SVG-In: Now properly parses gradient stops transparency SVG-In: Automatic edge-offset of open lines removed, it's now properly dealt with by RageSpline itself (go Keely! ) This new RageGroup feature will, in the first frame when the game is run, restore your objects to the same density they had when you defined their default state (by clicking RageGroup's 'update' button). Sets all these shapes to "Reset on Start". This way you'll have a 1:1 ratio between the shapes vector points and the generated polygon points, meaning your file will be saved with the smallest possible size.ΔΆ. Sets all your (RageGroup-contained) shapes' density to 1. One of those macros is "optimize for deploy". On another front, we will have some "macro" functions to help with such common issues in a new version that's coming out soon. I seriously doubt it'd be more than what you'd get from packed sprites though, Unity tends to pack its polygon objects really well when the scene is deployed. The catch is that Unity will have to save the polygon data for all those objects, and if you have a complex vector shape and high density setting that might result in a sensible increase in file size, especially when multiplied by multiple frames. Click to expand.The vector data itself is not bigger than what you'll see from the multiple-selected SVG files, it might even be smaller considering the Unity packing of the data used by RageSpline and RageTools.
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