最近在开发我的世界类游戏, 有用到mesh的uv绑定。
将这个材质纹理绑定到一个正方体上,在网上找的代码绑定错误,遂自己研究绑定关系。
这是每个面对应的uv数字的索引值
using UnityEngine;public class MapTexture : MonoBehaviour
{void Start(){MeshFilter mf = GetComponent<MeshFilter>();if (mf == null) return;Mesh mesh = mf.mesh;if (mesh == null || mesh.uv.Length != 24){Debug.Log("Attach to a cube");return;}Vector2[] uvs = mesh.uv;//前面uvs[0] = new Vector2(0.0f, 0.0f);uvs[1] = new Vector2(0.333f, 0.0f);uvs[2] = new Vector2(0.0f, 0.333f);uvs[3] = new Vector2(0.333f, 0.333f);//上uvs[8] = new Vector2(0.334f, 0.0f);uvs[9] = new Vector2(0.666f, 0.0f);uvs[4] = new Vector2(0.334f, 0.333f);uvs[5] = new Vector2(0.666f, 0.333f);//后uvs[10] = new Vector2(0.667f, 0.0f);uvs[11] = new Vector2(1.0f, 0.0f);uvs[6] = new Vector2(0.667f, 0.333f);uvs[7] = new Vector2(1.0f, 0.333f);//下uvs[12] = new Vector2(0.0f, 0.334f);uvs[15] = new Vector2(0.333f, 0.334f);uvs[13] = new Vector2(0.0f, 0.666f);uvs[14] = new Vector2(0.333f, 0.666f);uvs[16] = new Vector2(0.334f, 0.334f);uvs[19] = new Vector2(0.666f, 0.334f);uvs[17] = new Vector2(0.334f, 0.666f);uvs[18] = new Vector2(0.666f, 0.666f);uvs[20] = new Vector2(0.667f, 0.334f);uvs[23] = new Vector2(1.0f, 0.334f);uvs[21] = new Vector2(0.667f, 0.666f);uvs[22] = new Vector2(1.0f, 0.666f);mesh.uv = uvs;}
}
最终效果如下!*