this post was submitted on 12 Jan 2024
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LGPL requires distributing the license with any code. I imagine unity does that with the core code, but it would be difficult to enforce that for assets distributed in their store, which they would be liable for legally. I imagine this will be resolved, but I no longer use Unity so idfc
No it won't. This is 5.10.4 of the Unity Provider agreement, it's total bullshit.
Why is it bullshit? AFAIK, Unity wouldn't be able to comply with LGPL without supplying their own source code, so then this would be the only logical outcome.
Unity let me go earlier this week, so I'm really not in the mood to defend them, but this is correct. I'm on the Unity hate train as much as the next guy and i feel this is pretty cut and dry.
Sad to hear it, hope you'll find something else soon.
Thankfully I'm in Canada where Collective Layoffs are heavily protected, and I have a generous package to keep me afloat until I find the right job.
It is a sad week for tech because not everyone has these protections.
You are only required to give source code for changes to that part for LGPL code. So only the library requires that.
Other game engines supply source code. If Unity wants any hope of redemption they should let us inspect wtf it actually does on our computers (edit: and let us make it work for our needs).
Unity uses the LGPL for parts of their own products. The GPL in most cases only requires that derivative work must also be shipped with the same license. The source code from providers doesn't have to be distributed by unity, it has to be distributed by the provider. In this case that would be videoLAN, which has all their source code on GitHub. You can read the text of the LGPL here, and this is VideoLAN's post about the situation.
That puts things into perspective, thanks!
This is incorrect. The distributor of derivative works in binary form is responsible for providing the source code. They can refer to a server operated by a third party, but if that third party stops providing the source code the distributor remains obligated to ensure that it is still available. The only exception is for binaries which were originally received with a written offer of source code, where the offer can be passed on as-is, but that only applies for "occasional and non-commercial" distribution which wouldn't work here.
Can you point to the section of the LGPL that describes what you're claiming?
I thought the point of the LGPL was to allow this sort of usage without requiring the release of source code. It's an extension of the GPL to remove those requirements isn't it?
I admit this is totally not my area, but couldn't you say that about literally any online source that sold software from Steam to the Apple App Store?
Not just license. You also need to link to it as a shared library and allow users to replace it with their own build of the library. Meaning you can't use stuff like DRM and anticheats.
Yup fair point I didn't know that. Unity presumably does this with dlls that a technical user can easily swap out. In principle an asset store script could do this, but it would be very difficult to verify and enforce so I can see why they'd just ban the license outright as a CYA thing.
Maybe the answer is to distribute a vlc dll separately and only ship a linking/driving script via the asset store.
Not exactly. The LGPL inherits the methods of conveying source code from section 6 of the GPL, which has a number of different options. You can bundle the source code along with the compiled version, but you can also do it simply by including an offer the end user can redeem to get a copy of the source. For example you could include a link to the source code.