Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Theacesofspades · May 26, 2016 at 10:34 PM · textureuvvoxel

Voxel texturing with single texture instead of texturesheet?

I have a voxel world that is pulling textures from a texturesheet which is placed on the chunk object. However is there a way to texture the chunk objects using a single texture instead of a texturesheet?

I have this class:

 public class AllBlocks
 {
     public string name;
     public Vector2 texturePosition;
 }

and I want to be able to have this:

 public class AllBlocks
 {
     public string name;
     public Texture myTexture;
 }

is there any way to change this class in order to use a single texture and not a tilesheet? :

 void TextureCube (Vector2 texturePosition) 
     {
         newUV.Add(new Vector2 (tUnit * texturePosition.x + tUnit, tUnit * texturePosition.y));
         newUV.Add(new Vector2 (tUnit * texturePosition.x + tUnit, tUnit * texturePosition.y + tUnit));
         newUV.Add(new Vector2 (tUnit * texturePosition.x, tUnit * texturePosition.y + tUnit));
         newUV.Add(new Vector2 (tUnit * texturePosition.x, tUnit * texturePosition.y));
     }

Is there something along these lines that I can do? :

 void TextureCube (Texture myTexture) 
         {
             newUV.Add(myTexture);
             newUV.Add(myTexture);
             newUV.Add(myTexture);
             newUV.Add(myTexture);
         }

This is the best I can explain what I am trying to do. Is there anyone that can help me with this? Thank you

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

53 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Assigning UV Map to model at runtime 0 Answers

UV Map, change texture color (lighter/darker) 1 Answer

SkinnedMeshRenderer offset UVs to match texture atlas? 1 Answer

RaycastHit textureCoords return Vector2.zero on iOS only despite proper setup 2 Answers

Ways to texture very large mesh 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges