// border editing callback
    private void OnSpriteEdited(PivotEditingResult result, SVGSpriteAssetFile spriteAsset, Vector2 editedPivot, Vector4 editedBorder)
    {
        SVGCanvasBehaviour svgCanvas = target as SVGCanvasBehaviour;

        if ((svgCanvas != null) && (result == PivotEditingResult.Ok))
        {
            SVGUIAtlas uiAtlas = svgCanvas.UIAtlas;
            if (uiAtlas != null)
            {
                // assign the new border
                uiAtlas.UpdateBorder(spriteAsset, editedBorder);
                SVGUtils.MarkObjectDirty(uiAtlas);
                SVGUtils.MarkSceneDirty();

                // get the list of instantiated SVG sprites that reference the edited one
                List <GameObject> spritesInstances = new List <GameObject>();
                uiAtlas.GetSpritesInstances(spritesInstances, spriteAsset.SpriteRef);
                foreach (GameObject gameObj in spritesInstances)
                {
                    Image uiImage = (Image)gameObj.GetComponent <Image>();
                    if (uiImage != null)
                    {
                        // the Image component won't recognize the change of sprite border, so in order to refresh
                        // instantiated objects we have to unset-set the sprite property
                        uiImage.sprite = null;
                        uiImage.sprite = spriteAsset.SpriteData.Sprite;
                    }
                }
            }
        }
    }
    // border editing callback
    private void OnSpriteEdited(PivotEditingResult result, SVGSpriteAssetFile spriteAsset, Vector2 editedPivot, Vector4 editedBorder)
    {
        SVGUISpriteLoaderBehaviour spriteLoader = target as SVGUISpriteLoaderBehaviour;

        if ((spriteLoader != null) && (result == PivotEditingResult.Ok))
        {
            SVGUIAtlas uiAtlas = spriteLoader.UIAtlas;
            if (uiAtlas != null)
            {
                // assign the new border
                uiAtlas.UpdateBorder(spriteAsset, editedPivot, editedBorder);
                SVGUtils.MarkObjectDirty(uiAtlas);
                Image uiImage = spriteLoader.GetComponent <Image>();
                if (uiImage != null)
                {
                    // the Image component does not recognize the change of sprite border, so in order to refresh
                    // instantiated objects we have to unset-set the sprite property
                    uiImage.sprite = null;
                    uiImage.sprite = spriteAsset.SpriteData.Sprite;
                }
            }
        }
    }