asset's management page, where you can edit almost everything about how it will appear on the store, as well as upload different versions.

../../_images/asset_store_management.webp

Management pages

Panoramica

The overview tab lets you submit your asset for review. You can also view analytics including how many times it's been downloaded, page visits, and the number of people who have added it to their library.

You can also delete the asset at the bottom of the page from this tab.

Impostazioni

This tab is where you set up the following general information about your asset:

  • Asset Summary

  • Detailed description

  • Tag

  • Asset type (Full Project or Addon)

  • License

  • Link to source code

  • AI usage disclosure (This is mandatory if you use AI)

Media

The media tab is where you upload your thumbnail, screenshots, an image for the featured page if you want, and link to a YouTube video if you have one.

Versioni

This is where you upload the actual asset files. For each version you upload you can give it a name, write a changelog, and specify the minimum Godot version (and maximum if applicable). There is also an additional information field for anything miscellaneous.

Each individual version has a maximum file size of 1GB.

Pricing

While paid assets can't be uploaded yet, there are some settings relevant to free assets. You can link to another website where you accept donations, such as Patreon or Ko-Fi. You can also disable reviews if you want (in the future paid assets will not have this option).

Submitting for review

Once you are done, press "Submit". Your asset will be entered into the review queue. 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.