How to import SVG to Unity 2018.2 - unity3d

Unity's roadmap stated that we should be able to import SVG in Unity 2018.2.
I have Unity 2018.2.3, but I couldn't use SVGs to Unity. Unity doesn't recognize they are sprites.
Please can anyone tell me how to import/use SVGs in unity.

There are 2 ways to add SVG support in Unity (other than building your own SVG rendering system or getting one from the Asset Store).
Which way you have to take depends on what version of Unity you are currently using.
In Unity 2019, click on the "Window" menu at the top left of the Editor. Then click on "Package Manager". In the menu that opens, click on the "Advanced" button around the upper right (left of the search bar). Click on "Show preview packages". This will allow you to see packages that aren't officially released (any versions less than 1.0) by Unity Technology. You should be able to find "Vector Graphics" in the list of package with a "Preview" next to its name. Click on it and click on the "Import" button in the lower right of the menu.
In Unity 2020 and later, Unity Tech. have removed the ability to see preview package in the Package Manager because of they had to waste in answering complex inquiries about those incomplete packages as many were adding them to their projects without either clearly understanding them or while thinking that they would have full support (which is not the case).
From Unity 2020 and forth, you got to manually type in a Git URL address to add any preview packages.
To type a Git URL address, open the Package Manage as I explained above, but instead of going with the "Advanced" and "Show preview packages", click on the "+" on the upper left of the menu, then "Add package from Git URL". This will open a small pop-up with a entry field and a grayed out "add" button.
For adding the Vector Graphics package, you got to type (or paste) in the following address:
com.unity.vectorgraphics
After this is typed in, you should be able to click on the "add" button and this will add the preview package to your project under the "In Project" category.

If you don't see Vecor Graphics in package manager click on advanced and enable preview packages.

In order to import SVG with Unity 2018.2, you need to import the package Vector Graphics with the new Package Manager (you can find it in the menu Window > Package Manager).
Then, you can import any SVG in the project by copying it in the project's folder.
Beware of the options in the inspector, the Generated Asset Type controls the render mode, there are 3 modes: Vector sprite (default), Textured sprite, Texture2D.

A picture tells thousand words thanks to 44 second demo
Go to Windows -> Package Manager in Unity 2019
Vector Graphic package is currently in the preview stage. You have to enable preview packages in advance settings in unity 2019.
Edit:
From Unity 2020, the Preview Package setting has changed. Watch this 40 second Demo
Go to edit -> Project Settings -> Package Manager -> Check Enable Preview Package

there is a button labeled "Advanced" on the top left of the window, click it, then tick the "Show preview packages" then you can see the svg package.

Related

i cant find or add specific components to my objects in unity

I have been watching tutorials on youtube (i'm new to unity), I was trying to add a rigid body to my player, which I've never done. In the video they clicked add component in the inspector then physics then rigid body. but i don't see physics and when I search for it nothing appears. the only options i get are:
Effects
Layout
Mesh
Miscellaneous
Rendering
New Script
Underneath Box Collider i get a warning saying the the "module that implements this component type has been force excluded in player settings" could this be the problem? If so how would i fix it?
Thanks.
Try go to the PackageManager, switch to Built-In Packages and see if the package Physics is installed. Sounds like it has been actively be removed (uninstalled) or you somehow broke the Packages/manifest.json file.
If you can't even get the PackageManager try to reset the packages as described here via the top menu bar → Help → Reset Packages to defaults
or just directly replace your Packages/manifest.json with a one from a fresh empty project
Also note
Our first TECH stream release of the year is available as of today. Unity 2020.1 includes a wide range of features and improvements that make Unity workflows even more intuitive and make you more productive, while Unity 2019 LTS remains the recommended version for projects in production.
The PackageManager got an overhaul and a lot of users had issues like yours. See e.g. this thrread.
You should stick to the LTS versions, currently 2019.4 LTS (except for experimenting with the very newest features).
So if you type in the search bar of Add Component "Rigid" nothing pops up? If not I believe it should.
The problem could be in your libraries. Try deleting the library in your project (with Unity closed). Maybe if you have not made much progress in this project you could try opening a new unity project and seeing if it works.

