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Questions about MIT license
I'm thinking of creating an open source Unity video game. I checked this page to have an overview of the MIT license. But there are still some things that are not very clear to me:
If someone want to fork the project and create a proprietary or pay version of it, what does it mean for him to add a copy of the license and a copyright notice ?
If the project includes C# code or shaders that I didn't write (SteamVR, Photon Unity Networking, TextMesh Pro, "Procedural patterns" from the ShaderGraph package, library from the asset store, ...), what should I do ? Should I avoid including them in a git repository, and explain in README.md how to add these dependencies after a clone of the project ?
If I use a built library (dll, ...), should I add a notice concerning the license ?
Can I use Creative Commons assets in the project ? How to deal with the ShareAlike condition ? And with NonCommercial, knowing that the MIT license allows commercial reuse ? Should I add a notice (text file) next to an asset for the Attribution condition, or can I just add a line in the credits ?
Can I use a specific license for a given script or asset (instead of MIT) ? I saw that it is possible with the Mozilla License (CC0 license for a given file)
Should I add a licence header at the top of source code files ?
Thank you in advance for your answers.
Answer by tormentoarmagedoom · Mar 01, 2020 at 01:23 AM
Hello.
I'm soryy, but Unity Answers is not for this questions. You should go to Unity forums.
Bye.
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