From fae5627b771effe980422b6bee1cb36ef0f6c96b Mon Sep 17 00:00:00 2001 From: Christoph Bartschat Date: Tue, 10 Nov 2026 22:26:53 -0800 Subject: [PATCH] Update outdated migration information --- docs/engine/license.md | 110 ++++++++++++++++++ docs/migration/faq.md | 190 +------------------------------- docs/migration/image-targets.md | 104 ----------------- docs/open-source.md | 70 ------------ docusaurus.config.js | 8 ++ 5 files changed, 123 insertions(+), 359 deletions(-) create mode 100644 docs/engine/license.md delete mode 100644 docs/migration/image-targets.md delete mode 100644 docs/open-source.md diff --git a/docs/engine/license.md b/docs/engine/license.md new file mode 100644 index 0000000..91263e8 --- /dev/null +++ b/docs/engine/license.md @@ -0,0 +1,110 @@ +--- +id: license +sidebar_position: 999 +--- + +# License + +The 8th Wall engine is available in two forms: + +### Distributed Engine Binary (with SLAM) + +[Installation instructions](https://www.npmjs.com/package/@8thwall/engine-binary) + +Released in January 2026, the **Distributed Engine Binary** includes SLAM and is available under a binary-only license for continued commercial and noncommercial use. + +Included: +- Core engine runtime +- SLAM (World Effects) +- Image Targets +- Face Effects +- Sky Effects + +Not included: +- VPS +- Maps +- Hand Tracking + +### Open Source Engine (MIT Licensed) + +[Installation instructions](https://www.npmjs.com/package/@8thwall/engine) + +The open source version of the engine is licensed under MIT and includes: + +- Core engine architecture +- Image Targets +- Face Effects +- Sky Effects + +SLAM is **not** included in the open source package directly, but there is an option to incorporate the closed-source SLAM module into the open source engine. + +With the framework now open, developers can inspect, extend, and maintain the engine as browser APIs evolve and web standards change. + +## License Compliance + +The XR Engine Binary is provided as closed source and governed by the XR Engine License Agreement. + +The easiest way to be in compliance is to use the published package directly from npm or jsdelivr. This version of the binary already contains the necessary copyright notice and license text. + +If your project was exported from 8thwall.com, it may have an older version of the package without the full copyright notice. You can update by downloading the latest `xr-standalone.zip` from https://8th.io/xrjs and replacing your `external/xr` folder with the new contents. If that's not an option, make sure to include a copyright notice elsewhere in your deployed project, e.g. in your `index.html`: + +```html + +``` + +### Compiled or packaged apps + +For web projects, files like `index.html` are accessible to end users via either view source or a public repository, thus the copyright notice is freely viewable. + +For compiled or packaged apps — such as a native mobile app or a bundled desktop experience — end users have no way to access project files. In this case, you must surface the copyright notice and a link to the LICENSE (https://github.com/8thwall/engine/blob/main/LICENSE) somewhere visible within the experience itself, such as an about screen, credits screen, or legal notices page. + +## FAQ + +### Is there a version without these restrictions? + +Yes. The MIT-licensed engine has no commercial restrictions. However, it does not include SLAM (world tracking) — it covers Face Effects, Image Targets, and Sky Effects only. If your use case requires world tracking, you need the binary. + +### In plain terms, what is this license for? +The license allows you to continue running and distributing your existing 8th Wall projects using the distributed engine binary, while protecting Niantic Spatial’s proprietary technology. + +It is designed to preserve existing use cases, not to enable engine modification or competitive development. + +### What am I allowed to do with the Distributed 8th Wall Engine Binary? +You may install, execute, and distribute the engine binary in its original form as part of your own application, game, product, or service, provided that your use complies with the license terms. + +This includes: +- Running the engine locally or in your own hosting environment +- Packaging the engine with your exported 8th Wall project +- Deploying your application to end users as part of a larger experience + +### Can I modify, inspect, or reverse engineer the engine? +No. The engine is provided as closed source. You may not: +- Reverse engineer, decompile, or disassemble the engine +- Modify the engine or create derivative works +- Redistribute altered versions of the engine + +These restrictions apply regardless of use case. + +### Can I use the engine in a commercial product? +Yes, as long as the value of your product does not derive entirely or substantially from the engine itself. + +In practice: +- ✅ Using the engine as one component of a broader application or experience is permitted +- ❌ Selling the engine itself or an engine-based toolkit is not permitted + +### Can I use the engine to build client marketing campaigns? +Yes. Developers, brands, and agencies may use the engine to build branded or marketing experiences for clients, provided the engine is one component of a broader creative or marketing deliverable. + +Common permitted examples include: +- Branded AR campaigns +- Experiential marketing activations +- Web-based AR experiences delivered as part of a larger campaign + +In short: if you’re selling the experience, not the engine, your use is permitted. + +### If I use the Distributed Engine Binary, am I required to include attribution or notices? +Yes, but in most cases, the package contains its own notices and no additional action is needed, see [License Compliance](#license-compliance). diff --git a/docs/migration/faq.md b/docs/migration/faq.md index 2349c74..a2970f4 100644 --- a/docs/migration/faq.md +++ b/docs/migration/faq.md @@ -5,29 +5,15 @@ sidebar_position: 999 # FAQ -## What’s Happening - -### What is happening with 8th Wall? -All 8th Wall products and services — including Studio, Cloud Editor, and Asset Lab — will be discontinued over the coming year. In the meantime, we are actively exploring options to open source key components of the 8th Wall technology and documentation so the creativity built on 8th Wall can continue to thrive in the developer community. - -While the hosted 8th Wall platform will eventually wind down, core parts of its engine, SDK, and documentation will be released for public use. - -### What does it mean for 8th Wall to open source? -Going open source means 8th Wall’s non-proprietary technology — including parts of its SDK, runtime, tools, and documentation — will be publicly available for developers to use, modify, and build upon. - -Rather than a closed, hosted platform, 8th Wall will live on as community-driven code. This transition ensures the technology continues to evolve in the hands of the developers, artists, and creators who shaped it. - -### Which parts of 8th Wall will be open sourced? -We plan to release key parts of the 8th Wall SDK, runtime, and developer tools as open-source projects. This includes documentation, sample projects, and tooling that is not tied to proprietary computer vision or SLAM systems. - -Not every hosted component can be maintained long-term, but we aim to release the building blocks that matter most. Specific repositories and contribution guidelines will be shared as they become available. +:::important +This page was originally published in November 2025 as part of the sunset of the hosted platform (8thwall.com). Projects created using the open source project (i.e. after February 2026) are not affected. +::: --- ## Key Dates and Access ### What’s the timeline for this transition? -We’re shifting to open source gradually to give developers time to export projects and access documentation. | Date | What Happens | |------|-------------| @@ -45,12 +31,8 @@ Hosted projects will remain live through **February 28, 2027**, but they will be ## Exporting Your Projects ### Can I download my projects and assets? -Yes. You can export your projects **before February 28, 2026**. [Documentation on how to export your 8th Wall-hosted projects](/docs/migration/8thwall-hosted) has been provided to help you archive or migrate your work. -### What’s the difference between Code Export and Buildable Code Export? -**Code Export** provides a snapshot of your project code and assets for reference and backup. - -**Buildable Code Export** includes everything required to build and run the project offline or in a self-hosted environment, including the distributed engine binary and runtime components. +The self-service export window has closed. Please see [Data Requests](../../legacy-policies/data-requests) for instructions on requesting a data export. ### What exactly is included in each exported project? Each **Buildable Code Export** includes: @@ -87,38 +69,6 @@ No. Existing self-hosted projects will continue to work without changes until Fe If your project is not cloud-dependent (does not use VPS, Maps, Hand Tracking, or Modules) and you want to migrate to the open-source engine to keep your project live beyond February 28, 2027, follow the [self-hosted project migration guide](/docs/migration/self-hosted). -### If I use the 8th Wall Desktop App, do I still need to export my project? -You still must export your project before February 28, 2026 in order to continue developing or self-hosting it. - -### Should I test my exported project before February 28, 2026? -Yes. We strongly recommend exporting and running your project locally as soon as possible to validate your workflow and identify any dependencies on cloud-based services. - -### Will there be documentation or tools to help with migration? -Yes. We will release documentation, export utilities, and examples to support developers in self-hosting or rebuilding projects using the