LicenseSeat
Official C# SDK for LicenseSeat, a licensing platform that enables quick license validation and feature gating in your Unity games. Supports license activation, entitlements with usage limits, offline mode with signature verification, and auto-validation. Built for Unity with full IL2CPP, WebGL, iOS, and Android support—install via Package Manager and activate licenses in minutes.
com.licenseseat.sdk 
Install via UPM
Add to Unity Package Manager using this URL
https://www.pkglnk.dev/licenseseat-sdk.git?path=src/LicenseSeat.Unity README Markdown
Copy this to your project's README.md
## Installation
Add **LicenseSeat** to your Unity project via Package Manager:
1. Open **Window > Package Manager**
2. Click **+** > **Add package from git URL**
3. Enter:
```
https://www.pkglnk.dev/licenseseat-sdk.git?path=src%2FLicenseSeat.Unity
```
[](https://www.pkglnk.dev/pkg/licenseseat-sdk)README
LicenseSeat C# SDK
Official C# SDK for the LicenseSeat licensing platform. Add license validation to your app in minutes.
[!TIP] Building a Unity game? We have a dedicated Unity SDK with full IL2CPP, WebGL, iOS, and Android support. No DLLs. Just install via Unity Package Manager and go!
Quick Start
Install:
dotnet add package LicenseSeat
Use:
using LicenseSeat;
var client = new LicenseSeatClient(new LicenseSeatClientOptions
{
ApiKey = "your-api-key",
ProductSlug = "your-product"
});
// Activate a license
var license = await client.ActivateAsync("XXXX-XXXX-XXXX-XXXX");
// Check entitlements
if (client.HasEntitlement("pro-features"))
{
// Enable pro features
}
That's it. You're licensed.
Features
| Feature | Description |
|---|---|
| License Activation | Activate, validate, and deactivate licenses |
| Entitlements | Feature gating with usage limits and expiration |
| Offline Mode | Ed25519 signature verification when offline |
| Auto-Validation | Background validation at configurable intervals |
| Heartbeat | Periodic liveness pings with auto-heartbeat |
| Telemetry | Device and environment data sent with requests |
| Events | React to license changes in real-time |
| DI Support | First-class ASP.NET Core integration |
Platform Support
| Platform | Package | Install |
|---|---|---|
| .NET (Console, ASP.NET, WPF, MAUI) | NuGet | dotnet add package LicenseSeat |
| Godot 4 | NuGet | dotnet add package LicenseSeat |
| Unity | UPM | See Unity section |
Installation
NuGet (.NET, Godot)
dotnet add package LicenseSeat
Requirements: .NET Standard 2.0+ (.NET Framework 4.6.1+, .NET Core 2.0+, .NET 5+)
Unity
[!NOTE] Unity has a dedicated SDK with WebGL, iOS, and Android support. Don't use NuGet for Unity - use the Package Manager instead.
Option 1: Git URL (Recommended)
- Open Window → Package Manager
- Click + → Add package from git URL...
