Complying with licenses
The license is the legal requirement for you (or your company) to use and 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.
Warning
In your project’s credits screen, remember to also list third-party notices for assets you’re using, such as textures, models, sounds, music and fonts.
Free assets in particular often come with licenses that require attribution. Double-check their license before using those assets in a project.
In the case of the MIT license, the only requirement is to include the license text somewhere in your game or derivative project.
This text reads as follows:
Note
The license does not specify how it has to be included, so anything is valid as long as it can be displayed under some condition. These are the most common approaches (only need to implement one of them, not all).
Include the above license text somewhere in the credits screen. It can be at the bottom after showing the rest of the credits. Most large studios use this approach with open source licenses.
Licenses screen
Some games have a special menu (often in the settings) to display licenses.
Output log
Just printing the licensing text using the print() function may be enough on platforms where a global output log is readable. This is the case on desktop platforms, Android and HTML5 (but not iOS and UWP).
If the game is distributed on desktop platforms, a file containing the license can be added to the software that is installed to the user PC.
Printed manual
If the game includes printed manuals, license text can be included there.
Link to the license
The Godot Engine developers consider that a link to in your game documentation or credits would be an acceptable way to satisfy the license terms.
Godot itself contains software written by . Most of it does not require license inclusion, but some do. Make sure to do it if these are compiled in your Godot export template. If you’re using the official export templates, all libraries are enabled. This means you need to provide attribution for all the libraries listed below.
Here’s a list of libraries requiring attribution:
Godot uses to render fonts. Its license requires attribution, so the following text must be included together with the Godot license:
Note
ENet
Godot includes the library to handle high-level multiplayer. ENet has similar licensing terms as Godot:
mbed TLS
If the project is exported with Godot 3.1 or later, it includes . The Apache license needs to be complied to by including the following text:
Keep in mind that Godot 2.x and 3.0 use OpenSSL 1.x instead. This old OpenSSL version used the OpenSSL license, not the Apache 2 license as the latest version of OpenSSL currently uses (as of April 2022).
Note