Third-Party Notices
This document lists the third-party content used by Realistic Helicopter Controller Pro (RHCP) and the licenses that apply to it. It covers two distinct categories: the Unity package dependencies you install yourself through Package Manager (these are governed by Unity's own licenses and are not redistributed inside the asset), and the bundled content (models, audio, textures, visual effects, and UI art) that ships inside the package. Use this as the reference for attribution and license compliance when you redistribute a build that includes RHCP.
How to Read This Document
RHCP separates third-party material into two buckets, because they carry very different obligations. The first bucket is dependencies you bring in — Unity packages such as the Input System and TextMeshPro/uGUI. These are downloaded from Unity's registry into your own project; RHCP does not bundle their source or binaries, so their licenses are Unity's to grant and are not reproduced here. The second bucket is content RHCP ships — every model, sound, texture, particle effect, and sprite inside the package — which is the asset publisher's responsibility to clear for redistribution inside a paid Unity asset.
The accuracy rule for this file is strict: nothing is attributed or licensed by guess. Where the project's content records confirm that a bundled asset is original BoneCracker Games work or has redistribution rights confirmed, this document states that plainly. Where provenance for a specific item is not documented in the project sources at the time of writing, this document flags it as provenance: confirm before release rather than inventing an attribution. If you are preparing your own derivative or extending the asset, re-verify any item carrying that flag against the current shipping content before you publish.
Unity Package Dependencies
RHCP depends on several Unity packages that you install through the Unity Package Manager. These are not bundled with the asset — Package Manager resolves and downloads them into your project from Unity's registry, and each is covered by Unity's own license terms (the Unity Companion License or the package's individual LICENSE.md, as applicable). You are not redistributing RHCP's copy of them when you ship a build; you are redistributing the copy Unity placed in your project under Unity's terms. The packages below are the ones RHCP's runtime and editor code directly require, taken from the project's Packages/manifest.json.
| Package ID | Version | Why RHCP needs it |
|---|---|---|
com.unity.inputsystem |
1.18.0 |
The New Input System is the only input backend RHCP supports. The entire Runtime/Input/ layer, the gamepad/keyboard bindings, and the mobile on-screen controls (which present as a virtual gamepad) are built on it. |
com.unity.ugui |
2.0.0 |
uGUI provides the Canvas/RectTransform UI system the runtime HUD and the demo settings panel are built on. TextMeshPro ships as part of this package in Unity 6. |
com.unity.render-pipelines.universal |
17.3.0 |
URP is one of the two supported render pipelines (alongside Built-in). It is required only when you run RHCP under URP; the asset's resting state targets Built-in. |
com.unity.2d.sprite |
1.0.0 |
The Sprite Editor / 2D sprite tooling backing the HUD and mobile UI sprite assets. |
A handful of Unity's built-in engine modules are also referenced (for example com.unity.modules.physics for the rigid-body flight model, com.unity.modules.particlesystem for the VFX module, com.unity.modules.audio for the engine and rotor audio, and com.unity.modules.ui/com.unity.modules.uielements for the UI). These modules are part of the Unity Editor install itself and are always present; they are listed in Packages/manifest.json only so Package Manager can resolve them, and they do not impose separate redistribution obligations on you beyond your Unity license.
Development-Only Dependencies (Not Part of the Shipping Asset)
The project's manifest.json also lists a few entries that exist purely for the asset's own development and are not functional dependencies of RHCP. The two file:-referenced packages (com.coplaydev.unity-mcp and com.bonecrackergames.mcp-tools) are local editor-automation tooling used by the publisher; they point at paths on the developer's machine, do not ship in the asset, and you do not need them to use RHCP. Likewise, entries such as com.unity.collab-proxy, com.unity.multiplayer.center, com.unity.timeline, and com.unity.visualscripting are default Unity 6 project packages rather than RHCP requirements. When you import RHCP into your own project, only the dependencies in the table above are relevant to its operation.
