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+1 vote

I followed the documentation:

Problem: I want to export for android with script encryption. I get same errors as on this page. ERROR: open_and_parse: Condition [...bla bla...] on Android.

Godot version: 3.2.4.beta1

Windows 10

Exact steps I did:

  • Created a key with openssl.
  • Set set SCRIPT_AES256_ENCRYPTION_KEY=your_generated_key
  • Executed following commands:

scons -j 6 platform=android target=release android_arch=armv7
scons -j 6 platform=android target=release android_arch=arm64v8
cd platform/android/java
.\gradlew generateGodotTemplates

Copied the bin/android_release.apk to %appdata%\Roaming\Godot\templates\3.2.4.beta1\

scons platform=android target=release_debug
android_arch=armv7 scons platform=android target=release_debug
android_arch=arm64v8 cd platform/android/java
.\gradlew generateGodotTemplates

Copied the bin/android_debug.apk to %appdata%\Roaming\Godot\templates\3.2.4.beta1\

In Godot:

  • Under android export > script, I set the key in the input field and
    set export mode to encrypted.
  • Under android export > options > Custom Template, I set the debug and
    release accordingly to C:/godot/bin/android_debug.apk and C:/godot/bin/android_release.apk

Then exported to android (and it crashes right after starting the game, it flickers a bit and then crashes). Adb logcat shows same errors as here. Note: it does not crash when exporting normally. Any help?

On the same link (top of the page), it says: Godot is encrypting the scripts during export, but can't read them at runtime. Well, what should I do?

in Engine by (84 points)

I see. It unfortunately did not work. I set them like this:



I feel like I tried almost everything. I know you're not very familiar with this, but if you do know about this, could the problem be eventually this line... set SCRIPT_AES256_ENCRYPTION_KEY=your_generated_key
I set this in the terminal before running the scons commands.

To be precise, when you set that environment variable, I assume you replaced the your_generated_key string with the actual key you generated, right?

Correct. I was just wondering if this should be done in the terminal or somewhere else. But i guess its in the terminal inside the godot source folder.

Again, just guessing... But, I assume setting it the terminal you ran all of the build commands from is exactly right. I assume the build uses that specific variable to access your custom key during the build process...

After setting the variable in a command terminal, it should be available to any process that's started from that same terminal. However, if you ran any of the commands from a different command terminal (or ran any commands before setting the variable), the encryption key would not have been available to those processes...

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