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Also generate sprite when importing VectorImage
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rhys-vdw committed Mar 6, 2024
1 parent baeff8e commit 141338d
Showing 1 changed file with 6 additions and 4 deletions.
10 changes: 6 additions & 4 deletions Editor/SVGImporter.cs
Expand Up @@ -120,7 +120,7 @@ public SpriteMeshType TexturedSpriteMeshType
set { m_PreserveViewport = value; }
}
[SerializeField] private bool m_PreserveViewport;

/// <summary>Use advanced settings.</summary>
public bool AdvancedMode {
get { return m_AdvancedMode; }
Expand Down Expand Up @@ -341,6 +341,8 @@ public override void OnImportAsset(AssetImportContext ctx)
break;
#if UNITY_2019_3_OR_NEWER
case SVGType.UIToolkit:
sprite = BuildSpriteFromGeometry(geometry, rect);
GenerateSpriteAsset(ctx, sprite, name);
GenerateVectorImageAsset(ctx, geometry, name, rect);
break;
#endif
Expand Down Expand Up @@ -511,6 +513,7 @@ private void GenerateVectorImageAsset(AssetImportContext ctx, List<VectorUtils.G
UnityEngine.Object asset;
Texture2D texAtlas;
VectorImageUtils.MakeVectorImageAsset(geometry, rect, GradientResolution, out asset, out texAtlas);
asset.name = name + "VectorImage";

if (asset == null)
{
Expand All @@ -524,7 +527,6 @@ private void GenerateVectorImageAsset(AssetImportContext ctx, List<VectorUtils.G
ctx.AddObjectToAsset("uiAsset", asset);
if (texAtlas != null)
ctx.AddObjectToAsset("tex", texAtlas);
ctx.SetMainObject(asset);
}
#endif

Expand Down Expand Up @@ -688,7 +690,7 @@ internal static Sprite GetImportedSprite(UnityEngine.Object asset)
if (sprite != null)
return sprite;

// Try with VectorImage
// Try with VectorImage
var si = go != null ? go.GetComponent<SVGImage>() : null;
sprite = si != null ? si.sprite : null;
if (sprite != null)
Expand Down Expand Up @@ -757,7 +759,7 @@ public float pixelsPerUnit
{
get { return SvgPixelsPerUnit; }
}

/// <summary>Returns imported sprite</summary>
public UnityEngine.Object targetObject
{
Expand Down

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