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I liked the simplistic UI, but it is not quite ready for serious use.
I tried using it on a simple svg that i had (around 1KB, just few simple lines and shapes). But it did not rendered them properly. Colors were off (black-box instead of original colors), and in one place it was showing at triangle instead of an L shaped line.
Also when I move an object, a single Cmd+Z wont undo the action. Have to repeat twice for object to go back (I am using Chrome on macbook)
How much time did it take you to build it? For the past several years I have been working full time on an SVG editor myself (https://boxy-svg.com) and I get a bit anxious when I see what LLMs are capable of nowadays.
Great potential here! I like the easy and friendliness of the tools to use. It would be nice to weld paths. I find myself having to clean up disjointed paths in svgs from time to time. Shapebuilding operations would be incredible, too. Great work!
Thank you! Advanced shape building tools are already available in the third button of the bottom menu (Advanced Tools), and it also includes Trim Path. Boolean operations are implemented as well. I’ll add proper path welding/union to the roadmap. Cleaning messy SVG paths is one of the core problems VectorNest wants to solve, so this feedback is super valuable. Really appreciate you trying it!
I disagree that path welding is the right solution here. Most "disjointed paths" in exported SVGs are intentional from the design tool's perspective—fixing them programmatically just introduces new edge cases. Better to teach designers to union before export than build cleanup tools that guess intent.
Thanks for reporting this! Would you be able to share the SVG you’re testing with and the browser/version you’re using? That would really help me reproduce and investigate the issue.
Sounds like a coordinate transform issue. Check if you're accounting for viewport scaling and nested transform matrices—classic SVG gotcha that's bitten everyone since Adobe introduced the spec in 2001.
This is awesome! One piece of feedback: on my gesture controlled phone the bottom menu is a bit too low, low enough to overlap with the "gesture bar" at the bottom.
Thank you for the feedback! I’ve created an issue in the repository to investigate this further.
If you’re able to share a bit more detail (device model, OS version, browser, and whether you’re using gesture navigation), that would really help me reproduce the behavior and validate a proper fix.
Really appreciate you taking the time to report it.
I'm curious if this is actually a browser issue rather than the app itself. Does iOS let developers detect the gesture bar height or ignore the safe area? Seems like a fundamental problem for web-based tools if there's no API for it.
Thank you! That was exactly the idea — keep the UI out of the way so the canvas gets the focus, while still keeping familiar tools accessible when needed. Really glad it felt natural to use.
any thoughts on what you are going to do next with it? leave as-is or keep adding features?
can you explain the reasoning behind the plugin system a bit more - is it a pattern you came up with or is it based on an existing plugin architecture?
Thank you! This is definitely an initial version and I hope to keep evolving it with more features over time.
The plugin-centered architecture comes from how the project was built: a large part of the development was done with AI agents (Copilot, Claude, Codex, Antigravity, etc.). To reduce the risk of new features breaking existing functionality, a strong approach was to keep a stable core and implement capabilities as plugins. The project also has many Playwright end-to-end tests that help catch regressions when something fails.
And yes — I’ll review options and add an appropriate license to the GitHub repo soon.
Thanks for testing it! The minimal UI is intentional, but I totally get the learning curve comment — it’s something I want to keep improving. Vectorpea is great and definitely more familiar for many users. My goal with VectorNest is a lightweight, install-free editor focused on quick SVG fixes and workflows. Appreciate the comparison.
The main idea is removing friction: you can open an SVG from your phone or computer and make quick edits without installing anything. That’s especially useful for small fixes, quick tweaks, or when you’re on a device where you don’t have your usual design tools.
It’s not meant to replace full desktop editors, but to make “edit this SVG right now” fast and accessible anywhere.
Good point — and thank you for the suggestion! In this case it’s actually not necessary because the entire workspace is automatically persisted in local storage, so everything is restored when you reopen the app.
We ran into this and eventually added beforeunload plus a visual indicator in the UI showing "saved" vs "unsaved". The local storage approach works but users still get nervous closing tabs without confirmation, even if nothing's lost.
I tried using it on a simple svg that i had (around 1KB, just few simple lines and shapes). But it did not rendered them properly. Colors were off (black-box instead of original colors), and in one place it was showing at triangle instead of an L shaped line.
Also when I move an object, a single Cmd+Z wont undo the action. Have to repeat twice for object to go back (I am using Chrome on macbook)