Official SDKs
Validate a license in the language you already ship.
Thin wrappers over the same REST API. JS/TS for Electron and the web, C++ for audio plugins and native hosts, C# for Unity, Revit, and trading platforms. No SDK required, but the SDKs save you the boilerplate.
import {LicensrClient} from '@licensr/sdk';
const client = new LicensrClient({
apiKey: 'pk_live_...',
pluginSlug: 'my-synth',
});
const {valid, entitlement, featureFlags}
= await client.validate({licenseKey: userKey});
// → { valid: true, entitlement: 'full',
// featureFlags: { auto_backup: true } }JS / TS
@licensr/sdkNode, Electron, browser extensions, VS Code. Dual ESM/CJS with types.
npm install @licensr/sdk
DocsC++
licensrZero third-party deps. Built for VST/AU/CLAP plugins and native hosts.
CMake FetchContent → github.com/tekunodev/licensr-cpp
DocsC#
Licensr.Sdknetstandard2.1 + net8.0. NuGet and Unity UPM. IL2CPP-safe.
dotnet add package Licensr.Sdk
DocsWhat you get
Designed for distributed binaries, not server apps.
Same API, three clients
Every SDK is a thin wrapper over the public REST API. Pick the language that matches your host; the server contract is identical.
Offline EdDSA tokens
Mint a short-lived signed JWT while online. JS/TS and C# verify it fully offline against the per-plugin JWKS. C++ can mint and cache the token today; local verify is next.
Safe to embed the API key
Ship a Client API key (pk_live_…) in the binary. It cannot open checkout. Desktop/native hosts should set client type to Native in the admin so a missing Origin header is expected.
Audio-thread / IL2CPP safe
The C++ SDK never blocks or allocates on the real-time path. The C# SDK uses System.Text.Json source generation so it stays IL2CPP-friendly in Unity.
Ship licensing in an afternoon.
Free tier, no credit card. Pick an SDK or call the REST API directly; same contract either way.

