So finally got my mesh hex map using UVs.
I am setting up my tile map and all the calculations and I go to look for the texture size so I can calculate the X of tiles in the texture… and I can’t seem to find how to do that!!!
I put in the material in the object, set the to Transparent/Cutout/Diffuse in the Inspector. But I haven’t been able to find any documentation that lets me know what the pixel dimensions are of the texture in the material?!?!
The only way I can do it apparently is by creating a public Texture2d and accessing it that way instead of using the one in the inspector.
renderer.material.mainTexture if you want the diffuse texture.
Yea there is something I am missing then…
I keep getting an error and I know its due to my novice programming skill with OOP.
I have the following
public class BuildHexMap : MonoBehaviour
{
void Start ()
{
BuildMesh ();
}
void BuildMesh ()
{
static Vector3 HexCenterCalc(int fHexX, int fHexY)
{
}
class TilePos
{
float u(int fTileNum)
{
return uPosition;
}
float v(int fTileNum)
{
return vPosition;
}
}
}
}
In TilePos.u and TilePos.v I need to know the renderer.material.mainTexture width and height so I can return the proper UV coordinates,
I keep getting this error.
error CS0038: Cannot access a nonstatic member of outer type UnityEngine.Component' via nested type
BuildHexMap.TilePos’
BTW I really appreciate the help from everyone. I hope one day to give back when I know this material.
Is that the actual code? Why do you have a static method and a class inside another method?
Because I have no clue what I’m doing yet? Still getting use to OOP. I’m a procedural programmer. But you made me realize something.