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Question by JiveViking · Aug 21, 2020 at 10:43 PM · animationtexturespritemateriallinerenderer

Line Renderer repeating tiled texture every other tile is flipped

I created an animated material with this script public int columns; public int rows; public float framesPerSecond = 10f; public LineRenderer linerenderer;

     //the current frame to display
     private int index = 0;
 
     void Start()
     {
         StartCoroutine(updateTiling());
 
         //set the tile size of the texture (in UV units), based on the rows and columns
         Vector2 size = new Vector2(1f / columns, 1f / rows);
         linerenderer.sharedMaterial.SetTextureScale("_MainTex", size);
     }
 
     private IEnumerator updateTiling()
     {
         while (true)
         {
             //move to the next index
             index++;
             if (index >= rows * columns)
                 index = 0;
 
             //split into x and y indexes
             Vector2 offset = new Vector2((float)index / columns - (index / columns), //x index
                                           (index / columns) / (float)rows);          //y index
 
             linerenderer.sharedMaterial.SetTextureOffset("_MainTex", offset);
 
             yield return new WaitForSeconds(1f / framesPerSecond);
         }
 
     }

I have the sprites wrapping mode set to repeat, and the line renderer is set to tiled. The result is almost what I want, but every other tile is flipped, ruining the animation. The material's shader is set to particles additive, and i'm doing this in 2D

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Best Answer

Answer by JiveViking · Aug 22, 2020 at 03:53 PM

Bumping this, does anyone know if this is just an issue with linerenderer or what setting might need to be changed?

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