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

正如 Using the Asset Library 文档中提到的,为了能够向AssetLib提交资源,您需要有一个注册的帐户,并且需要登录。


Before submitting your asset, please ensure it follows all of the requirements, and also consider following the recommendations.


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

  • The asset must work. If the asset doesn't run or otherwise doesn't work in the specified Godot version, then it will be rejected.
  • The asset must have a proper .gitignore file. It's important to keep redundant data out of the repository. Here's a template.
  • No submodules, or any submodules must be non-essential. GitHub does not include submodules in the downloaded ZIP file, so if the asset needs the contents of the submodule, your asset won't work.
  • The license needs to be correct. The license listed on the asset library must match the license in the repository. The repo 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.
  • Use proper English for the name and description of your asset. This includes using correct capitalization, and using full sentences in the description.
  • The icon link must be a direct link. For icons hosted on GitHub, the link must start with "raw.githubusercontent.com", not "github.com".


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

  • Fix or suppress all script warnings. The warning system is there to help identify issues with your code, but people using your asset don't need to see them.
  • 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 风格指南 or the C# 风格指南.
  • If you have screenshots in your repo, place them in their own subfolder and add a .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.
  • If your asset is a library for working with other files, consider including example files in the asset.
  • The icon should be a square, its aspect ratio should be 1:1. It should also ideally have a minimum resolution of 64x64 pixels.
  • While the asset library 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.





  • 资源的名称:
    您的资源名称。 应该是您资源的特有描述性标题。
  • 分类:
    您的资源所属的类别,并将显示在搜索结果中。 该类别分为 插件项目 。 在编辑器中,项目类型(模板,演示,项目)的资源将显示在项目管理器的AssetLib中,而插件类型的资源仅显示在项目内部中。
  • Godot 版本:
    The version of the engine that the asset works with. Currently, it's not possible to have a single asset entry contain downloads for multiple engine versions, so you may need to re-submit the asset multiple times, with an entry for each Godot version it supports. This is particularly important when dealing with major versions of the engine, such as Godot 2.x and Godot 3.x.
  • 版本:
    资源的版本号。 虽然您可以自由选择和使用您喜欢的任何版本控制方案,但如果您希望资源的版本控制方案清晰且一致,您可能需要查看诸如 SemVer 之类的内容。 请注意,系统内还有一个内部版本号,每次更改或更新资源下载地址时都会增加。
  • 存储库主机:
    Assets uploaded to the AssetLib are not hosted on it directly. Instead, they point to repositories hosted on third-party Git providers, such as GitHub, GitLab or Bitbucket. This is where you choose which provider your asset uses, so the site can compute the final download link.
  • 存储库地址:
    资源文件/网页的地址。 这将根据您选择的提供商而有所不同,但它的结构类似于 https://github.com/<user>/<project>
  • 问题地址:
    资源问题跟踪器的地址。 同样,这将不同于存储库主机,但结构类似于 https://github.com/<user>/<project>/issues。 如果您使用提供商的问题跟踪器,则可以将此字段留空,因为它是资源存储库的一部分。
  • Download Commit:
    The commit of the asset. For example, b1d3172f89b86e52465a74f63a74ac84c491d3e1. The site computes the actual download URL from this.
  • 图标地址:
    资源图标的地址(将在AssetLib搜索结果和资源页面中用作缩略图)。 应该是PNG或JPG格式的图像。
  • 许可证:
    您分发资源的许可证。 该列表包括各种免费和开源软件许可证,例如GPL(v2和v3),MIT,BSD和Boost软件许可证。 您可以访问 OpenSource.org 获取每个列出的许可证的详细说明。
  • 描述:
    最后,您可以使用Description字段来查看资源,其功能和行为,更改日志等文本概述。 将来,将支持使用Markdown格式,但目前只支持纯文本。

您还可以包含最多三个视频和/或图像预览,这些预览将显示在资源页面的底部。 请使用每个预览提交框上的``启用``复选框从而启用它们。

  • 类型:
  • 图片/ YouTube的网址:
  • 缩略图地址:
    A URL to an image that will be used as a thumbnail for the preview. This option will be removed eventually, and thumbnails will be automatically computed instead.

Once you are done, hit Submit. Your asset will be entered into the pending queue, which you can visit on the AssetLib here . The approval process is manual and may take up to a few days for your addon to be accepted (or rejected), so please be patient! 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. You may have some luck accelerating the approval process by messaging the moderators/assetlib reviewers on IRC (the #godotengine-atelier channel on Freenode), or the official Discord server.