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28 changes: 26 additions & 2 deletions about/complying_with_licenses.rst
Original file line number Diff line number Diff line change
Expand Up @@ -56,6 +56,28 @@ 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).

.. tip::

Godot provides several methods to get license information in the Engine
singleton. This allows you to source the license information directly from
the engine binary, which prevents the information from becoming outdated if
you update engine versions.

For the engine itself:

- :ref:`Engine.get_license_text<class_Engine_method_get_license_text>`

For third-party components used by the engine:

- :ref:`Engine.get_license_info<class_Engine_method_get_license_info>`
- :ref:`Engine.get_copyright_info<class_Engine_method_get_copyright_info>`

For miscellaneous engine contributor information. You don't have to include
these ones in your project, but they're listed here for reference:

- :ref:`Engine.get_author_info<class_Engine_method_get_author_info>`
- :ref:`Engine.get_donor_info<class_Engine_method_get_donor_info>`

Credits screen
^^^^^^^^^^^^^^

Expand All @@ -67,11 +89,13 @@ Licenses screen
^^^^^^^^^^^^^^^

Some games have a special menu (often in the settings) to display licenses.
This menu is typically accessed with a button called **Third-party Licenses**
or **Open Source Licenses**.

Output log
^^^^^^^^^^

Just printing the licensing text using the :ref:`print() <class_@GlobalScope_method_print>`
Printing the licensing text using the :ref:`print() <class_@GlobalScope_method_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).

Expand Down Expand Up @@ -116,7 +140,7 @@ Godot license:

.. note::

<year> should correspond to the value from the FreeType version used
<year> should correspond to the value from the FreeType version used
in your build. This information can be found in the editor by opening
the **Help > About** dialog and going to the **Third-party Licenses**
tab.
Expand Down