FAQ and Troubleshooting
Is there some trial or demo?
There is! The first AssetPlacer version was originally developed for an academic thesis, which you can check out here. It includes a demo for the plugin, that was patched to fix bugs and support newer Godot versions. You can use this demo to see if the plugin works for you, but note that you need to use a C# version of Godot! This is alleviated if you buy the full version. By buying the full version you also support my work and ensure that more updates will be developed in the future.
Do I need the C# version of Godot?
You don’t need the C# version of Godot if you bought the full version of AssetPlacer! While the plugin was initially developed in C#, it was rewritten over the course of many months in GDScript, such that you can use it with the standard version of Godot from Godot 4.4 and onwards, without having to install .NET or use the Mono version of the engine, as long as you are using the versions 1.5 and later of the plugin, which are compatible with Godot 4.4 and later. If you want to use the plugin with earlier Godot versions, you will have to use version 1.4 of the plugin, which is written in C#, and requires you to use .NET, see Installation page.
I added the plugin, but I cannot enable it!
Are you using an older version of the plugin (1.4 and prior)? Make sure to press the “Build” button at the top right of the editor before you enable the plugin. If the button does not show up, create a new C# script in your project and delete it again. It should show up now. Once you built the plugin without errors (check the build output), you should be able to enable it in the project settings. In case this does not fix a problem, make sure you followed the instructions in the Installation page, and then create an issue on GitHub or write a comment on itch describing your problem and I will do my best to help!
Is there a way to use this plugin for 2D levels?
Currently, the plugin only features tools for 3D levels, but I thought about adding tools for 2D as well. Separating the AssetPlacer into an AssetPlacer3D and a AssetPlacer2D (i.e. having two bottom panels) would be an option, that might be implemented in the future.
Godot 3.x?
No, sorry.
What can I use the source code for?
You bought the plugin, then you own it. You can modify the source code however you see fit, use it for any amount of projects on any number of machines. If it somehow is of use to you, you may also use parts of the code inside any game you are making.
For how long will I be able to use the plugin? Will I receive updates?
There is no restriction to the usage, use it in any amount of projects for as long as you want! As long as the plugin is still in development, you will also receive accesss to any updates bringing new features, or compatibility with newer engine versions.
Why is this not free?
We all love open-source software like Godot for its accessibility and the freedom it gives to users. I myself have contributed extensively to the Godot engine upstream repository, and I am grateful for the work of all FOSSS devs. The software we make together is then used to make games with it, which are - in most cases - commercial. Of course, game devlopers have fun while making games, in the best case, but they still have to pay their bills, thus charging for their work is perfectly valid. Many commercial platforms for acquiring assets, such as 3D models exist as well, such that artists can be remunerated for their work, even though it should fit a general purpose.
This plugin is neither a game, nor does it contain assets for a game, but it was developed over several years to make it as useful as possible, and maintain compatibility with latest Godot versions. As gratification alone cannot buy any food or pay rent, this plugin is being given away for a small amount of money. Considering the time you can save by using it, especially when using modular assets, it seems like a very fair price to me. The plan is, to keep developing the plugin, by adding new features and maintaining compatibility with major engine versions. As you receive the source code of the plugin directly, you are also free to make any changes as you see fit, if you ever need to change something. Your freedom of use is as unlimited as I can make it, and as much as I would like to give the plugin away for free entirely, I am grateful for everybody who appreciates my work by buying it fairly. I might release other plugins as Open-Source in the future. Buying this plugin would also support my work in this endeavor. In case that you really do not want to pay for a tool, you can check out this Open Source Alternative for Godot 3.
I found an issue with the plugin. Where should I report it?
To report any errors or problems you might encounter using the plugin, please create an issue on GitHub describing the problem. In case you do not have a GitHub account, you can also write a comment on the itch page.
You should implement this and that! Also, I had an idea for another tool!
As described in the other answers, you can always create an issue on GitHub or comment on the itch page of the plugin. Please take into account, however, that the focus of the development might lie in improving stability, and thus bugs will be prioritized over features. Also, not every feature is feasible to implement, since this is a one man project, and requests might also be declined for features that might only serve a specific use case or a very limited amount of users.
I made this level with the AssetPlacer!
Amazing! If you want to share what you have made, feel free to tag any of my social media accounts (e.g. @_cookieBadger on Twitter) or post it as a comment on the itch page, since I’d be super interested in seeing what you made with it!