- Paste:
https://github.com/licenseseat/licenseseat-csharp.git?path=src/LicenseSeat.Unity
Option 2: manifest.json
Add to Packages/manifest.json:
{
"dependencies": {
"com.licenseseat.sdk": "https://github.com/licenseseat/licenseseat-csharp.git?path=src/LicenseSeat.Unity"
}
}
Option 3: OpenUPM
openupm add com.licenseseat.sdk
Pin to a version:
https://github.com/licenseseat/licenseseat-csharp.git?path=src/LicenseSeat.Unity#v0.2.0
Usage Examples
Basic Client
using LicenseSeat;
var client = new LicenseSeatClient(new LicenseSeatClientOptions
{
ApiKey = "your-api-key",
ProductSlug = "your-product"
});
// Activate a license (binds to this device)
var license = await client.ActivateAsync("LICENSE-KEY");
Console.WriteLine($"Activated: {license.Key}");
Console.WriteLine($"Status: {license.Status}");
Console.WriteLine($"Plan: {license.PlanKey}");
// Validate a license (check if it's valid without activating)
var result = await client.ValidateAsync("LICENSE-KEY");
if (result.Valid)
{
Console.WriteLine("License is valid!");
Console.WriteLine($"Active Seats: {result.License?.ActiveSeats}/{result.License?.SeatLimit}");
}
else
{
Console.WriteLine($"Invalid: {result.Code} - {result.Message}");
}
// Check entitlements
if (client.HasEntitlement("premium"))
{
// Unlock premium features
}
// Get current status
var status = client.GetStatus();
Console.WriteLine($"Status: {status.StatusType}");
// Deactivate when done (frees up a seat)
await client.DeactivateAsync();
Static API (Singleton)
Perfect for desktop apps where you want global access:
using LicenseSeat;
// Configure once at startup
LicenseSeat.LicenseSeat.Configure("your-api-key", "your-product", options =>
{
options.AutoValidateInterval = TimeSpan.FromHours(1);
});
// Use anywhere in your app
await LicenseSeat.LicenseSeat.Activate("LICENSE-KEY");
if (LicenseSeat.LicenseSeat.HasEntitlement("premium"))
{
// Premium features
}
var status = LicenseSeat.LicenseSeat.GetStatus();
var license = LicenseSeat.LicenseSeat.GetCurrentLicense();
// Cleanup on exit
LicenseSeat.LicenseSeat.Shutdown();
ASP.NET Core Dependency Injection
// Program.cs
builder.Services.AddLicenseSeatClient("your-api-key", "your-product");
// Or with full options:
builder.Services.AddLicenseSeatClient(options =>
{
options.ApiKey = "your-api-key";
options.ProductSlug = "your-product";
options.AutoValidateInterval = TimeSpan.FromMinutes(30);
});
// Your controller or service
public class LicenseController : ControllerBase
{
private readonly ILicenseSeatClient _client;
public LicenseController(ILicenseSeatClient client) => _client = client;
[HttpPost("activate")]
public async Task<IActionResult> Activate([FromBody] string licenseKey)
{
var license = await _client.ActivateAsync(licenseKey);
return Ok(new { license.Key, license.Status });
}
[HttpGet("status")]
public IActionResult GetStatus()
{
var status = _client.GetStatus();
return Ok(new { status.StatusType, status.Message });
}
}
Event Handling
// Subscribe to license events
client.Events.On(LicenseSeatEvents.LicenseValidated, _ =>
Console.WriteLine("License validated!"));
client.Events.On(LicenseSeatEvents.ValidationFailed, _ =>
Console.WriteLine("Validation failed!"));
client.Events.On(LicenseSeatEvents.EntitlementChanged, _ =>
Console.WriteLine("Entitlements updated!"));
client.Events.On(LicenseSeatEvents.LicenseActivated, license =>
Console.WriteLine($"Activated: {((License)license).Key}"));
client.Events.On(LicenseSeatEvents.LicenseDeactivated, _ =>
Console.WriteLine("License deactivated"));
// Heartbeat events
client.Events.On(LicenseSeatEvents.HeartbeatSuccess, _ =>
Console.WriteLine("Heartbeat sent"));
client.Events.On(LicenseSeatEvents.HeartbeatError, data =>
Console.WriteLine("Heartbeat failed"));
Offline Validation
var client = new LicenseSeatClient(new LicenseSeatClientOptions
{
ApiKey = "your-api-key",
ProductSlug = "your-product",
OfflineFallbackMode = OfflineFallbackMode.NetworkOnly,
MaxOfflineDays = 7 // Allow 7 days offline
});
// Validate - falls back to cached offline token if network fails
var result = await client.ValidateAsync("LICENSE-KEY");
if (result.Offline)
{
Console.WriteLine("Validated offline with cached license");
}
The SDK automatically fetches and caches Ed25519-signed offline tokens after activation. When offline:
- Validates token signature cryptographically
- Checks token expiration (
exptimestamp) - Detects clock tampering
- Returns cached entitlements
Godot 4
using Godot;
using LicenseSeat;
public partial class LicenseManager : Node
{
private LicenseSeatClient _client;
public override void _Ready()
{
_client = new LicenseSeatClient(new LicenseSeatClientOptions
