How can I change the side of a mesh a material/texture tiles on?

Hello, I’m making a little 2D rts, and recently we switched to the XZ plane in order to use Nav Mesh’s (The nav addons we wanted to use dont support nav mesh on XY), and in the process I am now having issues with my materials still rendering on the XY plane only causing a bleed into the XZ plane that looks like crap, and while I could use the work around of just rotating my mesh post creation, but I feel that’s a crappy work around and would rather find a better solution.

As a note these (background)images and textures are placeholders and I claim no ownership of them
Here is a picture showing the placement of the material, the goal is to make the material tile on top, versus on the side:

Here’s the editor view of the mesh portion of the object(The renderer is off screen)

Here is the script for making the mesh.
The addition of the material is done in editor.

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;

public class CoreMeshCreator : MonoBehaviour
{
    //Initialization
    public void Start()
    {
        MeshFilter meshFilter = this.GetComponent<MeshFilter>();
        MeshCollider meshCollider = this.GetComponent<MeshCollider>();
        Mesh mesh = new Mesh();
        meshFilter.mesh = Generate();
        meshCollider.sharedMesh = meshFilter.mesh;
    }

    public Mesh Generate()
    {
        Mesh mesh = new Mesh();
        float sqrt = (Mathf.Sqrt(3) / 2);

        Vector3 v0 = new Vector3(0, -1, 0);
        Vector3 v1 = new Vector3(-4, -1, 0);
        Vector3 v2 = new Vector3(-5, -1, sqrt * 2);
        Vector3 v3 = new Vector3(-4, -1, sqrt * 4);
        Vector3 v4 = new Vector3(-2, -1, sqrt * 4);
        Vector3 v5 = new Vector3(-1, -1, sqrt * 6);
        Vector3 v6 = new Vector3(1, -1, sqrt * 6);
        Vector3 v7 = new Vector3(2, -1, sqrt * 4);
        Vector3 v8 = new Vector3(4, -1, sqrt * 4);
        Vector3 v9 = new Vector3(5, -1, sqrt * 2);
        Vector3 v10 = new Vector3(4, -1, 0);
        Vector3 v11 = new Vector3(5, -1, -sqrt * 2);
        Vector3 v12 = new Vector3(4, -1, -sqrt * 4);
        Vector3 v13 = new Vector3(2, -1, -sqrt * 4);
        Vector3 v14 = new Vector3(1, -1, -sqrt * 6);
        Vector3 v15 = new Vector3(-1, -1, -sqrt * 6);
        Vector3 v16 = new Vector3(-2, -1, -sqrt * 4);
        Vector3 v17 = new Vector3(-4, -1, -sqrt * 4);
        Vector3 v18 = new Vector3(-5, -1, -sqrt * 2);
        Vector3 v19 = new Vector3(-4, 1, 0);
        Vector3 v20 = new Vector3(-5, 1, sqrt*2);
        Vector3 v21 = new Vector3(-4, 1, sqrt*4);
        Vector3 v22 = new Vector3(-2, 1, sqrt * 4);
        Vector3 v23 = new Vector3(-1, 1, sqrt * 6);
        Vector3 v24 = new Vector3(1, 1, sqrt * 6);
        Vector3 v25 = new Vector3(2, 1, sqrt * 4);
        Vector3 v26 = new Vector3(4, 1, sqrt * 4);
        Vector3 v27 = new Vector3(5, 1, sqrt * 2);
        Vector3 v28 = new Vector3(4, 1, 0);
        Vector3 v29 = new Vector3(5, 1, -sqrt * 2);
        Vector3 v30 = new Vector3(4, 1, -sqrt * 4);
        Vector3 v31 = new Vector3(2, 1, -sqrt * 4);
        Vector3 v32 = new Vector3(1, 1, -sqrt * 6);
        Vector3 v33 = new Vector3(-1, 1, -sqrt * 6);
        Vector3 v34 = new Vector3(-2, 1, -sqrt * 4);
        Vector3 v35 = new Vector3(-4, 1, -sqrt * 4);
        Vector3 v36 = new Vector3(-5, 1, -sqrt * 2);
        Vector3 v37 = new Vector3(0, 1, 0);

        mesh.vertices = new Vector3[]
        {
            v0,
            v1, v2,
            v3, v4,
            v5, v6,
            v7, v8,
            v9, v10,
            v11, v12,
            v13, v14,
            v15, v16,
            v17, v18,
            v19, v20,
            v21, v22,
            v23, v24,
            v25, v26,
            v27, v28,
            v29, v30,
            v31, v32,
            v33, v34,
            v35, v36,
            v37,
        };

        mesh.triangles = new int[]
        {
            //top
            1,0,2,
            2,0,3,
            3,0,4,
            4,0,5,
            5,0,6,
            6,0,7,
            7,0,8,
            8,0,9,
            9,0,10,
            10,0,11,
            11,0,12,
            12,0,13,
            13,0,14,
            14,0,15,
            15,0,16,
            16,0,17,
            17,0,18,
            18,0,1,
            //Bottom
            20,37,19,
            21,37,20,
            22,37,21,
            23,37,22,
            24,37,23,
            25,37,24,
            26,37,25,
            27,37,26,
            28,37,27,
            29,37,28,
            30,37,29,
            31,37,30,
            32,37,31,
            33,37,32,
            34,37,33,
            35,37,34,
            36,37,35,
            19,37,36,
            //Sides
            23,5,6,
            23,6,24,
            24,6,7,
            24,7,25,
            25,7,8,
            25,8,26,
            26,8,9,
            26,9,27,
            9,10,27,
            27,10,28,
            28,10,11,
            28,11,29,
            11,12,29,
            12,30,29,
            13,30,12,
            30,13,31,
            31,13,14,
            31,14,32,
            15,32,14,
            15,33,32,
            33,15,16,
            33,16,34,
            34,16,17,
            34,17,35,
            17,18,35,
            35,18,36,
            18,1,36,
            36,1,19,
            19,1,2,
            19,2,20,
            20,2,3,
            20,3,21,
            21,3,4,
            21,4,22,
            22,4,5,
            22,5,23
        };

        mesh.RecalculateNormals();

        return mesh;
    }

}

I don’t see any UV coordinate generation in your mesh generation. You most likely need to add that.
I’d guess the stretching is because the top is sampling the same pixels along the z-axis. (UV’s would seem to be XY vertex positions currently).
Your other option to adding UV coordinates is to modify/create your own standard shader that uses vertex positions XZ instead of XY as UV.xy. Still, it can easily create problems with stuff like tiling, and textures that you don’t want to be used as simple repeating squares.