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KSP Asset Compiler fails to build an assetbundle on macOS


TheShadow1138

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I am on macOS Mojave and I was following tutorial on "Creating Fonts for Localization for a possible addition to one of my mods.  I've installed the most recent PartTools, am using the recommended version of Unity, and the recommended version of TextMeshPro.  I was able to follow all the steps to where I need to click "Build as Font".  When I click this button I get the following:

Building an AssetBundle for target 'WindowsStandaloneSupport' is not allowed because the required module is not installed.
UnityEditor.BuildPipeline:BuildAssetBundles(String, AssetBundleBuild[], BuildAssetBundleOptions, BuildTarget)
KSPAssets.Editor.AssetCompiler:BuildAssetBundles(Boolean, Boolean, String, String[])
KSPAssets.Editor.<BuildBundle>d__6:MoveNext()
KSPAssets.Editor.EditorUtil:UpdateCoroutine()
UnityEditor.EditorApplication:Internal_CallUpdateFunctions()

It seems somewhat clear that it is trying to build for Windows, or is trying to build for all platforms but can't find WindowsStandaloneSupport.  How would I go about getting the asset to build.  I tried changing the build targets for the KSPAssetCompiler to just be macOS, but after applying the change and trying "Build as Font" again, I get the same error.

I do get a message that it "Finished building 1 asset bundles", and the AssetBundles directory is created as expected, but no asset bundle is actually generated.  So, it seems to be failing, but the "finished" message seems to print to the console anyway.

I've searched and found no satisfactory answers, or the problem was related to TextMeshPro itself, which does not appear to be my problem.  I realize that there probably aren't a lot of modders building asset bundles on a Mac, but any help or insight anyone can give would be greatly appreciated.

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