{
ApiKey = "your-api-key",
ProductSlug = "your-product"
});
}
public async void ValidateLicense(string licenseKey)
{
var result = await _client.ValidateAsync(licenseKey);
if (result.Valid)
GD.Print("License is valid!");
else
GD.Print($"Invalid: {result.Code}");
}
public override void _ExitTree() => _client?.Dispose();
}
Unity
using UnityEngine;
using LicenseSeat;
public class LicenseController : MonoBehaviour
{
private LicenseSeatManager _manager;
void Start()
{
_manager = FindObjectOfType<LicenseSeatManager>();
// Subscribe to events
_manager.Client.Events.On(LicenseSeatEvents.LicenseValidated, _ =>
Debug.Log("License validated!"));
}
public void ActivateLicense(string licenseKey)
{
StartCoroutine(_manager.ActivateCoroutine(licenseKey, (license, error) =>
{
if (error != null)
{
Debug.LogError($"Failed: {error.Message}");
return;
}
Debug.Log($"Activated: {license.Key}");
}));
}
}
Unity SDK Features:
- Pure C# - No native DLLs, works everywhere
- IL2CPP Ready - Automatic link.xml injection
- WebGL Support - Uses UnityWebRequest
- Editor Tools - Settings window, inspectors
- Samples - Import from Package Manager
Full Unity docs: src/LicenseSeat.Unity/README.md
Configuration
| Option | Default | Description |
|---|---|---|
ApiKey |
-- | Your LicenseSeat API key (required) |
ProductSlug |
-- | Your product identifier (required) |
ApiBaseUrl |
https://licenseseat.com/api/v1 |
API endpoint |
AutoValidateInterval |
1 hour | Background validation interval (0 = disabled) |
HeartbeatInterval |
5 minutes | Background heartbeat interval (0 = disabled) |
TelemetryEnabled |
true |
Send device telemetry with API requests |
AppVersion |
auto-detected | Your app version for telemetry |
AppBuild |
auto-detected | Your app build identifier for telemetry |
MaxRetries |
3 | Retry attempts for failed requests |
RetryDelay |
1 second | Base delay between retries |
OfflineFallbackMode |
Disabled |
Offline validation mode |
MaxOfflineDays |
0 | Offline grace period (0 = disabled) |
MaxClockSkew |
5 minutes | Clock tamper tolerance |
HttpTimeout |
30 seconds | Request timeout |
Debug |
false |
Enable debug logging |
API Reference
LicenseSeatClient Methods
| Method | Description |
|---|---|
ActivateAsync(licenseKey) |
Activate a license on this device |
ValidateAsync(licenseKey) |
Validate a license (check if valid) |
DeactivateAsync() |
Deactivate the current license |
HeartbeatAsync() |
Send a heartbeat for the active license |
HasEntitlement(key) |
Check if an entitlement is active |
CheckEntitlement(key) |
Get detailed entitlement status |
GetStatus() |
Get current license status |
GetCurrentLicense() |
Get the cached license |
TestAuthAsync() |
Test API connectivity |
All async methods also have synchronous wrappers (Activate, Validate, Deactivate, Heartbeat, TestAuth) for environments that don't support async.
ValidationResult Properties
| Property | Type | Description |
|---|---|---|
Valid |
bool |
Whether the license is valid |
Code |
string? |
Error code if invalid |
Message |
string? |
Error message if invalid |
Offline |
bool |
True if validated offline |
License |
License? |
License data |
ActiveEntitlements |
List<Entitlement>? |
Active entitlements |
Warnings |
List<ValidationWarning>? |
Any warnings |
License Properties
| Property | Type | Description |
|---|---|---|
Key |
string |
The license key |
Status |
string? |
License status (active, expired, etc.) |
ExpiresAt |
DateTimeOffset? |
When the license expires |
PlanKey |
string? |
Associated plan |
SeatLimit |
int? |
Maximum allowed seats |
ActiveSeats |
int |
Currently used seats |
ActiveEntitlements |
List<Entitlement>? |
Active entitlements |
Error Handling
try
{
var license = await client.ActivateAsync("INVALID-KEY");
}
catch (ApiException ex) when (ex.Code == "license_not_found")
{
Console.WriteLine("License key not found");
}
catch (ApiException ex) when (ex.Code == "seat_limit_exceeded")
{
Console.WriteLine($"All {ex.Details?["seat_limit"]} seats are in use");
}
catch (ApiException ex)
{
Console.WriteLine($"API Error: {ex.Code} - {ex.Message}");
Console.WriteLine($"Status: {ex.StatusCode}");
Console.WriteLine($"Retryable: {ex.IsRetryable}");
}
Common error codes:
license_not_found- Invalid license keylicense_expired- License has expiredlicense_suspended- License is suspendedseat_limit_exceeded- All seats are in usedevice_not_activated- Device not activated for this licenseinvalid_api_key- Invalid API key
Heartbeat
The SDK sends periodic heartbeat pings to let the server know the device is still active. This powers the "last seen" tracking in your LicenseSeat dashboard.
