The LicenseSpring Unity SDK lets you implement license activation, entitlement enforcement, and usage tracking directly inside your Unity project with no external licensing infrastructure to build or maintain.
Built on the LicenseSpring .NET SDK and tested on .NET Standard 2.1, the Unity SDK integrates natively with Unity's C# scripting environment and IL2CPP compilation workflow, covering desktop applications, simulation and training software, visualization tools, and concurrent-use products from a single integration.
ISO 27001 Certified
ISO 9001 Certified
Trusted by Software Vendors WorldwideThe Unity SDK gives Unity developers direct access to LicenseSpring's licensing infrastructure from within their project. Once integrated, you can enforce licensing policies, manage entitlements, and track usage without leaving your Unity development environment.
With the SDK, you can:
Activate and validate licenses at runtime: online, offline, or in air-gapped environments
Enforce node-locked, floating, and consumption-based licensing: using the model that fits your product
Gate features by entitlement: control access to functionality at the SDK level within your Unity application
Run local license checks with configurable grace periods: define how long the SDK honors a cached license before requiring revalidation, so connectivity loss never interrupts active users
Bind licenses to hardware: generate persistent hardware IDs using multiple device fingerprinting algorithms suited to the deployment environment
Store encrypted license data on-device: keep license state locally for offline and cached validation flows
Track usage and activations: feed license telemetry back to the LicenseSpring platform in real time
The Unity SDK is designed for teams shipping commercial Unity-based products that require robust licensing controls, from desktop software and interactive tools to simulation platforms and concurrent-use deployments.
| Use Case | Description |
|---|---|
Unity Desktop Applications | Add licensing to Windows, macOS, or Linux Unity applications |
Simulation & Training Software | Protect commercial Unity-based training and simulation tools |
Industrial & Visualization Apps | License Unity applications used for design, operations, or visualization |
Concurrent-Use Software | Manage floating licenses for shared access environments |
Usage-Based Products | Track license consumption for metered or usage-based licensing models |
The Unity SDK is built directly on the LicenseSpring .NET SDK and tested on .NET Standard 2.1, ensuring compatibility with Unity's scripting environment and IL2CPP compilation workflow.
This makes it well-suited for Unity projects that combine C#-based licensing logic, native Unity application flows, secure local license storage, and cross-platform desktop deployment, without requiring a separate licensing integration outside the Unity environment.
The Unity SDK includes hardware fingerprinting support for node-locked licensing and device-bound activation. Multiple algorithms are available for computing a unique, persistent hardware identifier, selecting the approach appropriate for the deployment environment, whether a Windows desktop, a macOS workstation, or a Linux build target.
Generated hardware IDs are used for:
Node-locked license binding
Device identification and activation tracking
Consistent hardware fingerprinting across multi-SDK product deployments
Products that pair a Unity front-end with other components, such as a C++ core engine, a .NET backend service, a Python analytics layer, or a Node.js management interface, can use multiple LicenseSpring SDKs simultaneously.
All LicenseSpring SDKs share a common license file format and compute hardware identifiers using the same underlying logic. A license issued to a device is recognized consistently across every component of your product, regardless of which SDK each part uses.
The Unity SDK fully supports deployments with limited or no internet connectivity, with two distinct activation paths:
Offline activation: uses a file-exchange flow for environments with occasional or restricted connectivity
Air-gapped activation: uses a code-exchange flow for environments where no external data transfer is permitted
The Unity SDK supports the full range of licensing and entitlement workflows required for commercial Unity products.
License activation: activate licenses by key, online or offline
Online license validation and checking: validate license state against the LicenseSpring platform at runtime
License deactivation: release licenses programmatically when no longer in use
Floating license borrow and release: check out and return floating licenses from a shared pool
Consumption tracking: meter usage for consumption-based and credit-based licensing models
Device variable management: read and write device-level metadata tied to the license
Local license file storage and validation: cache license state on-device for offline and cached validation
Hardware ID generation: generate persistent device fingerprints for node-locked license binding
The Unity SDK includes a fully functional sample application that demonstrates how to implement and test licensing inside a real Unity project.
The sample covers:
SDK initialization
License activation by key
Online validation and checking
License deactivation
Floating license borrow and release
Consumption tracking
Device variable management
Local license file storage
Developers can adapt the Unity SDK sample for their own projects by:
Copying the SDK DLLs into Assets/Plugins/LicenseSpring/
Creating a custom configuration script with API key, shared key, and product code
Initializing the SDK at application startup
Adding license validation into their app flow
Configuring local storage, logging, and hardware ID settings
Unity SDK updates are maintained as part of the LicenseSpring .NET SDK repository. Release notes cover bug fixes, new feature additions, performance improvements, Unity version compatibility updates, and related SDK changes.
Our developer support team can help you implement licensing quickly and correctly.