Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 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 @rppe · Jul 23, 2013 at 08:46 PM · vertice manipulation

Can I assign multiple UV's coordinates for a vertex?

Hi, I am generating a mesh, it is a simple plane. I want textures to repeat on every square, because I generate planes of different sizes in my game. A 4x4 plane is actually 5x5 vertices right. Here is the problem, I have a texture that I want repeated, but on certain squares inside the mesh, I want different textures. for each square I want 4 uv's, in the four corners of the texture, and then the problem is, the ones on the next square over already have 2 uv's defined. all of the edges are already stitched together. I guess I should ask, is there a way to unstitch the edges? I know it is a visual question, but I hope you understand.

Edit: I added a picture with rubber ducks to illustrate my problem. I want to texture each square with the duck in its correct orientation. Having one set of coordinates for a UV for each vertex doesn't allow this. Again, does anyone know a solution? it could be as simple as no, at least then I will stop checking this questionalt text

download.jpg (76.6 kB)
Comment
Add comment · Show 5
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
avatar image AlucardJay · Jul 23, 2013 at 11:48 PM 3
Share

I would say no, you need a separate quad for each image. There may be some helpful information here : http://answers.unity3d.com/questions/293607/tiling-uv-mapping.html

avatar image Benproductions1 · Jul 24, 2013 at 12:06 AM 0
Share

Yes you can. Unity for instance can have 2 sets of UV's per mesh. One for textures, one for lightmapping. However, you should never use that for something like this. @alucardj's suggestion is the best solution.

avatar image AlucardJay · Jul 24, 2013 at 12:10 AM 0
Share

Sorry for the misinformation. Hopefully the link was more accurate than I was.

avatar image Eric5h5 · Jul 24, 2013 at 12:20 AM 0
Share

It wasn't misinformation.

avatar image Benproductions1 · Jul 24, 2013 at 12:29 AM 0
Share

@alucardj Yep, there was nothing wrong with what you said

1 Reply

· Add your reply
  • Sort: 
avatar image
2
Best Answer

Answer by Eric5h5 · Jul 24, 2013 at 12:08 AM

UVs, like all vertex attributes, are per-vertex. Anything that requires different values at the same vertex location (such as hard edges, separated UVs, etc.) requires more than one vertex.

Comment
Add comment · Show 2 · Share
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
avatar image @rppe · Jul 24, 2013 at 12:50 AM 0
Share

Thanks everyone. I will seperate it into many planes, and work with that, it shouldnt affect my performance. Thanks

avatar image Eric5h5 · Jul 24, 2013 at 12:58 AM 1
Share

Don't do that; you don't need separate planes, and it will affect your performance. You only need separate vertices.

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

18 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

Related Questions

Drawing a series of triangles using scripts 1 Answer

Trouble assigning vertices in a mesh to connect to other meshes vertices. 1 Answer

Extrapolating float values from Perlin noise? 1 Answer

Why is transform.InverseTransformPoint().y offset? 0 Answers

Imported cube vertex count different than expected 1 Answer


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