Selling an asset that leverages other assets

Hello Devs,

I developed a tool for the asset store that synchronizes the positions of AR/VR players that are in the same location. It uses an asset on the store to get some key data from a camera feed that I then use in my original works to make the tool operate as needed. The asset has a standard EULA.

I would like to sell this tool on the asset store because I think a lot of VR/AR devs will find it super useful/enabling. Can someone detail if this is okay? It SEEMS like it is according to this article:

"Resale of assets
You cannot duplicate an asset, or include it in an asset-type product.

For example, if you think of the Asset Store as a grocery store and the assets as carrots and zucchini, the Asset Store EULA lets you sell a meal that you make from the carrots and zucchini. Your recipe, your preparation, and your presentation are the substantial original work with which vegetables are distributed. The Asset Store EULA, however, does not let you resell individual vegetables outside of a recipe."

The project Iā€™m working on is very much so ā€œa recipeā€. Iā€™m using maybe < 5% of the assets capabilities to build my tool, and there are a lot of other systems being used that are either originally scripted or just adapted from various courses/tutorials.

Can I sell my asset with parts of the other asset included? Iā€™ve already reached out to the devs of the asset and am waiting to hear their thoughts. Thanks!

Hi, you can not use code from other assets in general, unless they are MIT, Apache 2.0 or BSD licensed for example and is permitted or have the (preferably written) consent of the other asset publisher.

So is a definitely no if it is from another paid asset, since those are Unity licensed, unless the publisher allows it maybe.

I see. Even if the asset is technically a port of code that is under BSD 3-Clause License? The asset in question is OpenCV for Unity, which Iā€™m assuming is mostly leveraging the BSD 3 code of OpenCV and then some original works to integrate with C# and Unity.

All code that is under BSD is ok to include, but the wrappers that they made is not or any changes in code. Given that is not possible to know what was changed, is best to take code directly from the BSD licensed code to be on the safe side.

Of course best practice is to contact the developers, as maybe adding support for your asset may be beneficial to both sides, so this is the best option.

Okay great thanks for the info. As mentioned I did contact them and Iā€™m hoping we can work something out :slight_smile:

Iā€™ve also seen assets on the store that say ā€œrequires this other asset to workā€. So if you can manage to make it compile in the editor without throwing errors if OpenCV is not included (and instructions on how to add it) that should also work.

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I could do that as well, totally. Iā€™d have to segregate my modified code out which would take some time but definitely a solution that suits both parties. Thanks for suggesting!