• 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 boddole · Jan 07, 2017 at 06:34 PM · uvprocedural meshuv mappingpropertiesuvs

Procedural Mesh UV Problem (UVs 'mirrored' instead of 'repeating')

I've been working on creating a concentric circle mesh, and I've hit a problem when trying to setup the UVs for it. Rather than 'repeating' or 'tiling' (as if all the quads were stacked on top of each other in UV space) the texture is mirrored. So instead of 'left-right/ left-right' I've got 'right-left / left-right".

My guess is that I actually have too few verts to support what I'm doing (no shared verts on this mesh), and this is causing the issue, but I'd like someone else to confirm/deny that idea before I re-work the script.

Any ideas are appreciated, thank you for reading.

*Attatched is one image showing the mesh with no UVs applied, and the other is with them applied. base mesh, 64 verts (32 outer, 32 inner)

UVs applied

         Vector2[] tempUvs = new Vector2[circleResolution*2];
         int index = 0;
 
         for(int i = 0; i<circleResolution; i++)
         {
             if(i%2==0) //'first verts', bottom left and top left [0,1] verts
             {
                 Debug.Log("1st verts");
                 Debug.Log("index is: " + index);
 
                 tempUvs[index].x = 1f-DetermineUVPosition(); //ex 1 - 0.9 = 0.1
                 tempUvs[index].y = bottomUvYPosition; //
 
                 tempUvs[index+1].x = 0f; //always top left because outer > inner distance, and we want the fully opqaue border to be shown.
                 tempUvs[index+1].y = 1f; 
             }
             else //'second verts', bottom right and top right [2,3] verts
             {
                 Debug.Log("2nd verts");
                 Debug.Log("index is: " + index);
 
                 tempUvs[index].x = DetermineUVPosition(); //
                 tempUvs[index].y = bottomUvYPosition; //
 
                 tempUvs[index+1].x = 1f;
                 tempUvs[index+1].y = 1f;
             }
 
             index +=2;
         }

base-mesh.jpg (35.3 kB)
with-uvs-applied.jpg (56.5 kB)
Comment
Add comment
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

0 Replies

· Add your reply
  • Sort: 

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.

Welcome to Unity Answers

The best place to ask and answer questions about development with Unity.

To help users navigate the site we have posted a site navigation guide.

If you are a new user to Unity Answers, check out our FAQ for more information.

Make sure to check out our Knowledge Base for commonly asked Unity questions.

If you are a moderator, see our Moderator Guidelines page.

We are making improvements to UA, see the list of changes.



Follow this Question

Answers Answers and Comments

61 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 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 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 avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

UV mapping a hexagon, starting from a 3D space 1 Answer

Creating a mesh programatically for a tile-based 2D game 1 Answer

Delete Uv2 of a mesh? 1 Answer

Normalizing mesh UVS? 1 Answer

UV Mapping: extra pixels either side 1 Answer

  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges