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- :allow_comments: False
- .. _doc_complying_with_licenses:
- Complying with licenses
- =======================
- .. warning::
- The recommendations in this page **are not legal advice.** They are provided
- in good faith to help users navigate license attribution requirements.
- What are licenses?
- ------------------
- Godot is created and distributed under the `MIT License <https://opensource.org/licenses/MIT>`_.
- It doesn't have a sole owner, as every contributor that submits code to
- the project does it under this same license and keeps ownership of their
- contribution.
- The license is the legal requirement for you (or your company) to use and
- distribute the software (and derivative projects, including games made with it).
- Your game or project can have a different license, but it still needs to comply
- with the original one.
- .. note::
- This section covers compliance with licenses from a user perspective.
- If you are interested in licence compliance as a contributor, you can find
- guidelines :ref:`here <doc_best_practices_for_engine_contributors_license_compliance>`.
- .. tip::
- Alongside the Godot license text, remember to also list third-party notices
- for assets you're using, such as textures, models, sounds, music and fonts.
- This includes free assets, which often come with licenses that require
- attribution.
- Requirements
- ------------
- In the case of the MIT license, the only requirement is to include the license
- text somewhere in your game or derivative project.
- This text reads as follows::
- This game uses Godot Engine, available under the following license:
- Copyright (c) 2014-present Godot Engine contributors.
- Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.
- Permission is hereby granted, free of charge, to any person obtaining a copy
- of this software and associated documentation files (the "Software"), to deal
- in the Software without restriction, including without limitation the rights
- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- copies of the Software, and to permit persons to whom the Software is
- furnished to do so, subject to the following conditions:
- The above copyright notice and this permission notice shall be included in all
- copies or substantial portions of the Software.
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
- SOFTWARE.
- Beside its own MIT license, Godot includes code from a number of third-party
- libraries. See :ref:`doc_complying_with_licenses_thirdparty` for details.
- .. note::
- Your games do not need to be under the same license. You are free to release
- your Godot projects under any license and to create commercial games with
- the engine.
- Inclusion
- ---------
- The license text must be made available to the user. The license doesn't specify
- how the text has to be included, but here are the most common approaches (you
- only need to implement one of them, not all).
- Credits screen
- ^^^^^^^^^^^^^^
- Include the above license text somewhere in the credits screen. It can be at the
- bottom after showing the rest of the credits. Most large studios use this
- approach with open source licenses.
- Licenses screen
- ^^^^^^^^^^^^^^^
- Some games have a special menu (often in the settings) to display licenses.
- This menu is typically accessed with a button called **Third-party Licenses**
- or **Open Source Licenses**.
- Output log
- ^^^^^^^^^^
- Printing the license text using the :ref:`print() <class_@GlobalScope_method_print>`
- function may be enough on platforms where a global output log is readable.
- This is the case on desktop platforms, Android and HTML5 (but not iOS).
- Accompanying file
- ^^^^^^^^^^^^^^^^^
- If the game is distributed on desktop platforms, a file containing the license
- text can be added to the software that is installed to the user PC.
- Printed manual
- ^^^^^^^^^^^^^^
- If the game includes a printed manual, the license text can be included there.
- Link to the license
- ^^^^^^^^^^^^^^^^^^^
- The Godot Engine developers consider that a link to ``godotengine.org/license``
- in your game documentation or credits would be an acceptable way to satisfy
- the license terms.
- .. tip::
- Godot provides several methods to get license information in the
- :ref:`Engine <class_Engine>` singleton. This allows you to source the
- license information directly from the engine binary, which prevents the
- information from becoming outdated if you update engine versions.
- For the engine itself:
- - :ref:`Engine.get_license_text<class_Engine_method_get_license_text>`
- For third-party components used by the engine:
- - :ref:`Engine.get_license_info<class_Engine_method_get_license_info>`
- - :ref:`Engine.get_copyright_info<class_Engine_method_get_copyright_info>`
- .. _doc_complying_with_licenses_thirdparty:
- Third-party licenses
- --------------------
- Godot itself contains software written by
- `third parties <https://github.com/godotengine/godot/blob/master/thirdparty/README.md>`_,
- which is compatible with, but not covered by Godot's MIT license.
- Many of these dependencies are distributed under permissive open source licenses
- which require attribution by explicitly citing their copyright statement and
- license text in the final product's documentation.
- Given the scope of the Godot project, this is fairly difficult to do thoroughly.
- For the Godot editor, the full documentation of third-party copyrights and
- licenses is provided in the `COPYRIGHT.txt <https://github.com/godotengine/godot/blob/master/COPYRIGHT.txt>`_
- file.
- A good option for end users to document third-party licenses is to include this
- file in your project's distribution, which you can e.g. rename to
- ``GODOT_COPYRIGHT.txt`` to prevent any confusion with your own code and assets.
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