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Give projects a kickstart by including a placeholder asset library! (Placeholder textures, audio, and maybe models/meshes) #1419

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Tracked by #15
CenTdemeern1 opened this issue Aug 27, 2020 · 3 comments

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@CenTdemeern1
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(I haven't used the assetlib much so please excuse any errors)

Describe the project you are working on:
N/A

Describe the problem or limitation you are having in your project:
It's hard to start out making a new project without assets.

Describe the feature / enhancement and how it helps to overcome the problem or limitation:
Include a placeholder asset library!
Like, something like the existing assetlib, but you get placeholder textures, audio, and other assets there.

Describe how your proposal will work, with code, pseudocode, mockups, and/or diagrams:
I imagine it'd be a tab within the assetlib section specifically for assets.

If this enhancement will not be used often, can it be worked around with a few lines of script?:
N/A

Is there a reason why this should be core and not an add-on in the asset library?:
Yes, because my idea is that this would literally just be integrated into the same system as the assetlib.

@Jummit
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Jummit commented Aug 27, 2020

There could be new categories on the asset library for sounds, textures and models. Then placeholders could be uploaded in that category, and could be easily browsed in-editor.

@Calinou
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Calinou commented Aug 27, 2020

Note that creating the assets themselves is beyond the scope of the Godot project and should be handled by third parties.

@Calinou
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Calinou commented Jan 23, 2021

Closing, as this should be handled by third parties – in other words, anyone reading this 🙂

See https://godotengine.org/asset-library/asset?category=&godot_version=&sort=updated&filter=kenney for an example.

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