![]() It would be much better if it would show the image/shape there like it does for spritesĪlso when selecting an image in a canvas or the sprite in the assets one can see the width/height of it there in the inspector preview at the bottom, too. ![]() When i add an SVG Image to a canvas and select it in the canvas, in the inspector at the bottom it shows default ui material as just a white rectangle. I like the svg importer so far, nice work =) I guess it should say "missing" or be smart enough and have a button to turn the SVG image back into a regular UI Image. If I recall correctly, the AssetStore package "Vectrosity" does it that way to achieve super nice line graphics.ģ) Slight bug report: changing the import option from "Vector" to "Texture" while already having the vector object on a SVG image keeps the image visible, despite the source now not being a Vector object anymore. Basically stretching a texture with smooth borders along the SVG, giving smooth edges. Instead of exporting PNG layers, being able to have a single SVG that contains multiple layers and turning those into separate textures / meshes would be great.Ģ) ability to generate UV coordinates for the generated meshes that give a feeling of antialiasing. So I ended up using the "Texture 2D" import option instead of the Vector option.ġ) ability to import an SVG in several layers - this would be the single most important reason for us to move to a vector workflow. Smaller SVGs worked fine, but have really bad aliasing artifacts compared to textures (which is quite obvious given that they're meshes, after all). ![]() I can send you the file via PM if you want. First SVG (30kb) generated the "too many vertices" error, trial-and-error with reducing the Advanced tesselation settings didn't really help. Just tested the package for the first time. I'm not an svg expert, and couldn't see anything obviously wrong here (osx and inkscape can both render the svg correctly - preserving the whitespace). Perhaps this could be supported automatically in the future? It seems like every graphics app arranges the SVG code with slight differences.įWIW: i have an SVG that does specify width and height, and when i do "preserve viewport" to preserve some blank space on the right side, it instead returns an empty sprite: ![]() ![]() To get my Illustrator SVG to work, I have to manually add width and height like this: This clips off in Unity (generated by Illustrator):Īnd this work properly (generated by Adobe Animator): I think that Unity should take these measurements from the viewBox data if width and height are not supplied. It would be interesting to know if this fixes things for you as well. I compared the SVG code and determined that Unity requires the width and height to be defined specifically. I noticed that SVGs generated from Animator (Flash) worked great with preserve viewport, but those generated with Illustrator files were not working. I've been doing some troubleshooting on this. ![]()
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