IssueRaiser

Obfuscate GDScript in production export

### Describe the project you are working on Any project which can be released publicly where the developer might not want to have their code or structure implementation easily stolen. ### Describe the problem or limitation you are having in your project Currently Godot [supports encryption of the exported files](https://docs.godotengine.org/en/stable/development/compiling/compiling_with_script_encryption_key.html) (if you use a custom build of the export templates) However this is not really good enough. Almost every successful engine will at some point have a decompiler for the exported assets. (see [ILSpy](https://github.com/icsharpcode/ILSpy)). In-fact, due to the open source nature of Godot, I think it would be relatively simple to write a script-dumper, that uses the encryption to first de-crypt the files and then just dump them to some output folder once they've been loaded into memory. Many others have also been worried about this issue, quite often with those issues being closed when the discussion goes more towards DRM or encryption. ### ❗️ This is not a discussion about DRM or Encryption ❗️ https://github.com/godotengine/godot/issues/39115 https://github.com/godotengine/godot/issues/24716 https://github.com/godotengine/godot/issues/19790 ### Describe the feature / enhancement and how it helps to overcome the problem or limitation When exporting to production, exported GDscript files can be obfuscated with the names mangled. In this case, adding encrypti

Posted by tavurth on Mar 15, 2022, 9:56 AM

Tags

Related issues

Raise real-world problems, find people facing the same issue, and discuss solutions.2,500 issues0 comments

github (Software)

Obfuscate GDScript in production export

tavurthMar 15, 2022, 9:56 AM

### Describe the project you are working on Any project which can be released publicly where the developer might not want to have their code or structure implementation easily stolen. ### Describe the problem or limitation you are having in your project Currently Godot [supports encryption of the exported files](https://docs.godotengine.org/en/stable/development/compiling/compiling_with_script_encryption_key.html) (if you use a custom build of the export templates) However this is not really good enough. Almost every successful engine will at some point have a decompiler for the exported assets. (see [ILSpy](https://github.com/icsharpcode/ILSpy)). In-fact, due to the open source nature of Godot, I think it would be relatively simple to write a script-dumper, that uses the encryption to first de-crypt the files and then just dump them to some output folder once they've been loaded into memory. Many others have also been worried about this issue, quite often with those issues being closed when the discussion goes more towards DRM or encryption. ### ❗️ This is not a discussion about DRM or Encryption ❗️ https://github.com/godotengine/godot/issues/39115 https://github.com/godotengine/godot/issues/24716 https://github.com/godotengine/godot/issues/19790 ### Describe the feature / enhancement and how it helps to overcome the problem or limitation When exporting to production, exported GDscript files can be obfuscated with the names mangled. In this case, adding encrypti

Comments (0)

No comments yet. Start the discussion.

Comment on this issue