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Question by AztrexVexation · Sep 21, 2020 at 10:07 PM · materialrenderercombinemeshes

Scale Material after Combining Mesh Issue

I feel that I am likely missing something but after searching and trying a few solutions, no luck. What I am trying to achieve is each material having the same scale. Each object has a scale of 1,1,1, however they are still displaying stretched materials.

https://imgur.com/a/pxGp5MI

public class MeshCombiner : MonoBehaviour { public Texture m_Material; MeshRenderer rend;

 float scaleX = 2;
 float scaleY = 2;

 // Start is called before the first frame update
 void Awake()
 {
     rend = GetComponent<MeshRenderer>();

     Debug.Log(rend.material.GetTextureScale(1));

     rend.material.mainTextureScale = new Vector2(scaleX, scaleY);

     Debug.Log(rend.material.GetTextureScale(1));

     MeshFilter[] meshFilters = GetComponentsInChildren<MeshFilter>();
     CombineInstance[] combine = new CombineInstance[meshFilters.Length];

     int i = 0;
     while (i < meshFilters.Length)
     {
         combine[i].mesh = meshFilters[i].sharedMesh;
         combine[i].transform = meshFilters[i].transform.localToWorldMatrix;
         meshFilters[i].gameObject.SetActive(false);

         i++;
     }
     var meshFilter = transform.GetComponent<MeshFilter>();
     meshFilter.mesh = new Mesh();

     meshFilter.mesh = new Mesh();
     meshFilter.mesh.CombineMeshes(combine);
     GetComponent<MeshCollider>().sharedMesh = meshFilter.mesh;
     transform.gameObject.SetActive(true);

     transform.localScale = new Vector3(1, 1, 1);
     transform.rotation = Quaternion.identity;
     transform.position = Vector3.zero;
 }

}

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