Godot 3.5.1 Encryption Key Correct Setup For Editor and Export Template For A Game

Hey everyone. I have been developing a game for a while and have been testing it for a while.

I’ve made a custom binary app of Godot (nothing new just a encryption key) and it opens up and runs fine. Problem is, I’ve made the templates, but I can’t use them in Godot (they’re not the same file format supported), and I have a custom encryption key that I want the game to use. When I export the game with the normal (pre-built) templates (and the encryption key with the template), it says the keys don’t match in the output log, so I’m certain the engine has my encryption key, otherwise wouldn’t the game just run if the normal template and the engine match encryption-wise?

How do I use the binary export templates with the custom version of godot that has the new key?

How can I verify the engine has the key in the first place? I used the command line instructions for 3.5 from the docs.

All I want to do is use the generated templates from the command line in the generated binary editor ‘export’ screen so my game has the same encryption key as the editor itself. I can’t find an example of this kind of usage in Godot.

What I have right now is 3 editor binaries for Macs that all open with Terminal, and 5 export Mac Template binaries that aren’t editor-formatted. I need a ‘real’ export template, as all official ones have template apps or exes, which I have not been able to create with any instructions for the version of Godot I have. I am using a Mac for ‘various unimportant reasons’. Worse-case scenario I release games without script-encryption (the only reason is to verify players saves are valid and not modified, but if the code isn’t encrypted, the methods I’m using are useless).

The game I am making is pretty much almost done, which is why encryption, security measures, and other important things are now in focus. Without encrypted code I guess the worse anyone would do (other than using code in other projects without permissions) would be a bunch of unfairly obtained game saves.

I wondered if anyone had a good tutorial for Macs regarding Godot binaries and export templates creation for 3.5 Godot. I’ve already used the newer versions but my game cannot update due to various dependencies and legacy-support issues, so it’s stuck on 3.5.1 till it releases fully.