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Lessons learned from buying an open source repo

coplay.dev

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Re: Lessons learned from buying an open source repo

#32

Disclaimer: I'm in the mobile gaming industry for last ~5 years, I'm not a Unity dev, my work is on Unity is mostly Business Intelligence (AdTech-Marketing Tech) like client side-ML, analytics, live-ops, segmentation etc. I wasn't expecting to see UnityMCP in the article, so I'm kinda surprised. When MCP's started popping up, MCP for Unity was the first thing I searched for, I've used it, when it became unmaintained…

Thanks a bunch for the insights and feedback!

1. If you're willing to share your Unity MCP project upgrades, I'd love to check it out and perhaps merge into our project. I couldn't find it in your Github.

2. With "Manus for Unity" do you mean an AI tool that does tasks for you in the background? like Codex or Cursor Background Tasks?

2. We've got a couple of companies similar to those you've mentioned using the Coplay product, but they mainly use the Record & Replay feature for liveops pipelines. https://youtu.be/Ia6o4ylI41I

Re: Lessons learned from buying an open source repo

#33

Disclaimer: I'm in the mobile gaming industry for last ~5 years, I'm not a Unity dev, my work is on Unity is mostly Business Intelligence (AdTech-Marketing Tech) like client side-ML, analytics, live-ops, segmentation etc. I wasn't expecting to see UnityMCP in the article, so I'm kinda surprised. When MCP's started popping up, MCP for Unity was the first thing I searched for, I've used it, when it became unmaintained…

Game dev / producer here. If they haven't tried it, they can't really comment on the potential value, can they? That's like devs in the early days of AI saying, "It sucks, it'll never be good."

One easy case -- it's great at debugging issues that include data in Unity scenes. It can quickly look at a snapshot of editor state / component configuration / serialized data and tell you, "oh, this gameObject's Vector3 pos value is wrong".

Not revolutionary on its own, but a great feature, and there are more.

Re: Lessons learned from buying an open source repo

#34
post #10

Earlier quoted context omitted.

What does "OSS repo acquisition" even mean?

Apparently, administrative permissions and the name/URL. In this case also the dev. As it's under MIT-license, they can't buy the software itself, but they can control the public appearance and merges, until someone forks it and becomes more successful.

> As it's under MIT-license, they can't buy the software itself

This is a common misconception. Just because the author or original IP owner chose to release it under MIT doesn't mean they no longer own it -- and if the company wants to acquire it they can. They can never remove-from-the-internet the existing MIT-licensed versions (though they could take down their own copies), but being the owners they could certainly decide to release future versions under a different license.

Re: Lessons learned from buying an open source repo

#35

Disclaimer: I'm in the mobile gaming industry for last ~5 years, I'm not a Unity dev, my work is on Unity is mostly Business Intelligence (AdTech-Marketing Tech) like client side-ML, analytics, live-ops, segmentation etc. I wasn't expecting to see UnityMCP in the article, so I'm kinda surprised. When MCP's started popping up, MCP for Unity was the first thing I searched for, I've used it, when it became unmaintained…

Game dev / producer here. If they haven't tried it, they can't really comment on the potential value, can they? That's like devs in the early days of AI saying, "It sucks, it'll never be good." One easy case -- it's great at debugging issues that include data in Unity scenes. It can quickly look at a snapshot of editor state / component configuration / serialized data and tell you, "oh, this gameObject's Vector3 pos…

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