- Home /
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
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?
Your answer
 
 
             Follow this Question
Related Questions
Shader Edit Help: 2D Outline Coloring 2 Answers
Sprite obstruction transparent area 1 Answer
Black boarder on transparent sprites 2 Answers
Best Practices on 2D Animation? 1 Answer
 koobas.hobune.stream
koobas.hobune.stream 
                       
                
                       
			     
			 
                