I’m generating a “non square” quad mesh and applying a texture to it. Unity will split the quad into triangles, and then the middle of the texture is at the halfway point of the edge between the 2 triangles, which I think is “Correct” but also obviously not what I’m looking for.
I have not been able to find a solution. Is there something I’m doing with the mesh that’s wrong? Do I have to do something special in the material?
List<Vector3> verticies = new List<Vector3>();
List<Vector2> uvs = new List<Vector2>();
List<int> indices = new List<int>();
verticies.Add(new Vector3(0.25f, 0.0f, 0.0f));
verticies.Add(new Vector3(0.0f, 1.0f, 0.0f));
verticies.Add(new Vector3(1.0f, 1.0f, 0.0f));
verticies.Add(new Vector3(0.75f, 0.0f, 0.0f));
uvs.Add(new Vector2(0.0f, 0.0f));
uvs.Add(new Vector2(0.0f, 1.0f));
uvs.Add(new Vector2(1.0f, 1.0f));
uvs.Add(new Vector2(1.0f, 0.0f));
indices.Add(0);
indices.Add(1);
indices.Add(2);
indices.Add(3);
mesh.SetVertices(verticies);
mesh.SetUVs(0, uvs);
mesh.SetIndices(indices.ToArray(), MeshTopology.Quads, 0);