Would be really useful. @TwistedTwigleg linked my topic, but just to repeat my point: I have 0 interest in actually protecting assets, my only interest was in adhering to license agreements that called for it.
I'm not big on asset stores but they do have their uses and most agreements that I have read seem pretty clear about not being able to be opened in publicly available software and requiring some degree of reverse engineering.
It's disheartening to see the discussion on Github closed by people who seem to completely ignore this reasoning.
[QUOTE]
a dedicated person would be able to extract them no matter what you do..
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If you're worried about copyright, the law enforcement might be a better bet than trying to obfuscate the assets in your game.
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I think this is an overreaction and other engines might not offer that much protection you're thinking they do.
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I'm closing this since DRM won't be added
@vnen vnen closed this on Jun 30, 2018 [/QUOTE]
(https://github.com/godotengine/godot/issues/19790)
Should we contact asset stored and suggest they change their terms and contact law enforcement?
The discussion seems to have come to an end with the following:
[QUOTE]Do other game engines have any built-it "assets protection"? Nop, Unity and Unreal forums are full of the similar "Protect game resources" topics, with the exactly same answer: "it's pointless". (And asset stores are full of third-party snake-oil tools).[/QUOTE]
Not only does this miss the point, but it's also completely false:
[QUOTE]When distributed in a shipped product, .Pak files can be signed or encrypted, usually to hinder data extraction or tampering. To activate, deactivate, or adjust the cryptographic settings on your project, go to the Project Settings menu and find the Crypto section. [/QUOTE]
(https://docs.unrealengine.com/en-US/Engine/Basics/Projects/Packaging/index.html)
I am unsure why there is such opposition to this feature.