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Improve "Compiling with script encryption" instructions to make compilation requirement clearer

Open akien-mga opened this issue 3 years ago • 2 comments

Your Godot version: 3.x

Issue description: Users who try to use script encryption often miss critical requirements from this page that they need to compile Godot export templates from source.

The page should be improved to make this much more prominent, link to relevant pages on how to compile Godot, explain why the encryption key is set in an environment variable, how to make sure that it has indeed been included in the compiled template, how to use said template, etc.

URL to the documentation page (if already existing): https://docs.godotengine.org/en/stable/development/compiling/compiling_with_script_encryption_key.html

akien-mga avatar Jul 13 '22 15:07 akien-mga

how to make sure that it has indeed been included in the compiled template

Does the current SCons setup have anything in place for this? If not, I'd make it print a message when starting to compile (without printing the key's contents, of course):

Note: Compiling with the PCK encryption key defined in the SCRIPT_AES256_ENCRYPTION_KEY environment variable.

Building should also abort if the key's length is incorrect, or if it contains non-hexadecimal characters.

Also, should this variable be renamed to GODOT_PCK_AES256_ENCRYPTION_KEY for 4.0? (It's good practice to always prefix environment variables to avoid collisions with other programs.)

Calinou avatar Jul 14 '22 00:07 Calinou

Reopened, see discussion in https://github.com/godotengine/godot-docs/pull/5930.

mhilbrunner avatar Jul 15 '22 18:07 mhilbrunner