open-source version. - ---- - -## Studio Desktop App Offline Mode - -### What is Offline Mode for the Studio Desktop App? -Offline Mode allows you to continue developing locally in the Desktop App without logging in to the 8th Wall platform. It removes account-based features and focuses on local and exported project workflows. - -### Is Offline Mode required immediately? -No. Offline Mode is optional until February 28, 2026. - -After that date, login will stop working and the Desktop App will operate in Offline Mode automatically. If you haven’t switched earlier, your projects will prompt you to migrate to the offline workflow at that time. - -We recommend switching now so you can validate your local setup before platform access ends. - -### Can I switch back after enabling Offline Mode? -No. Once enabled, Offline Mode cannot be reversed without uninstalling and reinstalling the Desktop App. - -### What projects can I work on in Offline Mode? -You can work on projects previously opened on your device, exported projects, and new local projects. You cannot access cloud-hosted projects that haven’t been exported. - -### What features are not available in Offline Mode? -Offline Mode does not currently include Image Target management, Asset Lab, Native App Export, pre-recorded Simulator sequences, or other account-dependent features. We plan to restore or replace key capabilities over time as we execute on our open source roadmap. - --- ## Projects, Hosting, and Data @@ -136,110 +86,10 @@ All developer and billing data will be permanently deleted after the decommissio --- -## Distributed 8th Wall Engine Binary - -### What is the Distributed 8th Wall Engine Binary? -The Distributed Engine Binary contains the core 8th Wall AR engine and is included with each project exported using Buildable Code Export. - -It is provided as closed source and governed by a limited-use distribution license. - -### Is the engine binary the same engine used by the hosted platform? -Yes. The distributed engine binary contains the same core AR capabilities used by the hosted 8th Wall platform, packaged for local and self-hosted use. - -However, it removes specific cloud-dependent or licensed features such as: -- Niantic Spatial VPS (Lightship VPS for Web) -- Lightship Maps -- Hand Tracking -- Any other features that depend on hosted platform services - -### What’s included in the engine binary? -The distributed engine binary includes the core AR capabilities that power 8th Wall experiences, including: -- World Effects -- Face Effects -- Image Targets -- Sky Effects -- Absolute Scale - -### What’s not included in the engine binary? -The engine binary does not include: -- Source code access -- The ability to modify or recompile the engine -- Niantic Spatial products such as VPS, Lightship Maps, or the Geospatial Browser -- Hand Tracking - -### How long will the engine binary be maintained? -The engine binary will be maintained through **March 2026** to support a stable transition. - ---- - ## Distributed Engine Binary License and Permitted Use -### What license will the distributed 8th Wall Engine binary use? -The engine binary is distributed under a limited-use license included with the binary. The license defines how the engine can be used, distributed, and integrated into projects. - -### In plain terms, what is this license for? -The license allows you to continue running and distributing your existing 8th Wall projects using the distributed engine binary, while protecting Niantic Spatial’s proprietary technology. +Please refer to [Engine License](../engine/license). -It is designed to preserve existing use cases, not to enable engine modification or competitive development. - -### What am I allowed to do with the Distributed 8th Wall Engine Binary? -You may install, execute, and distribute the engine binary in its original form as part of your own application, game, product, or service, provided that your use complies with the license terms. - -This includes: -- Running the engine locally or in your own hosting environment -- Packaging the engine with your exported 8th Wall project -- Deploying your application to end users as part of a larger experience - -### Can I modify, inspect, or reverse engineer the engine? -No. The engine is provided as closed source. You may not: -- Reverse engineer, decompile, or disassemble the engine -- Modify the engine or create derivative works -- Redistribute altered versions of the engine - -These restrictions apply regardless of use case. - -### Can I use the engine in a commercial product? -Yes, as long as the value of your product does not derive entirely or substantially from the engine itself. - -In practice: -- ✅ Using the engine as one component of a broader application or experience is permitted -- ❌ Selling the engine itself or an engine-based toolkit is not permitted - -### Can I use the engine to build client marketing campaigns? -Yes. Developers, brands, and agencies may use the engine