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I’d be really interesting to know how the law handles this. From what you’ve mentioned of the Unity Asset Store license it makes sense. But what about a more generic license? What if someone puts an asset in a game but doesn’t obfuscate it?

One thing I could mention is that there is a distinct difference between scripts and assets. A script is (usually) compiled to such an extend that is not 100% recoverable. Assets on the other hand sometimes stay on their original format, or get translated to a different format, that can also be read. I’ve definitely played games where changing one asset would also change it in the game.

This was an interested read but unfortunately I can’t contribute anything else to this discussion. Since OP decided to ask the original artist, that should be the safest option.

I really think the ease or difficulty of extracting assets from a game is beside the point, the point is the purpose of what you're distributing, a game intended just to be played and presented more or less as a black box to users vs. source projects where you're serving up individual files for inspection, use, and potential modification. As an analogy, you might buy some graphics to use for a web site, which would be pretty easy for anyone to download, but I don't think that means you can include those graphics in a public github repo (which is an issue I've considered with my github pages-based web site, since those are automatically public repos).

Also, the distinction between code and other assets is not what it used to be, especially with modern game engines like Unity that just treat everything including scripts as assets, as opposed to old-style engines where you have a hunk of compiled code and loaded data (I kind of miss those days, I was consulting on one Unity project and told my client hey we need the project source, and they just gave me the script files which was pretty unusable without everything else in the project).

But whether source code is compiled or embedded unchanged as scripts doesn't change the original file's distribution terms, same goes textures that are embedded as-is or ultimately merged into texture atlases, or models that are used in their original obj or fbx format or converted into an engine-specific format. Otherwise, you'd get into weird reasoning like I can publish this texture because I used it in a ren'py game which is pretty easy to open up but I can't publish it if I used it in, say, a Unity game because they bundle up and convert their data, or an iOS app because those things are just hard to get at.

Of course, it all depends on the asset licenses. For example, in the Godot asset library, everything is open source (typically MIT license) so you're on pretty safe ground there.