Describe the bug
All of the font assetbundles I've tried to produce just end up with the CustomMenuText plugin not loading, or the game crashing on boot-up if the filesize is large.
To Reproduce
Steps to reproduce the behavior:
- Open the Unity Project, import fonts that you want to build
- Right click the font and create a Text Asset using the font
- Click on the Text Asset, click on Update atlas texture, set character set to ASCII, then generate Font Atlass, then give it a label under AssetBundle, then right click the Text Asset and click Build AssetBundle
- Copy over the generated AssetBundle to the Fonts folder in UserData, then open the game to see that the CustomMenuText plugin failed to load/game hangs with a white screen on startup.
Expected behavior
The font would load correctly and would be choosable in the CustomMenuText settings
Screenshots

The place where I gave the Text Asset a label.
Desktop (please complete the following information):
- OS: Windows 10 Pro version 2004
- Browser: Google Chrome
- Version: Plugin Version is v3.3.0, Unity Version is 2018.4.35f1
Additional context
My broken generated asset font has a weirdly small filesize compared to (for example) the Comic Sans font that the creator posted in #other-files in BSMG.
My file size: 77KB
Their file size: 2.17MB
Describe the bug
All of the font assetbundles I've tried to produce just end up with the CustomMenuText plugin not loading, or the game crashing on boot-up if the filesize is large.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
The font would load correctly and would be choosable in the CustomMenuText settings
Screenshots

The place where I gave the Text Asset a label.
Desktop (please complete the following information):
Additional context
My broken generated asset font has a weirdly small filesize compared to (for example) the Comic Sans font that the creator posted in #other-files in BSMG.
My file size: 77KB
Their file size: 2.17MB