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Bug: Bitmap font XML not phrased and exported correctly #88
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bug
Something isn't working
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@Zyie Any plan to fix it? As it's the only bug that keeps us from using Asset Pack. |
Hey @furic yes i do plan to fix this, sorry it's taken a while, will hopefully get to this soon |
Hi :) any update on this please? @Zyie |
I’m not sure if this is what you need. #116 |
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Description
With Cache Buster, Compression and Mipmaps turned on, Bitmap font cannot be correctly phrased in the manifest. This causes error when loading the bundle.
Steps to Reproduce
game-screen
bundle folder.Current Behaviour
desyel.png
got phrased correctly, exported as all resolutions and formats with hashes, butdesyel.xml
was not phrased and simply got copied to the output folder.In
desyel.xml
, it still reference thedesyel.png
:When running
PIXI.Assets.loadBundle('game-screen')
, PIXI cannot finddesyrel.png
(because it's phrased todesyrel-F3uydg.png
etc), 404 error occurs.Expected Behaviour
desyel.xml
should get phrased into all resolutions, formats with hashes, and each reference to its corresponding texture. Similar to how the spine atlas gets phrased.Checking the Pixi.js Bitmap test-assets, each bitmap texture has its own data file (XML, FNT, etc), although the data files should be almost the same, but with different filename and size values.

Pixi's Side Solution?
I think this can also be fixed on Pixi's side. We always have ONE XML with different textures. When Pixi reads the XML and sees
desyel.png
, for example, it should reference back to the manifest and try to load the correct texture from the manifest.The text was updated successfully, but these errors were encountered: