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I found the root cause to be version mismatches. When I updated my Hope this helps someone in the future! |
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I'm having difficulty loading a Texture2DAtlas using the ContentPipeline by following the docs. I've configured my setup according to the Getting Started page, so I've added the reference to the Pipeline .dll in my MGCB file and the snippet to my .csproj file. I have a datafile
spritesheet.jsonand a texture filespritesheet-texture.png. I load as suchBut I get a runtime error since the ContentManager expects the content file in OpenStream() to be an
.xnbfile, but my data file is.json. How do I build the data file as a.xnb? I don't see any instruction on how to do this in the docs.Currently I'm using Martenfur/NoPipeline so it should just be a matter of specifying the importer and processor. I've tried
TexturePackerJsonImporterandTexturePackerJsonProcessor, but my MGCB won't build if I do that - perhaps I haven't properly imported the .dll after all?Edit:
I've done some more research and answered some of my own questions, but I still can't resolve
TexturePackerJsonImporterorTexturePackerProcessorin my MGCB file.I now know that if the MGCB action is set to build, then part of that pipeline is building the file as a
.xnbin the output dir. So my issue has been simplified to "The content pipeline can't resolve the correct importer fromMonoGame.Extended.Content.Pipeline.dll.I reproduced this on a brand new Monogame project.
.csprojI can indeed see the
pipeline-referencesdir being built and populated with the correct.dll..mgcbI generally don't use the MGCB editor, but when I do open it I see the correct absolute path in the references section.
But I get the build failure
Seems like I am missing System.Runtime somehow?
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