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Found 3 results

  1. We are making a game in Unity that only uses flat colors (no textures). Instead of having many different materials that have different colors, we are considering making a texture atlas that will be used as a color chart. Each model will then pick the right color in this atlas using its UV coordinates. This is to limit the amount of batches we need to make. E.g., UV coordinate (0,0) is red; UV coordinate (1,1) is green. Is it possible to manually override all UV coordinates for models made in ProBuilder? I have tried the UV Editor, but what I want is to just specify the values manually. I can do it via a script, but this creates a new Mesh instance and requires some run-time code. Vector2 Color = new Vector2(1,1); // green mesh = GetComponent<MeshFilter>().mesh; Vector2[] uvs = mesh.uv; for (int i = 0; i < uvs.Length; i++) { uvs[i] = Color; mesh.uv = uvs; }
  2. Ok to keep this simple, I use atlas textures I wanted to find out if it’s possible to tile a face form part of an atlas. In other words is it possible to tile a face/polygon from part of a texture via the UV editor?
  3. milq

    atlasing?

    hi correct me if i am wrong but there is no way of texture atlasing right? actually we can put some textures together make an atlas put that big texture in every face we want to texture and manipulate it by hand till it matches correctly on the face and it is just wrong , right? thx
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