{"repo":"yurne91/Godot-Secure-Build-Pipeline","free":true,"listed":false,"github":"https://github.com/yurne91/Godot-Secure-Build-Pipeline","clone":"git clone https://github.com/yurne91/Godot-Secure-Build-Pipeline.git","description":"Build a custom Godot 4.7.1 editor and matching export templates for either a C#/.NET or GDScript project using Godot Secure, AES-256 PCK encryption, encrypted PCK indexes, Advanced Key Derivation, and release hardening.","language":null,"stars":19,"topics":["action","automation","encryption-tool","godot","godot-4","godot-engine","godot-game-engine","godot4","godotengine"],"license":null,"category":"game-templates","readme_excerpt":"Godot 4.7.1 Secure Build Pipeline — .NET and GDScript Credits and upstream project This build pipeline is based on Godot Secure , created and maintained by KnifeXRage : https://github.com/KnifeXRage/Godot-Secure A special thanks to KnifeXRage for creating and sharing Godot Secure with the Godot community. The custom PCK headers, security-token approach, Advanced Key Derivation, and the underlying Godot source modifications used by this pipeline build on that project. If you use this workflow, please consider visiting the upstream repository, reading its documentation, and supporting or crediting the original author. This repository/workflow is an integration and additional build-hardening layer around Godot Secure; it is not the original Godot Secure project and should not be presented as such. This guide explains how to build a custom Godot 4.7.1 editor and matching export templates for either a C#/.NET or GDScript project using Godot Secure, AES-256 PCK encryption, encrypted PCK indexes, Advanced Key Derivation, and release hardening. Two workflows are provided: Use the workflow that matches your project. Do not use the GDScript templates for a .NET project or the .NET templates for a non-.NET build. This is build hardening, not unbreakable DRM. Software running on an end user's machine can ultimately be inspected by a sufficiently skilled reverse engineer. The objective is to prevent the trivial standard-Godot extraction path and substantially increase the work required. 1","default_branch":null,"files":null,"tree":[],"storefront":"/r/yurne91","claimed":false,"request_supported":{"post":"https://gitbuyer.com/r/yurne91/Godot-Secure-Build-Pipeline/request-supported","requests":0},"note":"indexed from public GitHub; nothing is for sale on this page. Clone it from GitHub. Paid listings live at /search."}