Hey there! This is a complete, unofficial guide on the new Godot Asset Store. As it is in beta still, this guide will change. The current Asset Store actually does a pretty good job at explaining the fields so some of these notes are a little redundant.
I would also recommend checking out the older Asset Library's submission guide to see suggestions on how to layout your repositories and/or your asset zips.
When you are ready to begin, go log into the Godot Asset Store, or create a new account, then click the Upload Asset button at the top of the screen.
This will bring us to the Asset Upload page. While we are not quite uploading anything yet, this page gathers the basics for your asset listing.
This can be your name, studio, company, etc. You can create a new one at any time.
The name of the asset you are adding to the store.
The URL for the asset; this cannot be changed later. This gets appended after your publisher name in the store's URL. For example: https://store-beta.godotengine.org/asset/publisher/asset-url/
When you are ready, press continue to create the asset listing and begin populating it.
After our asset listing it created, we will be brought to the Settings tab but let us skip back one to the Overview tab.
Here you can delete your asset for the store by entering the asset name in the field then pressing the Delete Asset button.
Currently there are no analytics in place you can access, as the note mentions. You can follow the progress, however, at the link provided.
Next, let us navigate back to the Settings tab.
This should be prefilled with the asset name we entered on the Asset Upload page. It can be changed here though.
A brief, but descriptive, explanation of your assets. Do not make it too wordy, that can be done in the next section.
A full description of your asset; you can use Markdown for formatting. Some people copy the readme.md from their repos; if so, make sure to clean up and correct any links you may have in there.
Currently you can apply many tags but only five will show up during searching. You may also add new tags. While there are currently no rules on what tags can be applied, they should be as descriptive as possible; try to avoid using too generic of terms. For example, the tag addon doesn't really specify anything and should be avoided; whereas a tag like equipment is somewhat more specific. Also, try to avoid your project / addon's name as a tag since that is already a searchable term.
Select a license type from the drop-down. If you have a repository somewhere, make sure they match.
This field only shows if you select Other in the above License field. Here you can enter the specific license you use.
Here you can provide an optional link to your license.
This is a link to your repository if you asset is open-source.
Until your listing is complete, keep this on Draft. Once you are ready to publish it, change this to Public to send it to the moderation queue. Moderation typically takes 1 - 3 days. Depending on your listing, you may receive a ticket for changes.
Next, we will upload some media assets.
As the page states: The recommended image format is .webp with a resolution of 1920x1080 pixels, maintaining a 16:9 aspect ratio. Minimum resolution is 1280x720 pixels, maximum file size is 600 KB.
This is what is shown in various areas of the Asset Store. Later on, this will be shown in-editor when you click on the AssetLib tab. While currently not required, it is strongly suggested you add a store thumbnail.
This is optional and will display on the front page's carousel if selected.
The URL for any video of your assets; trailers, how-to's, etc. Currently only YouTube is supported.
Same requirements as the above thumbnails. These can be screenshots of your assets in action, previews of 2D / 3D models, etc. There currently seems to be no maximum number but probably keep that at seven max.
Next, we will upload files and set the versions.
Here you can upload a zip of your asset. Currently there is no given size maximum.
The version of this asset you are uploading. The "v" prefix is optional. Defnitely check out SemVer for more information on how to do semantic versioning.
The minimum Godot version to use this asset with; like the Asset Library, this is important for people downloading plug-ins.
The maximum Godot version to use this asset with.
Any other notes that you want to add to this specific download. These show up on the asset's page below the download button:
However, you have to hover over the little information icon to see them. Hopefully these are just displayed next to that field in the future.
Whenever everything is filled out, press Upload to save your asset. You may repeat this process if you have different versions you want to upload and, of course, can come back and upload more later.
Once uploaded, you should see a table at the top of this section that lists all the versions uploaded:
From here, you can delete older versions or change the date. Changing the date will move the given asset up in the order listed and the newest will be displalyed in the Download button on the page listing.
If you have more than one version uploaded, the newest will be shown in the Download button on the asset's listing with the others being accessible in the little drop-down to the right.
Next, we will move on to Pricing.
Currently we can only put free assets up on the Asset Store, so this field cannot be used.
As the note mentions, this is only available for free assets.
This text is shown above the donation button on the asset listing page.
The link to your donation page: Patreon, Github Sponsors, Kofi, etc.
And that is everything for the current iteration of the Asset Store. I will keep this up-to-date as things change and until there is an official submission guideline posted!