Releases: sr4dev/Unity-SpriteAssist
Releases · sr4dev/Unity-SpriteAssist
v1.4.3
Unity-SpriteAssist v1.4.3
Bug Fixes
- Parallel Import: Under Parallel Import, Unity Default mode sprites read the triangulation library from a stale
ScriptableSingletonvalue in import worker processes, so the SpriteRenderer geometry did not match the inspector preview and Mesh Prefab. The triangulation library is now read in a worker-safe way during import, keeping SpriteRenderer, preview, and Mesh Prefab consistent. - Importer outline pivot: Sprite Editor custom outline vertices were offset for sprites with a non-center pivot (e.g. bottom pivot). The pivot offset is now applied when converting outline coordinates.
Changes
- Unity Default modes now always apply SpriteAssist triangulation from the importer outline. The Apply To Unity Default toggle introduced in v1.4.2 has been removed.
Full Changelog: v1.4.2...v1.4.3
v1.4.2
Unity-SpriteAssist v1.4.2
New Features
Apply Triangulation Library to Unity Default Modes
- Added Apply To Unity Default in Project Settings > SpriteAssist > Library
- Unity Default modes now use SpriteAssist-generated outlines and the selected triangulation library by default
- Disable Apply To Unity Default if you want Unity Default modes to keep Unity's native sprite geometry
- Default Transparent and Default Opaque creators now override source sprite geometry when the option is enabled, keeping SpriteRenderer and Mesh Prefab output consistent
- Existing sprites need a manual reimport (or Reimport All) after changing this option
Documentation
- Updated README triangulation library notes to document the Unity Default mode behavior
Full Changelog: v1.4.1...v1.4.2
v1.4.1
Unity-SpriteAssist v1.4.1
Bug Fixes
Fix NullReferenceException during legacy settings migration
- Fixed a
NullReferenceExceptionthrown on editor load when migrating the legacyAssets/Editor/SpriteAssistSettings.asset(introduced in v1.3.0) - Calling
AssetDatabase.DeleteAssetdirectly inside[InitializeOnLoadMethod]triggered Unity's internalRenderPipelineGlobalSettingsAssetProcessor.OnWillDeleteAssetbeforeSettingsWindow.GetCurrentProvider()was initialized, causing the exception - The deletion is now deferred via
EditorApplication.delayCallso it runs after editor initialization - Deletion is wrapped in a try-catch and retried on the next domain reload if it fails, preserving idempotent migration
Full Changelog: v1.4.0...v1.4.1
v1.4.0
Unity-SpriteAssist v1.4.0
New Features
iShape Triangulation Improvements
- Added Edge Smoothing to the
PathSanitizerpipeline for iShape triangulation, producing smoother mesh outlines - Improved edge case handling in
TriangulatorIShapeto prevent degenerate triangulation on complex sprite shapes - Added Log Fallback Warning option in Project Settings — logs a warning when the triangulation library falls back to an alternative method
Parallel Import Support (#65)
- Moved external mesh prefab update logic from
OnPostprocessTexturetoOnPostprocessAllAssetsto correctly support Unity's parallel asset import pipeline - Added Parallel Import toggle in Project Settings (
SpriteAssistSettings)
Bug Fixes
Fix "No vertex found" error for Dummy Sprites
- Fixed an error that occurred when processing Dummy Sprites (e.g.
cloud(Dummy Sprite)) which have no geometry, causingSpriteUtilto throw a "No vertex found!" exception
Internal Refactoring
These changes do not affect runtime behavior but significantly improve code maintainability.
- Extracted mesh prefab lifecycle logic from
SpriteProcessorinto a dedicatedMeshPrefabService - Split
SpritePostProcessorinto separate responsibilities: mesh update and asset rename - Introduced
SingleMeshCreatorBaseto consolidate duplicated mesh update code paths - Separated sprite geometry operations from mesh prefab update responsibilities
- Deduplicated
SpriteImportDataconstructors via constructor chaining - Added an asset import worker process guard helper in
PrefabUtil
Documentation
- Added iShapeTriangulation library overview and usage details to README
Other Changes
- Project Unity editor version updated from
2022.3.69f1to2022.3.62f3
Full Changelog: v1.3.0...v1.4.0
v1.3.0
Unity-SpriteAssist v1.3.0
New Features
New Triangulation Library (#16)
- Added iShapeTriangulation as an alternative to the existing
LibTessDotNet - Default library selectable via Project Settings (
Default Triangulation Library) - New input path preprocessing pipeline:
PathSanitizer,SelfIntersectionFinder,ShapeGrouper,TriangulationGeometry - Refactored to a strategy pattern via
ITriangulatorinterface (TriangulatorLibTessDotNet,TriangulatorIShape)
Vertex Welding Option (#38)
- Added Weld Vertices option to improve normal mesh quality by merging adjacent vertices
New Resize Tools (#75)
- Resize functionality reorganized under
Assets/SpriteAssist/Resize/ - To Multiple of 4: Scale Textures / Expand or Crop Textures
- To Power of Two: Scale Textures / Expand or Crop Textures
Bug Fixes
Fixed ScriptableSingleton already exists error (#73)
- Moved settings asset from
Assets/toProjectSettings/to prevent duplicate instance import - On editor load, automatically migrates legacy
Assets/Editor/SpriteAssistSettings.assettoProjectSettings/and removes the old asset
Other Changes
- Minimum Unity version bumped from
2021.3to2022.2 - Added
com.unity.collections 2.2.0dependency (required by iShapeTriangulation) - Updated project Unity version from
2022.3.55f1to2022.3.69f1
Full Changelog: v1.2.1...v1.3.0
v1.2.1
v1.2.0
What's Changed
- Change Settings path from PreferencesFolder to ProjectFolder by @konistehrad in #67
- Support conditional include / exclude based on globs by @konistehrad in #68
New Contributors
- @konistehrad made their first contribution in #67
Full Changelog: v1.1.2...v1.2.0
v1.1.2
v1.1.1
v1.1.0
Old log removed!
Full Changelog: https://github.com/sr4dev/Unity-SpriteAssist/commits/v1.1.0