here is my current script:
var scrollSpeed = 1.0;
var MainoffsetX = 0.0;
var MainoffsetY = 0.0;
var UseCustomTex = false;
var CustomTexName = "";
function Update ()
{
var offset = Time.time * scrollSpeed;
if(UseCustomTex){
renderer.sharedMaterial.SetTextureOffset (CustomTexName, Vector2(MainoffsetX*offset, MainoffsetY*offset));
}
else{
renderer.sharedMaterial.SetTextureOffset ("_MainTex", Vector2(MainoffsetX*offset, MainoffsetY*offset));
}
}
this scrolls the main texture but not the normal map. what i would like to know is how i would go about scrolling both main texture and normal map at the same time.
cheers
thanks, however this is achieving the same thing but it is in a different context to my script i would like to know how i can do it not how other people can.
– bobin115The concept is the same in both cases, specifically this line: cog.renderer.material.SetTextureOffset("_BumpMap", bOff); You need to set the texture offset for both _MainTex and _BumpMap, so just copy and paste the line from your script that scrolls the main texture and change it to act on the bump map.
– Rtypersolved it thanks anyway renderer.sharedMaterial.SetTextureOffset ("_BumpMap", Vector2(MainoffsetXoffset, MainoffsetYoffset));
– bobin115that is exactly what he said to do.
– Binxalotit is similar not the same
– bobin115