Need some help with creating a 2D endless road. Queue or scrolling?

Hey guys , I’m trying to make a 2D endless runner game. It has a top down view , and I’m trying to make the road endless. I could use a queue , but I opted to just scroll the texture over and over so it looks like its moving. I have two quads , side by side with road pictures on them to make them look like a road. However , my code just moves the quads entirely instead of scrolling them. Eventually I will add a player character , and you have to dodge cars , puddles etc and collect coins etc. So is a queue or a scrolled texture better?

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

public class RoadControl : MonoBehaviour {
    float speed = .5f;


    // Use this for initialization
    void Start () {
       
    }
   
    // Update is called once per frame
    void Update () {
        float offset = Time.time * speed;
        GetComponent<Renderer>().material.mainTextureOffset = new Vector2(0, -offset);
    }
}
// scrolls texture of road

What do you guys suggest I do? Should I make a queue ( if so , help me out , I’m not too sure how to code that)

Or is my code incorrect and it’s possible to just scroll the texture?

In Race the Stig (3d) we had a list of ‘Chunks’ that move towards the origin. A new Chunk gets added to the list (beyond the far Z) every so often and once a Chunk went out of view behind the camera it would be removed from the list. Each Chunk contained environment geometry such as road, buildings, trees, etc. This method provided a nice scrolling environment.

So like a queue? Are there any tutorials on how I would go about integrating something like yours?

Yes a queue.

I recall this video being useful early on. Perhaps it might help you?