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Payed but non-visual assets like editor extensions? And publish them on github?

A topic by Briskled created 86 days ago Views: 610 Replies: 8
Viewing posts 1 to 7
(+1)

I've read in other posts that even payed assets are allowed. E.g. in this post: https://itch.io/jam/acerola-jam-0/topic/3539640/packages-from-the-unity-asset-st...

I've got some editor extensions that speed my workflow by a lot (talking about Odin inspector or rainbow folders).

And that leads me to two questions about that:

  1. What are the exact restrictions of using payed assets? (other than having the license to use it)
  2. Since every submission must be open source, I would push a payed asset onto an open repository which could enable other people to use that asset eventhough they did not pay for it. Is this even legal?

Had a similar though on this.

As for your first concern I assume you already took a look at the widely used gitignore for unity projects? https://github.com/github/gitignore/blob/main/Unity.gitignore

Using this will at least ignore all that internal stuff. Your public repository will then only contain Assets, Packages and Settings.

One could also ignore the folders containing the payed assets using the .gitignore file. They would then not be uploaded to github. However, as you already said, the code would then not compile without said assets.

Guess we must wait for Acerola to respond :)

Host(+1)

You should be able to build the game from the github repo. Since you cannot legally redistribute paid assets, they arent allowed. Paid tools are allowed because they produce assets you have the rights to. If it's editor extensions and stuff, yeah it's fine cause I can't really enforce it anyways. That stuff isn't required to build the game I would assume.

Can I use odin (payed) as long as the asset itself is not on github and I remove all odin-specific code before submitting?

Host

Again, you should be able to build the game from the github repo.

Haiyaaa that's a downer. It's fine for rainbow folders but odin inspector requires some code so it would be required to build the stuff because without the asset, the code wouldn't even compile. 

Guess that's a "no" for odin 馃槶

(+1)

Just use NaughtyAttributes. It's got the same basic functinality of Odin like [Button] [Dropdown] [ShowIf/HideIf], etc but is free and open source. You can get it off GitHub or the Asset Store: https://github.com/dbrizov/NaughtyAttributes | https://assetstore.unity.com/packages/tools/utilities/naughtyattributes-129996 and the docs are good too: https://dbrizov.github.io/na-docs/index.html

Also, fun fact, the original version of Rainbow Folders is already free open source: https://github.com/Borod4r/unity3d-rainbow-folders

Did not know about Naughty Attributes. You are a life saver! Thanks

Submitted (6 edits)

This is pretty sadge since not only do I use Odin, but also Amplify Shader Editor and UModeler :( Fortunately UModeler has a free version.

I鈥檓 always overwhelmed everytime I try to get into Blender, so a simplified in-engine modeling tool like UModeler is a lot easier for me to try to do 3D art myself in a game jam rather than learning Blender (though I recognize that I should do this).

AmplifyShaderEditor is also in many ways better than Unity鈥檚 Shader Graph editor. I鈥檝e seen some weird bugs before with Shader Graph and also it tends to chug when graphs become large. Because of that, I use ASE over Shader Graph on a day to day basis and I鈥檓 much more familiar with it.

Thanks so much for the NaughtyAttributes recommendation! Will give that a shot.

Hope in the future this can be re-evaluated. If it鈥檚 about policing AI content, it鈥檚 not as though the majority of those tools need to be included in the Git repo anyway.