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Answer by FireGreeks · Jun 12, 2017 at 07:49 AM
I know that this is a really an acient post but here is my answer that I found just exploring around :
- Go to the object with the texture you want to unstretch 
- Click on the material or texture 
- Go in Main Maps and put the Tiling to the dimensions of your object 

Thanks! I always thought that you have to use the Detail $$anonymous$$ask for that, but now I now better. :)
This is awesome! I never knew it was so easy! Thank you so much
Answer by Graham-Dunnett · Dec 11, 2012 at 12:17 AM
See http://docs.unity3d.com/Documentation/Components/class-Material.html. Just set the Tiling x and y to whatever you need.
It's still stretching. In my example I have a cube with changed scale, for example: (80, 5, 5) and texture stretched across that 80 meters long wall.
I didn't need to add that script. Setting the 'Wrap $$anonymous$$ode' of the texture to 'Repeat' ins$$anonymous$$d of 'Clamp' make this work for me.
See also the answer to the following question: http://answers.unity3d.com/questions/775619/texture-stretches-when-tiled-in-editor.html
I think, the API functionality is this now: https://docs.unity3d.com/ScriptReference/$$anonymous$$aterial.SetTextureScale.html
Answer by KopperNatt · Mar 06, 2017 at 04:13 PM
@Jalima142 Make a material whitch you can add a texture to it. Here's how to do it:
- Select the Material in the "project" tab. 
- Get into the inspector and go to "Secondary Maps". 
- import your texture asset (if you haven't allready) and drag it in to "Detail Albedo". 
Now the texture still should be stretched but to change that:
- Do the instruction above this one first or it may not work! 
- Go to "Secondary Maps" again and there you'll see the setting "Tiling" There you can change the "X" and "Y" change it for the best look. :D 
I know I'm late but if someone else want to know now when you cannot enter the link by @Graham-Dunnett
Hope it worked for you :D Glad to help
Answer by august_unity496 · Aug 26, 2019 at 09:31 PM
I figured how to make it tile without having to change it for each object. although it doesn't attach to a material, you can just attach it to a game object, and it will tile using the tile x, and y in the editor (you will have to change the texture from a script)
 public class GifTexture : MonoBehaviour
 {
     [SerializeField] private float tileX = 1;
     [SerializeField] private float tileY = 1;
     Mesh mesh;
     private Material mat;
     void Start()
     {
         mat = GetComponent<Renderer>().material;
         mesh = GetComponent<MeshFilter>().mesh;
         
     }
 
     void Update()
     {
         mat.mainTextureScale = new Vector2((mesh.bounds.size.x * 
 transform.localScale.x)/100*tileX, (mesh.bounds.size.y * transform.localScale.y)/100*tileY);
     }
 }
Answer by alexq4p3 · Jun 07, 2021 at 11:31 PM
Set the mesh x, y at the same proportion of the image. if the texture is 720 x 1080... set the scale to something like 72 x 108.
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