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Hello,
and thank you for your effort for a great library that we purchased for our use in the Asset Store years ago.
Fyi, there is a new bug with importing SVGs into Unity 6, which causes Unity not find the asset path after which Unity's state is no longer stable and crashes.
The bug is reported to Unity, hopefully fixed in 6000.0.33f1+
Assertion failed on expression: '!pathName.empty()'
UnityEditor.AssetDatabase:AddObjectToAsset (UnityEngine.Object,UnityEngine.Object)
SVGImporter.SVGAssetImport:AddObjectToAsset<UnityEngine.Mesh> (UnityEngine.Mesh,SVGImporter.SVGAsset,UnityEngine.HideFlags) (at Assets/3rdparty/SVG Importer/Plugins/Core/SVGAssetImport.cs:315)
SVGImporter.SVGAssetImport:StartProcess (SVGImporter.SVGAsset) (at Assets/3rdparty/SVG Importer/Plugins/Core/SVGAssetImport.cs:178)
SVGImporter.SVGAsset:_editor_LoadSVG () (at Assets/3rdparty/SVG Importer/Plugins/Core/SVGAsset.cs:1692)
SVGImporter.SVGAsset:_editor_ApplyChanges (bool) (at Assets/3rdparty/SVG Importer/Plugins/Core/SVGAsset.cs:1534)
System.Reflection.MethodBase:Invoke (object,object[])
SVGImporter.SVGPostprocessor:ImportVGAsset (string) (at Assets/3rdparty/SVG Importer/Editor/AssetPostprocessor/SVGPostprocessor.cs:243)
SVGImporter.SVGPostprocessor:OnPostprocessAllAssets (string[],string[],string[],string[]) (at Assets/3rdparty/SVG Importer/Editor/AssetPostprocessor/SVGPostprocessor.cs:154)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
This can be prevented by disabling StartAssetEditing() in SVGPostProcessor.cs:128, after this import seems to work again.
if(importTotalAssets + reImportTotalAssets > 0)
{
// AssetDatabase.StartAssetEditing();
} else {
EditorUtility.ClearProgressBar();
importSVGAssets.Clear();
importSVGAssets = null;
reimportSVGAssets.Clear();
reimportSVGAssets = null;
return;
}
....
// AssetDatabase.StopAssetEditing();
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