I’ve got a mesh with several UV sets, one for each eventual material in Unity. It imports from C4D with the correct number of materials (and their unique vertex colors show that the UVs are properly separated). When I drag my texture into the material shader for the first UV it stretches out like it should (across the floor of a room) but the second texture on the second UV (the walls), even though it’s contained to the area it’s supposed to be, isn’t stretched right… it looks like a solid color.
…Unity does support multiple UVs, right?
Here’s a picture of the problem below. The floor is properly UVed, but even though the walls (material3 on the right) have been given a texture that I’ve tried at many different tilings, it’s not picking up the right UV.
