Re:Unity’s New Pricing: A Wake-Up Call on the Importance of ...
by charcircuit on Friday September 15, 2023 @11:22AM
(#37524430)
>You cannot fork it and change its licence
You can't do that for Godot either.
Re:Unity’s New Pricing: A Wake-Up Call on the Importance of ...
by prmoustache on Friday September 15, 2023 @09:39PM
(#37531164)
Yes you can but still need to mention the original licence and copyright notice. But your end product can be proprietary, or released under other license such as the GPLv3.
Re:Unity’s New Pricing: A Wake-Up Call on the Importance of ...
by charcircuit on Saturday September 16, 2023 @02:35AM
(#37532529)
You can not chance the license of code you do not own.
Re:Unity’s New Pricing: A Wake-Up Call on the Importance of ...
by prmoustache on Saturday September 16, 2023 @07:00AM
(#37533702)
But you own the modifications of your code so you can still license your derived work as closed as you want as long you as you obey the original MIT license terms which consists only mentionning it and keeping original copyright notice.
That is what all company selling proprietary products that include MIT and BSD licensed codes do. Usually the jist include a file called "third party copyright notice" with the product ad well as an entry in the "about" section of their gui.
edit: it doesn't unless Epic Games grants you a specific license to do that. https://www.unrealengine.com/en-US/eula/unreal
source:
> 4. How You Can Share the Licensed Technology When It Isn’t Part of a Product > You may only Distribute Licensed Technology (including as modified by you) outside of a Product as expressly permitted by this Section 4.
> a. Sharing of Engine Code
> i. Sharing Engine Code with Another Licensee You may Distribute Engine Code (including as modified by you) in Source Code or object code to a third party who is separately licensed by us to use the same version of the Engine Code that you are Distributing.
>Any public Distribution of Engine Tools (e.g., intended generally for third parties who are separately licensed by us to use the Engine Code) must take place through a marketplace operated by Epic such as the Unreal Engine Marketplace (e.g., for Distributing a Product’s modding tool or editor to end users) or through a fork of Epic’s GitHub UnrealEngine Network (e.g., for Distributing Source Code).