From 8da06bd7c756fd662278e8086541622b07b37288 Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Sat, 13 Feb 2021 02:11:15 +0100 Subject: [PATCH] Clarify the 2 editor assetlib browsers displaying different categories (#4633) This closes #4630. --- community/asset_library/using_assetlib.rst | 19 +++++++++++++++---- 1 file changed, 15 insertions(+), 4 deletions(-) diff --git a/community/asset_library/using_assetlib.rst b/community/asset_library/using_assetlib.rst index 29c5e015f..fa0e4ec58 100644 --- a/community/asset_library/using_assetlib.rst +++ b/community/asset_library/using_assetlib.rst @@ -104,9 +104,21 @@ guidelines are, in the next part of this tutorial, :ref:`doc_submitting_to_asset In the editor ------------- -You can also access the AssetLib directly from Godot. It is available from two -places - in the Project Manager's Templates tab, and inside of a project, from -the workspaces list. +.. note:: + + The editor will display different categories of assets depending on whether + you're browsing the project manager's **Templates** tab or the editor's + **AssetLib** tab. + + The project manager's **Templates** tab will only display assets that are + standalone projects by themselves. This is denoted on the asset library with + the *Templates*, *Demos* and *Projects* categories. + + The editor's **AssetLib** tab will only display assets that are *not* standalone + projects by themselves. In other words, it will display assets from all + categories except *Templates*, *Demos* and *Projects*. + +You can also access the AssetLib directly from Godot: |image7| @@ -170,7 +182,6 @@ elsewhere (such as downloading them directly from the AssetLib web frontend), which will take you through the same package installation procedure as with the assets downloaded directly via Godot that we just covered. - .. |image0| image:: img/assetlib_website.png .. |image1| image:: img/assetlib_search.png .. |image2| image:: img/assetlib_asset.png