Bundled Content Provenance
This section covers the art and audio that ships inside the RHCP package. Because the asset is a paid Unity Asset Store product, every bundled item must either be original BoneCracker Games work or carry an explicit license permitting redistribution inside a paid Unity asset. The project's content records (Docs/07_CONTENT.md) document the provenance and disposition of every legacy and replacement asset, and the summary below reflects only what those records state — it does not assume rights that the records do not confirm.
Provenance Policy
RHCP v2.0 was rebuilt from an older (2018-era) BoneCracker Games asset, and the content was deliberately re-cleared during the rebuild. The owner's recorded verdict is that the carried-over models, audio, and textures have rights confirmed for reuse, and the rebuild policy further requires that any newly authored or newly sourced content be original BoneCracker Games work or come with a license that explicitly permits redistribution inside a paid Unity asset, with the license or authorship evidence archived per asset. The intent across the board is that the shipping package contains only original content or content with documented redistribution rights — no third-party material that would require separate end-user attribution.
This policy matters to you in one specific case: if you add your own content to a project that includes RHCP and then redistribute it, the same standard applies to whatever you add. RHCP's bundled content does not require you to display third-party attribution notices, but it also does not grant you rights to redistribute anything you bring in yourself.
Models
The hero airframe mesh (the "Maverick" helicopter, originally Models/Maverick_Model.FBX) is carried over from the original BoneCracker Games asset, and its reuse rights are recorded as confirmed in the project's content records. It is the publisher's own content, cleared for redistribution inside this paid asset. Additional roster airframes planned for the asset are produced either in-house or under a commissioning contract that, per the content spec, must grant full redistribution rights inside a paid Unity asset including derivative liveries — so any commissioned model ships only once that grant is in writing.
| Asset | Origin | Redistribution rights |
|---|---|---|
| Maverick helicopter mesh (hero airframe) | BoneCracker Games (carried over from the prior asset) | Confirmed for reuse |
| Additional in-house airframes | BoneCracker Games (in-house) | Original publisher content |
| Commissioned airframes | Third-party modeler under contract | Contract must grant paid-asset redistribution rights before ship; confirm before release if not yet archived |
Audio
The engine sound layers carried over from the original asset (the start, idle, and load/crash WAV clips) have reuse rights recorded as confirmed, and are re-imported with modern settings for v2.0. The extended sound set planned for v2.0 (blade slap, tail-rotor whine, wind/airflow, touchdown, and additional crash layers) is new content; the content spec requires that whether it is field-recorded or sourced from a licensed library, the license must explicitly permit redistribution inside a paid Unity asset, with the license or receipt archived as evidence. On that basis the bundled audio is either publisher-owned or carries documented redistribution rights.
| Asset | Origin | Redistribution rights |
|---|---|---|
| Carried-over engine clips (start / idle / load / crash) | BoneCracker Games (carried over from the prior asset) | Confirmed for reuse |
| New v2.0 sound layers (blade slap, tail whine, wind, touchdown, etc.) | Field-recorded or licensed library | License must permit paid-asset redistribution; evidence archived per asset — confirm before release if not yet archived |
Textures
The carried-over model textures (the Maverick cockpit and the helipad texture) have reuse rights recorded as confirmed, and are re-imported at appropriate sizes for v2.0. The content records explicitly mark certain legacy textures for replacement rather than reuse: the development-grid placeholder ground texture is replaced on quality grounds, and the legacy particle textures are replaced both for quality and out of caution. Replacement textures are authored as original work (procedural generation plus hand finishing). The net result is that shipping textures are either publisher-owned originals or carried-over assets with confirmed reuse rights.
