Choose whether the U coordinate of the trail texture is tiled or stretched.
Stretching will cause the texture to be mapped once along the entire length of the trail, whereas Tiling will cause the texture to be repeated at a rate of once per world unit. To set the tiling rate, use Material.SetTextureScale.
no example available in JavaScript
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour {
public LineTextureMode textureMode = LineTextureMode.Stretch; public float tileAmount = 1.0f; private TrailRenderer tr;
void Start() {
tr = GetComponent<TrailRenderer>(); tr.material = AssetDatabase.GetBuiltinExtraResource<Material>("Default-Particle.mat"); }
void Update() {
tr.textureMode = textureMode; tr.material.SetTextureScale("_MainTex", new Vector2(tileAmount, 1.0f)); tr.transform.position = new Vector3(Mathf.Sin(Time.time * 1.51f) * 7.0f, Mathf.Cos(Time.time * 1.27f) * 4.0f, 0.0f); }
void OnGUI() {
textureMode = GUI.Toggle(new Rect(25, 25, 200, 30), textureMode == LineTextureMode.Tile, "Tiled") ? LineTextureMode.Tile : LineTextureMode.Stretch;
if (textureMode == LineTextureMode.Tile) {
GUI.Label(new Rect(25, 60, 200, 30), "Tile Amount"); tileAmount = GUI.HorizontalSlider(new Rect(125, 65, 200, 30), tileAmount, 0.1f, 4.0f); } }
}