Texture degrades over time with offset

I can’t figure out why this is doing this. Basically I have the two tunnels scrolling from the TunnelRunner example and I have modified it so the level doesn’t reload. However over time my texture degrades in quality.

To show you what I mean here are some images(sorry for the small size I didn’t want to give away too much of my game)

Initially:

Later:

All I am doing to scroll the tunnels is offsetting the texture:

offset = Time.time * scrollSpeed;
renderer.material.SetTextureOffset ("_MainTex", Vector2(offset, offset));
renderer.material.renderQueue = 3000;

Things I’ve already tried:
1)Disabled everything looking for memory leaks.
2)Different forms of texture compression
3)Recoded it to use time.deltatime instead, in case the time variable became too large, and reset the texture offset every few minutes
4)stop and starting the texture
5)Messing around with the render queue

Nothing seems to work, any suggestions?

are you sure that the tunnel is only there once? if you set it to not relead and you move in and out of the level you will get a massive amount of dublicates if your script does not kill them.

because there are lines that look very much like z fighting from overlapping geometry

Sorry I meant to say I set the Tunnel Runner example not to reload the level. When the level loads so do the tunnels.

What type of filtering are you using on the texture?

There is limited precision in the UV coordinates, especially on the phone. Just use Mathf.Repeat() or something to keep it in a smaller range.

Cheers,
-Jon

Thanks a lot, that fixed it.

offset = Mathf.Repeat(Time.time,128) * scrollSpeed;