Search Unity

  1. We've closed the job boards. If you're looking for work, or looking to hire check out Unity Connect. You can see more information here.
    Dismiss Notice
  2. Unity 2017.2 is now released.
    Dismiss Notice
  3. The Unity Gear Store is here to help you look great at your next meetup, user group or conference. With all new Unity apparel, stickers and more!
    Dismiss Notice
  4. If you're a macOS 10.13 High Sierra user take be sure to read this before updating Unity.
    Dismiss Notice
  5. Introducing the Unity Essentials Packs! Find out more.
    Dismiss Notice
  6. Want to see the most recent patch releases? Take a peek at the patch release page.
    Dismiss Notice
  7. Unity 2017.3 beta is now available for download.
    Dismiss Notice

SVG Importer | Vector Graphics | Unity UI Supported [RELEASED]

Discussion in 'Assets and Asset Store' started by Jaroslav-Stehlik, May 4, 2015.

  1. vitorenes

    vitorenes

    Joined:
    Sep 17, 2013
    Posts:
    9
    Hello.

    Has anyone found a solution for this error:

    Cannot Load SVG Importer Settings! Please Move SVG Importer Settings in to Resource folder.
    UnityEngine.Debug:LogError(Object)
    SVGImporter.SVGImporterSettings:get_Get() (at Assets/SVG Importer/Plugins/Core/Data/SVGImporterSettings.cs:21)
    SVGImporter.SVGImporterSettings:UpdateAntialiasing() (at Assets/SVG Importer/Plugins/Core/Data/SVGImporterSettings.cs:52)
    SVGImporter.SVGAtlas:OnAtlasPreRender(Camera) (at Assets/SVG Importer/Plugins/Core/SVGAtlas.cs:422)
    SVGImporter.SVGAtlas:OnPreRender() (at Assets/SVG Importer/Plugins/Core/SVGAtlas.cs:397)

    I've tried (almost) everything, to no good. I don't know what else to do, and I am getting a little desperate.
    I'd appreciate any help. I am using the latest version (1.1.6), and I don't know if it's because of this error, but I have no antialiasing working either.

    Thanks in advance.
     
  2. vitorenes

    vitorenes

    Joined:
    Sep 17, 2013
    Posts:
    9
    Just in case anyone comes across the same problem:

    I got the "Cannot Load SVG Importer Settings! Please Move SVG Importer Settings into Resource folder." error while opening a project made in Unity 5.5 into 2017.1, that used a previous version of the SVG Importer asset.

    Nothing I did solve the problem, and Unity even crashed if I tried to apply settings to already imported SVG assets.

    After trying every other potential solution I found, I remembered this was a computer, and that computer tend to have weird behavior (as if they had some sort of personality), so I just deleted the whole plugin from the project and re-imported it afterward (contrary to just "upgrading" it to the newest version).

    It seems to have done the trick. I supposed some of the files were not being overwritten in the "upgrade" process, and at least now it is not throwing the error.

    Good luck if you've been here.
     
    Jaroslav-Stehlik likes this.
  3. BrainAndBrain

    BrainAndBrain

    Joined:
    Nov 27, 2014
    Posts:
    68
    Jumping in late here, is the latest SVG Importer 2017.01 compatible?
     
  4. pesiik

    pesiik

    Joined:
    Aug 10, 2015
    Posts:
    1
    [​IMG]
    Error in webGL demo
     
  5. crdmrn

    crdmrn

    Joined:
    Dec 24, 2013
    Posts:
    17
    I have assets using gradients that display different colors depending from the scene they are in... it feels like they all share the same gradient texture and it gets mixed depending on how many objects using gradients are in the open scene... any solution to this or things that I'm missing?
     
  6. nerial

    nerial

    Joined:
    Jul 3, 2012
    Posts:
    1
    First, thanks for the quality of the plug-in and the support provided. Great job!

    I have an issue that appeared on the recent updates, specifically on mobile devices. The profiler tells me a couple of RenderTextures are generated by SVGImporter for no obvious reason (I don't have anything that could explain that sort of post-render process). So it's not huge (40-60Mo) but on middle-range iPad you feel that. When I switch back to 1.1.1 I don't have the issue.
     
