ignore UV for a material when texturing in editor.

I noticed when adding a metal to a 3d object that scaling or stretching that object will also stretch the texture. I assume that is because the UV told it to? I can use the tiling to fix it but then all other objects that use that material get out of wack. For this particular object (wall) I’ trying to find a way to texture by ignoring the UV and just draw the text with overflow. Or in other words not clamp it to the UV. Is this possible in the editor without a shader?

You should be able to change the Tiling on a single object by changing it’s material, rather than sharedMaterial to only affect one object, although that will create a separate version of the material. The other option is to give that object it’s own material upfront.

Another possible option is to move the UV positions. Here is a starting point: Unity - Scripting API: Mesh.uv

I have been using the world editor up to this point (backwards form what I normally do), so the code is misplaced to me. I’d have no idea how to add code to a project or even know where to look. How can I learn about this?