The second texture coordinate set of the mesh, if present.
// Generate planar uv coordinates for the secondary uv set function Start () { var mesh : Mesh = GetComponent(MeshFilter).mesh; var vertices : Vector3[] = mesh.vertices; var uvs : Vector2[] = new Vector2[vertices.Length]; for (var i = 0 ; i < uvs.Length; i++) uvs[i] = Vector2 (vertices[i].x, vertices[i].z); mesh.uv2 = uvs; }
using UnityEngine; using System.Collections; public class Example : MonoBehaviour { void Start() { Mesh mesh = GetComponent<MeshFilter>().mesh; Vector3[] vertices = mesh.vertices; Vector2[] uvs = new Vector2[vertices.Length]; int i = 0; while (i < uvs.Length) { uvs[i] = new Vector2(vertices[i].x, vertices[i].z); i++; } mesh.uv2 = uvs; } }
import UnityEngine import System.Collections public class Example(MonoBehaviour): def Start() as void: mesh as Mesh = GetComponent[of MeshFilter]().mesh vertices as (Vector3) = mesh.vertices uvs as (Vector2) = array[of Vector2](vertices.Length) i as int = 0 while i < uvs.Length: uvs[i] = Vector2(vertices[i].x, vertices[i].z) i++ mesh.uv2 = uvs