【发布时间】:2020-08-10 07:24:43
【问题描述】:
我尝试统一使用 svg 文件
我在包管理器中设置了vectorgraphics 2.00
但出现导入文件错误
我的 svgfile 最大大小是顶点 2500 亿和 7mb
我知道网格最大顶点 4000 亿,但我不知道 sprite 最大顶点
平均大小 1600kb 图片this
Vertex array is too large. A sprite mesh may not have more than 65535 vertices.
UnityEngine.Sprite:OverrideGeometry(Vector2[], UInt16[])
Unity.VectorGraphics.VectorUtils:BuildSprite(List`1, Rect, Single, Alignment, Vector2, UInt16, Boolean) (at Library/PackageCache/com.unity.vectorgraphics@2.0.0-preview.12/Runtime/VectorSprite.cs:119)
Unity.VectorGraphics.Editor.SVGImporter:BuildSpriteFromGeometry(List`1, Rect) (at Library/PackageCache/com.unity.vectorgraphics@2.0.0-preview.12/Editor/SVGImporter.cs:344)
Unity.VectorGraphics.Editor.SVGImporter:OnImportAsset(AssetImportContext) (at Library/PackageCache/com.unity.vectorgraphics@2.0.0-preview.12/Editor/SVGImporter.cs:317)
UnityEditor.Experimental.AssetImporters.ScriptedImporter:GenerateAssetData(AssetImportContext)
UnityEditorInternal.InternalEditorUtility:ProjectWindowDrag(HierarchyProperty, Boolean)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
public static Sprite BuildSprite(List<Geometry> geoms, Rect rect, float svgPixelsPerUnit, Alignment alignment, Vector2 customPivot, UInt16 gradientResolution, bool flipYAxis = false)
{
// Generate atlas
var texAtlas = GenerateAtlasAndFillUVs(geoms, gradientResolution);
List<Vector2> vertices;
List<UInt16> indices;
List<Color> colors;
List<Vector2> uvs;
List<Vector2> settingIndices;
FillVertexChannels(geoms, 1.0f, texAtlas != null, out vertices, out indices, out colors, out uvs, out settingIndices, flipYAxis);
Texture2D texture = texAtlas != null ? texAtlas.Texture : null;
if (rect == Rect.zero)
{
rect = VectorUtils.Bounds(vertices);
VectorUtils.RealignVerticesInBounds(vertices, rect, flipYAxis);
}
else if (flipYAxis)
{
VectorUtils.FlipVerticesInBounds(vertices, rect);
// The provided rect should normally contain the whole geometry, but since VectorUtils.SceneNodeBounds doesn't
// take the strokes into account, some triangles may appear outside the rect. We clamp the vertices as a workaround for now.
VectorUtils.ClampVerticesInBounds(vertices, rect);
}
var pivot = GetPivot(alignment, customPivot, rect, flipYAxis);
// The Sprite.Create(Rect, Vector2, float, Texture2D) method is internal. Using reflection
// until it becomes public.
var spriteCreateMethod = typeof(Sprite).GetMethod("Create", BindingFlags.Static | BindingFlags.NonPublic, Type.DefaultBinder, new Type[] { typeof(Rect), typeof(Vector2), typeof(float), typeof(Texture2D) }, null);
//it is error part
var sprite = spriteCreateMethod.Invoke(null, new object[] { rect, pivot, svgPixelsPerUnit, texture }) as Sprite;
//it is error part
sprite.OverrideGeometry(vertices.ToArray(), indices.ToArray());
【问题讨论】:
-
看起来您需要在导入之前简化要导入的文件。
-
@RobertLongson SVG 裁剪简单吗?如果你剪切一个svg,你能确保在屏幕上显示不同的svg时,彼此的位置关系不会被破坏吗?
-
并非如此。您可能会发现像 Inkscape 这样的 SVG 编辑器具有一些简化 SVG 文件的功能。切割和重新组装对于此处的问答来说过于宽泛,您需要尝试并提出更具体的问题。
-
您可以将
Mesh.indexFormat网格索引器格式更改为UInt32,它最多允许4,294,967,295,但您真的不应该开始使用反射...看起来一般您应该采取那里的不同路线 -
你为什么不例如使用正确的
Sprite.Create(Texture2D, Rect, Vector2, float)重载 ... ?