I’m working in Visual Studio 2022 w/ Monogame Android templates porting an existing Monogame Win/Mac/Linux desktop title to Android. I’m learning a lot along the way, but I’ve hit a snag when it comes to basic displaying of text on real devices (P30 Lite, P30) vs. the emulator.
-Using prebuilt .xnb spritefronts from the desktop version of our title works under the emulator, but not on real hardware. (I assume this has to do perhaps with compression? I had to rebuild our graphics as our desktop version uses DXT compression, something it seems most real devices do not.)
-I followed the guide here: TrueType fonts | MonoGame Documentation and added a spritefont and accompying .ttf file via Content.mgcb with the spritefront set to build and the ttf file copy.
Again everything works like a charm under the emulator but immediately crashes on real hardware when it tries to load any font. I’ve tried different fonts without success.
I feel as if I am perhaps missing something basic. Any advice would be appreciated!