Automatic heartbeat starts after activation and runs on a background timer (default: every 5 minutes). A heartbeat is also sent after each auto-validation cycle.
var client = new LicenseSeatClient(new LicenseSeatClientOptions
{
ApiKey = "your-api-key",
ProductSlug = "your-product",
HeartbeatInterval = TimeSpan.FromMinutes(5) // default
});
Disable the auto-heartbeat timer by setting the interval to zero. Heartbeats will still be sent after each auto-validation cycle:
options.HeartbeatInterval = TimeSpan.Zero;
Send a heartbeat manually at any time:
// Async
await client.HeartbeatAsync();
// Sync
client.Heartbeat();
// Static API
await LicenseSeat.LicenseSeat.Heartbeat();
Listen for heartbeat events:
client.Events.On(LicenseSeatEvents.HeartbeatSuccess, _ =>
Console.WriteLine("Heartbeat acknowledged"));
client.Events.On(LicenseSeatEvents.HeartbeatError, _ =>
Console.WriteLine("Heartbeat failed"));
Telemetry & Privacy
The SDK collects device telemetry and sends it with API requests to help you understand your user base. The following data is collected:
| Field | Example | Description |
|---|---|---|
sdk_name |
csharp |
SDK identifier (always "csharp") |
sdk_version |
0.4.0 |
SDK version |
os_name |
Windows |
Operating system (Windows, macOS, Linux) |
os_version |
10.0.22631.0 |
Operating system version |
platform |
native |
Runtime platform (native or unity) |
device_type |
desktop |
Device type (desktop, server, mobile) |
device_model |
DESKTOP-ABC123 |
Machine name (nullable) |
architecture |
x64 |
CPU architecture (x64, arm64, etc.) |
cpu_cores |
8 |
Number of processor cores |
memory_gb |
16 |
Total system memory in GB |
locale |
en-US |
Current culture |
language |
en |
Two-letter ISO language code |
timezone |
America/New_York |
IANA timezone identifier |
runtime_version |
.NET 8.0.0 |
.NET runtime description |
app_version |
1.2.0 |
Your app version (nullable) |
app_build |
42 |
Your app build (nullable) |
Nullable fields are omitted from the payload when not available. No personal data, IP addresses, or usage analytics are collected by the SDK itself.
Set your app version so you can track which versions your users are running:
var client = new LicenseSeatClient(new LicenseSeatClientOptions
{
ApiKey = "your-api-key",
ProductSlug = "your-product",
AppVersion = "1.2.0",
AppBuild = "42"
});
If not set, AppVersion and AppBuild are auto-detected from the entry assembly metadata.
To disable telemetry (e.g., for GDPR compliance):
var client = new LicenseSeatClient(new LicenseSeatClientOptions
{
ApiKey = "your-api-key",
ProductSlug = "your-product",
TelemetryEnabled = false
});
When telemetry is disabled, no device information is sent with API requests. License activation, validation, and heartbeat continue to work normally.