| Asset | Origin | Redistribution rights |
|---|---|---|
| Maverick cockpit texture | BoneCracker Games (carried over) | Confirmed for reuse |
| Helipad texture | BoneCracker Games (carried over) | Confirmed for reuse |
| Hero body / livery texture sets (v2.0) | BoneCracker Games (newly authored) | Original publisher content |
| Environment / terrain / prop textures | Original or licensed-with-proof per the content spec | Original, or license archived — confirm before release if licensed |
| Legacy dev-grid ground texture | Replaced (not shipped in v2.0) | N/A — removed |
Visual Effects (Particles)
The legacy particle effects (exhaust, ground dust, and explosion) have been replaced in v2.0, not reused. The original particle textures resembled Unity 4-era Standard Assets particle content, so they were retired entirely to remove any provenance question and to meet the asset's quality bar. The v2.0 VFX prefabs that use them (RHCP_NormalExhaust, RHCP_HeavyExhaust, RHCP_DustStorm, RHCP_SmallExplosion) are driven by the runtime VFX module and sample newly authored original sprites — RHCP_SmokePuff, RHCP_DustPuff, and RHCP_FireBurst — generated algorithmically (fractional value-noise plus radial falloff) as original BoneCracker Games work. No Unity Standard Assets content ships anywhere in the package.
UI and Touch-Control Sprite Art
All HUD and mobile touch-control sprite art in v2.0 is newly authored original BoneCracker Games work. The content records state that the 2014-era GUI bitmaps from the original asset are deleted, not migrated, and that the new HUD bezels, tapes, gauges, virtual sticks, sliders, buttons, lamps, and warning tiles are vector-authored original art delivered into the asset's sprite atlas. Text rendering in the HUD uses TextMeshPro, whose default fonts and shaders come from Unity's TextMeshPro/uGUI package (a Unity dependency, covered in the Unity Packages section above) rather than being bundled by RHCP.
Fonts
The runtime HUD uses TextMeshPro for text. The default font assets and shaders TextMeshPro relies on (for example the bundled LiberationSans SDF default font) are provided by Unity's TextMeshPro/uGUI package and are governed by Unity's license for that package, not by RHCP. If you replace the HUD font with your own typeface, ensure your font's license permits embedding and redistribution in your build — RHCP does not grant any rights to fonts you supply yourself.
RHCP also bundles two display typefaces for the HUD and UI, both distributed under the SIL Open Font License, Version 1.1 (OFL). The OFL explicitly permits these fonts to be embedded, bundled, and redistributed inside a paid software product such as this asset, on the condition that the copyright notice and license text travel with them and that the fonts are not sold on their own. The full license text for each is shipped alongside the font files in Assets/Realistic Helicopter Controller Pro/UI/Fonts/:
| Font | Files | License | Copyright | License file |
|---|---|---|---|---|
| Oxanium | Oxanium-Bold.ttf, Oxanium-Regular.ttf (+ SDF assets) |
SIL OFL 1.1 | Copyright 2019 The Oxanium Project Authors (https://github.com/sevmeyer/oxanium) | UI/Fonts/OFL-Oxanium.txt |
| Saira | Saira-Medium.ttf (+ SDF asset) |
SIL OFL 1.1 | Copyright 2020 The Saira Project Authors (https://github.com/Omnibus-Type/Saira) | UI/Fonts/OFL-Saira.txt |
These fonts impose no end-user attribution obligation on you when you ship a build that includes RHCP — the OFL's notice requirement is satisfied by the license files bundled in the package. If you generate new TextMeshPro SDF assets from either typeface, keep the corresponding OFL-*.txt file with them so the license chain stays intact. The full canonical OFL 1.1 text and FAQ are available at https://openfontlicense.org.
Reporting a Provenance Concern
If you believe any bundled content in RHCP infringes a third party's rights, or you need formal license documentation for a specific bundled asset for your own compliance process, contact BoneCracker Games at bonecrackergames@gmail.com. The publisher maintains per-asset license and authorship evidence as part of the asset's release process, and can provide the relevant documentation on request. This helps both you and the publisher keep the redistribution chain clean for everyone shipping a build that includes RHCP.
See Also
- Installation — installing RHCP and its Unity package dependencies.
- Overview — what the asset includes and how the pieces fit together.
- Changelog — version history and content changes across releases.