201 lines
7.5 KiB
ReStructuredText
201 lines
7.5 KiB
ReStructuredText
.. _doc_using_assetlib:
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Using the Asset Library
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=======================
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On the website
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--------------
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Overview
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~~~~~~~~
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As mentioned before, you can access the web frontend of the Asset Library on
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`Godot's official website <https://godotengine.org/asset-library/asset>`_.
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This is what it looks like when you first visit it:
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|image0|
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At the top, you see the **header**, which takes you to various other parts of the
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AssetLib - at the moment, it's empty, as we are not logged in.
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Searching
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~~~~~~~~~
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In the center is the **search bar + settings** section, and the **assets** section
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below it - this lets you filter out certain kinds of assets based on a host
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of criteria. These include the asset **category** (such as 2D tools, scripts
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and demos), **engine version** they are intended for, **sorting order** (by
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update date, by name, etc.) and **support level**.
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While most other filter settings should be fairly self-explanatory, it's worth
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going over what "support level" means in the Asset Library.
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Currently there are three support levels, and each asset can belong to only one.
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**Official** assets are created and maintained by the official Godot Engine
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developers. Currently, these include the official engine demos, which showcase
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how various areas of the engine work.
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**Community** assets are submitted and maintained by the members of the
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Godot community.
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**Testing** assets are works-in-progress, and may contain bugs and usability
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issues. They are not recommended for use in serious projects, but you are
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encouraged to download, test them, and submit issues to the original authors.
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You can mix and match any of the search filters and criteria, and upon clicking
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the Search button, receive the list of all assets in the Library that match them.
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|image1|
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Note that the search results are not updated in real-time, so you will have to
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re-submit the search query each time you change the query settings.
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Breakdown of an asset
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~~~~~~~~~~~~~~~~~~~~~
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Now let's take a look at what an asset's page looks like and what it contains.
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|image2|
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1. Asset's thumbnail/icon.
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2. Asset's name.
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3. Current version number of the asset.
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4. Asset's category, Godot version, and support status.
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5. Asset's original author/submitter.
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6. The license the asset is distributed under.
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7. The date of the asset's latest edit/update.
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8. A textual description of the asset.
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9. Links related to the asset (download link, file list, issue tracker).
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10. Images and videos showcasing the asset.
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Registering and logging in
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~~~~~~~~~~~~~~~~~~~~~~~~~~
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In order to upload assets to the AssetLib, you need to be logged in, and to do
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that, you need a registered user account. In the future, this may also give you
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access to other features, such as commenting on or rating the existing assets.
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You do *not* need to be logged in to browse and download the assets.
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The login/registration page can be accessed from the AssetLib header.
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|image3|
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From here, you can register your account, which requires a valid email address,
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a username, and a (preferably strong) password.
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|image4|
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Then, you can use your username and password to log in.
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|image5|
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This will change the look of the AssetLib header. Now you get access to a handful of
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new functions:
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- The feed, which shows a list of status updates on your submitted assets (and possibly more in the future).
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- A list of your uploaded assets.
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- The ability to submit new assets.
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|image6|
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You can learn how to submit assets to the Library, and what the asset submission
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guidelines are, in the next part of this tutorial, :ref:`doc_submitting_to_assetlib`.
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.. _doc_using_assetlib_editor:
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In the editor
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-------------
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.. note::
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The editor will display different categories of assets depending on whether
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you're browsing the project manager's **Templates** tab or the editor's
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**AssetLib** tab.
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The project manager's **Templates** tab will only display assets that are
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standalone projects by themselves. This is denoted on the asset library with
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the *Templates*, *Demos* and *Projects* categories.
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The editor's **AssetLib** tab will only display assets that are *not* standalone
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projects by themselves. In other words, it will display assets from all
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categories except *Templates*, *Demos* and *Projects*.
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You can also access the AssetLib directly from Godot:
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|image7|
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|image14|
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Click on it, and Godot will fetch info about the assets from the AssetLib. Once
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it's finished, you will see a window similar to what the AssetLib website looks
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like, with some differences:
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|image8|
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Similarly to the web version of the AssetLib, here you can search
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for assets by category, name, and sort them by factors such as name or edit date.
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Notably, you can only fetch assets for the current version of Godot you are running.
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Projects, Demos and Templates can be downloaded from the Project Manager
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view of the AssetLib. Addons (tools, scripts, materials etc.) can be downloaded from
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the in-project AssetLib and added to the current project.
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In addition, unlike when using the web frontend, the search results are updated
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in real-time (you do not have to press Search after every change to your search
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query for the changes to take place).
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In the future, you will be able to choose a different AssetLib provider to fetch
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assets from (using the Site dropdown menu), however currently only the official
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`Godot website <https://godotengine.org>`_ version of the AssetLib is supported,
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as well as the version that may be running on your local machine's web server
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(the localhost option).
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When you click on an asset, you will see more information about it.
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|image9|
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If you click on the Install button, Godot will fetch an archive of the asset,
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and will track download progress of it at the bottom of the editor window. If
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the download fails, you can retry it using the Retry button.
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|image10|
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When it finishes, you can proceed to install it using the Install button.
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This will bring up the Package Installer window.
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|image11|
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Here you can see a list of all the files that will be installed. You can tick off
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any of the files that you do not wish to install, and Godot will also inform you
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about any problems with files that it cannot install. These files will be shown
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in red, and hovering over them will show you a message stating why it cannot be
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installed.
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|image12|
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Once you are done, you can press the Install button, which will unzip all the
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files in the archive, and import any assets contained therein, such as images or
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3D models. Once this is done, you should see a message stating that the Package
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installation is complete.
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|image13|
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You may also use the Import button to import asset archives obtained
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elsewhere (such as downloading them directly from the AssetLib web frontend),
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which will take you through the same package installation procedure as with the
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assets downloaded directly via Godot that we just covered.
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.. |image0| image:: img/assetlib_website.png
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.. |image1| image:: img/assetlib_search.png
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.. |image2| image:: img/assetlib_asset.png
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.. |image3| image:: img/assetlib_register-login.png
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.. |image4| image:: img/assetlib_register.png
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.. |image5| image:: img/assetlib_login.png
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.. |image6| image:: img/assetlib_login_header.png
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.. |image7| image:: img/assetlib_editor_workspace.png
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.. |image8| image:: img/assetlib_editor.png
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.. |image9| image:: img/assetlib_editor_asset.png
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.. |image10| image:: img/assetlib_editor_download.png
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.. |image11| image:: img/assetlib_editor_installer.png
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.. |image12| image:: img/assetlib_editor_installer_error.png
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.. |image13| image:: img/assetlib_editor_installer_success.png
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.. |image14| image:: img/assetlib_editor_projects.png
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