    Last edited: Oct 31, 2017
  7. AndreaR

    AndreaR

    Joined:
    Nov 26, 2012
    Posts:
    2
    It's working for us on 2017.01f. We had a little issue with sorting that required a code tweak, but we're doing some weird stuff there, so it's probably unique to us. Happy to share if you have a sorting issue.
     
  8. AndreaR

    AndreaR

    Joined:
    Nov 26, 2012
    Posts:
    2
    I've seen similar issues. For me, at least, it's only been an editor problem. Restarting the editor or baking a build has always fixed it, so I just ignore it when it happens now.
     
  9. tosiabunio

    tosiabunio

    Joined:
    Jun 29, 2010
    Posts:
    72
    It is working in 2017.2.0f3, but I can't get it to run with lights - none of the provided shaders seems to work. All diffuse shaders just display black shape and don't react to lights. What am I doing wrong?
     
  10. Grazer2

    Grazer2

    Joined:
    Jun 20, 2011
    Posts:
    46
    Support seems to have seized again.

    In order to release a project we now had to kick out most svg icons and replace them with Unity UI image components because of the broken anti aliasing in screenspace canvases.
     
  11. Alejandro_P

    Alejandro_P

    Joined:
    Sep 8, 2015
    Posts:
    1
    Hi, did anyone experience issues with leaked meshes? I reported the bug including a project to reproduce it but didn't get any response. Maybe my email was marked as spam because I attached a zipped test project?

    I was just trying to fix some memory leaks in our apps (webgl build targets) and there seems to be some issues in the SVGImporter code.

    There’s just 2 scenes in the test project. I’m switching back and forth between scene 1 and 2. Every time I load a new scene, the meshes created for the SVGRenderers are not destroyed. You can see the mesh count incrementing on the profiler, every time I switch scenes.
    upload_2017-11-7_18-12-48.png
    In the profiler, under Not Saved > Meshes, you can see all the leaked ‘duplicates’ created every time I load the scene again:
    upload_2017-11-7_18-13-45.png


    There’s a mesh with 6 references, including the atlas, so maybe related to the atlas?
    upload_2017-11-7_18-14-20.png

    I’m using Unity 5.4.3, profiling the Webgl build (haven’t tried on other platforms)
     
  12. pickassoreborn

    pickassoreborn

    Joined:
    Aug 20, 2015
    Posts:
    2
    Hello - just getting started with SVG Importer and already banging my head against a wall over the Stroke Renderer - seems to play nice with the SVG Renderer but when I point to an svg to display, nothing appears to appear or actually do anything. Any help regarding this would be great. Thank you.
     
  13. Jaroslav-Stehlik

    Jaroslav-Stehlik

    Joined:
    Feb 20, 2012
    Posts:
    457
    Hello, that error looks weird because WebAudio is Unity Native Lib. I woudl recommend removing the example project .
     
  14. Jaroslav-Stehlik

    Jaroslav-Stehlik

    Joined:
    Feb 20, 2012
    Posts:
    457
    Hello, does this happen only in the Editor or also on device?
    Which version of Unity? Which version of SVG Importer?
    Thank you!

    Just to provide help, this bug is related to updating SVG Atlas which is, in fact, a texture full of pre-rendered gradients.
    And inside Unity Editor the Atlas could be updated weirdly because it tracks references to assets so it can regenerate itself.
     
  15. Jaroslav-Stehlik

    Jaroslav-Stehlik

    Joined:
    Feb 20, 2012
    Posts:
    457
    Hello,

    Does the antialiasing do not work in the latest version?
    Could you provide me more info? Thank you for your help!
     
  16. Jaroslav-Stehlik

    Jaroslav-Stehlik

    Joined:
    Feb 20, 2012
    Posts:
    457
    Hello, I believe Unity 5.4.3 is no longer supported.
    But It would be good to know if this error is still present in Unity 2017 version.
     
