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- Merge Community/Contributing and Engine Development into one top-level section, Contributing. - Structure it in a way that gives equal priority to various ways to contribute, including documentation. - Rename several articles to be more comprehensive and in line with the overall state of the documentation. - Rewrite the guide for class reference contributions.
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93 lines
2.9 KiB
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.. _doc_compiling_with_script_encryption_key:
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Compiling with PCK encryption key
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=================================
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.. highlight:: shell
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The export dialog gives you the option to encrypt your PCK file with a 256-bit
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AES key when releasing your project. This will make sure your scenes, scripts
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and other resources are not stored in plain text and can not easily be ripped
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by some script kiddie.
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Of course, the key needs to be stored in the binary, but if it's compiled,
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optimized and without symbols, it would take some effort to find it.
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For this to work, you need to build the export templates from source,
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with that same key.
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.. warning::
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This will **not** work if you use official, precompiled export templates.
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It is absolutely **required** to compile your own export templates to use
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PCK encryption.
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.. warning::
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By default, Android exports store assets directly in the APK file and
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aren't affected by PCK encryption. To use PCK encryption on Android, enable
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**APK expansion** in the export options.
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Step by step
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------------
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1. Generate a 256-bit AES key in hexadecimal format. You can use the aes-256-cbc variant from
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`this service <https://asecuritysite.com/encryption/keygen>`_.
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Alternatively, you can generate it yourself using
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`OpenSSL <https://www.openssl.org/>`__ command-line tools:
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::
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openssl rand -hex 32 > godot.gdkey
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The output in ``godot.gdkey`` should be similar to:
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::
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# NOTE: Do not use the key below! Generate your own key instead.
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aeb1bc56aaf580cc31784e9c41551e9ed976ecba10d315db591e749f3f64890f
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You can generate the key without redirecting the output to a file, but
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that way you can minimize the risk of exposing the key.
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2. Set this key as environment variable in the console that you will use to
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compile Godot, like this:
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.. tabs::
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.. code-tab:: bash Linux/macOS
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export SCRIPT_AES256_ENCRYPTION_KEY="your_generated_key"
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.. code-tab:: bat Windows (cmd)
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set SCRIPT_AES256_ENCRYPTION_KEY=your_generated_key
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.. code-tab:: bat Windows (PowerShell)
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$env:SCRIPT_AES256_ENCRYPTION_KEY="your_generated_key"
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3. Compile Godot export templates and set them as custom export templates
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in the export preset options.
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4. Set the encryption key in the **Encryption** tab of the export preset:
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.. image:: img/encryption_key.png
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5. Add filters for the files/folders to encrypt. **By default**, include filters
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are empty and **nothing will be encrypted**.
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6. Export the project. The project should run with the files encrypted now.
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Troubleshooting
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---------------
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If you get an error like below, it means the key wasn't properly included in
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your Godot build. Godot is encrypting PCK file during export, but can't read
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it at runtime.
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::
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ERROR: open_and_parse: Condition "String::md5(md5.digest) != String::md5(md5d)" is true. Returning: ERR_FILE_CORRUPT
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At: core/io/file_access_encrypted.cpp:103
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