The problem is that the size is always random, and the floor material gets stretched, how can i make it so it has a tile effect, even if the floor looks like a rhombus or a rectangle etc.
this is my code so far.
var floor = new GameObject("floor");
floor.AddComponent(MeshFilter);
floor.AddComponent(MeshRenderer);
//floor.AddComponent(MeshCollider);
var floorMesh = new Mesh();
floorMesh.name = "floorMesh";
floorMesh.vertices = [V1, V2, V3, V4];
floorMesh.triangles = [0, 1, 2, 0, 2, 3, 0, 2, 1, 0, 3, 2];
floorMesh.normals = [Vector3.up,Vector3.up,Vector3.up,Vector3.up];
floorMesh.uv = [Vector2(0,1),Vector2(0,0),Vector2(1,0),Vector2(1,1)];
//floor.GetComponent(MeshCollider).sharedMesh = meshToCollide;
floor.GetComponent(MeshFilter).mesh = floorMesh;
//current color is a material, i get an error what i put a texture.
floor.GetComponent(MeshRenderer).material = currentColor;
floor.AddComponent(MeshCollider);
floor.transform.parent = floorParent.transform;