Accessing SDK Wizard/installing additional drivers in MCUXpresso after initial project creation

Is there a way to re-access the SDK Wizard after the initial time you configure a project? Basically, at that point it lets you select which drivers you want and includes them in a drivers folder. However, as time went on I found that I need to add more drivers than I originally planned for. How do I select additional drivers to incorporate from the SDK after initial project creation?
I found it the information at the following link, in "add/remove components":
https://mcuoneclipse.com/2017/11/25/eclipse-mcuxpresso-ide-10-1-with-integrated-mcuxpresso-configuration-tools/
If the link breaks -
In the Project window view, there is a small icon that looks like a yellow square with perpendicular lines through it.
Click on the project so it is highlighted, then you will be able to click the square icon which says "Manage SDK Components" if you hover over it.
Once you click that, you can select/deselect components you wish to add/remove, respectively.

No Tile Palette option available in Unity editor

The Unity documentation clearly shows Tile Palette available under Window > 2D.
But I don't have the option available:
Where can I access the Tile Palette menu?
I'm on OSX 10.13.6 and Unity version 2019.2.1f1
#AJP I was just having a similar issue using 2019.2 Personal.
I found that I needed to add the tile map package to the project, then "Tile Palette" appeared as an option under "Window".
To do this:
Go to Window > Package Manager.
Click 2d Tilemap Editor on the left of the pop up.
Then click install in the lower right hand corner (Install will be replaced with "Remove" once installed).
2dTileMapPackage
Update 2020/08/03
The issue is fixed in Unity 2019.3 and beyond, where the tile palette option shows up as expected on iOS, making it likely the issue was caused by a bug in 2019.2
As per AJP's own findings: Tile Palette is not available on Mac OSX. But if it was this would be a work around for any menu not showing up in the toolbar.
(I could only test this on windows, but I assume this works on a mac aswel, under the same locations.)
Under Edit there is the option "shortcuts". Go into this window and search for "Tile pallete". Click the Tile palette command and set your custom shortcut. You should now be able to open it without it showing up under the Window > 2D tab.
If it doesn't show up there either then my only guess would be that it isn't installed in your current Unity version (which appears to be the case on mac OSX)
If you're like me and no solution is working please READ THIS!
The problem is with Unity Hub and not Unity as a whole. I discovered this late late last night when I was reinstalling for the 5th time.
On my 5th install and reboot, I opened "Unity" instead of "Unity Hub" and sure enough there it was. I closed "Unity" and opened "Unity Hub" and sure enough when I booted into "Unity" it was gone. There is something wrong with the back end loading it would seem when loading from Unity Hub.
For a problem that seems to have plagued people for years. I'm shocked Unity developers haven't come across this solution and patched it.
You will have to install the according package like RobC and Jere already mentioned..
It's the same if you miss Sprite Editor.
You just have to install the according package which in your case is 2D Tilemap Editor
Window > Package Manager search for the according package,
in this case 2D Tilemap Editor.
If you miss the Sprite Editor the package to install is:
-"2D Sprite", I guess

