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Question Question about licensing and use of Unity Assets/Content in other engines...

Discussion in 'General Discussion' started by DraftedDev, Jul 27, 2023.

  1. DraftedDev

    DraftedDev

    Joined:
    Jan 1, 2021
    Posts:
    3
    Hi, I want to use Unity as some kind of "modeler" , because I suck extremely in Blender and other software.
    I only like to use some materials from the Unity Assets Store in my "Unity Model Project Thing" and export it as FBX into another engine.

    What can I do with such an FBX/OBJ/WHATEVER if the assets used, have the standard license (https://unity.com/legal/as-terms).

    Do I need to mark my game as "Made with Unity" (even if it's not directly made with Unity) or do I need to give credits to Unity, etc.?
     
  2. neginfinity

    neginfinity

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    Jan 27, 2013
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    13,317
    What you can do is described within "END-USER's Rights and Obligations". The part you want to read is 2.2.

    Basically, you are not allowed to resell asset itself. You can't lease it, resell modified versions and so on.

    You can use objects in other games (unless they're restricted to unity engine), and you do not need to put "Made with Unity" anywhere. You can also make movies with the assets.

    However, check the rest of the part 2 to be sure.
     
    DraftedDev likes this.
  3. DraftedDev

    DraftedDev

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    Jan 1, 2021
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    What do you mean by "unless they're restricted to unity engine"?
    Do you mean like "Unity Technologies (r)" Assets or Unity packages?
     
  4. CodeSmile

    CodeSmile

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    Apr 10, 2014
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    That's an awful workflow! Whatever looks and materials you create in Unity will almost certainly look different (if not completely broken) in another engine. There is no common standard for materials, shaders and render pipelines to make them interchangeable (I believe with the exception of Pixar's material format but I have no exp with that).
     
  5. neginfinity

    neginfinity

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    Jan 27, 2013
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    It means the asset has non-standard license that explicitly forbids something. I believe when blacksmith demo was initially on the store it had such license.

    Actually, in last years there was significant effort made to make all PBR materials interchangeable, so everything follows roughly the same standard when you're using textures. Issues happen when you try to pack t hat into texture, because some libraries apply gamma correction on compress/decompress.

    Aside from that and aside from some people flipping roughness around, the material should be the same whether it is unreal, unity or blender. USD format is possible due to the same reason.

    Now, during fbx export you'll lose a ton of data, but if you go through, say, gltf.... it would be reasonable to expect your data to be preserved. If you manually coded the shaders, of course, the data will not transfer.
     
  6. Lurking-Ninja

    Lurking-Ninja

    Joined:
    Jan 20, 2015
    Posts:
    9,900
    - you should read the EULA, no matter what we tell you here, you're legally bind by that
    - you do not need to mark your game, you can but you are not required to give credits to unity or asset store creators (although it is appreciated and it's a moral question)
    - you can use any standard license assets anywhere (as long as you make an end product different from the assets you used)
    - always check the license, if it has custom one, you should read it and act accordingly