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Question by Empu · Apr 25, 2013 at 01:28 PM · textureuvoffsetatlasskinnedmeshrenderer

SkinnedMeshRenderer offset UVs to match texture atlas?

Hi there everyone. I'm trying to offset the UVs of a mesh to match a texture atlas, however the the gameObject is using SkinnedMeshRenderer.

I know this is possible with a object using a MeshFilter. http://answers.unity3d.com/questions/13316/how-to-move-uvs-of-a-mesh-so-you-can-have-two-text.html

I've tried using a different method ie. SetTextureOffset to reposition the texture instead, however this only increased more draw calls.

Thanks for your time.

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Answer by whydoidoit · Apr 25, 2013 at 02:54 PM

If all the materials are the same then you need to change the texture offset of the underlying material or the MeshRenderer's sharedMaterial which will not increase draw calls.

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avatar image Empu · Apr 27, 2013 at 12:10 PM 1
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Thanks for the reply, I've just attempted using shared$$anonymous$$aterial, however it seems to affect all the instances of that character. What I'm trying to do is instantiate multiple of 9 characters from the same mesh and animation then apply different textures to each of them. I have this running at the moment but each instance is using a separate texture and material thus adding alot of draw calls.

What I was thinking of doing was actually creating multiple duplicates of the same character in maya with the same animation and then adjust every one of those 9 meshes to have a different uv layout mapped to the texture atlas. Although this method is very messy and mesh heavy and difficult to update.

Any suggestion?

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