The fourth texture coordinate set of the mesh, if present.
#pragma strict // Generate planar uv coordinates for all 4 uv sets function Start() { var mesh: Mesh = GetComponent.<MeshFilter>().mesh; var vertices: Vector3[] = mesh.vertices; var uvs: Vector2[] = new Vector2[vertices.Length]; for (var i: int = 0; i < uvs.Length; i++) uvs[i] = new Vector2(vertices[i].x, vertices[i].z); mesh.uv2 = uvs; mesh.uv3 = uvs; mesh.uv4 = uvs; }
// Generate planar uv coordinates for all 4 uv sets
using UnityEngine;
public class ExampleClass : MonoBehaviour { void Start() { Mesh mesh = GetComponent<MeshFilter>().mesh; Vector3[] vertices = mesh.vertices; Vector2[] uvs = new Vector2[vertices.Length];
for (int i = 0; i < uvs.Length; i++) uvs[i] = new Vector2(vertices[i].x, vertices[i].z);
mesh.uv2 = uvs; mesh.uv3 = uvs; mesh.uv4 = uvs; } }
Note: Texture coordinates have to be modified or created externally from the mesh. In the script example above the uvs is created as a new array. Then the texture coordinates are assigned to that array. Once these are assigned the array is assigned to the Mesh.