  17. Jaroslav-Stehlik

    Jaroslav-Stehlik

    Joined:
    Feb 20, 2012
    Posts:
    457
    Hello Folks!

    I personally think that I finally solved the SVG Renderer default overhead which the SVG Renderer had previously by default.
    Is there anyone who would like to try the new build as a beta tester?
    Thanks!
     
  18. Eidoboy

    Eidoboy

    Joined:
    Jul 3, 2012
    Posts:
    8
    Hi Jaroslav,
    I'm also experimenting this problem with anti-aliasing in screen overlay canvas. It looks good in the game view, but it breaks when I press the play button.
    I'm using the latest version of the package in Unity 2017.2.0f3
     
  19. Jaroslav-Stehlik

    Jaroslav-Stehlik

    Joined:
    Feb 20, 2012
    Posts:
    457
    Thank you!
    Could you please send me stripped down example project with a screen shot?
    Thank you!
     
  20. Eidoboy

    Eidoboy

    Joined:
    Jul 3, 2012
    Posts:
    8
    I'm playing around a bit. The issue seems related to camera type instead of play mode. I started with an orthographic camera and the antialiasing change with orthographic size. An high orthographic size produced very blurred svg images, low doesn't get AA
     
  21. tosiabunio

    tosiabunio

    Joined:
    Jun 29, 2010
    Posts:
    72
    @Jaroslav-Stehlik Great to see you here. Any idea why diffuse shaders don't work for me? Everything becomes pitch black.
     
  22. lexi89puzzle

    lexi89puzzle

    Joined:
    Feb 22, 2017
    Posts:
    6
    Hey @Jaroslav-Stehlik I'm thinking of moving my team to using SVG importer but I'm put off by the latest reviews on the Asset store about errors and slow support response.

    Can you please post an update about your (or your team's) status in terms of support and if you are updating to support the latest Unity releases? We always keep our Unity version up to date and don't want to be stuck with a broken tool after an update.

    Looking for some honest answers and expectations as this is a risky move for a studio like ours :) no hard feelings at all if you're thinking of moving on from this project as it seems like a lot of work.

    Thanks
    A
     
    mountblanc and tosiabunio like this.
  23. dshook

    dshook

    Joined:
    Jul 14, 2015
    Posts:
    2
    A heads up for anyone using this with unity >= 5.6 and text mesh pro. SVG Importer is overriding the canvas additionalShaderChannels property instead of just adding to them causing blurry text in TMP.

    A simple patch to SVGImage.cs line 373 does the trick:
    Code (CSharp):
    1.  
    2.             if (_vectorGraphics.antialiasing || _vectorGraphics.generateNormals)
    3.             {
    4.                 canvas.additionalShaderChannels |= AdditionalCanvasShaderChannels.TexCoord1 | AdditionalCanvasShaderChannels.TexCoord2 | AdditionalCanvasShaderChannels.Normal;
    5.             }
    6.             else
    7.             {
    8.                 canvas.additionalShaderChannels |= AdditionalCanvasShaderChannels.TexCoord1 | AdditionalCanvasShaderChannels.TexCoord2;
    9.             }
    10.  
     
    bitcrusher and tosiabunio like this.
  24. Beex

    Beex

    Joined:
    Sep 2, 2012
    Posts:
    5
    Hi,
    Is there support for fillAmount feature in SVGImage?
    Thanks.
     
  25. mountblanc

    mountblanc

    Joined:
    Sep 24, 2015
    Posts:
    16
    Does anyone know if SVG works correctly in Unity 2017.2?
    I take it Windows builds are not supported ? I get a bunch of SVG errors trying to do a windows build.
    At this point i wish i never switched to SVG to be frank. due very lacking updates and support. Removing SVG from current project will probably take me about 20 hours as its a big part of my Avatar creator.
    20 hours I could have spend on other parts (Not to mention the many hours i spend on integrating SVG in the first place.)
     
    SmartMediaNL likes this.
  26. BrainAndBrain

    BrainAndBrain

    Joined:
    Nov 27, 2014
    Posts:
    68
    Is SVGColorModifier performant, or is it not a great idea to use it in many places at once?