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Distributing Unity plugins
Is it possible in unity to open source the game without distributing the source code of third-party plugins used?
For eg; I am using 2dtoolkit (purchased) for my game and want to make the game open source, if I understood correctly I have to put 2dtoolkit (which is no more but a bunch of code files) along with my game's source code. This means distributing the software that I bought for free :). I have no intention of doing it and looking a way around it.
I could list 2dtoolkit as a dependency but it'll be more convenient if I can put it up as a complete package so anyone can download and have with it.
Does anyone have any input on this?
Answer by whydoidoit · Apr 11, 2013 at 03:04 AM
Yeah it's a nightmare to opensource things which contain other things :) My Unity Serializer project got dropped from the Asset Store for a while because it contained an open source module that has a different licensing agreement to the one that Unity allow!
You are stuck if you've made a game using 2DTK then you will have to not include it in the source version of the build and tell people they need to obtain a license.
True. I cant even give the game source to anyone considering it is dependent on 2DT$$anonymous$$. So sad.
I think I tried to use the UnitySerializer for one of my game before. It does a lot more than what I actually needed. I just wanted to save/load some player stats and level layout so I switched to LitJson :). But I still have it on my machine. Good stuff!
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