I basically have the same issue as described by someone else here: Prefab of SpriteShapeRenderer not rendered if first point not visible ? - Questions & Answers - Unity Discussions, but I can’t find a solution anywhere.
In essence, the shape is not rendered if the origin point is outside of the camera. This feels like a bug, but maybe it’s just a setting that I am missing?
I’m on Unity 2020.1.8f1 with SpriteShape 4.1.4
Thanks a lot for your time and help.
Found a possible solution by scrolling this thread: Tell us about your experience with Sprite Shape page-3#post-6083610
Adding GenerateSpriteShapes.cs works, but DestroyOnCompletion needs to be unchecked, because the shape changes in time. This might be heavy on computation.
After hours of searching I found a clean workaround here: SpriteShape: modifying the shape at runtime -- the sprite does not show . It’s the visual bounds that aren’t automatically re-calculated when the spline updates. That thread gives a nice and short snippet on how to do that manually after modifying the spline.
1 Like