在这里,我们整理了一些常见问题:
问:为什么选择 Bitbucket 而不是 GitHub 或自托管?
答:在 Unity,我们既是 Bitbucket 也是 GitHub 的粉丝。此外,我们也在内部自行托管并使用名为 Kallithea 的第三方托管解决方案。最终,我们选择了 Bitbucket 托管我们的开源组件,原因如下:
问:Unity 的开源组件是基于什么许可证发布的?
答:Unity 的开源组件通常是基于 MIT/X11 许可证发布的。有些项目(如 Unity Test Tools)会使用基于其他许可证发布的第三方组件。您可以通过查看源代码目录顶层的 LICENSE 文件来查看每个项目的许可证信息。项目中使用的第三方工具(如果有)的相关信息在 acknowlegements.markdown 文件中有说明。
问:Unity 会接受补丁吗?许可呢?
答:我们绝对会接受补丁。我们将接受的补丁类型取决于项目,因为不同组件处于 Unity 开发者的不同开发阶段。错误修复程序是补丁的绝佳选择。至于新功能或大型重构,在很大程度上将取决于相关的系统。
您应该知道,我们只接受根据 MIT/X11 许可证获得许可的内容。除非另有说明,否则我们还将认为 MIT/X11 许可证适用于您的拉取请求中的更改。
问:Unity 使用什么编码标准?我如何确保拉取请求不会因错误的格式更改而被拒绝?
答:最好的原则是确保遵循正在修改的代码中已有的格式和约定。大多数代码仓库使用类似于 Microsoft C# 的编码标准。
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