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.. _doc_complying_with_licenses:
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Complying with licenses
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=======================
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.. warning::
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The recommendations in this page **are not legal advice.** They are provided
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in good faith to help users navigate license attribution requirements.
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What are licenses?
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------------------
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Godot is created and distributed under the `MIT License <https://opensource.org/licenses/MIT>`_.
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It doesn't have a sole owner, as every contributor that submits code to
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the project does it under this same license and keeps ownership of their
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contribution.
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The license is the legal requirement for you (or your company) to use and
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distribute the software (and derivative projects, including games made with it).
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Your game or project can have a different license, but it still needs to comply
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with the original one.
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.. note::
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This section covers compliance with licenses from a user perspective.
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If you are interested in licence compliance as a contributor, you can find
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guidelines `here <https://contributing.godotengine.org/en/latest/engine/guidelines/best_practices.html#don-t-use-complex-canned-solutions-for-simple-problems>`__.
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.. tip::
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Alongside the Godot license text, remember to also list third-party notices
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for assets you're using, such as textures, models, sounds, music and fonts.
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This includes free assets, which often come with licenses that require
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attribution.
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Requirements
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------------
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In the case of the MIT license, the only requirement is to include the license
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text somewhere in your game or derivative project.
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This text reads as follows:
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.. code-block:: none
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This game uses Godot Engine, available under the following license:
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Copyright (c) 2014-present Godot Engine contributors.
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Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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Beside its own MIT license, Godot includes code from a number of third-party
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libraries. See :ref:`doc_complying_with_licenses_thirdparty` for details.
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.. note::
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Your games do not need to be under the same license. You are free to release
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your Godot projects under any license and to create commercial games with
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the engine.
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Inclusion
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---------
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The license text must be made available to the user. The license doesn't specify
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how the text has to be included, but here are the most common approaches (you
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only need to implement one of them, not all).
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Credits screen
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~~~~~~~~~~~~~~
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Include the above license text somewhere in the credits screen. It can be at the
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bottom after showing the rest of the credits. Most large studios use this
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approach with open source licenses.
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Licenses screen
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~~~~~~~~~~~~~~~
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Some games have a special menu (often in the settings) to display licenses.
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This menu is typically accessed with a button called **Third-party Licenses**
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or **Open Source Licenses**.
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Output log
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~~~~~~~~~~
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Printing the license text using the :ref:`print() <class_@GlobalScope_method_print>`
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function may be enough on platforms where a global output log is readable.
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This is the case on desktop platforms, Android and HTML5 (but not iOS).
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Accompanying file
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~~~~~~~~~~~~~~~~~
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If the game is distributed on desktop platforms, a file containing the license
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text can be added to the software that is installed to the user PC.
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Printed manual
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~~~~~~~~~~~~~~
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If the game includes a printed manual, the license text can be included there.
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Link to the license
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~~~~~~~~~~~~~~~~~~~
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The Godot Engine developers consider that a link to ``godotengine.org/license``
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in your game documentation or credits would be an acceptable way to satisfy
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the license terms.
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.. tip::
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Godot provides several methods to get license information in the
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:ref:`Engine <class_Engine>` singleton. This allows you to source the
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license information directly from the engine binary, which prevents the
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information from becoming outdated if you update engine versions.
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For the engine itself:
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- :ref:`Engine.get_license_text<class_Engine_method_get_license_text>`
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For third-party components used by the engine:
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- :ref:`Engine.get_license_info<class_Engine_method_get_license_info>`
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- :ref:`Engine.get_copyright_info<class_Engine_method_get_copyright_info>`
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.. _doc_complying_with_licenses_thirdparty:
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Third-party licenses
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--------------------
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Godot itself contains software written by
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`third parties <https://github.com/godotengine/godot/blob/master/thirdparty/README.md>`_,
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which is compatible with, but not covered by Godot's MIT license.
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Many of these dependencies are distributed under permissive open source licenses
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which require attribution by explicitly citing their copyright statement and
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license text in the final product's documentation.
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Given the scope of the Godot project, this is fairly difficult to do thoroughly.
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For the Godot editor, the full documentation of third-party copyrights and
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licenses is provided in the `COPYRIGHT.txt <https://github.com/godotengine/godot/blob/master/COPYRIGHT.txt>`_
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file.
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A good option for end users to document third-party licenses is to include this
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file in your project's distribution, which you can e.g. rename to
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``GODOT_COPYRIGHT.txt`` to prevent any confusion with your own code and assets.
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