Questions about MIT license

I’m thinking of creating an open source Unity video game. I checked this page to have an overview of the MIT license. But there are still some things that are not very clear to me:

  • If someone want to fork the project and create a proprietary or pay version of it, what does it mean for him to add a copy of the license and a copyright notice ?
  • If the project includes C# code or shaders that I didn’t write (SteamVR, Photon Unity Networking, TextMesh Pro, “Procedural patterns” from the ShaderGraph package, library from the asset store, …), what should I do ? Should I avoid including them in a git repository, and explain in README.md how to add these dependencies after a clone of the project ?
  • If I use a built library (dll, …), should I add a notice concerning the license ?
  • Can I use Creative Commons assets in the project ? How to deal with the ShareAlike condition ? And with NonCommercial, knowing that the MIT license allows commercial reuse ? Should I add a notice (text file) next to an asset for the Attribution condition, or can I just add a line in the credits ?
  • Can I use a specific license for a given script or asset (instead of MIT) ? I saw that it is possible with the Mozilla License (CC0 license for a given file)
  • Should I add a licence header at the top of source code files ?

Thank you in advance for your answers.

Hello.

I’m soryy, but Unity Answers is not for this questions. You should go to Unity forums.

Bye.