![]() You'll probably want the camera to be in orthographic mode our screen wrapping will work in perspective mode, but it might not look the way you want it to. It will create 16 planes with the same image, each plane encompassing 45 degrees of latitude and 90 degrees of longitude, wrapping them around a sphere. If there are any other tools that can solve this issue, I would appreciate any suggestions including any code to use preferably in C# or how to execute the code. Fire up Unity, start a new project, and set the camera position to x 0, y 0 ( z can be whatever you like). For a fast demonstration, create a new project, put this on the camera, and assign it with a material with the above shader and a texture to tile with. ![]() I also tried adding a bit of code to change the sprite to "repeatable", but that doesn't seem to do anything. ![]() I tried changing the Sprite into a texture, but that's apparently incompatible with Sprite Renderers. ![]() The only component I've found to display 2D sprites is the Sprite Renderer. But what I'm having trouble with is getting the graphic to look like a repeating texture rather one that scales with the size of the object. I'm trying to apply sprites to objects, and to limit the number of objects (a few large ones rather than a whole bunch arranged in a grid), I'm trying to use box colliders as well as any others I find necessary. As I've been trying to migrate things over, I ran into probably the stupidest problem. I initially made a version of the game I'm making in Game Maker, but I expected I could make a better version in Unity. The slices can also be set up in the Sprite Editor.I recently started using Unity in an attempt to make a game prototype. If this is not possible, limit the number of tiles in your Image. These settings will prevent the generation of additional geometry. The size of the mesh will be limited to 16250 quads if your tiling would require more tiles, the size of the tiles will be enlarged to ensure that the number of generated quads stays below this limit.įor optimum efficiency, use a Sprite with no borders and with no packing, and make sure the Sprite.texture wrap mode is set to TextureWrapMode.Repeat. The Image section will repeat the corresponding section in the Sprite until the whole section is filled.īe aware that if you are tiling a Sprite with borders or a packed sprite, a mesh will be generated to create the tiles. Learn C using Unity 4.6 & Unity 5 to create 2D & 3D games for web & mobile in this online unity training course. The center section will repeat across the whole central part of the Image. The edges will repeat along their lengths. The corner sections will be unaffected and will draw in the same way as a Sliced Image. The Image sections will repeat the corresponding section in the Sprite until the whole section is filled. It uses the Sprite.border value to determine how each part (border and center) should be tiled. For example, Repeat makes the texture tile, whereas Clamp makes the texture edge pixels be stretched when outside of of 0.1 range. Wrap mode determines how texture is sampled when texture coordinates are outside of the typical 0.1 range. This can be useful for detailed UI graphics that do not look good when stretched. Corresponds to the settings in a texture inspector. It seems like that approach should work, but it feels like an odd way to do it. A Tiled image behaves similarly to a Sliced image, except that the resizable sections of the image are repeated instead of being stretched. Is there a standard way to handle this Right now, the only way I can see doing this is to destroy off-screen tiles and move them as the wrapped section of the map comes into view.
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