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Question by Wiplash · Jul 20, 2011 at 09:28 AM · materialobjectsmultipleoffsetspread

Spread material over multiple objects or cubes

Hello there,

I am making a game with cubes that react to physics and can be destroyed. I need to spread a material over these cubes so when the game starts they form an image. Like bricks in a wall with graffiti over the top.

I have made some progress in finding the SetTextureOffset and Scale but I can't work out how to offset each texture by the right amount to make up my seamless image.

renderer.material.SetTextureScale("_MainTex", Vector2 (scaleX,scaleY));

renderer.material.SetTextureOffset("_MainTex", Vector2(transform.position.x/5, transform.position.y));

I have t$$anonymous$$s w$$anonymous$$ch sets the material offset based on it's position in the world. I will now go in and manually try to work out each offset value but there must be an easier way.

Thanks for your help

Will

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avatar image BerggreenDK · Jul 20, 2011 at 10:16 AM 0
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isnt the size of a texture from 0 to 1? like 0% to 100% ? if so, I would just divide the number of "tiles" per row and column with width and height and use this tilesize for offset.

avatar image Wiplash · Jul 20, 2011 at 10:42 AM 0
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That is pretty genius. I think that will work.

Unity requires SQUARE textures.. to look good right?? My wall is rectangular so I need to do some more calculations to allow for the borders top and bottom but that should be fine. I've set up a nice grid texture to make testing easier.

Thanks

Will

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Answer by BerggreenDK · Jul 20, 2011 at 10:35 AM

Ups! forgot to post my idea as an answer:

"Isnt the size of a texture from 0 to 1? like 0% to 100% ? if so, I would just divide the number of "tiles" per row and column with width and height and use t$$anonymous$$s tilesize for offset."

Please use COMMENT on t$$anonymous$$s answer @Wiplash, if you need further help.

Answers are meant to be answers to the question only. One answer can have many comments.

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Atran
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avatar image Atran · Sep 16, 2016 at 09:08 PM 0
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Yes, that was the solution! Thanks! It looks like this: int numberOfSegments = 15; MeshRenderer mr = roadTile.GetComponent(); mr.material.SetTextureScale("_MainTex", new Vector2(1f / numberOfSegments, 1f / numberOfSegments)); mr.material.SetTextureOffset("_MainTex", new Vector2(x 1f / numberOfSegments, y 1f / numberOfSegments)); mr.material.mainTexture = texture;

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