How to Share new SteamVR ActionSets and Bindings between Unity Projects

I'm developing a VR module in Unity that I hope to be able to import into any of my unity projects as an asset package. This package requires defining input from a Vive controller button to turn it on during gameplay. I would like to somehow share this actionset and button binding between projects so I don't have to manually create the actions and bindings each time I would like to use it.
Is there any way to share SteamVR input settings between projects? Specifically one whole input actionset, and its associated controller bindings.
I've tried exporting the SteamVR_Input folder as a package, also tried with including SteamVR folder, neither worked. After reimport, I can see the imported actionset in the project folder in the SteamVR_Input folder, but it isn't showing up in the input window (Window Menu -> SteamVr Input). However, the live input view shows the actions in the list, but doesn't register any button presses.
Update Unity 2019.2:
This seems to be fixed now.
In the source project, go to SteamVR Input window, click advanced.
Create a partial bindings folder. Rename it to what you want. Note that it will automatically add a SteamVR_ prefix. So my default name had SteamVR_SteamVR_ at the start. I needed to delete the suggested name and just name it my project's name.
It creates it in the base folder for your project, NOT the assets folder for some reason.
In Windows Explorer, drag it into Assets folder of source project.
In Unity editor (source project) it should now prompt you to import settings, but it detects that these actions already exist. Click Merge.
Make sure your actionset is still there in SteamVR input window.
Now you can export a unitypackage from this folder.
Now you can import the unitypackage in the destination project, and it should prompt you after import to load the actions! Yay.
Note: I ran into an issue if I renamed the partial bindings folder after creation. It would not recognize it as actions anymore and not prompt to import. To rename the partial bindings folder, you need to recreate it and follow the above steps again.
OLD ANSWER (outdated) :
Note: this answer is working based on a Beta version of the SteamVR plugin 2.2b4. It may change in a future release
Ok I got this working. It's still not quite possible as far as I can tell to create a unitypackage with the bindings and actions inside, but it's much better than before.
To move an ActionSet and bindings from project 1 to project 2:
In the first project: Create a new action set with your desired actions and bindings.
Go to Window Menu > SteamVR input
click Advanced settings, then click Create. This will create a folder in your project somewhere.
This is where the problem is. This folder can't seem to be packaged. BUT:
Important: In your 2nd project delete the SteamVR_Input folder (you may want to back it up just in case)
Drag this created folder from the 1st project (from windows explorer) into the Assets folder in the project view of the 2nd project (open in Unity). If you do this outside of unity it will not work.
It will prompt you to import the "partial bindings" and will add your custom ActionSet to this other project. Open Window Menu > SteamVR_Input in the 2nd project and then you should see your imported ActionSet at the top. Click "Save and Generate" to recreate a new SteamVR_Input Folder for this project.
Voila! It should work.
I haven't got it to be able to be packaged in an asset package yet.
After spending a lot of frustrating hours I discovered the following simple procedure.
(In Unity 2019.1.14f1 and I suspect it will work in higher versions as well).
In project 1:
It is crucial after editing your bindings in the SteamVR graphical interface to choose
Replace Default Binding
The result of this is that your bindings are completely saved in
Assets/StreamingAssets/SteamVR
(by default, but this is a perfectly good location)
This by the way, is also required if you want to use your bindings in a standalone build.
In project 2:
Copy, via the file system or via export and import custom package, the StreamingAssets/SteamVR folder from project 1 to the corresponding location in project 2.
As of that moment your bindings are available in project2!

Can I include a Mono DLL and a native iOS static library in a Unity Plugin?

The Unity manual includes a section explaining how to export assets as a Unity package here
I have two files I would like to export together as a single Unity package. One is a Mono DLL that sits in the top level of the Assets folder in my Unity project. The other is a native iOS static library, i.e. a .a file, which sits in Assets/Plugins/iOS
Following the instructions in the Unity manual mentioned above I should
Choose Assets > Export Package… from the menu to bring up the Exporting Package dialog box.
In the dialog box, select the assets you want to include in the package by clicking on the boxes so they are checked.
If I have the Mono DLL visible in the Unity editor here's what I see in the Exporting Package dialog box
But if I have the native iOS plugin visible in the Unity editor here's what I see in the Export Package dialog box
Can I include both of these items, the Mono DLL and the native iOS static library, in a single Unity package? How?
Make sure that neither of the files you want to add are visible in the Unity editor and then choose Assets > Export Package… from the menu to bring up the Exporting Package dialog box. It should then show all the possible assets to include, like this