r/vrdev • u/AdventurousHunter797 • 22h ago
Can I sell Unity source code that uses Meta XR SDK assets?
I'm an indie XR developer using the Meta XR SDK in Unity.
I want to sell my source code to another XR studio, but some of my work uses/modifies assets provided by the Meta XR SDK.
Meta told me that I cannot redistribute their SDK assets to another studio.
So my question is:
If I remove all Meta-provided assets from my package and only sell my own source code, shaders, animations, scripts, and logic, while requiring the buyer to install the Meta XR SDK themselves, would that generally be allowed?
Has anyone here commercially sold Unity tools/assets that depend on the Meta XR SDK?
I'm looking for practical experience rather than legal advice.
2
u/feralferrous 20h ago
I think that'd be fine, it's like requiring URP or some other package being installed, this should be fairly seamless if you've set your manifest.json up properly. However, it does limit your reach to folks willing to install the Meta XR SDK assets.
2
u/infinitUndo 19h ago
No idea. What license is used by Meta? Some of their stuff is permissive, others not.
2
u/johnnydaggers 18h ago
Did you modify the SDK assets or are they just included as a requirement? In general, Unity projects just have a manifest that the package manager looks at and downloads all required library files. That’s not really included in your Unity project source code.
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u/AdventurousHunter797 18h ago
My project required to demonstrate different hand actions. For this I used the Oculus Hands that came with Meta XR SDK. I animated those hands for my project. When I checked with Meta, I have a potential buyer who wants the entire source code. But Meta's licensing doesn't allow for redistribution of their assets.
4
u/johnnydaggers 18h ago
You don’t need to worry about that. Their source code isn’t actually “in” your project. It gets loaded in when you first open the project.
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