Should I put the MIT license in my game created with godot?

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:bust_in_silhouette: Asked By Hormoz
:warning: Old Version Published before Godot 3 was released.

Hello.
Someone on this topic:

Said this:

“I’m not a lawyer either but here’s the thing… MIT license states “The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.” and because there is no definition of “software” it can be misinterpreted. Software can be defined as a set of machine instructions (which is binary file) meaning you’re legally obligated to put a MIT copyright somewhere in the executable file. So mentioning of godot is not required, but copyright notice must be included somehow (not necessarily has to be rendered to the screen). But to play it safe - just include it in the credits and be done with it.”

I made some part of it bold.
Is this true if it isn’t true why isn’t it true can you explain about it?

:bust_in_silhouette: Reply From: Calinou

Technically, you should include a copyright notice file in the games you distribute, regardless of their license (LICENSE.md being readable somewhere in your game is ideal, such as in an “About” menu). Large companies are very wary of this, and for example, iOS includes hundreds of open source license notices (even the GPL and LGPL).

However, Godot developers have stated they don’t mind people not putting copyright notices in their released game binaries. So, even if you don’t put any notice/credit about Godot, you should be fine.

(I am not a lawyer, this is not legal advice.)

Edit: See also Complying with Licenses in the documentation.

:bust_in_silhouette: Reply From: Cameron Kilgore

First off: This is not legal advice. I’ve danced around OSS matters in retail projects before, but I am not a lawyer. Don’t treat this as actual legal advice.

I’m not clear on the legal precedence in the US at least, but after the ProCD v. Zeidenberg ruling, a lot of US companies either included a shrink wrapped EULA or a paper notice indicating that the EULA license present with the software was legally binding once installed.

By that ruling, the clause in the MIT License that says “The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.” means you must include the license. It doesn’t mean you have to bundle the source code, but you must include Godot’s original license, even if you sublicense.

I believe that simply having LICENSE.md will be enough to address this for Godot. There are also other components subject to other licenses that aren’t necessarily bundled with a built Godot game such as FreeType, libopus, and ENet. I’m not sure how you should cover this but in many retail games, this is part of the End Credits or is part of the About/Extras screen.

The answer is: I don’t know. I’ve assumed based on the legal precedent set that it needs to be present and visible at least. To that end, i’ve already built a .tscn that throws all the know 2.1 licenses into TextAreas and paginates them (these are populated by hand). I have no qualms with making this scene available for public use, watch this space and i’ll gist it ASAP.

The questions about your legal obligations are best answered by a lawyer.

Having it on the assetlib could be useful for the community :smiley:

eons | 2017-06-13 21:33

I agree with eons, having such resource on the assetlib would be great :slight_smile:

Akien | 2017-06-16 08:38