The base texture coordinates of the Mesh.
#pragma strict function Start() { var mesh: Mesh = GetComponent.<MeshFilter>().mesh; var vertices: Vector3[] = mesh.vertices; var uvs: Vector2[] = new Vector2[vertices.Length]; for (var i: int = 0; i < uvs.Length; i++) { uvs[i] = new Vector2(vertices[i].x, vertices[i].z); } mesh.uv = uvs; }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { void Start() { Mesh mesh = GetComponent<MeshFilter>().mesh; Vector3[] vertices = mesh.vertices; Vector2[] uvs = new Vector2[vertices.Length];
for (int i = 0; i < uvs.Length; i++) { uvs[i] = new Vector2(vertices[i].x, vertices[i].z); } mesh.uv = uvs; } }
Note: Texture coordinates have to be modified or created externally from the Mesh. In the script example above, the uvs is created as a new array, then the texture coordinates are assigned to that array. Once these are assigned, the array is assigned to the Mesh.