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Playmaker Forum
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Add UV Map at runtime?
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Topic: Add UV Map at runtime? (Read 1323 times)
kavery
Full Member
Posts: 149
Add UV Map at runtime?
«
on:
August 06, 2019, 11:37:28 PM »
Is it possible to add a UV map during runtime, like a basic box map or planar map?
In my situation a user imports an .fbx, and applies materials to each part. Would be great to add a base UV map when the imported file lacks one.
«
Last Edit: August 06, 2019, 11:39:59 PM by kavery
»
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jeanfabre
Administrator
Hero Member
Posts: 15500
Official Playmaker Support
Re: Add UV Map at runtime?
«
Reply #1 on:
August 08, 2019, 02:07:21 AM »
Hi,
It's possible, but not without heavy, heavy, very heavy coding
//www.youtube.com/watch?v=FGL6SffDeVU
Bye,
Jean
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tcmeric
Beta Group
Hero Member
Posts: 768
Re: Add UV Map at runtime?
«
Reply #2 on:
August 08, 2019, 08:25:59 AM »
I wonder if it is possible and easier to do it, by using ProBuilder 4s runtime API. I dont think there is much documentation there, but it should be able to create UVs. (Of course, this still require some coding, but potentially a lot less).
Edit: In this example they take a normal obj and probuilderize it. Make an adjustment and then rebuild it. On the rebuild process, it should regenerate the Uvs.
https://github.com/Unity-Technologies/ProBuilder-API-Examples/blob/master/Runtime/Convert%20Mesh%20to%20Editable/MakePrimitiveEditable.cs
«
Last Edit: August 08, 2019, 08:28:38 AM by tcmeric
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kavery
Full Member
Posts: 149
Re: Add UV Map at runtime?
«
Reply #3 on:
August 08, 2019, 06:29:51 PM »
Oh wow, I'll try this. Thanks!
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Add UV Map at runtime?