How to Comply with Open Licenses on Mobile Game

Hi guys,

I’m hoping to release a game soon enough on Android and iOS. I’m using a font that is distributed under the SIL OPEN FONT LICENSE Version 1.1.

Has anyone used a font with this license, or any similar type of license?

What is the best way to comply with it when it comes to mobile games?

The license states the following

I am just wondering what is the best way to accomplish this? Is it good enough to just include the license file to be in my Unity project structure when the iOS or Android binary is getting built? The license text seems like a lot to have to be displayed somewhere within the game itself, so I’m not sure this is the way to go. Any advice or best practises around this?

Thanks in advance! Andrew

Typically, this won’t apply. You are distributing a game, not the project. Font Software refers to font file itself, basically the outlines. Unity creates a texture and uses that, I don’t believe, by default, the font actually is included in your game (though some plugins may, but still, those aren’t accessible to the end user). You don’t need to display the info in game.

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thanks @zombiegorilla for the quick reply and the help. That makes sense. Thanks again, I really appreciate it!

You could include the license as a text string in your SW. It wouldn’t be machine readable until the game ran but the intent of the license is that people know they can get the font for free and don’t need to buy it so including a link in your credits would serve that purpose better than a text string in your code although such a credit is not a requirement. A text string of the license in your SW would be enough. I’m pretty sure including the license in a text file in your project would just get deleted as unneeded from the make / build instructions that get generated as it should.

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