We'd open source all of Unity today if we thought we could get away with it and still be in business tomorrow, and we do have a growing number of open source projects. ![]() (Sorry.) It's not that we don't like open source. We are not releasing Unity as open source. In the interest of forestalling misunderstandings and clickbait, it's worth taking a moment to emphasize what we're not doing. There was only one good solution that'd address both issues: namely for us to publish the original source code ourselves. On one hand, we were happy to see our users organize a useful service to the wider Unity community, but on the other, their actions were, strictly speaking, not legal (while our terms permit disassembly, they do not permit redistribution, because that's a legal can of worms). Truth be told, we had mixed feelings about this. To address the convenience issue, a number of community members went out of their way and provided GitHub repositories with the disassembled code. But there are two obvious disadvantages to disassembling: 1) while not hard to do, it's still rather inconvenient, and 2) the disassembled output doesn't give you the original comments and variable names, frustrating attempts to understand the code. NET assemblies, and our terms of service explicitly permits doing so, for the purpose of understanding or improving your projects made with Unity. It's always been possible to disassemble the Unity.
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