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Question by qarchi21 · Oct 28, 2013 at 11:35 PM · c#meshuvvertexsubmesh

uv sub meshes in cube c#

I generate a cube in code but the t$$anonymous$$ng is the uv maps i do not know what to do

as you see in the code i have uvs set for 4 sides of the cube but the other two sides i dont know how to set up the uvs so that all the sides i can texture them, any idea? The only t$$anonymous$$ng i know that will work is by making more vertices but im hoping there is a different way thank you in advance

        PlanetMesh.subMeshCount = 6;
         BVerts = new Vector3[8] {
         new Vector3(-SizeMesh, -SizeMesh, -SizeMesh) * 0.5f, 
        new Vector3(-SizeMesh,  SizeMesh, -SizeMesh)  * 0.5f, 
        new Vector3( SizeMesh,  SizeMesh, -SizeMesh)  * 0.5f, 
       new  Vector3( SizeMesh, -SizeMesh, -SizeMesh) * 0.5f, 
       new  Vector3( SizeMesh, -SizeMesh,  SizeMesh)  * 0.5f, 
        new Vector3( SizeMesh,  SizeMesh,  SizeMesh) * 0.5f, 
       new  Vector3(-SizeMesh,  SizeMesh,  SizeMesh) * 0.5f, 
       new  Vector3(-SizeMesh, -SizeMesh,  SizeMesh) * 0.5f };
     PlanetMesh.vertices = BVerts; 
     
     
     BTriangle = new int[6][] ;
     BTriangle[0] = new int[6] {0, 1, 2, 0, 2, 3};
     BTriangle[1] = new int[6] {3, 2, 5, 3, 5, 4};
     BTriangle[2] = new int[6] {5, 2, 1, 5, 1, 6};
     BTriangle[3] = new int[6] {3, 4, 7, 3, 7, 0};
     BTriangle[4] = new int[6] {7, 6, 0, 0, 6, 1};
     BTriangle[5] = new int[6] {4, 5, 6, 4, 6, 7};
     
     PlanetMesh.SetTriangles(BTriangle[0], 0);
     PlanetMesh.SetTriangles(BTriangle[1], 1);
     PlanetMesh.SetTriangles(BTriangle[2], 2);
     PlanetMesh.SetTriangles(BTriangle[3], 3);
     PlanetMesh.SetTriangles(BTriangle[4], 4);
     PlanetMesh.SetTriangles(BTriangle[5], 5);
 
     
     PlanetMesh.RecalculateNormals();
     BUvs = new Vector2[8] {new Vector2(0,0),new Vector2(1,1),new Vector2(1,0),new Vector2(0,1),new Vector2(0,0),new Vector2(1,1),new Vector2(1,0),new Vector2(0,1) };
     PlanetMesh.uv = BUvs;

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