Well, yeah. Sorry if that gave you some trouble, but I had to do that because too many people share their Unity projects in public GitHub repos, and by doing that, they inadvertently share Si3 as well, which not only is illegal but also has put me in a very unfavorable position in the past when I tried to take down a pirated copy of Si3 published on the Asset Store by a pirate…
After I filed my DMCA takedown notice, his DMCA counter-notice claimed that the Si3 code is widely available in countless public GitHub repositories! I checked immediately, and that was actually true — there were hundreds of projects with different versions of Si3, including the latest release. Unity dismissed my takedown request, and the pirated copy is still available on the Asset Store (currently as a free asset) and also on his GitHub.
That was really depressing, but somehow, I managed to control my anger and decided to win over him with creativity and hard work. However, any new feature I released became his new feature within a week or so. That’s how I realized that I can compete with anyone, including Microsoft, JetBrains, and Xamarin, but I cannot compete against myself!
Most annoyingly, there was a time when his pirated copy was receiving 5-star reviews more often than the real Si3!
And that’s how Si3 ended up with that .gitignore file… ¯_(ツ)_/¯
Deleting it won’t help for long as it will be regenerated, so better keep it but comment out all of its content.
Man I am so sorry to hear such surreal situation. Is not only unfair, but incredibly absurd from Unity to dismiss a take down request over a clone of your work.
I proposse we start a campaign on socials, this simply should not let be allowed to happen, the clone asset should be taken down.
Well, I don’t know what is better - to leave it as it is since he stopped updating it a couple of years ago or to continue the fight. If it gets removed, nothing will stop him from releasing it again using a different publisher name. He already did that once: after I successfully took down his first pirated copy of Si3 from the Asset Store, he rereleased the current clone but with obfuscated source code, and he learned how easy it is to counter-notice a DMCA takedown notice…
There’s a saying in my country: Don’t touch the bear while it’s sleeping so I’m kind of okay now because it could be worse, much worse than this.
I’m over it, and I don’t care anymore. Now I’m super excited about integrating AI into Si3 and finally implementing the debugger, so I’d rather focus on that than waste time and energy fighting piracy.
I think something is wrong. How does the Asset Store license allow this !?
So basically if anyone shared the code of another asset on github, they can make a free clone on the asset store!? How will the store look like then if everyone did that!?
I think one way is making your asset closed-source (dll …etc).
And additionally add a license notice that sharing it is not allowed or something. Maybe add a notice in every source file to copyright your IP.
I think you should look into this or ask someone with legal experience. Chances are you have a very good case but doesn’t know how to make use of it.
Yeah, maybe I should add something more to each Si3 source file. There is a minimal copyright line in each file, but people don’t read that. When they want to put their project on GitHub, they just put the whole project. Selecting only the relevant folders is too much work, obviously, or they expect that to happen automatically, so Si3 helps them with this .gitignore file.
Yeah… Luckily, most people don’t do that. And if they do, their content gets removed. “My” pirate is so dedicated to it that I think he must have watched Catch Me If You Can and taken inspiration from there. He must think that Si3 is a masterpiece otherwise, I don’t know why he’d do this twice. Hehe, maybe not a masterpiece, but I’m sure he admires my work, and yeah, a fan is a fan, although a very weird one.
Is there a way to make it recompile with Save or F7 (Visual-Studio style) but without reloading the assemblies? Reloading assemblies in Unity is horribly slow so every time I want to compile to see if there are any errors, I have wait for 15 seconds. With VS/Rider I would just press F7 which which compiled without reloading and took about 1 second.