{"author_name":"Jason Lay","cat":"LD #35","comments":[{"author_name":"cynicalmonkey","time":"April 12, 2016 4:48 pm","epoch":1460497680,"text":"i personally wouldn&#8217;t and I think if you are asking the question you probably think you shouldn&#8217;t either","spam":"N"}],"epoch":1460496960,"likes":2,"metadata":{"p_key":"8574","p_author":"Jason Lay","p_authorkey":"18254","p_urlkey":"44023","p_title":"Compo and Unity Assets","p_cat":"LD #35","p_event":"LD35","p_time":"1460496960","p_likes":"2","p_comments":"2","p_status":"UPD5","us_key":"18254","us_name":"Jason Lay","us_username":"jlay","event_start":"1460678400","event_key":"33","event_name":"LD35"},"text":"<p>Hello everybody!<\/p>\n <p>I read through the rules, and did not come away with a clear understanding of leveraging Unity Assets. \u00a0Specifically using assets such as uFPS and ProBuilder, and *NOT* models, audio, art, etc&#8230;<\/p>\n <p>I know they are fair game for the Jam. \u00a0How about the Compo? \u00a0Since assets such as uFPS and ProBuilder are commercial products and thus have licensing restrictions, they would not be able to be shared with the source of the game upon conclusion of the Compo.<\/p>\n <p>Just looking for feedback so I can plan my toolset for this weekend; any thoughts\/comments would be appreciated!<\/p>\n <p>With the proliferation of asset stores and market places, it may be a good idea to specifically address them in the rules.<\/p>\n <p>-Jason<\/p>\n <p>&nbsp;<\/p>","time":"April 12th, 2016 4:36 pm","title":"Compo and Unity Assets"}