- Home /
Question by
CDAXRC · Jun 01, 2018 at 06:25 AM ·
meshuvgenerationuv mapping
stretched UV map in generated mesh
I have problem with setting UV map for top, right, down, left and bottom faces.
mesh.uv = new Vector2[] {
new Vector2(v0.localPosition.x, v0.localPosition.y),
new Vector2(v1.localPosition.x, v1.localPosition.y),
new Vector2(v2.localPosition.x, v2.localPosition.y),
new Vector2(v3.localPosition.x, v3.localPosition.y),
new Vector2(v4.localPosition.x, v4.localPosition.y),
new Vector2(v5.localPosition.x, v5.localPosition.y),
new Vector2(v6.localPosition.x, v6.localPosition.y),
new Vector2(v7.localPosition.x, v7.localPosition.y),
new Vector2(v8.localPosition.x, v8.localPosition.y),
new Vector2(v9.localPosition.x, v9.localPosition.y),
new Vector2(v10.localPosition.x, v10.localPosition.y),
new Vector2(v11.localPosition.x, v11.localPosition.y),
new Vector2(v12.localPosition.x, v12.localPosition.y),
new Vector2(v13.localPosition.x, v13.localPosition.y),
new Vector2(v14.localPosition.x, v14.localPosition.y),
new Vector2(v15.localPosition.x, v15.localPosition.y),
new Vector2(v16.localPosition.x, v16.localPosition.y),
new Vector2(v17.localPosition.x, v17.localPosition.y),
new Vector2(v18.localPosition.x, v18.localPosition.y),
new Vector2(v19.localPosition.x, v19.localPosition.y),
new Vector2(v20.localPosition.x, v20.localPosition.y),
new Vector2(v21.localPosition.x, v21.localPosition.y),
new Vector2(v22.localPosition.x, v22.localPosition.y),
new Vector2(v23.localPosition.x, v23.localPosition.y),
};
Problem occuring only when faces rotation is set to 0.
Comment