Hello everyone, i am having trouble setting up the texture to stretch.
I made this plane procedurally, then turn them into a cloth.
Im guessing that the UV coordinate has to do something on this? or no?.
here's how i setup'd the UV in the standard way like this:
for(int a=0;a<UVs.Length;a++)
{
UVs[a] = new Vector2(Verts[a].x,Verts[a].y);
}
what could have gone wrong?

If your picture show how it looks currently how is it supposed to look?
– StephanKthe texture that im using is just a single 'X' as you can see on the image, but it's tiled. the tiling option in the material is 1, which is a correct thing. so im thinking that my prob is in the UV :(
– anon59304853Do you want to cover the whole mesh with one stretched texture without tiling? Then you should do it like this (assuming mesh is positioned in (0,0,0) ): UVs[a] = new Vector2( Verts[a].x / MeshXSizeInWorldUnits , Verts[a].y / MeshYSizeInWorldUnits); :)))))
– anon86080296That worked! you might want to put it in the answers so i can check it. one question though, is that kind of bad thing to do because the UVs are overlapping each other?
– anon59304853Created an answer. What do you mean "UVs are overlapping each other"?
– anon86080296