Version 1.82 is now compatible with the new Prefab-System of Unity 2018.3
You can now tile textures on pre-defined submeshes with the Basic Texture Tiling script, also included in this asset package. Now also works with light maps.
Everyone has been in this situation: you want to prototype some new map or build some architecture in the Editor, since you don’t want to fire up your 3D-modeling software for such simple stuff. You build a floor and some walls.
But oh no! The texture stretches! No problem, since you can set tiling in the Material Editor of Unity.
But oh no! Now the tiling of each side is the same. And it is also the same for any object with this material! But you don’t want that!
You give up completely frustrated and abandon your project for weeks, drinking yourself to sleep with vodka while binge watching Netflix.
There has to be a better way! But there isn’t…
Or is there…?
Ladies and gentlemen, I present:
Simply slap the AutoTextureTiling.cs script to any game object with a mesh and voila! The textures get automatically tiled.
“But wait”, I hear you ask, “what if I want to change the scale of my texture? I bet you did not think of that!”
Hah, you could not be more wrong! You can change the scaling, offset and even the rotation of the tiled texture with ease in the inspector. You can even do so for each side of your object individually!
Heck, I even added a feature, that lets you add and edit a different material to each side!
“Now come on, it can’t be THAT easy to solve such an intricate problem!”
You would not believe HOW easy it actually is to use. How easy it is, you ask? It is so easy, that I wrote a humorous informercial style sales pitch instead of taking this seriously.
Just add the script to cubes, spheres and whatnot and start prototyping or even building levels for your game. You don’t want to take the time to add the script to anything? Heck, I even added a menu item for you lazy folks!
Another new feature is Mesh Baking: you can now save the generated mesh as an asset in the project view, making the tool even more useful.
Now the best part: it’s so dirt cheap that it is a steal! For only $14.55 you can get your very own copy of the Auto Texture Tiling Tool today: https://www.assetstore.unity3d.com/en/#!/content/41613
Buy it, download it and never worry again about tiling textures!
Version 1.79 with New Features
The Auto Texture Tiling Tool will now try to import already applied materials. Like this you can pre-apply materials in a 3D Modeling program and then make them tile in Unity with the Tool!
Version 1.77 with New Features
The new version of the Auto Texture Tiling Tool is uploaded and available on the Asset Store. It features face dependent texture manipulation. Now you can edit more complex shapes than before!
A little preview for the new Face Dependent unwrapping of Version 1.75:
Behaviour with Cube Projection:
As you can see, all sides facing in the same general direction will share the same settings. This is fine for simple cubes, but might not be enough for more complex shaped.
Behaviour with Face Dependent unwrapping:
Now you are able to edit offset, rotation, scale and material of each face individually.
A little preview for the new Gizmo handles of Version 1.72:
Offset
You can control the offset by dragging the mouse on the arrow axis. Hold the Left Control key to snap the offset to discrete steps. Click on the blue cube to center the texture and click on the white handles to snap the texture to the edges of the object.
Rotation
Click and drag the sphere handle to rotate the texture. You can again hold the Left Control key to snap the rotation to fixed degrees.
Scale
Like with the offset, you can control the scale by clicking and dragging along the X or Y axis of the texture. Use the white handle to scale the texture uniformly. Hold the Left Control key to snap the scaling to discrete values.