Replies: 4 comments 3 replies
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+1 It looks like the Mozilla Public License 2.0 is perfect for this. It has the same requirement of distributing modifications under the same license, but without the re-linking requirement of LGPL 3.0, which as mentioned, is difficult to uphold in Unity IL2CPP and arguably of little value for the average gamer. |
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I agree that the current license is a fairly large roadblock for console development within Unity. MPL 2.0 seems like a good alternative to keep improvements or modifications to the library publicly available, while still allowing projects to ship to more restrictive platforms where users might be unable to access / replace the original DLL. |
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Hello there too! I vote for MPL-2.0. I'm currently at the early stage of developing an indie game and in the past few days I've actually tested 11 open source .NET ECS frameworks. I've come to the conclusion that this one is the most convenient, has simple and clear but powerful API, excellent speed, fitting my needs etc. Everything is good but there is one thing... IMHO: It's hard to impossible to strictly comply with LGPL (especially v3.0) nowadays. Embedding, packing, recompiling and code signing is everywhere. It's unlikely that an end user will proceed with and could benefit from relinking specific game tooling modules, probably breaking the integration between the game and the modules rendering the game not-working. But LGPL 3.0 requires the relinked result to still be working. So while LGPL allows producing even commercial combined work, it's difficult to even open source authors not to violate the license terms on some platforms as mentioned by others. That's the reason for all the concerns around LGPL-ed libraries. I've even signed up to GitHub to express my opinion on this matter ) UPD: I see it's more complicated, since
Though I don't know what the author's plans are for them. |
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As in the last steps to publish an official |
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Hey there! 👋
I have been tinkering with this library for a bit and it's really enjoyable! I just have some concerns with actually using it in work/personal projects due to the LGPL 3.0 license in a Unity project.
With Unity the library is installed either from NuGetForUnity (which we do not use), or manually dragging in the library dll + dependency dlls. This works fine for PC. However, from what I have been reading in various places, such as this, it seems that LGPL 3.0 cannot be built for non-PC platforms due to them embedding the library directly into the executable. Please correct me if I am wrong though!
Alongside this if the project is using IL2CPP, instead of Mono, it essentially takes all the managed DLLs, puts them into a single C++ project, and compiles them all together. Which makes replacing this lib impossible in the final build.
Are there any plans to swap to MIT in the future, or any major reason it is LGPL 3.0 currently?
It is also still a bit hazy on what would have to be included in the built game if we had to fork the codebase to change something, or really just including it in general depending on the installation method. Although, in either case this wouldn't matter for non-PC platforms (as far as I have read at least).
I look forward to your thoughts!
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