to build branded or marketing experiences for clients, provided the engine is one component of a broader creative or marketing deliverable. - -Common permitted examples include: -- Branded AR campaigns -- Experiential marketing activations -- Web-based AR experiences delivered as part of a larger campaign - -In short: if you’re selling the experience, not the engine, your use is permitted. - -### If I use the Distributed Engine Binary, am I required to include attribution or notices? -Yes. When distributing applications that use the engine, you must: -- Retain Niantic Spatial copyright and proprietary notices -- Identify Niantic Spatial as the creator of the engine -- Include a reference to the engine license and disclaimer of warranties - -Specific attribution requirements are outlined in the license. - ---- - -## Open Source Plans - -### What parts of 8th Wall will be open sourced? -Components that are not tied to proprietary computer vision or SLAM will be open sourced, including: -- 8th Wall Desktop App -- Standalone Runtime / ECS -- Non-SLAM AR features -- Developer tools such as the 8th Wall Agent MCP Server and Image Target Processor -- Documentation and sample projects - -### What will not be open sourced? -The following will not be open sourced: -- Engine internals (provided via the distributed binary) -- Hand Tracking -- Niantic Spatial products (VPS, Geospatial Browser, Maps) --- @@ -255,33 +105,3 @@ Hosted projects launched before February 28, 2026 that use Niantic Spatial VPS w ### Will Lightship Maps or the Geospatial Browser be available after the transition? No. Lightship Maps and the Geospatial Browser are not part of the open source transition. The Geospatial Browser will also be removed from the Desktop App. - ---- - -## Billing and Accounts - -### When will billing and new subscriptions stop? -We have paused new annual contracts and are no longer accepting new paid sign-ups. - -Existing subscriptions will continue until February 28, 2026, when editing access ends and recurring billing stops automatically. - -### What happens to my active subscription? -All paid accounts will automatically end by February 28, 2026. - -If you prepaid for time beyond that date, you will receive a prorated refund. You’ll retain dashboard and export access until that date. - -### What about enterprise or custom agreements? -Enterprise and custom customers will be contacted directly to coordinate transitions. For additional questions, contact support@nianticspatial.com. - -### Will I still be able to access my billing or account history? -Yes. Billing receipts and account details will remain accessible through February 28, 2026. - -### What happens to my data after billing ends? -All developer and billing data will be permanently deleted after decommissioning. Download anything you need before that date. - ---- - -## Community and Support - -### What support and community channels will remain active during this period? -We aim to keep the 8th Wall Forum, Discord, and social channels active and monitored throughout the transition period. diff --git a/docs/migration/image-targets.md b/docs/migration/image-targets.md deleted file mode 100644 index a5f3cea..0000000 --- a/docs/migration/image-targets.md +++ /dev/null @@ -1,104 +0,0 @@ ---- -id: image-targets -sidebar_position: 5 ---- - -# Image Targets - -We have developed a new API that allows image targets to be defined directly from code: -``` -XrController.configure({imageTargetData: [{...}]}) -``` - -## Flat Image Target - -If you are setting up a new flat image target: - -1. Start by converting the image to grayscale and cropping/scaling/rotating to 480x640 pixels. -2. Define the image target data: -``` -const imageTarget = { - "imagePath": "./path/to/image.png", - "metadata": {}, // available for custom use cases - "name": "my-image-target", - "type": "PLANAR", - "properties": { - "left": 0, - "top": 0, - "width": 480, - "height": 640, - "originalWidth": 480, - "originalHeight": 640, - "isRotated": false, // set this to true if you rotated the image when you cropped it - } -} -``` - -## Cylindrical Image Target - -For cylindrical targets, there are more parameters to provide (`cylinderSideLength`, `cylinderCircumferenceTop`, `targetCircumferenceTop`, `cylinderCircumferenceBottom`, `arcAngle`, `coniness`) - -1. Define the image target data: -``` -const imageTarget = { - "imagePath": "./path/to/image.png", - "metadata": {}, // available for custom use cases - "name": "my-image-target", - "type": "CYLINDER", - "properties": { - "left": 0, - "top": 18, - "width": 1476, - "height": 1968, - "originalWidth": 1476, - "originalHeight": 2000, - "isRotated": false, // set this to true if you rotated the image when you cropped it - "cylinderSideLength": 135.5, - "cylinderCircumferenceTop": 257.14, // This should match circumferencce bottom - "targetCircumferenceTop": 100, - "cylinderCircumferenceBottom": 257.14, - "arcAngle": 140.0, - "coniness": 0, // This should