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

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

  1. shaneparsons

    shaneparsons

    Joined:
    May 5, 2015
    Posts:
    37
    Awesome, glad to hear! I personally am not aware of any distribution channels... but let me know when you have something up and running and I'll test it!
     
  2. pl_ayground

    pl_ayground

    Joined:
    Dec 17, 2015
    Posts:
    54
  3. royvaneijndhoven

    royvaneijndhoven

    Joined:
    Jun 1, 2017
    Posts:
    18
    Killian, I see that you're importing them while having UWP selected in the Build Settings. This causes problems in the SmallXMLParser class that SVG Importer uses because it can't use some Unicode methods or something. You can comment out that part of the code but you'll lose the functionality to create SVG Assets during runtime so we have had to write our own code to work around that.

    TLDR;
    You'll be able to import the files if you temporarely switch to the Standalone Windows platform or rewrite some part of the SmallXMLParser class.
     
  4. JaimeAL

    JaimeAL

    Joined:
    Dec 4, 2015
    Posts:
    21
    If you need beta testing of a new SVG Importer version feel free to send it and I will implement it into my project see if it breaks or not. Any new and improved versions are always welcome ^^
     
  5. crdmrn

    crdmrn

    Joined:
    Dec 24, 2013
    Posts:
    20
    As far as I know, if you upload a new version on the asset store, unity will detect the files that are changed when trying to reimport the asset in the project (those will be the only one selected in the drop down menu) :)
     
  6. killianChicoisne

    killianChicoisne

    Joined:
    Jul 5, 2017
    Posts:
    2

    Hi, Thanks for your reply.
    You are right on this, if I import my svg files with other build settings, this work perfectly.
     
  7. Gingerbeer

    Gingerbeer

    Joined:
    Aug 10, 2015
    Posts:
    4
    Thank you very much. It works!!
     
  8. coshea

    coshea

    Joined:
    Dec 20, 2012
    Posts:
    212
    No, I would maintain a separate email list, ask people that want to be on the beta to email you with their Asset Store order number (so you know they have it) and send out the beta that way.

    I'd happily test and feedback too.
     
    shaneparsons likes this.
  9. crdmrn

    crdmrn

    Joined:
    Dec 24, 2013
    Posts:
    20
    Also, @Jaroslav-Stehlik, when using SVGImages on a ScreenSpace-Overlay Canvas, the UIAntialiased shader has no effect, when switching to ScreenSpace-Camera and assigning a Camera to the Canvas then it works.
    My guess is that, as a ScreenSpace-Overlay Canvas is way bigger than a ScreenSpace-Camera one, the antialiasing is just not visible and results in sharper edges. any idea on how to fix this?
     
    shaneparsons likes this.
  10. shaneparsons

    shaneparsons

    Joined:
    May 5, 2015
    Posts:
    37
    Yeah, this is part of the problem I've been having as well. I'm hoping Jaroslav's new shaders fix it.