Encrypt and ship your DLC! Create your DLC logic and assets and securely unlock it at runtime with signed licenses (generated using bevy-dlc CLI).
Works with Bevy's asset pipeline.
Features
- Pack assets into encrypted
.dlcpackcontainers - Sign licenses with Ed25519 (private key embeds the symmetric encryption key)
- Verify signatures at runtime and unlock encrypted content
- Lazy loading of labeled assets (e.g.
pack.dlcpack#sprites/player.png) - Product binding — prevent token reuse across games
Install
Add to your Cargo.toml:
[!NOTE]
bevy-dlcwill always be compatible with Bevy 1.## with the minor version being used for bug fixes and new features. Sobevy-dlc = "1.18"will also work and automatically get you any compatible bug fixes.
To use the CLI tool:
Then bevy-dlc --help for available commands.
Quick Start
Generate a license
This will generate two files in keys/:
dlcA.slicense— a secure license token that can be safely embedded in your game binary (e.g. withsecure::include_secure_str_aes!()) or stored securely on disk. This token contains the encrypted symmetric key needed to unlock the DLC, but can't be decrypted without the private key.dlcA.pubkey— the public key that your game uses to verify the license and extract the symmetric key to unlock the DLC.
Create a pack
--product— binds the pack to a product nameassets/dlcA— directory or file(s) to packdlcA— DLC ID (used in licenses to unlock this pack)-o dlc— output path for the generated.dlcpack--types— optional list of asset type paths to include in the pack index (e.g.bevy::prelude::Image), otherwise all assets will be indexed with their full type paths. This can be used to normalize type paths across different versions of Bevy or your game. The types you specify are fuzzy matched against the actual asset types in the pack, so you can just specifyassets::MyAssetand it will matchmy_game::assets::MyAssetin the pack if that's the actual type.
This creates dlcA.dlcpack and prints a signed license token.
Alternatively you can use bevy-dlc generate --help to review how to generate a signed license without packing, or bevy-dlc validate --help to verify it.
[!NOTE]
bevy-dlc help <command>for detailed usage of each CLI command.
Edit a pack
You can edit the contents of a .dlcpack with bevy-dlc edit:
This opens an interactive REPL where you can add/remove files, and list contents. Changes are saved back to the .dlcpack when you save and if you forget and exit, REPL will ask you.
Usage
Review the examples for a complete example (run with cargo run --release --example <example>).
API Overview
DlcLoaderacts as a pass-throughAssetLoaderto the actual asset loader for that type (as long as it was registered).DlcPackis a custom BevyAssetthat represents a loaded DLC pack, and contains the decrypted asset data and metadata. You can load it directly withAssetServer::load("my_pack.dlcpack").DlcPackEntryrepresents a single asset within a pack, and can be loaded withAssetServer::load("my_pack.dlcpack#path/to/asset.png")(note the#separator). You can also query theDlcPackdirectly for its entries.- Events are emitted when packs and entries are loaded, so you can react to them with Bevy's event system.
DlcPackLoaded— emitted when a pack is loaded and decrypted, contains theDlcIdandDlcPack.
- Finally,
DlcPluginis the main plugin that sets up the DLC system. It requires aDlcKey::PublicandSignedLicenseto verify and unlock packs.
Helper macros
The crate exports a few convenient macros to reduce boilerplate when dealing with
DLC packs and assets. They are defined in src/macros.rs and available at the
crate root:
pack_items!– build aVec<PackItem>from literal path/bytes pairs, with optionalext=ortype=metadata.dlc_register_types!(app, ..)– callregister_dlc_typefor multiple types at once.dlc_simple_asset!(Asset, Loader, Plugin, "ext"...)– define a simple text-like asset type, its loader, and a Bevy plugin that registers both. The examples use this macro to keep the sample assets minimal. (best for testing quickly, not recommended for production use)
This convenience tooling is mostly useful for tests and small examples, but can also speed up rapid prototyping in your own games.
Suggestions and Contributions
Contributions are very welcome! Please open an issue or submit a pull request with any improvements, bug fixes, or new features.
License
MIT