Forum Discussion
ocuyongbi
5 years agoExplorer
For uploading YouTube Contents about Unity API using Oculus Rift S & Oculus Integration
Dear Oculus,
I am Yongbum Kim from South Korea,
I made a Unity Asset (Not Game!) for Oculus Rift S ( not contains any third party system or equipment --> for only Oculus Rift S)
using Unity & Oculus Integration(Oculus SDK).
I have read about Oculus SDK term about using Oculus Integration which is absolutely necessary to make Oculus Unity API.
There is the comment " You must include with all such redistributed or sublicensed Oculus SDK code the following copyright notice: “Copyright © Facebook Technologies, LLC and its affiliates. All rights reserved.”, but I just upload my Youtube content about my Unity Asset using Oculus Rift S & Oculus Integration.
If I intend to include any Oculus SDK in my Unity asset and to sell or to redistribute it, sublicensing the Oculus SDK the above copyright notice may be needed, but
in this case, I just upload my contents to Youtube. I wonder if sub-licensing is necessary.
And, even if sub-licensing may be not required for uploading to YouTube, I think I have to indicate that Oculus Rift S & Oculus Integration are used to
produce YouTube contents.
In this case, I would like to know if a comment containing the trademark 'Oculus ' called Oculus Rift S or Oculus Integration may be included in the YouTube video.
And, I have one more question.
If I create the entire asset by plugging Oculus integration & my codes
and if I package the remaining my codes excluding Oculus Integration,
and if I inform end users to import Oculus Integration individually
and if I inform end users how to plug Oculus Integration with my codes
and if I submit it to the Unity Asset Store, is sub-license, between me & end users, required in this case as well?
In this case, since any end user who purchases an asset needs Oculus integration to drive the asset, shouldn't it be viewed as licensing between Oculus & the end user,
not sub-licensing between me & the end user, because the end user must import Oculus Integration individually?
You may be busy, but please answer my questions.
Best regards,
I am Yongbum Kim from South Korea,
I made a Unity Asset (Not Game!) for Oculus Rift S ( not contains any third party system or equipment --> for only Oculus Rift S)
using Unity & Oculus Integration(Oculus SDK).
I have read about Oculus SDK term about using Oculus Integration which is absolutely necessary to make Oculus Unity API.
There is the comment " You must include with all such redistributed or sublicensed Oculus SDK code the following copyright notice: “Copyright © Facebook Technologies, LLC and its affiliates. All rights reserved.”, but I just upload my Youtube content about my Unity Asset using Oculus Rift S & Oculus Integration.
If I intend to include any Oculus SDK in my Unity asset and to sell or to redistribute it, sublicensing the Oculus SDK the above copyright notice may be needed, but
in this case, I just upload my contents to Youtube. I wonder if sub-licensing is necessary.
And, even if sub-licensing may be not required for uploading to YouTube, I think I have to indicate that Oculus Rift S & Oculus Integration are used to
produce YouTube contents.
In this case, I would like to know if a comment containing the trademark 'Oculus ' called Oculus Rift S or Oculus Integration may be included in the YouTube video.
And, I have one more question.
If I create the entire asset by plugging Oculus integration & my codes
and if I package the remaining my codes excluding Oculus Integration,
and if I inform end users to import Oculus Integration individually
and if I inform end users how to plug Oculus Integration with my codes
and if I submit it to the Unity Asset Store, is sub-license, between me & end users, required in this case as well?
In this case, since any end user who purchases an asset needs Oculus integration to drive the asset, shouldn't it be viewed as licensing between Oculus & the end user,
not sub-licensing between me & the end user, because the end user must import Oculus Integration individually?
You may be busy, but please answer my questions.
Best regards,
1 Reply
Replies have been turned off for this discussion
- ocuyongbiExplorerIn addition, this asset was produced based on the operation on Oculus Rift S platform. So, we have to mention Oculus or Oculus Integration or Oculus Rift S in the asset manual. However, in the Oculus SDK license term, it seems that it is difficult to use this word, except when tradmark is absolutely necessary. In this case, I wonder if I can mention it in the asset manual.
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