Closed ProgrammingLife closed 6 years ago
UnitySVG does not re-render automatically, and also cannot consider texel density at render-time, since the rendering of the SVG to a texture happens in a way that is de-coupled from the rendering of that texture to the screen.
If I were in your situation I would either render the SVG at a higher-than-needed resolution, or keep track of transition.scale and its relationship to the viewport (position/rotation are relevant for that) explicitly and re-render when a significant change occurs.
Since re-rendering is likely to be quite slow, it might be worth rendering the SVG into textures of a variety of sizes, and dynamically switch between those based on how much screen area is being consumed by the object the texture is being used for.
I load SVG into a plane then I change transition.scale in editor and get something like this: http://oi68.tinypic.com/1zq3oet.jpg Doesn't look like a true vector :) How to resize it properly?