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The MIT License (MIT)
Copyright (c) 2018, vis2k
Copyright (c) for portions of project Mirror are held by Unity Technologies, 2015 as part of project Unity Technologies Networking (UNET).
All other Copyright (c) for project Mirror are held by vis2k, 2018.
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal

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The MIT License (MIT)
Copyright (c) 2015, Unity Technologies
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.

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# README #
The Unity Networking extension DLL is the open source component of the Unity Multiplayer Networking system. In this DLL we have the whole networking system except the NetworkTransport related APIs and classes. This is all the high level classes and components which make up the user friendly system of creating multiplayer games. This document details how you can compile your own version of the Networking extension DLL and use that in your games and applications.
### What license is the Networking extension DLL shipped under? ###
The Networking extension DLL is released under an MIT/X11 license; see the LICENSE file.
This means that you pretty much can customize and embed it in any software under any license without any other constraints than preserving the copyright and license information while adding your own copyright and license information.
You can keep the source to yourself or share your customized version under the same MIT license or a compatible license.
If you want to contribute patches back, please keep it under the unmodified MIT license so it can be integrated in future versions and shared under the same license.
### How do I get started? ###
* Clone this repository onto a location on your computer.
* Configure your IDE for the Unity coding standard, look in the .editorconfig file for more information
* Open the project in Visual Studio or MonoDevelop
* If you are using MonoDevelop
* Ensure you enable XBuild (Preferences -> Projects -> Build ->"Compile projects using MSBuild/XBuild")
* You may need to restart MonoDevelop
* Build the solution
* A folder will be created in the root directory called "Output", the generated dll's will output here in the correct folder structure
* Windows: Copy the contents of Output folder to: `Data\UnityExtensions\Unity\Networking\{UNITY_VERSION}`
* OSX: Copy the contents of Output folder to: `Unity.app/Contents/UnityExtensions/Unity/Networking/{UNITY_VERSION}`
* For the weaver the files need to be copied to a different place, they appear in "Output/Weaver"
* Windows: Copy the contents of Output/Weaver folder to: `Data\Managed`
* OSX: Copy the contents of Output/Weaver folder to: `Unity.app/Contents\Managed`
* If you want the dll's to copy automatically on build
* For each visual studio project file
* Open the file in a text editor
* Locate the section: <Target Name="AfterBuild">
* Follow the instructions in the comments
### Will you be taking pull requests? ###
We'll consider all incoming pull requests that we get. It's likely we'll take bug fixes this way but anything else will be handled on a case by case basis. Changes will not be applied directly to this repository but to the mainline Unity repository and will then appear here when the code is released in a new Unity version.