@jherico said: Incorporation and use of Oculus license covered binaries in an engine doesn't impact the engine itself, or Unreal and other engines wouldn't be able to support the Oculus at all. If Oculus decides that JOVR isn't meeting the terms of the license, they will come after me, not jMonkeyEngine, and I will do my best to accommodate their requirements, even if it means jamming the entire libOVR C/C++ source code into the jar file.
You have a point there.
Though OVR might have given the big guys a separate license to do this.
I doubt they intended anything fishy though.
Now that theyāre owned by Facebook, policy might have changed. Itās not very likely since Facebook is generally friendly towards open source and is also interested in developer adoption.
Still, itās better to be safe than sorry. Facebook might sell OVR if it turns out that OVR doesnāt meet their expectations, and in the end it might be owned by Oracle or somebody as lawyer-happy as Oracle, and the new owner might decide to sue neither you nor the JME project but anybody whoās making money off OVR+JME.
I do not think that the probability that anything will happen is not very high.
However, if something does happen, anybody who build his family income on OVR+JME will be bankrupt.
Itās the classic low-probability, high-damage risk. You have a couple of these in every project, but you minimize those that you can - and this risk can be minimized:
My recommendation would be to contact them and ask them about the situation.
Preferrably after asking FSF/OSI/Creative CC for advice how best to proceed.