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Question by AyJayKaySoft · Jul 09, 2012 at 05:26 PM · texturematerialuv

Texturing per Script (controlling UV)

Hi Community, My character hase to shoot a rope. I thought about using a cylinder as rope because it will be taut (do you say it like that in english?) all the time. For the right length I would scale it on the local y-axis. But I want to be able to texture it. My question is how can I contoll the "procedural-texture-mapping" (how often the texture is set), so that my texture never looks scratched? i t$$anonymous$$nk I know that it is somewhere in materal section but I cant find it... (I hope my english isn´t too bad :D ) Thanks...

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Answer by hathol · Jul 09, 2012 at 06:05 PM

Since you're shooting a rope, you have a start and an end point. Divide the length by the distance one rope texture "piece" should have and you get the scale factor.

 Vector3 start = new Vector3(1, 2, 3); // just a random value
 Vector3 end = new Vector3 (4, 5, 6);
 
 float tileDistance = 2; // 2 world units per tile

 void Update()
 {
     float length = (start-end).magnitude;
     float numTiles = length/tileDistance;

     // scale the texture along the y axis
     rope.renderer.material.mainTextureScale = new Vector2 (1, numTiles);
 }
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avatar image AyJayKaySoft · Jul 09, 2012 at 06:53 PM 0
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Yes, all I wanted to know was rope.renderer.material.mainTextureScale = new Vector2 (1, numTiles); but thank you :D

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