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Question What would be correct license when preparing commercial asset for Asset Store?

Discussion in 'Package Manager' started by IndieForger, Nov 24, 2022.

  1. IndieForger

    IndieForger

    Joined:
    Dec 31, 2012
    Posts:
    92
    After years of using unity in my personal projects, mostly for fun I have decided to give my skills a go so I have started work on my first commercial asset I would like to publish to Unity's Asset Store. I am almost there with functionality for version 1 and started preparing package following Creating Custom Packages guide.

    I am stuck a bit with trying to figure out which license should I use if I am planning to sell the package. Looking at Package Manifest page I am taken to the long list SPDX licenses, which does my head in.

    What I am looking for is a license type that will:
    - allow me to publish commercial asset (its a tool, no art included)
    - allow the buyer to use the asset commercially.

    Hi, I hope it's the right place to ask the question.

    Any advice please?
     
  2. Anthiese

    Anthiese

    Joined:
    Oct 13, 2013
    Posts:
    71
    You've been looking at the documentation for creating UPM packages. As far as I'm aware, the Asset Store does not support publishing this package format, everything ends up needing to be wrapped in .unitypackage bundles, so you generally don't get the benefits of using UPM packages out of the box. You want to look at the documentation for publishing to the Asset Store specifically.
    https://docs.unity3d.com/Manual/AssetStorePublishing.html
    Packages on the Asset Store are typically covered by the Asset Store EULA. You don't need to take any action for this license agreement to apply to published assets, and it should be sufficient for most scenarios.
    https://unity.com/legal/as-terms
    https://support.unity.com/hc/en-us/...possible-to-add-a-custom-license-to-my-Asset-
     
    CodeSmile likes this.
  3. CodeSmile

    CodeSmile

    Joined:
    Apr 10, 2014
    Posts:
    1,871
    What (s)he said.

    UAS relies on classic .unitypackage packages. You cannot even submit anything that’s in a UPM package. Install the Asset Store publishing package which is required to upload UAS packages.

    And you cannot provide a custom license for UAS products (exceptions notwithstanding, usually those are Unity partner assets).
     
  4. IndieForger

    IndieForger

    Joined:
    Dec 31, 2012
    Posts:
    92
    Thanks for your help guys! Seems I have wasted couple of nights going in circles to get dependencies load correctly. I really like how it works locally when I install them from another directory. With defined dependencies I can auto pull external Unity packages like InputSystem for example that my asset depends on.

    So is it possible to all to make use of package.json manifest to tell Unity to auto install dependencies on import using package manager? Or are you guys saying it is simply not going to work?
     
  5. DEEnvironment

    DEEnvironment

    Joined:
    Dec 30, 2018
    Posts:
    399
    Asset Store Terms of Service and EULA FAQ
    https://assetstore.unity.com/browse/eula-faq


    some tool assets clarified that the art/models/assets/..... generated from the tools may be considered something such as = Creative Commons — Attribution-ShareAlike 4.0 International — CC BY-SA 4.0


    in short 99% of the time the standard EULA is fine for game developers
    however, if you wish to also allow redistribute commercially the models/xxxx made from your tools for resale then consider something extra to clearly say its ok
     
  6. IndieForger

    IndieForger

    Joined:
    Dec 31, 2012
    Posts:
    92
    Thanks for the link. Very useful.