Using a plugin library having LGPL license

I’m almost done making a flight simulator for Android that uses an open source Flight Dynamics Model named JSBSIM. This FDM is also used in FlightGear.

I used JSBSIM as a static library, linking to my wrapper code, which was then compiled into a .so plugin. I also needed to modify original JSBSIM code to use Android apk file access mechanism.

Now my Unity side scripts communicate with this plugin through my wrapper code and everything is working great.

Now JSBSIM has a LGPL license. What should I know about LGPL before I can think of distributing my game commercially? Do I need to open source my modified version of JSBSIM, my wrapper C++ code, or the entire project including Unity scripts.

Also, say I were to open source my modified JSBSIM code, where should I host it? Do I need to host it on my own website?

This might help: http://lame.sourceforge.net/license.txt
Unity5 editor is using LGPLed libmp3lame so you can look what they did.
This is example for LAME but it can be applied to any LGPLed library.

  1. Link to LAME as separate library (libmp3lame.a on unix or
    lame_enc.dll on windows)

  2. Fully acknowledge that you are using LAME, and give a link
    to our web site, www.mp3dev.org

  3. If you make modifications to LAME, you must release these
    modifications back to the LAME project, under the LGPL.

The problem here might be the point 1. It means your consumer should be able to replace the library with his own version, but it does not have to work. So if you target platform that does pack the library along with everything else, such as WebPlayer or WebGL your consumer can no longer replace it. But for standalone you should be fine.