eugene.litvinov Posted February 21, 2012 Share Posted February 21, 2012 Hi, we would like to archive our game content to protect source code and game content from 3rd persons, but we can't find solution how to do this, we read in docs: Archiver recognizes the following command-line options: [/left] -p PASSWORD — set a password. It should be the same password as passed on engine initialization on the C++ side. Ok, we made ung-archive protected with password. And in initialization section we read: Unigine::Engine::init static Engine * init(int version,App * app,int argc,char ** argv,const char * project,const char * password) We use Unigine without source code, and without any C++ API, we develop game only with Unigine script. Could you please provide some simple tutorial how to make release build of game with content protected by password? Thanks Link to comment
eugene.litvinov Posted February 24, 2012 Author Share Posted February 24, 2012 The answer is SEMI-AUTOMATIC COMPILATION: https://developer.unigine.com/en/docs/1.0/code/environment/build_py#usage Link to comment
yuwen.xiang Posted May 15, 2012 Share Posted May 15, 2012 i have archive my project and set -p ,but the project can't startup,i want to know is there a method set password in UnigineScript code. if that means encrypt Unigine projext must have UnigineSDK and compile it. Link to comment
steve3d Posted May 15, 2012 Share Posted May 15, 2012 no, you don't need uniginesdk to use password, just create you own launcher with password like main_x86.exe did. But in this way, you password are easy to find out in your binary. Link to comment
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