![]() We have solved this potential issue in our projects by only versioning the binary asset when it is considered final. However the main caveat here is that versioning large (>5 MB) media files can be a problem over the long term as your commit history bloats. Git can work fine with 3D games out of the box. You can now easily and efficiently version large binary files! Update Oct 2015: GitHub has since released a plugin for Git called Git LFS that directly deals with the below problem. Thus anyone who has the system will be able to see/use your project.The following is an excerpt from my personal blog. Once Doozy is installed, they will work as expected. You can share any GameObject (or prefabs) you create, but they will not work if DoozyUI is not installed due to missing references (scripts). Also, unsert a disclaimer letting anyone know that DoozyUI is required to be installed (before getting your files) for the project to work. Thus excluding our source code from being shared. You can upload your project, without the Doozy folder. ![]() Specifically, I do not know if objects generated by a paid asset are still considered that asset or not.Įdit: I asked the question directly to DoozyUI support, which quickly responded : Once that is settled, Is it ok to push it to github without license ? Should I prevent gameobjects created with this package to be pushed as well ? That would make the game unusable, even with the rights to use the package. I can avoid pushing the asset itself on the repo (with. I want to make it public to be able to show it (to potential employers for instance) but I cannot make it open source as I plan to use paid assets (like DoozyUI). From what I gathered (like in this thread or here) I am allowed to push my own game code on github and choose a license, as long as I avoid putting assets I do not own.
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