![]() If you just want to download it once and check it out for fun grab the zip. If you want to actively participate in submitting code grab the URL and proceed to the next step. Often it has a drop down arrow that will allow you to get a URL or a zip download. Usually in the upper right hand corner is a download or clone button. Navigate in a web browser to the code repository (on Github, Bitbucket, or wherever it is). The rest of my instructions assume you use a command line tool. In my experience many documentation examples seem to refer to command line as it is more universal across computing platforms so you may want to use that even if it seems 'harder' at first. Some examples would be gitbash, github for windows, or mac os X developer tools includes a git commandline as well. There are two flavors : command line tools and GUI tools. Install some sort of tool that supports git. Thus anyone who has the system will be able to see/use your project.This can be a little intimidating for new gamedev's who have not been using source control. 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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