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

前言

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.

提交指引

在提交你的素材前,請確認已符合所有必要條件,也建議參考下方的推薦做法。

系統需求

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.

  • 素材必須**可以運作**。如果素材無法執行,或是在指定 Godot 版本下不能正常運作,將會被退件。

  • 素材必須包含正確的 .gitignore 檔案。保持倉庫乾淨、避免冗餘資料十分重要。這裡有一個範本

  • 不得包含**子模組**,或者任何子模組都必須是非必要的。GitHub 下載的 ZIP 檔不含子模組,因此若你的素材依賴子模組內容,將無法正常運作。

  • 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.

  • 素材名稱和描述請使用正確的**英文**。內容應有正確大小寫與完整句子。你亦可提供其他語言版本,但至少需有英文。

  • 圖示連結必須為**直接連結**。若圖示存放於 GitHub,連結須以「raw.githubusercontent.com」開頭,而非「github.com」。

建議

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.

  • 建立非專案素材時,建議將檔案放在 addons/素材名稱/ 資料夾下,以避免與其他素材或使用者自身的檔案發生衝突。請注意,當使用者安裝你的素材時,這個資料夾**不會**自動建立。

  • 修正或隱藏所有腳本**警告**。警告機制是協助你檢查程式碼用的,但素材使用者不該看到這些警告。

  • 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 GDScript 風格指南 or the C# 風格指南.

  • 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.

  • 若你的素材是用於處理其他檔案的函式庫,建議附上**範例檔案**。

  • 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
    
  • 若你提交的是外掛,請於外掛資料夾內附上一份授權和說明文件的**副本**。這樣可確保使用者日後保有這些檔案,並便於他們遵守你的授權規定。

  • 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.

提交

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

總覽

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.

設定

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

  • Asset Summary

  • Detailed description

  • 標籤

  • 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.

版本

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.