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Selling a game

Your Asset Store Licences Do Not Transfer

A buyer opens your project, finds four purchased assets, and asks who owns them. If you have not checked first, that is where the deal stops.

By Muhammad Qasim·

Almost every casual game ships with assets somebody bought: a character controller, a UI kit, a particle pack, a dialogue system. That is normal and it is fine — right up to the moment the game is sold.

The standard Unity Asset Store End User Licence Agreement grants the licence to the account that made the purchase. It is not attached to the project, the build, or the game. Selling the game does not move it, and copying the files into the buyer's repository does not move it either.

What that means in practice

When a studio acquires your title, they are acquiring a project that contains material they have no licence to use. The exposures are real:

Audit the project before you quote a price

This takes an afternoon and it is the cheapest insurance in the transaction. Open the project and list everything under Assets/ that you did not make:

Three ways out, in order of preference

Replace it. If an asset is small or superficial, swapping it for something you own is cleaner than any paperwork. Budget the hours; it is usually less than you fear.

Ask the publisher. Many Asset Store publishers will grant a transfer or issue the buyer a licence, sometimes free, often for a modest fee. A short email costs nothing and a written yes is worth having.

Disclose it. If neither is practical, list the assets up front with the licence position next to each. Buyers deal with this constantly and a clear list reads as professionalism. Being caught with it later reads as the opposite.

The short version Disclosing a licence problem costs you an email. Being caught with one costs you the deal, and the next one with the same buyer.

If you are the one buying

Ask for the asset list before you agree a number, not after. "What third-party assets are in this project, and what is the licence position on each?" is a fair question and a seller who cannot answer it has told you something useful.

This is what we do day to day — game development and porting at Factorial Studio.

Muhammad Qasim
Muhammad Qasim
Founder & CEO, Factorial Studio

Runs Factorial Studio in Lahore — game QA, WebGL porting, console certification and playable ads. Has shipped and tested games on Unity and Unreal for studios in eight countries.

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