void CreateRoadObject(bool isClosed) { // Get even points Vector2[] evenPoints = unevenPath.CalculateEvenlySpacedPoints(spacing); // Create Road object target = new GameObject("RoadObject"); MeshFilter mFilter = target.AddComponent <MeshFilter>(); MeshRenderer mRenderer = target.AddComponent <MeshRenderer>(); // Draw Path Mesh mesh = RoadCreator.CreateRoadMesh(evenPoints, isClosed, roadWidth); mFilter.mesh = mesh; int textureRepeat = Mathf.RoundToInt(tiling * evenPoints.Length * spacing * 0.05f); mRenderer.material = material; mRenderer.material.mainTextureScale = new Vector2(1, textureRepeat); }