On asset metadata files and a better integrated asset library #7990
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Very similar to what I just proposed on twitter, so just so that I don't copy the whole text I'll leave a link here: One thing that I want to add is that my proposal is not just technical, I also want there to be an agreement (endorsed with some kind of a "best practices" manual section or in some other way) in the community on how to make reusable components that others can use easily that would:
It would also be nice if this approach worked with editor scripts, i.e godot could have a script runner (which is needed on its own btw) and you would be able to quickly run editor scripts from your asset library |
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The idea I'm going to share here is not meant for Godot 4, but it is a topic that cannot wait until Godot 5 is near, because as soon as Godot 5 gets a prerelease there will be submissions for the asset library. It also should be considered before there is an official asset store.
Here the idea: Asset metadata files. Some information form the submission form could be moved to asset metadata files, and new metadata could be added.
Goals:
The asset metadata file would, of course, be automatically discarded by Godot, so it is not added to the project (that goes also for project template asset).
Here are some ideas of possible integrations:
To be clear I'm not saying that every time we want to add a node or whatever Godot connects to the Internet. Which is why I say to have a separate tab, and only when you click there, Godot connects with the asset library.
Of course not every asset will have things to offer for those cases. So the asset library as is currently integrated in Godot should not go away.
※: Or download to a temporary or cache folder.
Even if the suggested integrations are not desired by the community, I believe there would still be value in a asset metadata file.
Addendum on plugin.cfg: Plugins already have a .cfg file, which is kind of metadata for them. But: 1. It is not surfaced (it is easier to read an standard path inside of the repository than to list the contents of the addons folder). 2. Assets can be templates or addons, and not every addon is a plugin.
Addendum on proposals
Addendum on making a package manager
A new metadata file for addons (and I remind you that not all addons are plugins), could also be used to express dependencies.
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