Asset Licence Register / Entity licences on client work

Client work

Entity licences on client work: the seat trap

Work-for-hire, outsourcing and co-development studios carry two licence traps into almost every delivery: an asset licensed to the wrong entity, and a tool short of seats. Both are invisible in the editor and both surface at the worst possible moment - the client's legal review.

What "entity" means on a licence

Marketplace licences are usually granted to a single legal entity - the company or person that bought them - and they cover that entity's products. Unity's Asset Store makes this explicit with two tiers. A Single Entity licence lets one legal entity use the asset in its own products. A Multi Entity licence is the one you buy when the people using the asset and the entity that owns the shipping product are different - which is exactly the shape of contract work.

SituationSingle EntityMulti Entity
Your own studio's gameOKOK
Asset delivered into a client's productNot coveredOK
Shared across contractors / sub-studiosNot coveredOK

The failure mode is quiet: an artist buys a Single Entity asset to solve a problem on a client build, it works, it ships, and nobody ever asked which entity's product it was going into. Legally, the client's game is a different entity's product, so the Single Entity grant does not reach it. The fix - buying Multi Entity, or having the client buy their own copy - is cheap while the project is live and expensive once the deliverable is signed off.

Per-seat tools: the second trap

The other half of the trap is the Extension Asset pattern: editor tooling - custom inspectors, importers, workflow extensions, spline tools - is frequently licensed per seat, per individual user. One purchased seat covers one developer. A team of five sharing two seats is not "mostly compliant"; it is three seats short, and a per-seat shortfall is precisely the kind of thing a diligence questionnaire asks you to attest to. Because the editor never enforces it, the gap grows silently as the team scales.

Seats are the cheapest thing to fix and the easiest to forget. Count seats purchased against people who actually use the tool, and top up now - upgrading a seat count mid-project costs a purchase order; explaining a shortfall mid-acquisition costs credibility.

The personal-account variant

A close relative of the entity trap is the personal-account purchase. When an asset is bought on an individual artist's or contractor's own marketplace account, the licence is granted to that person, not to the studio - and certainly not to the client. It cannot cleanly transfer into a client deliverable, and if that artist leaves, the entitlement (and its proof of purchase) can walk out with them. Two disciplines fix it: buy on a studio-controlled account for anything that will ship, and record which account holds each entitlement so the gap is visible before, not during, a deal.

Why contractors get hit hardest

An indie shipping its own game only ever deals with one entity, so Single Entity licences and personal accounts mostly "just work" for them. A work-for-hire studio inverts that: every deliverable goes into someone else's entity, so every Single Entity asset and every personally-purchased pack is a latent problem. The studios that stay out of trouble treat "which entity, which account, how many seats" as three fields you fill in the day an asset enters a client project - not questions you answer under a deadline when the client's counsel sends the IP schedule.

How the register catches it

Asset Licence Register is built around exactly these three flags. Mark a project as client work and tag an asset Single Entity, and it raises an entity-licence-on-client-work warning. Record seats purchased below the team size on a per-seat tool, and it raises a per-seat shortfall. Note that an asset was bought on a personal account for client work, and it raises a personal-account flag. All three appear as you type and roll into the exportable manifest - so the answer to the client's IP schedule already exists.

FAQ

Can I use a Single Entity asset on a client's game?

Generally no. A Single Entity licence covers products of the purchasing legal entity. Delivering the asset inside a client's product usually needs a Multi Entity licence (or the client buying their own), because the client's game is a different entity's product.

What is a per-seat (Extension) asset?

Editor tooling - inspectors, importers, workflow extensions - is often licensed per individual user, so every developer who uses it needs their own seat. A team of five using two purchased seats is three seats short, which is a cheap fix now and an awkward one during due diligence.

Does it matter whose account bought the asset?

Yes. An asset bought on an artist's personal account is licensed to that person, not the studio, and cannot cleanly transfer into a client deliverable. Purchase on a studio-controlled account, and record which account holds each entitlement.

Catch the entity & seat traps as you type

Asset Licence Register flags Single-Entity-on-client-work, per-seat shortfalls and personal-account purchases automatically. Free, local-first, no sign-up.

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