

A smaller step distance will result in smoother curves at the expense of more triangles. Number of SVG units that correspond to 1 scene unit.ĭistance at which Unity generates triangles when tessellating the paths. When imported, you can instantiate the resulting assets in the Hierarchy View or the Scene View. Either drop them directly into the Assets folder in the Projects window, or select Assets > Import New Asset from the menu bar. You import SVG files into the Unity Editor like any other assets. This package provides an SVG importer that reads and interprets SVG documents and generates 2D sprites for use in Unity. The package requires graphics when importing assets in texture format, since it will need to render the vector content into the texture asset. Note that the package may not import asset properly when starting Unity with the -no-graphics command-line argument. Animations are not supported (SVG 1.1 section 19).

Any interactivity feature are not supported (SVG 1.1 section 16).Filter effects are not supported (SVG 1.1 section 15).Per-pixel masking is not supported (SVG 1.1 section 14.4).Text elements are not yet supported (SVG 1.1 section 10).The SVG importer in this package implements a subset of the SVG 1.1 specification, with some limitations: This Vector Graphics package version 1.0.0 is compatible with the following versions of the Unity Editor:Ģ018.1 and later (recommended) Known limitations For Sprites that need to be moved or have gameplay functionality, use Regular Mode.The Vector Graphics package provides an SVG importer as well as generic vector graphics APIs. If you need Sprites to be sorted correctly, for example, to move a character in front and behind the individual tiles, use Individual Mode. One approach is to design your level using Individual Mode and change to Chunk when you are ready to publish. The tiles might not be displayed correctly in the Scene View, but they will be sorted correctly when you enter Play Mode. Make sure that all tiles are also in the same Sprite Atlas. To use it, put all the static tiles in the same Tilemap, and enable Chunk Mode. When you have many Sprites to render but you don’t require sorting, use Tilemap Chunk Mode to reduce CPU and memory usage, which is important if you’re targeting low-end devices. You can render hundreds of Sprites with just one Renderer. To display many static Sprites efficiently use the Tilemap Renderer for a more performant and convenient way of designing your game. Every Renderer attached to a GameObject like a Sprite has some overhead.
