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Question by chris3331 · Oct 12, 2015 at 09:18 AM · c#texturematerialeditor-scripting

Easy demand but unsolvable?? Set a permanent size (width and height) of a Texture even on different sized objects (c#)

Hey,

I´m writing an MenuItem (edit mode) which puts new materials on objects.

The problem: I just don´t know how to set the width and height of the textures so that it is always the same even on different sized objects.

An example: I got two wall-objects of different sizes. Both have the same brick-material on it. I now link a brick-texture to the material. Unfortunately it is adjusting the size of the texture to the size of the wall so that I got different sized bricks on both walls.

I am able to tile (mainTextureScale) or set an offset (mainTextureOffset) but those variables are also dependant to the size of the walls...

I would like to tell Unity that this texture has for example a width of 1 (Unity-units) and a height of 2 (Unity-units) independent from the objects they are linked to.

My c# Code:

 public class Editor_ChangeMaterial_08_Link: EditorWindow 
 {    
     [MenuItem("Add-on/Change material)")] 
 
     public static void Change()
     {
         GameObject SelectedObject = Selection.activeGameObject;    
         Material[] materials = SelectedObject.GetComponent<Renderer> ().sharedMaterials;
         .
         .
         .
 
         Texture2D NewMapTex = Resources.Load ("Texture/Texture_001") as Texture2D;  
         SelectedObject.GetComponent<Renderer> ().sharedMaterials[1].SetTexture("_MainTex", NewMapTex);
         
 
         // **Here I would like to set the size of the loaded texture**
 
 
     }
 }


Is that even possible? Thank in advance for help!

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