In our game we are using LocalizedFontProcessor to extract the needed characters from our translation to simplified chinese. This takes quite some time (5-10 minutes - 10000+ words * multiple fonts) and thus is quite annoying when we are actively working on the project resource files.
I’m now looking for a way to deactivate this during debug (or with a custom complile time constant).
One thing that comes to mind is to override LocalizedFontProcessor to make this work.
My questions now are:
- Is there a way to pass a compile time constant (like DEBUG) into the content build process, so I can evaluate it from my custom LocalizedFontProcessor?
- Is there a general way to ignore certain files / use different files in different build scenarios? (without having two mgcb files)