The base texture coordinates of the mesh.
#pragma strict function Start() { var mesh = GetComponent.<MeshFilter>().mesh; var vertices = mesh.vertices; var uvs = new Vector2[vertices.Length]; for (var i = 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; } }