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EULA Etiquette - Small Team Collaboration using free Unity5 Personal Edition.
As an Indie Game Developer I understand that Unity5 Personal Edition is designed for individual use, but does this preclude the aspect of Small Team Collaboration under the free Unity5 Personal Edition EULA?
From what I have come to understand, in the Unity Forums and Unity Answers, is that only the same platform, Personal and Personal, are enabled to trade game assets between them. I would also believe that the same restrictions apply while using Pro and Pro versions during the game building process . In layman's terms no cross pollination between platforms, being Personal and Pro.
Having previously built applications where, after the program was built, Install Shield was employed to insure that any references beyond built-in intrinsic types were registered. Dependencies as shared .dll's, User Defined Controls "UDC's" and machine/platform specific handles were then registered during deployment time to the end-users machine using this process. Installing this sustained fallback protocol insured the program would not catastrophically fail but would have provisions for graceful degradation. This seems to be what sets apart Unity Pro from the Personal edition. But it would also seem that this registration process goes on in the Pro edition continuously within the design and development phase of the game. So likewise this process of asset validity would also seem to provide verification between registered collaborating team members of the Pro version but with the Personal version it is not.
The facts remain that even a small team would find it cumbersome & unwieldy as the Personal edition has no built-in collaboration mechanisms. Also the consolidated team efforts sum total net income must remain under $100,000. And finally the project must remain under the same platform type, in my case the Unity5 Personal Edition, for all team members.
The question: Despite these drawbacks, forgoing the ease of use provided by the Pro version because of my current Indie/Learning venue, and so, only in consideration to the Unity EULA, is there any Unity EULA reason to NOT be able to collaborate within a small team framework between disparate team individuals each using their own free Unity5 Personal Edition while building a collaborative game?