Doprez
Doprez
Adding this here because it seems likely related #1692 It seems like a threading issue for Runtime rasterized fonts as this does not happen conistantly. I only ran into this...
I tried running the source to debug this and its a bit weird. I noticed that if I run the build from the Stride Gamestudio I dont have any errors.....
huh, it does seem like VS AssetCompiler is different than the Gamestudio.  Top is VS and bottom is Gamestudio.
Debugging this is brutal but I did find out one more thing. Removing the AssetCompiler completely seems to build and then removing the base.Draw() in teapotDemo seems to let it...
@xen2 would you have an easy way of seeing why the error is being thrown? I think I narrowed it down to [`AssetCloner.Clone()` on line 225](https://github.com/stride3d/stride/blob/ad8496ffbdd77d1a09e0fbf75a760c493ef1a599/sources/assets/Stride.Core.Assets/AssetCloner.cs#L225) but I cant see...
 this also happens with a single generic described in the class ``` using Stride.Engine; public class TestGeneric : StartupScript { public bool IsBroken{get;set;} } ```
Ah no worries I was too quick to close sorry.
I was going to suggest `dotnet publish -c Release -r win-x64 /p:PublishSingleFile=true` but it seems like Stride ignores that upon publish? @manio143 would you have an idea why this wouldn't...
>I recommend checking out this project. It has been actively maintained for many years now. https://github.com/nulastudio/NetBeauty2 I think this could even be useful as a separate repo to demo this...
If you enlarge the box does the mesh still work with the surface of the mesh? Im curious because I know I used a static mesh at one point for...