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Question by Arrekin · Sep 14, 2015 at 10:35 AM · texturelinerendererrepeatanimated-texture

Repeated Animated Texture on LineRenderer

Hello, I want to create repeated texture on whole lenght of LineRenderer and animate it. So first i found this script:

 class AnimateTiledTexture : MonoBehaviour
 {
     public int columns = 8;
     public int rows = 4;
     public float framesPerSecond = 10f;
 
     //the current frame to display
     private int index = 0;
 
     void Start()
     {
         StartCoroutine(updateTiling());
 
         //set the tile size of the texture (in UV units), based on the rows and columns
         Vector2 size = new Vector2(1f / columns, 1f / rows);
         GetComponent<Renderer>().sharedMaterial.SetTextureScale("_MainTex", size);
     }
 
     private IEnumerator updateTiling()
     {
         while (true)
         {
             //move to the next index
             index++;
             if (index >= rows * columns)
                 index = 0;
 
             //split into x and y indexes
              Vector2 offset = new Vector2((float)index / columns - (index / columns), //x index
                                             (index / columns) / (float)rows);          //y index
 
               GetComponent<Renderer>().sharedMaterial.SetTextureOffset("_MainTex", offset);
 
 
             yield return new WaitForSeconds(1f / framesPerSecond);
         }
 
     }
 }

Its animating texture and its ok but its stretching this texture to whole line, when i want it to be repeated, so i changed it to this: (Dont mind this vectors, its just fixed line length for testing )

 void Start()
      {
          StartCoroutine(updateTiling());
  
          //set the tile size of the texture (in UV units), based on the rows and columns
          GetComponent<Renderer>().sharedMaterial.mainTextureScale = new Vector2(Vector3.Distance(new Vector3(-7,0,0),new Vector3(0,0,0))*2 / (float)columns,1 / (float)rows);
      }

And its looks like its animating but: -my Texture animation is 1024*512 and contains 8x4 128*128 tiles And its animating but only over current row, so if tile index is in second row animation is looped over second row( when full animation is 32 tiles it is shortened to 8 tiles of current row ).

So i needed texture 4096x128 to all tiles be in one row:

 void Start()
 {
     StartCoroutine(updateTiling());
 
     Texture2D tex = new Texture2D(4096, 128);
     var pix = (GetComponent<Renderer>().sharedMaterial.mainTexture as Texture2D).GetPixels(0, 384, 1024, 128);
     tex.SetPixels(0, 0, 1024, 128, pix);
     pix = (GetComponent<Renderer>().sharedMaterial.mainTexture as Texture2D).GetPixels(0, 256, 1024, 128);
     tex.SetPixels(1024, 0, 1024, 128, pix);
     pix = (GetComponent<Renderer>().sharedMaterial.mainTexture as Texture2D).GetPixels(0, 128, 1024, 128);
     tex.SetPixels(2048, 0, 1024, 128, pix);
     pix = (GetComponent<Renderer>().sharedMaterial.mainTexture as Texture2D).GetPixels(0, 0, 1024, 128);
     tex.SetPixels(3072, 0, 1024, 128, pix);
     tex.Apply();
     GetComponent<Renderer>().sharedMaterial.mainTexture = tex;
     GetComponent<Renderer>().sharedMaterial.mainTextureScale = new Vector2(Vector3.Distance(new Vector3(-7, 0, 0), new Vector3(0, 0, 0)) * 2 / (float)columns, 1 / (float)rows);
 }

I created new texture from code and its working, but heres come questions: -Is it ok to create textures this way?( Its only created once on Game start ) -Is there any other way to achieve repeated animated texture on LineRenderer?

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