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Interaction with the Godot Asset Library

Project description

godot-asset-library-client

CI Coverage PyPi license: AGPL v3 downloads

Interact with the Godot Asset Library

This script retrieves all the information already available in the project to upload a Godot asset into the Godot asset library.

Features

  • Smart metadata gathering: do not duplicate metadata again
  • Reuses existing pending edits of the same release in the library to enable corrections.
  • Smart behaviour with existing previews (still not working)
  • Shortcuts for previews hosted youtube or the repository (still not working)
  • Easy integration in Github actions or any other CI/CD platform.

Install

pip install godot-asset-library-client

Usage

  • Define GODOT_ASSET_LIB_USER and GODOT_ASSET_LIB_PASSWORD environment variables. You may use a .env file with them but consider security concerns.

  • Write a yaml metadata file with content similar to this:

# asset-metadata.yaml

asset_id: '6666666' # You will obtain this id after the first publication by hand
category: "1" # 2D Tools. See available values in https://godotengine.org/asset-library/api/configure
project_license: AGPLv3
previews:

# Shortcut for youtube previews
- youtube: AD8awHLpFxs

# Shortcut for media commited in the repository
- repoimage: /screenshots/screenshot1.png
  repothumb: /screenshots/screenshot1-thumb.jpg

# If not shortcutted the preview entry should look like this
- type: image
  link: https://raw.githubusercontent.com/vokimon/godot-dice-roller/refs/heads/main/screenshots/screenshot2.png
  thumbnail: https://raw.githubusercontent.com/vokimon/godot-dice-roller/refs/heads/main/screenshots/screenshot2-thumb.jpg

# These will be concatenated and processed as description
description_files:
- README.md
- CHANGES.md

Then, from the root of your project (where project.godot resides):

godot-asset-library-client asset-metadata.yaml

Check that the metadata is correct, and then add the option --do:

godot-asset-library-client asset-metadata.yaml --do

Smart metadata guessing

If not explicitly provided, it takes most metadata from existing files in your repository so you don't have to duplicate that.

From project.godot:

  • Project name
  • Project version
  • Project description
  • Project icon
  • Godot version

From local git:

  • Commit hash
  • Current branch
  • Repository hosting (currently only for github)
  • Repository name (currently only for github)

Integration with Github Actions

Provided that you already have a working asset-metadata.yaml in your repository, add the environment variables for your secrets in Github in Your Project / Settings / Secrets and Variables / Actions / Repository secrets.

Add this file to your repo:

# .github/workflows/publish.yml
name: Upload Plugin to Godot Asset Library

on:
  release:
    types: [published]
  workflow_dispatch:

jobs:
  publish:
    runs-on: ubuntu-latest
    name: Publish new version to asset lib
    steps:

    - name: Checkout
      uses: actions/checkout@v2

    - uses: actions/setup-python@v2
      with:
        python-version: 3

    - name: Godot Asset Lib
      shell: bash
      run: |
        echo "GODOT_ASSET_LIB_USER=${{ secrets.GODOT_ASSET_LIB_USER }}" >> .env
        echo "GODOT_ASSET_LIB_PASSWORD=${{ secrets.GODOT_ASSET_LIB_PASSWORD }}" >> .env
        pip install godot-asset-library-client
        godot-asset-library-client asset-metadata.yaml --do

You may want to remove the --do option until you are sure you are not uploading garbage to the asset library.

TODO

Sure you can help with those:

  • BUG: Previews are generated as json but the api returns a warning and ignores them
  • Solve the emoji problem by not removing them. The blacklist is quite limited and fragile.
  • Support first upload of a project
  • Auto-identify license available in repository
  • Auto-identify repo name from git remote for non github hostings
  • Auto-identify repo hosting for non github hostings

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