Floating licenses (also known as "fully floating licenses") offer enhanced flexibility for InstaLOD usage across multiple workstations. The system handles automatic activation and deactivation of license slots during computer transitions. License transfers between machines occur seamlessly without manual deactivation, as long as usage remains within the total allocated activation count.
When InstaLOD Studio opens, it checks for an available activation. If one is found, that activation becomes locked to the machine in use. While InstaLOD Studio remains open, other machines cannot access InstaLOD without an additional activation.
Once activated, InstaLOD Studio and InstaLOD's integrations can be used on the same machine simultaneously with a single activation.
The following applies to InstaLOD for Unreal Engine and InstaLOD for Unity.
When a project uses an InstaLOD integration, InstaLOD checks for available activations when the editor starts. If one is available, it becomes locked to that machine and cannot be used elsewhere. While the game engine editor remains open, other machines can only access InstaLOD if additional activations are available.
The following applies to InstaLOD for Autodesk Maya, InstaLOD for Autodesk 3ds Max, InstaLOD for Autodesk VRED, and InstaLOD for Blender.
InstaLOD's integrations into DCC tools utilize InstaLOD Pipeline as a backend. When operations such as Optimize or Remesh are executed, InstaLOD verifies the availability of a license activation. If a license is available, the operation proceeds, and the license is subsequently deactivated upon completion.
For example: When Autodesk Maya is open with InstaLOD for Autodesk Maya installed, other users can still use the license as long as no InstaLOD operation is active.
To learn more about InstaLOD's integrations into DCC applications and game engines, please visit the dedicated documentation section here. In addition, more articles are available through the Knowledge Base with the tag integrations.