Documentation
Full API documentation: licenseseat.com/docs
Development
Prerequisites
- .NET SDK 9.0+
Commands
# Build
dotnet build
# Test (unit tests)
dotnet test
# Test with coverage
dotnet test --collect:"XPlat Code Coverage"
# Package
dotnet pack --configuration Release --output ./artifacts
Testing
The SDK has two test suites:
Unit Tests
Unit tests run offline and test internal SDK logic:
dotnet test tests/LicenseSeat.Tests
Integration Tests (Stress Tests)
Integration tests run against the live LicenseSeat API and validate the complete SDK functionality:
dotnet run --project tests/StressTest
What's tested:
| Category | Tests |
|---|---|
| Client Operations | Create, authenticate, validate, activate, deactivate |
| Static API | Singleton pattern for desktop apps |
| Dependency Injection | ASP.NET Core integration |
| Error Handling | Invalid keys, wrong product, invalid API key |
| Stress Tests | Concurrent validations, parallel client creation |
| Offline Cryptography | Ed25519 signature verification, tamper detection |
| User Journey | 15 real-world customer scenarios |
User Journey Scenarios:
- First-time user activation
- Entitlement/feature gating
- Auto-validation in background
- Offline token caching
- Network outage handling
- Tampered token detection
- Clock tampering detection
- Expired token handling
- Device switching
- Seat limit enforcement
- Invalid license key handling
- Wrong product slug (security)
- Invalid API key (security)
- Event-driven UI updates
- Graceful shutdown
Running with your own credentials:
Set environment variables before running:
export LICENSESEAT_API_KEY="your-api-key"
export LICENSESEAT_PRODUCT_SLUG="your-product"
export LICENSESEAT_LICENSE_KEY="your-license-key"
dotnet run --project tests/StressTest
Note: Integration tests require a valid LicenseSeat account and license. Tests may fail if the license seat limit is reached.
Development Workflow
Before Pushing / Submitting a PR
Run these checks before pushing any changes:
# 1. Build and run unit tests
dotnet build
dotnet test
# 2. Ensure Unity SDK is in sync with main SDK
./scripts/validate-unity-sync.sh
# If out of sync, run:
./scripts/sync-unity-core.sh --replace-symlinks
# 3. Validate Unity package structure
./scripts/validate-unity-package.sh
Important: The Unity SDK shares core files with the main SDK. After modifying any files in
src/LicenseSeat/, you must sync them to the Unity package using the sync script.
Before Releasing
- Ensure all CI checks pass
- Run the full validation suite:
dotnet build --configuration Release dotnet test --configuration Release ./scripts/validate-unity-sync.sh ./scripts/validate-unity-package.sh - Update version numbers (see Release Steps below)
- Update CHANGELOG.md
Releasing
This repo contains two packages:
- NuGet:
LicenseSeatfor .NET/Godot - Unity:
com.licenseseat.sdkfor Unity via UPM
Release Steps
Update versions:
# src/LicenseSeat/LicenseSeat.csproj <Version>1.0.0</Version> # src/LicenseSeat.Unity/package.json "version": "1.0.0" # src/LicenseSeat.Unity/CHANGELOG.md ## [1.0.0] - YYYY-MM-DDValidate:
./scripts/validate-unity-sync.sh ./scripts/validate-unity-package.shTag and release:
git add -A && git commit -m "Release v1.0.0" git tag v1.0.0 && git push origin main v1.0.0 gh release create v1.0.0 --title "v1.0.0" --generate-notesAutomatic: CI publishes to NuGet. Unity is available via Git tag:
https://github.com/licenseseat/licenseseat-csharp.git?path=src/LicenseSeat.Unity#v1.0.0
OpenUPM (One-Time)
- Go to openupm.com/packages/add
- Submit:
https://github.com/licenseseat/licenseseat-csharp - OpenUPM auto-detects
src/LicenseSeat.Unity/package.json
After approval, new tags are automatically published.
NuGet Trusted Publishing
This repo uses NuGet Trusted Publishing (OIDC, no API keys).
Setup:
- Add
NUGET_USERvariable in repo settings - Create
nuget-publishenvironment - Configure trusted publishing policy on nuget.org
Contributing
- Fork the repository
- Create a feature branch:
git checkout -b feature/amazing - Commit changes:
git commit -m 'Add amazing feature' - Push:
git push origin feature/amazing - Open a Pull Request
License
MIT - see LICENSE
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