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Now, Bakin is similar to SGB in way the testplays work, they do lag/fps issues slightly depending on what you choose and how well your game maps are decorated. THIS is why a lot of people are excited for the Unity Exporter coming some time next year.. 'cos you'll be able to port your game over, then compile your game from Unity instead that gets rid of ANY lag/fps issues what so ever, like it does for the SGB-Unity Exporter.
The devs havent released licensing info yet for Unity and Bakin porting. I would assume though it'd be very similar to the SGB/Unity licensing. IF you port your game over to Unity just to stabalize and compile, and add simple things such as better lighting effects then there's really no licensing to worry about. I think the licensing of Unity only comes into effect IF you use any Unity assets, like music, models etc bought from the Unity store. I must admit though I don't really know much more other than what I just said for SGB/Unity.
I'd try and hunt down the devs of 'Alterium Shift' and question them if you want a more detailed understanding of SGB/Unity editing for games and the licensing in SGB and Unity. They are making their game using SGB ported to Unity, they've created some sort of editing suite for their game within Unity that allows them to edit within unity instead of having to keep going back and forth between programs (if I understood previous chars right), but all the custom assets and coding within unity surely they've hit some type of licensing with it, or maybe not..? Worth to ask though. Alterium Shift is on STEAM to wishlist so maybe try asking a few questions in that game's community page and the devs might reach out there, maybe?