Godot Version
4.8
Question
The main scene of my game displays a logo, then in parallel:
- Un-hides some (obscured) 3D geometry to force shaders to compile.
- Calls
ResourceLoader.load_threaded_request()to load in a PackedScene containing the actual game.
Once both complete, it then adds the PackedScene containing the actual game to the tree and runs from there.
I recently did a build and accidentally excluded the PackedScene containing the actual game. To my surprise, running the build in the project directory works (while running it in a subdirectory does not, as it fails to load the PackedScene as confirmed via the console).
I wasn’t expecting a release build (especially one with PCK encryption enabled) to start loading unencrypted resources from disk. Is this something I can block or disable?
(I’m aware that the effectiveness of these measures is very limited as the executable runs on the end-user’s machine and thus the decryption key is distributed alongside the encrypted resources)