UV mapping procedurally generated wall

Using the unity cave tutorial (Cave Tutorial) and the other forum thread on procedural uv mapping ([Forum link]( Procedural Cave Generation page-2) post 89), we were able to map textures on to the generated walls. However, a weird distortion effect appears in an arc shape when moving the camera (See attached picture).

We think it has to do with the uv mapping as only the walls are affected, and it happens with any texture applied to the walls.

All other code is the same as in the cave tutorial.

Any help is appreciated.

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

public class MeshGenerator : MonoBehaviour
{

    public SquareGrid squareGrid;
    public MeshFilter walls;
    public MeshFilter cave;

    public bool is2D;
    public float wallHeight = 5;
    List<Vector3> vertices;
    List<int> triangles;

    Dictionary<int, List<Triangle>> triangleDictionary = new Dictionary<int, List<Triangle>>();
    List<List<int>> outlines = new List<List<int>>();
    HashSet<int> checkedVertices = new HashSet<int>();

    public void GenerateMesh(int[,] map, float squareSize)
    {

        triangleDictionary.Clear();
        outlines.Clear();
        checkedVertices.Clear();

        squareGrid = new SquareGrid(map, squareSize, wallHeight);

        vertices = new List<Vector3>();
        triangles = new List<int>();

        for (int x = 0; x < squareGrid.squares.GetLength(0); x++)
        {
            for (int y = 0; y < squareGrid.squares.GetLength(1); y++)
            {
                TriangulateSquare(squareGrid.squares[x, y]);
            }
        }

        Mesh mesh = new Mesh();
        cave.mesh = mesh;

        mesh.vertices = vertices.ToArray();
        mesh.triangles = triangles.ToArray();
        mesh.RecalculateNormals();

        int tileAmount = 10;
        Vector2[] uvs = new Vector2[vertices.Count];
        for (int i = 0; i < vertices.Count; i++)
        {
            float percentX = Mathf.InverseLerp(-map.GetLength(0) / 2 * squareSize, map.GetLength(0) / 2 * squareSize, vertices[i].x) * tileAmount;
            float percentY = Mathf.InverseLerp(-map.GetLength(0) / 2 * squareSize, map.GetLength(0) / 2 * squareSize, vertices[i].z) * tileAmount;
            uvs[i] = new Vector2(percentX, percentY);
        }
        mesh.uv = uvs;


        if (is2D)
        {
            Generate2DColliders();
        }
        else
        {
            CreateWallMesh();

            // Use a copy of the mesh!
            //Mesh tempMesh = Instantiate(walls.mesh);
            //UVMapper.BoxUV(tempMesh, transform);

            //GetComponent<MeshFilter>().sharedMesh = tempMesh;
        }
    }

    void CreateWallMesh()
    {

        CalculateMeshOutlines();

        List<Vector3> wallVertices = new List<Vector3>();
        List<int> wallTriangles = new List<int>();
        Mesh wallMesh = new Mesh();
       

        foreach (List<int> outline in outlines)
        {
            for (int i = 0; i < outline.Count - 1; i++)
            {
                int startIndex = wallVertices.Count;
                wallVertices.Add(vertices[outline[i]]); // left
                wallVertices.Add(vertices[outline[i + 1]]); // right
                wallVertices.Add(vertices[outline[i]] - Vector3.up * wallHeight); // bottom left
                wallVertices.Add(vertices[outline[i + 1]] - Vector3.up * wallHeight); // bottom right

                wallTriangles.Add(startIndex + 0);
                wallTriangles.Add(startIndex + 2);
                wallTriangles.Add(startIndex + 3);

                wallTriangles.Add(startIndex + 3);
                wallTriangles.Add(startIndex + 1);
                wallTriangles.Add(startIndex + 0);
            }
        }
        wallMesh.vertices = wallVertices.ToArray();
        wallMesh.triangles = wallTriangles.ToArray();
        walls.mesh = wallMesh;

        //GENERATE UV COORDINATES HERE
        Vector2[] uvs = new Vector2[wallVertices.Count];
        int march = 0;
        for (int i = 0; i < wallVertices.Count; i++)
        {
            switch (march)
            {
                case 0:
                    uvs[i] = new Vector2(0, 1);
                    march++;
                    break;
                case 1:
                    uvs[i] = new Vector2(0.5f, 1);
                    march++;
                    break;
                case 2:
                    uvs[i] = new Vector2(0, 0);
                    march++;
                    break;
                case 3:
                    uvs[i] = new Vector2(0.5f, 0);
                    march++;
                    break;
                case 4:
                    uvs[i] = new Vector2(0.5f, 1);
                    march++;
                    break;
                case 5:
                    uvs[i] = new Vector2(1, 1);
                    march++;
                    break;
                case 6:
                    uvs[i] = new Vector2(0.5f, 0);
                    march++;
                    break;
                case 7:
                    uvs[i] = new Vector2(1, 0);
                    march = 0;
                    break;
            }
        }
        wallMesh.uv = uvs;

        MeshCollider wallCollider = walls.gameObject.GetComponent<MeshCollider>();
        wallCollider.sharedMesh = wallMesh;
    }

    void Generate2DColliders()
    {

        EdgeCollider2D[] currentColliders = gameObject.GetComponents<EdgeCollider2D>();
        for (int i = 0; i < currentColliders.Length; i++)
        {
            Destroy(currentColliders[i]);
        }

        CalculateMeshOutlines();

        foreach (List<int> outline in outlines)
        {
            EdgeCollider2D edgeCollider = gameObject.AddComponent<EdgeCollider2D>();
            Vector2[] edgePoints = new Vector2[outline.Count];

            for (int i = 0; i < outline.Count; i++)
            {
                edgePoints[i] = new Vector2(vertices[outline[i]].x, vertices[outline[i]].z);
            }
            edgeCollider.points = edgePoints;
        }

    }

    void TriangulateSquare(Square square)
    {
        switch (square.configuration)
        {
            case 0:
                break;

            // 1 points:
            case 1:
                MeshFromPoints(square.centreLeft, square.centreBottom, square.bottomLeft);
                break;
            case 2:
                MeshFromPoints(square.bottomRight, square.centreBottom, square.centreRight);
                break;
            case 4:
                MeshFromPoints(square.topRight, square.centreRight, square.centreTop);
                break;
            case 8:
                MeshFromPoints(square.topLeft, square.centreTop, square.centreLeft);
                break;

            // 2 points:
            case 3:
                MeshFromPoints(square.centreRight, square.bottomRight, square.bottomLeft, square.centreLeft);
                break;
            case 6:
                MeshFromPoints(square.centreTop, square.topRight, square.bottomRight, square.centreBottom);
                break;
            case 9:
                MeshFromPoints(square.topLeft, square.centreTop, square.centreBottom, square.bottomLeft);
                break;
            case 12:
                MeshFromPoints(square.topLeft, square.topRight, square.centreRight, square.centreLeft);
                break;
            case 5:
                MeshFromPoints(square.centreTop, square.topRight, square.centreRight, square.centreBottom, square.bottomLeft, square.centreLeft);
                break;
            case 10:
                MeshFromPoints(square.topLeft, square.centreTop, square.centreRight, square.bottomRight, square.centreBottom, square.centreLeft);
                break;

            // 3 point:
            case 7:
                MeshFromPoints(square.centreTop, square.topRight, square.bottomRight, square.bottomLeft, square.centreLeft);
                break;
            case 11:
                MeshFromPoints(square.topLeft, square.centreTop, square.centreRight, square.bottomRight, square.bottomLeft);
                break;
            case 13:
                MeshFromPoints(square.topLeft, square.topRight, square.centreRight, square.centreBottom, square.bottomLeft);
                break;
            case 14:
                MeshFromPoints(square.topLeft, square.topRight, square.bottomRight, square.centreBottom, square.centreLeft);
                break;

            // 4 point:
            case 15:
                MeshFromPoints(square.topLeft, square.topRight, square.bottomRight, square.bottomLeft);
                checkedVertices.Add(square.topLeft.vertexIndex);
                checkedVertices.Add(square.topRight.vertexIndex);
                checkedVertices.Add(square.bottomRight.vertexIndex);
                checkedVertices.Add(square.bottomLeft.vertexIndex);
                break;
        }

    }

    void MeshFromPoints(params Node[] points)
    {
        AssignVertices(points);

        if (points.Length >= 3)
            CreateTriangle(points[0], points[1], points[2]);
        if (points.Length >= 4)
            CreateTriangle(points[0], points[2], points[3]);
        if (points.Length >= 5)
            CreateTriangle(points[0], points[3], points[4]);
        if (points.Length >= 6)
            CreateTriangle(points[0], points[4], points[5]);

    }

    void AssignVertices(Node[] points)
    {
        for (int i = 0; i < points.Length; i++)
        {
            if (points[i].vertexIndex == -1)
            {
                points[i].vertexIndex = vertices.Count;
                vertices.Add(points[i].position);
            }
        }
    }

    void CreateTriangle(Node a, Node b, Node c)
    {
        triangles.Add(a.vertexIndex);
        triangles.Add(b.vertexIndex);
        triangles.Add(c.vertexIndex);

        Triangle triangle = new Triangle(a.vertexIndex, b.vertexIndex, c.vertexIndex);
        AddTriangleToDictionary(triangle.vertexIndexA, triangle);
        AddTriangleToDictionary(triangle.vertexIndexB, triangle);
        AddTriangleToDictionary(triangle.vertexIndexC, triangle);
    }

    void AddTriangleToDictionary(int vertexIndexKey, Triangle triangle)
    {
        if (triangleDictionary.ContainsKey(vertexIndexKey))
        {
            triangleDictionary[vertexIndexKey].Add(triangle);
        }
        else
        {
            List<Triangle> triangleList = new List<Triangle>();
            triangleList.Add(triangle);
            triangleDictionary.Add(vertexIndexKey, triangleList);
        }
    }

    void CalculateMeshOutlines()
    {

        for (int vertexIndex = 0; vertexIndex < vertices.Count; vertexIndex++)
        {
            if (!checkedVertices.Contains(vertexIndex))
            {
                int newOutlineVertex = GetConnectedOutlineVertex(vertexIndex);
                if (newOutlineVertex != -1)
                {
                    checkedVertices.Add(vertexIndex);

                    List<int> newOutline = new List<int>();
                    newOutline.Add(vertexIndex);
                    outlines.Add(newOutline);
                    FollowOutline(newOutlineVertex, outlines.Count - 1);
                    outlines[outlines.Count - 1].Add(vertexIndex);
                }
            }
        }
    }

    void FollowOutline(int vertexIndex, int outlineIndex)
    {
        outlines[outlineIndex].Add(vertexIndex);
        checkedVertices.Add(vertexIndex);
        int nextVertexIndex = GetConnectedOutlineVertex(vertexIndex);

        if (nextVertexIndex != -1)
        {
            FollowOutline(nextVertexIndex, outlineIndex);
        }
    }

    int GetConnectedOutlineVertex(int vertexIndex)
    {
        List<Triangle> trianglesContainingVertex = triangleDictionary[vertexIndex];

        for (int i = 0; i < trianglesContainingVertex.Count; i++)
        {
            Triangle triangle = trianglesContainingVertex[i];

            for (int j = 0; j < 3; j++)
            {
                int vertexB = triangle[j];
                if (vertexB != vertexIndex && !checkedVertices.Contains(vertexB))
                {
                    if (IsOutlineEdge(vertexIndex, vertexB))
                    {
                        return vertexB;
                    }
                }
            }
        }

        return -1;
    }

    bool IsOutlineEdge(int vertexA, int vertexB)
    {
        List<Triangle> trianglesContainingVertexA = triangleDictionary[vertexA];
        int sharedTriangleCount = 0;

        for (int i = 0; i < trianglesContainingVertexA.Count; i++)
        {
            if (trianglesContainingVertexA[i].Contains(vertexB))
            {
                sharedTriangleCount++;
                if (sharedTriangleCount > 1)
                {
                    break;
                }
            }
        }
        return sharedTriangleCount == 1;
    }

    struct Triangle
    {
        public int vertexIndexA;
        public int vertexIndexB;
        public int vertexIndexC;
        int[] vertices;

        public Triangle(int a, int b, int c)
        {
            vertexIndexA = a;
            vertexIndexB = b;
            vertexIndexC = c;

