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confusion gdscript when complie to gdc #5617
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ADD: I also wish confusion algorithm will change every time:
first time --->
second time --->
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Duplicate of #4220?
It's difficult because:
Without complex code analysis, this is only possible for local variables and probably for parameters.
See #1407. |
C# also has decompilers/deobfuscators (I've used them to peek at some others' Unity projects) |
Yes, Duplicate of #4220 |
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Describe the project you are working on
GUI application
Describe the problem or limitation you are having in your project
I found a tool

Godot RE Tools
on Github: https://github.com/bruvzg/gdsdecomphttps://www.youtube.com/watch?v=_55uQkUs-LA&ab_channel=Musa%2B%2B
It can decomplie gdc to gd code.
I love use Standard version, so that I never need Vistual Studio or VS code. But because of the
Godot RE Tools
, my code full exposure, any body can change my game!Use the
Godot RE Tools
, decomplie, change code, pack pck, done.Describe the feature / enhancement and how it helps to overcome the problem or limitation
I wish Godot can confusion gdscript when complie to gdc, I known there is no way to completely avoid cracking, But at least it's not all streaking.
-->
If gdscript so easy to decomplie, IMO, Godot lose a major advantage.
I like use standard version, because it lite, I don't need other toos at all.
I know there was other method:
Encrypt Exported PCK ---> Need to build export templates from source
Use C# or C++ --> Need Visual Studio or VS code
All this method let GDScript loose advantage.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
/
If this enhancement will not be used often, can it be worked around with a few lines of script?
/
Is there a reason why this should be core and not an add-on in the asset library?
Yes, it's core
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