Asset Licence Register / Open-source asset licences

Licence types

MIT, Apache & GPL for game & tool assets

Not every asset is a mesh or a texture. Shaders, editor plugins, importers, build scripts and code-bearing content packs carry software licences - and those licences travel into your shipping build with obligations of their own. The permissive ones ask for a notice; the copyleft ones can ask for your source code.

Why software licences show up in an art pipeline

Game and VFX projects absorb a surprising amount of code that never came from your programmers: a HLSL/GLSL shader pack off GitHub, a free Unity editor extension, a Blender add-on baked into your export pipeline, an open-source importer, a compression library vendored into a tool. Each of those is governed not by a marketplace EULA but by an open-source software licence, and that licence binds you the moment you distribute the thing it is attached to. The two families that matter are permissive (MIT, Apache 2.0, BSD, zlib) and copyleft (GPL, LGPL, AGPL).

LicenceFamilyShip in a closed game?Main obligation
MIT / BSD / zlibPermissiveYesPreserve copyright + licence notice
Apache 2.0PermissiveYesNotice + carry any NOTICE file; patent grant
LGPLWeak copyleftUsually, if dynamically linkedAllow relinking; publish changes to the library
GPLStrong copyleftHigh riskCombined work must be GPL + source offered
AGPLNetwork copyleftHigh riskGPL terms extended to network/served use

The permissive notice requirement

MIT and BSD ask for almost nothing - but they do ask for one thing that studios routinely miss: you must preserve the copyright notice and licence text and distribute them with the product. It does not have to be on the credits screen; a bundled licences.txt, an in-game acknowledgements page or a NOTICE file in the install directory all satisfy it. Apache 2.0 adds a wrinkle: if the upstream project ships a NOTICE file, you must carry its contents forward, and Apache also comes with an explicit patent grant that terminates if you sue the authors over patents. None of this is onerous - it just has to actually happen, and it has to happen for every permissive component, not just the famous ones.

The evidence problem mirrors the art side. A missing MIT notice is rarely a lawsuit - it is a due-diligence red flag and an easy fix that becomes embarrassing when an acquirer's counsel finds forty un-attributed permissive components three years in. Record the notice obligation when the component enters the project.

GPL copyleft: the one to keep out of the build

The GPL is designed to spread. If you combine GPL-licensed code with your own - link it, statically or (per the FSF's position) even dynamically in many cases - the resulting work can be required to be licensed under the GPL as a whole, with corresponding source made available to your users. For a proprietary game or a client deliverable that is usually a dealbreaker, which is why many studios simply ban GPL and AGPL code from shipping builds and reach for an MIT/Apache/BSD equivalent or a commercial licence instead. LGPL is the softer cousin: it generally lets you use the library in a closed product provided it is dynamically linked and users can relink an updated version, but it still obliges you to publish any changes you make to the library itself. The safe habit is to know which of your code-bearing assets are copyleft before the build locks, not after a publisher's scanner flags them.

Keep a NOTICE / attribution trail

Whatever the licence, the operational answer is the same: maintain a single, exportable list of every third-party software component, its licence, its version and its notice text. That list is what feeds your in-product acknowledgements page, and it is what a publisher's or acquirer's due-diligence questionnaire is really asking for when it says "list your open-source dependencies." Building it once and updating it as components arrive is trivial; reconstructing it from a locked build is a forensic exercise.

How the register handles code-bearing assets

Asset Licence Register treats a shader, plugin or tool exactly like a model: it carries MIT / Apache / GPL as built-in licence types with SPDX identifiers. Tag a component MIT or Apache and it raises the notice-required flag until you record where the notice lives; tag it GPL and it raises a copyleft-risk flag so a shipping decision is a conscious one, not an accident. Everything then rolls up into the same manifest and CREDITS export as the rest of your assets - one due-diligence answer covering art and code together.

FAQ

Do MIT and Apache assets need a credit in my game?

They need the copyright notice and licence text preserved and distributed with the product - not necessarily on the credits screen, but somewhere the user can reach, such as a licences/acknowledgements page or a bundled NOTICE file. Apache 2.0 additionally requires you to carry any NOTICE file the project ships.

Is GPL safe to ship in a commercial game?

It is high-risk. The GPL is a strong copyleft licence: linking GPL code into your game can require you to release your combined work under the GPL and provide source. Many studios ban GPL-licensed code in shipping builds and prefer MIT, Apache, BSD or a commercial licence instead.

Does an open-source shader or plugin count as an asset?

Yes. Shaders, editor plugins, importers, build tools and code-bearing content packs all carry a software licence, and it travels with the file. Track them in the same register as your art - the obligations (notice, copyleft) are just as enforceable.

Track shaders, plugins and tools like assets

Asset Licence Register flags MIT/Apache notice obligations and GPL copyleft risk as you type, with SPDX identifiers baked in. Free, local-first, no sign-up.

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