Auto-Tiling textures?

Hey all.

It seems to be a common problem that Unity can’t tile graphics properly, at least for some reason not easily considering it is such an extremely common thing in games.

There are two ways that I can think of (without additional scripting) to use a tiled texture (I’m making a 2D game):

  1. Set up a quad that is exactly one tile large and make a ton of them (thus hogging up tons of resources probably)
  2. Make a new material with different “Tiling” values for every different size platform you have, thus increasing the bloat to the point where you may have hundreds of materials for the same sprite, but needed to be tiled a different amount, which is of course, really stupid.

Seriously, all I want is for me to put the material containing the single tile graphic onto a quad, and then have the material tile on the quad regardless of the quad size without stretching. My material is 64x64. If I make a 64x96 quad, then I should have one and a half tiles of my material. Is this possible at all without buying something from the asset store/coding it myself?

There is actually a tool for this on the App Store, which can be acquired for chump change: Auto Texture Tiling Tool Version 1.82, 2018.3 ready - Community Showcases - Unity Discussions

It adjusts the UVs of an object to achieve some kind of cube projection, and you can adjust the scaling, offset, rotation and even the material of each side individually.

The Auto Tiling Tool is very handy as I have used it myself. It can be a bit tedious if you have a complex mesh with lots of faces. A lot of the time in Blender, I have objects with no UV map at all and rely on blender being able to just tile the material across the faces automatically. But this doesn’t work so well in game engines that rely extensively on each object having its own uvmaps and accompanying textures and materials.