.. _doc_compiling_with_script_encryption_key: Compiling with script encryption key ==================================== .. highlight:: shell The export dialog gives you the option to encrypt your scripts with a 256-bit AES key when releasing your project. 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. .. warning:: This will **not** work if you use official, precompiled export templates. It is absolutely **required** to compile your own export templates to use PCK encryption. Step by step ------------ 1. Generate a 256-bit AES key in hexadecimal format. You can use the aes-256-cbc variant from `this service `_. Alternatively, you can generate it yourself using `OpenSSL `__ command-line tools: :: openssl rand -hex 32 > godot.gdkey The output in ``godot.gdkey`` should be similar to: :: # NOTE: Do not use the key below! Generate your own key instead. 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: .. 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 **Script** tab of the export preset: .. image:: img/script_encryption_key.png 5. Export the project. The game should run with encrypted scripts now. Troubleshooting --------------- 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