complying_with_licenses.rst 6.1 KB

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  1. :allow_comments: False
  2. .. _doc_complying_with_licenses:
  3. Complying with licenses
  4. =======================
  5. .. warning::
  6. The recommendations in this page **are not legal advice.** They are provided
  7. in good faith to help users navigate license attribution requirements.
  8. What are licenses?
  9. ------------------
  10. Godot is created and distributed under the `MIT License <https://opensource.org/licenses/MIT>`_.
  11. It doesn't have a sole owner, as every contributor that submits code to
  12. the project does it under this same license and keeps ownership of their
  13. contribution.
  14. The license is the legal requirement for you (or your company) to use and
  15. distribute the software (and derivative projects, including games made with it).
  16. Your game or project can have a different license, but it still needs to comply
  17. with the original one.
  18. .. note::
  19. This section covers compliance with licenses from a user perspective.
  20. If you are interested in licence compliance as a contributor, you can find
  21. guidelines :ref:`here <doc_best_practices_for_engine_contributors_license_compliance>`.
  22. .. tip::
  23. Alongside the Godot license text, remember to also list third-party notices
  24. for assets you're using, such as textures, models, sounds, music and fonts.
  25. This includes free assets, which often come with licenses that require
  26. attribution.
  27. Requirements
  28. ------------
  29. In the case of the MIT license, the only requirement is to include the license
  30. text somewhere in your game or derivative project.
  31. This text reads as follows::
  32. This game uses Godot Engine, available under the following license:
  33. Copyright (c) 2014-present Godot Engine contributors.
  34. Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.
  35. Permission is hereby granted, free of charge, to any person obtaining a copy
  36. of this software and associated documentation files (the "Software"), to deal
  37. in the Software without restriction, including without limitation the rights
  38. to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  39. copies of the Software, and to permit persons to whom the Software is
  40. furnished to do so, subject to the following conditions:
  41. The above copyright notice and this permission notice shall be included in all
  42. copies or substantial portions of the Software.
  43. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  44. IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  45. FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  46. AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  47. LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  48. OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
  49. SOFTWARE.
  50. Beside its own MIT license, Godot includes code from a number of third-party
  51. libraries. See :ref:`doc_complying_with_licenses_thirdparty` for details.
  52. .. note::
  53. Your games do not need to be under the same license. You are free to release
  54. your Godot projects under any license and to create commercial games with
  55. the engine.
  56. Inclusion
  57. ---------
  58. The license text must be made available to the user. The license doesn't specify
  59. how the text has to be included, but here are the most common approaches (you
  60. only need to implement one of them, not all).
  61. Credits screen
  62. ^^^^^^^^^^^^^^
  63. Include the above license text somewhere in the credits screen. It can be at the
  64. bottom after showing the rest of the credits. Most large studios use this
  65. approach with open source licenses.
  66. Licenses screen
  67. ^^^^^^^^^^^^^^^
  68. Some games have a special menu (often in the settings) to display licenses.
  69. This menu is typically accessed with a button called **Third-party Licenses**
  70. or **Open Source Licenses**.
  71. Output log
  72. ^^^^^^^^^^
  73. Printing the license text using the :ref:`print() <class_@GlobalScope_method_print>`
  74. function may be enough on platforms where a global output log is readable.
  75. This is the case on desktop platforms, Android and HTML5 (but not iOS).
  76. Accompanying file
  77. ^^^^^^^^^^^^^^^^^
  78. If the game is distributed on desktop platforms, a file containing the license
  79. text can be added to the software that is installed to the user PC.
  80. Printed manual
  81. ^^^^^^^^^^^^^^
  82. If the game includes a printed manual, the license text can be included there.
  83. Link to the license
  84. ^^^^^^^^^^^^^^^^^^^
  85. The Godot Engine developers consider that a link to ``godotengine.org/license``
  86. in your game documentation or credits would be an acceptable way to satisfy
  87. the license terms.
  88. .. tip::
  89. Godot provides several methods to get license information in the
  90. :ref:`Engine <class_Engine>` singleton. This allows you to source the
  91. license information directly from the engine binary, which prevents the
  92. information from becoming outdated if you update engine versions.
  93. For the engine itself:
  94. - :ref:`Engine.get_license_text<class_Engine_method_get_license_text>`
  95. For third-party components used by the engine:
  96. - :ref:`Engine.get_license_info<class_Engine_method_get_license_info>`
  97. - :ref:`Engine.get_copyright_info<class_Engine_method_get_copyright_info>`
  98. .. _doc_complying_with_licenses_thirdparty:
  99. Third-party licenses
  100. --------------------
  101. Godot itself contains software written by
  102. `third parties <https://github.com/godotengine/godot/blob/master/thirdparty/README.md>`_,
  103. which is compatible with, but not covered by Godot's MIT license.
  104. Many of these dependencies are distributed under permissive open source licenses
  105. which require attribution by explicitly citing their copyright statement and
  106. license text in the final product's documentation.
  107. Given the scope of the Godot project, this is fairly difficult to do thoroughly.
  108. For the Godot editor, the full documentation of third-party copyrights and
  109. licenses is provided in the `COPYRIGHT.txt <https://github.com/godotengine/godot/blob/master/COPYRIGHT.txt>`_
  110. file.
  111. A good option for end users to document third-party licenses is to include this
  112. file in your project's distribution, which you can e.g. rename to
  113. ``GODOT_COPYRIGHT.txt`` to prevent any confusion with your own code and assets.