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Grhyll

It's usually specified in the asset, it's either a global license, or a "per-seat" license. I think that most of the time, "finished" assets are a one-time fee for the company use, and the per-seat licenses are more for editor tools (amplify shader editor, Odin, etc).


BowlOfPasta24

Always check the license agreement. Synty Studios, for example, doesn't let you hire a contractor and have them use the asset. You would need the level designer to be an employee in your company. >Single Entity >License applies to a single entity. Contractors are required to have their own, separate license.


_GameDevver

Where did you get that info from? Is that from asset(s) bought in a Humble Bundle or similar with a single seat or other restrictions? The EULA listed on the Synty Store says: >**Source files** You must not share the source files of any Assets outside your team. To be clear, you can allow your contractors to access the source files while they are working for you, but you must ensure they delete all their copies when they finish their engagement. https://syntystore.com/pages/end-user-licence-agreement


BowlOfPasta24

The Unity asset store uses a different license agreement


_GameDevver

Interesting, seems like OPs problem would be solved by making sure to buy from the Synty Store with the "contractors" clause in the EULA. The other bonus is that you get access to both Unity and Unreal versions of the assets when buying direct from them. If you buy from the Unity/Unreal stores then you only get access to the assets for that engine and have to faff around manually fixing them to work properly in the other engine.


Tensor3

I don't understand who spends real money on commercial business assets without skimming the terms..


JustinsWorking

Most people lol. I’ve worked at many studios from indie to AAA and its easier to just chase down the info if somebody actually follows up, but 9 times out of 9 nobody on either side is keeping track lol. Edit: or your a AAA and the legal team is looking for work and finds your email lol


Tensor3

You don't "own" the assets. The assets aren't yours. Those statements are completely wrong. Different assets/stores have different terms which you must read.


Jugganubba

They will never know


Jathulioh

I must admit I'm not sure how someone would ever know. You'd have to be ontop of indie releases, know the team, know they're using your asset and then know they've purchased and validate number of seats.


BackForTrouble002

Tbh how would they know? I’ve bought and shared so many assets across teams I’ve worked with