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We are having trouble loading a plain Arial spritefont as an XNB in MonoGame on iOS. I tried this using the latest develop branch. These were made on Windows, then followed up in Xamarin studio for the iOS part:

  • We have a stub XNA project with a content project with <MonoGamePlatform>iOS</MonoGamePlatform> defined
  • We also have an <Import> statement pointing to MonoGame.ContentPipeline.targets
  • We referenced MonoGameContentProcessors.dll in the content project
  • Added *.spritefont files with Content Processor set to MonoGame SpriteFont
  • Compiled the project, and copied the resulting XNB into an iOS project with build action set to Content.

I tried this in an empty MonoGame project with Arial 9pt, and I get an exception in Texture2D.cs line 228 where it is checking for OpenGL errors.

We have other fonts in our game that are built as a MonoGame Spritefont from Texture that work fine. But we can't use this method for some languages (Chinese, especially).

I found some other people have this problem: https://monogame.codeplex.com/workitem/7452

Any ideas? Are fonts working on iOS currently?

Here are my compiled XNBs: https://dl.dropboxusercontent.com/u/3702398/Fonts.zip

UPDATE: tried Arial 9, 12, 14, 16, as I heard certain sizes were causing issues. None of them worked.

Opened issue here: https://github.com/mono/MonoGame/issues/2005

jonathanpeppers
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1 Answers1

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I've found the solution from discussion here.

  • Put the statement in the XNA main project (not content project)
  • Put in the XNA main project
  • Put in the XNA content project

I was setting things only in the content project, which is the wrong place. Tom Spilman mentioned you don't need anything in the content project at all, but I just left it because it works.

jonathanpeppers
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