            vertices = new int[3];
            vertices[0] = a;
            vertices[1] = b;
            vertices[2] = c;
        }

        public int this[int i]
        {
            get
            {
                return vertices[i];
            }
        }


        public bool Contains(int vertexIndex)
        {
            return vertexIndex == vertexIndexA || vertexIndex == vertexIndexB || vertexIndex == vertexIndexC;
        }
    }

    public class SquareGrid
    {
        public Square[,] squares;
      

        public SquareGrid(int[,] map, float squareSize, float _wallHeight)
        {
            int nodeCountX = map.GetLength(0);
            int nodeCountY = map.GetLength(1);
            float mapWidth = nodeCountX * squareSize;
            float mapHeight = nodeCountY * squareSize;

            ControlNode[,] controlNodes = new ControlNode[nodeCountX, nodeCountY];

            for (int x = 0; x < nodeCountX; x++)
            {
                for (int y = 0; y < nodeCountY; y++)
                {
                    Vector3 pos = new Vector3(-mapWidth / 2 + x * squareSize + squareSize / 2, 0, -mapHeight / 2 + y * squareSize + squareSize / 2); //SETS X TO BE _wallHeight (Note:By default wallHeight is negative)
                    controlNodes[x, y] = new ControlNode(pos, map[x, y] == 1, squareSize); //LOOKS FOR 0 INSTEAD OF 1
                }
            }

            squares = new Square[nodeCountX - 1, nodeCountY - 1];
            for (int x = 0; x < nodeCountX - 1; x++)
            {
                for (int y = 0; y < nodeCountY - 1; y++)
                {
                    squares[x, y] = new Square(controlNodes[x, y + 1], controlNodes[x + 1, y + 1], controlNodes[x + 1, y], controlNodes[x, y]);
                }
            }

            //for (int x = 0; x < nodeCountX; x++)
            //{
            //    for (int y = 0; y < nodeCountY; y++)
            //    {
            //        Vector3 pos = new Vector3(-mapWidth / 2 + x * squareSize + squareSize / 2, 0, -mapHeight / 2 + y * squareSize + squareSize / 2);
            //        controlNodes[x, y] = new ControlNode(pos, map[x, y] == 1, squareSize);
            //    }
            //}

            //squares = new Square[nodeCountX - 1, nodeCountY - 1];
            //for (int x = 0; x < nodeCountX - 1; x++)
            //{
            //    for (int y = 0; y < nodeCountY - 1; y++)
            //    {
            //        squares[x, y] = new Square(controlNodes[x, y + 1], controlNodes[x + 1, y + 1], controlNodes[x + 1, y], controlNodes[x, y]);
            //    }
            //}

        }
    }

    public class Square
    {

        public ControlNode topLeft, topRight, bottomRight, bottomLeft;
        public Node centreTop, centreRight, centreBottom, centreLeft;
        public int configuration;

        public Square(ControlNode _topLeft, ControlNode _topRight, ControlNode _bottomRight, ControlNode _bottomLeft)
        {
            topLeft = _topLeft;
            topRight = _topRight;
            bottomRight = _bottomRight;
            bottomLeft = _bottomLeft;

            centreTop = topLeft.right;
            centreRight = bottomRight.above;
            centreBottom = bottomLeft.right;
            centreLeft = bottomLeft.above;

            if (topLeft.active)
                configuration += 8;
            if (topRight.active)
                configuration += 4;
            if (bottomRight.active)
                configuration += 2;
            if (bottomLeft.active)
                configuration += 1;
        }

    }

    public class Node
    {
        public Vector3 position;
        public int vertexIndex = -1;

        public Node(Vector3 _pos)
        {
            position = _pos;
        }
    }

    public class ControlNode : Node
    {

        public bool active;
        public Node above, right;

        public ControlNode(Vector3 _pos, bool _active, float squareSize) : base(_pos)
        {
            active = _active;
            above = new Node(position + Vector3.forward * squareSize / 2f);
            right = new Node(position + Vector3.right * squareSize / 2f);
        }

    }
}


4346395–392671–MeshGenerator.cs (16.5 KB)

Cut down your built geometry so it’s just a single UV-mapped quad “wall.” Does the same problem occur?