Hi all. I have a model imported from Cheetah3D, containing two spheres for eyeballs. The material as defined in Cheetah has a single texture with the image of the iris. Looks great in Cheetah.
However, when I import into Unity, the sphere of the eyeball and the material seem to get out of sync. The texture is actually tiled on the sphere, so the it appears like two iris’s on one eyeball. Using a basic mobile/diffuse shader. Can’t seem to get it to turn off tiling. Not sure why it thinks it needs to do tiling at all…
Any help greatly appreciated! Thanks!
You can tell a texture to not tile by clicking on it in the editor and changing the wrap mode to Clamp. I’m not sure if this will solve your problem but hope it helps.
Yeah, I tried that. It seems to change the way the texture is displayed, but it is still showing two copies; although differently than in the other case. I’m thinking I might have to write my own shader…
Did you UV-map your model correctly?
I didn’t explicitly make a uv map in Cheetah3d – I just applied the material and then adjusted the tile offset to center the texture correctly on the eyeball. I tried applying the same offset in Unity, and while that seems to center 1 of the 2 copies of the texture, the other one is still visible…
Aye, though with proper uv-mapping the mapping itself will be correct and an offset unnecesary. It’s also likely to be your fix 
That’s the route I’m taking and it seems to be working well. Cheetah is very non-intuitive (and its interface unclear) wrt how it handles transforms too. I discovered that I had to nest my eyeball sphere within a “group” that had the appropriate translation in order to get the eye-tracking rotations to work easily.
Thanks for the help!