I can reproduce it without using any scripts at all with these steps:ġ. The problem isn't related to SVGFrameAnimator specifically. Is this what I was supposed to do in the first place?Ĭlick to expand.It is the frames themselves. Succeeding runs turns all of the instantiated objects to pink.ĮDIT: I found a workaround, setting the "material" in the "SVG Renderer" component fixes the "pink" issue. Also, this typically happens around 80-90% of the time.ĮDIT: Restarting Unity appears to fix this (the material gets set to "SVG Importer/SolidColor/SolidColorAlpha"), but only on the first run. Is it possible to create a prefab from the SVG objects and instantiate them at runtime? Are there steps that I need to do in order for this to work properly?ĮDIT: I just want to add: when the object is instantiated and is pink, the Mesh Renderer's material is actually set to "None". Instantiating the prefab at runtime shows unexpected results, typically it turns pink and the sorting order has no effect (the prefab goes behind some assets instead of in front as dictated by the sorting layer).Once I create a prefab, the "Mesh" (in Mesh Filter) changes to "None" and the Material (in Mesh Renderer) changes to "None" as well.Having said that, I am actually encountering a couple of bugs (or probably I am just missing something):
The fact that the shapes are all meshes and thus resolution independent is really the main factor why I bought a license.
IndexOutOfRangeException: Array index is out of range.