this post was submitted on 12 Jan 2024
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Everyone can agree on VLC being the best video player, right? Game developers can agree on it too, since it is a great utility for playing multimedia in games, and/or have a video player included. However, disaster struck; Unity has now banned VLC from the Unity Store, seemingly due to it being under the LGPL license which is a "Violation of section 5.10.4 of the Provider agreement." This is a contridiction however. According to Martin Finkel in the linked article, "Unity itself, both the Editor and the runtime (which means your shipped game) is already using LGPL dependencies! Unity is built on libraries such as Lame, libiconv, libwebsockets and websockify.js (at least)." Unity is swiftly coming to it's demise.

Edit: link to Videolan Blog Post: https://mfkl.github.io/2024/01/10/unity-double-oss-standards.html

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[–] Arete@lemmy.world 76 points 10 months ago (3 children)

LGPL requires distributing the license with any code. I imagine unity does that with the core code, but it would be difficult to enforce that for assets distributed in their store, which they would be liable for legally. I imagine this will be resolved, but I no longer use Unity so idfc

[–] Davel23@kbin.social 46 points 10 months ago (2 children)

From my understanding there are other third-party assets in the Unity store which use the LGPL but are not being removed.

[–] NuXCOM_90Percent@lemmy.zip 9 points 10 months ago* (last edited 10 months ago)

Is there any information on them being given a pass?

Generally stuff like this goes in waves. I have no experience with the unity store, but it wouldn't shock me to find out they haven't always (and still might not...) required "apps" to list their licensing. Meaning this would be a somewhat manual effort done by a severely reduced staff.

And I'll just add on that I expect this to happen to the other "asset" stores. In industry, "GPL is cancer" and "LGPL is herpes". GPL can straight up "kill" a project and LGPL is usually a mass of headaches that are mostly manageable but can still "cause problems" at times.

[–] Arete@lemmy.world 3 points 10 months ago

I expect they will be unless they're small enough to fly under the radar

[–] deadcream@kbin.social 7 points 10 months ago (2 children)

Not just license. You also need to link to it as a shared library and allow users to replace it with their own build of the library. Meaning you can't use stuff like DRM and anticheats.

[–] Arete@lemmy.world 5 points 10 months ago

Yup fair point I didn't know that. Unity presumably does this with dlls that a technical user can easily swap out. In principle an asset store script could do this, but it would be very difficult to verify and enforce so I can see why they'd just ban the license outright as a CYA thing.

Maybe the answer is to distribute a vlc dll separately and only ship a linking/driving script via the asset store.

[–] nybble41@programming.dev 1 points 9 months ago

Technically it can be statically linked, but then you would need to provide artifacts (for example, object files for the non-LGPL modules) enabling the end user to "recombine or relink" the program with a modified version of the LGPL code.

Dynamic linking is usually simpler, though. And the DRM issues apply either way.

[–] FaceDeer@kbin.social 1 points 10 months ago

Not exactly. The LGPL inherits the methods of conveying source code from section 6 of the GPL, which has a number of different options. You can bundle the source code along with the compiled version, but you can also do it simply by including an offer the end user can redeem to get a copy of the source. For example you could include a link to the source code.