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6 changes: 6 additions & 0 deletions about/complying_with_licenses.rst
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Expand Up @@ -16,6 +16,12 @@ distribute the software (and derivative projects, including games made with it).
Your game or project can have a different license, but it still needs to comply
with the original one.

.. note::

This section covers compliance with licenses from a user perspective.
If you are interested in licence compliance as a contributor, you can find
guidelines :ref:`here <doc_best_practices_for_engine_contributors_license_compliance>`.

.. warning::

In your project's credits screen, remember to also list third-party notices
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Expand Up @@ -227,14 +227,16 @@ link libraries dynamically. Instead, we bundle them in our source tree.
.. image:: img/best_practices8.png

As a result, we are very picky with what goes in, and we tend to prefer smaller
libraries (in fact, single header ones are our favorite). Only in cases where
there is no other choice we end up bundling something larger.
libraries (single header ones are our favorite). We will only bundle something
larger if there is no other choice.

Also, libraries must use a permissive enough license to be included into Godot.
.. _doc_best_practices_for_engine_contributors_license_compliance:

Libraries must use a permissive enough license to be included into Godot.
Some examples of acceptable licenses are Apache 2.0, BSD, MIT, ISC, and MPL 2.0.
In particular, we cannot accept libraries licensed under the GPL or LGPL since
these licenses effectively disallow static linking in proprietary software
(which Godot is distributed as in most exported projects). This requirement also
applies to the editor, since we may want to run it on iOS in the long term.
Since iOS doesn't support dynamic linking, static linking the only option on
Since iOS doesn't support dynamic linking, static linking is the only option on
that platform.