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

  1. 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 rand -hex 32 > godot.gdkey
    

    The output in godot.gdkey should be similar to:

    aeb1bc56aaf580cc31784e9c41551e9ed976ecba10d315db591e749f3f64890f
    

    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:

    export 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 Script tab of the export preset:

    ../../_images/script_encryption_key.png
  5. 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. Returning: 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