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This question was closed Sep 12, 2021 at 11:38 PM by miketheike93 for the following reason:

The question is answered, right answer was accepted

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Question by miketheike93 · Sep 12, 2021 at 07:41 PM · scripting problemtexturemeshuv mappingtiling

UV mapping on mesh with tiling texture

I have check many posts about the topic but I still can seems to figure out how to achieve a good result. I am trying to repeat a texture on a script generated mesh, at the moment I am able to set the texture properly if I set the tileAmount to 1. However, when I increase the tileAmount I get wierd results and I don't understand why. I have tried many other solutions like using modulo with the texture width and height but it does not achieve what I am looking for.

Here's what it looks like: alt text

Code:

 int tileAmount = 10;
     Vector2[] uvs = new Vector2[vertices.Count];
     for (int i = 0; i < vertices.Count; i ++) {
         float percentX = Mathf.InverseLerp(-map.GetLength(0)/2*tileSize, map.GetLength(0)/2*tileSize, vertices[i].x);
         float percentY = Mathf.InverseLerp(-map.GetLength(1)/2*tileSize, map.GetLength(1)/2*tileSize, vertices[i].y);
         uvs[i] = new Vector2(percentX, percentY) * tileAmount;
     }
     mesh.uv = uvs;


In the sample above, map is a 2D array representing a cell then map.GetLength gives the width and height of the map.

uvmapping.png (14.4 kB)
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Answer by miketheike93 · Sep 12, 2021 at 11:37 PM

Okay after a while trying different things, I decided to add plenty of print functions to figure out what was going on. After compiling the data and checking everything was right so I started to think it was something going on with the material and/or the texture itself.

Guess what, the texture wrap mode was set to clamp... So upon setting it to repeat everything was working fine.

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