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@@ -12,11 +12,13 @@ system. When exporting for Windows, the exporter takes all the project files and
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creates a ``data.pck`` file. This file is bundled with a specially optimized
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binary that is smaller, faster and does not contain the editor and debugger.
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-Requirements
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+Code signing
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------------
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-- To enable code signing, you must have the ``Windows 10 SDK`` (on Windows) or `osslsigncode <https://github.com/mtrojnar/osslsigncode>`__ (on any other OS) installed.
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-- Download the Godot export templates. Use the Godot menu: ``Editor > Manage Export Templates``.
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+Godot is capable of automatic code signing on export. To do this you must have the
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+``Windows SDK`` (on Windows) or `osslsigncode <https://github.com/mtrojnar/osslsigncode>`__
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+(on any other OS) installed. You will also need a package signing certificate,
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+information on creating one can be found `here <https://docs.microsoft.com/en-us/windows/win32/appxpkg/how-to-create-a-package-signing-certificate?redirectedfrom=MSDN>`__.
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.. warning::
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@@ -27,3 +29,23 @@ Requirements
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antivirus programs. Therefore, it's recommended to avoid using it unless
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you're distributing your project via Steam as it bypasses code signing and
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antivirus checks.
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+
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+Setup
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+~~~~~
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+
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+Settings need to be changed in two places. First, in the editor settings, under
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+**Export > Windows**. Click on the folder next to the ``Sign Tool`` setting, if
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+you're using Windows navigate to and select ``SignTool.exe``, if you're on a different
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+OS select ``osslsigncode``.
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+
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+.. image:: img/windows_editor_settings.png
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+
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+The second location is the Windows export preset, which can be found in
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+**Project > Export...**. Add a windows desktop preset if you haven't already.
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+Under options there is a code signing category.
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+
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+.. image:: img/windows_export_codesign.png
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+
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+``Enabled`` must be set to true, and ``Identity`` must be set to the signing
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+certificate. The other settings can be adjusted as needed. Once this is Done
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+Godot will sign your project on export.
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