12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879 |
- .. _doc_compiling_with_script_encryption_key:
- Compiling with PCK encryption key
- =================================
- .. highlight:: shell
- The export dialog gives you the option to encrypt your PCK file with an 256bit
- AES key, when releasing your game. This will make sure your scenes, scripts
- and other resources are not stored in plain text and can not easily be ripped
- by some script kiddie.
- Of course the key needs to be stored in the binary, but if it's compiled,
- optimized and without symbols, it would take some effort to find it.
- For this to work, you need to build the export templates from source,
- with that same key.
- Step by step
- ------------
- 1. Generate a 256bit AES key in HEX. You can use the aes-256-cbc variant from
- `this service <https://asecuritysite.com/encryption/keygen>`_.
- Alternatively, you can generate it yourself by using OpenSSL:
- ::
- openssl enc -aes-256-cbc -k secret -P -md sha1 > godot.gdkey
- This should output the following to ``godot.gdkey`` file:
- ::
- salt=5786FE8B91CA048A
- key=D2F90FCC4FCA64B8990F916EF5A73230C1841601D1EA06B2380EC0F530E4EF85
- iv =047C353AEC9E6C211515E3341BF9C61B
- You can generate the key without redirecting the output to a file, but
- that way you can minimize the risk of exposing the key.
- 2. Set this key as environment variable in the console that you will use to
- compile Godot, like this:
- .. tabs::
- .. code-tab:: bash Linux/macOS
- export SCRIPT_AES256_ENCRYPTION_KEY="your_generated_key"
- .. code-tab:: bat Windows (cmd)
- set SCRIPT_AES256_ENCRYPTION_KEY=your_generated_key
- .. code-tab:: bat Windows (PowerShell)
- $env:SCRIPT_AES256_ENCRYPTION_KEY="your_generated_key"
- 3. Compile Godot export templates and set them as custom export templates
- in the export preset options.
- 4. Set the encryption key in the ``Encryption`` tab of the export preset:
- .. image:: img/encryption_key.png
- 5. Add filters for the files/folders to encrypt. By default, include filters
- are empty and nothing will be encrypted.
- 6. Export the project. The game should run with the files encrypted now.
- Possible Errors
- ---------------
- If you get an error like below, it means the key wasn't properly included in
- your Godot build. Godot is encrypting PCK file during export, but can't read
- it at runtime.
- ::
- ERROR: open_and_parse: Condition "String::md5(md5.digest) != String::md5(md5d)" is true. Returning: ERR_FILE_CORRUPT
- At: core/io/file_access_encrypted.cpp:103
|