Find Druid widgets here and install them with one click into your project. Assets are downloaded as files into a folder you choose—unlike the Dependencies store, nothing is added to game.project. Each asset is always placed in a subfolder named after the asset (e.g. mini_graph, rich_input).
Project → [Asset Store] Assets in the menu, then select Druid Widgets (requires Druid in the project).
You can set the Installation Folder in the store (e.g. /widget). The asset is installed as:
<Installation Folder>/<asset_id>/
Example: with folder /widget, the widget Insality/rich_input is installed to /widget/rich_input/ with its files (.gui, .lua, etc.) inside.
Each installed asset has a <asset_id>.version file in its folder. The store uses it to detect the installed version and offer updates. When you update an asset, the entire asset folder is replaced. Any local changes inside that folder will be lost. Keep your project under version control (e.g. GitHub) so you can recover work if you overwrite something by accident.
Druid Widgets are reusable UI components. You create them with:
druid:new_widget(widget_module, template_name, nodes)- widget_module – the widget Lua module (e.g. from
require). - template_name – the GUI template id (the same as the widget name in your GUI scene).
- nodes – optional; pass
nilto use the template from the scene, or e.g."root"when cloning for multiple instances.
In the Defold GUI scene you add a GUI file that contains the widget template. You can customize looks and properties, but keep the node structure and node IDs the same, because the widget code finds nodes by ID. Widgets can declare dependencies on other widgets; those are downloaded automatically when you install a widget from this store.
Publishing uses the same manifest format as all folder-type stores. See Publishing Folder-Type Assets for the full JSON structure, required and optional fields, and examples.
For this store, add your asset under:
widget/<Author>/<WidgetID>/
Example: widget/Insality/rich_input/ with rich_input.json and your .gui / .lua (and any other) files in that folder. Widgets can declare dependencies on other widgets via the depends field; those are installed automatically when a user installs your widget.