be 0 for all cylinders - "inputMode": "BASIC", - "unit": "mm", - } -} -``` - -## Conical Image Target - -For conical targets, there is the unconification, plus the input format is different from what was uploaded to the web. - -1. Start with a rainbow image cropped by the top (dotted green line) and bottom (bold green line) radius - -![](/images/migration/conical.png) - -2. Stretch the rainbow image to be flat, and crop/scale/rotate the dimensions of the flat, unconified image to be a grayscale 480x640 pixels (this cropped image should be the image provided in the image path) -3. Define the image target data: -``` -const imageTarget = { - "imagePath": "./path/to/image.png", // path to unconified image - "metadata": {}, // available for custom use cases - "name": "my-image-target", - "type": "CONICAL", - "properties": { - "left": 177, - "top": 554, - "width": 564, - "height": 752, - "originalWidth": 842, - "originalHeight": 2000, - "isRotated": false, // set this to true if you rotated the image when you cropped it - "topRadius": 4479, - "bottomRadius": 3630.644, - "cylinderSideLength": 21.05, - "cylinderCircumferenceTop": 100, - "targetCircumferenceTop": 50, - "cylinderCircumferenceBottom": 81.06, - "arcAngle": 180, - "coniness": 0.303, // log2(topRadius / bottomRadius) - "inputMode": "BASIC", - "unit": "mm", - } -} -``` diff --git a/docs/open-source.md b/docs/open-source.md deleted file mode 100644 index ece2d75..0000000 --- a/docs/open-source.md +++ /dev/null @@ -1,70 +0,0 @@ ---- -id: open-source -sidebar_position: 7 ---- - -# Open Source - -## Engine Distribution - -The 8th Wall engine is available in two forms: - -### Distributed Engine Binary (with SLAM) - -Released in January 2026, the **Distributed Engine Binary** includes SLAM and is available under a binary-only license for continued commercial and noncommercial use. - -Included: -- SLAM -- Core engine runtime - -Not included: -- VPS -- Maps -- Hand Tracking - -### Open Source Engine Framework (MIT Licensed) - -The open source version of the engine framework is licensed under MIT and includes: - -- Core engine architecture -- Face Effects -- Image Targets -- Sky Effects - -SLAM is **not** included in the open source release and remains available only through the Distributed Engine Binary. - -With the framework now open, developers can inspect, extend, and maintain the engine as browser APIs evolve and web standards change. - -## License Compliance - -The XR Engine Binary is provided as closed source and governed by the XR Engine License Agreement. - -To be in compliance, ensure you are using the latest version of the xr bundle that contains the copyright notice at the top of the `external/xr/xr.js` file ("Copyright © 2026 Niantic Spatial, Inc."). - -As long as these unmodified files are included in your project as-is and are visible with browser devtools, you are in compliance by including both a copyright notice and the license text. - -You can update by downloading the latest `xr-standalone.zip` from https://8th.io/xrjs and replacing your `external/xr` folder with the new contents. - -If updating to the latest version of the xr bundle isn’t an option, make sure to include a copyright notice elsewhere in your deployed project, e.g. in your `index.html`: - -```html - -``` - -### Compiled or packaged apps - -For web projects, files like `index.html` are accessible to end users via view source or a public repository, so any of the options above satisfy the accessibility requirement. - -For compiled or packaged apps — such as a native mobile app or a bundled desktop experience — end users have no way to access project files. In this case, you must surface the copyright notice and a link to the LICENSE (https://github.com/8thwall/engine/blob/main/LICENSE) somewhere visible within the experience itself, such as an about screen, credits screen, or legal notices page. - -## FAQ - -### Do I need to do anything beyond keeping the LICENSE file? - -Yes, a copyright notice is required in addition to the LICENSE file. If you update to the latest version of the LICENSE file (Option A), you are in compliance. Otherwise, you need to add the copyright notice text to your project separately (Option B). - -### Is there a version without these restrictions? - -Yes. The MIT-licensed engine framework at `packages/engine` has no commercial restrictions. However, it does not include SLAM (world tracking) — it covers Face Effects, Image Targets, and Sky Effects only. If your use case requires world tracking, you need the binary. diff --git a/docusaurus.config.js b/docusaurus.config.js index 7916c86..2df91d5 100644 --- a/docusaurus.config.js +++ b/docusaurus.config.js @@ -122,6 +122,14 @@ const config = { from: '/docs/getting-started/requirements', to: '/docs/troubleshooting/browser-requirements', }, + { + from: '/docs/migration/image-targets', + to: '/docs/engine/guides/image-targets', + }, + { + from: '/docs/open-source', + to: '/docs/engine/license', + }, ], }, ],