Hello, I am using TextMeshPro in my project. My game supports Chinese, I type the Chinese characters mostly in the scripts, not in the input field of a TextMeshProUGUI component, so I can't use the Dynamic SDF System, I have to generate a "character file" that lists all the Chinese characters that appear in the game so that I can generate the font asset through TextMeshPro's Font Asset Creator. I had written a custom editor that found every Chinese character that appears in my scripts and in the input fields of my custom components, and outputted the characters string as a txt file, I called this custom editor my "Chinese Characters Finder". Then I open the Font Asset Creator, and then build the Font Asset. However, I found it time-consuming that every time I want to update my Chinese font asset, I have to run my Chinese Characters Finder, and then navigate to Window→TextMeshPro→Font Asset Creator→Generate Font atlas→Save. How can I combine these steps into one so that every time I run my Chinese Characters Finder, it will generate the font asset and save it for me? Chinese is not like English, Chinese contains thousands of characters, so it's very likely that we have to update our Chinese font asset when we type in some new Chinese sentences because they may contain new Chinese characters that are not in the font asset. We have to update the font asset quite a lot of times, if we can generate font atlas and save it automatically, we can save a lot of working hours that are wasted on navigating through TextMeshPro's Font Asset Creator.