Open DDAN-17 opened 7 months ago
IMO the main tab of the export dialog is cluttered as it is, adding all the details of the encryption to it as well wouldn't help, I don't see how having to go to a separate tab is a major issue
I need to encrypt my PCK file, but I can't build the export templates to do so.
What do you mean? How is this related to removing the tab? You have to build the template in order to encrypt, that's not optional
Encrypted PCK is like a locked box. You have to somehow send the key along with the box so that end users can open it.
Building your own export template is required because it hides the key within the executable, making it harder to crack. Any approach without building the export template is like duct-taping the key to the locked box. It defeats the purpose of encryption.
The entire encryption tab can be removed and instead, there can just be a switch to encrypt the PCK right on the first page.
Ability to configure which part to encrypt is important. Decryption is quite slow, in general you should encrypt as little as possible, only small files like scripts and scene file, and skip all big files like models and texture (encrypting these are 100% pointless).
skip all big files like models and texture (encrypting these are 100% pointless).
Unless, of course, you don't want users to access / steal these assets.
Unless, of course, you don't want users to access / steal these assets.
Graphics API tracing software like RenderDoc or apitrace can be used to extract models and textures from any game, as long as it's not being streamed (cloud gaming). The graphics card has access to the unencrypted models/textures in this case, even if the PCK file has everything encrypted inside.
What do you mean? How is this related to removing the tab? You have to build the template in order to encrypt, that's not optional
Well then can there at least be some more documentation on where the template source is, and how to build it?
Well then can there at least be some more documentation on where the template source is, and how to build it?
It's all here: https://docs.godotengine.org/en/stable/contributing/development/compiling/index.html
You'll want to read https://docs.godotengine.org/en/stable/contributing/development/compiling/compiling_with_script_encryption_key.html too.
Thanks!
Describe the project you are working on
A game
Describe the problem or limitation you are having in your project
I need to encrypt my PCK file, but I can't build the export templates to do so.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
Create something to automatically encrypt the PCK files
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
The entire encryption tab can be removed and instead, there can just be a switch to encrypt the PCK right on the first page.
If this enhancement will not be used often, can it be worked around with a few lines of script?
No, It cannot.
Is there a reason why this should be core and not an add-on in the asset library?
This is all about ease of use, and that would ruin the point.