Compiling with script encryption key¶
The export dialog gives you the option to encrypt your scripts with an 256bit AES key, when releasing your game. This will make sure your scripts 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¶
Generate a 256bit AES key in HEX. You can use the aes-256-cbc variant from this service.
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.
Set this key as environment variable in the console that you will use to compile Godot, like this:
export SCRIPT_AES256_ENCRYPTION_KEY="your_generated_key"
set SCRIPT_AES256_ENCRYPTION_KEY=your_generated_key
Compile Godot export templates and set them as custom export templates in the export preset options.
Set the encryption key in the
Script
tab of the export preset:Export the project. The game should run with encrypted scripts 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 the scripts during export, but can’t read them at runtime.
ERROR: open_and_parse: Condition ' String::md5(md5.digest) != String::md5(md5d) ' is true. returned: ERR_FILE_CORRUPT
At: core/io/file_access_encrypted.cpp:103
ERROR: load_byte_code: Condition ' err ' is true. returned: err
At: modules/gdscript/gdscript.cpp:755
ERROR: load: Condition ' err != OK ' is true. returned: RES()
At: modules/gdscript/gdscript.cpp:2135
ERROR: Failed loading resource: res://Node2D.gde
At: core/io/resource_loader.cpp:279
ERROR: poll: res://Node2D.tscn:3 - Parse Error: [ext_resource] referenced nonexistent resource at: res://Node2D.gd
At: scene/resources/scene_format_text.cpp:439
ERROR: load: Condition ' err != OK ' is true. returned: RES()
At: core/io/resource_loader.cpp:202
ERROR: Failed loading resource: res://Node2D.tscn
At: core/io/resource_loader.cpp:279
ERROR: Failed loading scene: res://Node2D.tscn
At: main/main.cpp:1727
WARNING: cleanup: ObjectDB Instances still exist!
At: core/object.cpp:2081
ERROR: clear: Resources Still in use at Exit!
At: core/resource.cpp:425