Open dclipca opened 2 years ago
For fonts on Windows I've found you don't have to 'install' the font. However the .ttf MUST be in the same directory as the .spritefont file (this became a requirement in one of the latest versions of MonoGame).
For effects, I have my Content.mgcb configured to build the effect file and in Visual Studio I have the build action set to "None" and "Do not copy":
/importer:EffectImporter /processor:EffectProcessor /processorParam:DebugMode=Auto /build:GeonBit.UI/themes/mytheme/effects/disabled.fx
Be warned that GeonBit UI references MonoGame DesktopGL, so if you are using WindowsDX in your own project then you need to manually Git Clone GeonBit and change it to WindowsDX, then use a project reference rather than NuGet. If you don't do this then you get build errors saying that it could not compile the effect files. Refer to my answer at https://community.monogame.net/t/duplicate-solved-this-mgfx-effect-was-built-for-a-different-platform/11640.
Thanks for the info @DavidFidge , probably some things changed in latest MG versions.
PR #139 addresses this by building content from the ttf directly rather than relying on installed fonts
Is this expected for the latest version? I.e. had to perform both steps: